Speechless by MonoS
A game where you try to understand a foreign language while having severe learning disabilities.
Also, monsters are trying to kill you using said language so you'd better learn it fast.
For Linux users: the game need at least a terminal with 80*60 character on screen, if your terminal don't open up with this resolution or don't accept ncurses resize_term or the escape symbol \033[8;60;80t i don't know what to do [if someone have a solution please tell me in the comment] and the game will glitch out [even more than it already is]
For Mac users: i don't have a mac for compiling it, the only prerequisites are ncurses and c++11, period.
Also, monsters are trying to kill you using said language so you'd better learn it fast.
For Linux users: the game need at least a terminal with 80*60 character on screen, if your terminal don't open up with this resolution or don't accept ncurses resize_term or the escape symbol \033[8;60;80t i don't know what to do [if someone have a solution please tell me in the comment] and the game will glitch out [even more than it already is]
For Mac users: i don't have a mac for compiling it, the only prerequisites are ncurses and c++11, period.
Ratings
| Coolness | 96% | 2 |
| Overall(Jam) | 3.10 | 615 |
| Fun(Jam) | 2.82 | 669 |
| Graphics(Jam) | 2.30 | 902 |
| Humor(Jam) | 2.48 | 701 |
| Innovation(Jam) | 3.78 | 112 |
| Mood(Jam) | 2.89 | 637 |
| Theme(Jam) | 3.58 | 358 |
Terminal resize need better handling.
Great entry!
The on equip effect were not updated correctly, that's why on LukeZaz gameplay the word Ya made impossible to equip other words
It's got mystery and intrigue. It immediately sucks me in because I'm challenged to learn and come to understand these foreign words in order to survive. It's an amazing concept, really. This is your game at its best for me. Getting the initial three or so words, puzzling over what word I should choose to take with me next. "Rikala... that one killed me last round... it seemed powerful" I say, I'll learn more about it through using and hearing it I expect.
This is where things start to go downhill for me a bit. I go challenge another enemy, more words are available. I notice the three words I was expecting to learn more about have run out of uses, and now I have a new pile of obscure words to choose from. "But... I really wanted to learn those other ones first" I say. I take the new words and head out... again defeated quickly, and to discover that those words too have run out of uses... and now I've got an even larger list of obscure words to choose from. The words start to lose all meaning as I slowly figure out that I won't become attached to any of them really. I won't slowly learn individual words because the list will continue to grow and my word uses will run out shortly after gaining them.
This is also generally how I start to feel with other text based games. There is a point where there is so much content that feels randomly generated that everything starts to lose meaning to me. I'm already somewhat detached due to the graphical nature of the game, but I become more-so as I realize that the game will become a series of checking the stats of item A vs. B vs. C vs. D. Oh, I've got another one... A vs. B, C, D, E.... oh..... another one....
I understand that in the description it's supposed to emulate learning a new language with learning disabilities... but it also destroys my ability to become attached to the game in a meaningful way.
I would have vastly preferred having more pacing with introducing a single basic enemy at first that only has 1 or two words to use (and doesn't insta-kill me while I'm trying to learn how the game works). I want to touch on that briefly. Say... words restore or something. If the monsters kill me on their turn, I'm not really able to observe and think about the effects of the words I'm using on them. By that time I'm dead... with more words! Perhaps you wanted to really evoke the danger around every corner aspect, but I feel it only does a disservice to learning the world mechanics to their fullest.
And of course as I was going on before, introducing the words at a lower rate would have been much less overwhelming. I understand now that it's up to the game to keep track of the stats of the words as I throw my body at any monster I see until I can start to see stats... but that's honestly not how I wanted to play it. I wanted to memorize the words and their effects myself. To really learn them, and become comfortable with them... attached to them. And to learn to let go of my precious words and learn new ones when the challenges grow greater. None of that pacing was present for me, but I really... really wish it could have done that for me.
If you ever decide to update this and think I'd like to check it out again feel free to contact me and send stuff my way.
I'm on twitter at: https://twitter.com/CriticalMammal
my email is: gallardodylan42@gmail.com
On Linux: Terminal doesn't show up automatically when you double-click the file, and the resizing command doesn't work. You can change the terminal size by hand and run the Speechless executable in Terminal.
The only flaw I feel is that it isn't too clear. I did read the manual and got to play relatively well, but still feel it could have maybe been clearer. But that is a smaller issue in one of the best ideas I have yet seen in a Jam.
To answer your question about my game:
Your first ship doesn't have enough upward acceleration. You can take a propeller, rotate it by pressing the R key and place it looking upwards.
Still I appreciate people doing less traditional approaches to LD.