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(3 edits) (+1)

You know what this dartboard and tacks reminded me of? Theme Hospital. Not necessarily the same objects, but there were definitely screens with that kind of vibe.

Reaction reading the description: Wow, this sounds really original and interesting! What an edgy meta context, I hope this will be fun! :)

Reaction after some levels in: AAAAAAAAAAAAAAAAAAAAAAAAAAAH!!! <:O

… Seriously, the game is hard. XD But in a funny way; it seems like some kind of virtual reality or hellish work simulation.

I like how many things (including unuseful!) are interactive; actually, at first, I thought you could only move the dice, and only then did I think about moving the requests. X)

The physics hold a gameplay dimension, as they make your life hard.

A big regret for ultra fussy/OCD me is how you don’t have the time to read all the (funny) requests… In the first level, I was reading them all. X) I get this is done on purpose, though, as I noticed grammatical/language traps (double negations, big red NOT which can target the dice or not, customer talking about what he does not want / hopes will not happen…). This is very cunning.


A very original take on the theme, I love the meta aspect you gave to it. :)

Since I do not expect to reach the end by myself, would you please care to tell me (us!) what the end looks like? :) Thanks for this and for the game!

PS: just about to quit, I realize I had not even tested the pause button, and I discover how it makes the player raise his head to watch the board. :) This is really nicely done, in an immersive way. Well designed!

PPS: oh yes, one question: how many texts (= requests) did you write for the game?? It looked quite wide in scale!

(+1)

Thanks so much for playing and for such comprehensive feedback! We absolutely need to slow the tickets down for the first couple rounds to let people read them, I think we suffered from the fact that we didn't have a ton of external playtesters so we got really familiar with all the tickets and could solve them much faster, but most of the feedback echoes your own sentiment.

In answer to your questions:
- The end is pretty simple, you just look back up at the board and the leaderboard has changed to a big image of a golden natural 20, and the sticky notes around it get a little bit of new flavor. Otherwise it just loops you back around to the main menu to start again.
- We wrote exactly 99 tickets, they're parsed at the start of the game and then just shuffled (and re-shuffled once you go through all 99 since the game continues endlessly until you win). Most of them were written with a lot of coffee in hand. Most of the dev team (5 in total) are pretty avid D&D players so we pulled a lot from our own games and plenty of tropey stuff ("Vecnar" is a particular favorite to avoid any copyright stuff).

Thanks again for all of the kind words and feedback, we really tried to make it as immersive as possible with the intent of never showing any non-physicalized UI so I'm glad that came across!

Thanks for the answers. :)

they're parsed at the start of the game and then just shuffled (and re-shuffled once you go through all 99

Aaaah, so this is the classic ‘bag’ technique, as in (at least some variants of) Tetris!! I noticed there seemed to be extremely few repetitions, but I hadn’t thought of it. X) Experience always wins the day.

the dev team (5 in total)

Oh, I thought you were only two seeing the game jam page! :o (‘Soumis par McWonkoTheSane, Thrat’ — yes, my interface is in French, mind you. :p) According to the rules, you can add as many contributors as you want, whenever you want, so shouldn’t you credit everyone there? I also like to know how many people were involved in the various games, as it helps assess the game (I do take that into account for the ‘Presentation’ criterion, I think it’s reasonable to hold more people to higher standards as for the ‘technical’ aspect). (Don’t worry though, I haven’t changed my mind on yours. XD)

pretty avid D&D players

‘… which is why the game needs a twenty-sided dice.’ ( ͡° ͜ʖ ͡°)

(I’m a nerd, but a non-role-playing one and kind of a loner, so I like to occasionally kindly make fun of those that indulge in this activity.)

(+1)

2 of them wished to remain uncredited for personal reasons and the third just hasn't made an itch account yet, but you do bring up a good point, I will update the team size on the page.