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Comments (10)

What do you think?

It's a bit clunky, but very promising. I'm not sure the non-linear story worked better on me than a linear one would have, mostly because the segments were short and I by the time I had mentally established the right time period for the segment I was playing, it was already on to the next.

I see from the other comments and your own posts that you are well aware of the things that work well and the things that require some work, so all I can say is that I hope you don't just leave the project behind now that the jam is over. It'd be cool to see it grow into a full game.

When I saw your game description in the discord, I thought oh no - we have such a similar setting in our game! But now after having played it, I'm happy that the games are obviously different enough. :) I liked exploring the ship, although the camera felt a bit odd (I wanted to move it to see where the character was running when he was behind walls). Unfortunately I couldn't complete my first playthrough because the character fell through the floor when checking the wrong power cable (not sure how it was called - right after walking into the bowels of the ship and turning to the left). A save game system would definitely be helpful there. And the game was rather quiet, maybe you could also add some ambient sound or background music?

This was a really nice little story. I was hooked by the non-linear story progression. My biggest issue is that it wasn't really a "game", more like an interactive storybook. There was no "game" element outside of the multiple-choice dialog system (which I did like, a lot!), and the pacing of the text did feel kind of long. Especially in the briefing segment, where the plot is all laid out. But I did enjoy it, and I give it a solid rating otherwise!

A very sweet story. I'd love to see a pause menu, manual text progression, and chapters introduced as I missed a few lines of text. I'm excited to see more from Tony :D

The narrative was absolutely fantastic, I love the style you went for and I think it worked really well. It's clear that time was a factor for getting maybe more interaction in but I don't think that takes away too much from the story. Well done and keep us updated if you add more post-jam as I'd be interested in trying it again having read your post mortem!

Susurrus is my adventure game for Adventure Jam 2020.

You play Sam, an engineer on board a deep-space colony ship, who makes a huge sacrifice when something goes irreversibly wrong on board.

#advjam2020 #scifi #adventure



teen
Fantasy Violence
Animated Bloodshed
Alcohol Reference
Mild Language

If anyone's interested, I wrote a post-mortem for Susurrus on my blog, which goes into some detail about how I did and didn't plan the two-week jam properly :D

http://hungryblackbird.com/thewormhole/?p=2212

*** UPLOADED v0.1.1 ***

- Fixed a hole in the Cargo map that the player could fall through

- Bumped up the volume of the ambient audio, which was so ambient it couldn't be heard :D

My 'still to be done' list of tasks:

- Add a save/load system

- Add a Pause screen

- Make NPCs animate/pose

- Add 13 missing story scenes (!)

- Expand 'Bridge' location to support some new scenes

- Add proper tasks system/puzzles

That's all :D D:

Devlog 14/14 #advjam2020

Well that was an intense couple of weeks. I had to cut so much from my full design of the game to make the deadline, but I think it still makes narrative sense, if a bit clunky at the end.

Hope you all enjoy it!

Devlog 13/14 #advjam2020

- And I have a finished, playable build of the game! :D

- And I will upload it tonight!

- And I will sleep like a roadside badger tonight!