Tall Tales by Octopoid
Spend some time in the village of Tall Tales, helping out a few locals – presumably to make up for a misspent youth!

Turns out you’re still no angel, and despite your willingness to embrace village life and get on with your neighbours, you simply can’t help telling the odd porky-pie!
You might only be trying to save the villagers’ feelings with your white lies, but as you get deeper and deeper in, could these tall tales come back to haunt you?!
Enjoy an easy-going mini adventure in an open world village. Talk to the residents, explore and complete simple tasks. You can expect British humour, dubious voice acting, quirky original music and the art, well, let’s just say we tried really hard!
Our Team:
• @Octopoid: Programming, Modelling
• @TigerMouse: Concept/Design, Writing, Voice Acting
• @Poffle: Music, Writing, Voice Acting

Please note:
I think we might have made the farmer slighty too hard to find! Head to the green and see if you can spot any barn like buildings, you'll have to go down a dirt track to get to him...
| Link | https://baffledcrab.itch.io/tall-tales |
| Link | https://baffledcrab.itch.io/tall-tales |
| Link | https://baffledcrab.itch.io/tall-tales |
| Original URL | https://ldjam.com/events/ludum-dare/48/tall-tales |
Ratings
| Overall | 291th | 3.921⭐ | 40🧑⚖️ |
| Fun | 357th | 3.75⭐ | 40🧑⚖️ |
| Innovation | 717th | 3.382⭐ | 40🧑⚖️ |
| Theme | 1444th | 3.189⭐ | 39🧑⚖️ |
| Graphics | 984th | 3.628⭐ | 41🧑⚖️ |
| Audio | 179th | 4.013⭐ | 40🧑⚖️ |
| Humor | 39th | 4.278⭐ | 38🧑⚖️ |
| Mood | 432th | 3.868⭐ | 40🧑⚖️ |
| Given | 48🗳️ | 57🗨️ |
EDIT: Seems to work for me - are you using keyboard/mouse or controller?
Great VA! The village was kind of creepy with the square heads, nice atmosphere
What's supposed to happen when you choose the wrong lie? Both times, the character glared at me, and I didn't seem to be able to do anything except relaunch the game. That feels like a bug, but is it the failure condition?
The dialogue with the vicar made me chuckle when he was talking about pseudoscience. Very tongue-in-cheek.
Edit: The dialogue hanging up was indeed a bug! Fixed and patched on itch.

If you enable this option in the menu it should let you try the game - just wanted to let you know!
Jokes on you, I'll throw myself down the well! *fails to do so*
Anyways, I have smooth brain so it took me like 10 minutes to find the farmer, which I spent jumping around in beat to the chill music. After I found him and got on with it, this was hilarious. Loved all the jokes, especially the vicar's, and the different endings on the end screen are great :laughing:
Nice work with an ambitious entry!

I'm a big fan of spamming glowsticks in Terraria, so looking forward to trying Glowstick Run tonight!
A few more hints might be nice - because I couldn't figure out how to get Paddles out of the well!
I'm just curious, is it possible to get a bad ending, where you get thrown down the village well? I haven't played enough to know if that is the case.
It is not currently possible to get thrown down the well, but there are different endings. We are working on a post-jam version in which you might be able to fall or be thrown down the well.
The voice acting and the face animations were both top notch and really made it all feel alive.
Just everything is perfect: the graphics, the voice acting (especially the vicar), the humour...
And there a many options in the game menu!
My only nit-pick is that subtitles are a tad hard to read sometimes. But the very fact that there are subtitles is a huge plus!
Once again, great job!
I found the village quite easy to navigate -- I somehow got to the right place for all of the quests first time, although I wasted a lot of time at the end searching all the crevices. The village probably could've been a little smaller, if people have found it hard to find the farmer. It took me a while to remember which house was mine too :p A map would've probably helped a little.
The music was very suitable too, although I did find it gets annoying after a few minutes -- perhaps next time it would be good to have something with a bit more variation for a longer game like this (note: I have driven myself mad with my own music before like this, it's quite hard to fit into a game jam among everything else!)
All in all I'm glad I made a day trip to your village :D
A location for the farmer was actually added in after the original village was made, and I think in retrospect taking the time to redesign the village would have saved some trouble. The map is a great point, and I just genuinely didn't think about it - I think because I knew my way around it just didn't spring to mind.
The music I think is true as well - that one I *did* notice, but assumed it was because I'd heard it over and over. I seperated the music slider into seperate "main theme" and "character theme" sliders, and turned it off - but then with it off, I forgot about it again! I think in future I'll try and do any open sections with environmental noise.
Anyway, thanks again for your review, glad to hear you enjoyed your time! :smile:
It was hilarious to solve problems by creating new ones.
I do have some small gripes with the game. Maybe the town was a bit too big (resulting in slightly too long walking sequences), maybe the main character could be voiced as well (it felt a bit out of place given that all the NPCs actually talked) and the graphics might have been a bit better (even if it fit very well and I liked the little facial expressions the NPCs made, that was a really nice touch).
Overall, though, I really enjoyed the trip to this little town. It seemed so alive and peaceful with all the people minding their own business, great work!
I wonder if there were multiple ways to solve the individual tasks?
By the way, I had the same problem as some of the others - I couldn't get past the initial cutscene while playing on Windows. I heard the door slam and that was it. No dialogue was played and I couldn't move. It worked fine on Linux, that's how I was able to play. It's a pity, because this game really deserves to be played :slight_smile:
This is what I have in `C:\Users\***\AppData\LocalLow\Baffled Crab\Tall Tales\Player.log`, hopefully that helps.
```
Mono path[0] = 'C:/***/Tall Tales/Tall Tales_Data/Managed'
Mono config path = 'C:/***/Tall Tales/MonoBleedingEdge/etc'
Initialize engine version: 2021.1.4f1 (4cd64a618c1b)
[Subsystems] Discovering subsystems at path C:/***/Tall Tales/Tall Tales_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 2060 (ID=0x1f15)
Vendor: NVIDIA
VRAM: 5980 MB
Driver: 27.21.14.6627
Begin MonoManager ReloadAssembly
- Completed reload, in 0.073 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.711200 ms
ScreenMode requested: 1920 x 1080 @ 60
ScreenMode accepted: 1920 x 1080 @ 144
ScreenMode requested: 1920 x 1080 @ 60
ScreenMode accepted: 1920 x 1080 @ 144
FormatException: Input string was not in a correct format.
at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <a1e9f114a6e64f4eacb529fc802ec93d>:0
at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <a1e9f114a6e64f4eacb529fc802ec93d>:0
at System.Single.Parse (System.String s) [0x0000b] in <a1e9f114a6e64f4eacb529fc802ec93d>:0
at LipsyncData.Create (System.String tsv) [0x0001a] in <d1915f09705941e4b27fe591e7b75e9d>:0
at DialogueLine+<GetLipsyncData>d__12.MoveNext () [0x0006a] in <d1915f09705941e4b27fe591e7b75e9d>:0
at System.Linq.Buffer`1[TElement]..ctor (System.Collections.Generic.IEnumerable`1[T] source) [0x00072] in <55b3683038794c198a24e8a1362bfc61>:0
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0000e] in <55b3683038794c198a24e8a1362bfc61>:0
at ActorController+<Say>d__17.MoveNext () [0x00041] in <d1915f09705941e4b27fe591e7b75e9d>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <dde77996dbd74f84a72568c271c6eb2c>:0
Setting up 6 worker threads for Enlighten.
Thread -> id: 3360 -> priority: 1
Thread -> id: 4300 -> priority: 1
Thread -> id: 51b0 -> priority: 1
Thread -> id: 362c -> priority: 1
Thread -> id: 248c -> priority: 1
Thread -> id: 420 -> priority: 1
```
Thank you *-so-* much for posting this log, this is actually the first time I've seen any debug information for this!! I'd already narrowed this down by user to a culture/locale issue, I can't believe I'd overlooked float.Parse in the lipsyncing... I've just checked in a new version which uses invariant culture to parse these values, I don't suppose I could trouble you for a quick retest at all?
(I'm definitely going to add an old PC set up on different culture settings for testing next time!!)
Thanks also for your review, really glad you enjoyed it, and all great points on the critique. The size of the town definitely got away from me in the end, there was a moment on the Saturday when I really realised it and I wish now I'd found the time to redesign things a little - duly noted for next time! :smile:
I might actually be able to concentrate on a v1.1 now!
If you're working on a post-jam version, you could maybe rearrange things so the farm part is closer to the start so that it's easier to find. It's a little hidden away. I also felt the world was really big, you could maybe scale things down a bit.
Oh and FYI, the game ran fine for me on Windows.
Very well done! And RTX technology on truck's wheels is impressive
After the model of the truck came out as such an artistic masterpiece I felt it only appropriate to make it truly photorealistic 😂