Thank you for the very detailed feedback! It's interesting, because a lot of this is stuff AtumTheCreator and I had kicked around at some point in time or another. More enemy variety, how to handle onboarding, legibility of the UI, tuning the difficulty, these were all things we talked about in detail, but just never got them solved in what little time we had. We also made a lot of snap decisions in the final hours of the jam that I think may have hurt the flow, to your point. Oh well, hindsight is 20/20. Appreciate you taking the time to play the game, and type all that!
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Yeah no problem. And again it was still fun and enjoyable regardless of the issues.
But yeah, I think jam stuff is a learned skill for sure. Figuring out whats crucial to do and what can be omitted etc. Just building up the instinct required to hammer it out without overthinking. Plus it's difficult to get good feedback in jams when anything you say has your game under it and most people I think are afraid to be too critical since they want people to play and rate their game highly which is personally frustrating.
I think we've learned a lot from watching people play our games on streams, we've been burned so many times by people not getting it and only if they'd done some simple thing it would've been fine blah blah blah. But in the end all of that is on you for not forcing them to do that thing through the design and that's always a tough pill to swallow when you feel like your art is an infallible masterpiece. And idk maybe it is even but if someone can't figure out how to play it then, womp womp lmao😭
Fortunately this year, despite how much work it was otherwise, the concept of an FPS game is pretty universal at this point so we didn't feel like much needed to be put into getting people understand how to play.
Anywayyy I'm just rambling because I'm passionate about this stuff but thanks for being a good sport and I appreciate your time wit it