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NOIA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #73 | 4.319 | 4.319 |
| Enjoyment | #877 | 3.809 | 3.809 |
| Audio | #1067 | 3.553 | 3.553 |
| Creativity | #1359 | 3.936 | 3.936 |
| Artwork | #3897 | 3.234 | 3.234 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Resources are constantly draining, and you have to make the right decisions to keep the village alive
(Optional) Please credit all assets you've used
See descripttion for full credits
(Optional) What would you like to be called if GMTK features your game?
MeowMia
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Comments
Well I should apparently never lead a village. Extremely cool concept derived from the “numbers going down” type! One issue is that I couldn’t visually see much of the effects, and it just felt like watching numbers go up with no apparent correlation. I was simply selecting choices without directly seeing their impact, which was confusing :/
Thanks for playing! In a post-jam build I will add some sort of animation and visual indicator for when you gain/lose a resource based on your decision. This does exist somewhat for population and food gains/losses, but definitely needed for the decisions too!
One thing to note is that changes in population are reflected in the village itself, such as number of villagers running around and their houses. Unfortunately no other metric affects that visual currently!
I accidentally killed everyone! great concept for a game, one that really enforces consequences for player choice and requires smart decision-making. Today I learned I would not be a good mayor.
I really liked the lighting effect as the villagers moved around, and how tough some of those decisions worked out to be.
Excellent work!
This game has a TON of charm. The animations of the little people, the things they say when you click on them (they even give gameplay tips!), the headlines at the top. All of this stuff comes together to create a very fun package.
My only piece of feedback is that I would have loved some bigger text and a full screen mode!
Great work!
Thanks for playing! Full screen mode is a top priority for the post-jam build, it's a popular request!
first of all some of those headlines got audible laughs out of me
This was so cute! The game oozed charm and I was not expecting there to be multiple endings (the game also very much solidified the fact that I would be very incapable of leading a town). Fun and creative take on the theme, and I really like how simple it was kept and still had some really nice depth in gameplay.
If I could make a little suggestion, to increase cohesion even more especially with pixel games a quick win is to ensure pixel sizes are consistent across all things - gameplay elements, UI, and text should all have the same sized pixels. BUT that's just me being nitpicky, I really loved this entry!!
Excellent game with lots of room to build on post-jam!
Mixels is a common issue haha, I'll aim to improve it in a post-jam build if possible! Thanks for playing!
I love the personality of this game. All the little quips when you click on the people and the headlines at the top are really fun. The clues tempting you to waste your time and get a bad ending is a really fun idea, I certainly fell for it my first playthrough because I needed to know. My next playthrough I was able to get the golden ending.
I'd love to see this game expanded! One of the last choices being choose which resource you get per second made me feel like the game was ramping up, but obviously you can only do so much in four days. I accidentally played this game on hard mode for a bit because I was clicking all the people to read their lines, but if a choice pops up when you do it you choose the choice that would have been over your mouse without a chance to read it. I ended up just clicking on the people near the edges of the screen to get around this.
Awesome job!
Thanks for playing and going for two endings! The issue with accidentally clicking choices is a common one, and I'll address it in the post-jam build. The game was intended to ramp up, but, as you said, there's only so much you can do in four days! I just hope this build showed the core mechanics you might see in an expanded version
I have become obsessed. The clues. They haunt me. I'm not seeing things.. you are!
No idea what you could possibly be seeing...
Thanks for playing!
Vibes = Immaculate
This is like lemming village found itself in a small town thriller. The countdown theme is well integrated.
The only feedback I could give is using more audio queues in choices that are severely unreasonable or heartless, and the opposite for choices that make the most sense, tho I see the difficulty in identifying those in this moment to momento pacing.
Ooh I do like that idea, I'll have to experiment with it! Thanks for playing!
Neat idea and very nice execution, I love the lighting!
Made a few runs, but didn't managed to get better outcomes yet, heh. The game is quite good, I will certainly come back and try to safe village once again. Well made!
Thanks for playing! As a general tip, the happiness and food have the biggest outcome on the growth of your village!
I've made it :D
I’ll admit, I went a bit mad looking for the clues, on my first two playthroughs… Not enough to actively let people die, but on the first playthrough I got the doomed ending and on the second one I got the noia ending…
Only on my third go, actively avoiding all the clues, did I get a good ending. Also somehow on that go my population started exploding-
Sounds about right, clues are an active detriment to your village! Good job on managing to get the village population to explode! Thanks for playing!
Really lovely game - I actually tried to make a similar choice-based town management as my first game jam game, although I was taking my inspiration from Sort the Court! Honestly, my version was pretty bad and broken. Thank you for making this and showing me how it could've looked.
Sort the court is an incredible game, played it years ago and it was part of the inspiration for this too! Thanks for playing my game!
It's a really great game! My first ending was the noia ending, and I didn't really understand why it was bad since it thought I had an ok amount of resources. On the second one I got the survival ending. I did not really understand what the clues were, but after reading the comments here I think that it's a brilliant idea! Because yeah, I could have gotten more resources for the village if I didn't try to get the clues. I think the last choice is the one that makes that harder to understand, as you have the choice between 2 clues or nothing, so I don't see how getting 2 clues is bad.
Maybe it's just me, but anyway like I said the concept is really cool, once I understood it I loved it!
Thanks for playing! It's great that you did multiple playthroughs, I really appreciate that! The final choice is an act of temptation, gain "clues" which, during the game, actively make the experience worse (or more interesting if you'd like to look at it that way), or you can do nothing. Doing nothing is always seen as a boring option for players, but it's the ideal choice for your village here! I'd like to revisit the way I handle this ending in a post-jam build to make my intentions clearer, for example changing clues to a negative where they've been advertised as a positive throughout, or giving an animation of sorts depending on the choice.
Anyways, I'm rambling, thanks for playing!
Oh ok I think I get it, yeah you probably know better what to do to make your vision of that gameplay understandable.
I really like it. A short and simple text based adventure game stands out a lot in this jam. If you wanted to expand on this idea, making a visual branching tree would help as well as developing the clues you get would help a lot I think. One minor pet peeve I had though was the fact that it was possible to accidentally make a choice since there is no prior warning when a choice suddenly appears and sometimes I was just clicking on the villagers randomly and accidentally made a choice. Minor nitpick though
Thanks for playing! Yeah the issue with accidentally selecting choices has come up a few times, so it's a priority for a post-jam build!
I made two runs and I got extremely different outcomes in my scores, both four digits negative and positive, I think! I really like how you worked narration into the game and the management was interesting. You had me really stressed though, so a bit clearer UI and that the fullscreen actually had scaled the game to the entire screen would have been nice.
Good game!
Play-through:
Oh my god thank you so much for making a video and giving such great feedback! I'll take a lot of this into consideration for my post-jam build, especially that full screen issue (I never played in full screen and honestly forgot to test it haha). It was fun seeing how you reacted to the choices and the endings! Again, thank you for playing!
Not to brag but I got a score of 1313! This was pretty cool, I looooove games where you have to fight against draining resources to stay alive/keep a village alive. Super fun, definitely wish I could've played a lot longer!
That's a great score! Thanks for playing!
Score: −387! Am I really that bad of a leader?)
Giving the characters distinct personalities and voices is a really cool feature, I liked it.
Haha, could have done way worse (I've seen as low as ~-3000). Thanks for playing!
Again, colony management is my passion! I enjoyed the narrative element too! My one bit of feedback is that I wish I could speed up dialogue (I'm a fast reader and get impatient with typewriter text LOL)
Thanks for playing! You can actually skip the dialogue by pressing spacebar! I didn't tell the player directly, but the villagers will sometimes tell you bits like that when you click them :)
Wowowowow, I felt like I could have kept playing!!! I looooved the twist with the clues, I didn't get it until my second playthrough 😂😂 the first time I just thought "oh man i must not have gotten enough clues!!!" Truly brilliant concept and execution, loved it!!
Thanks for playing and giving my game a second playthrough!
I got the Survival ending on my first playthrough, and then the Noia ending on my second playthrough by picking as many clues as I could (with a score of -2447, lol).
Are there any more endings apart from those two? I would love to get them all!
Anyways, the game is very creative and fun to play. I enjoyed the psychological horror aspects with the [?] clues and all the tiny details sprinkled throughout the entire game.
Good job!
Thanks for playing! There are 5 endings in total, based on score and whether or not you made it through all the tasks with your population intact. I'm so happy you noticed the effects with the clues! A lot of people got the ending and didn't notice at all haha
I wasn’t sure what I was doing. But once I saw there were clues I had to collect them all whatever that meant. I ended up with the Noia Ending? Is that like some secret ending or something? Either that or it just means my score is bad.
Thanks for playing! Yeah the clues are indeed part of the Noia ending. Players always think there's a mystery to be solved and will seek it out to their own detriment, which, in this case, means you doom your village and go insane continuing to search for clues...
Your score is actually really good for that ending! Clues apply a score penalty so you'd actually expect a much lower score here. Good job!