FIND YOUR SELF. by mde

[raw]
made by mde for Ludum Dare 47 (JAM)

Welcome to "FIND YOUR SELF."! We hope that everyone has a lot of fun (and patience :p) with our game and that the whole thing didn't turn out too ominous and confusing. We sure had a lot of fun programming, drawing and putting the game together.

Controls:

To start the game, press "E". You can walk by using the classic "W", "A", "S" and "D" layout (alternatively you can use your arrow keys) and jump by pressing the space button. To interact with elements, use the "E" button. After each level you get to keep only one of your newly collected memories, so before you finish each level, you might want to take a good look at every item or hint, to get the full story experience.

Description:

Since we do not want to spoil anything or take away player immersion and interpretation, this is a very basic description of the game. Our main character (and the others) were not given a name or distinct face, so that each and every player could identify themselves with them and thus have an immersive experience. The game is set in a hospital somewhere around the world, with the main character being in a coma and trying to find their identity (and a way out of their coma dream), wandering around the hallways and collecting memories. Each level has a theme and revolves around a certain aspect of the character's former life.

Notes about the first (72 hour) version:

Be patient, the game might take a few seconds to load! The upper level walls (the rooms you get to when you press "E" in front of the elevators) are a lie. You WILL bug out of the game and have to start again, they have no collision yet. Here's a hint, ignore it if you wanna figure it out yourself: The exit in the sixth level differs from the other ones. Don't be a fool, you might get burned.

Last words: sleep is for the weak!

CREDITS:

Concept by: Alexandra Schwab, Andreas Germer, Jakob Eigenmann, Matthias Deiml, Philip Meyer, Sarah Daerr, Sebastian Herrmann

Programmers: Jakob Eigenmann, Matthias Deiml, Philip Meyer

Graphic/digital artists: Alexandra Schwab, Sarah Daerr

Voice actors: Alexandra Schwab, Philip Meyer, Sarah Daerr

Music/sounds: Matthias Deiml, Jakob Eigenmann

Ratings

Overall 1296th 3.136⭐ 24🧑‍⚖️
Fun 1541th 2.476⭐ 23🧑‍⚖️
Innovation 1273th 2.857⭐ 23🧑‍⚖️
Theme 499th 3.881⭐ 23🧑‍⚖️
Graphics 1066th 3.273⭐ 24🧑‍⚖️
Audio 943th 2.841⭐ 24🧑‍⚖️
Mood 489th 3.682⭐ 24🧑‍⚖️
Given 68🗳️ 8🗨️

Feedback

Tutti Ankka
06. Oct 2020 · 01:29 UTC
This was really cool. First properly story based game I've played from this jam. Really well done on all aspects.
Rhiannon
06. Oct 2020 · 01:35 UTC
Nice grafics and nice idea with the memory bits. I couldn't complete the fire level and was stuck there for 15 min.
I needed to restart the game when I was in the firs level, because I walked out of the room on the second floor (right side) and dropped in darkness.
kuro
06. Oct 2020 · 12:17 UTC
I see what you were trying to do here, and it was well executed.

The problem I see here is the speed of the movement - everything else would work fine together, but then you spend some relatively long stretches of time just holding D. Not very entertaining, and didn't improve the experience. Au contraire, actually. Maybe loose the few artifical extra minutes of gameplay for a more concentrated and more meaningful experience?

Otherwise it's a job well done. Kudos .)
06. Oct 2020 · 12:22 UTC
It boggles my mind you had *sechs Menschen* to playtest this and no one tried going to the left? Really? You will just fall into darkness with no restart button.

I was looking forward to seeing the ending but unfortunately the fire level quickly turned this game from an atmospheric walking sim to an MLG pixel-perfect platformer with annoying controls and wacky collision detection. None of this would have been a problem if you just didn't add that mechanic (controls don't really matter in a walking sim). I got stuck in a loop. It took a decent while to realize that fire's hitbox scales accordingly to its animation, and even then with proper timings the third fire was basically unbeatable (or there was another path but I couldn't look for it because I *fell*). Know your priorities! Don't make your platforming elements difficult if you're striving for an atmospheric game. As soon as my *gamer sense* turned on, I quickly forgot about your (touching) story. Big props for the writing and art though.
zaibakk
10. Oct 2020 · 16:46 UTC
Nice entry! The story is very intruguing and also the objects you find! The part of flames is veeery annoying, the game would be better without it! Anyway, good entry!
KaafiRookie
10. Oct 2020 · 18:29 UTC
The game was pretty good, and the story was also very well written. The platforming section was a mess, The hit-box detection and the controls were not really meant for platforming at all, you could have avoided it in the whole game and still have an amazing game.
Congratulations to the entire team and all the best for future projects!
Rushikesh Charapale
12. Oct 2020 · 07:36 UTC
Great! I loved the graphics. Please visit my game and rate it too!:)https://ldjam.com/events/ludum-dare/47/the-dumb-robot
blobo
12. Oct 2020 · 20:39 UTC
Woah, i loved the mood with this one! Incredible work on setting the tone and atmosphere! Great job all around!
Jakob Reborn
16. Oct 2020 · 13:23 UTC
Oh i felt from the map. Liked the idea, could have played more if i didn't fell over but movement speed made me like, oh no I don't want to reapeat this all over again. Still interested in what's happenig with those memories I'm keeping every loop. Also it was a little too dark, tried adjusting my monitor but it didn't change too much.
ditam
25. Oct 2020 · 20:31 UTC
A really well crafted game with a unique atmosphere. The memory fragments telling a story was very well executed, although I felt that you put a few too many twists and "powerful" components into the story, making it into a bit of a mess. Nonetheless, it managed to convey a lot with very simple tools.

I too had problems with the controls and hitboxes during the platforming sections, and walked and fell off the map a few times (I'm still not sure if the ending requires me to walk off the map on the first floor, but that's how I finished it), but I powered through because the game was otherwise worth it. Well done!