Glass Houses by diptoman
GLASS HOUSES

A short, atmospheric story-driven experience about the lives of people living in a small world, until that world breaks apart. Has two endings.
Arrows/AD to move. Z/J/Space/Enter to interact.
Made by: Diptoman Mukherjee (Programming / design), Pranjal Bisht (Art / design), Joel Montpetit (Audio)
Browser & Downloadable Link:
GameJolt (HTML5 / Windows downloadable)
Dropbox (HTML5)
More Screenshots:


| Original URL | https://ldjam.com/events/ludum-dare/38/glass-houses |
Ratings
| Overall | 137th | 3.821⭐ | 58🧑⚖️ |
| Fun | 640th | 2.611⭐ | 56🧑⚖️ |
| Innovation | 418th | 3.071⭐ | 58🧑⚖️ |
| Theme | 12th | 4.464⭐ | 58🧑⚖️ |
| Graphics | 73th | 4.421⭐ | 59🧑⚖️ |
| Audio | 52th | 4.018⭐ | 58🧑⚖️ |
| Mood | 11th | 4.411⭐ | 58🧑⚖️ |
| Given | 58🗳️ | 79🗨️ |
The mood was great, it felt mysterious and always kept me curious what would happen next.
Speaking of snow globes, of you want more games like that, feel free to check my and @quaternius game here: https://ldjam.com/events/ludum-dare/38/hibernaculum
@cosmic-adventure-squad: You weren't missing any action, it's meant to be mainly a story told around player indifference. There's 4 days in total, with something new happening each day.
|+ The art and atmosphere built up and the changes to the behavior and appearance of characters helped add impact and a sense of progression until the end.
|+ A strong sense of polish and heart, everything was well presented.
|= Wasn't sure whether to make this a positive or a negative, but walking back and forth to 'progress' felt relatively dull, but it did help add to the impact of the changes within the 'village'. Visual novels at least have dialog but without that here the experience could be shared more broadly which is nice so I think it suits the atmosphere that was made.
Overall it was a nice and sweet story that didn't stretch out the message unnecessarily which could have negatively effected it so great work :)!
I disagree with a lot of the criticism above about the actual gameplay being boring. I feel like that's the point. You're just getting up, doing your boring job, and going home, while all around you the world just falls apart. And the "only" thing you can do by changing your routine is make a difference to one person.
Great game, very neat.
@swiftillusion: Well apparently it's both a pro and a con judging by the comments hahah. Depends on what you expected out of this. We wanted to try a purely "show not tell" approach and see if we can get away with it. Thanks for the detailed comment!
@davidthelazar: That was our intention! The lack of interaction was a conscious decision, but it's a fair assumption that it would be a hit and miss with players who went into it expecting a "gamey" game (which is why I described it as an "experience", not a game). Thank you for playing!
First it's damn beautiful, charismatic and elegant, reminded me a bit of sword & sorcery, especially for the long and thin leg character design, and for the delicate and dreamy atmosphere.
Also your narrative is strong and deeply moving, and I was impressed by the fact you conducted it so fully right to the end. I think It's pretty rare for a jam game to find a real and that polished story combined with a nicely fitting and rich art direction. So once again huge congratulations, we'll follow your good work !
It's rated <3
There were 3 things you could interact with, and only one of them had any point whatsoever. You could take away all control and it would not change the experience. My existance as a player of the game felt completely, utterly meaningless, and I'd expect that's the sort of indifference you **don't** want to intentionally convey.
Nevertheless, the superb atmosphere alone is worthy of praise. Well done!
PS. I would recommend you to change (or remove) the first screenshot as I was able to practically predict the whole story from that one picture, it's a bit too spoil-ey.
- The music progression with each day was phenomenal. It really gave the feeling of impending doom and dread. It scaled up the intensity very well.
- I love the fact that, amidst the chaos, the main character just goes back and forth between the machine and his house. It's like it doesn't matter to him.
- The pixel art was great. The muted color palette really set the initial mood.
- SPOILERS: my first time through, I got the bad ending, and I think it's brilliant. I was so conditioned to move from left to right, every day, that when I picked up the girl, I didn't even think "Maybe she's running from something". I just ran to the right like I always do. This ended up getting the girl killed.
- My second playthrough, I decided to break the pattern of indifference to the situation,and ran away when I picked up the girl to save her. This was a really great moment.
- The lack of dialogue made the mood even more sinister. When the religious folk began coming in, and started showing a death-related image (which I now think means "sacrifice" or something), I felt very unnerved.
Fantastic game.
Although they're fairly different, this actually reminds me quite a bit of LOOM.
EDIT: To elaborate a little, I feel like an expanded version of this should maintain and expand on the gameplay of this version; not the walking-back-and-forth-a-lot part, mind, but the part at the end, the 'implicit' decision-making, where you choose between two paths by simple interaction, without necessarily realizing you're being presented with a choice.
PS: brought here by @tinyworlds blog post.
To improve, the only thing I can say would be to perhaps have a little more deviation from the same tasks. Maybe the player could visit a shop?
Overall, really nice game and I hope I can see more like this in the future!
Truly, this feels like an actual original take on pixelart.
Great entry! Cheers.
Great job representing the ground plane with those slopes and ellipses.
@devastus: I removed the image heh, you were right.
To be fair, all those 3 actions serve a singular purpose - to move the story forward. The "working" action also serves as a hint to what's coming next (it's very subtle and only a few caught on to it, but that is expected). Thanks for the criticism though!
@philomory: That is an interesting suggestion. I have a feeling adding proper "game" elements into something like this would need very careful consideration, since that might tend to break immersion (say, when you're stuck and searching for keys or something - taking your mind off of what's happening around you to a more puzzle-oriented mindset). But it's a great idea to think about.
@rongo-matane: Thank you, that made my day!
@elzach: The art is inspired by titles like Superbrothers and zzzz-zzzz-zzzz.
I was actually hopeing for this this to be a little longer. But I do on the other hand prefer narrative games to be "to short" than "to long".
Music and scenery are both stellar.
I don't have anything bad to say really. It is short, but encapsulates everything it's trying to say so well that it wouldn't gain anything by being longer.
Full marks.
loved your game. The music was great, and the game builds a strong story without saying a word.
(SPOILERS AHEAD)
The fact that the game had two endings is great. At first i got the bad ending but I read some comments about the other ending and i played again to get it. It's basically the same, but gives a very different feeling - the scene with the guy and the girl at the end is very powerful.
Good job guys :)