Definitely nailed the theme, dang
Love how you did the visuals across the board, the options getting jumbled was a good addition
| Criteria | Rank | Score* | Raw Score |
| Theme | #13 | 4.000 | 4.000 |
| Polish | #17 | 3.625 | 3.625 |
| Overall | #17 | 3.562 | 3.562 |
| Art | #20 | 3.875 | 3.875 |
| Audio | #21 | 3.438 | 3.438 |
| Gameplay | #44 | 2.875 | 2.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Arcade
Not an Arcade Game
Definitely nailed the theme, dang
Love how you did the visuals across the board, the options getting jumbled was a good addition
Rest in peace Quinn.
The jumbled options during the panic and closing your eyes were a nice touch. There was one text bug with "can't" showing a \ but other than that I didn't notice any issues.
nice narrative game! the narrative 'shock' definitely landed for me. You really had me in the first half, but then a small dialogue glitch took me out of my immersion slightly (walking very slowly back downstairs and saying "Quinn? Are you there?" after i had already discovered her...), and then the final scene felt like it flattened out a bit; the first half had dynamic animations and the breathing/slow-down mechanic was really interesting and fit the theme of the game very well. I would have loved to see more of the blink mechanic actually affect the 2nd half of the game. There weren't really any options in the final scene besides just reading and the blinking didn't seem to change it?
The visual style was very interesting and immersive, and the heavy dark shadow really helped sell the shock I think. Well done! Great work on the audio design as well. It was an impactful experience!
Thanks for the great write up! I'll get that bug fixed after the jam period - that does take you out of it a bit, haha.
In the final scene, there are actually two paths of dialogue, one more panicked and one more calm - you're essentially going back and forth between the branches based on how much calm you've 'generated'. So if you don't close your eyes at all you'll see the whole 'panicked' path, and if you close them immediately and keep them closed you'll see the whole 'calm' path. That probably ended up being a bit too subtle to be noticeable though.
Thanks for playing!
A great narrative game! I like how you expressed anxiety with the choices shuffling up, and the eyes closing mechanic. I would have liked if it was longer but really well made short experience :)
This was a solid, little vignette! I think your visuals, storytelling, and camera work were great, but I'd have loved a little more length to build up the tension ahead of the big reveal (tough in 10 days for sure). On my second playthrough I really appreciated how different choices gave me a different point of view for the same story, but I'd also be curious how your game would play differently if I was in control of the PC when navigating the house and working my way up to the situation. Thanks for making and sharing your game!
I didn’t see much of a shock theme in this game, except for the moment of death. I’m not a big fan of text-based games, but I admit that the art enchanted me VERY much!
Wow this ended way too soon! This is incredible work. The sound design really tied the atmosphere together super well. Brilliant way to express anxiety by the choices moving too fast to click!
I lreally like the idea to move fast the answers during your anxiety and have to take a breathe. A bit short in my opinion but with a larger history could be cooler! :D
Love what you’ve done with this. The narrative was great and the shuffled choices was chef’s kiss. Great work.
Great narative game! I liked the way emotional distress is translated into the gameplay with the shuffled choices and having to close you eyes.
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