Life - Delaying Death by Itzemii

Life - Enjoy and make the right choices!
In this game jam I focused on the graphics, animation, music and sound effects. The game mechanic was secondary.

Everything during the 3 day jam by Rafael: All graphics and animation (day 1 and 2). Music and sound effects (day 1 and 2). Game idea and all coding (day 3).
Using the following existing: Own generic pooling library. Own generic game loop. Open source font “Live Savers”. Unity.
Ratings
| Overall | 1115th | 3.163⭐ | 48🧑⚖️ |
| Fun | 1084th | 2.989⭐ | 49🧑⚖️ |
| Innovation | 1275th | 2.553⭐ | 49🧑⚖️ |
| Theme | 858th | 3.521⭐ | 49🧑⚖️ |
| Graphics | 646th | 3.691⭐ | 49🧑⚖️ |
| Audio | 347th | 3.681⭐ | 49🧑⚖️ |
| Humor | 908th | 2.58⭐ | 46🧑⚖️ |
| Mood | 812th | 3.38⭐ | 48🧑⚖️ |
| Given | 47🗳️ | 73🗨️ |
At the beginning I thought the balancing was a bit too much on the easy side but I was clearly wrong and the end is kind of depressing (no more joy for you!) got some vibes from the game Passage :)
Oh, puzzles, I thought of it as a symbol of worrying/ thinking to much about something/ being overloaded with lives "puzzles", ... but I see that a good puzzle is a good thing.
Oh, yes. Nice puzzles are good and relaxing. When creating it I was thinking of it as a symbol of worrying/ thinking to much about something/ being overburdened with lives “puzzles”.
The games vibe and zen style just happened, I did not notice while developing, but just today when (really) playing (not testing) it myself. I did not have much time for finding the right speed/ ratio of good:bad but twisted the parameters until something acceptable was there. Funny detail: the game behaves very differently in the Unity editor and in the executables (frequency, speed) - I did not encounter this before. I think for a more serious game I have to include my own "random functions" or a clean "seed" thing.
I like this a lot, and I had fun playing it.
My high score was 1332
The music / sounds was a plus !
Well done !
Yes, I am neither happy with the randomization, I thought I had it working, probably broke it just before publishing close to the deadline. I wanted to have less good things towards the end, but still some good things.
i like the art and animation, so good job focusing on that. the sound effects were fittingly surreal.
(although i didn't understand why puzzle pieces were bad)
but as far as the game play, it felt much less like delay the inevitable, unless it's inevitably getting board by the game. i got to like 8000 and realized there was no difficulty curve, and no end condition other than deliberately going towards all the and things to kill yourself.
one way to fix it would be to make the base level decrease get exponentially faster, since no matter how many good things you try to go towards to prolong your life, death is inevitable for all of us. then it would feel like i'm actually playing against a challenge. i think it would metaphorically fit as well.
Let's start with the puzzles ... yes, a relaxed (jigsaw) puzzle is good and extends life, I think. I chose it as symbol for thinking to much/ turning around thoughts in the head, but not a good choice. In my update (1.1) I did change it to an anxiety symbol.
Yes, balancing is not good in the jam version. I was happy just to have something, an hour to the deadline. (I was doing art/music and my jam partner should have done coding, but no code by Monday morning, so I decided to do a game with the art assets on Monday until Monday night).
Version 1.1 has a (fuzzy) limit of 1100 (by increasing up to 500 with full value, then less up to 1100, i.e. if you have 1050 collecting a good thing just increases by e.g. 20, while if you have 700 it increases by 100).
Yes, life without challenge would not be a good life.
Thank you for your detailed, helpful feedback and the time you spent!
Yes, the difficulty and balancing is not good. The deadline was close and I was happy to have it working and then changed one little parameter, which reduced good probability from 5% to 0% at the end …
For the icons while doing them I noticed them not being clear and thought of adding a clear marker (underlay, color, animation) but then decided to leave it vague, as life is not so clear. And actually reshuffling the icons on the borders.
Thank you for your time for the detailed comments!
It was a really nice journey to play this
The art/sounds are amazing, and the gameplay is tight and very well done, fantastic game! :v:
The idea is simple, of course, and to be honest I don't think it offers _that_ much replayability (for me). But I did enjoy the time I played it, and everything worked without glitches. :-)
I like your game though, it s simple to learn bit hard to master! Which is nice, because it's 10PM here in the Netherlands right now, my head does not think clearly at this hour ^^"
The graphics and music are outstanding and have their own unique style I did not see in LD before. Great job!
Yes, I was going for something like changing the music with the number of good/ bad things. Story is, I was doing this with somebody else, me the graphics and music and the other person coding. On Monday morning there was no code in sight, so I decided to do coding of a generic game mechanic quick on Monday so I had at least something.
I think I would have liked to have the head of the character in a corner that evolves as a feedback of the points you get back.
Nice entry