Love your art style you put in a lot of detail and worked well with the restriction.
22PStudio
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Well to be fair this game was made for a 72 hour game jam. With that in mind I'm going to choose polish over expansion, especially the closer to the end of the time limit we get.
Most of your rational seems to be based off having the time to fully plan the scope and game all at once and have everything settled before making it. While for a game jam (especially such a short one) our initial build plan is to just make minimum viable. Then if you have the time, expand.
The main downside to this is that any major system that is added after a minimum viable build has to be built on top of already implemented code. Due to that even a small scope expansion can take many hours of re-writing code to get the new system to work on top of the old. The upside is that if something doesn't work or you run out of time you have the ability to backpedal to a working system.
The examples I gave for add-ons to the game are just possibilities, which would greatly change the game and thusly also change how we would describe it. Right now it is arcade-like, because that is the closest way we want to describe the game. If we made it so you would buy upgrades after each loss, we would then probably describe it as roguelike.
If we were to expand the game sometime in the future, we would probably change many, many things about it. There is a good possibility that we would start a brand new build that can be built with a much more defined idea in mind. That way all the systems can work together well, we would also have the time to test out additions and see how they feel before making them final. Then at the end finding what's best to describe the game.
Again, thank you for taking the time to give feedback on the game. What you have said and gone over will useful for future games we make, especially when deciding on an initial scope.
Well the idea behind the images was pine trees as viewed from above. Perhaps that would have been more clear with green but our research showed that black orange and blue are colors that are pretty universal for various forms of color blind people to see. We figured making the trees blue like the water would make sense from a game mechanic aspect.
Thanks for the feedback. I'm glad you enjoyed it. This is actually the first time I've used Moho and I was confused at first but once I learned how to rotate the blades it was really simple. I have some experience with pixel art and the most annoying thing I've found is that trying to rotate any image is just a mess. That's why I looked into moho in the first place. I've learned it has a lot of useful tools to make animating 2d images more streamlined. Definitely worth checking out in my opinion.
I appreciate the fully flushed out review, I would say you are correct on all points. This is the first game we have made for a jam where we scoped in ad narrow as we could to polish each element we do have as best as we can. We have had a few game where the unpolished bits ruined the rest of the game.
If we did continue this game, things like upgrades and fire spread would have been added. Maybe even a wider viewport being one of the upgrades. Thank you for playing, and giving a really good review that we can use to be better in future game jams.
Have to get a bit lucky to beat it. If you don't get the right card options you're going to die. A little strategy helps. my first run i just played everything as it showed and died in the first rain. Had to learn to keep cards in my hand. All in all i enjoyed it and rather than being frustrated at my losses i just got determined to beat it. Nicely done





