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The Gnawing Hunger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #1 | 4.556 | 4.556 |
Overall | #2 | 4.148 | 4.148 |
Creativity | #2 | 4.333 | 4.333 |
Theme | #3 | 4.333 | 4.333 |
Presentation | #3 | 4.389 | 4.389 |
Gameplay | #4 | 3.778 | 3.778 |
Horror | #8 | 3.500 | 3.500 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Among the Stars in your game?
The story takes place on a doomed starship.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
#1: The game takes place in space.
#2: One of the playable characters is an alien.
#3: Did not implement: there are no puzzles. (That said, constellations do appear as flavor graphics.)
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Comments
The game is unbelievably good! I wouldn't be surprised if it wins. Good job!
Thank you for trying it out, and thanks so much for your kind words.
very very good game!!! the time-jump was very nice with the father. A really interesting game!!!
Thanks for checking it out! :)
This is a great entry, it's imposing how much work you put into making the story. The flashbacks work really well to make you understand what happened to each character and there are so many options to choose from. This really shows you that you put your heart and soul into this, very well done!
Thank you for your kind words. Always great to hear that someone enjoyed my work. :)
Pixel art and music is nice. The fact that you did all of the work for this game is quite amazing.
There were too much reading and talking for my taste.
Flashbacks could be cool but i think they took too long to finish and separate you from the atmosphere.
Enemy didn't seem scary to me. Its behaviours was figurable easily
Thank you so much for taking the time to try it.
I realized that the game is not very scary, but I followed my inspiration where it took me. :)
Just finished it and wow I have nothing but great things to say about this! The amount of effort you put into the excellent writing in such a short time is mind boggling. It's just so damn impressive that there's little snippets around nearly every object in the game, you experience 4-5 different stories, and there's what seems to be multiple endings. The pixel art was cute and very cohesive all around. The music and sound effects fit the mood excellently. The sheer amount of content in this game jam game is fantastic. Well done!
Thank you for your kind words. I'm really glad you enjoyed.
My last-minute panic, in this case, lasted about 2 weeks--that's the secret to getting this much done. :)
I had fun playing this, seeing the narrative from various different perspectives was an excellent way to portray the story in full. The art and gameplay were nice; the game truly feels like a complete project.
Thanks for checking it out! I'm so glad you enjoyed. :)
Really impressive
Thanks so much for checking it out!
Nice love the maniac mansion spirit !
Good gameplay and atmosphere !
Thanks so much for playing! Glad you enjoyed. :)
Really well done -- I played it to the end and it was an impressively expansive and complete game for a game jam. It was intelligently written, funny at times, and had a fully-fledged narrative. I loved the narrative structure you used. Even with this longer jam period, it's impressive that you were able to get this done. The map system really worked well and integrated well with the game, and the dialog system flowed and never felt cumbersome. I also enjoyed the pixel art, especially of all the small items around the ship. Nice job!
[Play the game before reading this paragraph to avoid reading narrative]: A few notes that I hope are helpful: I'm sure your state machine has a lot of moving pieces in this kind of game, but there were a few things that appeared to be out of "state." I pulled the lever on the airlock at two different points in the game, and each time as I walked away it did the 'jump', and the character bemoaned the implications of the jump, as if it were happening for the first time. Also, after reassembling a particular item, when I subsequently passed by the spot where the reassembly occurred, it again prompted me to reassemble it.
My character tended to get stuck while walking along walls near doorways sometimes, presumably from two colliders being used that aren't perfectly aligned, or something similar. Minor issue.
Great job on the game!!
I'm really glad you enjoyed. And thank you so much for your detailed comments.
I have just uploaded an updated zip that should fix the two bugs you raise. As you imagine, quality control with all these events is a nightmare. By necessity, it's just a process of endless iteration.
Happy to hear the map was a hit. I built that on Saturday morning, after a good friend played an early build and declared that the ship was confusing to navigate. (I, who had spent dozens of hours putting the ship together and therefore had no difficulty whatsoever navigating it, was naturally taken entirely by surprise.)
If you're curious, the logic for this map is simple and rather brute-force. Each deck is divided into several rectangles, with an overlay image attached to each rectangle. When the player opens the map, a foreach loop runs through the array of all overlay objects and activates only the one matching the player's current position (it took me almost 2 hours just to get the exact values for these vectors right). This is a low-tech technique, but the result looks very smooth for a rectilinear "built environment" like the interior of a spaceship.
It sounds like you got the "best" (canon) ending. I still really enjoyed writing the other endings, though--they bring out different aspects in the relationship between the characters in the Epilogue. The "bad" ending might even be my favorite.
Thanks again for trying it out and leaving so much helpful feedback!
Edit: The collider issue is somewhat harder to address. I've been aware of it for a while, but the answer eludes me still. :)
About that collision thing, not sure if this is the case for you, but I had a similar issue a few weeks ago when using Unity's tilemap system. I believe the fix was to add a "Composite Collider 2D" component to the wall Tilemap and check "Used By Composite" under the "Tilemap Collider 2D" settings.
Thank you for the suggestion!
I am already using a Composite Collider for the wall layer... I believe the problem is being caused by the doors, which are not part of the tilemap grid.
I'll keep digging into this...