A Cage of Love by Quetzakol

Hi ! This is my game, :twohearts: *A Cage of Love* :twohearts:
This is a game mostly story-based, as I did not find many gameplay ideas. You follow the story of two lovers lost in a world shrinking around them. It was a kind of metaphorical and personal story actually. I tried new things graphically and it's also the first time I have some kind of music (very basic, but you have to start somewhere :stuckouttongue:).
I am not sure what to think about it so PLEASE COMMENT :smiley: !
!!Warning : on the first day, make sure you got the messages that should appear when you approach the phone booth BEFORE pushing the rock, this will avoid you an unfair death.
Controls
- Move : Arrow keys
- Shoot : Space
- Quit : Esc
Softwares
- Graphics : Photoshop, Photofiltre
- Audio : Audacity, LMMS
- Programming : Unity with C#
Links
- DOWNLOAD (Windows/MacOS/Linux): https://quetzakol.itch.io/a-cage-of-love
- SOURCE CODE: https://www.dropbox.com/s/qtkay1ow875dlaa/LudumDare38.zip?dl=0
Ratings
| Overall | 345th | 3.143⭐ | 30🧑⚖️ |
| Fun | 464th | 2.571⭐ | 30🧑⚖️ |
| Innovation | 258th | 3.179⭐ | 30🧑⚖️ |
| Theme | 10th | 4.379⭐ | 31🧑⚖️ |
| Graphics | 276th | 3.241⭐ | 31🧑⚖️ |
| Audio | 233th | 3.037⭐ | 29🧑⚖️ |
| Humor | 336th | 2.261⭐ | 25🧑⚖️ |
| Mood | 131th | 3.536⭐ | 30🧑⚖️ |
| Given | 37🗳️ | 37🗨️ |
Also maybe it miss some sound. But I know you only had 48 hours so I can't say anything ;)
This is kinda poetic :)
Nice work :)
Love the heart-shooting! <3 <3 <3
Movement was painfully low, so I found the "I ran back home" quite ironic! :P The story is mildly interesting, and the graphics are beautifully drawn! Nice that you offered a choice at the end! Wasn't too easy for me, I could relate to the situation! Thanks for making this game!
It was fun to play and progress through the story.
Also the game became more difficult towards the end, mostly due to the slow movement, but it was never unfair.
Sometimes the artstyle clashed though, the house and characters are detailed and have a certain style wich the environments lacked.
Overall a cool and quirky idea, I like it!
Anyway, day 1 has a problem with the to message pop-up locking controls while baddies are spawned in a complete circle around the player. Day 2's big sticky wicket was the timing on that friggin' black collider. Also, all the game's colliders in general have some issues (like point-blank shots not working). The trigger on the tree also feels wrong (you have to go above and behind it a little). Things were alright on day 3, but the movement (hard-stop collisions on the environment and not being able to move on diagonals) drove me crazy and made the whole map a chore to navigate.
I chose the girl in the end. Would have liked to see the other ending as well, but I don't want to play through again. The story is merely okay, mostly due to the writing quality. Character, building, and prop sprites are fantastic and I liked the low drone the shadows make when nearby.
The art style was really good. As far as the story, I thought the partner seemed really passive - literally did not move a pixel the entire game while the world collapsed in around them. It made the last choice pretty easy for me. Maybe that was the point, but the partner would have been more likable as a character and the loving relationship more believable with some teamwork in the gameplay, or maybe switching points-of-view from one partner to the other. Love takes two sides working together.
Nice work overall.
I liked the shrinking world and how it took a place we'd explored and made it new and more challenging each time. I think that would be a neat concept to expand on.
@zeriver : Here are the two endings (I don't have time to do screenshots now so I'll just describe them)
--> If you choose to stay : you are alone with the girl and the house is completely surrounded by the void. Dialogues :
"I didn't leave.
As the rest of the world disappeared, we stayed home.
But together.
Forever."
--> If you choose to leave : you are alone in the boat, still navigating. Dialogues :
"I left.
Soon, I would find where the world had disappeared.
I might be far from her.
But when I come back, our love will be stronger than ever."
So nothing really surprising actually I think :P
The story is nice. I chose to stay with my partner :)
I think it would have been better to show the instructions about love spikes at the beginning to avoid the risk of that unfair death in front of the telephone booth (but I guess it's not done on purpose)
- There are some issues with movement, like not being able to move diagonally and getting stuck on objects because the hitboxes aren't where you'd expect them to be.
- I'm not sure if this is intentional, but you can shoot the enemies that move down the screen repeatedly as they fly by, and the ones you shot will stay dead the next time that group flies by. That allows you to cheese some of the timing-based sections by just killing all the fly-by enemies.
- You can get to the tree without trapping yourself, in which case the monologue about being trapped doesn't make much sense.
The strongest point of this game imho is the use of simple narrative to deliver a complex message. Despite the fairly short buildup, the ultimate decision has a lot of weight behind it. It's tough to make a genuinely reflective game without being hammy or pretentious, let alone in just 48 hours. But this game does just that. It really *means* something, and I think that's worth a lot.