Cultural Influences by Sandcrawler
This interactive experience is about cultural influences, and makes use of a variety of references to create an experience.
It has some vaguely game like features. But it is not difficult in the slightest.
Controls:
Arrows keys (that is it)
Gamejolt note:
I want to be upfront about this, the appeal of using gamejolt for me is having access to Trophies and a leaderboard (that I don't have to attempt to secure) My reason for using the gamejolt platform has nothing to do with the few pennies that I'll earn from advertising.
Gamejolt Features:
22 Trophies
1 Leaderboard (speed/time based)
Keep an eye on my LD blog if you are unsure of a reference and would like to know, in a week or so I'll make a post of all of the references used and how I used them.
Source:
The only change made to the source from the game is the gameID and private key for Gamejolt being removed.
It has some vaguely game like features. But it is not difficult in the slightest.
Controls:
Arrows keys (that is it)
Gamejolt note:
I want to be upfront about this, the appeal of using gamejolt for me is having access to Trophies and a leaderboard (that I don't have to attempt to secure) My reason for using the gamejolt platform has nothing to do with the few pennies that I'll earn from advertising.
Gamejolt Features:
22 Trophies
1 Leaderboard (speed/time based)
Keep an eye on my LD blog if you are unsure of a reference and would like to know, in a week or so I'll make a post of all of the references used and how I used them.
Source:
The only change made to the source from the game is the gameID and private key for Gamejolt being removed.
| Web (Gamejolt html5) | http://gamejolt.com/games/other/cultural-influences/40906/ |
| Gameplay Video (Youtube) | https://www.youtube.com/watch?v=pJ14k8ky93o |
| Source | http://allaroundgames.net/LD/31/source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=3966 |
Ratings
| Coolness | 81% | 2 |
| Overall | 2.52 | 1114 |
| Audio | 2.92 | 430 |
| Fun | 2.63 | 934 |
| Graphics | 2.14 | 1101 |
| Humor | 3.51 | 93 |
| Innovation | 2.41 | 1006 |
| Mood | 2.61 | 829 |
| Theme | 1.66 | 1209 |
I like quirky little adventure games and this one gave me a few chuckles.
Really not sure how you'd make it better, it kind of is what it is. Maybe branching paths?
Nice music also, it's only to loud in comparison with the voice.
I had fun playing it, and that's what it is about right?
Good job!
But it is incredibly funny.
My kids had fun to play it.
The lack of interaction really cripples this quite a bit. It's not so much the idea that in order for it to be a "game" you need "game stuff" like enemies, platforms, princesses, whatever. It's the feeling I get that you wanted to represent all the references with audio and images FIRST, and then figure out how the player was going to see all of those things. Since the gameplay's purpose is only to get the character from scene A to B, it's essentially about as interactive as a slideshow presentation.
Since the interaction is a really important aspect to an interactive experience, I wanted to elaborate on it a bit more with an example. In the Matrix reference (red plant or blue plant), you are forced to take BOTH plants to continue. You're (possibly unintentionally) conveying with the game mechanics a paradox, and it contradicts the film reference completely. Now, that's actually kind of interesting, but the whole game plays out that way (enter scene, collect/move to X thing, next scene). Not having commentary on it also invalidates the notion that the lack of choice meant anything. You can sort of see where I'm coming from when I say how important the interaction portion is in games. Just like any other medium, you can communicate ideas with a game; except unlike other mediums you can do it with interaction.
The audio itself here isn't bad. The narration itself was good, but the content was lacking somewhat. Each scene and it's commentary was completely separate to each other, so it didn't flow well from one to the next. In addition, there are many occasions where the narration plays over itself if you trigger certain things too early. A couple ways to handle that would have been to wait to play the next audio when the others have finished, cutting off the previous narration and playing the next, or spacing things in the game so that the player is less likely to hit multiple triggers simultaneously.
The art seemed to be intentionally embrace it's weakness, so I won't go into that too much. I suppose it matches the mood of the game, since it's sort of lighthearted.
Overall, the game has a hard time meshing with itself. It often seems to randomly pull references out of nowhere for no real reason aside from the fact that they're references to things. It's lighthearted and quirky sure, but it never really finds its own voice because it's too preoccupied reminding you of other things.
The Interactive Experience is comprised of multiple layers of cultural references. It starts with you putting the character to bed, and ends with the character waking up. This is in references to how Cultural Events/films/books can influence a persons dreams. Dreams are very rarely comprehensible, or make sense in a physical way and can often have dramatic and disjointed shifts of scenery.
I was thinking of the old school adventure games when I started. I even considered having the character controlled with the mouse. I ended up using platformer controls because I felt that would be most comfortable and widely recognized. I knew I wanted to keep the interactions very simple, I didn't want to bring any sort of game elements into the mix such as switches/platforms/lives. I wanted the player to bring their own baggage and knowledge with them to interpret what it all means to them (it is why there is so little text present) Basically I was trying to create a Jean-Michel Basquiat inspired painting as an interactive work of art. Instead of just viewing a painting you are controlling the flow of the information in the painting, depending on your input.
The example that you gave of The Matrix level you are missing a references and interpreting it with the information that you have in a different way. This is really cool to me, and the exact sort of thing I hoped would happen. But to clear up that scene and show the thinking of it I will give the additional references needed. The opening narration of the scene is "I believe this story has to do with a detective on drugs trying to crack a case about drugs" This is a reference to A Scanner Darkly by Phillip K. Dicks (there is also a move staring Keanu Reeves[Who also played Neo in The Matrix]) The aforementioned quote summarizes the plot of A Scanner Darkly. The story coves him going from a cop on a case with a relatively clear mind of thought to being a burnt out husk when he finally solves the case. The blue flowers are the natural state of the drug in the story. The red flower came into the scene as a way to reference The Matrix, both because Keanu Reeves stars in both of them, and also that both stories bring into question what is reality. I really wanted to have a narrative line on the blue flower, but according to the story there is just very little that he can say or think at this point. When I update I will probably add the line "For my Friends at thanksgiving" when you pickup the blue flower.
Part of the audio and reasoning has been touched on above. I agree that the audio lines need to work differently. I will probably have them stop playing the last one and play the newest one. There really isn't a reason for them to play over each other, I just ran out of time.
I already wrote extensively about the art [http://ludumdare.com/compo/2014/12/07/cultural-influences-released/], basically the art is inspired and based on Outsider, Folk Art, and Primitive Art. I wanted to reference these styles of art because they are predominately about telling a story, and damn the rules of perspective/physical world to hell. I mean just look up the Dresden Codex (Maya) and you should see what I mean.
I hope I don't offend you, or discourage you from posting additional feedback (its great) You have a lot of valid points. I just wanted to present my thinking and reasoning behind decisions, and what I was trying to accomplish. I don't consider this to be a game, and I attempt to never call it that. I realize Ludum Dare is a game competition, and as such this may not be the best place for this to be presented or contain a wide number of member of my target audience.
From this point on if anyone has any questions feel free to ask them and I will do my best to answer them.