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FLEDGLING's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Stealth | #1 | 4.571 | 4.571 |
| Novelty | #7 | 3.857 | 3.857 |
| Ambition | #10 | 3.786 | 3.786 |
| Play | #12 | 3.750 | 3.750 |
| Overall | #16 | 3.386 | 3.386 |
| Narrative | #21 | 3.286 | 3.286 |
| Kink | #30 | 3.357 | 3.357 |
| Aesthetic | #35 | 3.393 | 3.393 |
| Sound | #39 | 2.857 | 2.857 |
| Harmony | #49 | 2.929 | 2.929 |
| Horny | #76 | 2.071 | 2.071 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you did not do in February
Some pixel art and basic engine dev. (about one work day)
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so i got addicted to this holy shit
I could compliment legitimately a dozen things about this -- the stat building, the short-but-effective character writing -- but I'll just say that your grasp of hypno writing is PHENOMENAL. Little snippets like "made the bat look way too close for way too long" or "trap her in a tunnel of light" hit so hard, and so often, that they became the main draw of the game. I wanted to get all the endings, because I could see all the writing. I wanted to gather all the thralls, so I could see how we entranced them.
This game held me longer than literally any other game in the jam, and it's all thanks to the writing. You absolutely fucking nailed it.
(Also, the mechanic of luring thralls to your lair and draining them for less and less until you get one final boost is vv good and resonant and again reinforced by REALLY GOOD WRITING HOLY SHIT)
big fan of roguelikes and grid mazes and cubes. not so big a fan of doritos, as discussed elsewhere, but c'est la vie.
you have requested: Beam
this is one of those games where i don't know if i would describe it as "fun" and yet i kept playing it anyway, which makes me wonder what i think "fun" is just as much as it makes me wonder how else i might describe the game. wandering around mysterious hallways is compelling, after all.
i think my problem is that i hit the point where the game abruptly transitioned from a Space into a Spreadsheet. i know the library always needs Transform at the end, so if i set foot in the library and i don't have Transform, i shouldn't even bother. this meant an immediate pivot away from exploring and into doing as little exploring as possible, which is perfectly rational given that exploring drains my Juice.
but then it struck me that i wasn't really making many meaningful decisions, either, which is a classic balancing issue in roguelikes. (by "classic" i mean i think about it a lot, not necessarily that anyone else talks about it.) i can't see beyond the Power Cubes, and i can't tell what a room is (or if it's a room at all) before i go into it, so all i can really do is bumble around and hope i get something useful spawned. if i find a stairwell then it's most efficient to take it immediately rather than explore the floor, since the cost for doubling back is twice as high, and there are ultimately only a finite number of steps i can take per game.
by the end i had the sense that the main cerebral element was trying to remember if i'd already gotten the whatsit from the coffee shop or if i'd be wasting N steps + 30 * M cube breaks checking
on the other hand there's an obvious correspondence with hunger in nethack and other, ahem, serious roguelikes, but that's a bit different since it mainly serves to drive you forwards -- you can't twiddle your thumbs indefinitely because you need to, at the very least, go find a lichen you can eat. here the Juice Meter serves to limit how much of the game you can play at once, which is normally the function of health, a resource that's usually easy to lose and very difficult to restore. in a way it's sort of both, a slow (or fast) drain that sends you inexorably towards a soft game over.
the only way to avoid it is to do nothing. i wonder what metaphor might be found there
i think this would probably work better, as all roguelikes would, with more variety -- different possible gates on different rooms, perhaps (or is that equivalent to shuffling the order of skills, as you've already done?), or just a much wider selection of rooms and little guys, six of which are selected per game. i ran through three times and i am feasting on the same raccoon my grandfather did. he's like an heirloom except i have to luck into bumping into him.
and the luck factor is what gets me. i assume you have to collect all six guys and their thingamajigs to win, but i have almost no influence on whether that actually happens. i can't do anything to increase the odds of finding the thing i need to finish the game. completed rooms will happily spawn again with no external indication that i've already beaten them, so i suspect i could traverse an arbitrary number of floors without ever winning. i can't even meaningfully plan a route through a floor. the only real decision i can make is to minimize how much Juice i spend while investigating as many rooms as possible, which drives the experience into minmaxesque territory pretty quick, and i don't think that's good territory. somewhere to visit, not to live. especially since the optimal thing is to avoid breaking any more cubes than necessary, and now i don't even get to watch number go up. i love when number go up! let me number go up.
i wonder what would help here. i have all these vampire powers but none of them are "see beyond a cube" or "listen for heartbeats on this floor". but sprinkling in gameplay upgrades amongst the skills would make the narrative skills feel worthless, i think. tricky.
anyway
the narration is interesting but feels like it's balanced on a knife edge. on the one hand it's deliberately compact, crammed into a fixed-size box, in the sort of self-limited way that encourages imagination. on the other hand the rest of the game is so abstract that for the first ten minutes i was completely baffled by it. i hadn't noticed the room name in the upper-left corner, so i would approach what is clearly a Video Game Lock and be told about a person doing an action with an object in a place, none of which were present anywhere. it read like a surfacing memory, maybe? only a couple delves later did it click that these were literal things happening, abstracted away so many levels that no visual cues remained.
i feel like there must be a middle ground between drawing all of that stuff and showing a literal lock, and that i've played games that employed such middle grounds, but i can't remember any of it right now, so, that's not very helpful.
but i think the real lesson here is that there is nothing to fear from vampires, because if they so much as jog a hundred yards they will collapse from exhaustion
The fact this is built from scratch is mind boggling, holy shit. There’s a charm around the game that really drew me in and made me want to understand the mechanics.
I struggled to figure out how to remove blocks (and agree with your musings in another post that audio feedback on that ala Minecraft mining would go a long way to educate the player). I also can tell there is strategy to be used here, but can’t quite out the logic behind it.
It’s the little details that I come back to the most - the different characters all have great personalities and I wanted to find them all. Also the effect on the walls as you move through the level is really unique. It’s a fascinating piece!
It was unique and capturing, also it's easy to pick up and hard to put down.
I have no idea what part of the core loop of the game is so addicting for me but well done.
Charming, unique, and (fittingly, perhaps) sucks you right in until you wonder where so much time went. It echoes the frightening yet alluring danger & calculated charm of vampire fiction. That it's built from scratch in a custom engine is even more impressive- it feels like a bite of what's to come, but a thick, satiating one.
Love the abstraction and the classic dungeon delve feel. Enjoyed the feeling of collecting thralls and cruelly using them up to go further and enjoy more little bits of writing as I dove deeper and deeper. I felt like I was being treated to little charming crumbs of the world scrounged from the cryptic depths. Tight, solid, and strong
The presentation is a bit odd, but the game certainly is very complex and cool
Thank you! The presentation is influenced by a few things:
i appreciate you guys making an effort to include everyone! this reminds me of c. 1985 on a radioshack I or II, but you knew that. unfortunately smoking as much weed as i do makes development/doing my own thing easy but i haven't tried to play a game or solve a puzzle or enjoy entertainment since the 1980s, i'm pretty much fish out of water as an end user so i can't give you a rating in good faith.
Thank you! Your rating isn't required -- you can just click around and enjoy what it's showing you, if that's your thing.
So cool! The systems you've got with your narrative really add a lot to this game. I really enjoyed playing through a couple of times and seeing just how different things would look.
The writing is phenomenal-everything you could want out of a vampire story and a lot more. I always enjoyed giving myself pretty eyes...
Every game of yours I've played has such a unique texture-this one even more, likely since you made the whole engine for it. Incredible!
Thank you!! I'm basically trying to reappropriate the script structure that Hades successfully used.
By which I mean -- there's several systems that control the dispensation of text. Some are "fast" -- they allow you to acquire more text every turn -- and others are "slow" -- they allow you to acquire more text only every run. Some of the text is gated by conditions that are likely to change pretty often and some of it is gated by conditions that are likely to change only once per run -- so when your hidden text is governed mostly by the fast cycle, you have a very high ability to uncover it; when your hidden text is governed mostly by the slow cycle, you get a drip feed. The game is designed to make it impossible to see all the text in less than three runs.
This is something I thought about a lot and I'm relieved that it seems to have basically worked.
I also took a bit of time to realise how to destroy blocks (for some reason I thought I had to keep clicking them and sometimes, when I held a click a bit longer than usual, they broke, leading me to think that it was in fact something to do with the number of clicks. Oops)
Extremely good vampire writing. Absolutely callous beasts of the night. I liked the writing a lot and the general gameplay loop was pretty easy to grasp after the initial hurdle.
I enjoyed this a fair bit!
Thank you, I'm relieved you were able to figure it out!
I'm relieved people seem to like the writing, too! Parts of it were very considered -- other parts were done very quickly because psychological engagement with the subject of my game was causing me stress. Weirdly, I think the second set of lines was actually more effective.
It took a bit of clicking around for me to understand the mechanics but I like how the exploration and the level system are combined, I also like the character designs and gme concept.
Hey, thank you for playing! It seems a lot of people expect the interaction to be click based, and not long press-based. I think Minecraft communicated this by having the "dig" animation be accompanied by a looped audio clip that cuts off abruptly -- it is possible I should do the same.
It took a bit of playing around to figure out how to interact with the blocks, but I was eventually able to. I love the lighting effects in this game!
Similar to other comments here, I do wish I knew how to strategize "what to mine" better. Though I understood that mining costs BLD, and that you get stat increases, I didn't have a clear sense of strategy or reward besides intrinsic curiosity.
That being said, looks and plays awesome.
Hey, thank you!
I think that if there is a fundamental problem here, it might be with the game's incentive structure. One, highrolling on a given floor has a very high expected value that affects the player for the rest of the game -- two, I think the game is not good at communicating the future value of a skill you receive.
One of the games I was inspired by is a little minigame collection named Chinese Parents which has a very similar skill progression system, and their approach was basically to do two things:
There were many, many presentational problems with this, and the numerical balancing of the game was somewhat flawed -- but I think the fundamental idea was really good, and I think the combination of choices they made caused the game to overall tend towards specialized builds.
I think if I were to develop this further I would probably come up with a system that accomplishes the same thing, but via a more simulationist set of interactions than Chinese Parents used. ("These three thralls _already exist_ in the world -- you won't see more unless you woo them -- as a special deal, you can woo them with a skill that would not usually be effective for that purpose.")
hope can get a downloadable android version
Hey, I'll let you know if I build this! The game is built from scratch in web technologies that would make this somewhat difficult, and I think the control scheme may not be ideal for phones, unfortunately.
ok Ibut I don't have a pc and soon I Don t have money to buy one
I really like the pristine visual clarity of everything, lovely and engaging style! The gameplay is neat, but it didn't feel like there was a strong strategic component to how the blocks are mined. Perhaps starting the player near a lock or character in each floor could give more of a sense on an immediate purpose in leveling up to get a skill? The visual effects and sounds help to keep things lively, and the little story segments work well as rewards for your actions!
Hey, thank you for playing!
I think that right now the game has an interesting problem, which is that the levels are actually pretty structured but people don't perceive them that way.
I had an interesting experience watching a playtester -- they observed "There's obviously a pattern here, but I'm not getting it" and then carved out what I thought was an unusually efficient route through the level given the rules that the generator uses.
I am trying to figure out how to give a person like my playtester the feeling of having a sixth sense.
It's out! Thanks for your patience.
ACK! You'll probably note you can't play this yet. While the submission is up, this is still in playtesting, so I haven't made the page public yet.
Come back closer to March 1st and you might have access!