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Ok, I'm sorry but I just couldn't tell what to do. The map design is convoluted, there's no way of telling what direction you're moving (like a compass), and once you get somewhere, there's not much to figure out the task either.

I believe this is exclusively an issue of your team make-up: You have 5 artists, 3 sound designers, a project lead (that somehow didn't take any other role?), a writer (in a game with barely any story) and a single programmer. What this means is, basically, that a single person is in charge of everything unrelated to the game looking (or sounding) pretty. This creates a massive bottleneck and should always be avoided. This is almost definitely the reason you don't have a proper way to go back to the main menu.

In a 10-person team, I'd say 2 programmers at the minimum, if not 3:  One for the monster behaviour, one for any standalone tasks at each place, and one for movement/items/integrating animations & sounds/etc.

Now for the good: The game is beautiful. The wall maps look great, the facility looks awesome, the monster shines nicely, the PDA works smoothly, etc. Sound seemed nice too, though I probably heard only a fraction. I'm certain that if I figured out what to do, it'd have seemed even better.

Nonetheless, if you proceed with this project, all of these issues are solvable. Don't blame each other for clearly each one did their job (within the humanly possible). The potential is there!

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I understand... we'd love to explain further what happened but that might be for another time. Thanks for the feedback though! We definitely want to keep working on it!

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Please do!

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I'm not entirely sure why our lead chose as many people as we did, however we originally had 2 programmers that were working really hard. One of the programmers worked with our narrative guy to make like a tutorial and some story elements. 

With about 2 days left in the jam he said he would be online to finish everything, and the next day we realized he had left the server and blocked everyone in it. His name online is Sickk in case you ever run into him. 

Because of that our only programmer left had to last minute cram for 2 people. We never ended up understanding the scripts that Sickk wrote because they weren't finished and we didn't have time.

Furthermore our lead got really sick and couldn't really be online to communicate with people what needed to be done, or plan out level design, so our programmer and UI guys were working on that in addition to their own jobs without warning. 

We plan on revisiting it sometime soon and adding signs in the halls, a tutorial, and just more quality of life things that we lacked adding in the week we had. Your feedback will be really valuable when doing so!! If you want to play it how we Invisioned it, just follow the itch page and we'll post a devlog!! (If not then no game no foul 😊)

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I understand, of course. Handling such a big team for a jam, specially if formed by random people, is always a conundrum (I personally was very lucky but I know that it could've not been the case).

Keep up the good work! Preserve those connections you made, for they're likely more valuable than anything else. The game is already portfolio-worthy, by the way. Followed.