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A jam submission

VISIONARYView game page

A blind girl navigates a strange space, one glimpse at a time.
Submitted by ovoid_ovvie — 3 days, 21 hours before the deadline
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VISIONARY's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the theme#104.1764.176
Sensory#283.5883.588
Execution#353.1763.176
Overall#453.1763.176
Enjoyment#782.5292.529
Metroidvania#892.4122.412

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The game uses two colours, pure black and pure white. The mechanics are minimalist, using only the mouse and having only two verbs, and the narrative is silent. There is so little text that the game's description on itch.io is larger than a language file for the game when converted to plaintext.

Team/Developer
Shiri Kahan (Everything except sound design and some sprites), Charlie Leslie (sound design), krah321 (limited sprite contributions)

Reference info
ovoid_ovvie (Shiri Kahan), shiriformal@gmail.com

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Comments

Submitted (2 edits)

Definitely a very unique entry and a cool idea for interpreting the theme, and I guess technically a Metroidvania in the most fundamental sense. (Does every item that gives access to a new area in a video game automatically make it a Metroidvania? I don’t really want to get into the philosophy of it, but I suppose it’s really up to individual interpretation!) Sadly, being pretty bad at point and click games, I wasn’t able to get very far (only as far as wandering about in the technical section, based on the maps in the extra folder), so take my feedback with a grain of salt!

I do appreciate the dedication to black and white graphics, and some of the sprite work is pretty nice (once you’re able to see it). However, I don’t think it interacts with the echolocation mechanic very well. Since black is the color of both areas that haven’t been echolocated yet and areas that simply have nothing of interest in them, it’s often not immediately clear if you’ve even successfully used echolocation or not. The cooldown also doesn’t exactly help here, and I think having a cooldown on what is essentially your ability to experience the game is just too punishing.

Even though it’d mean breaking with the duotone artstyle, I think having a third color for walls (basically areas that have been revealed but don’t have anything in them) would be a massive improvement. That way, at least you’d be able to keep track of what you’ve already looked at, and what could still contain useful items. Also, the inventory was hard to see over white objects due to having no background, so another color (or even just putting a black square behind it) could help there too.

With all that said, I think the game does a great job at capturing the oppressive atmosphere of the regime, and the subtle ambience makes it even creepier. The idea has a lot of potential too, and doesn’t have to be limited to point and click games either - but I think it definitely needs some work to make sure it works for the player rather than against them. I’m pretty sure there have been several games with this kind of echolocation mechanic, so perhaps looking at them for inspiration could help!

Developer (1 edit)

on the echolocation issue: this has been brought up before, and i implemented a fix for it before release. the cursor changes to a hollow circle slowly filling up whenever you echolocate

thank you for the rest of your feedback though :3

Submitted

So I had to give this one a try because me and the developer had talked a bit here and there about the fact that our games had similar names and we had to both work out what to do about it (I changed mine to have a longer name, in the end). That being said, I didn’t really know too much about this one going in despite that.

Now, I haven’t finished this yet, but honestly I don’t even know what could even be changed here to make it better so far…? It’s… really well made so far. I’m kind of bad at some of the kinds of puzzle solving it’s asking of me but it’s holding my attention despite that and that kind of says a lot given even the Submachine games (a somewhat similar style of point and click in some ways, if you aren’t familiar with the series, and apparently a pretty well regarded one from what I know) weren’t perfect at doing that.

Part of why I’m commenting and rating now is… well… gestures at how much time there is left in the jam I potentially don’t really have time left to finish this before the jam is over. I plan to get back to it later but I’m about to be gone in like an hour for probably about an hour or so, and then I might not have time left after that to really get back to it before the jam is over anyway.

This game fits the theme basically perfectly, executes the idea of its visuals and sound design incredibly well, and has had my attention the entire time so far. I do think it could be more Metroidvania-ish in some ways, and this kind of game isn’t my favorite thing to play so I’ve admittedly played games I’d consider as having been more, well, fun, so I couldn’t exactly give it a literally perfect score in every category, but it did honestly get close.

(Alas, I didn’t find an easter egg that I understand to be in this thing in my time with it thus far.)

Submitted(+1)

This is a really interesting concept for which I probably need to sit down with a pen & paper to map it out and figure out what to do. Unfortunately, I wasn't in the mood for it.  I made it to the area with the TVs and stopped there. 

A point of friction is that I found myself clicking all over the screen in an attempt to eco-locate things. Perhaps, the pointer should have a bigger range to trigger. In addition, it'd be nice for the eco-location to linger for one more second to give you more time to read the text. 

I find it quite interesting that the game is available in so many languages. I speak french so I should consider giving it a shot in that language.

I love the vibe, visuals and sound design of the project. You were very successful in achieving the mood you desired.

I may come back to this one later as I feel like I haven't given it a full proper shot, but I'm intrigued and it's neat.

HostSubmitted

Playtested this in its early version and it was already a solid entry; glad you expanded on it and listened to the feedback, it has only gotten better and I gave it an excellent rating. For the most part I think you're already aware of my impressions, but I love your take on the theme, the atmosphere you created, the creative approach towards combining metroidvania and point and click, and I'm giving full points for all those. Very innovative and I cheer.

Submitted (1 edit)

Enjoyment 3.5/5 rounded down - I didn't really connect with this one and the central echolocation mechanic wasn't my thing. I'm sorry, it just was more frustrating than engaging for me.

Execution 4/5 - Conveyance is difficult when you're conveying blindness. How much frustration is intended here? IDK.

Sensory 5/5 - For all that this made really good use of sound and everything overall to convey its theme.

Metroidvania 2.5/5 rounded up - About as Metroidvania as an old Sierra game. For me that means not really much, but using the same item in multiple places helps.

Minimalism 5/5 - Nailed the theme and I don't even have to refer to your interpretation to know that you did.

All in all this one really wasn't my thing so much, but it mainly affected the enjoyment category. I don't think I really 'got it' as far as the main point or, ahem, 'vision' if you will. That said, I'll be following if you do more stuff like this (or else-wise) because for all that I would not call this bad by any means.

Submitted

Video from Stream:

Submitted

This game has a really cool game mechanic although i dont know how to finished it.(i dont really know how to give feedback so sorry if it was weird or smth like that)

Developer

I appreciate any and all feedback, including yours :3

Submitted

Really interesting take on the theme. Seeing the below comment, I’m definitely embarrassed since I like point and click games but I haven’t found the guitar (though did get the badge).

I did figure out the sounds, which is great, and really appreciate the permanent echo. I can’t tell if some grayscale/dithering would be merited, there are still many things where I’m not sure what I’m looking at (many are fine though) so I can’t tell if there’s some bit I’m confused about because I’m just not recognizing it.

I really like the sound design but I am unsure about some of the interactions, specifically the room to the left of the large switch with a double-doored object has something on the ground that seems like it’s making noise when I click it but I don’t see any effects.

Probably need to circle back to this and map it out with pen and paper.

It’s also making me think real hard about what metroidvania means, at least as far as I’ve gotten it feels more direct lock and key (not that I did better with my more traditional platformer).

Obviously the art is really aimed at the minimal but I think it could have looked awesome to have gradients and highlights, this has given me a lot of ideas for some shaders.

Cool entry, I enjoyed it!

Developer (1 edit)

Thank you! I'm glad you enjoyed it, and thank you for the feedback :3

And don't worry, the thing on the generator is just a sneaky lil easter egg. Someone had a game they coincidentally called REVISIONARY, so we decided to add easter eggs to each other's games since the names were so similar. 

Edit: check the title screen after interacting with it. Trust me.

Submitted

I think the gimmick of having to echolocate to see, and making an adventure game are really interesting for the jam. And I really liked the atmosphere of the game.

But, i'm not sure if it is because i'm unfamiliar with the genre (and kind of avoid it, not my cup of tea), but I got stuck, and tried interacting with everything and didn't find how to go forward. (I got the stethoscope, and knife, and I managed to find the guitar, but I think that's not needed for progresing)

I think my biggest critcism would be that, by the nature of the game, you can't see if you are correctly clicking on something on the environment. I know its like, the core of the game, but my issue is that because of that you don't know if an interaction didn't do anything because its supposed to be nothing, or because you are missclicking in the dark. Maybe when you echolocated something it could have kept like an outilne for a few seconds or something so that it would be easier. But what ended up happening is that I would interact with something like 5-6 times just to make sure i'm clicking it right, still miss, and then I would come back, try again, and it would succed, because now I got it right.

Also there were some interactions that seem to do nothing (like cutting the meat? in the freezer?, or breaking the paintings), that i'm guessing are for flavor, but I think in a game like this were you are literally stumbling in the dark trying to find what to do next, those kind of interactions just throw you off too much. (unless they are NOT for flavor and actually do something, in that case just dismiss this, it was just my inability to go through the game lol)

I'm sorry I couldn't get through a lot more of the game,I'm pretty sure there was quite a bit more to do.

Developer(+1)

Thank you for the feedback! If you want to give it another go, try turning on the 'Toggle Permanent Echo' setting. That should help if you're having trouble with the echolocation :3

Also, on the topic of the items, they play a certain sound if you use them on either nothing or the wrong thing. A different sound effect other than that one should play if you successfully interact with something.