RENT by Jam373
-----DISCLAIMER-----
This ended up taking 4 extra days to complete! Unfortunately I didn't realise that after publishing my placeholder page I would not be able to switch to "Unfinished". Due to how "smart filter" works it's important you rate the game if you play it, but PLEASE keep in mind that this took 4 days longer than everyone else when giving a score, otherwise it would not be fair to the others who finished on time (and submitted according to the rules...).
In the end I justify posting this because I don't really care about the ratings, I just wanna take part, and that includes the Play+Rate stage too! So honestly give me whatever rating you think is fair given the tardiness, I don't mind! Just be sure to leave a comment and let me know what you thought!
Full Blogpost: https://ldjam.com/events/ludum-dare/47/placeholder-1/$230593
-----DISCLAIMER-----


Darkly comic, horror short in which your new Landlord isn't all that he seems.
Haunted in your sleep by someone else's nightmares, uncover the mysteries that envelop you and your flatmates.
Controls:
-Arrow keys
-Spacebar
-Mouse
If you ever don't know what to do you may just need to use the mouse!
Alt-Enter to toggle fullscreen.
Pixel Font by Daniel Linssen: https://managore.itch.io/m3x6


| Youtube | https://jam373.itch.io/rent |
| Original URL | https://ldjam.com/events/ludum-dare/47/placeholder-1 |
Ratings
| Overall | 1426th | 2.98⭐ | 52🧑⚖️ |
| Fun | 1376th | 2.781⭐ | 50🧑⚖️ |
| Innovation | 1316th | 2.813⭐ | 50🧑⚖️ |
| Theme | 1443th | 2.827⭐ | 51🧑⚖️ |
| Graphics | 1239th | 3.029⭐ | 53🧑⚖️ |
| Audio | 980th | 2.729⭐ | 50🧑⚖️ |
| Humor | 580th | 2.979⭐ | 50🧑⚖️ |
| Mood | 945th | 3.25⭐ | 52🧑⚖️ |
| Given | 69🗳️ | 81🗨️ |
Thanks so much for taking an interest, it's finally done!
I look forward to playing all your games very soon!
Was there a playable version (no matter how broken) when the jam finished? It would be cool if you could also share that, so that people can rate based on that - and it would be also interesting to see your progress. Don't worry about any low ratings, the game itself is your reward :)
The titlecards alone took me a couple days due to how perfectionist I was about the "handwritten" font. A mistake for the jam, but I am pleased with the result. The music was the big rush job, and I'm only ok with it because I have next to no musical experience (or talent).
I really like the macabre tone of it all, and the demented look of the characters/environment. I'd almost say there's a hint of early Tim Burton there somewhere (pointing more towards his illustrations/concept art)
Once again, you've done a good job establishing a certain immersive atmosphere.
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I somehow like the fact that you mainly have control in the dream-sequences via a variety of mini-games.
Although, the scenes that shows your main-character in the bedroom makes you wish you could move around the apartment. Was that perhaps your intention in the beginning?
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On a technical side the game would need some tweaking. I really like the font you've made(?) for the dialogue, but I'd make the text show on-screen at the same time as the speaking-animations. The way they are presented now feels somewhat cumbersome. (Although it has a certain "silent-film" charm to it)
Also, I keep getting stuck in the dark hallway -segment of the game. The Scumlord attacks so fast that I've only managed to hit him only once by accident.
I've also lost control of the game and needed to restart on two occasions due to a bug. (I think it happens if you take a turn to another corridor and slap at the same time, or something like that...)
I'll probably try beating it once again, but if you provide a bug-fix or a debug-command to get past the scene I'll be glad!
Yea mini-games as a way to explore narrative is something I've been developing for a while now, this is my test-run of it. My main project I've been formulating for a couple years now is going to take that even further. You're right the initial plan was to have light interaction in the flat to progress the story, but didn't have time/ didn't think it was all that important.
The font was scribbled out in paint and then tediously copy and pasted into the titlecards. As mentioned above, took me a ridiculous amount of time in the end. I understand the cumbersome complaint especially seeing as you had to replay a few times it seems (apologies for the bug :sob:) and the timings could definitely be tweaked, but the big inspiration for the narrative style was german expressionist films like The Cabinet of Dr. Caligari. Arguably it didn't work, but as a nod to those films I'd like to keep that dialogue style in.
Really sorry about the bug. Just did some testing and discovered it happens when you click both a side-passage and a "forward"-passage shortly between each other.
A new version has been released with the bug-fix and a slightly slower speed for the landlord. There isn't much left after that though, so don't feel any pressure to play again. Just a short ending scene.
Thank you so much for the rating and staying fair to all the other contestants. Mood is definitely my favourite catagory so I'm so pleased you said that!
Loved this. There are lots of details to like so I can't really list them. You know them all anyway, having worked hard on this.
My only complaint is you made the player finish the hallways part before continuing, I spent 30 minutes there and couldn't find a way to proceed, which is pity as I really just wanted the game to continue and see the rest of the story, so please avoid such sequences if you intend on making games like this in the future.
Really appreciate your feedback! Sorry you got stuck in the corridor, its honestly not that hard, it obviously just needed more tutorialisation, so again major apologies, thats fully my bad. Didn't intend anyone to have to sit through that for 30mins...
Just for clarification, the spacebar is an attack and you must hit the landlord 3 times as he is flying towards you, but before he hits you first! Doing so 3 times will progress the game to the final scene. The corridor maze is endless (and therefore pointless) but walking down it gives a chance for him to spawn.
I really didn't intend anyone to get stuck there and will definitely keep that in mind for any future projects.
I loved the art style and the mood. The music was good too. The quirky gameplay and dream-sequence minigames really lent themselves well to the overall surreal nature of the game.
You remind me a lot of myself as I also struggle to finish on time and have done exactly the same thing in the past: finished my game late and just have a disclaimer saying I want feedback and I'm not worried about ratings. I'm not sure if I should give you advice or not, since finishing by the deadline is not something I'm good at, but I will tell you what worked for me this time around and you can take it or leave it.
This LD was the first time I felt like I really "Finished" by the deadline. By finished, I mean I submitted a "complete" game, with artwork, player interaction, and audio. There were only two ways I was able to do this: working on code, graphics, sound, and gameplay in a round-robin style. I'd spend two or three hours on each of those categories then force myself to move on to the next. That guaranteed that I had some of each element done by the deadline. Also, I had to be brutal when it came to narrowing my scope and cutting content. The scope kept getting smaller and smaller, which is sad in a way but it really felt good to "finish" something by the deadline.
Like I said, I'm not sure if I'm the best one to take advice from because my game still wasn't "finished" by the standards of what I wanted to get done, but using that process I was able to submit in time for the jam deadline. Maybe this will help you.
Overall, you did finish your game and share it with the community and I appreciate that. It was a very quirky and cool experience to play your game. I hope to see more games like this in the future. Good job!
I think I'm now instead at a stage where my (small amount of) experience is allowing me to expand on scope and start making longer and longer games that are more true to my ideas. It's a very exciting time for me! And because of this I currently have quite a limited interest in going backwards and making smaller games again. In the end I think I've outgrown 48-72 hour jams for my narrative games, and will be instead looking to longer jams for the future (though I think I'll start using LD jam to instead experiment on short mechanics-focused games!).
As I've said previously I really have no regrets about spending the extra time here, as my goal was to fully create the story I wanted to make, and it just so happens to have taken a week rather than 2-3 days. I would much rather the initial idea I had be complete than be forced to cut it to pieces in order to make a deadline.
The only issue with that is I still love taking part in the community we have for these jams. I guess I want to have my cake and eat it too. But I think unofficially opting-out of the ratings in favour of straight feedback is a fair compromise for everyone.
really twisted, loved it, was the landlord(slumlord) a vampire???
The dialogue could be done clearer, i would have the text appear as the characters where talking, i might have a script for you in GML if you want to give it a go, it should be compatible with your game, and should be pretty easy to implement.
I played the latest version 1.2 with the sound fix, haven't tried the first version, but i found the volume to be quite low
Also I'm super curious how you did the various cutscenes i was planning on doing something similar with my game to emphasize some things but i did not have time to squeeze it in properly.
to bad you missed the deadline, but i had a blast with this one.
Thanks for the offer, I'm sure it would work really well but honestly while the dialogue style could definitely be tweaked with better timings and such, I did it like this as homage to films like "The Cabinet of Dr. Caligari" and would like to keep it like this for personal reasons. I do understand the frustration. But can I ask, what do you exactly mean by "clearer"?
I will definitely raise volume if I do another patch so thanks for the feedback.
Hmm not sure what advice to give for cutscenes, I do it very inefficiently. New room for each camera angle, and a lot of fiddly numbers to get right so everything aligns correctly with the proper timing too. I think I have a bit of a talent for correctly fudging numbers like that though, so I tend to get things feeling right within 1-2 tries. I wish I knew of a separate program for creating cutscenes using animated sprites, would be such a help.
i liked the silent film dialogue style, but it felt a bit slow to me, pressing space to advance through quicker would have been nice.
i liked the gear puzzle, but i actually got stuck at the part where he goes to confront the landlord, where you press space and the hand slaps or something. i just couldn't figure out what to do there.
nice work over all!
Also I would definitely be interested in talking about your games or even potentially collaborating on a project in the future. You can see my personal stuff here (https://curtis-lacey.itch.io/).
Embarrassingly I haven't even heard of that game series (not so knowledgable about that era of indie games), but I've just downloaded them and they look exactly up my street, thanks for the recommendation.
That project is still in early stages but I'm really flattered at the interest. I'm currenty working on a couple of smallish, more traditional, mechanics-focussed games as a bit of a 2020 palate cleanser (projects that don't require the same kind of artistic energy that this year seems good at sucking me dry of lol).
I'd love to keep in contact and collaboration sounds awesome (though I'm still relatively new to all this so I'd hate to be a burden)!
I'll be sure to play your itch games, they look great (sinew's thumbnail reminds me a lot of that Lynch short film from a few years back, love it!).
Yea Ant Head, that's the one lol!