Too Late, Too Bitter

Overall★★★★★★★★★★2.91
Fun★★★★★★★★★★2.41
Innovation★★★★★★★★★★2.74
Theme★★★★★★★★★★2.98
Graphics★★★★★★★★★★2.93
Mood★★★★★★★★★★3.38
Coolness★★★★★★★★★★87%
e: interact/progress in dialogue

enter (when available): action

Arrow keys for movement

My objective was to make

1) a 2d game

2) a game which would successfully blend good quality art and good quality writing.

1) is done. We'll see how 2) fares.

UPDATES:

24/08: small tweak to the colour of the helper text to avoid more people getting frustrated!

Tools: Phaser

Comments27

Flygamer101
Flygamer10124 Aug 2015, 13:07
Nice little turn based game. not too shabby, but it could use a little work. I didn' know how to move until after the dialogue.
aprotasenya24 Aug 2015, 13:16
Nice work on the stained glass! I've made a black-n-white game myself, but the color elude me, and you seem to be really good. Also - decent writing. I guess, #2 from your goals also went alright. :)
Filecreation24 Aug 2015, 13:18
Ah, I think I understand what makes you the monster in here.
Nice and moody!
JackDegreeauthor24 Aug 2015, 13:20
Thanks for the feedback! Yeah, the whole player control and animation could do some improving :-) I'll add something in the description for future players.
mickanio
mickanio24 Aug 2015, 14:27
I think you accomplished your task. I really like this writing! Graphics were great too. Awesome way to make something within the constraints of 48h. My one (hopefully constructive) criticism: I didn't like the line "enough to break the glass utterly" - if i'm getting it right. Other than that I thought the writing was spot on!
JackDegreeauthor24 Aug 2015, 15:07
@mickanio haha well if that's your only criticism, I'm quite happy! I'm not sure what you don't like in that line though? Is the word 'utterly too pedantic ^^?
ezombort24 Aug 2015, 15:46
Cool little game. Took me a minute to see that I had to hit enter to pick up the hammer but I finally found my way out :) Good job I enjoyed it!
andreymust1924 Aug 2015, 16:06
Not bad. But problems with display of text.
JackDegreeauthor24 Aug 2015, 16:10
@andreymust19 hm, sorry you experienced that. If you could send me a screenshot of what you are referring to one of those days, I'd appreciate :) (you can just send it to my twitter, @chesnaisa)
orukinawa24 Aug 2015, 16:35
Great writing. It really helps setting the mood of the game. And nice work on those stain glasses too.
increpare24 Aug 2015, 16:57
the interaction prompt (press enter to pick up hammer) was reaaaally faint for me. wasted some time looking for the hammer.

i really enjoyed the art of the windows, and the story of breaking out.

good, and memorable :)

S
MrDave
MrDave24 Aug 2015, 16:59
I wish this game was longer, as soon as I was getting into it it finished.

The main room doesn’t need to be so big. I know you said you didn’t want to put vanities in it but a little bit of furniture would have been nice.

I really liked just having the small window.
JackDegreeauthor24 Aug 2015, 18:07
@increpare I'm glad you enjoyed it! I'll update the build to make the prompt lighter, wouldn't want anyone else getting frustrated on this.

@MrDave – yes, making the room smaller is on my 'improvements' list. This was my first time making a 2d game with graphics so I learned a lot about the dangers of not scaling things properly! As for the length, I just didn't have that much time to write more, but I'd like to make it (just a bit) longer too!
cxsquared
cxsquared24 Aug 2015, 18:22
Really liked the dialog and how many lines where presented at each object. It reminded me of the dialog in dark souls. I also really liked the story and how it fit the jam theme. Controls could use some work but good job.
Deadpan-Gamez24 Aug 2015, 19:21
Loved the game, the amount of detail you put in... was really cool!
Draknek
Draknek25 Aug 2015, 12:40
I found the interface a bit awkward: maybe would have preferred a single interact key that would sometimes give a choice about what to do?

I didn't realise enter was a used key until I read the description below.
JackDegreeauthor25 Aug 2015, 18:33
@Draknek hm yes, maybe I should explore that. I was also thinking of letter the player try to swing the hammer and display some message to say that it's useless, unless they're in a place where it has an effect?
magenta
magenta25 Aug 2015, 19:09
As someone who practises & appreciates similar ancient knowledge, it broke me to break the glass. I guess now I'm "free" :/
n42k
n42k25 Aug 2015, 20:08
It's very fun, but too short, it ended right when I was starting to get into it!
JackDegreeauthor26 Aug 2015, 04:33
@n42k you're not the first one to make that comment. Maybe in my post-compo version I'll make it possible to break the glass and not leave yet, maybe even break all the glasses. I don't know.
veoviscool1228 Aug 2015, 20:29
Not bad. I liked the inevitability of using the hammer to smash the works of art. The jerky movement was a little jarring, but it works to the game's advantage. Good work :)
Jod29 Aug 2015, 17:10
I really liked this game! The story you tell is compelling ,saying much more with the words it doesn't say, then with the words it does.

I would've loved a little bit of ambient background music, and maybe a crashing sfx when I smashed something :D.

Great work, keep on going!
JackDegreeauthor29 Aug 2015, 17:12
@veoviscoll12 @Jod thanks guys! Yes, I've got a lit of improvements I'd like to make for a final release, and sound effects are definitely part of it!
KhaoTom
KhaoTom30 Aug 2015, 17:13
I actually didn't realize it was top down at first, due to the initial player placement and wall color choice, the wall actually looks like the floor in a platformer! The story is interesting and the descriptions are nicely written. I played through multiple times to see if there was a different outcome.
kalinova31 Aug 2015, 04:51
The top-down perspective is interesting, particularly since you can see the sides of all four walls and yet the character appears in a totally different, head-on perspective. Ultimately, this unconventional viewpoint works well for a game that seems to examine the allure of the fragment, whether a fraction of a sentence removed from its context by ellipses or a shard of glass fused into a stained-glass window. My instinct, as a player, was to attempt to fuse these textual fragments into a cohesive narrative, but ultimately, like the game's stained-glass windows, any cohesion was brittle and easily fractured by the slightest touch.
Pierrec11 Sep 2015, 07:31
Controls aren't very smooth, but the idea is great, and I kinda felt bad

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