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Project: PROVITA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #20 | 3.667 | 3.667 |
| Impact | #21 | 3.167 | 3.167 |
| Synergy | #22 | 3.083 | 3.083 |
| Overall | #22 | 2.986 | 2.986 |
| Engagement | #24 | 3.000 | 3.000 |
| Releasability | #26 | 2.333 | 2.333 |
| Gameplay | #26 | 2.667 | 2.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
(Optional) Feedback Form
https://docs.google.com/forms/d/19wKZyl7Q_FVtvjZjF6R8jrNAL0OWlB7BFBymsaAaec4/edit
Team Name
Tactical Truth Interactive
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Comments
Unfortunately, I do not have a Windows computer with me, so I could not play the demo. However, I did take a look at the demo recording and the game design document. I like that the restoration of the environment provides you with buffs that will make further restoration more convenient; it makes sense gameplay-wise and thematically in terms of the benefits provided by environmentally aware choices. Can't say concretely without actually knowing what the game looks like at this point, but from the demo I would've been worried about scope considerations.
Charming art and endearing characters, but I unfortunately wasn’t able to see much of the game. I attempted playing a few times, but I kept either crashing the game from trying to interact with the spreading plants with an axe or accidentally walking into a spot that I presume to be a dev-tool that teleports you to a different area with no way to return. I think that the writing and aesthetic direction show promise, but I think with your remaining time you are left with something of a decision: try to get the gameplay systems functional, or down-scope the game to be primarily concerned with dialogue. The latter may be a way to lean into the game’s existing strengths, although I recognize that the former is likely more in line with your original vision. Whatever you choose to do, though, I wish you the best of luck!
The game aesthetics and writing look really good. The different dialogue options and NPCs really tie the setting and the call to action together. However right now you can't progress very far.
The game needs some kind of tutorial that allows you to understand the controls and objective from the very beginning. Talking with the NPCs is easy but the gameplay loop is not clear enough. However it looks very promising and it feels like you have a really clear direction.
I would suggest you put on hold the lore and setting and focus on the mission system and the interactions the robot has. A more visible and accessible inventory, a counter for the items you have to gather, that sort of thing.
I couldn't access the feedback form, seems that it isn't published yet. Best of luck!
It looks like a very cool game with an ambitious map and stories. Unfortunately, I don't have a Windows computer with me, so I could only get information from the video and the GDD instead of playing it myself. I believe the assets of the game is consistance, and the map(different places) looks very cool. I can tell that the team put effort into narrative design. Wish to play the game when there is a web/mac build in the future.
The game's style looks very cohesive, but it seems to need a bit more polish. The game lacks a tutorial, so I wasn't sure which buttons to press or what I was supposed to do. The sand figures weren't very visible; I walked past them many times, thinking they were just part of the background. The main character looks like he's floating on the map; it would be better if there were some animations.
I am really enjoying the atmosphere of the game! The characters are very charming to talk to, and the bits of lore I gathered from reading seemed really intriguing (Seeing the empty bed made me feel so sad!) The art and music were both really well done as well!
I do wish there was a tutorial of sorts that could teach the player what keybinds do what, since I had trouble figuring out some of the features that the game had to offer. Why is there a way to speed up the timer? How do I equip the tools? Where are the grains of sand I should be gathering? There was also a part of the map that I accidentally entered into that seemed to be a bit broken/missing collisions. When I entered it, I had no way of getting back out
I think the game is headed in a very promising direction, and I am so far really enjoying the story. But I think some of the gameplay elements just need to be polished up.
I do like the 2D art style since it reminds me of those portable games. The interaction between the NPCs isn't terrible, as well. However, I really wish that there were more NPCs to interact. Also, I have noticed an issue where I was randomly sent to an unexpected area in the game that seemed like a glitch. It looked like I was roaming all around the map without any invisible walls or barriers which weren't any in the ordinary levels. Was that intentional or just a random glitch? BTW, I can't seem to access the feedback form because it hasn't been published. Overall, the game is fine, but it definitely needs to be polished by reviewing the gameplay mechanics, the level design, and narrative.
I'm also a Mac user so I'm unable to playtest, but from the demo, the game looks promising! Once more of the narrative and dialogue are incorporated, it'll be easier to see how everything will tie together.
heads up two big issues, the feeback form link doesn't work and the game will crash if you chop a plant down with the axe. the various tools the player has access to seems like it could be interesting but there's kind of nothing to do other than walk around, and i cannot figure out how to collect 3 grains of sand for the beaver. also i noticed a cool font in some menus but not others, why not in all of them? and why not have remappable controls in the games settings for the sake of accessibility. there's also a lot of assets scaled differently which definitely hurts the aesthetics of the game. i hope it'll be cleaned up and ready for the next sprint, because there's a lot of promise shown, but the execution needs a lot of work.
I use mac so I can't play test the game. However the idea and summary sounds like it's going to be a great game!
I'm really excited to see the final game get released! Also I don't think I started at the starting point, it had me at start with 14 minutes on the timer and I was on the beach then suddenly in a factory-esk level!
It's not playable for web or macos
It looks interesting and you make a pretty big world. I wish you good luck in finalizing the project and look forward to the final version.