SPLIT by steven-pinto
Game Overview
SPLIT is a small Mystery - Thriller, where you play as John, who finds himself in a tragic situation only to find clues unraveling a horrific truth!
Jam Overview
I worked on it all alone including art, design and programming. There is a lot more I could do and implement, but I did the best I could with the time and energy I had.
Points to be noted!
Sadly I couldn’t code that feature to skip the dialog due to which just to be on the safer side, I kept the text time long, as I believe not everyone has the same reading speed and not everyone’s base language is English. So pls forgive me for this.
Because of the work load and shortage of time, I couldn't review and re-work the story and dialog. I just did them on the spot. As long as it conveys the idea.
Lastly, I tried to take a different approach on the theme: As u get clues you figure out whats happening and come to a conclusion. So the whole fact that the more clues you get, the worse it is - because u unravel a horrifying truth, as you find more clues and get a lead on whats happening. Hope you get it :)
Have fun playing, cheers! (:

Ratings
| Overall | 420th | 3.591⭐ | 68🧑⚖️ |
| Fun | 738th | 3.119⭐ | 69🧑⚖️ |
| Innovation | 808th | 2.903⭐ | 69🧑⚖️ |
| Theme | 1000th | 2.776⭐ | 69🧑⚖️ |
| Graphics | 565th | 3.522⭐ | 70🧑⚖️ |
| Audio | 345th | 3.405⭐ | 60🧑⚖️ |
| Mood | 72th | 4.022⭐ | 69🧑⚖️ |
| Given | 35🗳️ | 47🗨️ |
also damn those flies on the food! With headphones on they were too real D:
With a proper BGM and more sounds, this could have been a real killer of a game (pun intended). Also, a more responsive dialog system (more control to cancel dialogs, player movement while dialog is up) would have made the player feel less restricted and more immersed. Theme-wise is a bit of a stretch too.
Great, great work! I'll remember this game. Kudos for doing so much with so little.
The premise of the story is intriguing, I think you gave the ending away too soon though. Maybe you could've made the hints more subtle? I'm sorry that I can't give anything more concrete :/
Sound design does it's job, I see you opted out of sound, you chose the right clips to complement the mood though, so good job!
well the way I intended to fit the theme is, as u get clues you figure out whats happening and come to a conclusion. SO the whole fact that the more clues you get, the worse it is - because u unravel a horrifying truth, as you find more clues.
I also had the problem that the son was out of the screen when I opened the door of his bedroom so I first I didn't really understand what was happening.
(Also the son have a bedroom but... where is her wife's bedroom ?)
However, somehting somehow broke the mood for me at the beginning : I had not understood that it was my character speaking when he saw his son's corpse (which was not in view yet). Also I felt that the character was way to relaxed, peacefully searching clues as if it was a random case. I had some difficulties afterward to come back in the story.
Maybe more environemental sounds like the TV, song of voice throught the phone could be great.
Also i got outside before openning the Anna's door so i couldn't take the shovel. So i had to go upstairs openning the door and go back to the 'cave' take it.
More fluidity in conversations should make it more enjoyable :)
Nice entry ! Good job !:thumbsup:
I couldn't find a way, but there needs to be some way to speed up/close the text boxes. I often found myself waiting for a while after reading the text.
So, nope its not more personalities.
It would be nice to put a shortcut so I don't have to go through all the files, and it has no name xd
Sorry for being petty, back to the review:
At the beginning there is a bug where a rectangle appears on the dialogue or something idk
The graphics were reaaallyl good though wow. Everything fit together to make a nice experience, and it was helped by the music, nice and spoooky.
While I agree you could see the ending coming, it still was an enjoyable (if dark) story to play through, and its amazing you finished it! Also, the level design was really well thought out in means of the story.
As someone said before, were you trying to follow the theme as in more personalities, worse it is? I tried doing that, but it didn't turn out well xd
The name fit very well :)
Well done; great job
Anyways, good job!
Sad story, yeah.
Even though much different story, reminded me of Max Payne :)
I have fun to plaing it.
Good luck Steven!
Make sure you check out and rate my game as well :)
Thanks !
https://ldjam.com/events/ludum-dare/40/do-ki
:video_game:
@michael-gor @blakemcdeezy @kaisan-games @professor
The drawings were fantastic, the game kept me hooked until the end and I loved how the screen narrowed when you entered a cutscene. It gave it a really dramatic effect. I hope you continue to make games like these, because there aren't that many out there! Atmosphere was awesomely creepy, though I think the story was a bit to predictable. Most people would figure it out quite quickly, so if there's any feedback I would give it would to be to try the story more subtle. But that being said you did it all yourself which is absolutely incredible and a massive achievement! You should be proud!
I still hoped there would be a nice plot twist but it was very straight forward. Also, where the hell did he get a gun? :D
About graphics, sounds and design - I liked all of these :) but it did not fit the theme at all
Please play my game and give me your honest review. https://ldjam.com/events/ludum-dare/40/greedy-eddy
Story is interesting, though twist kind a reveal it self maybe bit rematurly.
I would like this polished, and extended a bit, after Ludum dare
Art style wasn't really consistent. Some objects had outlines, some didn't. Some objects objects were probably drawn too small and had to be scaled in the engine, resulting in their pixels being a lot bigger than some others. The font didn't really fit the rest of the style either. The sizes of some objects were also totally wrong. If I remember correctly, the bathroom for example didn't look too good...
The story was ok. Very predictable but the writing was decent. As you said yourself, the skip for the dialog would have been a must. They were always there for too long even for me as a non-native english speaker. And vice versa, there must be someone who doesn't read them fast enough and end up missing a part of it. So yeah, a manual dismiss would be the way to go. Or at least not locking the player to just stand still there while waiting for the message to disapper. And you already kinda had that same functionality with the diary and letter.
The pacing was also a bit off. It was kinda annoying that for example I couldn't pick up the shovel before I found the diary. Even though I had already been on the backyard where the character was wondering what he could dig it up with. I also think it would have been better if that up arrow wasn't there and you could actually examine everything (would require addition of more flavour text like the one in the moldy food). Would have made it a bit more like a game instead of just running on rails.
You kinda have to nail the gameplay mechanics on a story based game or the annoying parts will make you less focused/interested in the story...
I really liked the **moonwalk feature** ;)

Good job!
Sure it could be longer and it could have the option to skip the dialogs, but for the time you had, doing everything alone, I think it turned out pretty great.
I hope you improve the game in the future with the feedback you get in these comments.
Congratulations for the awesome game!
I liked the premise and concept, really something different from most games on the jam. Superb job!