Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Will to Get HomeView game page

A person wakes up with nothing and tries to understand a confusing world.
Submitted by Kobato Games — 6 hours, 47 minutes before the deadline
Add to collection

Play Dimension

Will to Get Home's itch.io page

Results

CriteriaRankScore*Raw Score
Audio / Sound Design#202.4292.429
Art Style / Visuals#232.4292.429
Overall#232.3932.393
Gameplay / Fun / Engagement#262.2502.250
Theme#282.4642.464

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game interpret and use the theme?
The character woke up in a world where he has lost all his memories and even senses at first and has to go on a journey to gain back who he is and eventually find his way home/decide what home means to him.

Devlog Challenge?

No

Easter Egg Challenge?

Yes

Easter Eggs
Very small RPG Maker MV easter egg that the default hero Harold is used for a minor unnamed character who appears at the end of the game.

Did you use Farclip and want to be considered for the Farclip Award? (optional)

No

Game Engine?

RPG Maker

Self-made & used stuff?

Assets (e.g. free or purchased assets used in the game)

Have you joined a game jam before?

Yes

Roughly how much time did you spend developing? (in hours)
60?

Anything else you'd like to share about your game or development process?
As often, it was rushed. Had to cut some corners and forgot to make a character in the doorway of the penultimate scene invisible before they officially entered the room.

Leave a comment

Log in with itch.io to leave a comment.

Comments

(+1)

WOAH, THIS IS SUCH A THOUGHTFUL TAKE ON “THE LONG WAY HOME”! 🏠🧠✨

I really like how “home” becomes more than just reaching a location. Starting with Will having no memories or even his senses and slowly rebuilding his understanding of himself makes the journey feel meaningful, and the way the story reveals information bit by bit kept the concept interesting. The atmosphere, writing, and small details work really well together too, especially the mystery surrounding who Will actually is.

For improvement, I think adding a few more small interactive moments or puzzles between the heavier story sections could make the player feel even more involved. Even simple choices, examining clues, or connecting memories could fit this kind of narrative perfectly. I’d also love a clearer way to point players toward the concepts/senses they’ve collected, since that seems like a really cool part of the game.

The audio and presentation fit the experience nicely, although some music transitions can feel a little strong after quieter sections, so smoother fades or a slightly lower default volume could help. Overall, though, this feels like a very complete narrative experience for a jam, especially considering how much had to be rushed and cut near the deadline.

REALLY BEAUTIFUL INTERPRETATION OF THE THEME! 🏠❤️📖 GOOD LUCK WITH THE JAM! 🎮🔥

Submitted(+1)

What an adventure!

This is impressive. A very complete experience built in only 10 days. I’m impressed.

The audio was a tad loud as you pointed out, but the visuals, mechanics, and gameplay were all really well done. Build some more story and keep progressing this.

Submitted(+2)

Gameplay / Fun / Engagement: ⭐⭐⭐⭐

 Art Style / Visuals: ⭐⭐⭐⭐ 

Audio / Sound Design: ⭐⭐⭐⭐

 Theme: ⭐⭐⭐⭐⭐

The story idea is probably the strongest part here. Slowly getting your memories and senses back works really well and I like that "home" becomes more than just a place you need to walk to. The way information gets revealed bit by bit kept me interested too.

I think gameplay could use a little more interaction though. There is a lot of reading and walking around so Id add more small puzzles or choices between story parts. Nothing huge. Even things like arranging memories in the right order or finding clues in rooms would make the player feel more involved instead of mostly reading.

I would also change the default RPG Maker menu. Seeing normal JRPG stats in a game thats mostly narrative feels a bit weird when there isnt really combat. A much smaller menu with save settings maybe a journal and current objective would fit the game way better. A journal could also remind you what youve learned because with a lot of dialogue its easy to forget smaller details.

Another thing Id fix is interaction tracking. If Ive already talked to everyone or checked everything in a room the game should remember that. Maybe examined objects could give shorter dialogue after the first time or the objective could change once everything important is done. That would make it much easier to know if youre missing something.

Audio is good but I would lower the default volume. Some scenes can come in pretty loud especially after quiet sections. Starting music around 50-60% and letting people turn it up would probably be safer. Maybe also use a short fade when music starts so the change isnt so sudden.

Theme is 5/5 for me. Losing yourself and then having to figure out what home even means is a much more interesting take than just "walk back home".

Really nice narrative game. I think a custom menu more puzzles and clearer progression feedback would improve it a lot.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

Developer(+1)

Thank you! I'm especially glad to hear you thought I did well for the theme. I actually worried there wasn't going to be a strong enough focus on it. The premise kinda prevented Will from simply understanding the world around him for a good chunk of the game, let alone remembering the concept of home and actively deciding to look for it, but I liked the premise enough I decided to accept a possibly lower theme score. (On the final day, it occurred to me to have Will express a gut instinct that something was off in this place and he did not belong there in a couple scenes, so maybe that helped weave in the theme better than I thought I was going to.)

I originally had some slightly more complex gameplay ideas (that I still might try to add), like magical barriers that blocked your way until you examined all the items and/or gained a concept, having to read multiple items to gain Literacy and the memory locations being unlocked in a world map instead of going to bed. However, I had to cut a lot of corners to finish.

I agree it would be nice if the menu did not show player stats, though I would like it to still show his face. Oh and I don't know if you/anyone found this, but in the menu under Items is every sense and concept you gained with a text description. Maybe I should direct players to that somehow.

I definitely can try to stop longer events from repeating in full and fix the volume. Thanks again for your awesome feedback :)

Submitted(+2)

Classic RPG Maker Experience!

Gameplay and Visually its decent. I can't really say much because this just the classic RPG Maker game style, which I am not the biggest fan of, I know a lot of people enjoy it. I think maybe just adding something more engaging to the gameplay would go a long way, maybe the battle system built into RPG Maker

The audio was very good! However it was exceptionally loud, which should be an easy fix to be fair, and is not a big issue once it was dealt with!

The theme execution was great, and worked very well with the story!

Overall, while not particularly my style, I do acknowledge it's quality!

Developer

Thanks. I have used the RPG Maker battle system in other games, though decided it didn't fit this game. It's more of a philosophical topdown walking sim with some minors puzzles, than a fighting game.

Submitted(+2)

I always struggle to rate RPG Maker games because the look, music and technical features are baked in. This time however I appreciated the story, the mystery around the character, and where it went. Good job!

Submitted(+2)

Hey, played this one, and had a fun time experiencing the story with its twists and turns. I liked how the player slowly unravels information about himself and gains his senses. Its cool that you place some clues in the library books and some lore about the world. Good job on the storytelling. I felt that there was some actual combat in the game since there was some character screen which had stats but I guess that was just a template? I read through pretty much all the dialogues and didn't really find it uninteresting even though there was a lot. Probably there could have been a few puzzle like elements in the second part of the game similar to the button one in the first part. The mage test was weird but I'm guessing it was base on some decisions I made in the past - want able to figure that one out! Overall it was a really good narrative experience and a different take on the theme which was refreshing!

Developer(+2)

Thank you. Originally, the locations were supposed to be accessed through a map that takes you to a world map where new locations would be unlocked by reading books and talking to people, but I had to scrap that for time and just use sleep to send to MC to the backstory locations. As for the menu, it's the engine's default. There is an alternate menu, but it still shows JRPG stats. I should look into getting a menu pluggin for one that doesn't.

Submitted(+1)

This was a really nice experience. There was some good writing and a decent amount of content and polish for a game jam! Good job :D

Submitted(+1)

I love, when the title has additional meaning after you know the story!

I liked the story and how it played on the theme. It has this low-key, life-goes-on optimism that I quite enjoyed. The way the story builds is cool too, revealing itself piece by piece. Also- your writing is getting better and better! At some point it would be cool to see something longer than a jam-length game from you.

As for the graphics and audio... well... it's rpg maker- core! Not much more to say about it!

Gotta say- there are some GoedWare Jam repeat submitters whose work I enjoy each time and you're definitely among them. Keep it up! 

Developer

Thanks. I always enjoy playing your games too. The Dick Storm-verse is a very exciting place and he definitely could have a full game of his adventures (not that your games without him are not fun too). I do have some longer JRPG games, though I don't think any are much over an hour. My fav is an "old" game about a hero trying to gather inventory and getting accused of robbery: https://kobato-games.itch.io/rpg-hero-or-thief

Glad you appreciated the symbology behind Will's name. As I mentioned on Discord, I struggled with the game's title and did not even think of the character's name until like 1.5 days before the deadline. Though once I decided to try something symbolic, it all fell into place. Minor spoiler -- I tried to put some symbology in the girlfriend and his friend's names too, though didn't get much. Bell basically means beautiful girlfriend and I thought of calling the friend Brutus, but that felt too on the nose so I just picked Horace at random because he needed a name (*´∀`*)

Submitted(+1)

The name Horace gave me a bit of narrative dissonance. Sure, going for your friends girl is objectively bad, but if you can pull it off with a name like Horace... I guess you deserve it :D

As for the title- the old saying goes "only two things are difficult in software development. Invalidating cache and naming things". With a title like this you pulled it off though!

Submitted(+1)

Really cool game, to be honest im imprese the amount of content in this entry, the art is really good, the characters, the puzzles, the story are amazing

the music also is very well implemented, maybe adjust the volume, other than that is a very good entry, well done here.

Submitted(+1)

Cool puzzles and story!

Submitted(+1)

Without a doubt, this game's narrative experience is fantastic! As I told you on Discord, it's remarkable to see how much you've improved with RPG Maker from when you first started using it to where you are now. I've experimented with it a few times myself (I even have a game made with it in just a few days called "Fuga"), so I know how much work it takes to make sure all the events work together so smoothly and in the right order. The fact that you've managed to add so much content in just these few days is genuinely worthy of applause.

I have to highlight the game's atmosphere, because that's what stood out to me the most. I really loved the composition of your environments and the way you arranged all the elements, especially at the beginning. It reminds me of something like a dream or something along those lines, and I absolutely love that aesthetic.

The music and sound effects also fit the game's concept really well, making the world feel more immersive as we search for our own meaning. I also really liked your interpretation of the theme; it's something I took into consideration myself when I was starting out with my prototypes. Whenever a game breaks away from the "standard" approach and goes for something more abstract, it always fascinates me.

That said, as another user mentioned, the audio was a bit loud at times. Personally, I found it especially loud in the game's menu. It was great that you included an option to adjust the volume, but if I may offer a small suggestion, it's generally a good idea to start the game's volume at around 50%. That goes for music, sound effects, or anything else involving audio.

The reason is simple: you never know if a player might find your game's audio uncomfortably loud, since people use all kinds of different devices and setups. Starting at 50% puts you somewhere in the middle between "if it's too loud, I'll turn it down to make it more comfortable" and "if it's too quiet and I can't hear much, I'll turn it up to improve the experience."

Playing such a good narrative game honestly makes me wonder why I let my own project turn into such a monster haha. I really wish I had been able to finish it. It's a shame it didn't work out, but I'm really glad I got the chance to play a narrative game like yours.

I wish you the best of luck in the jam, and please keep working with RPG Maker, because you clearly have a really good grasp of it. I'm looking forward to your next games (maybe we'll see each other again on Halloween? Who knows...)

Submitted(+1)

Really nice game! I really enjoyed the gameplay style and the overall experience. My only small suggestion would be to lower the audio volume a little, but overall, great job!

Developer(+1)

Glad to hear that. Any specific scenes the audio could be quieter? I deliberately lowered the sound in the final scene since it felt very loud but was thinking in my browser play test I should have lowered the volume in the office scene before that. Don't normally feel the default RPG Maker songs are jarringly loud, but am wondering if the several scenes of silence and clock ticking prior could have made the sudden music feel over powering. 

Submitted(+1)

That was an amazing experience from start to finish, with awesome and immersive audio, neat humor and storytelling and a complete package in just a week! Really enjoyed this one and am very impressed by the result. My only feedback would be that it would be great if the game already knew youd talked to the 4 people and already interacted with everything in the library etc as that was slightly immersion breaking, but thats only a tiny nitpick from an awesome game!

Developer(+1)

Thanks. The original plan was for the bed to say you weren't tired yet until you had examined everything (and something similar for the people), but I had to rush at the end and that was one of the corners that got cut :(