You found out that your friend was captured and is sentenced to be hung today!
You must figure out a way to rescue him.... but you are also a wanted man who has been down on his luck.
You have no weapon or money.
Good luck!
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The delete key will end the current day. Useful if you get stuck.
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HINTS * Teri is the only person who I had time to implement branching conversation * You will unlock new dialogue with her based on knowledge that passes between the days * Make sure you talk to her again if you can complete her challenge * Failing the challenge requires making the day pass to retry, sorry! * There's an alternative option to completing the challenge. * ~~Reading the notes (after talking to Morris) will give you another name to choose~~
My first time doing a jam using a bunch of stuff from the asset store. Had a ton of assets piled up from humble bundles and decided it would be good to get to know some of them. Was a lot of fun! It was nice to not spend half of the jam modeling a character.
I ran into a lot of issues learning some experimental / unfinished features in the packages and bugs with Unity 2020.1- However, I am happy with how much I managed to get done anyways even if it's a lot less polished than I would have liked. I do wish I had more time to fill in the planned content and add in some menus / options / title screens / cutscenes. But hey, I went for an overscoped idea and managed to get my core idea done.
The Dollars trilogy is my favorite thing that comes in 3's of all time, so I have a softspot for anything Western.
This game was surprisingly polished for an LD game. I like the mechanic of resetting the day but keeping what you learned from before. I think there's a lot of potential in games like this which puts players in an open ended world with a narrative driven puzzle moving everything forward.
A tad bit hard to figure out what to do without hints, but I loved the visuals, animations, and sound effects! I can see this being something great with more content in it.
Thanks everyone! I definitely would have loved more time to get the dialogue more fleshed out with better hints on what to do, literally wrote the majority of the dialogue in the last hour and barely got the ending in.
I think the concept could be pretty cool with a lot more dialogue work and things to figure out. I had a lot of ideas about the character just bringing up knowledge to people that he shouldn't be able to know to be able to skip ahead in progress... I was also going to add a time limit so that the knowledge shortcuts would be useful. Sort of like a way to have checkpoints as the day resets. I am pretty happy with the shooting challenge though!
This was a really cool idea! Like others have said it would be cool with more content, but that's true of about 90% of jam games :D What's here is really fun and I love the idea of carrying over knowledge between loops. Great work!
That was a bunch O fun. I always like time loop stories and you did a good job with the time you had and the assets available. I wanted to know if there was a different ending it find or just the one? I understand if it's only the one ending tho due to time and all that. Good job!
Would have loved more time for adding in all the branching dialogue ideas I had! I wanted to make it so you had to collect dirt on people, and then once the knowledge was gained by completing quests you'd keep them for the next day.
@creamybacon2 There's technically two ways to Save Carl, but they are the same ending since the ending was literally last second addition.
The game has cool animations and a pretty interesting style. Though I didn't reqlly get the point of the game... I guess I have to find informations? I found a paper about Teri but when I talked to her It leads to nothing. Tell me if there's a way to continue the game thanks!
Hmm how do I continue the dialogue? Space? Enter? It took me a while to realize I have to mouse click on options (too much roguelikes, I never use the mouse :sweat_smile: )
Wow Percy Nash beat the SHIT out of me
Delete key didn't restart the level (perhaps it's supposed to be the numpad delete key, but I don't have a numpad?), so I had to keep fighting women in the saloon to restart it
I talked to Teri immediately after she came to the shooting range, and she said she could learn from my moves (as opposed to, say, "so when are you going to shoot, cowboy?"), so I thought the shooting was implicit and wasted a lot of time killing sheriff and whatnot before finally realizing I need to do the challenge.
Finally, I had real trouble shooting bottles correctly - it seemed like for the 4th or 5th bottle, the increment in mouse's movement always put me on either side of it. I gave up after missing it 5 times :|
@doc-moustache Yeah, you have to navigate Teri's conversation to advance the plot. The first thing you need to do is unlock her 4th initial conversation option which allows you to approach her as someone from her past that already knows her. The notes will unlock a 4th name from her past to choose from there which then unlocks her challenge.
Thanks Fraxle!
@eldar Thanks for all those impressions! There's definitely a lot of polish that I ran out of time to do there that could have helped. Not sure why Delete didn't work for you, but I only tested it on a windows desktop build- wasn't the numpad version though. Dang sorry about the aiming too, I was hoping to have time for sensitivity options menu in game, but alas my time was so tight that 90% of the dialogue was written / put in during the last hour as well as the ending. BTW if you talked to Carl after killing the Sheriff then you got the same ending as completing the challenge, so you beat the game! (Also yeah, I thought about Teri saying something else before shooting and more reactions to you missing etc, but I just didn't have time :P )
@ursagames I fully understand, and my comments are really more of a glimpse into how one player navigated the game than critique under assumption that you didn't know better :)
I did talk to Carl after killing the Sheriff, and ended up going back to the beginning of the day with the message "huh I guess saving Carl didn't do it" or something - is that what you're referring to?
Hey there ! Thanks for making this game, it's nicely executed (per usual, I know what you're capable of). I really like the storyline elements, as I mentionned on stream, you made "Westworld, the game" from the host perspective... During a game jam ! Well done :D
Cool game, kept my interested for a while. Apart from exploring the game, I also enjoyed exploring the machinics, like mounting a horse by jumping on it, making a backflip :D was really fun. I hope in the future you will find a team to work with, who could provide you with unique models and music! Cool entry! Good luck!
This was a very impressive game. Only thing missing (except obvious polish) was music and more notable SFX. The birds and the neighing horses were nice but i could barely hear them at all. Improving that would raise the bar quite a bit on the atmosphere and mood as well.
The story is good for something made so quickly. A good measurement of quality is "would I like to continue playing" and i absolutely would :)!
Good and clean art, that what I want! :). Audio for me is not good, but not bad. Fun factor is not high at this game, but maybe next time you will think more about that and it will be better. Somebody use more time to think about the game then others, it is visible in inovations!. Averagly fit into the theme.. Overall your game is good, good job.
I'm simultaneously really impressed with what's in this game, and a bit frustrated at how rough the it is. As you've mentioned in the descriptions, it's pretty clear the project was well over-scoped. Fundamentally, I actually like the irreversible dialog trees, and how the game forces replays to unlock new information. Discovering this is really rewarding. Along with some nice flavor text, there were some really strong potential behind this idea.
As you probably already know, the biggest flaw I've noticed in the game was the lack of direction provided to the player. On one hand, it makes the game feel a bit like old-school RPGs where one needs to discover on their own what they need to do in the game, and figuring that out yourself is great! On the other hand, given I have no idea where to start, it was incredibly difficult to find breadcrumbs to progress the story. A classic example is where to find the manuscript: it's in an incredibly remote location I haven't even thought of venturing into until I experimented with Percy's AI, and noticed I could actually climb mountains (I also got the poor soul stuck, so yay!). I suppose the campfire smoke was intended to be a clue, but given Morris gave no hints as to the paper's location, I would have dismissed that detail as a nice background prop.
I could probably list a number of things that I think could have used improvement: touchy mouse controls, buggy dialog system (on papers, specifically), slow movement, poor AI, etc. But I think all those are nitpicks to a really promising mechanics that just needs more time to cook and be better realized. I hope to see more from this project.
P.S. Also, I actually did manage to pummel Percy to submission the first time around: no weapons needed. Huh, I guess that *is* a way to save Carl.
I have some mixed feelings about this one. On the one hand, it looks super duper great. Even if you used third-party assets, I think there's something to be said about knowing how to use them well, and I believe you definitely have.
On the other hand, I was never really sure about what I was supposed to be doing the whole time. :slight_frown: Every time I would find what I thought was a lead, it would end up being a dead end, which was kind of frustrating.
On the positive side of things, I loved that not only could I make my way all the way over to the arch in the background and get on top of it, but that you also had the foresight to put something up there for players to discover. :slight_smile: I thought that was super duper cool.
I have an issue with controls - anytime your character changes direction, he does a turn with more than zero perimeter, which made me bump in to door frames or walls repeatedly. I think you should just allow the character to turn in place, even when lacking the proper animation, the controls would feel much better.
Otherwise it's really promising concept and great game for a game jam! Congratulations!
Wow, that Red Dead Redemption vibe hahaha. I really liked the graphics and the sound. There are really very professional details in your game, it is an excellent creation. The physics in your game seems very well implemented too. I enjoyed doing the missions in general. I believe your game has a lot of potential, you should turn it into something expanded and complete. The riding mechanics on the horse, and the shooting mechanics were well thought out. Finally, I think the experience was very interesting. Good job.
This was really cool! You used the assets really well to create a really interesting feel for this. The camera was a bit hard to manage, but big props going for a 3D game for a jam! Well done!
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This game was surprisingly polished for an LD game. I like the mechanic of resetting the day but keeping what you learned from before. I think there's a lot of potential in games like this which puts players in an open ended world with a narrative driven puzzle moving everything forward.
Just needs more content. well done!
I think the concept could be pretty cool with a lot more dialogue work and things to figure out. I had a lot of ideas about the character just bringing up knowledge to people that he shouldn't be able to know to be able to skip ahead in progress... I was also going to add a time limit so that the knowledge shortcuts would be useful. Sort of like a way to have checkpoints as the day resets. I am pretty happy with the shooting challenge though!
@creamybacon2 There's technically two ways to Save Carl, but they are the same ending since the ending was literally last second addition.
Whoa tumbleweeds
Hmm how do I continue the dialogue? Space? Enter? It took me a while to realize I have to mouse click on options (too much roguelikes, I never use the mouse :sweat_smile: )
Wow Percy Nash beat the SHIT out of me
Delete key didn't restart the level (perhaps it's supposed to be the numpad delete key, but I don't have a numpad?), so I had to keep fighting women in the saloon to restart it
I talked to Teri immediately after she came to the shooting range, and she said she could learn from my moves (as opposed to, say, "so when are you going to shoot, cowboy?"), so I thought the shooting was implicit and wasted a lot of time killing sheriff and whatnot before finally realizing I need to do the challenge.
Finally, I had real trouble shooting bottles correctly - it seemed like for the 4th or 5th bottle, the increment in mouse's movement always put me on either side of it. I gave up after missing it 5 times :|
@doc-moustache Yeah, you have to navigate Teri's conversation to advance the plot. The first thing you need to do is unlock her 4th initial conversation option which allows you to approach her as someone from her past that already knows her. The notes will unlock a 4th name from her past to choose from there which then unlocks her challenge.
Thanks Fraxle!
@eldar Thanks for all those impressions! There's definitely a lot of polish that I ran out of time to do there that could have helped. Not sure why Delete didn't work for you, but I only tested it on a windows desktop build- wasn't the numpad version though. Dang sorry about the aiming too, I was hoping to have time for sensitivity options menu in game, but alas my time was so tight that 90% of the dialogue was written / put in during the last hour as well as the ending. BTW if you talked to Carl after killing the Sheriff then you got the same ending as completing the challenge, so you beat the game! (Also yeah, I thought about Teri saying something else before shooting and more reactions to you missing etc, but I just didn't have time :P )
I did talk to Carl after killing the Sheriff, and ended up going back to the beginning of the day with the message "huh I guess saving Carl didn't do it" or something - is that what you're referring to?
Had fun playing it and managed to rescue my friend
The story is good for something made so quickly. A good measurement of quality is "would I like to continue playing" and i absolutely would :)!
Awesomely done!
As you probably already know, the biggest flaw I've noticed in the game was the lack of direction provided to the player. On one hand, it makes the game feel a bit like old-school RPGs where one needs to discover on their own what they need to do in the game, and figuring that out yourself is great! On the other hand, given I have no idea where to start, it was incredibly difficult to find breadcrumbs to progress the story. A classic example is where to find the manuscript: it's in an incredibly remote location I haven't even thought of venturing into until I experimented with Percy's AI, and noticed I could actually climb mountains (I also got the poor soul stuck, so yay!). I suppose the campfire smoke was intended to be a clue, but given Morris gave no hints as to the paper's location, I would have dismissed that detail as a nice background prop.
I could probably list a number of things that I think could have used improvement: touchy mouse controls, buggy dialog system (on papers, specifically), slow movement, poor AI, etc. But I think all those are nitpicks to a really promising mechanics that just needs more time to cook and be better realized. I hope to see more from this project.
P.S. Also, I actually did manage to pummel Percy to submission the first time around: no weapons needed. Huh, I guess that *is* a way to save Carl.
I have some mixed feelings about this one. On the one hand, it looks super duper great. Even if you used third-party assets, I think there's something to be said about knowing how to use them well, and I believe you definitely have.
On the other hand, I was never really sure about what I was supposed to be doing the whole time. :slight_frown: Every time I would find what I thought was a lead, it would end up being a dead end, which was kind of frustrating.
On the positive side of things, I loved that not only could I make my way all the way over to the arch in the background and get on top of it, but that you also had the foresight to put something up there for players to discover. :slight_smile: I thought that was super duper cool.
Otherwise it's really promising concept and great game for a game jam! Congratulations!