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Hackblaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay Implementation | #14 | 3.500 | 3.500 |
Creativity | #26 | 3.000 | 3.000 |
Overall | #33 | 2.625 | 2.625 |
Features & Additions | #36 | 2.000 | 2.000 |
UI/UX Consideration | #41 | 2.000 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The difficulty curve is quite steep and then controls do not feel 100% responsive (I believe that the physics simulation part should be dialed down a bit more so the game to feel more archade-y). The absence of menus makes navigation difficult
- This was good, you should be proud of what you made. Some general notes: - Its good that you evaluated your time towards the end and cut features to finish the game. Its usually better to make a polished vertical slice of your game with room to grow than something that is half finished. - I know it can be difficult to find volunteers, but when dealing with puzzles the more people you can get to playtest it, the better. Just to make sure that the order and difficulty of the puzzles ramp up correctly. - Expand upon your Game Complete screen, include time, number of deaths, paths still to explore, etc. Give people something to try and compete against. But like I said, this was good.
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