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(+1)

Spirits of Combination Village

by Michelle Rakar

Hey there Michelle, thanks for submitting a project to the 2022 IGMC. I was asked to judge your game in round three of the IGMC 2022 game jam. Here's some feedback about your project.

Nice cartoony art and chill track on the title screen. I like the font used too.

I really like how you color coded the show text for each character. It helps in tandem with the character name plate to keep straight whose talking.

Sometimes the music skips when selecting a location to go to.

I like your menu layouts. They look customized and very slick.

It's cool that you have a relationship meter in the menu to let you know where you stand with everyone. It would be cool if we had this in real life wouldn't it?

Some of the backgrounds are so filtered and blurry that I can't even tell what I'm looking at. For example the burger joint is just a mess of scribbles.

Where do I even begin... Some of these choices are really none-choices when you think about it. Do I let my 6 year old cousin play in the forest all by herself so I can hang out at the mall with my friends? Obviously you have to pick Pamchan and get her home safely everyday.

Some of the choices that you're given are really strange and their outcomes even more strange. Like I visit a candy shop and then boom! I'm dead! Now I'm a spirit entering the minds of my loved ones to guide them through puzzles? Telling Pamchan that you're a spirit entering her mind and that you're watching her is supposed to set her at ease? No no no, this would be traumatic and she would therapy.

The dialog was well written up until the point of death then it just went downhill and made no sense. I understand that this is a video game and I'm willing to suspend my disbelief, but I feel like it's a bit too farfetched and that you could have done a better job by reeling it in a little bit.

I realize that because of the nature of this game there are several endings and entire routes of dialog that I'll probably never read. You should keep in mind that the amount of work that it takes to successfully have multiple endings in a game is something that is often underestimated.

While I do understand that you were on a deadline to finish this project I have to say that it does really show in the writing towards the end. It feels very rushed and scattered.

I do think that you have something interesting and I hope that you don't take this as a negative review. I think that this game starts off very strong and if you were given enough time you could really bring it together and polish some of the problem areas like the writing and mechanics. (For example the 'point and click' mechanics felt very clunky. )

Keep up the good work and congratulations on making it to round three of the IGMC 2022. I look forward to seeing what you work on next.

-Drifty

(+1)

Thank you for the feedback, Drifty, I really appreciate it! You brought up some really good points here and I'll definitely be thinking about those kinds of things more in my future games for sure. 

One of the things I'm noticing a lot as more people play through it is that a lot more people are choosing Pamchan's route than I originally anticipated, so I do definitely see now with what you're saying that I really could have incorporated some of the overall core story elements that you find out in other routes to make the story make more sense regardless of who you choose (like the theme that Heidi is overworking herself so much that it leads to her downfall—I realize through Pamchan's story that might not have been as strongly hinted at as other routes for sure, so it makes sense why it may seem to come out of nowhere).

I appreciate the honest and detailed feedback here for sure. With this, I have a better sense of where I should improve and what to prioritize for future projects. One of those will definitely be finding inconsistencies with those branching paths, as I see that's been something that was definitely a challenge to fully test on a short deadline.