Precedence by chauchau

Experience the end.
Move with arrows (or WASD, or ZQSD) and validate your choices with enter. Escape to leave.
Behind the scenes
This weekend was our friend Anna's birthday so we decided to add the constraint of making a remake of one of his Ludum Dare games while still following the theme. I chose to remake this one. It's a bit far from the original but I tried to develop one particular aspect of it.
It has multiple endings, not sure all are accessible, I will make sure to fix the bugs you and I will find :)
* Spoilers in the comments. *

Ratings
| Overall | 278th | 3.347⭐ | 38🧑⚖️ |
| Fun | 362th | 2.931⭐ | 38🧑⚖️ |
| Innovation | 201th | 3.314⭐ | 37🧑⚖️ |
| Theme | 284th | 3.386⭐ | 37🧑⚖️ |
| Graphics | 110th | 3.786⭐ | 37🧑⚖️ |
| Audio | 249th | 2.984⭐ | 34🧑⚖️ |
| Humor | 335th | 2.274⭐ | 33🧑⚖️ |
| Mood | 57th | 3.814⭐ | 37🧑⚖️ |
| Given | 48🗳️ | 8🗨️ |
More explanations would be nice :)
The whole take/leave selection felt meaningless since I always just took them. Could have been just automatic or presented a bit more lore about the people with more interesting choices. For example some people could be bad and backstab you or something. You know, something along the lines of FTL events. Do the people you rescue actually impact the ending at all? I tried to go for a run where I only rescued only blue people but the ending was the same I think. I do know leaving alone or just with few people do at least change one line in there.
Also would have been nice to have bit of a different look on the buildings I've already collected from, it was very easy to get confused about your surroundings because of the similar looking buildings.
Turning felt a bit sticky, hasty and nauseating and at least those hourglass shaped buildings were floating off the ground.
But anyways, cool game, good job!
The graphics are nice, the controls could a tad bit of polish. Overall well done!
I will give some spoilers here in the comments.
You can actually leave the planet with the big golden shuttle.
But depending on the number of persons you bring of each category (each has its own color) you unlock various ends.
However, you still have to bring a minimum of each category to start unlocking the various ends. This probably is way too cryptic!
The game it's pretty cool, I like it!
Very, very good job! :muscle: :smile:
Gameplay is simple but ok. It coukd be nice if we can clearly understant when does the world will end
Timer ? Luminosity more evident ? Meteor ?
Anyway very good job!
I have some comments on gameplay though. It may have been better to allow the player to move just a little faster. I know it's tough trading speed for atmosphere, but I feel some polish in that respect may have gone a long way. There was a very small delay between interacting with a house and being able to continue. That totally drained my motivation to save a lot of people. When I had around 10 I decided that's enough and escaped. I did play once more and tried waiting for the end of the world, that was very satisfying.
Overall I think the game sacrifices gameplay for atmosphere which makes it less of a game and more of an experience. Maybe that was intended, but I wonder whether you could have achieved both.
Anyway, easily one of the most atmospheric games I played so far. Great job!
Nice work!
I agree with you all, I wish I had more time to think everything through!
Comme d'habitude, je ne suis pas déçu par ton entrée. J'aime bien ce que vous faites dans le collectif "le chant du cygne". Je vous souhaite le meilleur ++
Atmosphere was intriguing and graphics were fairly polished. The world and narrative was interesting to explore.
**Needs Improvement:**
There was no goal to the game. Even if it's an exploration game it didn't explain anything and left the player in confusion. The control scheme was strange as well - moving forward and backward and turning sideways with arrow keys/WASD may work for tanks but does not work well for humanoid controllers.