Ben'sStories: GreatGrandfather's Story by QwaKlak

[raw]
made by QwaKlak for LD36 (COMPO)
Rich story RPG with lots of mechanics. Compo. I'm kidding :) My first game on LD. Your task is to build piramid in 7 days.

Feedback

lonesurvivor
29. Aug 2016 · 09:15 UTC
The graphics look a bit messy and need some improvements.The text is hard to read. I also find it kind of hard to understand what is going on and what impacts do my actions have on the building speed.

And yeah, the exit button doesn't while in game.

Overall, good idea.
peterthehe
29. Aug 2016 · 09:20 UTC
Good idea. Could've been better executed. The graphics are good for the time the game was made in though a tutorial would be useful
FaeLD
29. Aug 2016 · 09:22 UTC
I too am a bit confused about how my actions on the slaves affect the game. I like the stickfigure animations though, poor guys killed themselves
onyon
29. Aug 2016 · 10:33 UTC
Good concept but the game is overall kind of confusing.
amras0000
29. Aug 2016 · 10:48 UTC
Seems like the only thing I could do was whip and pet the slaves, and aside from the whipping causing my happiness to go down (or unhappiness to go up? really confused) neither option seemed to affect the game.
I need more agency, more challenge, and more feedback. This is just a really long loading screen disguised as a game :T
Some of the slave animations were cute. Maybe just having a couple sliders to the side to control meal rations, sleep time, etc would be a nice alternative to the whip/hand. And let me know how my actions are influencing the game.
🎤 QwaKlak
29. Aug 2016 · 10:55 UTC
@aras0000 "Maybe just having a couple sliders to the side to control meal rations, sleep time, etc would be a nice alternative to the whip/hand. And let me know how my actions are influencing the game." It's already is :D you can change scean when you hit arow. (meal rations, water rations, sleep, time for girls, time for prey).
asteryz
29. Aug 2016 · 11:13 UTC
Its quite fun, but your first try is impossible to get anywhere as you have no time to experiment with what the effect of settings is. Maybe days should be longer in real time so that you can try some stuff day one and then let the slaves work hard the rest of the week.
notime4games
29. Aug 2016 · 11:35 UTC
I tried several times but didn't even get past 60%
I have no idea what I'm doing wrong, I tried being nice, I tried being not so nice.
It's too bad because the game feels like it could be fun if I got some feedback

Music wasn't really my cup of tea :)
BurntFeelings
29. Aug 2016 · 11:45 UTC
game is really confusing tutorial would have been nice and you shouldnt made it so complex because its a short game and also it lacks in depth
vitineth
29. Aug 2016 · 11:54 UTC
It's a nice idea for a game and the basis is there. With a bit more work I think you could get a very cool game. The animations of the stick figures are quite cool, especially the hanging one. As others have said it would have been nice to have some indication of what your actions were doing. You mention in the guide that whipping gives a 5 second bonus on the speed so it would have been nice to see something pop up on the screen to count down or to show that there was that bonus. The graphics are quite good (at least much, much better than I could really do in that time in that style) and the only thing I could say with them would be the white borders around the stick figures. I don't know if that was intentional but for me it took up a reasonable bit of the screen and didn't quite look right. The side screen where you set the details is quite cool and being able to quickly see how much that would affect their happiness and sadness was very helpful. The only thing could be to potentially name what each of the settings did as one of them was a little difficult to figure out from a quick look. All round it is a very good idea and a quite good game (and quite difficult) and a very good attempt at LD36.
RafaCP
29. Aug 2016 · 12:08 UTC
Nice conceptual idea.
I couldn't really see my actions influencing the game.
I tried letting the default run, I tried being the "nice guy" and also the evil overlord and couldn't see how it affected the game, up to the point I lost.
You should focus on feedback to the player. If the effects of their actions are not clear you will never engage them.
ninja00283
29. Aug 2016 · 12:18 UTC
So...
Hmmm...
So the concept is great...
But the graphics aren't.
so yeah...
Take your time for the art,
make the text easier to read and your set.
🎤 QwaKlak
29. Aug 2016 · 12:22 UTC
Thanks to everyone for comment. Now i know what i should made better. More Feedback, More information how to play at start. That my main things which i will develop in the future. Sorry for my English skill.
Efmi_
29. Aug 2016 · 13:51 UTC
There could be an tutorial...
Sina
29. Aug 2016 · 14:14 UTC
The result of players actions are not visible, maybe a "pyramid/7 days" gauge would help the player know how he is doeing at any point of time.
Vegevan
29. Aug 2016 · 14:19 UTC
Hey I just played your game, that was funny ! As everyone said, the main problem to enjoy the game as its full potential is that we have bad feedback and we don't know how exactly our actions influences the game.
Some solutions, great the reaction to actions, a slave missing rest should have an icon, an animation and a red arrow down to show he works less. Happyness / Sadness is a good idea, maybe you should write what it implies (a work multiplicator ? A production per second (eg: 0.5%/s).
Visual are not that bad IMO, simply you made the whole thing on the whole screen so it looks so big ! The text centered would have given a better view for the same work you did.

Anyway, the concept is ambitious, I'm happy there are ambitious games ! I had fun, I'd have liked more feedback, I guess this is your real "problem" :)

Thanks mate ! :D
RobertRamsay
29. Aug 2016 · 14:20 UTC
..seriously..
wheerd
29. Aug 2016 · 14:33 UTC
The concept of the game is great. It is hard to see the effect of your actions though. The texts are hard to read and the intro disappeared before I could finish reading it. The graphics are really messy. I think this game has potential, if the player can better see what the impact of their actions is. I would love to see a more polished version of this, that could be really fun! :)
DiegoCTorguet
29. Aug 2016 · 14:39 UTC
One great problem in the game is what many others have said before: it's hard to know how to play.
But the main thing I think you should improve is that you should try to narrate your story without large text boxes. It's quite more powerful to show than to say.
imphenzia
31. Aug 2016 · 07:49 UTC
I whipped them and they rebelled. I restarted. I whipped them and they rebelled =) I couldn't get a sense of how my tweaking parameters affected the build speed, or even what some parameters meant, but I guess the task is to identify that in the process of adjusting? Maybe not graphically the most polished thing but it's a complete game which is great.