Hey, great to meet another filmmaker moving into the game dev scene via FMV's and interactive films. Definitely going to follow you as this is a growing community and it's always great to see what other filmmakers are upto. Can't wait to check this out looks great.
Midnight Roach Media
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This is the DEV log for the additions I made for this game jam.
https://midnightroachmedia.itch.io/recycle-my-life/devlog/195218/entry-for-the-p...
First and foremost, why should I care about this character? It's important for the player or viewer to connect with the character in the beginning. Because then they care about the story and how it ends. Establishing a connection will make the decision even harder in the end for the player. In this case, perhaps she sacrificed or gave up something (maybe she left her family in another country just to be with him). Emphasize her love and commitment to him, but let her own individual identity shine as well. If you want to leave the dialogue the same then make it make sense. Maybe her husband is verbally abusive and domineering. A real control freak that slaps her if she dares to defy his will. Then her dialogue and attitude towards the situation will make a LOT more sense for the psychology behind her actions and choices. Just Google three act structure, what is character driven vs plot driven, and how to use beats in writing.
Ok, as a screenwriter and filmmaker I will say the story needs revision. There is absolutely no character arches. It felt WAY more plot driven than character driven. I would focus on developing the characters as people and not placeholders for a plot-point. I think it would be a more emotional moment for the player if you build a connection with the wife a bit more. It just seemed too hollow.
Story aside, the game itself is good. I like the artwork and music but more branch narrative choices would've been great as well.
I also like the use of percentages to show how many made the moral decision or not. Overall good job. Just work on story structure a bit more.
I definitely feel like this game comes off as incomplete. Really cool concept and hook. I think if you improve the controls. This controlled more like a simulator where precision is needed rather than an arcade where it's more about the play. I think it also suffers without clear direction of what the controls and objective is. I think this has a lot of potential. Great job.
I loved the enemies, very creative, especially that garbage can and banana lol. However, I stopped trying to fight them because the attacks didn't do squat when one hit kills the player and it takes multiple to kill the enemies. I died laughing when after I died and the enemies kept chopping my head off over and over. That actually is one of my favorite parts. I think if you improved the collision and made the enemies die with one hit, and added a Boss battle or item to claim; this game would be a sealed deal. Love the retro aesthetic and feel. Great job.
I like this game because it forces you to really bring your "A" game to the table lol. I haven't had to focus this intensely on a game since Ninja Gaiden 2. I think if you add more springs and platforms you'd definitely get that high octane/ high velocity thing going. I loved the challenge though. Great game to sharpen the platformer skills.
I loved the game. It uses many of the core elements that make a game fun to play. An absolutely great example. Great mechanics as well. The only thing I noticed is that if I stayed on the bottom (with the exception of a few times), I could just coast though most of the game. This applied especially to the Boss battles. I just had to stay at the bottom near the squid and I never got touched. Boss battle was epic retro and just as fun. I think the only thing better would have been maybe one or two more patterns to the attack. Great job and had lots of fun :)
I liked the puzzles. Not super hard but I loved that I could switch and I also liked the limited moves. It created a motivation and goal to solve the puzzle within a certain number of moves. I thought it was used in a clever way and made the challenge factor just right. The only additional thing that would've been awesome, would've been a quick guide for game play on the title screen.
LMAO, I definitely am changing that lol. Thank you for some great points. I'm going to definitely make changes. I'm entered in the PigSquad "Finish Your Game" Jam. So I have a reason to finish this. I'm 100% adding a LOT more. With more branching choices, more mini games, and develop a more complete story arch.
I loved the design and visual style. It definitely stands out. This game reminds me of a game I played on Steam called "Tree" or "The Tree". I really felt like I was taking a walk. I would've loved to have been able to engage with more interactive elements. I appreciated the different options for fast forwarding when needed. Very solid production quality. Well done.!
Thanks so much. I totally agree. I was just grabbing stuff from free sources and slapping them together. However, cohesive design is critical both in gaming and film. A clear and consistent vision is always important. Next time I'm going to definitely pay attention to that. Thanks so much for the feedback :)