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A jam submission

ProductivityView game page

Submitted by Ana (@galaxysnapback) — 3 days, 6 hours before the deadline
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Productivity's itch.io page

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Comments

Submitted

I loved how you used reconverging storytelling. At first I was getting frustrated at trying to be productive not changing much but when it clicked that that was what you were trying to accomplish, I was really into it. I liked no matter how hard you try to be productive in the game, you just can't and eventually will have to chose the other option. So I guess the choices were disempowering but they were intentionally and I believe it worked out in your favor. Overall, really nice game, I'm a big fan of how you deliver the message in it.

Submitted
  1. The designer used elements of exertion within a story-game and reconverging branches by allowing the player to decide which route they wanted to take, but would give a a specific ending.

  2. The use of choice heavily impacted the experience in playing the game since the player was suppose to choose which route they wanted to take in order to advance. I felt it was empowering since it makes a player think about which way they want to take. It then made the game effective in creating the experience since the user might feel the growing stress of trying to make sure everything fits within a day.

  3. I thought that the gameplay was very cool! I like the simplicity in the artstyle, and I like the story behind it. I also thought the ending message was very effective. Great job!

Submitted


1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently?

  • the clock/person in the center, plus the signs describing what each path entailed told the story of how we spend much of our time worrying about doing work and being productive 

2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?

  • i think the idea of choosing how to spend the time was impactful. the only thing that took away from this (maybe it was intentional) was how doing a 'productive'/'good' thing only cost a minute, while the 'unproductive'/'bad' thing cost hours. perhaps this was commentary on how we perceive these actions?

3. What feedback, advice, or questions do you have for the designer?

  • i personally think making the 'productive' things cost an hour and the other things costing more would be effective, since it would be more convincing 
Submitted

hello! very cool. it seems like when you do one of the productive tasks it repeats and makes you do it again until you are forced to do the unproductive task. idk if that's what you wanted or not.