Your Party Blows Ass, I'm Going Home
You ever been at a party and the vibes are just
off
And you'd rather be anywhere but in the middle of that loud chatter, bristling conversations, and pumping music?
"This Party Blows Ass, I'm Going Home" is a cute but quirky social anxiety conversation sim cross action fighter.
You WILL have to fight your anxieties to leave. Literally.
Keyboard Controls:
Talk/Interact/Attack : Space Bar, N, Enter,
Dodge: M
Walk: WASD or Arrow Keys
Joypad Controls:
Talk/Interact/Attack : Bottom Action Button (Xbox A, PlayStation X)
Dodge: Right Action Button (Xbox B, PlayStation O)
Walk: Left Stick
Created for the 2024 Furry Game Jam!
The YPBAIGH team
AQ - Tech Art, UI, Writing
Luco - Producer, Level Design, Writing
Tallow - Lead Programmer, Writing
Toffee - Enemy Design, 3D Art
Zenuel - Character Design, 3D Art, Audio Design
Updated | 23 days ago |
Published | 25 days ago |
Status | Released |
Platforms | HTML5, Windows, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Authors | Tallow Wren, Zenuel, Aquaticas, Luco, Toffee |
Genre | Action |
Made with | Godot |
Tags | 3D, Controller, Funny, Furry, LGBT, Queer, Singleplayer, storygame, Walking simulator |
Development log
- Thanks for the love and support!23 days ago
- Performance fixes23 days ago
- Light bugfixes released!25 days ago
Comments
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Okay, this game was actually pretty sick! It was really funny and the conversations were actually super relatable xD And having the sheer amount of enemies show up when the conversation got even more stressful was really clever.
The "keyblade" design was also the coolest I have ever seen. Like the wings and the eyes? Amazing.
I'll admit, the combat is a bit clunky, but I kind of appreciate it. Swinging did come with a risk, but it also added to MY anxiety and considering what's going on, having it be a little challenging makes sense. I thought, "yeah, of course I'm kinda stiff and awkward, I dunno what this guy's talking about". The ranged guys can kick rocks with no socks though xD They're awful in the best of ways. I did have two spawn on top of each other though... Oh! And I thought it was strange that there was no idication for how close I was to committing a Faux Pas with a lack of a health bar at first, but I think the lack of information actually helped the game.
Overall, really great short experience! Dialogue was funny (I also love my books with pictures of dragons), combat was fun, and ending was wholesome!
The humor is nice, but the fighting part blows, so I ended up speedrunning the game by just losing every fight.
Also not a fan of the encounter sound. Could have just put those people in the way instead of having a screamer sound play every time before a fight - you just made sure I don't explore to avoid getting dragged into a fight.
Alsoalso, there's literally nothing that endears the player to the characters you encounter, it's just a bunch of drunk nobodies with not a single redeeming quality showing, so I don't get it why anyone would try to get on their good side, anxiety or not. Should have added at least a couple of encounters with nice people and if you lose their battle - they are not mad, just a little sad because they thought you were better than this. that hurts much more than some stupid sportbro telling you off for a made-up reason.
Heya!
This game was a one week development period game jam entry, so sadly we didn't have the time to go over and refine the mechanics and dialogue like we wanted to.
The combat is definitely a weak point, and we're reviewing that to see what we could do better. As it stood it was functional enough to provide what we needed for submission and completion of the time-scope limited project. Internally we think the Combat needs a total remake, but that just isn't inside the scope of what the game jam allowed.
Sorry to hear you didn't relate to the characters, a lot of the 'redemption' was found on the successful completion of those fights, as the loss condition did give you the 'bad end' conversations for a fight. We are reviewing dialogue and will take your feedback into consideration.
I will say that the optional fight you would have missed did fall into this category of "nice person who is sad because they thought you were better", so that content vibe is something we tried to capture, but again, we did what we could with the limited time we had for the dialogue to get the game functional and playable within the scope of the game jam, and given more time we would have definitely done a dialogue pass to narrow in on a more consistent vibe.
As it stands, we're proud of what we achieved in the limited time we had for this project.
We're definitely reviewing the game to see what we can do better, so thanks for leaving feedback.
Oh yeah, no, you don't have to justify the quality here - as a one week jam entry it's perfectly viable, of course, wasn't trying to bash the game.
In my head I just thought that, since I obviously ricocheted from the intended way of playing, you might be interested in how I saw the experience. Glad to hear you're actively trying to learn from this. For many game jam contestants, the only lessons they end up learning is "NEVER AGAIN".
Thanks for the reply and I hope to see more of your projects in the future.
Very lovely game!
I enjoyed the humor in this very much and could relate to a lot of conversations and it had a sweet ending too! ^v^
Also, is it even possible to beat all the enemies in the Game-talk section or did you just want everyone to have a chuckle at the guy's response? :P
It's a challenge fight for a reason!
But here's a hint if you ever take another stab: don't focus on taking down enemies, just focus on surviving
Yush!
My go-to strategy was to get rid of the ranged-enemies first as they stunned me into getting hit by the big ones. Though that fight quickly got overwhelming with too many big ghosts that they got me in a corner easily TvT