Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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Story in a Room

by unnamed1334 - Compo Entry

You forget how you got here but it looks like you are in the VR room aboard you space ship.

E to interact.
Space to advance dialog.
a and d to move

Notes about the game:
Please run the game in 1280x720 resolution.

Solutions to puzzle portions:

For the first puzzle:
Press e while over the fan and e again when over the other object.

For the second puzzle:
Press e while in the water then e when near the panel.
You must do this several time each after the dialog is done advancing.

Downloads and Links




Dec 14, 2016 @ 10:11pm

It is a submission, which is an achievement in itself.
But I have to say, I am afraid I didn't enjoy this very much. I could solve the puzzles only with you writing the solution here - and they weren't much fun, the art looks so incoeherent, that I am wondering if you made it? And the story was just confusing at this point.
It is a start though and I am sure your next game will be better just because of the learings you gained from this one.

Ayxs says ...
Dec 19, 2016 @ 11:45pm

nice use of the theme but the gameplay is boring the art itself is inconsistent and the beginning is very slow and irritating. your next game will be better I know for sure because the experience you gained from this!

Miziziziz says ...
Dec 26, 2016 @ 6:06pm

Good story and theme, but the text scrolling was too slow, made it hard to get immersed.

Flaterectomy says ...
Dec 28, 2016 @ 10:48pm

Well it definitely is a story in a room. :D This is mostly a slightly interactive story with very few game elements. I figured out how to do the tasks I was assigned pretty easily, even if there is no feedback that anything was actually happening.

The graphics are pretty basic. The main character looked decent but without animations it falls short. The text appearing on screen the way it does is a little annoying, I'd have preferred something as simple as speech bubbles. Even with space held, it appears slowly and is not pleasant to read while it moves.

Glad to see a narrative, but there needs to be more to make it a game.

Zgragselus says ...
Dec 29, 2016 @ 12:55am

Submission itself is an achievement and everyone has to start somehow. Congratulations on that.

I was missing some music or audio. The graphics was quite bad in my opinion, although I'd say you focused more on storyline, it wasn't that bad.

Iak says ...
Dec 29, 2016 @ 9:22pm

The story is interesting and the concept goes well with the theme, but there really wasn't any gameplay, I guess.

Jan 2, 2017 @ 5:02pm

Good try but, as someone has pointed, this is not a very entertaining game. The gameplay is not well explained and the controls are weird. It seems that this could have make a good game with some more time to work.

Jan 2, 2017 @ 8:36pm

Wow, definitely not what I was expecting! The story got surprisingly interesting and deep really quickly. Reminds me a lot of "7 Days a Skeptic" if you've never played it. I love the direction you're going with the story--clean up the graphics a little bit, add some animations, and this could really be a wonderful thing. Put some more love into the puzzles too--a bit of feedback & clearer directions would have been helpful (thanks for the tips, though!)

Solifuge says ...
Jan 2, 2017 @ 9:32pm

I'd agree with the first few comments, in that the gameplay itself was sorta problematic. As the audience attempting to interact with the game, we need to get feedback from the game when we do something right!

I stumbled on the solution to the first scenario by hitting E in front of the detachable-looking panels, not because I thought I was getting replacement parts, but because I wasn't sure if I'd actually "gotten" anything from either of them yet.

Giving the players Feedback, whether that's a sound effect that plays when you do something, a graphic in the environment that changes (say, a panel pops off a thing), or even a bit of dialogue that says "good job getting the <Item>. Now put it somewhere" or something. The player can't peek into the code while playing, so you need to communicate when they do something right or wrong.

Other than that, I enjoyed your artwork, the bobbing-animation for when you had no ground, and especially enjoyed the story. What a neat scenario you painted! I assume VAL was the AI, yeah (that could have been more clear). I wish them a happy life together on the planet. :3

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