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UGh's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #19 | 3.000 | 3.000 |
| Concept | #26 | 3.167 | 3.167 |
| Overall | #34 | 2.819 | 2.819 |
| Enjoyment | #37 | 2.611 | 2.611 |
| Presentation | #42 | 2.500 | 2.500 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Somnire
Software used
Godot
Use of the limitation
The core of the game is limitation: whether you like it or not, it is your destiny to be the villain. Even if you try to be good, things will go wrong, and you will always end up as the bad guy.
Cookies eaten
I survived on 3 cookies and 8 cups of coffee while building this. Honestly, the caffeine did most of the coding.
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Comments
Hello! Love the concept of this game!
Only thing is it seemed that the choices I clicked were not matched with the end result? I did a second round with all the opposing choices from my first round and the end result seemed to align more with the first (e.g. refusing the blueberries but then at the end it said I ate toxic blueberries).
Still liked seeing what the end result of the choices were, and like the idea that either way there are negatives to your choices.
Nice concept, it just needs a bit more polishing and maybe more branching of the story. Also I think I encountered a bug? At times I for example clicked to go into the cave but in the end it says I did not, regardless it was a nice experience!
Aced the use of the limitation and created a reflection on how power is a horrible curse. Was very fun to toy with.
the game is very dramatic hehehe, nice idea
polish it a little bit more
This is a fun concept! I definitely think its something worth expanding on.
Also, I really like the music, how did you create it?
Very cool concept. It would be sick if the different decisions had branching paths, but that's of course insurmountable in a 3-day game jam. An option-menu for sound-control is also always a welcome addition. ^^ Overall really nice though!
To be honest, I'm not entirely sure how volume works in Godot, but if it's like other software, it definitely could've been done. Also, the branching paths were planned but just didn't happen. The ASCII art was actually supposed to be vector art like the rest, but I just ran out of time between work and development, haha
I enjoyed it veryy muchh congratss
Before talking about the game itself, I completely agree with Andres Lot regarding the 'RichTextLabel'. Greetings from a fellow Godot dev! :)
I generally loved the simplicity of the UI, the spot-on animations, and the overall use of text.
However, at the end screen, while I was trying to scroll up and down on the right side, the game suddenly restarted. It reset before I could even read what I had become, so I had to play it all over again. Also, I would have expected some parts/choices to be a bit more interconnected with each other.
--- Slayer of Kin
I think I lacked some depth; there aren't many synergies. I wanted to stack 3 or 4 events at once to create an amazing combo, but it wasn't a time issue—my creativity just failed me! XD
P.S. I had no idea about the end menu thing; I'm fixing it now so no one else runs into any issues, haha.
Nice menu and interesting concept!
The moment I saw the text fonts, I knew that was a RichTextLabel haha! Glad to see another Godot user :)
It's pretty obvious from a mile away. I feel like I really underutilized it; there was so much more I could've done with the RichTextLabel