ECHO CHAMBER by Loren
You are the best, that is a great idea! Don't worry about it, you never make mistakes.
Why try something different? You always succeed!
Don't listen to them, they're just jealous.
With all the support you have been accumulating, you'll be sure to convince the critics.
You don't want to keep all those compliments bottled up, do you?
What happens if the pressure gets too great, are you going to explode in a flash?
You're always right, remember?
Why try something different? You always succeed!
Don't listen to them, they're just jealous.
With all the support you have been accumulating, you'll be sure to convince the critics.
You don't want to keep all those compliments bottled up, do you?
What happens if the pressure gets too great, are you going to explode in a flash?
You're always right, remember?
Ratings
| Coolness | 100% | 1 |
| Overall | 3.41 | 151 |
| Audio | 3.33 | 95 |
| Fun | 3.06 | 266 |
| Graphics | 3.10 | 297 |
| Humor | 2.63 | 330 |
| Innovation | 4.10 | 16 |
| Mood | 3.34 | 103 |
| Theme | 2.84 | 522 |
Difficulty didn't ramp up, as mentioned.
Thanks for the compliments folks :)
Very original game, although I'm still not really sure how you have to play it. Seems like spreading the media out is a good tactic, but still...
The game doesn't have a difficulty arc yet, will come after the compo.
There could be more in the game for sure, right now it's a small experience, but I can see it grow into more, which is exciting :)
Hard to play on a mousepad, but that's not your fault now is it? :P
I blew up after thinking too much about the angle praise. That's deep. :P
it's really easy though, does anything happen, I got to 9 retributions before I just didn't click anything to see what would happen.
The gameplay is ingenious, but later became a bit repetitive.
Anyway, one of the best games I've played so far :D
Not much gameplay though, and it gets boring quickly. It's too easy once you realize the game is just about quickly clicking on the green things.
Great work and polish anyway.
I feel like it could have communicated what was going on a little better; it took me a while to figure out what all those heavy lines were telling me. Might help if they fade out a little during the retribution phase.
Once I figured that out, of course, it all made glorious sense :)
Impressive game play!
>> Had 8 hours total to work with
Well shit, that's super impressive then :)
>> Big points for a mechanic I've never seen before
Gotta echo the above too. Interesting to set up things beforehand then just sit back and watch it all play out in a very visual way.
The graphics and effects are kind of cool though.
Is the game getting any harder over time? I stopped at 100k points because I didn't have the feeling it did. If there isn't one, congratulations for having me repeating the same thing over and over on the same difficulty level!
I think I understood the message in the game, but I don't understand how it fits the theme "You are the villain".
It took me *very* long to figure out that you can direct the counterattack. The reason is just that at first it seems like a click-as-much-as-possible-in-a-short-time, so I clicked all over the place and my counterattack seemed random. Only after relaxing and not wanting to win anymore, I tried out directing the connecting lines. I'm not sure if there is any strategic value in this though, as you should probably distribute it evenly, but I won even without doing so.
Okay, long story short: A very cool game for the 48h limit! Good job!
*If it doesn't, congratulations for [...]
*[...] it seems like a click-as-much-as-possible-in-a-short-time, kind of game, so I clicked [...]
Good one!
~AlucardX60
Pixel, not harsh at all! I appreciate that you took the time to play and write that. I agree that it is pretty limited and, if not before judging ends, I have plans for making this into a more complete experience. I didn't have much time to do more than I did unfortunately.
RETRIBUTION IMMINENT
I was playing for a long time and didn't get damaged once.
Your game is simple, yet pretty catchy. Good job :) !
@donmilham Thanks for playing and commenting :) I know it's a weird one, but the fact that you checked it out is what is important :)
Like other said, I wish there were some sort of difficulty curve in this game, as it feels like the only way to die is to become bored of your own blowhardiness.
Nice graphics and sound.
Interest visualizations though.
Improve: goats were missing. =)
Seemed that just click=spamming was always enough to win mind, rather than thinking much.
One thing i think you could've been done better is to get a more solid art style. I really love the bright colors and chaos that occurs during retribution, flashing words and colorful lines etc. But the praisers, the chamber and the GUI seems a bit out of place. Don't get me wrong, it looks great, but i think you could've been done even better!
You still get a five star in overall and you immediately rise to my top three!
Simple idea, nice execution! Pretty hard to play on a touchpad, the simplistic graphics were nice, but varied in style a bit, good job though! :D
@rinaka: I agree a bit with you that this experience might not need a difficulty curve. My goal for the update is to stick with this theme but explore some other facets of it in a way that shows someone's journey and not just an outcome like this experience.
@Birchmoutain: That's a good point about art style. I'll keep it in mind in the next build. Thanks so much for the feedback:)
Well done :)
I love the wonderfully surreal ambiance. The game looks, sounds, and feels beautiful. I also like how you chose a villain that is not only quite abstract, but something negative (ignorance) in the guise of something positive (praise).
The instructions weren't quite clear- particularly how the player is supposed to "use your words" against the waves of retribution. I got it after playing the first time around, but it still wasn't entirely clear at first how the position of the media guys you click effects the way the praise shoots out of the chamber's mouth. Once I figured out that it was just weighting the angles, I was able to receive no damage just by clicking a bunch of guys that were vertically centered-ish, with a bit of angular spread (my first playthrough I survived 1 wave; the second, I quit after 252,100 points and 31 waves). I was able to (intentionally) lose immediately by just clicking people at the bottom-right of the screen, so placement clearly has an effect on victory, but there's a clear dominant strategy, so the game become monotonous and non-challenging. I would recommend incorporating some element that changes randomly every round (like the location from which the retribution approaches), so the player has to change their tactics accordingly, and has a larger chance of failure. The important thing is to make sure there's not just one thing the player can reliably do every round to ensure victory.
Also, since it seems from the comments like you weren't sure: you can use one of your entry links to link to a post-compo version, as long as you make it clear which version is the 48-hour version (it should be clear if you explicitly label your improved version "Post-Compo Version"). Participants are only allowed to vote on the 48-hour version. Be warned: you're not allowed to edit your entry page after judging ends, so if you want people to be able to easily find the post-compo version, you may want to post that link before then.
125800 points
14 assaults. hurray!
Thank you for the thoughtful comment! You have a good point about strategy and how one-sided the game gets, I agree with that. Regarding the post-compo version, I thought about throwing together my planned-for difficulty and strategy fixes, but while I was working through those, I had an idea for a better overall experience with a thoughtful gameplay arc and something that feels more organic rather than a one-shot playthrough. I'm planning on building onto it over the course of 2013. It should be cool, I'm excited for it :)
Thanks again for playing folks! Hoping there will be some interest in the final product.