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I included a full screen button so that it is easier to see the game in it's native resolution, are you using that?

It's not mainly the size, but the fact that the font is not the most legible one combined with a relatively low contrast and the scanline effect. That being said, I gave it another go today and it seems a little better when my eyes aren't already tired.

So, what about the game? it's sort of fun. I do think it's brought down a little by one crucial rule of game design, though: "Given the opportunity, players will optimize the fun out of a game."

Example 1: While it's much more fun to just left-click every square and there are more than enough health drops to be able to do that, it's clearly more "optimal" to first right-click every tile, then left-click it, so players will tend to do the latter.

Exampe 2 (though that might have just been my own silliness): The first time I clicked one of those end-game tiles, all green blocks exploded, revealing a lot of enemies that I had to take out quickly. This was actually the most fun part of the game. HOWEVER: What I "learned" from this encounter was that, since there are four colours of blocks, probably each of those end-game tiles would reveal one of them and I just got very lucky that the one with the least amount of tiles was revealed first. Clearly, the most optimal thing then would be to clear the playing field one-by-one and only then click the other end-game tiles in order to minimize the number of enemy spawns and not die so late in the game. So I spent the next 5 to 10 minutes clicking on tiles until I got so bored I decided I needed to just try to click the center tiles again, and look, it didn't even do the thing I was afraid of! That's a lot of time I wasted in the name of unnecessary optimization.

Anynway, apart from that, the game was sort of fun. I felt like the stakes were not super high, though, so maybe it needs a little rebalancing.

  • I would probably take away the possibility do disarm tiles. There's more than enough health available, and right clicking every tile doesn't show any skill, it's just tedious.
  • I would rebalance enemy "damage" a little, maybe doing a continuous small amount of damage. That way, the more quickly you react, the less damage you take. Right now, I hardly ever got hit by any enemy outside of the big green reveal.
  • Also, clicking an enemy with a "losing" program should probably do a little damage, too, to increase the stakes.
  • How about having explosions reveal the surrounding tiles? That way, you could have these little mini challenges where maybe multiple enemies are revealed and you have to react quickly. Would also be a nice practice for the green reveal at the end, without spoilering too much.

And a few more UX features I'd like to see:

  • If disarming stays in the game, it would help to give the player some sort of feedback when there's nothing to disarm. Right now, I just wasn't sure if my clicks even registered in the beginning.
  • Maybe add a "new"-tag to messages that change. It's easy to miss the changing subject lines, especially if so much stuff changes at the same time.

After all that rebalancing, would the game even be SBIG anymore? Maybe not. But if you're not careful, it could turn into a SGIG game, which I guess is also an okay thing to achieve.

Hey! Thanks for the detailed feed back! Some of the features that you're talking about here are already in the post jam version of the game. Mines don't immediately explode, they show a bomb icon that flashes for a bit until it explodes. These explosions are bigger, and will set off bomb timers around them! This can make things more frantic, and put the abundance of health power ups to better use. I can always look at other fonts, that's an easy thing to fix. 

Initially there was a penalty for clicking the wrong program, but that made the game too hard for those who play tested.  It was too unforgiving for most, and I've found that difficulty for jam games can be hard to peg down. So I will often lean towards what keeps people playing over difficulty. It was hard enough to explain to some people how to play, as most people don't experiment anymore and expect directions on how to play, hence the tutorial. At a minimum, I could add some sort of audio feedback for the wrong program being used to start. 

Overall, I just need to add some more feed back to the player on actions they take. There is some, but could use more on good and bad actions. I really appreciate the detailed feed back and recommendations! Thank you for taking the time to play and rate the game!