Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

NOTE: Because of the Theme tie, we allowed everyone to pick either Theme. Using both was optional. To keep things simple, there will still only be one Theme category. Every category in Ludum Dare voting is an opinion, so you’re welcome to rate them as you see fit. But we encourage you to be fair in your scores to people that chose only one Theme, and not both.

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8 Questions

by keanerie - Jam Entry

sometimes relationships are about answering a series of yes or no questions.

the theme i chose for this is growing. the way i wanted to interpret it is in the sense of how relationships grow in different ways, and based on seemingly minor or significant decisions. the distance between people can grow without you knowing why or how, or what either of you said to make it happen. and we never know it at the time - that's why the meters are unlabeled (yep, it's by design).

if you find my stuff interesting, follow me on twitter for more of my work: @keanerie! i'm making a game with a shiba inu.

Downloads and Links




eskivor says ...
Dec 14, 2015 @ 8:50pm

at the execution : "Data folder not found. There should be 'eight_questions_win3_Data'
folder next to the executable"

Dec 14, 2015 @ 9:47pm

cant run

keanerie says ...
Dec 15, 2015 @ 7:10am

Windows build should work now!

Strike says ...
Dec 15, 2015 @ 8:23am

No idea what I was doing until the end of the game. So that's what these bars mean. I see. It means i have to play that again now i know that. Good interpretation of the themes.

ProjectX593 says ...
Dec 15, 2015 @ 5:06pm

Played through a couple of times, it's very hard if not impossible to make the relationship 'good', which I'm guessing is by design. Very interesting and thought provoking game...

ss64games says ...
Dec 15, 2015 @ 5:18pm

It's a fairly interesting concept. I'm not sure that the bars mechanic is necessary, it makes the experience a bit confusing and distracting from the decision making. I think really critically thinking about what information we are able to (and not able to) read within communication with our partners in our day to day relationships and emulating these things would yield a more compelling game experience than including stats in the game but keeping them largely hidden. It's a cool theme to tackle and I really liked the graphical presentation.

AdamsMcCall says ...
Dec 15, 2015 @ 5:19pm

An interesting game :D
I didn't really understand what does those rectangles at the bottom represents exactly so I tried to make the green one as big as possible XD But still, thats a good concept :)

keanerie says ...
Dec 15, 2015 @ 7:39pm

@ProjectX593: Thanks for playing. It's certainly possible to get a "good" outcome, though that depends on how you think of "good". You're never going to max everything out, for example.

elliottd says ...
Dec 15, 2015 @ 10:01pm

my balance grew by -400. good entry. for some reason I am remembering it with robot voices but it certainly didn't have those

Pietdagamer says ...
Dec 16, 2015 @ 7:32am

Very nice take on the theme.

Catmoo says ...
Jan 3, 2016 @ 12:39pm

I really liked it, although according to the game based off the things I'd say I'm a bad person.

I think started playing it to different types of people to get different outcomes.

I also liked that based off how you were doing your partner would leave the table when asking some questions.

I'm not sure if the bars were needed visually on screen, you could of potentially shown these changes in the scene like you did with the walking away.

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