My Friend John by kassanu

[raw]
made by kassanu for Ludum Dare 48 (COMPO)

cover.jpg

Story

You have trouble dealing with stress and anxiety. You worry your friends will stop reaching out because you can't always engage. The messages are constant and its hard to separate your thoughts in your head. Manage your stress and friends opinions of you.

Controls

Left Click - Select thoughts

Extras (Some spoilers)

The main mechanics for this game is your anxiety/stress and characters opinions. Your anxiety is tracked by the network icon on the phone. I liked the analogy of a phones network of how connected you were to how high levels of stress/anxiety can cause you to retreat and disconnect.

Each character starts at a certain opinion level of you and your choices (or lack of choosing) will sway their opinion (and your stress) in different ways. I wanted to explore someone who struggles to engage with others and the effects on themselves / those other people. Each character in my mind was supposed to sort of represent different "levels" of relationships.

John - He is your online friend who you've played games online with for years. While you've never met in person they are someone who really cares about you and values the friendship you have and wants to always engage. The idea with this is he's someone you've known for a while and has seen your anxiety grow over the years and doesn't want you to go to deep into that hole. Interactions with him are a bit more on the positive side for stress levels and his opinion of you starts high and doesn't really sway.

Chris - He is your co-worker, while you aren't really friends he is the type of person who reaches out often to start but will slow down as time goes on, never really dropping you entirely but always keeps the door open for you to return. He does have some conversations when you have low opinion / high opinion. His conversations are usually even on opinion / stress sway. The idea for him was to be kind of a medium amount of stress to start but he can transition to a friend and provide some relief.

Sarah - She is your sister. She doesn't really like you and is more of a I have to talk to you because your family. She is very conceited and expects you to do whatever she wants. If I had more time I wanted to explore this character as that family member who tries to take advantage of you solely based on being family. She is a large amount of stress and her opinion swings wildly.

Matt - He is an old high school friend. This character came from a bit of an amalgamation of people who I went to high school with. They are the type of person who are "friends" but they don't really care. All of his conversations is just asking you to do something with him, they are never really personal and it never really matters if you are there. He is also the type of person to just quickly cut all contact with someone if they aren't always up for doing what they want.

There are 5 different endings that depending on your stress levels and the balance of characters opinions.

I intentionally left the opinions hidden and what the options were actually doing because I wanted it to feel like dealing with an actual person. I was hoping that I could allude to their opinions with the responses and conversations that follow but this was really my first time working with dialogue and I found I'm not that good at it.

Thank you for playing!

Ratings

Overall 834th 2.737⭐ 21🧑‍⚖️
Fun 869th 2.237⭐ 21🧑‍⚖️
Innovation 386th 3.333⭐ 20🧑‍⚖️
Theme 855th 2.417⭐ 20🧑‍⚖️
Mood 464th 3.222⭐ 20🧑‍⚖️
Given 35🗳️ 4🗨️

Feedback

cavedens
26. Apr 2021 · 00:24 UTC
This went deep. Interesting concept
chris-mondok
26. Apr 2021 · 14:29 UTC
Interesting idea, though I couldn't tell if I was just really good at clicking on things, or if there was no penalty for clicking on the wrong things.

I laughed out loud at my first spam message.
kristinamay
26. Apr 2021 · 14:38 UTC
This is a cool concept! I'd love to see it explored a bit further, like seeing relationships deteriorate when you use the wrong messages, and having fewer "right" messages to choose from. Very original. Great work.
AssertFailure
27. Apr 2021 · 17:05 UTC
An interesting concept. I was going to comment that it's hard to say if you're doing well or not, or progressing at all, but all of that might be the actual point of the game :thinking:
🎤 kassanu
27. Apr 2021 · 18:22 UTC
@assertfailure Thank you, yeah it was deliberate to hide each characters opinion. Unfortunately I ran out of time so I didn't get to finish all of the conversations I had planned, but there are a few conversations with characters locked behind their opinion of you. Also if I was a better dialogue writer it would hopefully come through with how "engaging" the other people speak with you.

@kristinamay Yes! I wanted to make it feel like the other characters would grow more distant / close depending on how you answer. I didn't get to finish / make enough conversations for each character to make that very apparent though. The Matt character has a lot of dialogue but his opinion sways hard when you don't answer / turn him down and he will stop messaging you all together if you aren't doing things with him whenever he messages you (at the cost of a lot of stress)

@cavedens Thank you for playing!

@chris-mondok Yeah I kept getting spam on my phone and thought it would be fun to just throw a few in. There are penalties to your answers (or not answering at all) each character has an opinion level for you and some conversations are locked at certain thresholds. Unfortunately I didn't have enough time to implement all of the conversations and add more filler conversations.
mdotedot
27. Apr 2021 · 18:50 UTC
Interesting mix on 'regular' personal interface and response. sometimes I think that some people need this kind of challenge on their responses before they sent their things. So this is a good thing to think about. That you make me think this way makes it a DEEP game :smile: good job
LDJam user 236545
27. Apr 2021 · 21:57 UTC
This was a cool concept, and after reading the spoilers, I really think you have a clever idea. I also wasn't quite sure if my "green" responses mattered, or if it just needed to be "not red" while I was playing. I wish I had read the spoilers *before* playing. I think a little bit of an intro describing the characters prior to interacting with them would have been helpful.

Good work!
Nazorus
28. Apr 2021 · 11:20 UTC
That was interesting, I really like your idea after reading the full description and I can easily imagine all the mechanics you've implemented for the concept to work. I get that not having a clear idea of the character's opinions and stress levels is the point of the game, but I think it's a bit too opaque in its current form, it's hard to tell whether the choices actually have any impact from a player's perspective.

Still, the concept is great and I'd love to see it explored deeper. Good job on this entry :smile:
blobo
12. May 2021 · 20:40 UTC
I like the idea, though the game does feel a bit repetitive / lacking in content. After reading through the spoilers, I really like the idea you went with. I didn't even notice the network icon representing anything, as I never misclicked on a red option. In any case, I like the idea, and I found the 'bot' messages pretty funny, like the cars extended warranty bit. Cool entry.
Peace Of Cake Games
16. May 2021 · 04:19 UTC
This is really neat! I'm honestly afraid to see what my schedule looks like now, I answered positively for everything except for one question where the negative green answer dove in front of the one I was clicking, and one time my touchpad was being weird. 😆 Touchpad not advised for playing this, a real mouse is better.

!> Managed to get the "taking care of yourself is the most important" ending, how good would that one be considered?