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A jam submission

FLESH_DREAMSView game page

Feed the machine.
Submitted by lemonfsh — 14 hours, 6 minutes before the deadline
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FLESH_DREAMS's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#153.8893.889
Presentation#213.6113.611
Overall#273.2363.236
Enjoyment#412.8332.833
Impressiveness#532.6112.611

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Great style, movement system is tight and rewarding --- Most Fun: This is an interesting one! It's not the style of game I would typically go for, but I can objectively see the fun you've cultivated in the form of challenge and tight gameplay mechanics here. Quite like that parkour game that memeulous used to play. I found the game very difficult, which limited my personal enjoyment of it, but again I think that this is aimed towards a certain type of person that likes this kind of game. In that regard, I think you've done very well, and the comments on the itch page are proof enough that real people enjoy this! I think that with a difficulty ramp this could easily reach the "polished indie game" heights that it shows the potential of. Use of Theme: You've baked the theme into the game loop, which is a valid choice to make, especially for a so clearly indie style game. The slowdown as you pick up scrap and flesh is a good use of a negative feedback loop as well, which is a style of player-feedback devs often forget as being valid. I think you've made the right choices in this area, in that they support your game design well. My score is about quantity of theme, rather than quality, which you have excelled in Game Design: You've taken a simple narrative idea and built an attractive movement set around it - You've added well fitting visuals and a dash of dark and anti-humour. You've done a fantastic job of designing an experience. That is a very valuable skill in the Games Industry, and one that can land you a job if you present it in the right way. I don't think this is 100% industry standard, but you've definitely achieved the 80% of the 80/20 rule, and pushed some of the way into that last 20% Level Design: Pretty simple individual rooms, but I found them equal parts seamless, challenging and frustrating, all in terms of their relevance to the core dash movement mechanic. If you were set on the amount of rooms between "main room" visits, then I might have liked to see some rooms during the start of the experience that were easier to traverse, and built up a player's confidence in the mechanics and the pacing of the game before starting to challenge them with harder rooms. 2D Art: I think the 2D art you used backed up the narrative you built and fit the experience you are cultivating very well. You didn't use a lot of it, but this was definitely a case of less is more, and I think you did everything you needed to 3D Art: Fantastic. A wonderful mix of technical achievement and retro styling of texturing, modelling and animation. Really strong choices and ones that again backed up your overall game and experience design. Art Direction: You knew exactly what you were doing here and you nailed it. This is good art that exists to deliver the experience. Achieving that is something plenty of professional game developers fail to do, and you've embarrased them here. Narrative: Dystopian narratives are very "in" right now, so well done for picking up on the meta, so to speak. You do a great job of building narrative through small in-game details, much in the vein of Portal. I want to mark you down slightly due to lack of quantity, but that's partly because I personally just want more of it - What is there is so good, and I have to balance my marking out by acknowledging the subtelty with which you deliver your narrative. Audio Design: All my judging comes back to "the experience", which you've supported once again in your choice of audio effects and music. You create an uneasy atmosphere without going too far or overdoing it, and you handle the player's death simply sublimely. User Interfaces: Great! I don't end up questioning why things are the way they are. I just accept that this weird eye is my dash meter because, like a broken record, your UI fits the overall experience extraordinarily well Itch Page: Great artistic choices, straight and simple explanation, clear and well presented control scheme. browser integration. Very well presented and easy to access and understand. Commercially Viable: Indie games like this regularly command a small fee and often atain viral success. With more than a lowly seven days, clear potential for a decent release and a small cult following. Technical Accomplishment: There are definitely some questionable coding practices in your code, which are to be expected for a 7 day jam (I'm looking at you, Interactable::InteractIndex...), but there are equally as many good decisions, especially in your use of a generic Interactable class and a director! You managed to get a fit for purpose map generator working, and did a more than respectable job of hacking together enough maths and physics code to get a satisfying 3D movement set going in Unity, where it is notoriously difficult to do so.

Number of team members
1

Please credit all external assets you have used.
https://texture-generator.com

What engine or toolset does your game use?
Unity

Please provide a full playthrough YouTube video for your game.
https://www.youtube.com/watch?v=04cMArjhJ_s&feature=youtu.be

Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtube.com/clip/Ugkx9-Tu7dFHl5eWt7aXB7_QWpYf1V-IWDoU?si=N6hkQSD93XOAOiUN

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Comments

Submitted

Maybe the FEED pit didn't have to be SO easily walk-innable...? I couldn't figure out how to get over the first jump and so only experienced the starting room and a tidbit of hallway. The mood of the game is great!

Submitted

A very cool-looking game with a simple but fun movement system, but it seems like the gameplay loop isn't working properly right now. Going as fast as I can, I just do not find another Feed hole after the tutorial, so I cannot deposit the meat and continue the loop. It's unfortunate, because using the directional dash to quickly get through the obstacles is pretty enjoyable, and would've made for a fun loop where you're looking out for items while trying to get through levels as quickly as possible.

(+1)

The aesthetics of this game are excellent. It reminds me a lot of games like Mouthwashing with that grungy, industrial style, and I love how it embraces that "weary, literally working yourself to death" vibe. I think more landmarks or a minimap would've been very helpful, though, as I found myself quickly getting lost when I strayed a little too far. I also accidentally fell into the sacrifice pit at the very start the first time I played, so I think if you ever came back to this, there being a way to block you from entering initially until you reach X point would be a nice touch. That's not a major issue, though, since I wasn't constantly falling in or anything.

Great job, and I loved the vibe!