Hello Sashasauce. Thank you very much for providing insights into the how the art was made. The organization of the art direction seemed to be similar to how the programming team handled communication, in that you guys had a clear separation of who did what and constant communication throughout the jam. Having someone with a shifted schedule seemed to help facilitate this separation of work. I showed this to my art team so that we can improve the art in our next jam. Anyways, thank you a lot for the advice :)
TouchStar
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Thank you so much for the feedback. And dont worry that the text is really long, I would rather read more about successful game design and project management than less. The funny thing is is that we had similar working styles (with using discord and Github). but the main difference was the constant communication by staying on call, which greatly helped coordinate your team. Our goal was to get our MVP finished by Friday, but with confusion and miscommunication we ran into a lot of conflicting code and errors. This delayed us and greatly reduced the amount I also really liked how you guys used the artists as the playtesters since they have little experience with the gameplay, but are also the typical reviewers for a game jam.
Overall, it seems like the best way to coordinate a team for a game jam is to:
1) Have clear designations of what components people are working one before even starting to make the game
2) Have some way of constantly communicating with your team (this can be through a call, working in person, ect.)
3) Have 1-2 people spend time combining all the files (to prevent conflicts)
4) have people who have not worked on the game play components (artists, musicians, ect.) be the ones to playtest the game
Thank you so much for this information. I will relay this back to my team to have a smoother workflow. If there is any other teamwork or coordination methods that you guys used to make such an impressive game I would love to know. This doesnt even apply to coding as I noticed in both this and last game you guys mixed both drawings and pixel art in you game, and I would love to know about the thought process behind that.
Anyways I am planning on doing Brackeys jam so hopfully I see you guys there. If not, hope to see you guys in the next jam :)
Thank you, yes I would love talk more! Our team also used GitHub, but we sometimes had conflicts when pushing stuff. We tried to solve this by one person working on the main game and the other working on making prefabs. Also based on what you said, it seems like on the last day someone was in charge of combining it all and taking everyone’s files and making the game. And since the game is well balanced, how much time did you spend playtesting it? Anyways I would love to chat and exchange ideas of how to manage a team :)
Wow I thought you guys did well last jam, but this is incredible. The art, music, level design, all of it is amazing. This is some of your best work yet.
Also how were you guys able to create something like this with such a large team? Although communication and leadership isn't a category you guys would receive 5 stars on that front as well. Amazing work guys :)
Wow for your first jam you created one of the most unique concepts I have seen in this jams. You essentially blended together a puzzle game and an action game by having the player beat bosses with a given amount of inputs. This means that players can spend their count by either moving or attacking in a fast-pace boss rush game. Incredible creativity from your first jam :)
CrayCray, did you take inspiration from the game inscription? I love inscription and this game feels like it was inspired by that. The one issue I had with this game was that the audio didnt loop and it would be nice to have SFX for when the characters attacked. As someone also learning unity, I found this audio tutorial from brackeys incredibly helpful. Overall, the game is really fun and I had a great time playing it :)
Out of curiosity, have you played the game Outerwilds. If you havent dont look anything up and just play the game because it heavily relies on story. This game feels like outerwilds where you experience cosmic horror from something so big and powerful (in this case the sun). Anyways, it is quite an atmospheric game. One thing I would add would be a little bit of background music since there is a lot of waiting in this game and the music can add to tension.
The game play is really cool and the controls are nice. One thing I would add to the game is to increase the count down timer. When starting the game, the timer feels too short and the game abruptly ends when I just start to get immersed in it. But having a game that gets you immersed so quickly is an amazing feat to pull!
This is a cool stealth like game. There used to be a game on Roblox similar to this that was a ton of fun. The only thing I would change about this game is making the text to type simpler. even if the clone is on the other side of the map, I cant type out the commands fast enough before the clone arrives. Still, its a really cool and unique game :)









