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Jack Schlesinger

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A member registered Sep 02, 2017 · View creator page →

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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!

First - of the seven prototypes, this is the only one to which I didn't make a comment about the name.  Having a name that's unique enough to identify the project is important, and SUS Sports fits the bill.

This game feels like a strong prototype - simple, made from primitive objects, not overdesigned.  However, this is essentially a "kooky football" game, with three "powers" that each player has.  I don't think this essentially questions what "resources" mean, and I think you might want to look at "AnyBall" as an example of something that perhaps closer answers that question.  I think using an existing game and seeing if you can questions "resources" in that context is a good idea - what if you could spend goals to use the kicking powers?  What if different parts of the field give you different powers?  What if you can only have good players if you sell enough hot dogs to pay for them?

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 ("3D Replace Material Pressure Plate") 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. 

I couldn't get this to work on my computer, but I'm not sure why - I think a much, much simpler prototype that immediately applied a color to primitives would be a faster way of communicating the prototype idea, and would be easier to tell if it was working correctly.

I think this idea is potentially worth exploring, but this feels like a design step-back from the seesaw idea.  I think this prototype needs some strong puzzle design before I would feel confident about it's direction.

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 ("Switch Material SeeSaw") 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. 

Your itch window is too large, making it difficult to playtest.  I don't think I understand the significance of "You Lose, Libtard" upon leaving the boundaries of the screen.

I would challenge you to do hard design work, rather than focusing on creating the idea digitally.  This prototype alongside "here's five puzzles that could exist with this prototype" is valuable work if you're less strong as a programmer.

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.

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 ("Stealth Puzzle Material Experiment") 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 agree with a lot of Diego's feedback, and I think an essential quality of a "resource" is an economy.  Finding ways that one power removes or adds to the amount of another resource you have at your disposal will create scarcity and reasons to make non-optimal choices.

I think good puzzles in an action/platformer context tend to have a built in cost, and I think it would be interesting to explore what costs other than "enemy killing me" you can find.

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