And the Moment Is Gone by Mike Mezhenin
An experimental conversation & internal monologue simulator. I tried to do a Eternal-Sunshine-of-the-Spotless-Mind-esque game, something I've been thinking about for a while, but finally did it over the weekend (that's what jams are for, right?).
- Left-click on thoughts to say stuff.
- Right-click on thoughts to reword phrases. Try not to overthink.
- Avoid the dark thoughts, they will mess you up.
- Listen to your mind (bottom-line thought) and say what (you think) she wants to hear.
--
Why did she sit near me? There's plenty room on this train. God, she looked at me! Did she just smile? OK, relax, just calm down. Why do I fall in love with every girl that smiles at me? Do not overthink. I should say something. There is inifinite number of ways to make a conversation (at least in my head). What should I say? Why did she sit near me?!..
If you think the game is frustrating and you can't win - congratulations, that's how most of us feel on public transport every day! (Just kidding, you can win. Kind of.)
Subway sound by blastwavefx from http://freesfx.co.uk/
Indie Queen by Hollie Tudor and graffiti fonts from http://dafont.com/
Phone icons by Stephen Hutchings and Rokey from https://www.iconfinder.com/
- Left-click on thoughts to say stuff.
- Right-click on thoughts to reword phrases. Try not to overthink.
- Avoid the dark thoughts, they will mess you up.
- Listen to your mind (bottom-line thought) and say what (you think) she wants to hear.
--
Why did she sit near me? There's plenty room on this train. God, she looked at me! Did she just smile? OK, relax, just calm down. Why do I fall in love with every girl that smiles at me? Do not overthink. I should say something. There is inifinite number of ways to make a conversation (at least in my head). What should I say? Why did she sit near me?!..
If you think the game is frustrating and you can't win - congratulations, that's how most of us feel on public transport every day! (Just kidding, you can win. Kind of.)
Subway sound by blastwavefx from http://freesfx.co.uk/
Indie Queen by Hollie Tudor and graffiti fonts from http://dafont.com/
Phone icons by Stephen Hutchings and Rokey from https://www.iconfinder.com/
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.71 | 89 |
| Audio(Jam) | 3.15 | 334 |
| Fun(Jam) | 3.19 | 260 |
| Graphics(Jam) | 3.65 | 266 |
| Humor(Jam) | 3.26 | 137 |
| Innovation(Jam) | 4.19 | 9 |
| Mood(Jam) | 3.89 | 66 |
| Theme(Jam) | 3.46 | 225 |
Great idea.
theme of the game was something I can really relate to XD
This is a really clever way of narration. The game is both nice and creepy, like...why don't we let this poor girl alone? I have mixed feelings about all this and this is what makes the game so great.
Did you record the sounds yourself?
The subway sound recording and the font are not mine. Thanks for reminding me to put a proper credit for them!
Nice graphics, style, effects and interactions with the texts.
On the other hand, since all of this game is just a fantasy in a troubled boy's head, I'm not surprised he's only making up her responses to his lines.
Would love to see a longer version.
I wrote a review of the game on oujevipo.fr but it will be published later this week (I say it now because I might forget later)
Or perhaps:
Street harassment: the simulator
I disliked how random the woman's responses were. Playing the game, I'd make the same choice multiple times and we'd have completely different conversations, often where one moment she was fine (or furious) and the next moment she would completely change mood.
For such a sensitive subject, this only serves to vindicate people who play off women's responses to harassment as irrational, hysterical, etc. Social anxiety is a pain in the bum. Social anxiety does not force you to repeatedly escalate your pickup lines to someone who has shown they're not interested in your attentions, lest you be overcome by doubts.
One suggestion: make the characters remember conversation points they've already gone over. If I ask her about her music *again* she should probably get annoyed if she didn't respond favorably the first time.
It's tough to simulate the complexities of conversations between people, but I really liked the way the conversation bubbles worked... interesting way to simulate avoiding intrusive thoughts, or finding the right way to word something. It'd have been funny to say what was in a black bubble you rolled over... blurting out "My fly is unzipped" or "Will you marry me?" to someone you are barely acquainted with, and maybe a steeper penalty for the black bubbles could be brilliant.
In a longer game, I'd like to see more hints about personality, maybe the ability to pick who you talk to from among a crowd; take coercing a stranger into a date by telling her what she wants to hear, and expand it into a simulation of how to talk to and get to know strangers on a subway. Let them talk to get an idea of who they are, and talk about things you think they might be interested in, maybe make a friend, whatever. Interesting and pretty well-made jam game, nonetheless!
Yes, I was thinking about simulation of personality traits, but wasn't able to do that in time, so I had to scratch that and replace them with the guy's random thoughts about 'what he thinks she wants to hear'.
This does lead to a situation when we have to say something intelligent one turn, and on the next turn intelligent response is not what she wants to hear which causes her to call us the nerd. This could seem random, but I prefer to think of this as a poor's guy not actually knowing how a real girl would react to his lines - remember, all this dialogues are just scenarios he's running in his head. Maybe I should've stressed that better.
Very good work here!
A very interesting take on the theme too, with a mechanic that could definitely be taken further in a longer, more extensive conversational game.
I agree with some of the other comments that question the women's responses. There doesn't seem to be much consistency and her character seems pretty empty because of it.
And some of the suggestions were a bit too subjective. "Be myself" or "say something interesting" -- one of which is hard to guess and the other will likely vary from player to player. Though, it the latter's case, that ambiguity is arguably part of the stress and confusion of the conversation.
I'm almost tempted to argue that not being able to win would have made it a better game. Maybe a more true game. Though there's nearly-always a way to overcome social anxiety, so I suppose "winning" is suitable. God, I'm going to be thinking about this game all night!
Anyway, overall it really is one of the top games this LD.
I love the mood and how you make the player feel introverted!
Congratulation !
Anyway, the black bubbles apparition to create stress was a great idea and the graphics was amazing :)
I've toyed with the concept a couple of times in the past, but I haven't managed to come up with anything decent for a game yet. You've managed to nail a very nice game out of it, congrats! =)
Also, kudos for the nods to Eternal Sunshine of the Spotless Mind. It's my favourite movie <3
Very good AI, i didn't manage to get to her like in the real life :)
The sound is amazing, i'm really in the metro while playing.
The graphics are simple but effective.
Nah, interesting concept, but where do I click for "she seems to be enjoying her music, she would probably not want to be bothered, particularly by somebody like me?" Also there is a "bug" with this game though... because I won the game and if it were an accurate simulator I would not have won.
I could make jokes about the theme all day, but it is innovative and well made, so good job.
It's really frustating (yeah as in real life). Sometimes she react strangely : looks happy then agressive (while talking nicely - i think).
Maybe you should add information about the progression (remove the headphone, getting closer, looking at you).
Good idea & work ! Curious to see how you make the tree of the discussion.
The changeable thoughts are cool and it felt good when I found something clever, and frustrating when I clicked past something.
I liked the mechanics but I thought the fairly mundane scenario was a little overly dramatized, particularly the darkening screen which seemed like a cliche way of representing despair.
Interesting work.
If you hadn't said it's possible to win in the description, I wouldn't have tried it for so long... And I was able to get further in the conversation, meaning it can have an end point (different than getting messe by your thoughts).
This was really interesting. And kind of a simulator of how I feel lots of times. XD (though I always keep quiet)
P.S.: After reading your response to VictoryGarden, I see this game in a different light. At first, I thought the game was resetting, not that it was a scenario in his head... This just went from "great game" to "this is way too awesome"! =D