Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

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Too Late, Too Bitter

by JackDegree - Compo Entry

e: interact/progress in dialogue
enter (when available): action

Arrow keys for movement

My objective was to make
1) a 2d game
2) a game which would successfully blend good quality art and good quality writing.

1) is done. We'll see how 2) fares.

24/08: small tweak to the colour of the helper text to avoid more people getting frustrated!

Downloads and Links




Flygamer101 says ...
Aug 24, 2015 @ 1:07pm

Nice little turn based game. not too shabby, but it could use a little work. I didn' know how to move until after the dialogue.

aprotasenya says ...
Aug 24, 2015 @ 1:16pm

Nice work on the stained glass! I've made a black-n-white game myself, but the color elude me, and you seem to be really good. Also - decent writing. I guess, #2 from your goals also went alright. :)

Filecreation says ...
Aug 24, 2015 @ 1:18pm

Ah, I think I understand what makes you the monster in here.
Nice and moody!

JackDegree says ...
Aug 24, 2015 @ 1:20pm

Thanks for the feedback! Yeah, the whole player control and animation could do some improving :-) I'll add something in the description for future players.

JackDegree says ...
Aug 24, 2015 @ 1:21pm

@Filecreation @aprotasenya Thank you :)

mickanio says ...
Aug 24, 2015 @ 2:27pm

I think you accomplished your task. I really like this writing! Graphics were great too. Awesome way to make something within the constraints of 48h. My one (hopefully constructive) criticism: I didn't like the line "enough to break the glass utterly" - if i'm getting it right. Other than that I thought the writing was spot on!

JackDegree says ...
Aug 24, 2015 @ 3:07pm

@mickanio haha well if that's your only criticism, I'm quite happy! I'm not sure what you don't like in that line though? Is the word 'utterly too pedantic ^^?

ezombort says ...
Aug 24, 2015 @ 3:46pm

Cool little game. Took me a minute to see that I had to hit enter to pick up the hammer but I finally found my way out :) Good job I enjoyed it!

andreymust19 says ...
Aug 24, 2015 @ 4:06pm

Not bad. But problems with display of text.

JackDegree says ...
Aug 24, 2015 @ 4:10pm

@andreymust19 hm, sorry you experienced that. If you could send me a screenshot of what you are referring to one of those days, I'd appreciate :) (you can just send it to my twitter, @chesnaisa)

orukinawa says ...
Aug 24, 2015 @ 4:35pm

Great writing. It really helps setting the mood of the game. And nice work on those stain glasses too.

increpare says ...
Aug 24, 2015 @ 4:57pm

the interaction prompt (press enter to pick up hammer) was reaaaally faint for me. wasted some time looking for the hammer.

i really enjoyed the art of the windows, and the story of breaking out.

good, and memorable :)


MrDave says ...
Aug 24, 2015 @ 4:59pm

I wish this game was longer, as soon as I was getting into it it finished.

The main room doesn’t need to be so big. I know you said you didn’t want to put vanities in it but a little bit of furniture would have been nice.

I really liked just having the small window.

JackDegree says ...
Aug 24, 2015 @ 6:07pm

@increpare I'm glad you enjoyed it! I'll update the build to make the prompt lighter, wouldn't want anyone else getting frustrated on this.

@MrDave – yes, making the room smaller is on my 'improvements' list. This was my first time making a 2d game with graphics so I learned a lot about the dangers of not scaling things properly! As for the length, I just didn't have that much time to write more, but I'd like to make it (just a bit) longer too!

cxsquared says ...
Aug 24, 2015 @ 6:22pm

Really liked the dialog and how many lines where presented at each object. It reminded me of the dialog in dark souls. I also really liked the story and how it fit the jam theme. Controls could use some work but good job.

Deadpan-Gamez says ...
Aug 24, 2015 @ 7:21pm

Loved the game, the amount of detail you put in... was really cool!

Draknek says ...
Aug 25, 2015 @ 12:40pm

I found the interface a bit awkward: maybe would have preferred a single interact key that would sometimes give a choice about what to do?

I didn't realise enter was a used key until I read the description below.

JackDegree says ...
Aug 25, 2015 @ 6:33pm

@Draknek hm yes, maybe I should explore that. I was also thinking of letter the player try to swing the hammer and display some message to say that it's useless, unless they're in a place where it has an effect?

magenta says ...
Aug 25, 2015 @ 7:09pm

As someone who practises & appreciates similar ancient knowledge, it broke me to break the glass. I guess now I'm "free" :/

n42k says ...
Aug 25, 2015 @ 8:08pm

It's very fun, but too short, it ended right when I was starting to get into it!

JackDegree says ...
Aug 26, 2015 @ 4:33am

@n42k you're not the first one to make that comment. Maybe in my post-compo version I'll make it possible to break the glass and not leave yet, maybe even break all the glasses. I don't know.

veoviscool12 says ...
Aug 28, 2015 @ 8:29pm

Not bad. I liked the inevitability of using the hammer to smash the works of art. The jerky movement was a little jarring, but it works to the game's advantage. Good work :)

Jod says ...
Aug 29, 2015 @ 5:10pm

I really liked this game! The story you tell is compelling ,saying much more with the words it doesn't say, then with the words it does.

I would've loved a little bit of ambient background music, and maybe a crashing sfx when I smashed something :D.

Great work, keep on going!

JackDegree says ...
Aug 29, 2015 @ 5:12pm

@veoviscoll12 @Jod thanks guys! Yes, I've got a lit of improvements I'd like to make for a final release, and sound effects are definitely part of it!

KhaoTom says ...
Aug 30, 2015 @ 5:13pm

I actually didn't realize it was top down at first, due to the initial player placement and wall color choice, the wall actually looks like the floor in a platformer! The story is interesting and the descriptions are nicely written. I played through multiple times to see if there was a different outcome.

kalinova says ...
Aug 31, 2015 @ 4:51am

The top-down perspective is interesting, particularly since you can see the sides of all four walls and yet the character appears in a totally different, head-on perspective. Ultimately, this unconventional viewpoint works well for a game that seems to examine the allure of the fragment, whether a fraction of a sentence removed from its context by ellipses or a shard of glass fused into a stained-glass window. My instinct, as a player, was to attempt to fuse these textual fragments into a cohesive narrative, but ultimately, like the game's stained-glass windows, any cohesion was brittle and easily fractured by the slightest touch.

Pierrec says ...
Sep 11, 2015 @ 7:31am

Controls aren't very smooth, but the idea is great, and I kinda felt bad

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