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A jam submission

GID_WorkInProgressView game page

uncomplete: testing different mechanics
Submitted by ShannonHiggins — 28 minutes, 29 seconds before the deadline
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GID_WorkInProgress's itch.io page

Results

CriteriaRankScore*Raw Score
UI/UX#441.0001.000
Creativity#451.0001.000
Gameplay#451.0001.000
Features#451.0001.000
Overall#451.0001.000

Ranked from 5 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.

  • Unfortunately, I couldn't see anything here to really judge. The scene seemed to be the basic one with some tweaks, and there was no document to check. I understand that you will have been busy with other projects/work and not had much time to work on this. If that's the case, next time I'd recommend being honest with yourself from the start about how much time you'd have and planning a game/project for less than that amount of work. Sometimes its best to make a small polished game, than to shoot for the stars and have something which doesn't achieve what you want it to.
  • I can't practically review this from a unitypackage - should have been a zip with documentation and a build from Unity.
  • I was not able to test the project so abstaining to vote. A Game Design Document would have helped me make myself an opinion at least on the mechanics you were working on.
  • The project is provided as a unity package which makes it hard for the player to use as they will need to install Unity and import the package to play. The game should be built to an executable for distribution. A few tile prefabs have been created and hooked up to the existing map generation to create a new look and feel to the reference game. One of these prefabs is a CCTV which generates a random starting angle on start and will then rotate backwards and forwards during gameplay. Basic maths are used to determine when the camera needs to switch direction and a coroutine is used to pause before switching direction. Unfortunately that is the extent of the work done. It looks like there are plans to have enemies in the map, however the code are just stubs at the moment. There is no gameplay that has been observed other than being able to walk around as can be done in the sample project. The game page on itch.io has no information on it to detail the objective of the game or what the planned features would be if the project is to be improved in the future.
  • First and foremost: never submit a unity package to anything other than the asset store. If submitting to a publisher, end user, game jam or anyone else you intend to actually play the game, send a build. Unity Packages are for parts of the project. I didn't know which version of unity to open it in or which scene I was supposed to play from. I guessed "Main" but in bigger projects, it becomes very difficult to tell. There needs to be instructions to play the game either provided as an external file or built into the game. I can't tell what the objective is or what I can actually do. Short of sifting through every single file provided here, I can't tell what you've made so I can't judge this submission. I can point out, however, that in your KeyMove script you've written a do{}while loop into Update that moves something one way and then added a second loop that moves it back the other way. The effect of this will be the object not visibly moving at all. It's actually moving all the way to "Max" every frame and then moving all the way back to "Min" before the frame renders so you never see it move. Code in Update runs once per frame, before the frame is rendered to the screen. If the code in Update takes ages, the framerate drops to allow it to complete before the render. Try to avoid putting loops like do{}while into Update. In this case, remove the loops, use a bool and an If Statement to decide which direction they are moving and don't switch the bool till you want to turn around. Try this: Update() { if (forward) { this.transform.Translate(0,step,0); forward = this.transform.y < max; } else { this.transform.Translate(0,-step,0); forward = this.transform.y < min } } You may need to flip the < and > or similar. I haven't tested it.
  • Sadly there is no executable for this game

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