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Deleted 3 years ago
(1 edit) (+2)

I don't get how the ship is too unpredictable. As the narrative of the game says, nothing works on your ship but the 1mpulse drive. That means we needed to make the ship turn around so you only had to focus on ONE system.
And it works in an easy pattern I think :
- This ship spin faster and faster until a max rotation speed.
- When time slows time when charging, you can more easily target where you want to go.
- After an impulse your ship goes straight and when the FX is done it goes back to spinning.
I know we need to tweak some things to make it easier to get by. But it's more tweaking than design problem in my opinion. Visuals shouldn't matter but I think lack of tweak shouldn't either. The design is there, it just need some adjustments.

But thanks for this feedback, it means we still have work to do on that !

On another note, I know it's a game jam, but is it a reason not to make a good game visually if we can ? We didn't focus on the visuals, our main focus was the design and delivering it as best as we could. We have awesome artists in our team and they've been able to deliver awesome visuals.

(3 edits) (+3)

As an artist, I'm not sure I enjoy this comment. Game jams are for artists as much as they are for developers. They are a way for everyone to learn new things, experiment, and simply spend a good time with friends. But thank you for giving it a try and leaving a comment, it's appreciated. :)

Deleted 3 years ago
(3 edits) (+1)

It's your choice to not like our game, we don't judge and it's right to disagree, it can starts interesting discussions.
But we never said visuals should count in the rating. They shouldn't. 

AND! We didn't try to make an "art contest" as you said. Our artist just wanted to try things out and make a beautiful game, is that wrong ? Just because it's a jam about design we should restrict our artists ?
The fact that you don't like our art choice is another problem entirely.

I also believe a good design can be fun to play without fancy graphics. Strip our game of its graphics and it will still be fun to play in my opinion (and I believe also for the other people who like the feeling of our game). But all together is the experience we wanted to provide. It wouldn't be the same if all were separated. If it's not your kinda game, that's ok, but don't make our artists feel bad because they did an awesome job ;)

And I believe Zelda Breath of The Wild has awesome art and visuals... don't you ? ;)

Deleted 3 years ago

The things you mention as design fail are mostly by lack of time to fine tune, as you said the ideas are good they just need more tweaking (besides bugs).

(2 edits)

And I still don't get how our ship is too unpredictable. I really want to know what you don't understand.

It turns all the time except just after you used an impulse and then it turns again. And the rotation is always in the same direction.

There are some bug still, but overall the pattern stays the same.

(1 edit) (+2)

Hey @Rismosch,

It's ok to disagree and you have the right to dislike our game's gameplay! As you could see in the other comments, many people like it and find it fun. If you think there are all wrong and the game has a bad design, that's fine by me :) 


Let me just add this: We didn't participate in this Jam to be the most popular game (we're not and we'll never be). If we wanted to "perform" and get a good score, we'd spend more time on tweaking and get a better review. But our goal is different, we want to have fun and have everyone in the team enjoy their work and be challenged.


Also, I don't share your point of view about design being separated from the other discipline. For me, the design is at the centre of all discipline, linking them together to create an experience and I'm a strong believer of cross-pollination. Also, in my opinion, game feel and juice are super important and it's not "pretty art and music".


Though, once again, no hard feelings here and thanks for your feedback :) 

Cheers.