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Biggest Regrets

A topic by dairykillsme created Aug 05, 2019 Views: 1,204 Replies: 54
Viewing posts 21 to 32 of 32 · Previous page · First page
Submitted(+1)

Biggest regret was not building a web version and only a windows version. Seems like with so many games, being able to access them fast helped to prove player engagement. I ended up making a web build and linking it to the submissions page, but anyways, I'll do web focused for the next jam! 


You can check it out here: https://mikeyren.itch.io/onlyone

Submitted

Same story here, mate. I was using Love2d and there was a possibility to make the web version, but I neglected it, providing just Windows and Linux builds. Now I think I most definitely should have the browser playable version. Still, you can play it on those two platforms, and the download size is tiny :)

Here's my game: https://awkravchuk.itch.io/backpackless

Submitted (1 edit)

Turns out the mechanics i made were way to complicated for the very brief intro i made before expecting them to climb a wall. I wish i had made a proper difficulty curve instead of a right angle, teach players slowly and by design ya know.

https://itch.io/jam/gmtk-2019/rate/462355

Regret making it an html game.... rather than downloadable  windows only https://itch.io/jam/gmtk-2019/rate/431948

Submitted (1 edit)

Oh why is that? I heard from a lot of devs (and we felt this way as well) that browser based games had a huge advantage in accessibility and therefore getting played.

Edit: Oh huh did you mean the opposite? Because your game is a windows executable.

1. People don't like to download more than 100 mb game.

2. People don;t like to extract the file...

3. People don;t like to waste time in above two...

4. People are in hurry to move on to the next game... 

5. If its a dev they need to reply there notifications... hence there is a small window of it...

6. Window game is susceptible to player's system requirements. Hence, for some it will work..for some it will not...hence, after going through 1-5 if it didn't work then gonna receive bad or no ratting at all...

7. People can easily share it on Facebook or twitter community to get more eyes and get more ratting. 


Hence.... 


reply to your edit: my bad punctuation actually reverse the meaning i wish to convey.... 

I meant that i regret that why didn't i opted for html rather than windows exe

Submitted

Ah yes that is what we were thinking as well. Thanks for the in depth reply!
I'll go play your game now :)

Submitted (1 edit)

I regret not compiling my game earlier. It took way too long time to compile and I was very worried all my work would be for nothing. If I had compiled the game earlier it would have gone faster to make the final build (it would be able to reuse some compiling steps). Fortunately the deadline was extended due to the server overload, so I could finish building the game in time.

But then I found out that the title screen looks bad in some resolutions (like in the browser build), which I would've found out earlier if I had time to test the build before uploading.

Here's my game btw:

https://itch.io/jam/gmtk-2019/rate/463448


Submitted

A lot of people have been saying that I made my game too hard and I have to agree. I should have added a level thats easier than the first level to kind of ease into things. Also while I was making the game I thought it was going to be too easy so I programmed a diamond enemy that teleports to your location and worked a while on the mechanics and animations for it, then decided the game was already hard enough and I never added that enemy in. Other than that I think I went about this jam pretty well and dont really regret anything else!

Heres the game for a little context: https://itch.io/jam/gmtk-2019/rate/461217

Submitted

Gameplay-wise, our biggest regret was not making keeping the camera static on one particular level - it really made the puzzle more punishing than we intended!

Other than that, we really regret how we handled our priorities in some cases. We *really* didn't need a custom font for our game, and as it turned out we didn't even use it enough to justify its creation!!

Still, we're pretty proud of what we made, and we'd love if you folks could give it a shot (currently going through the thread to give you folks some rates as well!)
https://catscratcher.itch.io/you-are-the-only-one

Submitted

I added these tentacle sprites as decorations but they look like they are hazards so everyone thought they would hurt you. 

Submitted

My regret? Only having about 8 of the 48 hours to actually jam, because… Life. Still uploaded it anyway:

https://doctormikereddy.itch.io/thomas-was-a-line

because the idea intrigued me of a 1D platformer. I’ve now (well after the jam) got a few clearer ideas of how this might work. At the time, I was more exploring than developing 

Submitted

My biggest regret is not spending enough time on enemy spawning mechanics and enemies in general. I could have done a lot more there if I wasn't so fixated on the physics of the disc. I'm definitely going to address this in future post-jam updates, if I do any.

Game can be found here: https://itch.io/jam/gmtk-2019/rate/461473

Submitted (1 edit)

Ours is starting on the marketing front way too late, which resulted in us struggling to get over 10 ratings, now we are hoping for 15 :P

This turned out to be a big lesson for our team, since it's been hard getting a game which got a lot of positive feedback into anyone's hands. Our solution for future jams is to have a dedicated community manager who will post about the game as we're making it and try to get the hype going.

In case you want to give our entry a try, it's a game about hammering your way to inner, or outer, peace.

https://itch.io/jam/gmtk-2019/rate/463231


Submitted

My biggest regret is spending too little time to teach the players how to play:
-I was planning to make a nice "tutorial" with some GIF images to teach the player how some of the interactions are.
-I spent a lot of time polishing the interactions so they felt more intuitive (at least to me).
-Finally I only had half an hour to add quickly some cryptic sentences that don't really help the player to grasp what he needs to do.
-Being my game a weird puzzler, I think a lot of players haven't really seen the depth of it, and with a little scratch of the surface they decided to rate it as a simple unoriginal group breaking puzzler score attack game.

I had this issue in a couple of gamejams already and it's something that can really ruin the experience to a majority of players who will only play for 5 minutes or so. I'm happy that at least some people took time to understand the game and, supposedly, they liked it. I hope this time I learnt the lesson.

https://le-slo.itch.io/monologue


Submitted

Biggest regret is creating a game too large (always do this every jam!) This led to not being able to fully test and play the game until too late and leaving some horrendous game breaking bugs and it also not being clear on what to do. Also made an isometric game which meant that we had to create a bunch of animations when we should have went side on, top down or 3D. I'm super proud of what we have achieved in the time (and seems like people are pretty shocked too!). Feels like the scope of the game was more for a week jam rather than 48hrs. Love for people to check it out though!

https://itch.io/jam/gmtk-2019/rate/461633

Viewing posts 21 to 32 of 32 · Previous page · First page