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A jam submission

Across the TableView game page

Hear three lines, then decide whether to hand over the money.
Submitted by SulkBanana — 10 days, 18 hours before the deadline
Rated by 6 people so far
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Across the Table's itch.io page

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AI Tools Used
The code and music were created with the help of AI; the spoken dialogue was generated beforehand using a neural network-based speech system; and the characters were designed by me in VRoid.

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Comments

Submitted

Good game ,very good art and music

Submitted

The end card that names the trick you fell for is a great touch. My agent's always-pay run went broke in round 6 and got "First three hundred, then eight hundred. That isn't treatment. It's a markup." That turns a loss into a lesson. The rooms re-dressing per stop (green pumps, orange wall at the gas station) also keep rounds distinct.

Two layout issues, one cause:

  1. At the 1280×720 embed, the choices cover the dialogue line. #line and #choices use left:50%; transform:translate(-50%), which caps their width at half the viewport, 640 px. Three or four choices wrap to a second row that lands on the line's second row. In round 6 the "Pay eight hundred today…" line, the very clue you need, was fully hidden behind the buttons while choosing. Putting both in one fixed container (left:12px; right:12px; bottom:18px; display:flex; flex-direction:column; align-items:center; gap:12px, children position:static) fixed it when injected: line on one row, choices in one row below.
  2. On a phone (390×844) the same cap leaves the line 195 px wide, and "Music on" / "Main menu" sit on the last choice, so "Leave for now" reads "ave for now". The container above with bottom:128px under 600 px clears it. The menu card is 400 px wide on the 390 px screen, clipped on both sides: .card,.phone{box-sizing:border-box} should fix it, since padding and border are added on top of calc(100% - 40px). The HUD bars also cover the fever text top-left.

I had my AI agent play this in Chrome (desktop and phone size) and went over its notes before posting. A script did the clicking and we never reached round 12, so read this as layout notes, not a balance take.

Developer

During development, the application was built for full-screen desktop use; the display has not been adapted for mobile devices.

Submitted

I played on my phone - after the first day the game had an error and restart itself - and it happened a few times. I don’t see the theme either:/ I kinda don’t get this game, but it’s me, maybe others would appreciate it more:) 

Developer

I assume most people play this on a computer, which is why it hasn’t been adapted for mobile screens. The original intent behind this game is to help users identify whether they are being deceived by service providers in various professions—perhaps the description doesn’t make that clear enough.

Submitted

Played all 12 rounds in English twice, clicking the real buttons, plus read through the round data. The lip sync and the voiced lines are a lot of work for a jam, and the night phone calls that follow up on what you did in the day are a nice touch. A few things I found:


1. Walking away beats reading people. Run A: take the exam, walk away from every other errand and every night call, take the medicine in round 11. Run B: the "perfect read": pay every honest person in full, call out all five scams, refuse both night asks. Both win. A ends with $1,370, Mind 74, Body 66. B ends with $775, Mind 96, Body 77. Both get the exact same end card ("The illness was treated, and you kept the money that wasn't owed."). So the honest trades only turn money into a few Mind/Body points, and nothing at the end shows whether you read anyone right. A line on the win card like "honest people trusted 7/7, scams caught 5/5", or making unfinished errands cost more than -2 Mind/-2 Body, would make reading people pay off.


2. English words break in the middle. Every letter is its own span, so lines wrap at any character: the win title shows "You lasted twelve roun / ds", the body "treated, a / nd", and the HUD label reads "Mon / ey". Wrapping each word's glyph spans in one inline-block/white-space: nowrap span should fix it.


3. A new visitor always gets the Chinese menu, because the language only switches to English if att-lang is already saved. The English button is right there, but on an English-language jam page, defaulting from navigator.language would help.


0 console errors on either run.

Developer

Thanks for your feedback. Since I work a full-time job and develop this in my spare time, there were quite a few bugs—I’ve now released an update.

Submitted

Totally understand, doing this around a full-time job is hard. Thanks for pushing the update so fast, I'll give the new build another run. Good luck in the jam!

Submitted

ooo very cool idea and I love the custom models! Some of the text is covered by the buttons at a part though

Developer(+1)

The models are 3D-sculpted. There are hundreds of other character and outfit models that will be featured in future works.