A Week's Passing by iseeicy

Description
A Week's Passing is a short video game made for Ludum Dare 38. In it, you take the role of a student over the course of a school week.
This game does implement the theme.
Everything was made by Iseeicy on the Unity Engine, with the exception of most ambient noise, and Unity's default FPSController. This means that I had to code, model, texture (sort of), write, and design the entire game. Most of the sound effects were actually recorded by me, but for ambiance I had to cave and download some online.
Voting Category Opt-outs
- Audio
Links
If you have Windows, please play the Windows version of my game. It runs better, looks nicer, and is much more stable in general.
The web version of A Week's Passing is a bit unstable. In the rare case that you run into mouse problems or you fall through the world, download the Windows version instead.
|- CHANGELOG -|
- (v1.1) - Fixed collisions on the PC
(v1.1) - Fixed UI scaling bug
(v1.2 POST-LD) - Touched up the home area by adding more stuff and making the front door more apparent
- (v1.2 POST-LD) - Added new footstep sounds
- (v1.2 POST-LD) - Made student's shirts randomize colors
- (v1.2 POST-LD) - Updated the bus stop area to look a bit nicer
- (v1.2 POST-LD) - Gave interactable objects an arrow that appears above them
- (v1.2 POST-LD) - Added music to the main menu
- (v1.2 POST-LD) - Fixed a texture import bug where NPC textures were filtered incorrectly
(v1.2 POST-LD) - Fixed a bug where the "quest" text would flash before fading in
(v1.3 POST-LD) - Tweaked a few sounds
- (v1.3 POST-LD) - Added a camera focusing feature that moves the camera towards an NPC that's addressing the player.
- (v1.3 POST-LD) - Modeled a cool alarm clock
Ratings
| Overall | 362th | 3.409⭐ | 24🧑⚖️ |
| Fun | 621th | 2.682⭐ | 24🧑⚖️ |
| Innovation | 350th | 3.19⭐ | 23🧑⚖️ |
| Theme | 603th | 2.9⭐ | 22🧑⚖️ |
| Graphics | 508th | 3.143⭐ | 23🧑⚖️ |
| Humor | 493th | 2.278⭐ | 20🧑⚖️ |
| Mood | 161th | 3.714⭐ | 23🧑⚖️ |
| Given | 9🗳️ | 26🗨️ |
Only point of criticism I would give (other than making sure its impossible to get stuck between collision and stuff) is there are too many doors in the house and figuring out how to leave the house the first day is confusing.
Great work 10/10
Keep up the good work.
Heh, the paper thin character is cute.
I wish cursor would become visible when intractable object is in line. Navigating around is fine, sometimes I get a prompt that says ‘press esc to show cursor’, but it easily disappears.
Haha cracked up at - Learn -
Second day came. Hmm I looked around in the class, then the teacher started talking and my vision is locked to the side ways….. oh, the news broke. The character is badass. Show must go on?
For some reason, it wasn’t easy to ‘go to bed’. Wasn’t sure if this was part of the narrative or if it’s because I’m not clicking on the right spot? It will be so cool if it was part of the narrative.
I love how what seemed like an ‘Objective’ is actually the guy’s stream of conscience.
I still don’t know how to wake up, or maybe it got harder for him to wake up?
Oooh, sitting in the back now, I see. Oops, typo in Friday’s dialogue. (You breifly consider doing today’s assignment)
Well, I ended up playing through the whole game. I struggled with interacting with objects in the beginning, but once I found the sweet spots I could live with them. I loved that the story was simple, down to the point, very well delivered, and concluded nicely at the end. I also liked the guy sitting in the back by the end of the week. It may be a small touch, but it shows that you cared about the details when writing the story. Although I do wish you would have picked up some random name for the teacher and *******. I’m not sure if you wanted to convey that it doesn’t matter who actually were ******* since they can be anyone around you, or if I’m over thinking it 😃 Anyways, great work!
Oh, I played it on the ‘experimental’ web version. I don’t think I encountered any issue that may be unique to this platform.
Small nitpick, when you deactivate the player controller during an action in the house, the animator locks in it's current position so say you brush your teeth, you can see your character running in the mirror while stationary. Make sure to either send a call to the animator to turn off the animation or simply limit the players capacity to move without actually turning the controller script off.
Thanks for the game <3
I think this game is an amazing Nihilistic Experience, and nothing you say will convince me otherwise. I actually enjoyed myself, even if the plot got a little insane after day 2. I think some more stuff to break up the routine would benefit the user.
Kudos to you for full consistent 3D Environment in a Jam.
Also... maybe turn down the MouseLook Sensitivity a bit.
After seeing this on the stream of @Drazil100 a few days ago, I really wanted to test it, I'm glad @iseeicy proposed it to me yesterday.
The narration is very immersive, you slowly but surely feel the feeling of the main character as if you are him. All of this is setup in a very well crafted 3d world filled with character that may seems simple at first, but actually carry a lot of expression via animation and a lot of meaning in the story.
Playing this game was an unique experience and I enjoyed every minute of it.
Thanks a lot and congratulation!
(You can see me playing this game for the first time on the vod https://youtu.be/lXUmif8KKxM?t=4h23m34s )
Overall, a good game, the storytelling was a good style, even if it was a little slow.
Good job!
I really liked the art. The mood it conveyed fitted the story perfectly, and the bare bones apartment made a great backdrop for the reductive representation of everyday routine. Having the world be significantly brighter in the beginning of the game, might have stressed the development of the story even more. The navigation was a bit confusing at times. Specifically, when exiting from the bath/bus, I would expect to exit facing towards the world.
The slow deterioration of the daily routine, and the increasing hard time getting out of bed, was a powerful way to convey the protagonist's increasing struggles with his grief.
The ending was uplifting - the way the story was going, I had feared that the bus would end up playing a more horrible part... The final realization of the theme was brilliant!
A note: While I did not run into any issues with the LD version, I got stuck repeatedly in the post-LD version 1.3, when speaking with the other guy waiting on the bus on the morning of day 2 (the controls stopped responding after the conversation).
A wonderful game, with a powerful message!
>A world was shattered.
>...Grief ...Unhelpful Platitudes.
>......A Light in the Dark.
This is nice, has a lot of promise. Some notes:
- The camera is too low (about waist high). This put me off though I did get used to it.
- The concept is great, but in practice I think it ended up a little slow, and I found myself getting impatient. The loads are a bit long and the bus takes forever to arrive.
- Graphics are great, probably polygonal (low-poly) characters would be better though, just a question of taste
- The routine mechanic is excellent, especially when you play with changes to the routine. However it did end up getting a bit boring and repetitive.
- Doing things quickly messes up the messaging system.
- Story was good, if a little cliche
Overall a very GOOD JOB :D not a lot of stories in jam games. try mine if you like, https://ldjam.com/events/ludum-dare/38/a-couple-of-questions-volume-ii-small-business-small-world