Oh my, this one is very creative, very original and kinda hard to get into at first.
Gave it as much time as I could, but I still feel like I only scratched surface of what it is. Very innovative. Also very hard to rate, I would appreciate a little bit more literal action on the screen itself, although maybe the action is in the words being thrown at you here.
The game is nicely polished, beautiful and moody, and definitely has an audience for it, which would absolutely adore it. Hard to rate, but an impressive experience 🫀
Viewing post in PRODIGAL jam comments
thanks so much, for the kind words and also for doing this jam! it was really fun and i love a good specific oldschool theme. i def wanted to do something more experimental than the natural path of shooters, tho i love all the entries that did, and pushing the hybrid 2D/pixel elements through the 3D perspective lens was a fun challenge, especially with a first person POV.
there is def a lot of depth to the choice system, but i don't think i actually fleshed out the choice/consequence/result-options branching tree enough and it hurt the core a bit. for the on-screen action i def fell short on showing in place of telling, which might be fine for pure text adventures but the tense feeling i wanted to embed in the actions and "overtaking" function needed a little more. sound design and ambience can't pull all the weight.
and i don't care if the ratings were the worst i could've gotten, that closing sentiment is worth all the points in the world imho. i will be expanding on this in the future, both in a second pass for PRODIGAL and taking the core and iterating on it with future games