Gone by rnlf
A very dark interactive story (or so).
Is more or less complete. There is a full ending with a complete outro. The game is over when the closing credits appear, and yes, there is only one ending, no trick ending ;-)
Update:
I fixed three really small bugs:
* One could enter the final room too early by exploiting a bug in the map file, thus ruining the whole experience.
* Usable objects would remain usable even after picking them up. This was just a bit annoying and confusing.
* One sound was way too loud, I reduced its volume to 1/4.
The change is probably 5 lines of code, I hope everyone's okay with that.
You can get the original version by changing the -1.0.1 in the download URL to -1.0.0.
Is more or less complete. There is a full ending with a complete outro. The game is over when the closing credits appear, and yes, there is only one ending, no trick ending ;-)
Update:
I fixed three really small bugs:
* One could enter the final room too early by exploiting a bug in the map file, thus ruining the whole experience.
* Usable objects would remain usable even after picking them up. This was just a bit annoying and confusing.
* One sound was way too loud, I reduced its volume to 1/4.
The change is probably 5 lines of code, I hope everyone's okay with that.
You can get the original version by changing the -1.0.1 in the download URL to -1.0.0.
| All Platforms (.love) | http://www.base13.de/gone-1.0.1.love |
| Windows (includes Love2d) | http://www.base13.de/gone-1.0.1.zip |
| Timelapse | https://www.youtube.com/watch?v=sSvuXHbIFLE&list=UUTvxn-L_sBuyvSLT5wKZZsQ |
| Ingame GIF | https://dl.dropboxusercontent.com/u/195907563/final.gif |
| Source | http://www.base13.de/gone-1.0.1-src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30930 |
Ratings
| Coolness | 88% | 2 |
| Overall | 3.75 | 102 |
| Audio | 3.59 | 97 |
| Fun | 3.25 | 395 |
| Graphics | 3.74 | 186 |
| Humor | 2.27 | 721 |
| Innovation | 3.02 | 646 |
| Mood | 4.26 | 14 |
| Theme | 3.71 | 404 |
The mood is a solid 5 for sure. I have a feeling that any complaint is something that you would've fixed if you had a few more hours. The main thing I wish is that you had a little more content. You could've added onto why the hospital was so empty or something like that. Also, maybe a bit more than picking up keys ;)
But as I said, I suspect that would all be fixed with more time. Good job!
nicely done!
Good theme use. (Rare on most entries) Very cool look and FEEL. Oddly dark. It's slow gameplay wise but it goes with the feel of the game in a weird way
There wan't much of a challenge, but since the game was predominantly story based I feel like you're safe there. My only issue was that there were some bad collision issues with all doors and many walls. I could walk through them, which actually allowed me to beat the game in the second room on my first play through. If you play the game without cheating it's pretty solid!
Protagonist can go through walls! :)
May be it's not really a bug! May be, protagonist is dead. His soul knows no physical obstacles. And Linda guides him to the life after life.
I found the "big reveal" a little bit too obvious for my tastes, but maybe I'm just cynical (or I uncovered clues in the "wrong" order).
I never did find out what was in storage... I left it for later when the character said "I have a bad feeling about this", talking about a locked door in the corner of the map :-)
@tompudding: No, you can enter the room. I know which door you are talking about, and once you get a key, it is never removed from your inventory. Maybe you just missed one other key ;-)
The gameplay itself doesn't really stand out much, but it doesn't really need to as it's not really the point of the game. Going too far with gameplay might drag the narrative experience down, and I did in fact feel that this was just slightly the case for this game. While it's common in games, finding key A to enter room B to find key C to enter room D to find key E to enter room F makes little narrative sense, and if done too much breaks immersion; why the hell am I finding the Chief Physician's key in a random office? It also distracts from the narrative when there's too much of this in sequence without anything happening that adds to the narrative.
The storytelling in general is very good in this game. However, I dislike how little of it all is explained at the end of the story. It's obvious that the protagonist and his wife died (perhaps a bit too obvious; a news story about kids being left behind after their parents' deaths directly followed by 'gee, I wonder how my kids are doing' could've been more subtle), but even so a more direct confirmation from the story would be nice; the mystery is built up by the hints given, then just...ignored. Even if Linda had just made a single remark about the afterlife at the end it would feel like a proper end to this mystery. What bothers me more, however, are all the details that are left unexplained:
- Why is there nobody at the hospital/is the protagonist incapable of perceiving them?
- What's up with that ghost in the storage room? I really liked that part (and it made me wary enough to avoid passing by the storage room until the end of the game), but it makes no narrative sense from what I can see.
- Why are all of these doors locked (other than 'because it's a video game')?
- Why did the protagonist not pass on to the afterlife/not realize he was dead? (Doesn't necessarily have to be answered, but it would add greatly to the story.)
- What is the protagonist's relation to the hospital, if any, or otherwise, who are these people the protagonist refers to when examining random parts? Referring to them by name makes them seem relevant enough to at least deserve acknowledgement of who they are.
As a story, it feels a bit incomplete even though it starts of really well. But as a game telling a story, it accomplishes its job almost perfectly.
Respect the theme, graphics simple but nice, sounds too.
Was fun and interesting to play!