Quick to Judge by axelrinaldo
You are a judge working in a country whose legal system has been working very quickly to create new laws. And not just that but your closest subordinate just told you that you'll have to be working through old cases at an extreme pace today.
Instructions: Read the case presented to you in this box and then press the correct punishment based on the perpetrators characteristics and the laws from the lawbook on the right. New laws will appear for every case. These will in many case contradict each other but you are to judge according to the HIGHEST possible punishment (we go hard on crime here). Fail too many cases and there will be consequenses. Get through the pile to save your career.
I was way too tired this weekend to actually do this well but in the interest of preserving my streak I at least made something. It has a bit of homour at least and while I almost ripped my hair out trying to make Godot export it correctly I did at least get a Windows version at last. I'll see if I can get a web version on my itch.io later. This was my first time ever touching Godot which was a bad mistake to make for a gamejam. Too much googling in too little time...
| itch download | https://anfallsigelkott.itch.io/quick-to-judge |
| Original URL | https://ldjam.com/events/ludum-dare/51/quick-to-judge |
Ratings
| Overall | 307th | 3.278⭐ | 20🧑⚖️ |
| Fun | 334th | 3.056⭐ | 20🧑⚖️ |
| Innovation | 124th | 3.611⭐ | 20🧑⚖️ |
| Theme | 65th | 4.083⭐ | 20🧑⚖️ |
| Graphics | 440th | 2.583⭐ | 20🧑⚖️ |
| Humor | 54th | 3.667⭐ | 20🧑⚖️ |
| Mood | 168th | 3.444⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 10🗨️ |
Very fun game concept, I think you incorporated the theme well. Keeping track of all the new laws and skimming the text to get all the important information against the clock became more and more challenging. I was very immersed and super-focused the whole way through. Great job on the game and the writing in particular!
I saw you said you hope to perform better next LD on Itch, but I mean... you already did so darn well!
I also made a game this jam where I was intentionally overwhelming the player with information. I think I learned some important lessons from playtesting that I'll talk about in my feedback here.
1. It is tempting to overwhelm the players so thoroughly that they understand nothing . After all that's the very point we are trying to make with our games, this could be viewed as achieving the intended experience. More difficulty is just selling that premise harder. I think this is a mistake. Understanding is a spectrum with being lost on one end and mastery on the other. Our target should be the sweet spot in which a player is trying their hardest to understand but it's still overwhelming. When the experience is too overwhelming, players give up. They won't engage with it the experience can be simplified to "have no idea what is going on".
It's better to have the players invest themselves into understanding something, and then overwhelm them. There must be a finely tuned balance where the experience isn't just all impossible complexity. If you go too far on difficulty then you ruin it.
I think the fundemental problem is this game is that it goes so far in being absurdly overwhelming that I grew apathetic and couldn't appreciate anything
2. It's so easy to keep adding funny and interesting complexities . We should be aware that these increase difficulty in a compounding way, instead of linearly per feature as might be intuitively expected. Varibles such as the amount of noise, amount of different types of information , facts that have to be kept in working memory and strangeness of information all interact in complex ways. Be careful in making one of these more difficult when that change exists in the context of all the others.
There's a lot of things that individually would be fun in this game, but all together makes it cross over to being "too much". Laws covering specific edge cases and potentially contradicting with lower order more general laws. Having to parse details such as age and gender, especially adding in NB. Having to keep all the laws in your head. Reading through the noise of the scenario for the key information. Not getting distracted by the silly details. Having to quickly connect the scenario info with the relevant laws to make judgement.
If I had to do some of these things, the game would be fun. It could be the right amount of overwhelming. All of these together, especially within a mere 10 second window is the problem for me. I am convinced the right answer would be to cut something.
3. Decide which information streams you want to be challenges and which you want to be helpful to the player. Having footholds for the player can be helpful in reaching the aforementioned balance of difficulty. Without things that actually help in understanding the only way to hit an interesting difficulty is to carefully make sure you don't go too far. I think this game suffers from having nothing in the player's corner. Perhaps the laws could be reworked to be more easy and useful to parse, which could have huge effects on the entire experience. Perhaps you could seperate the experience of reading new laws and judging new cases; giving you time interact with each.
Consciously acknowledging what is meant to be helpful and what is meant to be annoying goes a long way in intentionally designing things. It's especially important to test out the things that are meant to be helpful, and make sure they are doing their job.
Also, a bug report - if you keep clicking the same punishment while the "next case" button is showing up, you can win while only dealing with one case :)
@john-wuller I thought I had finally released a game without an exploit, I was once again proven to be wrong. :P Thanks for the feedback and bug report. :D