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Jack Schlesinger

14
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1
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144
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16
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A member registered Sep 02, 2017 · View creator page →

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Thanks so much for playing!  You're right - I probably should link to poker rules - it's a good idea for the next version / update.  Hope y'all enjoy!

https://jackschlesinger.itch.io/shift

I'd love to submit this game: https://jackschlesinger.itch.io/shift

That did the trick!  Thanks so much!

What do I need to do to get a game I'm an admin and collaborator on onto my creator page?  I can't figure it out!

I know this is a prototype, but I think your name could be more expressive of the content I'm going to experience.  Names are an essential way we interact with media, and coming up with even a functional name ("Multiplayer Stealth Coin Game") is valuable design work, which will give your audience a good idea of what you're trying to convey, and internally give you a way of referring to the game without "ownership" - "this is XX's prototype".  I'd challenge you to come up with a more creative name that just a functional one.

The UI/UX design of this game is lacking, which is fine, because it's a prototype.  However, you have a responsibility as a designer to communicate to your testers/team how to play the game, what the goals are, and what is missing that you wish was in the game.  After playing the game and beginning to give feedback, I saw a comment you posted that said "Coins randomly appear throughout the map, move with (WASD, IJKL) and Sword attack with (E, O).  Collect coins and use (1234, 6789) to change color." -> however, a) this isn't where itch game instructions are usually placed, and b) it doesn't show / explain any of your design decisions or player goals.  I would challenge you to consider your presentation and aim to communicate them better, as the quality of your feedback depends on it.

Resource wise, I think attacking could use up the resources you have, making it impossible to hide any longer in that color?

I know this is a prototype, but I think your name could be more expressive of the content I'm going to experience.  Names are an essential way we interact with media, and coming up with even a functional name ("Hide From The Pill Monster") is valuable design work, which will give your audience a good idea of what you're trying to convey, and internally give you a way of referring to the game without "ownership" - "this is XX's prototype".  I'd challenge you to come up with a more creative name that just a functional one. 

This core idea is very solid, but I agree that your creative challenge asks for an interrelation between the various things you're using in your game.  I think picking three primary colors and using any colors that are between them uses up all of the constituent colors, for example, or restoring one color means giving up some of a different color, etc., etc..

I know this is a prototype, but I think your name could be more expressive of the content I'm going to experience.  Names are an essential way we interact with media, and coming up with even a functional name ("Masocore Puzzle Platformer") is valuable design work, which will give your audience a good idea of what you're trying to convey, and internally give you a way of referring to the game without "ownership" - "this is XX's prototype".  I'd challenge you to come up with a more creative name that just a functional one.

It is very easy to make the game reset itself if the player is below a certain Y-value.  This kind of quality-of-test changes are important to identify and add to prototypes that are going out into the world - they show polish as a designer.

The fire puzzle is difficult because of the way your implementation works, not because of a legitimate player challenge - it was long after I knew what I had to do that I was able to do it, and it wasn't based on learning a skill.

Difficult decision tree - took me three hours to get to both endings!