creative and innovative but that means you gotta teach us how to play your game. It's hard to get what's going on let alone enjoy it.
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I also read somewhere that, it's good to keep your target audience in mind. You're the expert in your game so you should not rely on your judgement alone, give people from your target audience the game and let them play it and note how intuitively or unintuitively they are able to interact with it. This feedback is super useful. Then again working with a standard genre is good since most players knows what kinda challenges and actions to expect.
I appreciate your enthusiasm, but you’re making a lot of assumptions about our process without having been involved in it at all.
This was a 96 hour game jam entry we did som tests with our intended audience, balanced the difficulty based on their feedback, whilst working with the time constraints of the jam.
You don’t have the right to tell me (and us) how to make my own game, especially when I’m not new to game development at all and understand the principles you’re pointing out.
It’s easy to give broad ‘best practice’ advice after release, but a jam project isn’t the same as a f*cking multi year commercial project. We made choices to match the scope, time limit, and goals of the jam.
Feedback on the actual game is always welcome. Feedback on a process you weren’t part of is… less relevant.