QUOTE (The Angel of Death @ Dec 21 2010, 02:13 AM)
I love the story! It really went out, I survived as for 5 Minutes, Exact. The story went out quite well, I like how the Man comes up with Excuses too kill himself, it went quite well.
CHARACTER DEVELOPMENT 6.5/10
The Man was Developed as you chose choices, and when you say something, the Man will have his own comment.
RTP worked for this game. 'Nuff Said.
RTP worked for this game. Again.
Everything looked great! I Loved the Maps!
A recommended Download!
Actually the RTP wasn't used regarding BGM. Just the fall sound was some type of "blow" SE from the RTP. The only song in this game is a MIDI version of Silent Hill 2 - True. I didn't make it, got it from the mentioned site. Thanks for recommending and reviewing it shortly.
QUOTE (Ratty524 @ Dec 21 2010, 05:14 AM)
Angel I think you gave a little too much credit in terms of the graphics, mapping, and audio.
The audio was well-suited for the game, so I kind of agree with you, but the mapping looked really bare and the objects lack so much variation. I think what would help with the atmosphere of the game is if you included some kind of fog graphic, set it to a LIGHT opacity, and have it scrolling slowly across the screen. This and the work on mapping would REALLY help the atmosphere of the game, as even the with gray clouds panorama, the game still felt a little too bland to strike the emotion that was intended.
Graphics aside, everything else was well-done with this game. I kind of laughed during the first time the dude jumped, as I selected "jump" right from the start.
Yea I agree, being my second game (though first game finished) I'd say the mapping isn't well off but the audio was not made by me, just a choice. Never knew about all the fog scripts and I suppose with the size of the game it wouldn't be much work to shove em in for a few maps but at the time I didn't think of using any scripts for what is basically a game made in (I think) 5 events. I don't think there was emotion to be intended as it was supposed to look at suicide logically, not emotionally. Other themes include acceptance of one's position in life and the fact that you won't know everything in just one lifetime. The character was meant to come off like this smiley face:
Thanks for the feedback of course. My games get better graphics later on (in the timeline of what I've made), I'm just putting my games up in the order they were made. I have...six or so playable things and six other stuff that isn't playable yet.
QUOTE (Shocky @ Dec 21 2010, 09:50 AM)
A couple of grammar errors here and there (failing instead of falling, it's instead of its), but those really didn't take away from the gameplay. I liked the short, clipped style that you used. It did take me two playthroughs to get the general idea of what had happened to the soldier and why he wanted to kill himself. The first time I got him to jump, and the second I got him to walk away.
So it was a neat idea for a game, for sure, and relatively well executed - I liked the jump sequence. But there was nothing really compelling me to jump. So maybe what Ratty said - a light fog, a darker screen tone. The RTP music was fine, but it didn't build the tension. By the end of the game, the player should be feeling like they absolutely have to choose and oh my god it can't wait any longer and aaahhhhhh jump! or something.
That being said, bad music could wreck the game, so it's a middle ground type thing.
But I enjoyed playing it, it was relatively well-done and the concept was good.
Typically I get the "you're and yours" mixed up. Pretty sure you'd notice that in my first game, Haven, which is in the long demos area and much longer than this. Glad you did as this was meant to be a short game much like how life is rather short. Plus this was really a side project I worked on when I happened to get bored working on Haven (my first game). If you want to see all there is to see you'll probably have to play 4-5 times as while there are only two endings there is a way to make him jump (in actuality it doesn't matter what you say until the end to make him jump/go crazy). Most of this game is smoke and mirrors regarding your choices. It's divided into sections, as the day grows darker you move onto the next section of thought and each one has 3-4 paths of branching thoughts which mesh to form his person.
Jump sequence was the easy part, though getting the wind to get louder without it clipping was the challenge. There was no RTP music used, it's all from the side I gave credit to and it's only one song.
Music wasn't used to full potential but the focus was on the logic of suicide. Typically you'd only see the emotional reasons for committing suicide which when I myself thought about it (I never attempted or hurt myself but I did have a knife to my neck once years ago) I logically came to the conclusion that suicide was just stupid.
Course this game was made a year ago, I was maybe 13/14 when all that happened.
Appreciate the feedback.