Interesting way of telling a story. I tried it on my Nexus 5, but the place where I tapped on-screen didn't line up with where the game thought I was tapping -- seemed like a resolution issue of some kind.
@Artylo: The idea come from Michel Leiris, a french surrealist writer which once said that each word has is own meaning for each person. Here the idea it's to explore what's under a word in a simple sentence. And going deeper and deeper in those words.
@TheLastBanana: I was afraid of that. I'll try to fix that ASAP.
I feels great, I really like the concept. But something went wrong and the game was constantly changing stages, going back. Anyway, it's the best game I played so far. Even though I don't consider these kinds of things to be games. It's really engaging and it has great potential, I would like to see more if you'll manage to fix those problems. Or maybe I just did something wrong?
@laker: Thanks! I think this has something to do with the "goBack" function, maybe if your cursor was outside the flash frame a some moment or things like that. I will look deeper into that. Thanks for the report.
This is great, if you could make an 'event', unlocking some previously inaccessible word by digging in the right word it could give this a goal and make a game out of it.
This is a very imaginative game, I love your interpretation of the theme. The idea of pulling the memories towards you is cool and feels very responsive. The whole thing feels very sleek and I haven't experienced story telling in this way before.
This a wonderful concept with great ambience and mood. A bit on the short side, and with a few too many typos. But the core mechanic of dragging towards you memories is very immersive. I'm not if there is a cohesive narrative or message, but as a mood piece it works very well.
Ah, thanks for pointing out the post-mortem -- it's an interesting read; the inspiration and enthusiasm just shines through. You really do have something special going on here that I can't wait to see furthered.
I like the overall visual style you have going on here and the mood set by your audio. Conceptually this is quite interesting, but I wound up lost and wasn't sure if there was more I could do. Sometimes it is a little hard to tell which words are bold (only sometimes, it just takes some getting used to really). Nicely done.
What I liked : - Atmosphere (Visual implicity / Text Font / Music / Sounds) - entierly playable (played the web version) - original concept that really works - original theme approach
What in my opinion could be improved : - more content ! (Well it's usually a good point when people want more :D) - "Random" exploration leading the player to get "lost" > need to pull up a few times to find his way again. Maybe have some breadcrumb or any orientation tip ?
Very good job overall, I appreciated the overall clean rendering and experience. Thanks for the game !
Ah just another point I think could be improved : - Closure. I did not really felt it was over despite having explored the whole game. I'm not sure how to achieve this closure effect, maybe having a reference in one of the last sub-texts that would give some "resonance" toward "He leaves", giving it more power ? Could be with the part about closing doors for example.
@Lythom: Yes, clearly the HUGE lack of content is my main problem but as I say in the post-mortem, I couldn't put all I had in mind and written. That's why I'm working on a bigger version :)
I really like the concept! I think the draggable words should have been better highlighted though, but anyway, I enjoyed the story/atmosphere of the game! :)
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@TheLastBanana: I was afraid of that. I'll try to fix that ASAP.
Beautiful game, I would love to play a longer game like this!
Great job.
source link ?
As I say in the post-mortem (http://www.ludumdare.com/compo/2014/05/14/a-game-about-words-rmbr/), I know there are a lot of typos and that the content is really short. But I'm working on a bigger version right now! So stay tuned :)
here's some feedback about your game.
What I liked :
- Atmosphere (Visual implicity / Text Font / Music / Sounds)
- entierly playable (played the web version)
- original concept that really works
- original theme approach
What in my opinion could be improved :
- more content ! (Well it's usually a good point when people want more :D)
- "Random" exploration leading the player to get "lost" > need to pull up a few times to find his way again. Maybe have some breadcrumb or any orientation tip ?
Very good job overall, I appreciated the overall clean rendering and experience.
Thanks for the game !
- Closure. I did not really felt it was over despite having explored the whole game. I'm not sure how to achieve this closure effect, maybe having a reference in one of the last sub-texts that would give some "resonance" toward "He leaves", giving it more power ? Could be with the part about closing doors for example.