Truth by Jason Lay
What happens when you scratch and scratch and look beneath the surface? Does it reveal our true selves? When we are locked underground in a dimly lit dungeon, is it not a reflection of us, and our struggles?
Play my game and find out!
I went a little out of my comfort zone with this entry. It's very much a story, with maybe a little metaphor thrown in. I hope you enjoy it, I definitely enjoyed making it and learned a lot along the way!
Play my game and find out!
I went a little out of my comfort zone with this entry. It's very much a story, with maybe a little metaphor thrown in. I hope you enjoy it, I definitely enjoyed making it and learned a lot along the way!
Ratings
| Coolness | 100% | 1 |
| Overall | 2.71 | 999 |
| Audio | 1.50 | 1022 |
| Fun | 2.16 | 1155 |
| Graphics | 3.22 | 520 |
| Humor | 2.17 | 758 |
| Innovation | 2.39 | 1037 |
| Mood | 3.09 | 464 |
| Theme | 3.35 | 473 |
Text should be bigger though or have a black background, it's hard to read.
The thing that I can see improving is the time the text stays in the screen. At first it dissapeared before I could read it all. Later I realized if I don't move, it stays on the screen.
The dungeon elements, though repetitive, worked well with the claustrophobic atmosphere you created. However, possibly due to this being the first story game you've done, I feel like there was too much text telling me how I was supposed to feel. In this case I didn't think I was controlling some sort of in-game personality, like you do when you're playing as a character in a Final Fantasy or Tales series game, for example. I felt, essentially, that I was supposed to be playing as myself, since the game was first-person and there weren't much in the way of markers for the narrative voice.
But then, I was told how I should feel upon finally coming across the yellow cube--and each crest of the terrain--rather than simply getting to feel it.
And the thing is, without the narrative cues telling me how I'm supposed to feel and react, there's not much game here. Yes, I'd feel all the things you wrote out: "Okay, can't get through this door, got to go down. Great. It's a cube." But, I guess the question is... if you're just telling the player how they already likely feel about the mechanics of the game they're playing, what are you as a game creator adding to the experience?
The storytelling of this game is very good, I liked the great metaphor that this game tells to the player.
Some audio might've been good, though... But, overall, playing this game was a great experience for me!