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A jam submission

The Last Mine (Uplifting)View game page

Visit a remote archipelago in the Atlantic ocean to clear the last explosive remnants of war.
Submitted by beseda — 4 hours, 14 minutes before the deadline
Rated by 6 people so far
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The Last Mine (Uplifting)'s itch.io page

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how the game fits the uplifting theme?
The game is about removing explosive remnants of war (ERW).

how the game fits the ocean theme?
The setting is the Falkland Islands in the South Atlantic Ocean.

please If you used any per-made assets or AI generated content credit them
Credits are on the Itch page.

Can you vote for other entries during the voting period? How many?
I can vote for between 10 - 20 games.

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Comments

Submitted

When I opened the game, I felt this was pretty cool game where you win arguments with politicians by reducing their patience. The arguments and interactions are pretty solid. The game sort of restricts you from saying some things, but thankfully it highlights the items you can say in yellow.

Now the next screen took me to a field where I needed to get permission to actually remove the mines from a private property. I was stuck here and was not able to figure out how to proceed.

Any tips?

Developer

Hey, PGad! In the first level you need to talk with the man in front of the house. This triggers a mini game. After that you need to speak with that person again. Then you open the inventory and click on the mobile phone. Finally you speak with the deminer to proceed to the second level.

The first part is like a cutscene which needs your input to move along. It's linear because it shows parts of the system. You will see that all the other meetings are free flowing.

Submitted(+1)

I felt stupid =(

Developer (1 edit)

Oh no! Im sorry to hear that. Is there something I can change in the game to avoid that?

Submitted

I would say add a quick "onboarding" on what's going on in the beginning,
or maybe it's just me struggling to understand

Developer (2 edits)

Sure, I can do that. I didn't include it because I didn't want to bombard the player with too much stuff. Right now you can select only the right action (the other actions turn red and nothing happens when you click them). You chose what is important to remember. If I put explanations you might think all of it is somehow important. It is, but not at the start. Think of the start as a storyboard.

Later when the conversation is not linear/scripted the relevant tutorial should be triggered.