Thank you very much!
TL;DR. Thank you so, so, so, so very much to everyone who gave this game a chance! #31 out of 202 is absolutely insane! The game has some problems, though, and working on the full version requires addressing them.
I hoped I could have written this a bit earlier, but at about noon we had a power outage for about 5 hours (no, really; it's resolved here, but it says in other parts of Spain and Portugal it isn't? I hope that's wrong and it was just the 4/5 hours everywhere). It's been an emotional rollercoaster of a day, for sure. When it comes to the Game Jam especifically, I was prepared for a slight improvement over Snakes & Ladders last July, happy that I might just have escaped the bottom twenty... And it was a total slay!? Top 31! It was much better received than I could ever have expected, it seems the community liked it!
However, it was far from perfect.
From what I got, it wasn't all that glitchy, but, at the game design level, I believe the demo has some glaring issues. The demo is supposed to represent the first three rooms of the game (up to what will be the first "boss room" or "action check room"), followed by a credits scene mentioning the jam, thanking the player, etc. This was, in my experience, not seen by the players, due to the fact that the game is intensely unforgiving: if the player hasn't acquired an essential action before moving onto the next room (and action-learning is affected by RNG, so it's even worse than it sounds), that's it, they're going to be softlocked as soon as they need the action they haven't got, which happens to be the most likely escenario in that "boss room."
Also, I forgot the front wall in that "boss room," which allows the player to potentially walk off to infinity, levitating on the void. It's bad.
If anybody, for some reason, really, really wants to see the demo's credits screens, here's the dreadfully specific way to do it:
- In the tutorial room, follow the tutorial. The player should cross the portal with both husbands, Care, Converse and Smash.
- In floor 1, search for a red crystal (both possible floors 1 have it somewhere) before doing anything else, and Smash it (this locks the player out of hearing some lore, but this is the only way to guarantee an important action this early). This will give the player Conceptualise, which, when used on an object, always drops a usable action for that object. Use Conceptualise on the rock or chest in the same floor until you learn either Pick Lock or Focus. The player should cross the portal with at least Smash/Converse (any of the two will do), Conceptualise and Pick Lock/Focus (any of them).
- In floor 2 (the "boss room"), use either Smash or Converse on the crystal (Conversing with both crystals so far gives important context, and would be essential for the good ending in the full game, which is absurd in the current state of the game because it, again, possibly softlocks you with RNG), then Conceptualise on the broken stone to learn Fix, then Fix it. This will allow the player to interact with the house entrance/exit door, which can be opened with either Pick Lock or Focus.
- Boom! Credits achieved! Heh, heh, heh!
That is not a natural or intuitive way to play, and it's not reasonable to expect the player to either come up with all of that or do trial and error until RNG gives.
My current idea as to how this could be solved involves:
- Giving the player a [accumulable] clue every time they cross a portal which "auto-Conceptualises" when the Shift key is used near an interactable object. If a player is softlocked without clues at some point, there may be something like the Traveler from Pathologic 2 or the Fruit from Void Stranger to give the player free clues in exchange of making achieving the good ending more difficult. Something of the sort.
- The Conceptualise action gives free clues, and should, in my opinion, remain in the game! It's meant to reward creative play, and "boss rooms" should always require for at least one blue action (in the case of what's in the demo, Fix) to be used, so that the next section "resets" it, so to speak.
- Making every possible floor 1 different than the two possibilities that exist in the demo, to try and make sure the player has a fair chance to obtain Pick Lock and/or Focus. Possibly even Fix.
- Remove the chance for actions which are not going to be useful in the entire section! It's absurd, why did I do that? It's not an interesting red herring, it's a wasted opportunity!
Some unrelated but necessary improvements the full version must have are:
- Changing the typography into something more easily readable. The letter Z looks like the number 2, and the line breaks in this very post are unbearable due to the font size.
- Customising the dialogue thingy! SFX, portraits, etc.
And, so, work on the full version begins! Will it be released at some point? I don't know, the full version of Snakes & Ladders doesn't exist yet, but I'm excited about Controlled Chaos. In any case, this was just the beginning of "Cha Cha" and "Boogee's" (or however you chose to name them!) story!
Thank you so, so, so, so very much for your time and attention!
Get Controlled Chaos: Godot Wild Jam Demo
Controlled Chaos: Godot Wild Jam Demo
Their home has been swallowed by a mysterious energy, and they've got nothing left except for each other.
More posts
- Last Day Update (Audio/Graphics)24 days ago
Leave a comment
Log in with itch.io to leave a comment.