This was great! The main character's design is really well done, the way his solar panel functions visually as a hat is an inspired choice. The platforming feels good and I enjoyed the puzzles. Got stuck a couple times, definitely slapped my forehead on realizing the trick to the last one with the gears!
I really enjoyed the lizard's dialogue as well - you guys clearly had a lot of fun coming up with all different kinds of lines, because he had new things to say at so many different idle moments and missed jumps!
Seeing other robots along the way was a great move too - and the final shot was a cool story idea! Didn't see it coming, and makes me want to learn more about the universe we're inside of
Also, the ending credits sequence was an awesome touch! Perfectly timed out to the music, and a great additional mechanic to introduce at the end to get you across the long distance without simply transporting the character.
Great work! Would love to see more from this world - I feel like there are a lot of things you can do with the solar idea if you chose to do more with this universe!
The Voice of Nick
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Love this! The art / pulsing animations are super clean, and the music/sound effects are great. I think it’s a really fun mechanic to be looting around this haunted building, trying to stay sane, and the actual action of looting feels really smooth. Just long enough to make me nervous.
I think the moment of ‘death’ is missing something though. I like the environmental storytelling of seeing NPCs who look like you, but turn out to be monsters—maybe upon dying, after the ‘It’s too scary’ if there was a single image at the end showing that upon losing your sanity you became one of those monsters roaming the halls for the next traveler to find 😲 I assume that was already the implication, but it might be cool to see it explicitly shown.
I also really like the way the lantern works. When it gets low, the game really does get claustrophobic and feels scarier. And the opening few seconds before the ghosts come out is a smart choice, because it gives a much stronger sense of dread to have that moment where the lights turn off than if the game just started and the ghosts were already roaming around.
Great job! I loved LUCID when we were doing Adventure Jam, and I was looking forward to seeing more of your work! Once again super tightly designed and with a very strong world.
Great work with the updated version!
*** For anyone who hasn't played yet, this will contain some spoilers. ***
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A lot of the little added things help a lot. I love the extra hint while looking at the journal, and I think that’s just enough to give the player a chance without making it overly easy. The added paint can & boards was a nice touch too.
The bulked up storyline about Luna was great, and I loved the twist about her at the end! The little animation for her jumping into the room is perfect too haha.
I think the whole denouement section at the end is great, and it really gives a nice feel to the finale. The tease at the end about Victor not being the only one is perfect too. I can’t wait to see what you do with the world going forward.
One thing I think could help the finale that little extra bit would be some kind of ‘final shot,’ maybe behind the characters as they look out over the city, with some kind of climactic line. (I’m thinking something like the end of The Fellowship of the Ring, or The Empire Strikes Back, or any movie with a nice juicy cliffhanger.) But as it is I think the game’s ending still works really well, and it gets me excited to see more!
Very glad I was able to be helpful with some suggestions! Will be following with great interest!
The game has an extremely cohesive art style and really tight adventure mechanics. The world is very well-established, and I really enjoyed the way the overworld map is presented. The voice acting was also excellent! One thing I wish is that the 'monkey's paw' storyline came into play earlier in the story, since it only really shows up near the end. But overall this is an incredible package. Very hard to believe this was created for a 2-week game jam. Amazing work!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below. Hope that can be useful!
I’m so happy to hear that you enjoyed it! The fact that you felt the pull to do another playthrough means a lot, and I’m glad you liked all the story segments (you’re right, they did take a long time to write haha!) Music and sound effects could definitely add a lot to the game, I agree. Thank you for your wonderful review and feedback! 😀
This is an extremely cohesive project from top to bottom. Mechanics, visuals, architecture, music and writing all contribute to a wonderful and quirky world that I'd love to see expanded even further. This achieves a very compelling representation of dream logic as well, which is so elusive to truly capture in art. Excellent work!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
Thank you so much for this incredible review! I'm glad the core themes and mechanics resonated so deeply. I wanted to make something that captured what the creation process really feels like- slowly changing and changing and changing things, eventually becoming so numb to the material that we're almost unable to tell whether it's getting better at all without outside feedback. ("Writing is rewriting," as they say!)
The insights you posed into the metaphorical meaning of many of these mechanics are extremely astute. The fact that you cared so much about the experience that you'd want to deeply explore the meanings means more to me than you can imagine. Great suggestion about the reviews screen too, I think that breaking them into two horizontal lines would be a perfect solution!
This review is amazing. Thank you!!
This does an excellent job in capturing the frantic feeling of a missing persons case. The art is very strong, and I love all the ARG aspects. One thing that majorly affected my playthrough is that I don't have a Facebook, and therefore had a large portion of the game closed to me (you can't see friends, check-ins, etc without an account). Though on that note, it's worth mentioning that nobody I know has a Facebook either, so it may be a larger percentage of the player base than you expect who would run into the same issue. I think one thing I'd also look into is that the clock felt like it ran down too quickly- it seemed like every literal mouse click was progressing it. Maybe instead, if when you opened an app it would tick up by 10 minutes, but not tick up further until you switched apps. Or something like that? Either way, I thought this was a really affecting experience that had a lot to say. I got two bad endings, but would be interested to find out more about the other possibilities. Great job!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below. Hope that can be useful!
I am floored by how visually stunning this game is. The cutscene images are gorgeous, and I love that the gameplay matches that feel. The writing and music also contribute to a sense of growing unease throughout. I wish the gameplay itself took more chances to integrate that feeling of unease into the mechanics, maybe by having the player uncover more and more unsettling things as they collect objects or solve puzzles. Also, even though this works perfectly as a self-contained story, I'm really interested to see more from this world. Can't wait to see what you do next!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
Love the concept and the dripping of storyline throughout. I may have missed the part where this is addressed, but it wasn't clear why the doctor had amnesia at the beginning. I also felt like the game was leading up to a big interaction with EVA throughout, and then when I got to the ending it didn't give me much chance to really interact with her. But I loved the twist, and the self-contained nature of the game. I'd love to see an expanded version!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
Thank you so much for the review and thoughts! It means so much that you were interested in playing a second time after completing the game- I was hoping the randomized elements and combination of upgrade mechanics would encourage multiple playthroughs. Really happy you enjoyed the writing too. Homer’s works are very important to me, and I spent a lot of time trying to refine every little piece of text for the cards and screenplay 😀
Your point about the high-contrast ratio being able to hurt your eyes is a great point, and something I had not considered. In a future version I’ll look into how I can add a low-contrast mode and other accessibility settings!
Greece, the 8th Century BCE. Can the aspiring young poet Homer win his first poetry competition and begin his rise to fame?
Polish your text, work on performance skills, and collect customizable cards, each adding new elements to your poem. Each playthrough results in a totally different combination of storylines. What will your odyssey look like?
I created this game in 10 days for Adventure Jam 2023. The game takes 15-30 minutes to complete. It can be played for free on browsers.
https://thevoiceofnick.itch.io/young-homer-a-storytellers-odyssey
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Thank you so much for the review and thoughts! It means so much that you were interested in playing a second time after completing the game- I was hoping the randomized elements and combination of upgrade mechanics would encourage multiple playthroughs. Really happy you enjoyed the writing too. Homer’s works are very important to me, and I spent a lot of time trying to refine every little piece of text for the cards and screenplay 😀
Your point about the high-contrast ratio being able to hurt your eyes is a great point, and something I had not considered. In a future version I’ll look into how I can add a low-contrast mode and other accessibility settings!
Wow I’m so happy you liked the game, and that you wanted to go back and play again 😀 Picking moments from the story and adapting them for the game was a really fun challenge. I was also rereading the Odyssey as I went along, and kept coming up with more new things I wanted to put in 😅 Thank you so much for your wonderful review!
This game has a wonderful world and personality to it. I would love to see so much more from these aliens and their fish-out-of-water assessments of Earth. The platforming was solid, and the writing was great. One thing I would recommend is making the double jump animation feel a bit more weighty- like the character is propelling himself upward more on that second jump. Maybe you could even get a bit of in-universe feel to it if the character was wearing a booster pack or anti-grav boots, and there was a little boost of smoke that came out when they did the double jump. I hope you continue with this project though, it would be so much fun to see more levels where they interact further with the human world. And possibly even at some point if they met some humans!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
I love the character art, monsters and effects. I think right now it feels like the combat is missing a step- currently, if I move or jump I can't attack. But if I was able to attack while moving/jumping, that would allow me to really get in, strike, and get out while fighting enemies. Also, a Symphony of the Night-style backdash could be really useful! Really looking forward to seeing where you go with the project, I loved the story outline on the game page!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
This game is an extraordinarily complete package. The writing and voice acting are uniformly excellent. The soundtrack is great too. There's a bit of an equalization issue sometimes where the voices dip a bit too low below the music, but of course that's a small thing under the time constraint. (After all, my game doesn't have any sound at all, so who am I to talk? 😅) I think the graphics are really well-executed, and perfectly evoke the LucasArts era while still creating its own unique style.
One suggestion I'd say is that the story needs some kind of denouement. I think many of Megan's lines during the climactic scene could be moved to take place after the action is over, so there's something players can do to 'come down' after the excitement of the ending, while getting answers about the world. And it would be nice if there was something to tie a ribbon on Luna's story as well. (Maybe she's Megan's dog who ran away?)
Once again though, this game is very impressive, top to bottom, and I'd love to see you expand this universe further!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
I love the subversion of platformer mechanics in this one. There were a few points where I had to go outside my usual comfort zone with platformers and do much riskier jumps (or look in different directions) to progress. I think you might want to ease the player into the idea that you're playing with those conventions though. For example, I thought it was fun that the game asked me to make a blind jump almost at the absolute beginning, but you run the risk of players simply not realizing what they're supposed to do when faced with an impassable chasm like that. Many of the more technical 'one more run' kinds of platformers like Super Meat Boy or N+ start out with levels that anyone can complete, and slowly start introducing subversive concepts until you're thinking outside the box along with the game.
I'd love to see more from this game concept though, with even more of the crazy-technical platforming segments, or subversive objectives (maybe going through an invisible wall, or jumping off an edge to progress, etc). Proud to say I did make it to the end of this one, and it was a fun challenge! Thanks for making the game!
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!
This is an extremely cohesive game concept from top to bottom. I love how well the visuals serve the storyline and vice versa. Voice acting was also excellent. Considering the tactile feel, I'd love to see even more usage of photos and other aspects of surveillance documents. Maybe for example, if the images of the scenes you watch looked like surveillance photo/video? Or the images you can choose to identify the informants would be little thumbnail-sized images like you'd find in a file photo. Very evocative visual concept as it is though, and thank you for making it! It was very powerful storytelling, and a really novel way to use the adventure game medium.
I actually recorded my playthrough. If you want to see my impressions as I played, you can see it below (timestamp for your game in the description). Hope that can be useful!