Deep Mind by JRevel
Play the everyday life of the average developper ! Unless there is something... deeper happening in his mind ?
It is a game where everything revolves around cards, similarly to the great Cultist Simulator.
There is no real end to the game, you are supposed to play until you have seen everything, or until the game is unplayable. But make sure to play at least for a few loops, or you might miss some things...
Update 1 : The game has now a webgl version ! Update 2 : Bug fix : doing some actions in a certain order made the game softlock. That's now fixed !
| Link | https://github.com/J-Revel/ldjam48 |
| Link | https://jrevel.itch.io/deep-mind |
| Link | https://jrevel.itch.io/deep-mind |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-mind-1 |
Ratings
| Overall | 516th | 3.373⭐ | 53🧑⚖️ |
| Fun | 643th | 3⭐ | 53🧑⚖️ |
| Innovation | 113th | 3.902⭐ | 53🧑⚖️ |
| Theme | 642th | 3.235⭐ | 53🧑⚖️ |
| Audio | 453th | 3.122⭐ | 51🧑⚖️ |
| Mood | 260th | 3.59⭐ | 52🧑⚖️ |
| Given | 121🗳️ | 82🗨️ |

Maybe I just got fired ??? ahaha

Nice mellow feel to it and something out of the ordinary :smile: I liked the idea, but a little more tutorial would have been good (at least to me :smile: ).
I hope you'll drop by mine and give it a spin :wink:
:purple_heart: :dart: :frog:
I have never played the Cultist Simulator, but I really enjoyed the concept of managing your player's mood by using different cards. I would enjoy a more flushed out version of this game.
Good to see another card game here (my entry is a card game too - shameless plug!)
I do wish there was a zoom function - the UI was pretty small on my screen, and it would have been nice to see the text a bit bigger.
Good job!
It gets stale pretty quickly tho. I think with a bit more time this could have been something very interesting. Also, I went to work after getting fired and got fired again (probably a bug).
Very original entry, good job!
I would have liked to read more, but the timers on the cards pushed me to act quickly. At first I thought the masks were annoying but I guess you introduced them so one would also have to quickly fill the "action" cards without letting those stay around for too long. I enjoyed playing something different that kinda reflects the grind we sometimes live in :thinking:
Oh and a small issue: you can pull the masks out of your screen on your second screen, at least I think thats what happened. Probably not intented.
Pros:
- Unique concept,
- Enough complexity
- Variety of cards
- Good / Bad / Normal decision making tree
Cons:
- I just used cards when they popped out in yellow instead of even reading the tasks
- Because of that, I never really felt connected to the story
- The concept is cool, but there seems to be more negative than positive output. Makes me less motivated
- The ??? Cards are a tight too fast with debufs
- After certain amount of time, there's too much going on on the screen
- To my taste, too much dramatic music. It's not a dungeon crawler.
Overall, a good concept that needs polishing and balancing to make it more playable. Decent job!
@lokt02 @andrewkennedy sorry for the font size, it is fine for big screens but it does not scale well at all for laptop or smaller ones... And I did not have time to add a zooming system...
@bytinggames The mask cards are supposed to be stressful, but I originally wanted them to appear once the player had already seen most of the game. But I ended putting them way before, because people tended to stop playing before finding them.
@CrispyBun It is true that cards disappear too fast for new players, but they also don't disappear fast enough to have an impact once the player masters the mechanics. As @Danial suggested, I think I should have got rid of the real time system to make the time to elapse whenever the player does an action. That would give time to read everything without stressing the player.
@Sheepolution @MikoziQ I think I took a lot of risk with this concept, as the fact that there is no end is part of the idea. Everything is supposed to have negative output, because the real theme of the game is about falling into depression. Black cards are dark thoughts, that make your otherwise simple routine harder and harder to keep. They become more and more incapacitating as they stack, preventing you to make even the simplest action. You fall deeper and deeper in depression, until there is nothing else to do than quit the game (which in itself is a metaphor). So a part of the frustration is here on purpose. It would have needed a lot more content to make it more clear to the player, so I understand many people missed it. But i'm really happy of how it turned out :)
Great job here :thumbsup:
Effectivement le jeu est un peu stressant, même un peu plus que prévu au début du jeu, à cause des cartes qui disparaissent trop vite pour que le joueur puisse lire tranquillement les textes. Peut-être qu'utiliser le temps n'était pas un bon choix au final, j'aurais dû mettre la possibilité de mettre en pause ou même faire avancer le temps uniquement quand le joueur fait une action. Mais bon, en compo, pas trop le temps de faire de playtests, je suis déjà content du résultat 😊
Some remarks:
1. UI is very small on 4K display, hard to read and this might affect the balance, e.g. avoiding black blockers. Expectation: UI scales relatively to display resolution.
2. Sometimes card remains next to the slot without connecting it when cursor is outside of slot. Expectation: connection happens when at least center of the card is inside the slot.
Cool entry!
I eventually got fired from work, but kept getting money. A lot of money, I had more than enough money to pay all the bills and hang with friends, I thought that was odd. I hoped the shift in employment would change the game a bit, but it actually made it more stagnant.
The black cards are an interesting mechanic. They're not fun to deal with, I guess that's the point though. It may be cool to have get an occasional "ace" card, that can unlock the tasks. Is there a way to get rid of the sad cards? OR is it just a slide deeper and deeper into darkness and depression? I'd like some kind of goal, win condition, or finality, rather than this ambiguity, but maybe that's just me.
Maybe I missed it, or I'm bad at it, but everything feels random. It would be nice to feel like I have a little more control over what tasks I get, or how they pay out.
There's a lot of potential here. I like it! Good job!
And yes everything is random, there is a pool of events for work, another for when you are at home, and a few that trigger in specific conditions, like when you get fired. I wanted to add so much more, but fell short on time, the config of those events is quite complex and I spent a lot of time chasing bugs at the end of the compo...
About the lack of control, it is also something that was possible to improve, but I did not have time to do it well : I wanted most event to yield a differect result depending on the type of card you give it. Going to work with motivation gives you contentment and some more work actions to do, because you start working earlier.
For the absence of goal, and the sad card that can't be discarded, that is part of the point, I wanted a game where you get in a vicious circle of depression that does not end... Until you quit the game... But I agree this is too subtle for a jam game that has not enough content to really get the player into the story.
The game talks about serious issues in life of an every IT person, so that quite touching for me gave some room for reflection
For some reason I got money after I lost the job
Recorded my first play experience:
https://youtu.be/PjzQOV6kMx0
Hope, this will be helpful :)