Crows by lesinvisible

DELAY THE INEVITABLE
What is truly inevitable in our lives?
| Link | http://hizhinape.ru/games/crows/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/50/crows |
Ratings
| Overall | 1075th | 3.207⭐ | 31🧑⚖️ |
| Fun | 1350th | 2.414⭐ | 31🧑⚖️ |
| Innovation | 847th | 3.155⭐ | 31🧑⚖️ |
| Theme | 1012th | 3.367⭐ | 32🧑⚖️ |
| Graphics | 304th | 4.125⭐ | 34🧑⚖️ |
| Audio | 320th | 3.717⭐ | 32🧑⚖️ |
| Humor | 992th | 2.407⭐ | 29🧑⚖️ |
| Mood | 100th | 4.194⭐ | 33🧑⚖️ |
| Given | 38🗳️ | 38🗨️ |
Really great work all around!
I frankly have no idea what I'm doing *but it scares me*.
I suspect being overly explicit with goals would ruin some of the mood, but you can usually give hints through storytelling. I did enjoy learning about my situation more, and the people I was stuck with; but it was less clear why the died; I wish sending others to those spots would give some exposition to their deaths.
Overall I really enjoyed it. Great work!
Controls feel a little overcomplicated, can't really tell the difference between 'observe' and 'report' commands, only that they do lead to different results.
Audio is good, helps setting the mood, maybe ending theme felt a little out of place to me, leaping from uncomfortable and sticky tone to a very energetic one.
Regardless, this was a very interesting and immersive experience, good job!
Agree about the ending theme, I got carried away a little, but it was mainly because I wanted to point out the twist which is revealed in the end.
Perhaps this is a personal issue since english is not my mother tongue, but I kept reading the info on the main screen and the ending one, and I'm not sure if I get the twist.
Kudos for the atmosphere!
About the twist...
***--- SPOILER ALERT ---***
In-game situation is that your characters escaped their planet after the rebellion started. Then one of them betrayed them, stole the money, they crashlanded and so on... BUT... On the end screen it says that all of your characters were killed during they escape's attempt, and, in reality, they hadn't even left their home planet.
So, there can be multiple versions about the place where they are in the game, but the twist is that your characters are ALREADY DEAD. That's why there is no positive outcome and, if you perform more characters' interactions, there will be hints directing to the fact that what is happening isn't real.

The game's mood was definitely among the best in LD50. I just wished the game could be a bit more interactive or at least more descriptive as I didn't even realise why Seda died. :smile:
I agree, as usual, the game is not very cooperative in the sense of explanations. But the main point was to play a few times, an as more other characters about their pieces of minds regarding different in-game situations. That way you will know them better and get some foreshadowing elements of the overall story.
I had a very similar first experience as @trexxak, where I would just click wait because I did not really know what to do. I think it would help a lot if there was some communication to the player what they can click on.
Anyway, really well done! Crafting a game with an atmosphere like this is really hard and I think you did it really well! Solid submission to the jam :D
I am glad that you liked the atmosphere, it was a main goal, the only bad thing here for me is that not all players understood the twist in the end, although, I tried to make it a clear message.
As with others here, it took me a while to figure out how to play the game. At first, I kept clicking on Wait. Then after quite some time I finally discovered that I can select characters as well. But maybe that's just me, I tend to be slow.
I love how the music, story, and map all fit together to create an eerie world, a world haunted by death, horror, and mystery. Well done my friend.
Sorry, I feel very stupid that I managed to goof-up such simple interface. I really didn't think that the "Wait" button, which looks like the only active button at the start of each turn, will be an issue, before the feedback on the game came. But I am glad that this distinctive "interface feel" didn't prevent you from enjoying the game.
As for the under the hood aspects, I am glad that the game looks solid in terms of unified style. Since the last game I've been trying to make interface one with the in-game graphics. I drew it by hand again, but this time, because of the more complicated interface, it was a pain aligning it to the CSS grid. To create this sepia colored world, I used minimalistic set of materials - only ink and graphite aquarelle pencil. As for the sound effects - there are multiple recordings of the electric guitar static noises, with wich I tried to simulate radio transmitions.
Also, I never did this before, but maybe it will be interesting to look at the original concept-art for the game.

Thank you for posting the concept art. It is always good to see how game development unfolds, especially in this case. It’d be great if you could write a post-mortem — though I know it can be time consuming. Lord knows I haven't written one in some time. Even so, I think a lot of folks here would love to read something like that. Anyway, thanks for making another wonderful game.
***- CROWS Post-Mortem PART I -***
***CREATION PROCESS***
Surprisingly, although the theme for this LD was the best in all of my time of participating, I had serious problems with it. It was hard to think about interesting process, and I spent a lot of time just doodling random ideas which went nowhere. Also, I really didn’t want to use my favorite shtick again (about a character who goes into a weird world and meets strange creatures), because “Heart of Music” and “Town of Monsters” were very similar in this sense. I would even say that “Town of Monsters” was a pale copy.
Then finally and idea came, recently I watched an old horror movie called “Scarecrows”. It is a very primitive B-movie, but with an interesting twist. It follows a group of armed mercenaries which try to get away from the authorities after the attack on the army base. They are flying on the plane and got a lot of money which they stole with them. Then one of them turns on the group and parachutes from the plane with the money. They survived the hand grenade which he threw and land on a creepy farm with the scarecrows. After that it’s a traditional slasher – scarecrows come to life and start killing the heroes one by one. As I said, the movie is very primitive, but it had a twist that all of the heroes were actually killed during their attack and are already in some kind of hell or limbo. Throughout the film there are different hints at this. But they are very sudden and can easily get lost, also the ending was shot in a very confusing way which, in my opinion contradicts the twist.
But I was really fascinated with this idea and, after I remembered it, I thought it will be a great base for the small LD game. I changed the setting a bit (with the former government officials instead of mercenaries and IN SPACE), wrote the ending twist so it would read better and increased the amount of hints about the current state of our heroes. About the Space thing, I really liked the idea to make something which will take place in space, but I was fearing that it will constrain some of my designs, so I was going to keep the surreal part. It should have been a space like in Little Prince but more with Alice in Wonderland game’s feel. Also, I have been toying with the idea of some game with indirect control for quite a long time. It’s very limited here, but I tried to re-create this feel with the fact that you have a limited control of the characters and have to perceive the world though their eyes.
After the main concept was ready, everything went much faster. I quickly created designs and main traits for 4 characters, the interesting wheels of every government machine: Berk (in general well-intended but cruel and one-headed Minister of Military), Seda (soft and good at heart Finance minister, who represents people who work for the oppressive regimes but try to distant themselves from the atrocities they commit), Feast (up-beat and cynical Head of the State Propaganda, for me he represents that “you got to be crazy” to do this work) and Hron (weak and uncaring minion who made his way to the Chief Executioner). This all looks kinda grim, I believe my dissatisfaction with the Russian government in general and recent events in Ukraine affected overall somber feel and tone of all of this. Still, while writing the dialogs for the game I tried to focus more on their personalities and dimensions of their characters, as, I believe, in their situation, WHO they are is more important than what they DID before.
***GAME STRUCTURE***
After fleshing out the main idea, I decided on the core mechanic. It should be a turn-based game with the main goal of exploration and character study. Each turn every character can either observe the place he is currently at, talk about his overview of the current situation or move to a different location. This is a very crude way of AP realization, but, as I said here previously, this seemed like the best solution from the story management. I wrote unique phrases for each character for every location and every turn. And decided on which turn there will be deaths of characters. So, the turn with deaths are constant, but the characters die in a random order.
As for the locations, it was mostly a play of my imagination. The main goal was so every one of them will have some kind of menacing feel and will resonate more with some characters than with the others. Some of them, like running car with no engine, are hommages to “Scarecrows” movie. This should’ve ideally create a motivation for player to try this game a few times and visit different places with different characters. Also, the replies about the locations also serve as a mean to dig deeper into the characters and their view of the world. For example, judging by Berk’s replies you can get a hint of the oppressive nature of the former government’s regime, Seda will show her soft and carrying nature, Feast will be forcefully optimistic but will break at the Laughing Well, Hrom will show his weak and scared nature.
As for the dialogs, each of the character has a progression towards the end. The main idea was that this place drives every one of them insane during the course of the game and they redirect their attention from the initial goal (of finding money and getting off the planet) to their inner self-search. Berk will stick with his beliefs to the end and die saying that he did everything right, Seda will come a realization that all of her life she was doing things which actually brought her no joy, Feast will deny all of his former beliefs and condemn his former leader, Hron will learn an ugly truth of his life and won’t be able to face because of how weak he is.
As for the killing force, I liked to keep it just something unknown, in such weird place not-knowing is more effective than the scarecrows which came to life. There are some hints at the masters of this place like place for rituals or scary shack with different ugly weapons, but I wanted this place to be more mentally creepy with the symbols not actual enemies and monsters.
***GOOD THINGS***
***Feel and look.*** I am satisfied with how the game looks and sounds. Taking into account my very limited programming skills and tools which I am using, it really went well. The main achievement is that the game really looks very unified and whole. I was afraid that because of the limited art tools it will look more doodly and raw, but, judging by all of the feedback, it wasn’t like this.
***It works.*** In my opinion, when you know basic things about the game and had overcome the main interface issues, it actually plays quite nicely. When I finally finished programming and played it first time when everything was working, I was kinda surprised at how it went. Even some questionable decisions like the noises as sound effects, layered over the music organically when performing actions.
***BAD THINGS***
***Interface and explanations.*** Main thing that have been addressed many times, interface came out as very counter-intuitive, I really didn’t spend too much time testing it, and overlooked many things which seemed obvious to me as a developer. Also, I think even more damaging is that game doesn’t communicate much, and many of it’s good aspects (like custom location descriptions or dialog progressions) are remained hidden to the average player. The game seems much less than it really is, which is very harming for a small and simple game to begin with.
***Time management.*** Due to my struggles with the theme, I spent most of the first day unproductively. This really harmed the game, as this time could’ve been spent on polishing the interface or writing more dialogs, etc. Also, because if this, I didn’t manage to finish it by the Compo deadline which is also sad, as by all definitions it’s strictly a Compo content.
Thank you all for playing the game again!
**"The game seems much less than it really is..."**
These words hit home for me. I think it's true for so many games. And it's true for much of what we do in the outside world as well. Sometimes even just a few words seem much less than they really are. The key is to know the true value of what you do, regardless of what other people think (or don't think). I am trying not to forget this.
I'm curious to know if you chose the names — Berk, Seda, Feast, Hron — by design. Do the names mean anything, or were they chosen at random?
Wow, I honestly didn't mean it to be that deep, but it's always not what something is, but what others can gather from it. And, in case of this game, I think less lazy and artistic approach (like at least writing an instruction on the game's page here) could have helped with this issue at hand.
As for the names, in most cases I just picked names which in my head were in harmony with characters' traits. Only Feast has a kinda pun-name, this was because I wanted to highlight his extravagant and hedonistic personality. Also, I thought that it will help the overall surreal atmosphere that one of the characters is named in a different fashion than the rest.