Thank you. Good luck to you too!
beseda
Creator of
Recent community posts
Actually when you return to the diary you will see that the tasks have been completed and when you continue time moves forward to day 99. The first transition may not be noticeable but essentially you repeat the same actions and return to the diary again. The transition after that is more noticeable.
Using the hand as a pistol is a classic - will not get old.
Maybe I was hoping for something more when I unlocked the door... I think it was an opportunity to make some surreal and memorable to finish the game and leave an impression.
It has already been mentioned - it's risky to make a large difference in the difficulty between segments of the game. Such spikes would usually lead to people dropping out.
Good luck
Wow, this was a very calming experience. Thank you.
I liked how each entity was reflecting on it's past which also put me in that way of thinking. Overall this contributed to a feeling of closure, of the end of all ends. Great vibes.
Well structured - the connection between the black hole at the start and the probe near the end, it's evident that you put a lot of thought into it.
Great submission! Too bad you (accidentally) deleted it. Good luck with your next project.
Great job for managing to do all the assets within the jam period!
The black hole using objects to recharge is an interesting design. It would be great if there were more objects. I tried and it was a nice surprise that the round hovering enemies can also be transformed into energy. But the turrets did not seem to be transformable which would have been nice.
It can be rather punishing that enemies can see (and shoot?) through walls. If I designed the game I would rather be on the lenient side and make the game easier on the player. To avoid rage quitting.
Good luck!
well done! This is a great foundation on which to build further. Keep going.
One suggestion is - when you use text inside the virtual world it breaks the immersion. I would avoid it unless it's stylistic like for example in Tom Clancy Splinter Cell Conviction where it is positioned properly instead of hovering above.
It seemed that the movement hit box is larger than the sword which resulted in the character pushing the ball and hitting the air. That happened a lot to the point of being annoying. It can use some tweaking.
Correct, there are tree types of actions (basic, advanced and special which is revealed in the locked off part of the game).
Whcih of the 4 types of intent you select matters because when you chose the correct one you get +Power or you lose one power. If the power of your character drops below zero. That triggers the emotional state of worry which restricts the available intents for the next turn to Defend only. You play a mini game and if successful the worry is removed and the restrictions are lifted.
I'm still developing the system - there's a lot more to do. I'm participating in the jam in the hope of getting some feedback. I don't care about the competition. And I try to make the game useful in more than one way - hence you get the historical setting. I hope you found the history interesting at least.
I wish you a bright day
Hey, thank you for playing. I'm sorry it was not fun. I'm interested to know - what did you find confusing?
There is a soft lock - I'm aware of it. I fixed it and I'm going to upload it on the 17th.
There is more to the game after that point - building relationships. When you are (trying to be) closer to an NPC the flashing spheres on the body which you need to repeat make sense because they increase/decrease a Mood variable which you use for special actions that increase the depth of the dialog.
Interesting - you did create a feeling of being in a void. I mean - more than just making a level with an empty space around. Can't point at exactly how you managed to do it but good job!
I did not understand how I am supposed to go to the center of the black hole. Some more guidance would be appreciated.
I gave the cracker to Polly. I think that's a Blue (the animated series) reference right? :D Great series. Anyways...
It took me a while to realise that there was a banana on the floor :D
It's kind of annoying that the terminal gives prompts and ask twice for confirming - there is nothing else to do. And it's not possible to say no. Not sure if that is intentional design or accident.. Can't say I'm a fan of that decision.
Not sure what happened after the engine started - sounded like it fired some projectile in some direction.
It's an interesting game - the best way to make a narrative is to give just enough information that the player is asking himself questions. Then the player wants more story. That's better than giving too much information and the player pushing it away.
Good luck!
Ah, I wish I had seen your message before I made the max damage and exited the game. Yes, it makes the ending... anticlimactic. The opposite of what it is supposed to be I guess.
Anyways - the game is very high tech. I guess you can think about making it funnier... or maybe that's not the correct word... Let's say - more engaging? I guess it needs some more juice - the seismogram is nice but since the main attention is on the globe that is where the main feedback should be.
I guess the skybox could be made with starts, not clouds - right now it's breaking the immersion.
I learned how interconnected the plates under Australia and Antarctic are. Thank you.
Good luck!
Awesome polish! Thank you. I really like how the music reacts to the gameplay.
One suggestion from me - I don't understand what those colorful tiles are for... I don't think I saw it explained somewhere in the game. At first I thought those were the only places where I could place the pieces.
The automatic placement of the tiles make it a bit too easy - at later stages I was just clicking wherever there is free space. That reduced the logical part of the puzzle. Maybe it can be implemented as a power up? Like a temporary boost?
Good luck!
Great execution! Thank you.
The one thing I can comment is that the view of the black hole makes it easier to see when asteroids are coming from the sides. But if they come from up/down the visibility is lower and it's much more difficult. I'm not exactly sure how that could be handled... The naive solution would be to zoom out - that may decrease the difficulty however. The other option is to make the view round too? I guess it would also be zoomed out but that way the visibility would be the same in all directions (360 degrees). Anyways, the game is great as it is.
I guess you made the voice acting for all the characters, right? The Italian accent, the "woman"'s voice - for me you have a talent for this!
The writing includes a lot of references to different famous universes, there is forth wall breaking. It makes it interesting to interact with the characters.
Great entry! Good luck!
Thank you for this aesthetic experience! I'm going to show it to my daughter. :D
One suggestion I have is - to include other channels of feedback besides audio. I got stuck with the mushrooms - I see in one of the gifs that the mouse reacts to the actions (an alternative way to give feedback) but in the session I played it did not. Not sure if that was a bug.
Good luck!
Dear organisers,
I have a few ideas about historical settings. I know that the jam is "interstellar" - would it still be appropriate for the game to be set on Earth without anything... spacey about it?
Or I could make an alternative version of history which could be about the politics of two inhabited planets from different solar systems...
Please advise
Aesthetically it's a fantastic experience. Thank you.
I don't usually play card games so it was very strange that I build a deck and the whole interaction unfolds automatically afterwards. It's an interesting design decision. It may be better to somehow telegraph/mentally prepare the player. As a new experience the choices at the start can be overwhelming while the execution can be underwhelming - too much control then none. Does that make sense?
I managed to win by a lot (20 years) but honestly I have no idea if it was because of good choices or chance. I guess the game was not clear enough (to me).
It's an interesting idea and well executed. There's potential to expand it. Good luck
Dear hosts,
When I click on this Discord link https://discord.com/invite/szept9D (on the main page of the event) I get an error. There is also some additional text: "This invite may be expired, or you might not have permission to join."
Please advise.
Thank you



