Silicon Boulevard 2 - No Space to Kill by David Mason

[raw]
made by David Mason for Ludum Dare 54 (JAM)

The highly anticipated return of Hughbert A Stanley Pecketdale PI in Silicon Boulevard 2 - No Space to Kill.

Point and click adventure game. Your hard-drive is damaged and only have a limit amount of storage (space) left. You must talk to people to solve problems.

Link to the original Silicon Boulevard https://ldjam.com/events/ludum-dare/39/silicon-boulevard-a-robonoire

Not going to lie, ran out of time to write the story and properly design the problems. But heres what we made.

PosterClose.jpg Team.png SS1.PNG SS2.PNGSS3.PNGSS4.PNG

https://youtu.be/1Kg2zqndzSU

Ratings

Overall 809th 3.295⭐ 24🧑‍⚖️
Fun 998th 2.818⭐ 24🧑‍⚖️
Innovation 318th 3.659⭐ 24🧑‍⚖️
Theme 616th 3.568⭐ 24🧑‍⚖️
Graphics 617th 3.545⭐ 24🧑‍⚖️
Audio 380th 3.5⭐ 25🧑‍⚖️
Humor 614th 2.786⭐ 23🧑‍⚖️
Mood 299th 3.826⭐ 25🧑‍⚖️
Given 32🗳️ 23🗨️

Feedback

LDJam user 233138
03. Oct 2023 · 18:19 UTC
The game seem ambitious, the art is really good, I love it.
The fond is quit hard to read I think.
There are a bug, I got block on the first door
The idea is cool but maybe too ambitious for a Game Jam maybe.

A full game with this idea where you have to store your tough to discover the story seem really great
Roka Josh
10. Oct 2023 · 20:28 UTC
Huge idea and well done for a jam, I agree with the comment about the font being a little tricky to read at times. Despite that great job!
antbrl
10. Oct 2023 · 21:12 UTC
Cool idea, kinda similar to ours, where the protagonist tries to solve a case by managing their limited memory.

Things you could improve:

- The barely legible font + small UI in fullscreen
- Buggy hitboxes and movement (I got stuck in the walls multiple times)

Things I especially liked:

- The mood and audio with the simple but effective pixel art, they make for a coherent experience!
- The memorable weird characters

Overall enjoyable submission, even though I could not go far in the story. Good job!
fabula_rasa
10. Oct 2023 · 22:02 UTC
The story was a bit convoluted - insurance fraud :question: I get from your description that you just ran out of time to polish it and flesh it out. As it happens to all of us during the jam :grin: And the font choice is not very good. For a game where your whole gameplay is based on reading and choosing text, you need something cleaner, simpler and more legible.

I enjoyed the game overall. The concept of taking those questions and fitting them into your limited brain space is very cool and fun to play. I think a fully fleshed-out adventure based on it will be glorious. Apart from that, music was very nice, and I adore your drawn art pieces, like the cover and the portraits.
fatEmperor
11. Oct 2023 · 07:15 UTC
I honestly tried to figure out the control, but I didn't go further than the first dialog box.
LDJam user 375151
11. Oct 2023 · 10:19 UTC
Man I wanted to play more of this game, but as others said the colliders were very weird and you could get stuck in strange places. It was interesting saving dialogue to use in other conversations! Pretty neat. Art was cool and the dialogue was awesome if it was larger. Anyway, great work and I would actually like to see more of this game!
kanity
11. Oct 2023 · 22:19 UTC
+ I downloaded the PC version as embedded HTML was cropping the window too much and I couldn't read the lines.

Chill music, nice art (I love pixels! and the watercolour-like portraits were great).

Interesting mechanic with trashing/choosing thoughts, though I am not sure if I got it completely. I did get through it though, but not sure if I executed it the way I should have. Trashed all the red thoughts, even the binary code, then dragged all upper thoughts to the red box and only then saw a message what to do next; dragged the longest phrase (about the last thought) on the portrait and got "Bye". Dragging others didn't do anything after that.

Controls of moving are pretty understandable, but maybe would we nicer to walk on WASD/arrows or adjust the movement with the mouse a bit. Maybe make the movement itself a bit faster or more linear. Adding the animation for side movement (looking to left/right) would be great.

I was very dedicated to going through the door and got myself out of bounds:
![bounds2.jpg](///raw/c93/65/z/602fd.jpg)

And then couldn't get back for a while:
![bounds3.jpg](///raw/c93/65/z/602fe.jpg)

But I was very dedicated and found a way. I am pretty sure I got INTO the door while I was spamming left and right click on it and I went like a knife in soft butter. However, the other way around was MUCH harder. I figured out I have to go in really really small steps, clicking right in front of me. My character was shaking but we got out alright.

Meeting the Oiler, I figured out "Bye" in the dialogue window wasn't an answer and I am an idiot. I dragged all my phrases to the Oiler to talk to him. And this, I think, is a really inventive dialogue mechanic. Also the way I can take his words to my arsenal feels really cool. But you should definitely explain it all better. I see that tutorial is in works and it really is needed :(
I managed to talk to myself again by clicking on myself, and the dialogue window of my character just didn't change like the Oiler's did. So I still was left confused by that.

Went through the smiley face on the wall super easily, wasn't even trying much, just clicked on it:
![bounds4.jpg](///raw/c93/65/z/602ff.jpg)

After talking to the barmen once, he got stuck on Why - Insurance Fraud. Just as I was thinking "ah, I must not be able to feed the characters their own phrases" and started gettin excited about the mystery in this story, this dude stopped reacting to my words. I decided to "reset", said bye and tried talking to him again. Only he wasn't having it. At all. I walked all over him around him and into him and he stayed silent T_T

After that I tried to exit the bar and had to use my small-steps-technique to get through the black out-of-bounds space. While getting back in again was as easy as my first time: I clicked on door and got teleported to the bar. The barmen was willing to talk, but then I realised he only can answer a few of my questions I already got answers from him for. Also I started wondering what all that talk about a password was about if I got into the bar without it. Only after visiting the bar 2 times I talked to the Oiler again, spammed all my phrases on him and learned the password is "Knock". Maybe I used it on him before while I was spamming my phrases? But I don't think so... I wanted to feed it to the barmen but he was ignoring me again. When I finally forced him to speak, he wasn't interested in my password at all and didn't want to say anything new. Breaking into the stuff room just got me out of bounds again. That's where I finally felt utterly and completely lost and gave up.


+ This character design is my absolute favourite:
![design.jpg](///raw/c93/65/z/60302.jpg)


+ Overall, I was impressed with character design and world design, I think this has such a great potential! The most important part to work on is technical one, so I don't get stuck on things and get out of bounds. Then the movement speed. Tutorial / more clear instructions for the dialogue system.

+ I liked the atmosphere a lot and gameplay looks promising. I ran out of sy
kanity
11. Oct 2023 · 22:20 UTC
I ran out of symbols for the comment. My last sentence there perfectly demonstrated that. Just wanted to add: let me know if you finish/polish the game. I would give it another try :)
Andikki
12. Oct 2023 · 23:46 UTC
The game is rather atmospheric and with a unique art style. The music goes well with it. The controls and collisions could be better, but it's playable.
petunio
13. Oct 2023 · 02:57 UTC
I gotta be honest, I couldn't past the first screen. Big points for the graphics and music though.
Jonathan Vinesar
13. Oct 2023 · 18:42 UTC
Cool concept. if you had a bigger team or more time, it could be something super interesting. Ignoring the effect the time constraint probably had on you guys, I feel like the ideas for a unique story game are all here. The character design is also super super cool. well done!
Agent_Peterson
15. Oct 2023 · 17:30 UTC
very nice concept! im gonna be honest i was stuck on the first sequence I couldnt really move past it for a while. some more visual cues and guides would be helpful but it seems that was the point of the tutorial mode as well. The audio could have been more pronounced, it could have had more ui sounds and ffeedback sounds. very nice for what it is
EgorMnc
18. Oct 2023 · 20:24 UTC
nice game
Emma.Ge
19. Oct 2023 · 03:44 UTC
The whole game's art style and atmosphere are very immersive, good job!