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Comments (10)
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.
Devlog 12/14 #advjam2020
- I now have a game that's playable from start to end!
- Had to cut out loads of scenes and two locations, but it all still makes sense
- Now I need to make a pause menu and throw in some music!
Devlog 8/14 #advjam2020 busy day!
- Created 3 locations from scratch, and finished one I started yesterday
- Made two new door types I realised I needed as I built the new levels
They all need proper lighting of course, but at least the layout is done.
Devlog 7/14 #advjam2020
- Game flow logic is finished, and tested - you can debug run through the whole game :D
- Begun work on the Medical location using Synty Sci-Fi assets
- It's starting to look like a game!
Devlog 5-6/14
- This weekend I spent creating the final game timeline, so now I know what scenes, events and characters should appear where
- Also sorted a few bugs and added minor functionality
- No sexy screenshot unfortunately :(
Devlog 4/14
Hang on - isn't this the same picture as yesterday? Oh no it isn't! This one shows I have got task statuses working, they can be ticked, and I can reset them as needed.
Painstakingly dull work, but necessary.
Devlog 3/14
- Got the other half of the inventory working: picked up items are tested against, and things can now happen if you have them
- Also started working on the PDA task list (quests basically)
Devlog day 2/14:
- Got half of a working inventory (can pickup/store and objects, just need to sort using them)
- Created placeholders for all game levels
- Can now walk/click between levels and ship screen
https://www.youtube.com/watch?v=DNFZebrUjac
Day 1 of #advjam2020 and I love having long chats with medical staff! :D
Seriously though, got player movement and dialogue triggering in there, so pretty happy.