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Things people missed out on adding?

A topic by GmGuru created Sep 26, 2020 Views: 150 Replies: 7
Viewing posts 1 to 8
Submitted(+10)

I was wondering what people wish they could have achieved before the submission date finished. I’ll be sure to check out your game and see what you were talking about

For my game I wish I was able to finish the 10 levels I had planned out and add in some more power ups or another different mechanic to make it stand out more. I am very happy with it as it’s the first time I’ve finished something and posted it publicly :)

shameless plug if you could vote for my game that would be amazing :) https://gmguru.itch.io/aki

I’ll be sure to check everyone’s game who replies good luck!

Submitted

I really wanted to add enemies and more levels to play.I had planned more interactions with the shopkeeper but my knowledge of dialouge systems were non existent so i coldnt finished dialouge system :( Also found out a massive bug after submiting :(((.Currently working on implementing this features will post updated version after the jam :)

Also here is my game:https://pedifi.itch.io/fluxandreflux

There is a massive bug in the game that couses data to not load! To solve this

open the game press play and press the invisible button under the[MONEY : 00] text and hit esc to close the game. 

Now you can play the game. 

Playing yours rn :D

Submitted

I wish I didn't break the main enemy spawning behavior right before submission

Submitted (1 edit)

Alot. We originally were going to have 8 levels (and an extra secret one) along with a seperate tutorial. 

Our puzzled were supposed to work forward and backwards. 

We wanted an undo button

An item box showing what item you currently had

And arrow controls (we basically made our own movement system because we didnt think that the tile movement would cover what we were doing. We also made our own controller using the touch controls because it also doesnt seem to currently have a way to swipe.

All of the above we didnt do due to time constraints and not thinking we would finish in time.  


We also wanted a much better menu, end screen, first level, final level (the level where you find your dog was going to have an actual puzzle), tutorial.  


We also had a bunch of art we didnt add in such as  

Boat animations while in water

Unenterable forests instead of walls 

A better boulder 

A background  

Buttons  


The above art we had but didnt add in due to time constraints (by the time I even got the file back from the artist there was 4 minutes remaining!!!  


We also had ways to change the volume of the music and sound effects (separately) as well as the swipe distance.


That wasnt done due to not understanding enough about how to do something like that and we only had 3 hours left at the point I was adding menus and the pause menu.


A bigger restart and menu button would have been good but by this point it was really late for our artist so they couldn't design it.


We also had 10 people test our game about 30 minutes before. However we didnt have time to ask them about how they solved levels so level 3 is "cheese"able (and it seems most people solve it this way.)


Overall one more day to polish and get the last few things in would of been perfect. This is why schedules are important.


The one thing that I regret not adding at the start is a schedual. That is my biggest regret.


https://itch.io/jam/vimjam/rate/768203

Submitted

I really wish i could polish my menu a bit more... for example sometimes the buttons are not working, people don't know they can click on the "how to play" window to see more, and also there are some buttons that are just plain text.

I also wanted to make the game's intro not just text based, but also add some screenshots.

Into the game, i wanted to add a paralax background (i think thats the correct way of spelling paralax). I already got the code but i couldn't finish the texture itself :(

Better and more maps was also my dream into the game. The current maps are repetitive and bad.

Difficulities. That's what i missed out a bit too much. I need easy, normal, and hard mode (hard is the current mode lol).

Collectable one-time-use powerups! I love the kind of platformer games where you can collect one-time-use powerups and then use them when needed!

My game also needs some music and sound effects. Sad thing i couldn't find any fitting music, and didn't had time to implement sound effects into anywhere.

More and better enemies was also just a dream... i was planning to add a cloud-ghost enemy, what you could use to jump on it and then jump down without dying.

A better story. The current story is a bit too short and too funny to take it "seriusly". I wanted to make a story that you feel while you play the game... well... it didn't go like that. :P

I also taked up on one of the challenges, but then didn't got the time to put it inside. I wanted to make a way to speedrun this game with ease! Which means it would include, a timer, notes-to-self on different parts, quick death (no dying animation, and more quick screen fading), and of course a leaderboard type of thing.

A joke at the end. My original plan was, when you are on the last level, instead of going into the portal, you walk back to the start you will see a cake there... but of course when you touch it, it will disappear and gives you a fake achivment "The cake is a lie".

better teleporting transition is what i want! I tried to implement a very quick screen blur when you change location, but then he code got too messy, and it also didn't work al the time. I had to delete the feature and go on with other stuff!

Make the endscreen a lot better! Just like with the intro, the outro is also bad. It's better than the intro, but still bad enough to upgrade it more!

Multiplayer mode! I love when a game has a multiplayer mode. And i also wanted to include one... too bad GDevelop doasen't yet supports multiple cameras :(

Level creator! I also love when a game has a level creator (sandbox mode is my favourite feature of any game). This feature takes ages to make into a game so i didn't actually plan this to be inside the game in one week.

Better save and load system. Currently when you die then you just teleport back to the last checkpoint. This is kinda bad bc nothing else changes back to the saved time (enemies, keys, and doors). At the end i kinda liked that you can just die after you collected a key, but i think it still would have been better if everything would change back to the saved state.

Fix all the bugs. There is nothing else to say (i got a pretty big list of bugs.....)

Other stuff to make the game more juicier! I don't think i had anything else in plan/ideas, currently but sure thing i will come up with more and more cool ideas!


https://pampogokiraly.itch.io/switching-there

Submitted

I wish I had time to add footsteps... But I think it turned out really well anyways :D https://itch.io/jam/vimjam/rate/765872

Submitted (1 edit)

Dude so much! I originally wanted to have an achievement system, but that got scrapped early bc OOS.  Then I really wanted to implement a way to save your highscore if you left the game page but didn't end up getting to that which was a bummer because it is definitely something I need to learn.  I also wanted to have a music/SFX settings page but I tried to implement it in the last hour before the due date and it broke the game haha. lastly, I was going to have a practice mode / how to play that let players practice because the movement in my game is tough but really fun once you get the hang of it!.

https://itch.io/jam/vimjam/rate/764083

Check it out if you have time!

Submitted

I wish i had enough time to implement a use for the collectables in my game!  I was going to do different endings depending on the amount you get but had no where near enough time. But i think i settled on a good ending, i'd appreciate if you checked it out and gave it a rate!

https://itch.io/jam/vimjam/rate/762847