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JfeeefL

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A member registered Dec 27, 2022 · View creator page →

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其实本来想做成任意拖动房间的……历史问题,一开始想做成要避免andy通关,所以只能交换使得地图保证连通;后来重新审视后发现改成帮助andy通关更合理;所以一开始这个设定就保留了……任意拼接肯定是合理的,但是没时间改了😭

小鬼魂的AI也是我写的,我自裁,屎山代码debug不过来了;有记忆力也是真的,因为这个逻辑我写了的;但是好像大多数时间它都没啥智力似的,都是我的bug的锅😭

关于规模,这也是我们之后将要改进的地方,大多数时间都在搭系统了,作为策划我也没给出优先级文档,资源也没利用到极致;同时这次的框架对于关卡设计师的操作也不太友好,关卡搭建也费了不少时间,导致最后只搭了一大关,用来展现所有feature,然后就没时间了;如果可能我肯定想要从教程开始搭建的……

只能说下次一定呜呜;这次游戏接下来的更新也会围绕用户体验展开,把bug修了,教程做了,然后再加点之前相加没加上的feather

谢谢你的建议,之后的修改一定会参考你的体验的!希望这次jam咱都玩得愉快~

Sorry for our lack of experience and next time we will attach more importance to user experience! Thanks for your feedback, hope you had enjoyed our game :)

(2 edits)

Our very first desire is to arrange these clues in a logical order, and there is hint in the context for every puzzle, so that player can investigate their connections. For example, the first puzzle is to find out that most items, except the first clue, scissor, are described as heavy and unmovable. Also there is a heavy doll with implication in the text that you should open it to find out what's inside. So, to open it, you should pick up the scissor first, and then head to the doll to open it with the scissor, and discover the finger that the hand sculpture is missing... This is what we hoped players can do.

However this game is not only a detective puzzle game, and we spent too much time to construct the room switching mechanism, instead of polishing the experience of puzzle solving part. As you can see, a system to help player understand what the puzzle is is necessary, and we didn't managed to finish the system in limited 48 hours. Our mistake finally leads to your bad experience. Same is for the clunky operation, we didn't get time to polish these. For this we are sincerely sorry, and we are truly thankful to your advice. We will consider these problems before we are running out of time in our next Jam.

If you are interested in our game you can check out our update after the voting ends. Hope you had enjoyed our game :)

Thanks for your advice! Your advice is really reasonable, the lock kinda emphasize the constraint too much, especially when AI isn't that intelligent. The trials and attempts are important in this game. To encourage player to do so,  such  a "free" environment should be provided. On the other hand, the restraint  of "space variation perception" had already provide margin of strategy, making it more reasonable to weaken the lock mechanics.

Another point was the tutorial and the helper system, both aren't implemented in the game. For the helper system, maybe we don't have to build a completely strong path finding algorithm, just help player to gather up all clues that Andy had already discovered.  However these systems are actually more important than some other work that had been done, which means that next Jam we can manage our time and resources so that these important aspects are covered.

 Anyhow, post-jam version will be updated after the vote section ended, and we will gradually add these features to our game and fix bugs! Especially the irritating and dumb AI lol. We all want and are trying to make our game become better!

Again thanks for your feedback, you really inspired us of what's important in game design. Hope you had enjoyed our game :)

P.S. Sorry for misleading information in my reply, it wasn't our very first time to participate a game jam, but our first time to participate the "GMTK game jam". Though we are still students and even still amateurs in game design and development, it's not fair to compare our work with those who are really completely new to a game jam. However, this won't change our determination to create better games💪

We are really sorry that we didn't manage to implement a tutorial in our game, because to merely complete the existing content had cost all our time😭 to write an instruction in itch.io page is the worst but also the last and only choice to make. Next time we will learn from the lesson and manage our time and resources more reasonably, attach more importance to help players understand the mechanics in an easy and instinctive way.

After voting ends, we will update our game with a tutorial, and also fix some bugs.  Thanks for your advice. Hope you had enjoyed it!😊

Sorry I was just kinda astonished at your detailed review! Again thanks for playing and your high praise!😭happy to see your comment!

Thanks for your advice! I think a helper system is in deed needed, as you suggested, because the gameplay and mechanics are not that instinctive enough and require memorization a lot. However 48 hours isn't enough to fix everything perfectly. For it's our first GMTK Jam game, lacking experience, we didn't managed to recognize the most experience-affected factors and utilize our time resources in the best manner. We will take your advice and learn from this lesson! Thanks again!

Thanks for your advice! Convenience is really important for players, and Web game is a wise choice in such itch.io gamejams. We will consider it in next jam!