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Ann was here's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well did game visuals follow the SNES style theme? | #5 | 3.923 | 3.923 |
| Quality and fit of sounds and sound effects to the game | #6 | 3.615 | 3.615 |
| How well did the game follow the constraint | #7 | 3.923 | 3.923 |
| Overall | #7 | 3.462 | 3.462 |
| Cohesiveness of game elements | #10 | 3.077 | 3.077 |
| How polished were the game mechanics | #12 | 2.769 | 2.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What's the strangest/funniest bug you encountered while making your game?
You can walk under houses
Don't forget to add the title of the jam somewhere in your submission page!
I'm hosting the jam. Obvi, mine is for the jam.
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Comments
For being stuck in a loop, the story takes on such a powerful tone which becomes an immediate highlight for me - I really like how the story progresses with gradual realization for the player in terms of what was happening as the loops went on.
However, the movement feels incredibly slow across the game, and I would've liked to have seen more NPC characters to speak to (especially those people walking down the street, and further dialogue for the old man as the loops continue). One other small thing I would've done is add a small icon above the player's head (or the corner of the screen) indicating that the object/NPC is interactable when you are in their range. I find myself going underneath a lot of the buildings, and some of the level design does feel enlarged compared to others (houses and the ground) but the pixel art done here is very good in terms of graphical style.
Overall, I did like this playing this short game, especially when it comes to the story. If you are planning to expand on this game, I think it will definitely be a great one.
Thanks for playing! I really am surprised by all the positive feedback on this game. I was planning on mkaing it a one and done game, but I'll probably keep working on it since it got so much positive feedback.
I really liked this. As more loops continued, the realization of what's really going on felt both more likely and so farfetched, so the end scene confirming it was insane.
Controls do feel a bit slow, and more interactions would've been nice, but I really liked this. Truly a shocking experience, in a good way. Would love to see more of this story if you ever do more with it!
Glad you enjoyed it! Definitely not the first person to mention the controls being pokey.
Honestly, I was lucky to get in the interactions in that were available given the tine constraint. But, I understand wanting more.
If I do continue working on the game, a lot of systems will need rewritten unfortunately bcz I was forced to hardcode a bunch of stuff due to the limited time factor.
All of the positive feedback is really making me want to continue tho. Thanks for the kind words!
What a cool way to tell a story! I understand time was limited, but I would have loved a few more loops to learn more about the PC and Ann. More generally, I feel like there's so much potential for some non linear story telling with this format, and could see myself getting lost in the loops while exploring different aspects of the narrative. Could the NPCs have their own stories? How might they react to the events (would the grumpy old man reflect on his behaviour)? How else does the town react?
Thanks for playing! I will definitely work on adding more loops in the future. I wasnt expecting such a positive response to the game.
I actually had goosebumps asI understood what's going on here. Really great story and music. Just a few suggestions:
- The background style and the sprites didn't quite match. The background was a lot less pixelated.
- The controls were a bit challenging and I could run over houses. Collision was a bit hard to understand.
Thanks so much for playing! I also noticed the art style difference, but i didn't figure it out until the jam was almost over. Unfortunately a lot of the level design was done zoomed out, and I played the game in windowed mode. I'll definitely have to unify the asset styles in the future. Glad you enjoyed the game!
Great storytelling by handling such a heavy topic while also taking advantage of the constrain. The graphics look legit from an SNES game. I liked the layout of the town, even if the buildings collisions were not implemented properly. My only criticism would be the dialogue system, it's a bit too easy to get stuck talking to the npcs repeatedly (but now that I think about that fits in with the constrain, lol)
Great work overall!
Thanks for playing! Can you elaborate on the issues you had with the dialog system. Maybe I can fix it.
Ohh, I think I know why. I was trying to close the speech window by pressing E, but it closes by itself. So when I pressed the key it opened again.
Still good feedback. I didn't realize that would cause confusion. Thanks! I can fix that pretty easily.
great game - really enjoyed playing, artwork was brilliant.
Appreciate you playing it! Thanks for the kind words.
I had to start a second run, because in the first run I was very confused about what's going on. The reason was, I went to school and I interacted with the letter on the table first, which progressed the game. So I had absolutely no idea, who Ann is/was. I know you ran out of time, but as a suggestion, let Ann talk to the character directly when entering the room. Kind of "You are late, sit down and let's start the lesson." So that it's not possible to miss that information.
Overall the music is very fitting, a small, sad story game with a 100% SNES feeling.
That's a great idea! I didn't even consider the fact that the teacher dialog was miss-able. Thanks for the suggestion!
Here are my thoughts:
Thanks for playing my game! I have never heard of the G.O.D. game, sounds like I need to check it out! And of course, very fair criticisms, especially the sprite movement of the main character. I tend to get carried away when making animations. Much appreciated for the detailed feedback, I will try to incorporate it as I make updates.
I got to Ann's statue and I think it got stuck in an unintentional loop where it fades to white and the dialogue pops up over and over. If I move away from the statue my screen stays white.
Positives:
+This 100% feels like a SNES game, the pixel art, music
+I especially liked the character art and the music track chosen.
+The story is very sad and piecing it together is heart wrenching.
Suggestions:
>I'd like to use my controller. Definitely not a deal breaker, just a preference.
>the trigger to change z-index of sprites of buildings could use some fine tuning. I wound up in front of the back of buildings a couple times.
Overall:
I was immersed in the world, and it feels like there is a lot of purpose behind the story. I may come back to it later if it's fixed as the bug halted my playthrough
Thanks for playing! I'll definitely try to add controller support at some point. The fade to white is actually the end of the game, but I ran out of time, so you can run around the game and do stuff just like you're continuing the game.
As for the buildings, that's something I chose not to fix so I could finish the narrative of the game. Definitely plan on fixing all of that later on.
Understandable, I think you make the right call focusing on other aspects like the world and narrative. Great job!
Follow the road to the end up and to the north. It seems to stop with the camera, but it keeps going. I'll be updating the game as I can to fix the lack of collision with the houses later, I ran out of time.
thats fair we did too with sound effects becuase i had to learn gow to use guthub wich took me way longer than necacery
If you want to give my game another try, I fixed the bugs you were encountering. There's a very clear objective from the beginning dialog. Thanks again for trying it out!
are we allowed to update our games as well?