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Rationale - the title suits the gameplay experience - what is the rationale behind choosing to give or refuse rations? Making such a  judgement is never easy. Detailed world-building, sharp and distinct character design, vivid personalities: it's all well done. 

I played till what I felt was a significant extent, and I don't know if I missed it, but I couldn't really get a lot of informed feedback; there did not seem to a visual depiction of external parameters that keeps shifting according to our choices, and a tangible representation of exactly how limited the rations are. What happens if I say 'Yes' to everyone? It's quite possible it's because I didn't play it enough, though.  Since the characters are recurring, maybe the previous choices I made with regard to them reflect their current behavior and demeanor? 

Either way: it's such good efforts, your group seems to have build a whole universe!

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Thanks for your feedback, it's very detailed and precise.
Our goal was to show off this "universe" as you wrote, and create a nice environment for the players to enjoy and learn.

Unfortunately, for the lack of time and scripting issues we didn't implement so much content as we wanted too, such as art. But reading you enjoyed it even with this put a smile on my face, and to all the team I can assure you.

To answer your question: "no there aren't choice that lead to different dialogues and scenarios, so you can say yes or no to everyone without ripercussions", but we'll be the focus to achieve that after the end of the judgement.

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Hi! Writer here, just adding some extra info!

So for the choices, as previously mentioned, we couldn't add it in due to time constraints, so narratively it instead serves a purpose of choosing who lives a comfortable life. In the future we'd like go add more feedback, however, narratively we also felt that the thematic choice of "your choices don't matter when the world is to burn" was another avenue to explore. I wish I'd put more emphasis on that, but alas, another time!


Thank you so much for your feedback, we're extremely grateful!

"Your choices don't matter when the world is to burn" : This nihilistic approach can be so interesting too, but I am sure it's not at all easy to pull something like that off without making things too frustrating for the players, but can be very interesting if well-executed.  And I completely understand about the time constraints - good luck to you guys in taking this further,  it looks so promising so far!

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I agree! If we had more time, I'm sure we could've figured it out! But the nature of Game Jams are difficult, but that's the fun! Thank you so much for your honest criticism!!!