Once More, Through the Desert by Totteri
This desert has no path. Still, we search for an answer.
Once more, we seek. Through the desert we seek.
The sand weighs down your steps.

| Youtube | https://totteri.itch.io/omttd |
| Original URL | https://ldjam.com/events/ludum-dare/47/once-more-through-the-desert |
Ratings
| Overall | 768th | 3.524⭐ | 23🧑⚖️ |
| Fun | 1257th | 2.929⭐ | 23🧑⚖️ |
| Innovation | 916th | 3.238⭐ | 23🧑⚖️ |
| Theme | 520th | 3.857⭐ | 23🧑⚖️ |
| Graphics | 1248th | 3.024⭐ | 23🧑⚖️ |
| Audio | 791th | 3.143⭐ | 23🧑⚖️ |
| Humor | 1050th | 2.316⭐ | 21🧑⚖️ |
| Mood | 317th | 3.857⭐ | 23🧑⚖️ |
| Given | 28🗳️ | 8🗨️ |
I thought the narrative told through the deaths was really persuasive and intense, clear enough to keep making sense but always mysterious enough to push me to the next death. There's a constant balance between wanting to see the next message and wanting to get better at the game.
Great work. I look forward to seeing your future jams!
I applaud the bravery in attempting such an ambitiously high-concept game - it kept me playing all the way to the end.
There were aspects of the gameplay that worked well. I like the part where you get the companion, and the quickly scrolling sand was an effective way of adding the right amount of disorientation while not being completely overwhelming in the game. I was never sure if there were specific goals that had to be achieved or if I could just allow myself to be insta-killed by enemies every time. It was hard to tell with the narration, but mostly, I just moved left or right and shot enemies that got too close.
The graphics and text are also way too tiny, so it was difficult to tell where the narrative was being directed when in the gameplay screen itself. I think that had an effect on my experience with the game because I didn't feel as close of a connection with the character on screen as the narrative portrayed the character to be. I guess keeping the sprites tiny does allow for the area to seem huge and desolate, but I think that could still be portrayed effectively even if the sprites and text were bigger.
I also think the gameplay could have helped to guide the narrative to some extent, where the player completes a particular goal in order to reach the next part of the narration. It just felt like the game didn't even need to be played in order to experience the narration - perhaps this was part of the intention, but at the same time, it also feels less engaging as a game.
Nonetheless, I think the narration carried the mood, and the little bit of ambient sounds helped as well. If the gameplay and narration were more closely intertwined, it would have allowed for a more personable gameplay experience.
Thank you everyone! This is our first Ludum Dare project, and I myself had fun both creating this and playing others' games. OMTTD is certainly not perfect, but it is perhaps the beginning of something. Thank you for your comments and ideas, it means a lot!
-N, Totteri
I think you really delivered on an experience here. Thank you.