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A jam submission

Island DefenceView game page

Point-and-click style game made for SFAS2020
Submitted by tiernanw (@tiernanwatson) — 18 seconds before the deadline
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Island Defence's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#372.4002.400
Features#372.0002.000
Overall#382.0002.000
UI/UX#382.0002.000
Gameplay#431.6001.600

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.

  • I just wanted to give some general feedback: 1. If you only have a small amount of time to work on a project, then its very important that before starting, you plan out what you're going to make and how you'll spend your time. It can be better to aim for something that's small yet has a start and end/goal, than for something which has loads of features but is unfinished. 2. Prioritise the tasks for what is best for the game, not what is the most fun to make. Should a death/lose condition not have a higher priority than 3D world generation?
  • Given the limited time the candidate had available, quite a lot was achieved, there were some issues however with the features implemented which was unfortunate. I expect that if further time was spent on it, a good portfolio piece could result.
  • The first time I booted the game I couldn't collect wood. The second time I booted the game I could collect wood, but cannons never deducted their cost from my amount of wood.
  • It is a shame that you only had two days for this project. In that time, you managed to do quiet a lot, but I wish the gameplay and controls were more of a focus rather than 3d terrain, which makes your submission different to most others, yet does not add anything to the game beyond aesthetics. My advice is focus on the core gameplay loop first and leave everything else to later. I have encountered quiet annoying bug with left mouse button click would stop working after click on wood and placing cannons few times and the character could not move anymore. Petr Tomicek

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