Looks awesome Anna! Congrats!
Keith Burgun Games
Recent community posts
Hey everyone! First off it is so cool what a success this has been. We definitely should do something like this again soon. I'm gonna write an article about this game jam, because I think it went really great, and it'd be a good way to get your guys super cool games some more exposure. Steven Hutton had the great idea of doing short interviews with all of you and I can publish that in the piece. So! Please answer these questions if you want!
- What was the process like for creating your game? How did the limitations influence your design?
- How do you think it turned out?
- Do you have future plans for this game?
Please respond with a reply here (or if you can't for some reason, you can PM me on discord). I'll give everyone a few days to answer these before compiling them and writing my article.
THANK YOU TO EVERYONE WHO SUBMITTED SOMETHING, AND TO EVERYONE WHO SIGNED UP!
Hi @AquaShame! Unfortunately this probably wouldn't be fair because the player reveals new information by moving forward, so undoing that is kinda like... drawing a card and then being like "actually nah" and undoing that! :)
16 colors is indeed a good limitation, but you don't need to use *those* 16 colors. I would make a palette of your own with possibly even fewer - maybe 12 or even 8 colors. Setting your own palette will go a long way for giving the game an original look.
Hey Jason. Here is some feedback on the game.
- How does one "Show skill" in this game? The range of options turn to turn is VERY very small and any gameplay dynamics get flattened out quickly. How can this game be "hard" without just being random (i.e. dependent on good input randomness configurations)?
- Health potions are a bad idea. Right now the only long arc you have is health and that flattens it out. In fact when I see a potion on the ground there's a part of me that's like, let down by that because I can feel the game just getting repetitive.
- What is the objective? It seems like it's just screen after screen forever. EDIT: Ok i made it to Screen 10 and then it just said "I win". Does that mean I've mastered this game on the very first time I played it?
- It seems that whatever the objective is, the general game length is far too long? It feels repetitive, but that may be because of a lack of challenge.
- Movement is a little bit slow, I would speed that up, especially monster movement, things get clunky around floor 8-9.
- On the art: I would use more hue variation for the shadow tones and give the whole thing more of its own palette. Too many colors overall, and this is something easy to fix with such small sprites.
I believe we've talked before about your prototypes in the past and my feedback here is similar: you need a core mechanism. What is the basic action that you do, and how can we support that better? Right now I feel like you've basically melted down Rogue into its simplest possible form, but the problem is that there's no real core mechanism that you can build on. The entire game is basically "stuff coming at you down a pipe and hopefully you can hit it before it hits you, and sometimes there's hit point potions in the pipe". If you have a grid, I think you can make much better use of the grid.
Obviously coming up with a core mechanism is not easy so I can't tell you what you should do. But one thing I will say is that the "exploding walls" mechanism you have here is maybe a route towards a core mechanism. Maybe the whole thing is about creating holes, and walls spring back up, and you have to keep manipulating the grid in a way that's favorable. That is something that I could see having some depth.
Anyway, good luck, and good work so far.