FifteenRooms by DurkaGames
I tested you. You have no heart.
This game was made especially for #LudumDare51 Control: WASD - to walk E - to interact
Monusy - Game designer/artist
ArtemidiaNn - SoundDesigner
ParPanSs - Programmer
Please, don't skip the dialogs too quickly. You are missing this story... (We know about a bug with a mix text :( )
https://durkagames.itch.io/fifteen-rooms




| Link | https://durkagames.itch.io/fifteen-rooms |
| Link | https://durkagames.itch.io/fifteen-rooms |
| Original URL | https://ldjam.com/events/ludum-dare/51/fifteenrooms |
Ratings
| Overall | 589th | 3.5⭐ | 29🧑⚖️ |
| Fun | 761th | 3.185⭐ | 29🧑⚖️ |
| Innovation | 461th | 3.463⭐ | 29🧑⚖️ |
| Theme | 539th | 3.704⭐ | 29🧑⚖️ |
| Graphics | 581th | 3.63⭐ | 29🧑⚖️ |
| Audio | 431th | 3.423⭐ | 28🧑⚖️ |
| Humor | 341th | 3.288⭐ | 28🧑⚖️ |
| Mood | 602th | 3.426⭐ | 29🧑⚖️ |
| Given | 34🗳️ | 50🗨️ |
I actually tried all the possibilities to find the chest code haha. Just for an eye tho.
I would've liked it if the character walked a little faster. Also, the dialogue text got jumbled sometimes, I wasn't sure if that was a bug or a feature. All in all, great job, nice use of the theme, and way to go!
the story is really intriguing and the exploration element is solid too. though I wish I didn't have to wait for so long for a spesific room to appear, I got stuck for too long at the password thingy, I thought the numbers were representing the steps that the thief took (2 left 1 up 1 left) but that wasn't the case, I couldn't figure it out lol
The theme mechanic worked great, didn't feel like I was waiting a lot, the dialogs were fun, would've kept going if not for getting stuck.
- The description says to not skip the dialogue. But unless I missed something, there wasn't any dialogue? Oh well, jam games shouldn't need stories anyway, best for a quick playthrough.
- Speaking of which, it took me almost five minutes to beat this, which is pretty long for an LD game. At first I wasn't sure I'd actually finish it.
- One big thing this game is missing is visual feedback. The games seemed to shuffle around at random. Actually animating them sliding into place would let players know to anticipate what they see on the edge of their screen.
- Another visual feedback thing, there wasn't much indication of what was/wasn't intractable. Highlights would be good.
- The "interact" animation did nothing for the first half of the game, and always played when I pressed "E" for the second half. Having the animation play whenever theres something to interact with, and only if there is, would also be better for visual feedback.
- More detail to the animations would be nice
- Having to stand in an EXACT spot to interact was a bit tiresome. If the player is within a certain range, it'd make sense to have them automatically move to what they're trying to interact with
- Having to use WASD on the menu but using ENTER to select was a bit weird. E should select as well to make it consistent with the rest of the game. Mouse should be usable here as well
- Alternate control suggestion: Your character only moves left and right, so what if you made it so clicking on anything intractable will have them do that. Holding on the left/right side of the screen would have them walk that direction. This would make your game mobile-ready. You could keep the same keyboard controls too
- On sound design, I liked the ambient sound. It make be feel uncomfortable, but in a way that was good because it fit the mood of the game
- The character muttering was a bit distracting. I couldn't tell what was causing it, if I was causing it, if it was a good or bad thing, or even if it was the character making the noise or some off-screen NPC.
- The door opening was a bit too subtle. I actually thought it was a sound from a different window on my computer. Also, a lot of people play without sound, so you should probably have an immediate visual cue to go along with the audio one.
- On design choices, I think the UI was a bit messed up on my screen because I'm on an ultra-wide. I think you can avoid this by not checking "other resolutions" in your player settings. If you're not going to tweak your visuals for anything other than 16:9/16:10/whatever, you shouldn't check anything but those.
- I suggest researching color theory. Purple and grey doesn't look horrible, but complementary colors might make it more appealing. Yellow complements purple very well, so maybe having the backgrounds that instead of grey would help. Or, split-complementary, keep the player and key items purple, and have the backgrounds be a combination of orange and lime. One color for intractable things, one for scenery, maybe?
I ran into this bug where the text got all garbled after opening the wardrobe:

Designing the scales to weigh the heart out of a spine was super gnarly too. Well done!
If you rebuild the game and uncheck the 'other resolutions' option, I think it'd qualify as a bug fix and not be against rules.
The controls were a bit difficult to figure out it would be nicer if you made them more clear or less sensitive to interact with objects.