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A jam submission

AcatalepsiaView game page

A deep space archeology RPG w/Lovecraftian-inspired elements.
Submitted by Oldladies7 — 1 day, 4 hours before the deadline
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Comments

Submitted (2 edits)

Intriguing and creative ideas for the samples that you collect from the planet...they are quite alien...hah. It was interesting reading about the strange objects you find. I mean a fleshy square, an object that absorbs light, and a small power source that could potentially blow up the ship if dropped. I think the dialogue between the two characters were witty and playful. Though I do think the back and forth could be tightened up a little in some places. But I mean can I blame them for bantering alot when it's just them two isolated on a planet? 

I wasn't able to finish the game. I made it past the first dream sequence and the second extraction/analysis portion but it was getting too late for me. I would like to sit down and finish the game as there was mention of some interesting conspiracies. I'd like to know whether the pair survive and not perish by some terrible discovery. I just wanted to drop a comment before the judging closes. I'm sorry I wasn't able to earlier in the week. I'll probably edit or give another comment after I finish it tomorrow. Best of luck!

Developer

Hey! Genuinely appreciate that. I'm really glad you like all the little details thanks so much for all the feedback! <3

Submitted

Unfortunately I could not advance the dialog, as seemingly no key on my Neo2 keyboard seemed to trigger the dialog. It’s supposed to be “Z” according to the instructions. Not sure what’s going wrong there, but perhaps something more conventional like Space, Enter or a mouse click would be more foolproof.

Developer(+1)

Interesting -- I haven't heard of anyone else having that issue, I'll look into that though. 

The "Z" is what's built in to GB studio (the engine used to make this) as the advance button, would have to see if that's something I can easily switch to another key. 

Thanks for your feedback -- If you're interested still you should be able to run it on your phone and use the touch screen controls if keyboard isn't working for you. 

(1 edit)

Wow, this game was released 2 years ago!

I'm not a fan of really small resolutions. Especially when the setting is supposed to be during a highly advanced future... Having said that - I did play around 30 minutes.

I don't think the story is related to the game jam's theme: "harvest" in any way. There is some digging in the game but that is excavation. The rules of the jam are that the theme has to be present in the game's story. 

It starts with too much exposition. You might want to listen to Hepler/look at in this GDC talk. It's preferable to break the exposition into segments related to: what > why > how > where

The character says - "now to the next site". But the player still needs to go through the usual selection and confirmation. The logic is there to track what has already been done but it's not used to assist the player.

Good luck!

Developer (2 edits) (+2)

Hey there, thanks for giving my game a shot and sorry some elements weren't to your liking. I'll be responding with some spoilery content, but I want to respect the time you put into your post. 

With the exposition I was heavily influenced by a lot of eldritch horror literature like At the Mountains of Madness by H.P. Lovecraft which does have an annoying amount of exposition according to some people. But I wanted the story to feel slower since it was more character driven so the amount of exposition was actually intentional, but I get that it's not for everyone. It definitely wasn't intended to be. =)

The reason I decided to submit for this jam was because the premise of the game is that humanity has overpopulated Earth and burned through all it's resources. In a lot of alien stories they come to us, looking to harvest our resources, in this case we came to them, scoping out Proxima B, harvesting samples to be brought back for testing, etc. Eventually planning to fully utilize even the most baren planet to our advantage.  When the people on earth realize this isn't even viable they decide to utilize the only resource the planet seems to have left: space. So they decide to remove people from the prisons that are also overfull, and plan to ship them off so that they can benefit by putting them to menial labor to collect resources that aren't even there until their oxygen fully depletes and it becomes a mass grave.

I wasn't expecting my game to win, and frankly I'm sure there is someone much better who will take the mantle. I just saw that I was allowed to submit games that I had made previously and wanted to put myself out there since I have still worked on stuff for this game in 2026.  So I hope I didn't offend you. 

Also, if you don't prefer small resolutions, that's okay! There are multiple endings all ranging from happy to sad, consequential to small, etc. I'm not going to spoil them here, but the full game has like 2 hours of playtime, and in order to piece together the full story you would want to play all the endings. 

I appreciate your honesty and effort and hope you have a good one!

Edit:

Just now considering the fact that really small resolutions might have been referring to the ACTUAL game resolution: If that's the case -- apologies, I was working within GB Studio since the future is more of a retrofuturist aesthetic rather than just an extremely modern future. (This does mean you can actually play the game on a Gameboy though which I think is pretty neat!)

Thank you for sharing your journey. It's very interesting. 

I did find the story was pulling me in and I was already beginning to form questions. But yeah - when I wrote resolution I meant the pixels. It can be a bit painful on the eyes to read (to me at least) - I certainly would not go on for 2 hours.

Yeah, it's amazing that you still worked on it this year. That's dedication! I wish you the best of luck!

Developer

Thanks so much! <3

BTW I was thinking again - I have the impression that the story has good quality to it. I would read it or experience it. But not in this format.

Which reminds me what I heard from a professional game dev once - you have to be careful with nostalgia. <== it can be amazing to create a game for a platform you played as a child. Maybe the case of a dream come true. But you need to think - maybe that would restrict the potential audience too much? Maybe it would be too niche?

Developer(+2)

Yeah, I never really intended for it to be more than a niche thing. It was mostly a passion project. And I wanted it to be accessible to friends and family who could only play it on their phones, so since it was good for that I decided to go with it. If I wanted to actually make it marketable I would have done many things differently, but it was mostly just for fun.