Pale Moon Shone by ditam
The ballad of a lone gunslinger struggling to hold his liquor.


Day 0 bugfixes and QOL improvements (2021-10-05): - minor bugfixes - improved conversation options - unlocked victory path
Minor update (2021-10-09): - fixed a bug with hitbox calculations during shooting - improved loop times on repeat outcomes
| Link | https://github.com/ditam/ld49 |
| Link | https://tamas.xyz/ld49/ |
| Original URL | https://ldjam.com/events/ludum-dare/49/pale-moon-shone |
Ratings
| Overall | 574th | 3.647⭐ | 36🧑⚖️ |
| Fun | 1001th | 3.191⭐ | 36🧑⚖️ |
| Innovation | 434th | 3.603⭐ | 36🧑⚖️ |
| Theme | 597th | 3.691⭐ | 36🧑⚖️ |
| Graphics | 570th | 3.794⭐ | 36🧑⚖️ |
| Humor | 350th | 3.586⭐ | 31🧑⚖️ |
| Mood | 43th | 4.324⭐ | 36🧑⚖️ |
| Given | 55🗳️ | 48🗨️ |
I'm looking forward to your comments!
The introduction is really smooth, and everything about the dialogue UI is pretty much perfect. Changing the dialogue each time around is a nice touch, too.
Unfortunately, I'm apparently *really* bad at shooting bottles, and I just can't seem to hit them. I tried a few times, but eventually had to give up. The loading screen/quotation screen after missing a bottle feels really long, and I would have appreciated a quicker way to try again... As good as the dialogue is, it's quite a long sequence to sit through every time.
@pennycook Thanks! I was focusing on creating a strong atmosphere this time around, and audio played a huge role in that, so it's great to see it appreciated. You can find the attributions for music as well as all the sound effects in the repo, [here](https://github.com/ditam/ld49/blob/master/assets/attributions.txt). As for the bottles, of course they are hard to hit when you've been drinking! Minor spoilers:
!> Hitting the bottles is not the goal of the game ;)
I'd love to see some hints at some points (if aiming was possible or not, what was the main goal, and so on). But maybe this was part of the experience? Anyway, very well-done, with beautiful, polished details.
I was a bit confused the first time as to what the game was doing since the dialogue does change after each attempt, but not drastically (so I wondered if it was a whole new game each time you shot a bottle). Was glad to eventually find the continuity and path to victory though.
Overall, good work, I do like a good short story-based entry like this and this was well crafted.
@mirianbr You're asking the right questions ;) Aiming is possible - whether you hear glass breaking should tell you if you were successful in it or not. But as for the main goal,
!> it is not about shooting the bottles ;)
@destroyertech I'm glad you powered through. I agree that the continuity is not very obvious. There are some marginal clues, such as the aiming getting more (wait for it) unstable, but it might be hard to tell. I'll work on polishing this aspect if I ever make post-jam updates.
Thank you @devparty @dawcrash!
The musics, the sound, the subtle changes in dialog...
At first I was worried about the shooting mechanic beeing too repetitive, but at some point the story clicked with me and I understood what Boone had to do...
!> or quit doing.
You did an amazing job with this submission.
Narrative wise, your game is by far the best I've played.
It's a good message, and it works. I'm glad I came back for another go. But even knowing something was going to happen (or perhaps _because_ I knew something was going to happen) it felt like it took me a long time to get there. I still think the loops should be a little quicker... It might even help to strengthen the narrative, because you could fit a lot more loops into the same amount of play time.
The other thing I'd consider changing (if you revisit for post-jam polish) is the scene you get after shooting a bottle. It _really_ looks like a game over screen to me, and I think that's working against you here. Something that suggested the passage of time instead -- even as simple as a fade to black, then fade to the bar scene -- might help to clue the player in more.
Still, a really great entry. I'm nit-picking because you did such a great job with everything else. :wink:
Thanks for the praise @kamuniaft. The UX is not super clear there - you are meant to go back to the "same" dialog after the shooting scene, but you are not restarting or stuck, just entering the same room. If you hear a glass breaking, you hit the bottle - and one of the quotes is indeed reserved for this case. As for giving up:
!> The goal of the game is not shooting well ;)
Thanks @eptwalabha ! It means a lot :)
Welcome back @pennycook ! Thanks for the detailed feedback, I'm definitely concerned about the feel of continuity (or the lack of it) after the shooting scene, if there's ever a post-jam version, this issue is on top of my list.
Thank you too @balduin. I also feel like there's a better ending (and path to it) somewhere within this concept and story, but that's all I could squeeze into this jam :)
Thanks @joror - check out the spoiler tags (black bars) I left in some of these comments.
The only thing I'd like to see was some clearer instruction on how to win, as my games instinct told me had I to hit the bottles and I would have given up it is wasn't for the fact that I read the comments.
overall a solid entry!
@chris-hay The speakers always have dedicated positions on the screen (top left for the bartender, top right for the "person at the door", bottom for Colton), plus there's also a touch of dedicated colour underneath the lines, but it might be too subtle to see. I'll try to think of a more rewarding ending screen. I'm glad you found the ending satisfying regardless, thanks for your praise!
Thank you too @rubixnoob13 and @kymakesgames!
I liked that it was different from what I've seen in other entries.