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How is everyone feeling about their game?

A topic by JetDungeonDragon created 18 days ago Views: 87 Replies: 5
Viewing posts 1 to 6
Submitted(+2)

With the end of this MechJam's submission period coming in, I want to hear what everyone thinks about the results they got. I'm feeling pretty satisfied about mine, even if it's yet another incomplete shot. I still got a lot done on the back end even with now juggling work. I'm still really poor at dealing with turn-based logic though.

Submitted

I’m feeling mostly satisfied about mine ^^

although i do regret not being able to fix some lingering issues (mostly with the enemy logic) despite that it still ended up close to what i envisioned :)

Submitted(+1)

Honestly, it ended up being kinda messy since I challenged myself to only use open-source tools that forbid using genAI for contributions, and I wasn't familiar with them so I had to do a learning speedrun while making the game.

...and then the Godot Foundation announced that they would adopt stricter policies on AI in the same day I finished the game.

Submitted(+1)

I think it came out a lot better than my previous attempts, so that's one goal accomplished at least.

Submitted(+1)

This was my first jam, so I'm just impressed that I got mine even close to "a game".

The day before submissions closed, I had a bunch of stuff that was sort of working, but it was all disconnected and run through a debug menu, so you were basically playing against yourself.  Day of, managed to get the computer to fight back, and added an upgrade system to give you a little bit of choice in how you're building.

There's a lot of stuff that I would have liked to have added, more levels, some bug fixes, more enemy types, sound, etc.  But some of it I didn't have time to learn, and some of it I sacrificed for more important stuff.  Next time!

Submitted(+1)

It was honestly pretty hard near the end, because our organization kind of fell apart a bit due to some bugs in game and lack in the game balance. Using Three.js for our game instead of Unity also made things way harder, especially since we wanted to try making our own ECS framework (like a good and a bad idea).

Because of that, the final game isn’t 100% where we wanted it to be and we just avoided some of our core features (sadly), but we learned a lot from the experience. So even though it was messy and difficult, we’re still pretty satisfied with the project overall!