My colleagues have summarized the qualities of the submitted game exceptionally well, and I can only agree with their statement that Elektrownia is a well thought-out concept with solid execution, original artistic style and captivating gameplay. I also appreciate the playful approach to the art and content!
As I have mentioned in the personal conversation after the jam, I see some room for improvements in the area of UI/UX, namely:
- Particular skills of the three workers could be made more obvious. It is hard to catch up with long texts in the intro; possibly a summary (e.g. "engineer", "muscle", "technician") in the dossiers might help. Icons in the game are informative and readable.
- It took me a while to learn that I can "grab" the task icon from the whole employee card - at first, I tried to be very precise and kept running out of time. :)
- While most of the power plant catastrophes are localized to fairly small areas which require player to act quickly and drag swiftly, there are several "full screen" ones. I was wondering whether these items are meant to be easier as player only needs to drop the job icon anywhere on the screen, or whether it's meant to be smaller as the rest of the jobs.
- While learning whom to send is part of the challenge, it would be great if nature of some issues would be slightly more obvious. Along with pretty tell-tale issues like raging bull, there are mysterious smokes and embers - in these cases, I tried to assume the nature of the issue from the background (computer - send geek, machinery - send technician). I understand the balancing might be delicate, as telling players too much may turn certain mystery to a brainless whack-a-mole.
None of these minor items prevents player from getting into this game and bathe in radiation and frustration as they attempt to survive the last 3 minutes of the shift. :)
Thank you for your unwavering effort and for the amazing submission driven by exceptionally strong art direction.