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Mission: Gem presents an interesting idea where the projectiles are items you must collect and store to score points. It makes the player balance between collecting gems for points and collecting gems for combat. It’s a novel idea, but the execution is a bit mixed. It works, but I feel it can be vastly improved with some touching up.  The major thing this game needs is to allow the player to control how many gems they store. If I collect 15 pearls, I don't want to store all 15. Let me choose how many I can store, and how many  I keep on me. I know that might remove some of the pace, but I think the benefit of that system outweighs keeping that. 

I did have a fun time trying this though, and I would like to see this expanded upon if you do in the future.

Also, enjoy the small tip I gave you.

Hey there,

I'm glad you came by to play. I liked the idea myself. And yes, I did consider giving the option to store only a certain number of gems, but I wasn't sure how to do it without making it feel like a tedious clicker game. But after some thought, I'm thinking I can have players hold down the mouse to store gems one at a time, while the player clicks the mouse while pressing another key to store all gems. This way, players would have both options and (hopefully) not negatively effect pacing.

I don't know about expansion, but I do intend to fix any mistakes and improve the experience for a more proper game.

And, what's this? A tip? For me? When read the last line, I thought you were talking about your feedback. But, no. The analytics says otherwise. I can't believe I got a tip for this three-day game jam entry. 

I'm seriously humbled that you not only gave my game a chance, but also threw in some money. 

Thanks so much for playing and the tip. Happy gaming. :)