Comments (24)
In a sentence: It was such a good idea, but unfortunately it fell short.
I finished the game and I still don't know how it works. Best I could tell, every X signals you send out to planets, you unlock a new rune or something. I didn't understand what half the stat increases meant.
I totally get the mechanic you were going for, but it just feels forced. I'm not sure what a better way of doing it would be though. (That's your job as the designer!)
At first I was extremely cautious with the runes I used for fear of offending the planets, but then I realized you can say whatever you want without any danger. I think one way you could make it better is to have planets react a certain way. E.G. if you say "Please attack humans" or something, then they send missles at you. I just didn't feel like me selecting specific runes had any affect on the game, no matter what I did I seemed to continue to unlock more runes, it just changed the text that the planets responded with.
Here's an idea of a direction I might take it, just to get your juices flowing: Take the runes down to two slots, and then add a lot more words. Also, remove the mechanic where the game tells you what the words mean. So, for a sentence to make sense, you'd have to have a verb and then a noun. If you tried to say "Run flip" they'd be like "huh?" but if you said "define humans" they'd reply "oh, well you're one" or something, and then you can click on the rune and type in that you think it means "human". The game wouldn't check if your understanding is right or not (too many edge cases), but if later you were trying to tell a planet to do something and they acted oddly, that's an indication you don't have a definition of a word right. And maybe defining a word costs money or something. I don't know.
That's just a random idea, you could take the game in any number of directions.
I want the takeaway from this post to be one of encouragement though. I understand that this was a simple game with simple mechanics, and to be honest I enjoyed playing it. Even if I didn't understand everything, it was such a cool concept, and being able to come up with awesome ideas like that is what makes a top tier game developer! Keep it up dude!
Fantastic! Really shows how a good jam game can be the basis for something even greater.
The rune system reminds me of Captain Blood (always a good thing) =]
Hi, I played through the game and it was beautiful, however i had a few problems with it. The games mechanic is quite hard to grasp a hold of. Different planets respond differently to what you say and there is no indication of why. When I collected all of the words the game simply ended immediately. There was a story there but there wasn't an end to it. It felt like the climax of the story was just about to happen and then it was over. I went in to hyper drive and that was it. Also I may have done something wrong if I did. I wish there would have been an indication of it. All in all it was a cute little game, but it could have been SO much more. Great work, I look forward to more content from you.
Really addicting. I was planning on playing it for 5 minutes and found myself playing for half an hour.
Overall, there isn't much to say. A great puzzle game for the lovers of the genre (such as I).
You did a fantastic work.
It was a little short and a little vague on the plot, but overall it was a great game. Awesome audio, responsiveness was perfect, and the attention to detail was very nice.
Last Call is the post-jam, completely remade version of a #LDJAM puzzle and exploration game where the player has to discover a distant star system, and learn the language that some different intelligent forms of life speak. At the beginning we planned to make a more musical game, but even if Last Call tended towards puzzle mechanics, the sound is still very important on the experience we went after.
Create a message from the translation runes, and collate the replies of the aliens to understand the language, unveiling the story of a star system in danger. Good luck talking with the five races (each one with its own background and culture), fifteen different words, and the 125 possible combinations.
Compare with the original version here.
Team
Design, Writing, Code: Edword
Graphics: Firenz
Original game credits: Ludipe, Toni T. Morro, Albert F. Ventura