The Game Crashed with me the first time starting. Not sure what the issue... but it eventually worked and the game is fun. I think maybe the graphics are too high-end for less powerful computers so optimizing may be a task that you may need to look into. The song in the shop is a Banger.
anomrac21
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You don't need to illustrate before and after. You also don't need the devlog to be detailed either. However, the more details the better. The devlog is just an outline of your work for you to keep track of your updates and for the community to know what you worked on. It is true most people won't read the devlog but it is still there for information on the work you did to improve your project. Put a little work into it. It helps as good documentation of your progress or failures.
Our intention is to give developers feedback on their games. According to your post, I think we achieved that. I acknowledge that I maybe can interact more with the community and provide a bit more for the winners, however, I am doing this for free, and finding the time is a bit of a challenge. For the past few installments of the jam, I haven't been able to do ratings but the community has ensured that entries get rated. I am thankful for that. I did state that there is no prize for winning. The feedback from other devs is actually the most valuable thing you can get from this Jam. I do hope I can build a better experience for the participants in future jams however this is the best I can manage for now. Thanks for taking part. I'm sorry if we disappointed you.
Also, itch.io has a feature for you to email your game jam participants without actually having their email. So don't worry you won't get spammed and we don't do that anyway. I mostly only send emails before and after jam.
You can msg me on Discord if you have any more concerns. I'll be glad to have a chat.
I usually send out an email to the participants that should be in your inbox by now. I'm sorry though, I haven't played entries for the past few jams I've held, the time to do so has eluded me, "life I guess." However, this community has no shortage of people who are willing to critique your work. Thanks to them this jam is successfull and I will keep it going for as long as I can. Hopefully, in future jams, I can get to rate more games. Thanks to all the took part both in rating the games and submitting entries. Join our discord, and keep us updated on your plans for your games. There you can find people to roast your work and provide feedback, you can share your success stories, failures, and much more.
You are allowed to work on your game and/or Devlog how much you want, however, you must submit it by the deadline. No exceptions.
Itch.io has a Devlog feature located on the game edit page. You can start one and save it there, add to it everything that you worked on then when you are ready to submit just publish it and then fill out the required fields in the Game Jam game submission form.
It really hard to stay motivated. Sometimes your reason for not finishing a project is a lack of knowledge or skills. You can find lots of material online to help with this however, every game is different, and the solutions vary a lot between them. You may need to level up your skills before you can finish something. This can be demotivating especially if you don't grasp a concept quickly you may have to do it several times to fully understand. Persistence is a desirable trait to have when making games. Making Games is hard.
We hope to provide an incentive for developers to finish stuff as well as get things tested with real players. We also encourage testers to roast the creators hard and provide honest feedback. I guess it comes down to who is making it, how much you believe in the project, and the feedback you get. These are things that can motivate you to finish a project or abandon it.
I found the characters a bit hard to control. I was unable to solve the puzzle because I got frustrated trying to jump onto a platform. I had to wait every time for it to reach the top and return. The guy in the spacesuit controlled a bit too well causing me to miss switches over and over as I would overshoot it. Made me feel cheated by the game a bit. Awesome concept though. if the controls are not as frustrating as it is now I may be able to complete a level.
There are quite a few bugs to fix, I'm on it. Some features though are hidden because they were not intended to be released in this jam, such as the edit loadout screen and more.
Eventually, I intend to put players against players in multiplayer arenas. So I'm interested in this quote from your comment, " and the surprisingly slow speed of your own bullets makes lining up shots kinda awkward."
I've tested different speeds of bullets and kinda have a range of where I think it's good but. Maybe it should be faster? I'll check that out too.
Thanks a lot for the feedback...
Well done... I like this game concept that you can only move or attack and you have to be aware of your orientation to attack/ solve puzzles. If you can expand on that it will make this game very interesting. I couldn't figure out the puzzles, I got stuck but I think this is a solid concept and worth building on more.
The sound and visuals are good. The issue I have is the text. Too much text is hard to read... Make text blocks shorter. One or Two sentences. This way, If you are like me, you can browse through the text without reading the entire thing and still understand what is going on. Also revealing the text, like letter by letter, with an option to speed it up will also be a nice feature. These little things will help this game a lot, especially as it is a text game.
Great game... So here are a few things where I was a bit frustrated. I don't like the memory battle system. Though later I got better at it I ended up just trying to get the one that showed most. It felt more like a chore than fun. Storytelling systems are great. A bit more player feedback is needed tho such as camera shake and sound effects during battle.
Lots of fun... Can be a great rage game if done correctly. It's frustratingly difficult to steer but that's a good thing. Shorter and simpler levels would help on board players to your concept and then hit them with time trials and harder levels. One thing is you need to highlight how the player receives damage and always clearly show what is the player's objective.
I'm not sure about the chosen camera angle... idk, players may want to see where they are going however, I think the angle is good I'm just not sure if it works for the long-term. But Noice!..... High Scores from me.
By sluggish, I mean the Camera was slow to move around or rotate the camera. Perhaps a settings menu to up the speed. Yeah, I Killed the general easily and was like ok that was easy. But it's fun. I like the idea of friendly fire being an issue for you the player and enemies to deal with. Make that a feature. However, the AI needs to take this into consideration. You may be on to something cool here...
I like the concept however, I think you need to incorporate a more strategic gameplay element. I'm not a big fan of the camera controls. I find they were a bit sluggish. Probably incorporate a camera snapping system to snap to the action easily. I like the UI however I didn't play the old version. Maybe some colors may help it out a bit more. Great game, however, I think there is a lot of room for improvement.