Really enjoyed playing through this one, the mine carts were a nice touch! I really struggled getting past the lava but had a great time. Well done!
DeJunky
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I really like the concept but was unable to get any of the interactions to work unfortunately. Mr. Pad points you to a file of commands but there doesn't seem to be a file included in the .zip. I absolutely see the potential here and will be checking back after the jam concludes to see if I can get those files. Thank you for your submission!
My take on"Innovation" in this context is, how well does the game break the norms of the genre it falls into? If there are common systems or gameplay mechanics, are they identical to other games in this genre, or does it have a unique twist? Does this game push the norms of a genre or create a new genre altogether? I also find this one hard to rate on the games I've rated so you're not alone there. I'm sure there are different ways to interpret "innovation", but this is how I think of it. Hope this helps!
You nailed it! We were on Unity 6.3 LTS using URP. I played around with some settings but was ultimately just too exhausted after a long week to spend the time troubleshooting and fixing the Web support. I'll be taking a look at your game a little later this afternoon to check it out, thanks for sharing your experience and the fix you put in place!
Hi all! Let me start by saying that it was an absolute blast to jam alongside you all. This was only the second jam I've participated in (certainly the first of this size), and the first for my partner. Even while we were in the middle of development, I couldn't help but make note of some of the things we should have done differently, or things that tripped us up to avoid in the future. As is in the spirit of game jams, it's safe to say that we learned A LOT!
That being said, I'd love to hear what you learned throughout this jam, and how do you think that will impact you moving forward? I've included some of my lessons learned and key takeaways below.
- Clearly defining our game (GDD Anyone?)
- We really went with one of the first ideas we had, yet didn't narrowly define our end goal. This lead to us developing in a certain direction with no real end in sight. Looking forward, we want to make sure that we take our time and understand what we're making before we start making it.
- Web Build
- As this was our first game jam, we didn't really know what to expect in terms of delivering a build. That being said, we didn't even consider a web build until realizing that seemed to be the favored method. I did spend some time attempting to port it, only to run into some specific rendering issues with some of the techniques we used in our game. (Unity decal rendering & Outlines). I believe this will limit our ability to garner good feedback unfortunately.
- Take risks
- I found myself developing a lot of systems that I had no previous experience with (dialog, handling object outlines, character animations, etc.). I also found that just throwing myself into a design and working through it helped me conquer analysis paralysis, which is something that I had been really struggling with recently.
- Scope
- You knew this point was going to be in this list the moment you clicked on the post. I don't need to elaborate on this one 😬
- Try new things!
- This really could go alongside the Take Risks point, but I find it being the number one thing I keep thinking about. Trying things I wouldn't typically try, or may be averse to trying, really broke me out of some self imposed boundaries. I feel more confident in my abilities as a programmer, and more so as a developer after having been through this experience.
So, what did you learn? What was your biggest mistake? How do you feel now?
