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Gracillis VI: Lost Connection's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #7 | 4.451 | 4.451 |
| Music | #16 | 4.000 | 4.000 |
| Sound | #19 | 3.902 | 3.902 |
| Story | #23 | 3.922 | 3.922 |
| Overall | #29 | 4.020 | 4.020 |
| Mechanics | #109 | 3.647 | 3.647 |
| Fun | #132 | 3.569 | 3.569 |
| Theme | #204 | 3.745 | 3.745 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
I did use some previously acquired paid and free assets, that I have rights to use and some sketchfab (https://sketchfab.com/bullstorm/collections/game-jam-2026-b1fe9986010646a8893e6725a780c243)
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Comments
The atmosphere and storytelling of this game is amazing. I got a little confused (and frustrated) in the part that I had to use both drones to lift the passageway. Additionally, it would have been good if the character runs if I double click. Other than these things I mentioned there is nothing more I can say. Excellent job
Thank you so much for the time and feedback! Happy you liked it! ๐
And happy you managed to get to the last puzzle! That one was really rushed on the last 24h of the jam and my brain was running on fumes, so I didn't have time to calibrate things properly... ๐
I already took notes to make things less vague there and to add more visual cues / hints, so it's less obnoxious...
While running isn't something I had considered (thanks for the suggestion!), I surely need to calibrate walking speeds across the game...
These fine tuning went completely out of the window with the time constrains of the jam.. haha
Amazing game right there! The vibe, the art, the writing. Thoroughly enjoyed it.
Thank you so much for your words!
I had lots of fun working on this project! Glad it resonated with you! ๐โจโจ
Gosh my jaw is dropped, my flabber is gasted. If you tell me this was a point n click game that was released back in the day, I would totally believe you. Everything from the visuals, gameplay and sounds are so spot on. I didnt expect something this impressive to be in a 10 day game jam. Excellent game you have here, instant recommend!
Thank you SO MUCH for your kind words and for taking the time!! ๐
The point and clicks of the past are certainly a big inspiration of mine! I surely overscoped but decided the sleep sacrifice was worth it... haha!
I tried to make the puzzles as straightforward as possible and yet variable enough to keep the players engaged, and I'm glad to see that many people got to the last puzzle without too much hassle... ๐
But this was all possible because of the heavy use of ready assets and a solid plan that I had ready early, that allowed me to just enter 'work mode' and less 'problem solve' mode.. hehe
Thank you again! And thanks for the feedback!
Yeah, the text in that first room needs some calibration , specially since it's the first contact with the player... lessons learned to pay super attention to that... ๐ชโจ
I had so many issues witht that room, that going back for calibration was out of the window, when I managed to fix the main problems, hahaha! ๐ ๐
I took notes here to fix the background /text there, and also add a little bit of introduction, so as the premise is not completely outside the game context...
oh my this is so fascinating... you definitely put the focus on the right places, so the text at the start of the area was the least of your worry. Thank you so much for showing me what's happening under the hood! Really looking forward to any projects you cook up in the future :D
Thank you! Just played your game, and same! there is a lot of promise in your works!! โจโจ๐ช๐
Brings back memories. Really good work for a week. I like the 2d feel in this 3d? world. I could not quite place it , but I like it. Only one thing threw me, I did not realize that keep pushing buttons was not an instruction, but a clickable option at the terminal. Maybe adding some kind of mouse over highlighting or animation will help with this. Still. Solid work.
Thank you so much for the compliments and the time!
Yes! The artstyle is somewhat a hibrid... I'm going to write a small devlog with the 'making off', explaining how I approached it... but yeah, 100% of the spritework and backgrounds are basically 3D with a heavy 2D pixel art filter over it... the first rooms came out more 2D-ish, but I didn't have much time to fine tune the underwater shots, so it came out basically 'low res 3D screenshots'... haha!
And thanks for the feedback on the clickable option! It's one of the complains people had in my project last year as well...
I didn't have time to work on UI (once again) and used the engine's default option box, that is the lines that appear at the bottom...
I tried to make it a bit different from last year by using the ' >> ' signs, but indeed, it's not clear enough... mouse over and highlights could definitely help too!
When I get the chance, I'll code my own UI, making things more clear, and hold it to use as a template...
I had problem with the password.. I click faster than I read.. Great story and setting, fun point-and-click-game. Music also great.
Thank you so much for the time and compliments!
Yeah, my game was story heavy and I should have gamified better in a way that the player wouldn't be lost if they just want to experience gameplay...
But to account for the fast clicks, I put the info on the item inspection...
The first password was at the manual, and the second password was at the keycard.. ๐
Next time I'll find a way to not hide important info behind story so much.. ๐๐
Crazy for just a week, very impressive and well done game! Love the art style and the unique feel of those old point and click adventure games.
Thank you so much! It was a crazy sprint, for sure with little sleep, haha!
But yeah, I grew up with those adventure games of the time and influenced a lot of my taste!๐โจ
Unique aesthetic. Seems like it could be part of something bigger.
Thank you!
And I'm happy you think so! while the story was done thinking of a wrapped up situation, it would be fun expanding and exploring the universe around it! ๐๐
MULTIPASS ๐คฉ my first question was "is that Leeloo" ๐ few moments later "this looks like the alien" ๐ yeah, we really liked it. It took a bit to figure out the underwater part, but cool and big game for such a short time, kudos.
Hahaha! At first, I myself didn't made the LeeLoo connection until I posted wips of the character on social media and someone pointed out, and I was like "uhm... I can use that reference!", hahaha!! Glad you liked the other inside jokes and references!
The underwater part was really rushed to get it done on the last day, so I didn't have time to calibrate how it would feel for the player, but I figured that since it was the very last puzzle, I could get away without too much handholding and let them struggle for a bit, haha!
But just seeing that people were arriving at that point in the game makes me super happy! โจ๐
But I already plan to go back and restructure the maps / hints and dialogue on that stage, as to not be so vague as it is now...
Thanks for taking the time! ๐๐โจ
I am amazed by how much work you've put into this game in a short amount of time.
Thank you!
I overscoped for sure, but managed to pull it off by sacrificing sleep.. haha ๐
Damn... fantastic work for such a short amount of time
Thank you so much! Super happy you liked it!!
I think the last time I overworked myself like this was 15 years ago, at the finals of a course, but it was worth it.. haha
Incredible polish for a week!
Thank you so much!
It was a rough week for sure, but worth all the work I put in there... ๐โจ
This was an ambitious game. You had a complex story. Very impressive. It was just too much talking for me. Still, massive amount of content and cool features like saving and starting over. Really nice sound design.
Thank you so much for the time and feecback!
Yeah, I was worried about putting words down and didn't calibrate to make the dialogue more accessible and 'gamified', which is something I intend to do for a future update.. ๐โจ๐ช
And I had fun figuring out the sounds that would fit best each occasion! Used many unrelated stuff with filters on.. hahaha
Nice point-and-click game. It's a shame the white text makes it difficult to see the interactable objects.
Thanks for the feedback! Already took notes on the text. It is hard to read only on the very first room, and since I focused on pushing content instead of calibration and fine tuning, I finished that room and went to the others without looking back... On the other ~20 rooms, the text reads better ๐
Exceptional, high-quality work.
Thank you so much! โจ๐
Oh, so you went and actually made a game for the game jam. Very ambitious and you pulled it off. I become invested when the story revealed its heart, I'd say my main complaint is that we didn't get to see the kiss at the end! I liked the writing and the puzzles scaled well in difficulty and never devolved into total "monkey wrench" logic. You fit the aesthetic of the time period just right as well. I only got stuck at the double drone part, because I didn't understand at first they were supposed to climb onto the roofs and a misclick saved the day. Undersea was an inspired choice for the limited setting, really kept the pressure on, if you'll excuse my pun. Nice work!
Thank you! You are right about the 'ambitious'... haha! When I did my planning chart, I had little idea how much effort it would take to implement that much in such a short time span...
Indeed, there was no kiss on screen this time.. haha ๐๐ Happy the story resonated with you! While writing is not my best skill, when you get to a certain age (I'm past my 40's haha) , you meet people and start to get how they think and talk, and I inspired myself with people that passed through my life.. And I'm cheezy and goofy myself, so it was fun to just play with the bickering.. ๐
The last puzzle was very rushed, so I couldn't calibrate things well, but I intend to go back and reword / rework the hints a little bit to make it a little bit less vague... but since it was a 'last puzzle' kind of thing, I also figured I should get away with something a bit harder.. haha
Again, thank you so much for the time and the nice words!
I KNEW you were the Tiny Big Quest guy! A really great submission again this year, absolutely loved it. You really nailed the atmosphere and a cohesive story and quest with a great little click 'em up. It's funny because I've never considered this to be one of my favorite genres, but your games are making me reconsider. I only got stuck once, trying to figure out where to put the xenos for the pipe repair. And although I'm somewhat proud I only got stuck once (as a novice to the genre), I think it speaks more to your ability as a game designer to have the game be intuitive enough that I'd only get stuck once. So, bravo! I noticed a few spelling errors and I wasn't a huge fan of some of the voicework (although I dig the cheesiness), but otherwise a perfectly splendid game. Please, keep making them, I look forward to seeing what you pull off next!
haha yes! That's me from last year indeed! Using the same names around! haha
Thank you so much for the compliment!
Means A LOT you liked my game this much and that it's influencing your taste! That's way more than I could ask for!! ๐ฅฒ๐ฅฒโจ๐
Happy the puzzles were straightforward enough to have you thinking more on the last one! hehe !I actually rushed to make it ready on the last jam day, so I missed some calibration there.. I might make it a liiiiiiiittle bit less vague in the wording and hints I used... But as a last puzzle, I figured I could get away wihtout handholding too much, like in the first room and left at that... ๐
Yeah, agreed, there are more spelling errors than I would like ๐ , but having english as a second language and working with my brain on fumes during the last days, with 4h sleep/day at most, my attention was just gone.. hahaha! I'll fix the ones I already found and reread the whole thing with calm at another time โจ๐
The voice work is a new thing for me, as much as text parser for passwords, so I wasn't sure how they would land, specially since the voices were pre-recorded from an audio pack, but I thought it would add some personality and immersion to the character, since I'm super cheezy and goofy myself in real life.. hahaha
And thank you immensely for the motivation! Art and game design are two things that drive me and will do my best to keep improving! ๐ช๐ชโจ
Great adventure game, excellent atmosphere, graphics and story. I got a bit stuck trying to work out what interactions were "use" and what were "pick up". Also some of the text is difficult to make out against the background.
Thank you so much for the time and feedback!
Yeah, since it's a smaller game, I decided to make things more forgiving and coded most of 'interactions' to be activated with 'use' or 'pick up', since most of the time the player has to put their hands on it.. haha! Only when there was something that NEEDED to go to the inventory that I used pick up exclusively... same with the terminal.. you can 'talk' or 'use' and it will activate it...
Some games of the genre have 9 different actions you could take and I kinda dislike the friction of trying EVERYTHING until one works.. haha
Took notes on the text here, should adjust contrast for a future update ๐ช๐
Nice adventure game. Like others said Full screen would have been good. I kept accidentally clicking outside the window.
Haha, thank you!
The engine exports with an embedded full screen options on the gear at the bottom right.. ๐
Cool game, really liked it! Only feedback is you should've turned on full screen mode on itch as the same web panel made some stuff hard to make out with my old eyes. :)
Really happy you liked it!!๐๐
But the full screen is present! The web version has a 'gear' icon at the bottom right, that has options to 'toggle full screen' or 'clear persistent files' (you can actually save your game progress on the web version) ๐๐
I love the vibe of this game a lot, even though I couldn't get very far with it. My only real complaint is the footer text not having a contrast border to make it readable in all environments. Most of the time, it's not so bad, but given it's your interaction cue with the world, it shouldn't be hard to read. Overall, you did great work here. I'd love to play a more updated post-jam version if you stick with it. Good stuff.
Thanks for the feedback! Already took notes on the text. It is hard to read only on the very first room, and since I focused on pushing content instead of calibration and fine tuning, I finished that room and went to the others without looking back... On the other ~20 rooms, the text reads better ๐