Il Bambino by gamebuilder
An HTML adventure game
Game design and coding: @gamebuilder
Music, art, and calligraphy: @genie
Tools:
Krita + pen, pencil, and paper
Replica Framework 1.3
HTML + JavaScript
BeepBox and ChipTone


Ratings
| Overall | 1406th | 2.909⭐ | 24🧑⚖️ |
| Fun | 1375th | 2.727⭐ | 24🧑⚖️ |
| Innovation | 1247th | 2.795⭐ | 24🧑⚖️ |
| Theme | 1451th | 2.429⭐ | 23🧑⚖️ |
| Graphics | 996th | 3.326⭐ | 25🧑⚖️ |
| Audio | 939th | 2.614⭐ | 24🧑⚖️ |
| Mood | 731th | 3.435⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 24🗨️ |
But I feel that this game still has a lot to improve. I often feel that I don't know what to do. Things like stars that can be picked up are hard to be noticed, so I almost quit the game even before I got the first spell. After unlocking the spell, I don't know where it can be used. Maybe you should add some special markers for interactable objects (such as arrows, FX, or UI prompts, etc.)
Interactions also need to be improve. Many technical issues need to be resolved, animations are strange when moving, and conversations can easily be accidentally clicked. I don’t know if it’s the engine problem or something else
In addition, there is a large amount of text in the game. For many players, having them read large sections of text at once is actually not a good experience. You should try to break up the narrative information and present it to the player slowly during play.
The story was nice, would have probably complemented the game if you spread it out but I didn't mind reading it all at once, I like reading though so maybe that doesn't mean much :P
I couldn't figure out how to progress after learning the 4 spells, so I took a quick break, got back and solved it first try. (For those stumped: Pay attention to the 'special' spells)
My main issue with it is that I can't progress much, it feels stupid, but the only thing I can handle is to get to the part where you learn the spells, and then get stuck in the cave (when I thought that I need either to Levitate or Teleport). Also, it makes me wonder why do we have Inventory at this point, because I can't catch this DAMN ANT that runs away anytime.
The inventory system is a vestige of the framework I made; it’s not needed in this game, but I didn’t have time to remove it.
As for the spells, two of them require special locations — Lua's dream message is indispensable if you want to know how to use them.
It's satisfying to cast the right spell in the right location. Collecting stars and acquiring more mana than I'll EVER need is also very intoxicating. Though the spell input is a little strange; I'd rather have Q or E to open the spell menu, rather than S.
Also I can't get over how the main character looks like the Wendy's mascot.
So yeah, great job on this game!
One detail I think is rather interesting is the way the player moves. It seems to be essentially based on the operating system's built-in automatic key repeating feature, which is interesting because the only other broad category of games with the same kind of input, that I know of, is games made in the Scratch programming language by people new to programming. It's a very unique tic to those kinds of games, and seeing it here I can't help but be reminded of it. I'm not sure if that's what you were going for, but it's definitely the vibe I get, and I imagine anybody else who used Scratch will get a similar vibe.
As for the step-wise movement it is all because of JavaScript’s 'onkeydown' function:
```
document.onkeydown = function(e)
next(e);
```
With this function a continuous key press automatically translates into repeated presses — it’s built into JS, apparently (though the OS may also have something to do with it, as you suggested). In general I’ve always been intrigued by stop-motion as seen for example near the end of *Mulholland Drive*, and in the earliest films from days of yore. The roots go way back to Parmenides’ poem.