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BitMechanic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #54 | 3.858 | 4.167 |
Art | #93 | 3.549 | 3.833 |
Overall | #115 | 3.395 | 3.667 |
Music | #119 | 3.086 | 3.333 |
Theme | #150 | 2.932 | 3.167 |
Is the graphics 1 bit? | #170 | 4.475 | 4.833 |
Gameplay | #191 | 2.469 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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jsags92
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Comments
Really cool stuff I think with some refinement can be such a cool title. The idea of being the mechanic on the dock is really cool and when I found my ship inside an asteroid belt was in shock and awe(and dead). Its a great idea with a great artstyle. I think if the controls were a bit more snappy and satisfying and the resource refined(I was imagining that you throw them instead of placing in a menu) it would be a new type of tower defense game.
Well done
Thanks for taking the time to play it and giving feedback! I agree, the controls, specially the inventory system, is the weakest link. Funny thing is is that i continue working on that inventory system today, I won't try and force it onto a game again though haha.
This game's black-and-white 3D look is super cool. The art style really stands out as my favorite part – it's unique and very well executed. At first, the mechanics seemed a bit complex, but once I got the hang of it, it turned into a fun challenge. I enjoyed the strategizing element of swapping around inventory items. As a casual gamer, this game feels more suited for advanced players who enjoy these types of challenges.
I found that the rotating camera movements on a big screen were a bit disorienting, though. I think a possible improvement would be a reduction of the amplitude of those parameters. But I love the 3D aspect and how the camera does not remain at a fixed angle – it's a big part of the game's charm.
Overall, it's really impressive, especially considering it was made in just a week. A few adjustments, and you've got something truly amazing. Great work!
Thanks a lot for playing the game and special thanks for taking the time to write such a detailed and helpful piece of feeback and advice!
If I were to change something about the game, it would be the inventory system. I'd replace it for just a system where the character can hold one item at a time and place it on the different machines or turrets, but oh well, this is how it came out, but i learned a lot, and thanks to feeback like yours, I get to learn even more!
ps. you made my day with your kind words.
This is kinda cool! It was super not intuitive and did take me a while to figure out how to even play, but the mechanics underneath seem like the start of something. Usually when designing a game (especially for jams) it's easier for a player to understand simpler (and clearly communicated) mechanics. This is a whole artform so I'm not going to be delving into this, but it's something you can learn by watching a lot of gdc talks, make a lot of prototypes but most importantly playtest. Have someone play your game and sit by their side, silent, and just observe what they do. Maybe ask a question or two like "why did you put that building there?" or "why did you pick that card?". It's really just understanding how players think. When I make a game there is a lot of time spent on testing it and then doing things to "hint" players in the right direction. Or just in general make it easier for them to enjoy the game. For example, in this game, the toggling of the UI is confusing, and it would be simpler if it was just on the entire time. Or at least on by default.
Again, I think you have a decent elevator pitch here "repair the defenses on your ship", but there is still a bit to go before it will feel good to play. That comes with a lot of experiementation. So keep at it!
Hi there Whistpotion, Thank you so much for the detailed and useful constructive criticism. I know it takes some effort just to type down your thoughts, specially for a random guy on the internet.
I agree, the mechanics aren't communicated well (if at all) and may be confusion with no directions from the game. I would love to have people test my games, but being so absolutely new to gameDev, I literally know no one who'd help out the way you metion, I hope to meet people along the way that do.
There are many things about the game that I'd do differently, including the UI and inventory mechanics, which as you said are completely unintuitive , but for this jam, guess the game is what it is haha. Thanks again, I'll be checking your subission soon and good luck!
About finding playtesters, generally people around you are happy to help out. The best feedback you can get is from someone who don’t know anything about your game, and knows very little about games in general. That will really test your design abilities, and push you to create intuitive mechanics. Otherwise, I think it’s pretty possible to dig up my discord username for when you want a playtester :3
I told you I was going to test it again later! Hahaha I didn't expected to find you here.
I've managed to survive a iittle longer now, and did understand how the ammunition works. But I still don't know how to repair the weapons. I find this a very complex game for a 1 week work, and maybe if you keep working on it and make it more intuitive, it can become a much better game.
Can't wait to see what you'll think about my game. It's called "You NEED to see this!''.
you just leave the spare parts in the turrets inventory and it'll repair itself. Should've made that clear considering ghe name of the game haha. I would do many things differently but time was short and couldn't backtrack.
I'll check your submissions. I didn't see one yesterday.