PANEMUAN by etrealjunior
PANEMUAN : It means discovery in Javanese, this game portrays the relentless search for answers, which can only be discovered in the depths of Panemuan's mind. !This game contains an ending, which is only seen when you do the action correctly, few have found will you be one of them?
Your answer is in the sad phase, don't fall into the hole! flowers will give you the answer follow them.
This game is a thematic concept of the Ludum Dare 48 theme, I hope you all have fun, thanks
Javanese is the language spoken by the majority of the inhabitants of the Island of Java, and one of the official languages of Indonesia.!



| Link | https://etrealjunior.itch.io/panemuan |
| Original URL | https://ldjam.com/events/ludum-dare/48/panemuan |
Ratings
| Overall | 773th | 3.596⭐ | 164🧑⚖️ |
| Fun | 1527th | 2.897⭐ | 162🧑⚖️ |
| Innovation | 901th | 3.221⭐ | 165🧑⚖️ |
| Theme | 900th | 3.655⭐ | 167🧑⚖️ |
| Graphics | 645th | 3.898⭐ | 168🧑⚖️ |
| Humor | 1117th | 2.425⭐ | 122🧑⚖️ |
| Mood | 197th | 4.14⭐ | 166🧑⚖️ |
| Given | 144🗳️ | 227🗨️ |

I'm speechless.
It has a good audio, plays smoothly and has an emotional value.
I like the art style and the overall play!
Congratulations on creating this beauty for Ludum Dare!
Best regards,
Caio Varalta
I also liked the music, it matched the general atmosphere, the voice acting was nice, but it sounded like spanish(?) would have been even better for the athmosphere, if it were made in english.
I don't know, if there was an actual end of the game, or if we were supposed to loop throught he memories over and over again - maybe i did not get the hint at the end of the playground after seeing the bad memories again.
All in all a very nice submission, i have enjoyed it!
The narrated language is Brazilian Portuguese, I wanted to portray the confusion in all aspects including the "language" showing the loss of the character's identity. Be very happy for your feedback, a big hug my friend!
Me senti importante por ter conseguido completar minha missão ♥
Из-за этого люди не могут понять, кто они, где они. Это очень большая проблема.
Спасибо за игру, которая поднимает проблемы. Это нужно.
Sucesso, parceiro!!!
I look forward to seeing more from your narratives in the future
Congratulations! :girl: :school: :wink:
Thanks for being part of the stream, it was amazing! :smile:
Your game was really interesting! I love the graphical design direction. Hand drawn style worked wonder. The story is good, overall a very strong game!
Good job!
I feel like you could work on polish for the movement and add more interaction to make it feel more like a game!
Amazing game!
A dublagem deu um toque especial. E em português então.... me cativou. Confesso que no começo não entendi o que tinha que fazer. Ao tomar a decisão correta a história fez total sentido!
Parabéns!
I love that you're telling a vulnerable, heartfelt story here; the world could use more games like this :)
https://www.twitch.tv/videos/1007659333?t=06h52m52s
Javanese is the language spoken by the majority of the inhabitants of the Island of Java, and one of the official languages of Indonesia.
The idea of becoming better and tuning out the haters so you can live up to your full potential really resonates with me, but the first level was pretty boring, I'm not sure if that is because the enemy didn't feel like it really gave me a sense of urgency or if it was just too slow paced. All it was is running and jumping there weren't any fall offs or anything.
The second part where you see the memories was cute and played to the story well, but then randomly having the hole in the ground show up threw me out of the immersion not to mention going all the way back to the beginning and having to play through again to try again discouraged my engagement.
Hope this is useful feedback!
I'm always a fan of when creators inject their own personal stories into their games. Very nicely done!
I will say that I likely would have never encountered the "good ending" if I didn't have your guiding me step-by-step, though. I would recommend making it easier for the player to discover if it's really important to you for them to see that message. Otherwise, I can see a lot of players thinking this is a downer game that traps the player in a loop of sadness. :frowning2: Of course, that's not the point of the game, so I'm hoping as many people as possible get to experience the game how you intended them to!
Good job with the visuals, story and mood! I felt the platforming jump should have jumped a little bit further.
I like the mood but adding some colors and some improvement in level design :smile:
Nice art! I gather there is some secret, but only because I saw a little of it on someone's stream and you were implying there was in chat. Unfortunately I didn't manage to find it.
This is more a statement and a piece of art then a real game. I truly enjoyed this a lot and i like the message it gives. i wouldn't want to be young again in this day of age.
This is a game that really stands out of the pack, because the developer/artist decided to make something unique and original.
Thank you for making this game!
I'm not sure I understood exactly what was the monster at the beginning that was chasing us, but I was really moved by the scene at the school. I'm glad I follow the flowers :)
Good job!
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Intro with appearing words and story telling are a great touch with this kind of a "journey" game. I didn't really understand the level where you are chased and all you have to do is jump over some boxes, but afterwards you get nice environment with a meaningful story in the background. I would prefer if even the chase level had some kind of background that would fit the story as well. Also there was no indication that you can even go back in the last level, since in the chase one, you just die if you do, and the first one does not change a thing. Might be nice, if there is some kind of an indication in that regard, maybe just a few added objects, or possibly some other story mechanic, so to choice at the end seems more meaningful.
All in all this is a great entry and really unique. Good job!
The Game looks really nice and I was supprised about some of the mechanics.
I liked the Mood a lot and loved the deeper meanings and Story in the GAme.
A great Game and even a better experience.
Well Done, Really good
(1) I would've been more inclined to find the "catch" of this game / play it to completion if the walk speed were higher. I understand that the pacing of the game matters and there are limitations in development for a jam. However, the fact that I looked like I'm walking quickly, but actually am moving very very slowly was unusual (not sure if intentional for the mood). If you wanted the player to actually move than slowly, the animation should've resembled a walk instead of a run :)
(2) The twist of this game is clever! (although I didn't discover it on my own, I had to watch a playthrough). I would've loved if the game had 3 or 4 of these twists that the player could discover on their journey. Again, I understand there are time limits involved here...
Great job!
The section where we're being chased starts off weird because I'm not ready to move. The monster comes and kills me before I realize what's happening. I think it may be better to let the player start walking before having the monster appear.
Walking through the school yard is interesting, again I love the little stick figure girl. But then I fall into a hole, and start everything all over again? So I played again, and didn't notice anything different, and then I fell in the hole to start everything all over... again? Reading through the comments I see there was something else I was supposed to do, but I think the punishment is too harsh on players who don't figure that out. Unfortunately I have low patience and just quit after falling into the hole again. Sorry.
There are a lot of things yall did really well! Art, music, sound, and animations are all good!
Good job on your game! Congrats!
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
1 - Mechanics, Learning and Flow:
There are three main mechanics, the first is free-fall mechanics, I suppose there is no way to lose at this stage (which could be altered in some way, perhaps getting more attempts at the second stage when collecting objects).
The second mechanic consists of moving to the right while running away from something (it seems to be a creature or a negative thought), there are obstacles in the way and avoidance is the main thing to have a good result (not to lose).
The third mechanic consists of moving away from the school, noting that there are figures that appear (they seem to give clues to some narrative). When the first time away from school ends, the scene repeats itself, but going to the end means losing (when I played for the first time I was left behind on moving away from the school, but I didn't get the first victory condition (this can be seen on video)).
Learning how to play the second part takes one or two attempts, so the game easily teaches the gameplay of that part.
Learning how to complete the game can be a bit more work, but there are clues (both in the figures that appear, as well as by the ball itself that starts moving in opposition to the "forward" movement of the player's character (PC)).
The pacing of the game varies between "observing the narrative" and "psychological suffering", with some action challenge in the second stage (it seems to me a good way to convey the intended idea).
2 - Graphics, Audio and Narrative:
Graphic art is simple and seems to fulfill what was intended for it. I just couldn't understand what my stalker was in the second half (with more precision), maybe it was the idea that it was like that. And, when I reached the end of the second stage, I could see the edge of the map detached from the bottom (not much). The art of the figures "that come and go" in the third part is a little difficult to understand, maybe it would be interesting to give them a little more clarity or time on screen (but it is very good for the time of the event).
The dubbing audio seemed to me to come in a tone that took me away from the message a little, or brought it in a very painful way, because it made me laugh a little. The music they chose for the background gave some depth, I wish they had used something authorial, but because the time is short, maybe it was the best.
The narrative seemed to me to be based on some kind of reflection on depression or something similar (I didn't fully understand why the dpener girl returned to school, I don't know if it was someone who liked her, a brother or something; I was curious ).
3 - Culture:
The game makes use of psychological themes in an environment that takes part in reality and part in the mental world. The sensation of falling, the sensation of escaping with obstacles and the "ghosts" with different narrative sensations greatly enrich this character.
4 - Monetization:
I suppose the game, with some changes, could sell on itch.io itself (for example, giving a different clue when you leave school and "losing", with some meaning that does not lead to defeat, but reflects on the choice (I'm not sure )); or, with a greater number of alterations, it could be used as a serious game (hence there would be great interventions by trained professionals).
1 - Mechanics, Learning and Flow:
Há três mecânicas principais, a primeira é a mecânica de queda livre, suponho que não exista forma de perder nesta etapa (o que poderia ser alterado de alguma forma, talvez conseguindo mais tentativas para a segunda etapa ao coletar objetos).
A segunda mecânica consiste em deslocar-se para a direita enquanto foge de algo (parece ser uma criatura ou um pensamento negativo), há obstáculos no caminho e evitar é o principal para ter um bom resultado (não perder).
A terceira mecânica consiste em se afastar da escola, notando que há figuras que surgem (elas parecem dar pistas de alguma narrativa). Quando termina o primeiro afastamento da escola, a cena se repete, mas ir até o final significa perder (quando eu joguei pela primeira vez fiquei pé atrás sobre avançar afastando da escola, mas não consegui a condição de vitória de primeira (isso pode ser visto no vídeo)).
Aprender a jogar a segunda parte leva uma ou duas tentativas, então o jogo ensina com facilidade a jogabilidade dessa parte.
Aprender a concluir o jogo pode ser um pouco mais trabalhoso, mas há pistas (tanto nas figuras que aparecem, quanto pela própria bola que começa em movimento contrário ao movimento de "avanço" da personagem do jogador (PdJ)).
O pacing do jogo varia entre "observando a narrativa" e "sofrimento psicológico", com algum desafio de ação no segundo estágio (parece-me uma boa forma de passar a ideia pretendida).
2 - Graphics, Audio and Narrative:
A arte gráfica é simples e parece cumprir o que foi pretendido para ela. Apenas não consegui entender o que era meu perseguidor na segunda parte (com maior precisão), talvez tenha sido a ideia mesmo ser assim. E, ao chegar ao final do segundo estágio, pude notar a borda do mapa descolada do fundo (pouca coisa). A arte das figuras "que surgem e somem" na terceira parte é um pouco difícil de entender, talvez seria interessante dar a elas um pouco mais de nitidez ou tempo em tela (mas está muito bom para o tempo do evento).
O áudio da dublagem me pareceu vir em um tom que me afastou um pouco da mensagem, ou aproximou de forma muito dolorosa, porque me fez rir um pouco. A música que escolheram para o fundo deu alguma profundidade, gostaria que tivessem usado algo autoral, mas por o tempo ser curto, talvez tenha sido o melhor mesmo.
A narrativa me pareceu se pautar em algum tipo de reflexão sobre a depressão ou algo similar (não entendi totalmente o porquê de a garota depener de retornar à escola, não sei se era alguém que gostava dela, algum irmão ou algo do tipo; fiquei curioso).
3 - Culture:
O jogo faz uso de temas psicológicos em ambientação que toma parte na realidade e parte no mundo mental. A sensação de queda, a sensação de fuga com obstáculos e os "fantasmas" com diferentes sensações narrativas enriquecem bastante esse caráter.
4 - Monetization:
Suponho que o jogo, com algumas alterações, poderia vender no próprio itch.io (por exemplo dar uma pista diferente quando afastar da escola e "perder", com algum significado que não leve à derrota, mas reflita sobre a escolha (não tenho certeza)); ou, com maior número de alterações, poderia ser utilizado como jogo sério (daí caberia grandes intervenções por parte de profissionais capacitados).
Agree with @ismael-rodriguez it may be better to let the player start walking before having the monster appear.
Maybe the character is little bit too slow, it's a bit frustrating. I would like the ability to choose to run or walk.
Overall, great experience.
Thank you for stopping by to my stream!
The puzzle was a bit tricky. Which doesn't mean to be bad.
Keep up the good work!
Big hugs to you too, and thanks for stopping by my stream, I'm glad you shared this with me!
Was confusing to understand, and the flowers weren't clear enough to go back at the start needed twitch chats help lol!
Awesome story and awesome game! Loved the hand drawn art! :heart:
Please, please don't use copyrighted music next time because it damages gameplay videos/streams.
It's more of an experience than a game game, but it's quite touching.
https://youtu.be/aHUsWQeZHns?t=10756
My experience with this game has been a bit jarring. For example, I think the mid segment with the platforming was one of the better moments in the game, while the beginning setup was completely forgettable. The last section had a bizarre whiplash for me where the moment-to-moment imagery is really good, but I found the final message to be extremely discouraging. I nearly just quit the game after that.
I think part of the reason why the better parts work has to do with the fact that I have a strong reaction to the chase sequence. Furthermore, that "panic" helps the narrative since it's in-sync with the story that's being conveyed. Likewise, the "happy" memory part in the third act works pretty well given it's directly after the chase-segment. So the act doubles as a breather and reflective moment. It's a bit disappointing, then, the first act and the second-half of the third act feels like a disjointed cutscene. The gameplay in the first act does nothing to reinforce the story, and the second-half of the third act is exactly the same as the first, happy half: it's a jarring experience that the gameplay for the two halves are exactly the same. I would have expected the second half's gameplay to have some sort of struggles to convey the more sad parts.
I've mentioned the ending of the final act was really discouraging: this is probably a perk of English, but just saying, "No, you're making the wrong decision" is a *really* fast way to drop players' interest. In short, it puts the player in the defensive, since in their mind, the game "made" them make the wrong decision. Thus, I wouldn't be surprised if anyone ended up being insulted by the wording of that final line. I recommend phrasing that last sentence as a question, e.g. "What could have I done differently?" to encourage the player to not feel disheartened or defensive, and consider trying something new.
it looks sooooooo cool, great yet simple art :clap_tone1: :clap_tone1: :clap_tone1:
I would suggest a couple of things:
- at first run is not easy to see there's another path, and when you repeat it all again, the scene where you fall is quite long, maybe you can put an skip button when it is the 2nd time you see it
- it would be nice to have more choices (once per each scene of this girl for example)
overall, great work :thumbsup_tone1:
With the time constraint, very few bugs. Only bug I found was that the character can move before the monster spawns in the second level.
Still, great job!
Overall, great work! It's cool seeing a more story/presentation-oriented entry in the jam.