I. I had a positive experience with the jam and making my game! It was fun to write these characters and come up with story beats, and it was also exciting to play other people's games. My biggest challenge was figuring out how to use RPG Playground to its full capabilities, and learning what its limits are.
II. I am most proud of finding a way to integrate a title screen, and also including my dogs and my girlfriend's cats in the game.
III. Based on my engine, RPG Playground, I learned that I needed to rely on dialogue and conversations in order to fill up that 10 minutes of play time. Maybe when writing other stories in general, interactions between characters are what I can use to pad out time in the future (but only if those conversations are meaningful to the story).
IV. My feedback said they were confused as to how it was a farming game when it started off with almost being hung. If I were to make another level, I would start it off with the player character on their farm before being captured. That way, the beginning of the game and how it relates to the name makes more sense.
V. Most, if not all of the conceptual stuff (name, setting, worldbuilding) was used in the game. That was easy to implement and something I never changed my mind on. I also included the character of Manfred from my character sheets, and some of his dialogue. He was a fun feature, and did a great job of teaching the player the ropes. I also used 2 of my textual artifacts. Most of the things that happen later in the game did not make the cut, because ideally this game is very big and long. When envisioning this, even though I knew that I couldn't build it with the limited resources I have, I thought of it as an officially released PC/console game with numerous hours of content.
VI. When playing my classmates’ games, I noticed that despite some of them having minimal experience playing video games, they all seemed to have a basic understanding of how to tell a story through the medium of video games. I think it shows that this class was successful in teaching what it intended to teach
VII. Out of all of the ones I played, Saltquest was my favorite. I thought it was an extremely unique and fun idea. I was getting so tired of the bitsy games because they were just about a person character walking around, but Saltquest really went outside the box. The background colors and the sprites made for a distinct and consistent art style. It was generally a very creative endeavor.
VIII. Okay so only one person posted their feedback to the discussion page, but their post was very detailed and helpful and offered some fair criticisms. They seemed generally confused about the story of the game and what to do, so other than the extra level at the beginning, I could add one of those little spinning cube indicators to tell the player where they need to go to progress the story.
IX. One of the things that was a surprise was just how much I can do with RPG Playground. Obviously, my final product is a very bare-bones version of my idea, but for a free browser-based application, I was impressed with how deep it is, especially the switches and programming/action options. I also think Saltquest surprised me in how ambitious and full of character it was.
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