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At first I thought it was somewhat similar to The Stanley Parable. I jumped too early and I was put back into the scene. Next I did not jump at all and nothing happened. This really disappointed me, It was clear to me that I had to jump and kill the robot dude. But the lack of choice made me feel like there was that infamous ludo narrative dissonance. When I tried to do things my way I couldn't, which goes against the games core message.  Apart from this, I think the pacing was too slow, that is my personal preference, but it felt like the 1st one took forever! And the next 2 ended instantly. There was no real climax to the experience. 

The art is weird but charming. The English was a bit weird too but again charming.

Please check out my game when you get the chance.

https://itch.io/jam/gmtk-2019/rate/460992

(1 edit)

Thanks for playing and your comment^_^
Agree that the 1st scene has slow pace problem and the game itself is too short and no climax problem.
The "game designer me" want to fix it. But the "programmer me" and "artist me" really feel exhausted. : (
I agree that these problems must be fixed if I am going to make it more enjoyable or publish it as my next commercial game. But I think I am going to leave it what it is. And maybe somehow bring the ideas in it to my next game.

The Stanley Parable is way too good to be a GameJam Game. However, what I am trying to tell is more simple and I don't think giving more choices to players will help me telling the point. It do helps making the game more enjoyable though.
 And please let me paste a conversation with another guy to explain myself.

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Well, about what a narrative game is trying to tell never have an only answer.  And as the author of it, I will give my interpretation, but it's just as important as a player like you I think. So if you don't agree with this, that should be my responsibility^_^ "This game has Only One way to clear, but many things(in the real world) are not like that." is the best English I can find to describe what I am trying to tell. I imagine that the player will figure that out by 4 steps. 

Step 1: Players do not know what happens in this game, do what he is told to. 

Step 2: Players find out only do the opposite of what he is told to can move forward. And beat the game. 

Step 3: Like the Begining, the player was told that this game only has one way to be clear and it really is. Just maybe not the same way as players thought. Players never jump out the frame of this game(Of crouse, it's a game.) 

Step 4: "or, really?" To let more players get the message, I think I probably should say something like "Is it the same in your life?" But I just don't feel that is cool. Or I actually don't want to make that so clear. Especially when it's a gamejam game( ̄▽ ̄)

Agree that if it has branches, it will be a more enjoyable game. I think the main reason is the gameplay itself will be more enjoyable. But not so sure that helps to deliver the message I was trying to tell. 

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Of crouse, I will try your game.
PS: Sorry about the bad English, obiviously, I'm not a narrative speaker, but I would say I am getting better^_^