very good
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Prisoners of Conscience's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #115 | 3.875 | 3.875 |
Sound | #190 | 3.406 | 3.406 |
WOWIE! | #200 | 3.438 | 3.438 |
Visuals | #268 | 3.531 | 3.531 |
Fun | #328 | 3.250 | 3.250 |
Topic | #357 | 3.281 | 3.281 |
Simplicity | #594 | 3.156 | 3.156 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Made during the jam!
Credits
Orange flag studio (code, art, design), Lars Storme (music), Fin W (writing)
Comments
Starting off was a little tricky, took me awhile to figure out how to find prisoners. But once I caught on, it really put me in the shoes of a prison guard, having to make these kinds of ethical decisions. Maybe having a compass type thing that briefly points to the direction the prisoners are in would be easier to understand. All in all, great job on the game! :)
Really nice game !
It's a bit cryptic at first, but in a way which reminded me of A dark room (this).
So even if it can hold back players at first, I don't know if adding clarity would help the game or harm its core atmosphere.
Definitely a game I enjoyed anyway !
Hm, the game is a little hard to play at the beginning as the ground does not offer much indication about how fast you are moving. But I like the look, really nice and simple visuals
Lovely atmosphere and music! I found it a little confusing, but I'm sleepy so that may be my own fault. :P My only real complaint is that I wish the tutorial/story messages didn't interrupt gameplay. I found myself actively avoiding them, to avoid being locked out of moving. :P
Super great experience !
The only suggestion I would make is to teach the controls when you first approach a prisonner. When I played, I did not entered by the front door but by the west (because I like exploring) and so I walked around, reading messages and making my own mind on what's happening. After that, I came across the tutorial message telling you either help or kill the escapists. I thought it was too straigthforward, it directly tells you you'll have a choice to make and that already shapes your mind. So I think you should remove the 2 first messages and tell about what you can do only once you're in the situation. And maybe tell about the consequences of your acts just after your action.
This, is very unique. The first playthrough, I had no idea what i was doing and just kind of donked around. On the second, i started to read the things, and it's a super interesting experience. Whilst I wouldn't entirely call it a true "Game" It's still really really cool. I want to know a bit more about the world and the lore of the game, the writing really intrigued me, the music was nice, and it all amassed into something that was really cool. The only things I'd recommend, the game currently feels a little slow, but that might just be me, and a bit more atmospheric effects, like smoother lighting some particle effects and whatnot, but otherwise, Great Game!
Thank you so much for playing and leaving feedback! Yeah some more effects would have been nice and added to the atmosphere! When I heard the theme with the bit about “what’s a game where you don’t win or lose” the first thing I thought of was “not a game” lol. Thanks again for playing, everything you said means so much to me!
I really like it! for being made around 72 hours its looks very good and polished! It’s simple but very fun and good to play! The visuals are also very good! Amazing Work! :D
Thank you once again for playing my game on your stream it means a lot to me!
This is so funny, I wasn't even familiar with the term "prisoner of conscious" until yesterday, and I just discovered this game today!
The visuals are very nice. I find it so easy to forget that sometimes the best games are minimalist and don't need a lot of color. I don't know why I don't try to do this myself, maybe a part of me tells me that it is too easy because I'm an art major and I can do better.
The music is very nice, (bonus points for making it during the jam).
In terms of creativity, I would say that multiple endings have been done before and isn't very original considering that its just a different wall of text each time you finish. Normally I would have left it as just three stars, but you saved the game by changing the gameplay depending on your actions which is a nice touch, and the monochrome green setting and the background story on everything works very well on the surface level so I have to make it a five star rating.
I feel like I have said this way too many times on other peoples game, I'm probably guilty of it too in a way, and I'm not really sure how to word it properly here. In terms of "Failure is Progress" you definitely DO meet the criteria of the topic story-wise, but do you meet it in terms of gameplay? If every action you take is a failure, than what is the point in trying to win? Do you see what I mean? Maybe that's just me though. I'm kind of torn between the fact you did a great job making it an emotional experience, and the fact that regardless of which path you take, every action is a failure and that you don't really progress on the mechanic level, so I'm just going to leave it as four stars.
Still this is a great game jam game, definitely one of the best on the entire jam. Highly reccomended.
Thank you so much for all of that feedback! Everything you said is valuable!In terms of “Failure is Progress”, I chose the sub heading theme “Mess with winning and losing” there is a design brief in the description of the game for more info. Thanks again for playing and taking the time to leave that feedback!
First of all i loved the music it is well made :D I cant belive made this story in 3 days it is increadible. Like the other comments said enlightenment increasing light is a brilliant idea.My only issue was the texbox background color is too light you should darken it a bit.Other than this small complaint i think you did an amazing job great game :D
Note:I would be happy if you could check out my game as well :d
Woah, the experience of this game was something else - the story and worldbuilding was great, and the way your actions have consequences is very well done too - incredible for a game made in 72 hours. The gameplay itself is pretty good too, and I liked how your enlightenment directly translated into actual light - very creative way of doing things. I would've liked if a less bright green was used though, since now everything looks vaguely pink - maybe I just have weak eyes though. Overall it was a great experience though - excellent work!
I love games that give me small vertical slices of a world, and this one managed it in spades. (How do people do all this in the time limit??? I'm blown away) I also like that prisoners dying has repercussions gameplay-wise that mirror the weight of your actions. In general, your mechanics are very flavorful. The drums also seemed to kick in dynamically on my first playthrough, but didn't quite line up the next time - I think making it change on the fly once there's only a few prisoners left would be a nice touch.
Great job!
The game is really well made and finished, with nice consistent graphics and music that's really fitting the overall theme. However, the gameplay didn't sit well with me. There's too much text and lore building for such a short game, but too little challenging gameplay. Overall a good entry :)
I think one of my favourite interpretations of the theme. It's different!
I think it was a challenging theme to do well in during a game jam. Something like this for me really relies on "feeling" the consequences of your actions (mid game I mean, not end game) so you can make personally a moral judgement about what is the right or correct thing to do.
And because of the limited colour palette, the top down view, the lack of animations etc, it was really difficult for me to feel anything when I blasted a prisoner to death, or when I (in my case accidentally) shot a guard. A little text box is not enough.
For this subject, I think you simply needed much more time to add lots and lots of different feed backs. (shooting a prisoner makes them limp, makes them run and hide, makes them try to bargain with you, etc etc)
Thank you so much for the feedback! Shooting a prisoner will make them run and breathe quicker, picking them up will panic them too. I agree that there does need to be lots of feedbacks, just couldn’t add all of them in during the jam and instead focussed on variety such as the different play styles. Thanks again for playing!
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