Please make it optional! I liked to learn as I go and deciphering the game was part of the fun (at least to me).
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The aesthetic (graphics+audio) is beautiful, and the difficulty is just right. Thank you for this pleasant experience :)
I encountered a small bug with a "hurt" sound playing endlessly when I beat the final boss, but it didn't affect my appreciation of your game.
Thanks, glad you liked it! Complexity is subjective though. This game's simplicity made it more popular on Facebook than my previous games, as it appealed more to non-gamers. Even my mom enjoyed it!
Thanks! Either you need to relax or not is your decision to make, but I'm glad Strings of Light raised that question. As for me, I found out relaxing helps me digest my learnings. The brain works in wonderful ways.
Thanks for feedback! I see where's the similitude between our games: that moment where the player has to decide for themself to stop playing, as it's all part of the game. You make me realize that's kind of a recurring thing in some of my recent games: have the player think about the real world. I've been thinking about it lately and this is what I came to understand about my motivations:
The french (my first language) word for entertainment is "divertissement" which would be best translatable as "self inflicted diversion". As such, I see entertainment as something that diverts us from our intended path. It is a desirable way to relax, but can never be a goal as a diversion is the semantic opposite of a goal. I could expend on that even more, but I fear it would make me forcibly integrate those ideas in future games. As for a future collab, as I already make games full time, participating in jams has become my way of bringing my own undiluted ideas to life without the need to explain anything to anyone, at least not when it comes to code or design. I've worked in teams in the past, and will probably go back to doing it someday. Until then, happy game making!
Thanks for the feedback. I understand your concern perfectly (I myself hesitated about it). Although, after seeing how the falling down part helped the message get through and helped one of my close friends, I came at peace with it and fully accepted my game wasn't meant to entertain everyone, but to help the few that needed it.
Thank you so much for the kind words!
Your interpretation is correct. This game is very experimental; I wanted those "gameplay-less" moments when you fall to encourage introspection. This meant they couldn't be distracting, engaging nor tell the player what to think. I could have made meaningful questions appear as you fall, but feared verbosity might put a veil on the real message. And as always, when I'm faced with a design decision for which I don't know the right answer, I opt for the easier implementation and see what happens.
Thanks for telling me about the resolution bug, too! I'll fix it as soon as I can.
I've made games for some jams already and my guess about what makes a jam popular would be: community. Look at jams that take place once a year (especially featured ones), and how many people join each year. It would sure be interesting to also have insight on itch.io's traffic to make better sense of the numbers, but nevertheless, you'll notice jams that get increasingly popular year after year, or month after month (like indipocalypse). You might want to contact their organizers to ask them about their experience.
Although I don't know if that's the right thing to do, if I started a gamejam, i'd do everything I can to bring its participants together, make the jam a regular and consistent event and celebrate the creations that made it to the top (congratulations, youtube video, discord roles, help with whatever you do best, etc).
I hope that helps.