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A jam submission

Sadat's Journey to JerusalemView game page

Use turn based tactical dialog to accomplish what everybody would benefit from but no one believes is possible.
Submitted by beseda — 2 days, 22 hours before the deadline
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Sadat's Journey to Jerusalem's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#332.2192.667
Sound#341.8492.222
Theme#352.2192.667
Art#352.1262.556
Overall#362.0522.467
Fun#371.8492.222

Ranked from 9 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?
In the context of social systems singularity means a small action causing a large change. Sadat's singular visit to Jerusalem changed the course of history.

What Game Engine did you use to make this game?
custom social simulation engine "beseda"

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Comments

Developer

Hey jammers. You can now complete the whole story! More details here: https://beseda.itch.io/interstellar-jam-9/devlog/1631645/2-post-jam-updates

Submitted

Didn't really know what is going on. Will try it tomorrow again and try to understand the game.

Developer (1 edit)

Hey, I think the 3rd party integration for the tutorial might be broken at the moment.... I will check it later. UPDATE The tutorial is working.

Submitted (1 edit) (+2)

Playtime: 45min.

At first, very confusing. After reading the Level Two Negotiations referenced URL, it made more sense to me because it related to an interview trainer I created many years ago. How I understood this game after the article was that the player need to identify a brief flash of a colour, and then a symbol which represent a dialog emotion and response. I did not finish the game.

I would like to see this game getting more attention to improve the player onboarding through a guided tutorial to resolve the extremely steep learning curve and reduce the reliance on subject matter skills. There is a lot of potential in this game especially in basic education and the Serious Games genre. It is always difficult to negotiate with someone who does not know what they have "behind their table". A very complex subject for a short game jam. 

Thank you for the education and thought provoking approach to turning negotiation into a serious game! 

Developer (1 edit)

Hey Nicolaas, thank you for the feedback. I am curious to try out your game you mentioned.... But it's not on Itch I guess looking at your profile....

Ummm - there is a tutorial. Did it not appear for you? What browser are you using?

Submitted (1 edit)

I feel like there was too much going on compared to the level of polish it had. I was mostly confused throughout the gameplay, which consisted of me pressing random buttons until I think it softlocked itself in a menu (maybe that was a lose-state?). I did find the art amusing though. That said, i never got to any of the screenshots i see you have besides the “fight” screen which i got like halfway into before the game locked up. And since it was mostly a confused and not super engaging experience up until then I did not feel compelled to try again (as the outcome would likely be the same).

Developer (2 edits) (+1)

Hey, thank you for playing. I'm sorry it was not fun. I'm interested to know - what did you find confusing?

There is a soft lock - I'm aware of it. I fixed it and I'm going to upload it on the 17th.

There is more to the game after that point - building relationships. When you are (trying to be) closer to an NPC the flashing spheres on the body which you need to repeat make sense because they increase/decrease a Mood variable which you use for special actions that increase the depth of the dialog.

Submitted

The menuing was overwhelming and I did not understand why there were 4 different ways of interacting which all had seemingly the same option basically, the stats seemed like they didn’t do different things (not that i know what they did in the first place). And so the whole experience could have used some onboarding and also reasons for why there are different options in the first place.

Developer(+1)

Correct, there are tree types of actions (basic, advanced and special which is revealed in the locked off part of the game). 

Whcih of the 4 types of intent you select matters because when you chose the correct one you get +Power or you lose one power. If the power of your character drops below zero. That triggers the emotional state of worry which restricts the available intents for the next turn to Defend only. You play a mini game and if successful the worry is removed and the restrictions are lifted.

I'm still developing the system - there's a lot more to do. I'm participating in the jam in the hope of getting some feedback. I don't care about the competition. And I try to make the game useful in more than one way - hence you get the historical setting. I hope you found the history interesting at least.

I wish you a bright day

Submitted

This is really interesting, I’ve long wondered how one could make conversational gameplay, so its cool to see your take on it. I think the game got bugged, and stuck on the plane screen with the UI buttons missing, but it was cool while it lasted.

Developer(+1)

Hey, I'm glad that you like it. Sorry to hear about that bug - I don't think I've encountered it... Were the four buttons at the bottom center not visible?

Submitted

yeah they vanished

Deleted 85 days ago
Submitted(+1)

The sound was nice but it stopped suddenly, i don't really understand the point of the game altough i do like the different take on the theme

Developer (1 edit)

The goal is to  advance the conversations. Same as with combat games but it seems when it is about dialog people expect more context and meaning. While I'm trying to represent the pragmatics of dialog - what we DO when we talk rather than the content.