Finished the game.
Like the stealth game idea.
The enemy's AI looks like kind of buggy and unstable, but I think you can fix it afterwards if you want to. Maybe add some visiable indication to help player to figure out what state the enemy in or how far can they see will be better.
I'm not sure that I am using the right way to clear the level or not. But the levels make me feels that this would be a better game if I can use more than one clone. Maybe the only one concept didn't very fit to this game. Though I think you can handle that too afterwards if you want.
Overall, it's a nice little stealth game.
PS: There is a little game in my phone named "Sneak Ops". Maybe you will be interested in it^_^
AkabaStudio
Creator of
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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^_^
First of all, thanks for playing my game and giving valuable advice on it^_^
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.
PS: if you are interested, I made a game named "LoveChoice" on Steam, which does have branches and be similar to this game in some ways.
Design - 4/5:
Still many design flaws that I didn't fix in this jam.
And the game is short because I am making it alone and have to cut down the size and make sure that I can finish it.
But the whole idea is not bad I think, and which can give a surpise to player.
Adherence to Theme - 5/5:
I think this game did a great job about this, using it on game mechanic and narrative. And I probably can say it was deep enough for gamejam game?
Anyway, I'm gonna give myself a 5.
Originality - 5/5:
A game like this, I don't know the word, Narrative game? or personal game? is always original and unique.
Kind of taking advantages but I think it deserves a 5.
Please try it, thank you.
https://itch.io/jam/gmtk-2019/rate/461812
Yeah, I think what you are thinking is right.
I read the description before I played, And used the wait-and-slash strategy at the first. But there is just too many enemies to me in the end. And I can't dodge all of them in 4 screens at the same time and do that strategy.
I'd love to see how you will tweak it into a better game^_^
Interesting concept! It needs more tweaks but making the player make multiple decisions at the same time is a good idea I think. The version now we are playing basically force the player keep slashing in the end. Maybe 4 players at the same time were too much. Or maybe it only needs more tweaks. Besides, like the art of it. Nice work!
This is my game, please give it a try if you will: https://itch.io/jam/gmtk-2019/rate/461812
Interesting concept!
It needs more tweaks but making the player make multiple decisions at the same time is a good idea I think.
The version now we are playing basically force the player keep slashing in the end. Maybe 4 players at the same time were too much. Or maybe it only needs more tweaks.
Besides, like the art of it.
Nice work!
This is my game, please give it a try if you will:
https://itch.io/jam/gmtk-2019/rate/461812
Thanks for playing and the feedback.
Yeah, I agree that the 1st level was too slow and kind of hard to figure out. Even compare with other levels in this game. It should be designed more easier and let more people more likey to get the point of this game, which "designer me" said. However, "artist me" and "programer me" said "Please don't we are exhausted!" : )
Overall, It's a gamejam game and I will take the concepts and experience with me. Maybe use them in my next game.
Thank you again for your kind words and advice!
"artist me": "I will take "not that bad" as good! Thank you! hahaha !"
Kind of tired of self-promotion : (
Let's post some games which you love the most for now!
A platformer that only has one level, but with different characters, you will find the world could be totally different!
https://captain-caruso.itch.io/level1-1
A coop game that you share an ax with your friend. The idea and level design was impressive to me, even I played it alone, sadlyT_T
https://itch.io/jam/gmtk-2019/rate/462340
A game you use morse code to lead a solider home. Kind of weird and slow pace but it works for me.
https://itch.io/jam/gmtk-2019/rate/461185
A topdown shooter that you only have one bullet. But you can teleport yourself to the bullet. This really slove many design problems of this mechanic. There are maybe too many one-bullet shooter in this Jam. But this is my favorite one so far.
https://mark-auman.itch.io/one-shot-in-the-chamber
Super solid arcade game. The design is simple but elegant. Very match the "Only one" theme.
https://itch.io/jam/gmtk-2019/rate/463199
And of crouse, my game, I would say it's an interactive narrative game which sending a message. If you want to try it. Here is it:
https://itch.io/jam/gmtk-2019/rate/461812
I'd love to try what you guys love the best.
I gave up in the level"shooty bois"...It's too difficult for meT_T
Very fun game, solid level design.
The pixel art is cute^_^
I think maybe just seperate 2 abilities into 2 buttons , and remove the ability select UI will make the game more fluent and easy to control.
Overall, I like it.
Please try my game if you will : )
I gave up in the level"shooty bois"...It's too difficult for meT_T
Very fun game, solid level design.
The pixel art is cute^_^
I think maybe just seperate 2 abilities into 2 buttons , and remove the ability select UI will make the game more fluent and easy to control.
Overall, I like it.
Please try my game if you will : )
Didn't make it to the end.
I like the idea that climbing a massive wall and reading other climbers' Epitaph. It delivers the lonely feeling. And making the gameplay and narrative fit to each other.
But the jump itself was too difficult to me, and I have to say the controls feel a bit werid to me. I make platformer sometimes so I do know how difficult tweaking these move are. But for a gamejam game which want to deliver a message, making it less difficult would be better I think.
Overall, I still like this game, nice work.
Besides, thank you for your and your friends' playing and rating. Glad to know you guys like my game^_^
Didn't make it to the end.
I like the idea that climbing a massive wall and reading other climbers' Epitaph. It delivers the lonely feeling. And making the gameplay and narrative fit to each other.
But the jump itself was too difficult to me, and I have to say the controls feel a bit werid to me. I make platformer sometimes so I do know how difficult tweaking these move are. But for a gamejam game which want to deliver a message, making it less difficult would be better I think.
Overall, I still like this game, nice work.
Awesome game!
I like the well-designed cube. They just like a precious mechine which you need to take time to figure out how it works and plan your next move. Love this idea.
Maybe adding some moving gear or conveyor belts or other which can help player to understand the structure of the cube would make the game even better. (of course, fully understand it's asking too much to a gamejam game. Maybe a arrowhead will do the trick as well for gamejam : ))
Overall, great job!
Besides, glad to know you like my game^_^
Thanks!
Awesome game!p
I like the well-designed cube. They just like a precise mechine which you need to take time to figure out how it works and plan your next move. Love this idea.
Maybe adding some moving gear or conveyor belts or other which can help player to understand the structure of the cube would make the game even better. (of course, fully understand it's asking too much to a gamejam game. Maybe a arrowhead will do the trick as well for gamejam : ))
Overall, great job!
Solid litte game!
Like the art style and the juicy effects in it.
I think the enmey should be more aggressive. They are now moving slow and turning extremely slow. I know that might be ensure that the player can pick up the bullet he throw. But low pace is toxic to a top-down shotter I think.
I checked another one-bullet top-down shotter earlier, he add teleport to the bullet to slove this design problem. I think that is a good solution. Maybe you should check this out.
FYI
https://mark-auman.itch.io/one-shot-in-the-chamber
Solid litte game!
Like the art style and the juicy effects in it.
I think the enmey should be more aggressive. They are now moving slow and turning extremely slow. I know that might be ensure that the player can pick up the bullet he throw. But low pace is toxic to a top-down shotter I think.
I checked another one-bullet top-down shotter earlier, he add teleport to the bullet to slove this design problem. I think that is a good solution. Maybe you should check this out.
FYI
https://mark-auman.itch.io/one-shot-in-the-chamber