I Contact by gamebuilder
👁 Contact: An HTML adventure game
Credits:
@bcav: music (2 pre-TV tracks, victory score)
@CritterCipher: music (TV land), sound effects, play-testing
@AnatolyKarpov: drawing (chair, weird tree)
@yumi8: painting (victory flowers)
@genie: drawing (avatar, children, some flowers, minions)
@gamebuilder: game design and coding, some art
Tools:
Colored pencils, paint
Krita
HTML5
REPLICA Framework 1.5.1
Piano, guitar, GarageBand
jsfxr
sox, ffmpeg, ImageMagick
Derivative Sources:
TV set: 1955-56 RCA Brochure: The Seville 21
Ghostly TV images: Catalogs & Wishbooks: 1955 Sears Spring Summer Catalog
Static: An mp4 video recording of a Sony Trinitron KV-27V42 set to a dead channel, converted to an animated gif.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯

Ratings
| Overall | 813th | 2.691⭐ | 36🧑⚖️ |
| Fun | 823th | 2.318⭐ | 35🧑⚖️ |
| Innovation | 709th | 2.848⭐ | 35🧑⚖️ |
| Theme | 784th | 2.574⭐ | 36🧑⚖️ |
| Graphics | 630th | 3.243⭐ | 37🧑⚖️ |
| Audio | 463th | 3.147⭐ | 36🧑⚖️ |
| Mood | 611th | 3.3⭐ | 37🧑⚖️ |
| Given | 48🗳️ | 46🗨️ |
I'm not surprised if I'm first, as your games are always a little cryptic at first glance, but I learnt over numerous LD we took together that with you entries I just have to persevere to be rewarded with the end scene :grin:
Good job!

This location made me feel something.
Wow. I had some difficulty figuring out what to do at first, but it was fairly easy to pick up where I left off at a game over. However, I do wish there was a restart button within the game itself. If there was one, I couldn't figure it out - I tried spacebar and the arrow keys but no response and had to manually refresh my browser every time. Thankfully, the game loads pretty fast so it wasn't the end of the world.
Some of the navigation seemed wonky (it was possible to go back to the overworld within the TV world, which I don't know if that was supposed to happen).
## Fun
I found this game engaging enough to want to try and figure out the clue. I eventually did win, but I really overthought the "clue" that was mentioned in the previous comments. Here was my thought process hunting for clues:
!>1. Looking at the flowers
!>2. Looking at the shapes (triangles, circles)
!>3. Looking at the tree on the far left - maybe branching paths, what does the bird represent?
!>4. Observing which areas had the minions in the main area before the TV.
!>Then I looked at the channel and thought "oh, it's the children and when they appear on the TV". I thought maybe it was by the order of the screens - the third channel change had a child, so I thought it would be after the 3rd screen. But it also seemed that the children on TV resemble the children in the TV world. I wasn't 100% sure which is the actual clue, but I knew it had something to do with the kiddos.

## Innovation
I found the aesthetic of the game to be very distinct, and I love the concept of being in this mysterious sort of land going into the static-y TV.
In a longer-form version of this game, I would be interested to see an alternation between going into the "real" world vs. the TV world, rather than just having one section with finding all the kids and a simple puzzle just to get into the house with a ton of backtracking. There's a lot of great setup here to expand on further.
## Theme
I didn't really feel the theme in the gameplay but rather the concept itself. The changing of the channels, what they represent - I suppose that was the most I got in terms of the theme integration. It's definitely not a bad thing - it didn't necessarily scream "signal" to me, but I do see where the theme was used when thinking of the game as a whole.
## Graphics
Using coloured pencils and paints to create your game graphics is a power move. At times, it felt a bit like a collage with the pencil-coloured flowers, minions and protagonist. It was very strange, seeing the abstract with the traditional and the cut out photos, but I think that really helps play into the game's mood/atmosphere and gives a lot of opportunity to use the art narratively.
Perhaps the combination of graphical styles could represent the worlds sort of shifting gradually - maybe the whole real world starts as a traditional art style, but as you rescue the kids, things start to become more and more abstract (or could be the reverse of that).
## Audio
I like that the audio plays into the contrast of the TV world vs. the real world, with acoustic instruments used for the outside world and victory themes while the TV world has chiptune/synths.
I really like the acoustic overworld track and the way the background accompaniment is phased/flanged. Great use of the guitar for the lead - although the first time I heard it, I did feel the guitar was mixed kind of loud compared to the accompaniment. I did get used to it after a while.
I was surprised there weren't sfx when you interact with a minion disguised as a kid, though perhaps that would have made things a little too creepy.
## Mood
The pencil-coloured girl against the dark-coloured background with the abstract shapes creates a distinct atmosphere that works with the darker colour palette for the background. It did seem like there were a lot of elements like the flowers or the red tree with the bird that I wasn't sure if they served any other purpose other than maybe to hint at lore? But it was interesting to see these elements and think about how they would work in the game narratively.
I also think the "collage" style for the playable character worked well with the game being step-based...kind of feels like moving a paper doll along a flat scenic background akin to a stop-motion animated drawing.
Your remarks under **Fun** are most curious. I had no idea that folks would go clue-hunting outside the TV screen. Your determination and perseverance are impressive.
@genie, @yumi8, @AnatolyKarpov and I all worked on the art. I did the TV—I am a big fan of collage and cut-outs myself. I was reading about Soviet Constructivism in a book on graphic design recently, and perhaps it was an influence. Then again, there were many influences that shaped this game, but I shouldn't say too much about that.
In any case, I appreciate your detailed and thoughtful comments. Your kindness and consideration are greatly appreciated.
Really enjoyed the beautiful art and the mixed media approach.

I love the unique look of the game and I would love to play it further. Maybe I will come back later :)
Really well done! :D
Perhaps going in with fewer preconceptions would've been better, as I thought for sure I'd have to refill my opacity to be able to get all the children, so I got one or two at a time before exiting and trying to make my way back to the yellow orbs a few times before I tried just getting them all at once, and found out it was possible (if only just).
Recognising the children from the channels before entering the static was a good way to provide the clues needed. A longer version with more things like that would've been interesting.
All in all, well done!

The game is a world of its own as always, with childlike yet vivid and mysterious drawing style and awesome music. Stars on the sky alternate, a cloud moves, such tiny details that won't be appreciated by many but are important. Also I loved the environment change after the kids get rescued.
That being stated, I agree that it would have been an improvement to have a longer game with more content. I was aiming for such. It turns out that I had to scrap the framework I was using (Odyc.js) because it depends on Node.js (an abomination)—I found this out on Saturday night—and resort to our old mainstay, REPLICA Framework. Basically I had to start from square one on Sunday morning, for the most part. Still, I'm glad you and others got something out of the game. I have my teammates to thank for whatever faults were overcome.
I wish you luck with the ratings, and look forward to seeing your work in October.
Your attention to detail is also much appreciated; it means our efforts and struggles were not in vain. What better praise can one receive?
I hope to see you again in October.