Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I totally get what you are trying to say and I deeply appreciate your suggestions. I have some ideas to make challenges more intuitive.

It was my first participation in GMTK game jam and I learned something that I didnt think about it too much before. It's the fact that jam's players attention span to my game will be very very short. Actually much shorter than I thought.

when you design a puzzle game, you would like to show players the potential and depth of its mechanics. so you design some levels with other abilities and bring them up relatively soon, so it fits the average attention span of the players.

but meanwhile, the difficulty curve must remain smooth too.

I realized finding a balance point between these two, in a game jam, is extremely difficult in such type of puzzle games.

(+1)

You're absolutely right! I came to the same conclusion after my first game jam - balancing showcase vs. smooth progression is really hard in a puzzle game. Since then, I’ve started intentionally keeping the difficulty more approachable. For jam entries, I want most players to be able to finish in one sitting, even if it means holding back a bit on the depth.

You did a great job capturing a compelling mechanic, and with a bit more breathing room post-jam, I can totally see it shining even brighter.

(1 edit)

thanks a lot. definitely will consider it in the future jams :)