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A jam submission

A Regretful LapseView game page

Maybe they will help you remember
Submitted by DavidHospital — 2 hours, 49 minutes before the deadline
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A Regretful Lapse's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#442.1623.222
Execution#472.2363.333
Overall#502.0873.111
Visuals#532.2363.333
Game Design#591.7142.556

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Pretty melancholic visual novel vibe with the soundtrack and rain and the sad red balloon (nice string physics!). The character vaguely reminds me of "Six" from "Little Nightmares", though I got confused that all the friends/adults are all tall scary looking monsters. Maybe the other kids should be small scary monsters? :)

At the start I sometimes got lost when going too far left or right. It _seemed_ like the balloon bounced in the direction of where to go (at least, following it helped keep me on track).

Unlike Jan, I think the story could go on a little longer. The growing sense of dread let me anticipate what was coming, but perhaps some other scenes following that would help close out the story.

Nice job though!

Submitted(+1)

Beautiful, somber little experience you crafted. I enjoyed it very much :) I believe it dragged on for just a liiiiiiiiiittle bit. Maybe take out a couple of sentences, it’s just right.

Submitted(+1)

I wasn't able to run the Mac binary (I think something with it was broken) so I compiled and it ran just fine!
I think you did a good job of communicating a narrative and getting an emotional reaction through really limited set-pieces. Your music choice fits really well, and the minimal textures you do show add to the effect of loneliness. It took me a little time to understand the controls, or where the NPC spawns, but once I figured that out, it was easy to continue the story at a normal pace. This definitely is more in the "walking simulator" territory (and to be clear, I use that term lovingly) of interactive fiction, so it could have benefit from some smaller interactions between dialogue cues. I think you also did a good job hinting of the ending; perhaps a little too well, as I felt the last few pieces of dialogue could have added a little additional information or something. But overall, I enjoyed the setting and writing.

Submitted(+1)

At first I was a bit confused on where to go but the balloon pulling you was a nice touch for guiding the player. The controls were a bit wonky to figure out at first, didn't expect car-esque controls on WASD but isn't too hard to get used to after a bit. The story could definitely use some work I think and maybe add some more environmental storytelling instead of dialogue (though I know that's a lot of work).

Had to compile it myself for macos (probably because apple's security stuff is stupid), but ran well for me even with just `cargo run`.

Good job :)

(1 edit) (+1)

The game would be pretty if it did not bring my poor integrated chip to its knees (AMD Ryzen 7 4700U).

I'm sorry if this was inspired by a real trauma, but the story feels too generic and bland. I don't get why the 4 letter character (let's call them Four) would feel particularly like it's their fault, they didn't do anything wrong to Six it just happened on their birthday. I would empathize a lot more with Rob's trauma because he's bent one of Six's cards, which we can assume he feels bad about because that means Six will remain forever mad at him. But there's nothing hinting at *his* trauma.

Also, I figured out what happened to Six about 7 interactions prior to the end, which made it just painful to chase those last slendermen on a laggy game with my fan screaming for me to end my GPU's suffering. I was kind of hoping for a little twist reveal on the details of what happened, and why Four would feel so traumatized about it.


Apart from that, the ambiance is well executed, the red balloon a very smart in-lore objective arrow, and the camera always cutting the slendermen's head is also a very nice detail.


8min play time

Developer

hey, thanks for playing and thanks for the feedback! Sorry about the low framerate, I think that was probably due to the rain using a compute shader if I am understanding how bevy_hanabi works.

I am quite proud of the ambiance, but I do admit the story needs a lot of work, haha. I think the title "Regretful" actually conflicts with the protagonist's feelings. The intention was for it to be a repressed memory, but not because they felt guilty. I really ran out of time to get it to a point I was happy with. 

With hindsight, I should have spent more time at the beginning designing and writing. Instead I focused most of my work on the scene, and the story was more of an afterthought.

Submitted

Wait... "Six"? In my playthrough he had a name - "Edward". Does that mean I did something to unlock the name?

I'm pretty sure there are 2 named characters, Edward & Bob, then 2 garbled-text characters. My understanding was that the one with 4 letters was the main protagonist