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A jam submission

EvidentiaView game page

A detective card game where every clue matters. Collect evidence, roll the dice, and solve the case.
Submitted by VSI GAMES — 3 hours, 25 minutes before the deadline
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Evidentia's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#44.1674.167
User Interface (UI/UX)#44.0004.000
Sound/Audio#44.0004.000
Fun#73.3333.333
Visuals(Graphics)#83.6673.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://discord.gg/nQHpgyvgFz

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Comments

Submitted(+1)

Thought that the game showed a lot of promise for giving a crime solving fantasy! Very straightforward UI and gameplay, I think that I would have preferred there to be some more distinctions between card types, like maybe different borders? Just so that it would be more readable, especially when you zoom out and look at the entire board.

Developer(+1)

Thanks a lot! We’ll definitely think about different card borders, really solid idea!

Submitted(+1)

had more fun than i thought it would have as  i usually am not a fan of these types of games. it turned out to be really fun tho. got 8 correct, and im feeling proud of it.  overall really nice game, nicely done!

Developer

Thanks a lot! 

Submitted(+1)

I played the game for the first time. It is really polished puzzle game but got some problems to find fun in the current design.

What important I notice there is bug: When you run game on widescreen you cannot see bottom "next" button on the starting screen. When I switched to full HD resolution i found the button.

What I like:

  • Card mechanic is pretty great
  • UI is clear and got pretty nice feedback. From UI/UX perspective it's pretty great.
  • Music is well matched to the game, helping to get into state
  • Tutorial design is pretty great

What I would improve:

  • I don't like current game flow. I was surprised when to get my results I god some quiz to do. There should be some redesign to give much more feedback for player before.
    • IMO I would explore way of building puzzles when you trying to find matching puzzle and find out what really happened. You score player by time or mistakes but when I finish puzzles I got my answers. I know it's pretty hard pivot but I couldn't find fun in game.
  • Game's Art looks "AI" way. I guess making so much art (cards) would be expensive but any way to make the game style more unique would be great. I would prefer simple art style but something more unique than AI look. It's my perspective and depends of audience there could be different reactions. Mabe some other models that could find different look?
  • I got bug on tutorial with rereoll section. I canceled the view of card I couldn't open it again

I would encourage to take step back and analyze other games how they do that, how to improve game flow before you start doing any multiplayer stuff.

Congratulations on your submission. Keep working!

Developer(+1)

Thank you so much for the feedback! 

About the AI graphics: the game is still in development, and we're still figuring out what to do with them.

Also we’ll fix the bug in the tutorial, and we’ll also need to add information about the quiz before the player starts playing the main game. We know we have issues with aspect rations, but the design changes so often that we haven't been able to adapt it for every new iteration yet :)

Your idea about changing the quiz’s appearance is really interesting; we’ll definitely discuss it with the team. Every opinion is important for us on this stage on development!

Submitted(+1)

This is a very interesting game! I've played through it and only got a 6.

I think the best part is the visuals and audio. Very neat interaction with picking cards and stuff. There was a problem where when I put the cards on the table I can directly click on the paper clips and other interactions on the card without zooming it out, not sure if this is intentional.

I feel like it's a very solid game that just need some improvements on some aspects.

First I don't really think notes and discard pile helps. For notes it refresh itself and you cannot click on it to direct to the card, plus you can only write down the underlined text, making it largely useless. And for discard pile, well, what's the point of discarding, when you can just put all the cards out, and then group them? If you discard something you'll just lose it.

Second I don't really get what's the meaning of making a draw pile and a hand, because to analyze everything you need all the cards out, especially when you get a card that contains a character you don't know. So at the start I just simply draw and put draw and put until all cards are out.

Third the case is soooo hard, it would definitely be a masterpiece if the player expects a very hard level, but to me the truth is so obscure. Reading the solution makes me feel that it's impossible to recreate such story.

Fourth is that you can return from the quiz to the investigation. I feel like the quiz provides a lot more information than the evidence LOL.

I think the most urgent fix is to make the discard pile, draw pile, and notes have a little more meaning (or maybe redo?) so that player will not just put all the cards out without caring anything. Also it would be nice to add a simple case where it's just a killer and a victim, no crazy things going on.

Developer

Thank you so much for the feedback!

Clickable paperclips and other card elements can indeed be used without zooming; we thought this variety in how the interface works would be convenient for players.

As for notes—this is essentially a mechanic for the upcoming multiplayer mode. Players can use them to share highlighted words with each other without placing the card on the table. Perhaps notes really don’t make sense in solo mode.

The same goes for the card-dealing process; this is a core mechanic that makes sense in multiplayer, where players take turns laying out cards. As for why you can’t just put all the cards on the table right away—some cards are fakes, and players need to identify them and discard them. I think we need to explain this better in the tutorial. Although we’re still thinking about how to change discard mechanic.

We’re also very grateful that you noted the deck’s complexity; it’s not final either, and we want to understand how easy or difficult players will find it to grasp so we can find the optimal balance. During the jam, we didn’t see the point in enabling multiplayer, so some mechanics look a bit odd.

We will definitely take these comments to heart and do everything we can to make the game better. Thank you very much!

Developer

macOS start instructions:

xattr -r -d com.apple.quarantine "/pathToApp"
chmod +x "/pathToApp/Contents/MacOS/*"