Feelings Not Yet by crazyrems
You’re playing as a character that has the power to see people’s loneliness.

You, Nyxie, and your coworker Stephan are the only two who can see the monsters that track people in despair.
Probe people’s spirit, watch their relations and pierce through minds to flush out their feeling of loneliness.
This is a game with a good amount of narrative and is playable only with a mouse. You can play it from the game’s page within your browser.
| Link | https://github.com/rtauziac/feelingsnotyet |
| Web (post compo) | https://crazyrems.itch.io/feelings-not-yet |
| Standalone (compo) | https://crazyrems.itch.io/feelings-not-yet |
| Original URL | https://ldjam.com/events/ludum-dare/48/feelings-not-yet |
Ratings
| Overall | 504th | 3.389⭐ | 29🧑⚖️ |
| Fun | 753th | 2.768⭐ | 30🧑⚖️ |
| Innovation | 268th | 3.556⭐ | 29🧑⚖️ |
| Theme | 735th | 3.019⭐ | 28🧑⚖️ |
| Graphics | 88th | 4.161⭐ | 30🧑⚖️ |
| Audio | 629th | 2.62⭐ | 27🧑⚖️ |
| Humor | 492th | 2.341⭐ | 24🧑⚖️ |
| Mood | 121th | 3.852⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 29🗨️ |
Mood is great, art is cool, the buzzing is a bit to harsh!
Thank you for playing, rating and commenting the game so early, I don't know how you found it but you rock!
As for the feedbacks;
I agree the font is a bit hard to read, not the best for readability. I may change it for a post compo version.
I forgot cover image was a separate field. I fixed that with an artwork I made this morning.
The sounds are bare minimum made in only half an hour just before submission. I'm not proud of this 😥
The linearity comes from my wish to make it simpler, but having more characters would have made it way more interesting. I made this level like a tutorial.
Post compo version definitely planned 🤩
Short, obviously, but interesting.
Obviously it is short but the art and the simple animations worked well. Nice job!
@remusnomos There was much more planned for the story _(more levels)_. Code really takes a lot of time, and instead of coding items, I polished the dialog system which, sincerely, took the majority of the time. The battle system wasn’t really that of a difficulty, there’s no hit test (you can click everywhere on screen), it uses almost the same system as the one I use in the dialog. I just spent more time on feedback and pacing until it felt right, I guess _(I love that stuff)_.
Now that my system is settled, I can easily make more levels, until I find new bugs…
@peterfiftyfour that’s awesome if the game was beyond your expectations! I think that’s the first game where I actually made the story interesting on paper **and** in gameplay. It’s just a fun thing that came across my mind, and I’m happy with the result.
After talking to the family, I had to wait a very long time for the monster attack, it might be a bug (browser version). I clicked around and repeated the dialogue several times, if that helps.
Thank you for having played my game.
@villanelle the font used in the post-compo is [Silver](https://poppyworks.itch.io/silver). The other in the compo is [mono10](https://jdjimenez.itch.io/mono10).
@ynneblack interesting… I’m not sure but you may be experiencing some kind of weird godot signal latency 🤔.
In case of doubt you can still try the standalone version, timings should be more accurate. Actually what’s your computer specs?
When you click on people who are open to discussion, they talk to you and then you can see their relations. The wiggly shadows represents a lack of relation from the person you talked to. You can then bounce on other people's mind and see their own relations too.
That's how you can probe Fiona's mind by talking to Louyse (the girl on the right) who knows Fiona very well, then from her mind you can bounce on Fiona's mind, where you can see her inner monster.
That’s the "Deeper and deeper" twist.
Good luck with the post-jam version!
https://www.youtube.com/watch?v=1pYtTUKawtI