My world by Erkberg

"My world" is a short narrative.
A little hint for those who finished the game: https://www.dropbox.com/s/2a2yuym9qn79pr5/Hint.txt
Every version is available on itch.io (HTML5, Windows, Linux, MacOS, Source):
https://erkberg.itch.io/my-world
~ Controls ~
Move with WASD / ZQSD / arrows / left stick
Advance text with left mouse button / gamepad A
Dash with right mouse button / gamepad X
~ Tools used ~
Unity, GIMP, FL Studio, Audacity, jfxr
~ Timelapse ~
https://www.youtube.com/watch?v=nCT02xf2EYA
I hope you enjoy this little game as much as I enjoyed creating it. Have a wonderful day!
Yours sincerely,
~ Erkberg ~
| Original URL | https://ldjam.com/events/ludum-dare/38/my-world |
Ratings
| Overall | 82th | 3.833⭐ | 38🧑⚖️ |
| Fun | 218th | 3.278⭐ | 38🧑⚖️ |
| Innovation | 139th | 3.5⭐ | 38🧑⚖️ |
| Theme | 22th | 4.257⭐ | 37🧑⚖️ |
| Graphics | 162th | 3.722⭐ | 38🧑⚖️ |
| Audio | 62th | 3.714⭐ | 37🧑⚖️ |
| Humor | 260th | 2.552⭐ | 31🧑⚖️ |
| Mood | 22th | 4.139⭐ | 38🧑⚖️ |
| Given | 38🗳️ | 36🗨️ |
Love the sea, nice graphics here
Well done!
The story drives me to keep playing as the challenge increases. Kudos for that!
Violence is not the answer.
The graphics and music create a really nice atmosphere that works well with the story you are telling.
Let me go into a bit more detail about the mechanics. Purely gameplay-wise I think the game could use a bit more tweaking. The dash's acceleration was really strong which resulted in immediate death if you don't hit the opponent. Maybe reducing it a bit may work better.
About the water threshold, I think I would have preferred if you don't die right away once you touch the water. Allowing the player to enter shallow water and struggle their way back to land would probably alleviate a bit of the frustration caused by dashing just a little too far.
Conceptually, I found it a bit ironic that the best course of action was actually avoiding the enemies until they run into the water instead of attacking them, which sort of breaks the moral of the game. Also since they are quite aggressive from the get-go, the final message falls flat a bit. I think the game would have benefited greatly from a bit more consistence with the theme here, e.g. by making the enemies passive at first and appeal to the players gaming reflexes to attack, then moving on to a more aggressive stance.
All in all it was a game with more depth than anticipated. I really appreciate that you took the effort to tell a little story here. Great job!
You used both graphics and music to good effect, shaping a great mood for the story to unfold in.
In my first playthrough I reacted to the invasion in accordance with the character's perspective, not even considering whether it could be misguided. That the dash-action is prominently featured in the instructions, also primes this first reaction I think. I was then happily surprised when it turned out that combat was merely one way through the game, and not even the most satisfying one.
The mechanics were a bit frustrating - the "floating" controls combined with the deadly sea was a lethal combination. But in a sense, I guess that just reinforces the message of the game.
This was a very enjoyable game to play!
>Kill the intruders!
>Violence is not the answer...
>An important choice.
I was aware that the controls are quite floaty, but it seems to be even worse than I thought. I did not put enough care into the gameplay itself because I wanted to focus more on narrative and mood. Thats a lesson to be learned: Even if focusing on something else, never neglect the gameplay mechanics.
The game has two possible endings indeed, as some of you have noticed. It's basically not complete without the second ending, so I added a hint on the game page.
@cerno-b: Great idea not letting the player die immediately when touching the water. I wish I had come up with that idea during the jam :)
And the "enemies" are not really aggressive from the beginning, they only become enraged once one of them has died. Before that, they are actually quite friendly and cuddly :)
Side note, I found the third ending too! Or as I like to call it, "The real first ending." It happened when I went the violent path seeing if you also implemented forgiveness (if the guys forgive you for killing one of them if you stop killing them for some time). Which didn't turn out to be the case, sadly. But if it was, I would become your biggest fan. Anyways... so I pretty much replayed the violent playthough again. But this time, when I killed the boss, I also fell into the water after her. So I triggered the winning dialog and all, but it was slowly sinking (aka scaling down) and the game respawned me but no one else spawned since the boss already died. So this time it really was just me... all alone on my island... oh gawd what have I done!!!! :cry:
However, this one is greatly done. The music and the graphics fits perfectly the sad mood, which is reinforced by the dialogs (small improvement: when the sister comes, at first it's not clear who's talking)
I felt stupid to have attacked others first (but hey, it's how most games work!), and I think having game mechanics where the friendliness of game objects depends on what you did before is a really cool idea, that wasn't explored enough in video games.
The ending almost brought me to tears, from all the LD38 games I played, this is by far the one that brought me the most emotional experience (the second best being The Inner Lock, by @EveningWayward).
4/5 (I'm removing one star because unfortunately there's nearly zero replay value).
I found the first playthrough was the most affecting though - I was guilty of just killing the intruders, because videogames, so the ending did surprise me and make me think about that decision. With everything going on here in the UK and over in America I found it quite a powerful message actually.
The gameplay was secondary, so don't need to focus on it too much, but I agree with others that it was too floaty and a bit unforgiving with the water boundaries. The atmosphere was nice though, the rain effects and music worked together really well. Overall top marks from me!
Gameplay-wise I guess I'll be echoing others. Sometimes it was hard to control the avatar, inertia was strong and there was no way to stop the character.
I managed to get the "classical videogame" ending on my first playthrough. Halfway across my playthrough I reached a point where I realised that there could have been another way, but by then it was too late. Also, I may be mistaken but I got the impression that falling into the water didn't reset your progress, did it? The story kept going on.
Nice job with the mood, too!
https://www.youtube.com/watch?v=pcx-zIJDIVM