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First Dare's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Staff's Pick | #3 | n/a | n/a |
People's Choice | #4 | 2.625 | 2.625 |
Art Style | #4 | 3.750 | 3.750 |
Gameplay | #4 | 2.250 | 2.250 |
Representation of Theme | #6 | 2.125 | 2.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- A fun little point and click adventure with lovely art! I would've loved to see "firsts" incorporated more directly into the game itself, but it was a fun adventure nonetheless!
Is there anything you want to say about your entry?
We followed the theme of "First" with our story element of "First Dare", this is our first point and click adventure, and we have a first time Jammer on our team!
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Comments
Maybe it's just me but I'd just go ahead and update it during the voting. First and foremost, the jam's a learning experience more than a competition. Some may have already voted. Liked the 3D-ish nature very haunting.
I'm also stuck in the plant room, so I wasn't able to finish it.
The first thing I noticed was the awesome art. The game's concept is classic, and you put some great effort forth into that concept. I can see this becoming a popular indie game if you put more time in to polish it; some things that could use polish are the movement and controls (which are a little clunky), the arrangement of the art, and the overall flow of gameplay.
For example, having only two inventory spaces is kind of a drag, because it means you have to backtrack a lot. In the bottle minigame, I see what you were going for - the inventory restriction makes it more challenging, which is cool. But the other consequence of the small inventory is a lot of backtracking to rooms you've already been to, which is a bit of a drag. If you could find a way to make that backtracking more fun, you could make this game really awesome. For example, since you have a spooky theme going on, you could add some scares and/or random events to the rooms we're backtracking to. Given the positions of the required items, you probably have a good idea of how the player is going to move around in your game - use that knowledge to impress and entertain!
That aside, I hope you guys keep making stuff together. I have never been into point-and-click games, but I got pretty immersed in this.
Things I liked that you should expand upon: the art (expand upon it with better placement) and unique characters (expand upon it with more dialogue)
Things that could be better: the movement, gameplay flow, and unclear directions in the end
First, thank you for taking the time to give us in-depth, constructive criticism! This was our first point and click, so weren’t always sure how to accomplish things smoothly, but your feedback gives a good idea of where to focus and improve.
I agree the inventory vs the backtracking needs some more balancing. I like your idea of events based on known item locations and I will pass this idea back to our designer. After play testing a bit I feel like being able to drop off more items in an interactable spot would allow the player to have more control as well. I sometimes chose to carry items then had to go back upstairs just to clear some space, I think more drop off could help too.
The key to the plant room puzzle is there are several empty tables that will hold 3 fallen items. Each table needs 3 different items to be counted as sorted.
I will pass on your compliments to the artist and designer!
Cool! Like I said, this game's concept is great, and I would absolutely love to be updated if you guys continue to develop it or work together on something else. Best of luck to all of you in the future.
The team has just informed me that though it works in editor, the build version garden puzzle has a bug may keep it from starting. Sorry about that.
I have no idea what to do in the plant room.
That’s fair, I think we could use some clearer hints and indicators on why things are reacting to the player the way they do.
There are several empty tables that will hold 3 fallen items. Each table needs 3 different items to be counted as sorted.
Thanks for the feedback!
The team has just informed me that though it works in editor, the build version garden puzzle has a bug that may keep it from starting. Sorry about that.