Connecting by AlexDJones

[raw]
made by AlexDJones for LD30 (JAM)
Waiting at London Heathrow airport for a connecting flight home, you receive a text from your partner, Sam. As you begin to talk, Sam asks you about your night out with your friend Robin, at which point the conversation becomes awkward.

Connecting is about relationships - your relationship to Sam, to Robin, and to the game text itself. As you pick responses, not only do you change the direction that the dialogue takes, but you also retroactively change the context of the conversation because the game doesn't impose a canon on the player. Maybe you confess an indiscretion to Sam, or you lie about it, or maybe there never was one and Sam's questions are unfair.

Written and programmed by Alex D. Jones with art by Sandy Gardner. Made using Game Maker Studio, Photoshop CS2 and bfxr.

Unfortunately this is only available for Windows. Apparently Chrome gets ornery about the .zip download, so I've added an itch.io link which sometimes fixes that problem.

Ratings

Coolness 46% 1364
Overall(Jam) 3.32 312
Audio(Jam) 3.00 401
Fun(Jam) 2.83 499
Graphics(Jam) 3.00 518
Humor(Jam) 3.50 75
Innovation(Jam) 3.26 253
Mood(Jam) 3.43 201
Theme(Jam) 3.08 423

Feedback

darklightteam
26. Aug 2014 · 13:29 UTC
Original game!
Hoopsnake Games
26. Aug 2014 · 13:33 UTC
Pretty Cool :)
Mallot1
26. Aug 2014 · 13:42 UTC
I enjoyed this game :D I found it very interesting how the replies are actually on point with if this was a real conversation. This reminds me of a game I wanted to make, but never got to it. The only thing I would add would be the whole flight conversation all the way until you get there, or at least one more conversation. And maybe let the user see the result of their conversation, whether Robin and you break up, go to Robins house, etc; The background music really fit the game as well. Well done! :D
nothke
26. Aug 2014 · 15:01 UTC
Hay! Chrome is reporting both the .exe and the .zip as malicious!? I can unpack it though when I go to downloads and say I accept the collateral damage of opening the malicious file xD
nothke
26. Aug 2014 · 15:04 UTC
Interesting game, would love to have much more dialogues and some randomness. It would be interesting to have a clock until the flight is leaving and you need to finish the conversation (properly) before you leave so you have to do it quickly (I know it might not be the point of the game). Maybe even have missing the flight have consequences.
vctr_seleucos
26. Aug 2014 · 22:25 UTC
Really good idea! Love it, as other people are telling you, it would be nice to see the result of the conversation, or have more dialogue lines. Also really loved the concept of keeping you the secret and dodging the awkward questions, instead of find what your couple is hiding. One last thing, it took me a long to realize the player is a boy, at first i think i was the gf xD Well, Sam is a weird name. Other avatars (more realistic) or names should fix it. Nice entry!
foolmoron
29. Aug 2014 · 23:02 UTC
I played a bunch of times to see all the paths. Nice writing!
varun
29. Aug 2014 · 23:02 UTC
Clever use of gender neutral names - great writing!
thecolorhacker
29. Aug 2014 · 23:07 UTC
Liked the take on theme, fun and original!!
OxyOxspring
29. Aug 2014 · 23:16 UTC
Very cool! Kinda reminds me of the game we made for this jam!
GrooveMan
30. Aug 2014 · 00:23 UTC
(Phil here) Cleverly written, interesting little game. It was fun while it lasted, but I felt like the endings I got weren't so much endings. I feel they left too much unsaid, if that makes any sense.

Cool design though, keep it up!
jackyjjc
30. Aug 2014 · 07:42 UTC
Pretty interesting game, the dialogues feels genuine, would be nice to see the result of the conversation as an ending rather than having the same endings for different paths.
Franklins Ghost
30. Aug 2014 · 10:39 UTC
Hilarious, loved it. Really well written and the response choices were great.
Snoother
30. Aug 2014 · 16:19 UTC
A really cute and engaging conversation game, one that feels almost tangibly real -- I could very much believe the characters and the style of texting. Plus the graphics lend well to believability.

I like the uncertainty of this kind of narrative. You are entering a conversation that is only a fragment of a person's life -- you have to piece together what has happened, and afterwords you are not sure what will happen. All you know is that fragment, that moment of time. I like that a lot as a gameplay and narrative device. So, contrary to some others, I don't really want a conclusion rounding everything up -- that's boring to me. The uncertainty is what leaves it lingering in my mind, and it's what makes me want to replay and ponder.

What I maybe would have liked is for the conversation itself to be a bit more extensive and last for longer. It felt a bit too brief for a conversation that could dramatically affect their relationship. But maybe people are terser in text messages than me? And, of course, you're limited in what you can do in 72 hours, which I wholly understand.

Oh, and the background audio sounds -- the crowds and muffled chitter-chatter -- upped the immersion too.

Someone else mentioned the possibility of missing the flight if you got too involved in the conversation or something? I thought that was an interesting idea to consider -- not sure if it would work, but there's something there, I think.

Anyway, overall it gets top marks -- nice work!
PowerSpark
31. Aug 2014 · 00:09 UTC
The game is black for me. Quite disappointing.
hbocao
31. Aug 2014 · 02:33 UTC
Good job on writing! I tried a bunch of dialogue paths and the conversation felt very real. The concept is really interesting. Solid entry.