Sonder (a story) by Noble Robot
sonder n. the realization that each random passerby is living a life as vivid and complex as your own—populated with their own ambitions, friends, routines, worries and inherited craziness—an epic story that continues invisibly around you like an anthill sprawling deep underground, with elaborate passageways to thousands of other lives that you’ll never know existed, in which you might appear only once, as an extra sipping coffee in the background, as a blur of traffic passing on the highway, as a lighted window at dusk. ~ The Dictionary of Obscure Sorrows
Who are we as we age? Change? Grow? If we don't remember - do we even exist as we are? In Sonder, traverse the paths of memory through viewpoints of the past. Perhaps you can find yourself as you delve deeper and deeper down.
A Hot Clock Production
Created by Ellen Burns-Johnson, Jonathan Jennings (first jam!), Dale Lynn LaCroix, Mark LaCroix, Laura Onderwater (first LD!), Tiffany Otto (first jam!), and Pixel...who is a dog.


| HTML (WebGL) | https://hotclock.itch.io/sonder |
| Windows | https://hotclock.itch.io/sonder |
| Original URL | https://ldjam.com/events/ludum-dare/48/sonder-a-story |
Ratings
| Overall | 318th | 3.898⭐ | 46🧑⚖️ |
| Fun | 1144th | 3.198⭐ | 45🧑⚖️ |
| Innovation | 611th | 3.477⭐ | 45🧑⚖️ |
| Theme | 905th | 3.651⭐ | 45🧑⚖️ |
| Graphics | 128th | 4.42⭐ | 46🧑⚖️ |
| Audio | 45th | 4.326⭐ | 45🧑⚖️ |
| Humor | 823th | 2.776⭐ | 40🧑⚖️ |
| Mood | 47th | 4.453⭐ | 45🧑⚖️ |
| Given | 57🗳️ | 93🗨️ |
It was just neat. Good job guys!
I'm getting this for the mac version... any ideas? What game engine/framework did you use?
It seems like I encountered a bug where the mouse wouldn't pan around in the room anymore when I went for a second round: the camera just stayed motionless. Other than that it was a really solidly built game. Tightly focused small experience that was very highly polished.
Melancholy, but in a nice soft way
@congusbongus Our Mac build was created largely as an act of faith. It didn't get a lot of testing, sadly, although we do have Mac users on our team, so maybe they can provide more context for that error. I appreciate you giving it a try and I'm sorry it didn't work for you.
@antti-tiihonen I think I know how that bug happened, and I'm pretty certain it's my fault specifically. I believe that after you click an object on a second playthough, and then exit it, the camera should start moving with your mouse again. I'll be sure to fix this issue if we push an updated build.
Thanks again, all!
For replay value, it would have been nice to skip the intro. I did two playthroughs and didn't find the item on either of them. I'm not sure whether it's possible to actually find the item (maybe that's the point)? Either way, it's not particularly satisfying. I think it would be more satisfying if you had an indicator of why you're running out of time and how much time you have left. Then there would be some aspect of gameplay in trying to manage your time, even if it's ultimately a futile effort.
@octopoid I think we have a difference of opinion on the virtue of constraining the mouse cursor (I also run a multi-monitor setup), but your opinion is valuable to me because what we *could* have done is avoided placing objects at the far edges of the scene. I really appreciate the feedback!
@videt I know how hard it can be to enjoy something in a genre you don't love, so your approval means so much to us!
@binney I don't know if the game can help you shake that feeling... :wink:
Once again, the team really values everyone's comments and perspectives (and bug reports!). Thank you all so much!
very good art, music and the way to controll
if items can be more random when every time re-enter the game might be better for experience, or in another way, make those items show more connection between each other through period of time and story lines, well it's just a jam and there's much more to do in the future, good job!
Again, great work!
It's wonderful to see a different take on the theme. Thank you for the experience <3 It was soothing.
Ran into a bug on the second playthrough where I could not pan the camera and all the interactable objects were offscreen to the right.
I found the bug other people mentioned for the second run where the camera does not pan. If you manage to fix the bug please let me know.
Also as a suggestion export it for Linux or Html5!
I really like how camera moves, really smooth
Small bug - I did notice that when I tried to start a second game (clicked "look again") the camera shifting when the mouse moves around stopped working. The camera was completely static.
Great job!
The graphics and sound ambience created a melancholic but comfy mood which was very fitting.
I guess the objects disappear and appear, because you are kinda travelling back in time through her room? If that's the case, cool^^ if not.. then I interpreted too much. Probably not, cause otherwise you would have seen more of her earlier life I guess.
Very unique well rounded game. And good job on daring to make a heavily story focused game.
I love the art. Beautiful use of music and sound effects to bring out the spirit of the items. Light touches.
The note about how posters look kitch when surrounded by other more muted art stuck with me.
The beetle with the saddle made me smile.
PIGGY BANK!
I enjoyed the stabilizing influence of the clock.
In the second run through I stopped being able to look left and right. That may be a bug?
I encountered the camera panning bug that many others found. It's still not clear to me if the player is suppose to replay again until they find the object or not. I wasn't able to get far enough in my second playthrough to see. "Go home again." would imply there's more to the story, but haven't seen any comments to confirm anything.
It would be great to see this game expanded upon more. Still an enjoyable experience. Lovely job on this jam!
* Fixed that second playthough camera bug!
* You can now skip dialogue/cutscene segments if you've seen them already.
* There's a quit button! You can still use Alt+F4 if you're a jam purist.
* You can toggle fullscreen from the main menu, and resize the game when it's in windowed mode.
* Added a more subtle transition when entering and exiting the gameplay portion. The ending isn't quite so abrupt as a result. Not a big change, but should further improve the atmosphere of the game.
* We've removed the Mac version (for now). It didn't seem to work for anyone, so it was kinda cruel to leave it up there.
We're toying with a few more minor fixes/updates later this week or next, and hoping to get a HTML/WebGL build up at some point. Thanks again for all the kind words and constructive feedback!
https://hotclock.itch.io/sonder
@abigailcorfman As a fast reader myself, I appreciate the concern about impatience. We intentionally wanted to slow the player down and set a more air-y tone. Of course, wishing a thing doesn't make it so, so its a fair critique, but I don't think we want to change it. The game does now allow you to skip a text scene if you've seen it already, so hopefully that helps a bit.
@TheCrittersCove @BytingGames You love the writing you say? You can thank @tottomatic (with assists from @ellenbjohnson and myself) for that, and the whole team contributed to the narrative design!
@thesambassador Those sound effects were chosen and implemented with love and care by our lead programmer @jonathan-jennings, and if anyone is curious about who to thank for that haunting VO clip of "O Captain!", it's @ellenbjohnson, who also helped curate the sound effects.
I won't tag everyone who mentioned the art (because it was everybody), but for that you heap your praise onto our artist @laura-onderwater!
As a suggestion, I had mixed feelings about the indicator to continue the intro dialogue. I think it's intended as a timer, not a button, but I clicked on it at first. Intuitively I would expect it to be on the right side (and for the left one to take me backwards) or maybe in the center. With shorter sentences, I had to wait which wasn't much of an issue; but with longer paragraphs, sometimes the button appeared too soon and it interrupted the reading flow.
Overall it was a really interesting experience with fun writing and pretty visuals!
**The WebGL version is now live on the itch page!** I suspect this will be of particular interest to our disappointed potential Mac users (@congusbongus, @jaybaus).
We've also updated the game to include a bunch more interactive objects. The writing for these was done during the jam, but we didn't have time to enable them at the time.
@ynneblack Thanks for your kind comments (and great playtest feedback). I checked out your game and you're right, our games are basically cousins! I especially love your monochrome "pencil" art style.
Nice menu screen, art and button style, color palette and text fit very well together. Though the "Make like a tree" option crashes the game both in browser and windows versions.
Narrative is really strong, the descriptions of items and their feeling add life to the scene.
The room looks really beautiful - dust particles are a super nice touch, and a lot of old life to it.
Turing in the room feels smooth and realistic as well, probably due to particles adding realistic depth.
The transitions are super smooth. Sound effects for items and transitioning to the past is a nice touch.
So many beautiful details, so many interesting things in the room. The whole game is just radiating atmosphere.
Really felt the connection between periods of time because alarm clock remained but with different description in different locations, and some other things also were around for more than one time period.
Putting everything together, it really felt like I was examining a room where someone lived out a significant portion of their lives. First appreciated the intro narrative, the gasped in wonder at the room. Then appreciated item descriptions. Then gasped in wonder when stuff appeared after looking at wooden bookshelf dust imprints. Then appreciated the interesting person that lived there. Then gasped in dismay as I triggered a transition before I was finished examining everything. Resolved to replay, but still was wary of clicking on stuff - didn't want to trigger an early transition. Few replays later figured out what triggers transitions, was ok then. Also not sure how many endings is there supposed to be - know for sure how to get two, but also pretty sure I once got a third one...
I guess sometimes it felt like maybe forced transitions and hunting for endings sometimes clashed with the narrative and brought out of the experience. Not sure how could be solved without just making in into pure non-interactive story. Maybe just knowing how many possible endings there are would have helped relax and just enjoy the experience more.
Despite minor nitpicks, the game was wonderful. Thank you for the opportunity to experience it.
P.S. Now I know about The Dictionary of Obscure Sorrows, and I'm glad I do.
One clarification: The "Make like a tree" button is *supposed* to close the game, since that's the quit button! Perhaps we should change the phrasing on that (and we certainly don't need it for the web version). 🤣🤣🤣
There are *four* endings. I can say more if you want spoilers. 😉