Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

JUDGE PICKS HERE! Sticky

A topic by Scotty created 10 days ago Views: 73 Replies: 2
Viewing posts 1 to 3
HostSubmitted
Our wonderful panel of Judges will share their BEST OVERALL Choices here with maybe a few words!

Mark Solderwall has an impressive history - Senior Lead Artist Electronic Arts (EA); Instructor of Game Art and Animation at The Art Institutes; Internal / External Director ATARI, Inc.; Internal / External Director LucasArts; Indie Game U. Founder, Joy Monster Co-founder; Creative Director Soma Games are just scratching the surface.

Chris Adam is currently Head of Special Projects at Gravity Jack Games, creating AR and VR experiences since 2009. Chris bills himself as “an intelligent, passionate, HUMAN leader in the world of UX design”. He is passionate about creating platforms that promote family friendly, uplifting content of all kinds, i.e. video games, tabletop, podcasts, newsletters, etc.  As a child his favorite thing was a blank piece of paper. On it, any world he wanted could be created.

HostSubmitted (2 edits)

Mark Soderwall's Overall Fav: "Name Your Kingdom"
⁃ Cute premise
⁃ I like the variety and trial and error concept.
⁃ Combat was a little difficult to understand?
-Could use better explanation to user.  
⁃ Heavy UI that didn’t seem to add value to overall game. 
Nice concept however of a fun mechanic of name association. Well done

Mark left specific feedback in the comments of each submission page :)

HostSubmitted (2 edits)

Chris Adam's feedback:

1: Technical excellence goes to Earth-Bound (due to its innovative gameplay conceptualization) 

2: Game play enjoyment ironically goes to What Cold Go Wrong ( due to its simplicity and story telling risks and secret humor) 

 ( I say ironically because it’s the weakest game in terms of execution and modeling . However the risks that were taken with the storyline and concept is actually very production worthy in it own right, I would personally invest in further expansion of this idea and a series of these book concepts as long as they continue walking that line between family friendly vs absolutely not for kids) makes me laugh

GAME: EARTH-BOUND

1. Initial Overwhelm & Guidance
○ The game starts with an immediate sense of confusion. While this may be intentional, the lack of initial direction is off-putting. A glowing glyph or a subtle guiding action could help players understand their first move without compromising the mystery.

2. Instant Timer Issues
○ The timer begins immediately, adding pressure without any understanding of objectives. Being judged on speed before knowing the mechanics creates an unfair fail state. Consider allowing players a grace period to learn before the timer activates.

3. Glyph Blocks & Interaction
○ The placement of glyph blocks feels arbitrary. Adding a gamified reason for moving them—such as forming control clusters that affect navigation—would enhance engagement. A compelling narrative could explain that the alien craft adapts to human thought, redesigning the dashboard dynamically based on user input.

4. Earth & Laser Mechanics
○ Seeing Earth while having the ability to fire at it is confusing. This might unintentionally suggest that Earth is a target. It could be more effective to reveal Earth only after movement controls are activated, reinforcing the concept of control before engagement.

5. Overall Concept & Future Potential
○ The game presents a fascinating micro-sandbox experience reminiscent of old-school Nintendo titles. With additional narrative, UX refinements, and expanded gameplay elements like boss battles and collectible power-ups, this could develop into a fully immersive experience. The inclusion of the cow was amusing, and it seems to have a strategic purpose, though this could be clarified further.

6. Loading Screen Clarity
○ The loading screen lacks clear communication about whether players should wait or interact. A simple prompt or visual cue would improve the user experience.

GAME: WHAT COULD GO WRONG

1. Thematic UI Integration
○ The introduction is clear, but the experience would be enhanced by presenting the UI within a book-like frame to emphasize the storytelling aspect.

2. Writing & Engagement
○ The game’s writing is hilarious, creative, and engaging. The humor is a strong selling point.

3. Visual Contrast for Choices
○ Implementing a darker screen or noticeable contrast for bad events would create a stronger visual impact, reinforcing the consequences of choices. 

4. Player Identity & Gamification
○ There is a missed opportunity to define the player’s role in the universe. Framing the player as a magical entity who influences fate—with their choices determining whether they become a benevolent ruler or a malevolent overlord—would add depth. The final outcome could reveal the player's identity, giving the game a more personalized and gamified experience.

5. Audio Enhancements
○ The music is fun and engaging. Additional sound effects corresponding to good and bad choices would enhance feedback and immersion.

6. Player Agency & Satisfaction
○ The ability to manipulate the fates of characters is oddly satisfying. The game should lean into this more, providing even greater opportunities for impactful decision-making.

GAME: NAME YOUR KINGDOM

1. Lack of Music & Immersion
○ A medieval-themed game without music significantly diminishes immersion. A fitting soundtrack would improve the experience dramatically. 

2. Attribute Mechanics Confusion
○ The attribute system lacks clarity. For instance, messages like “Character gets -1 Strength” are ambiguous—does this indicate a loss or a gain? The UI should make these changes more explicit and intuitive.

3. UI & Information Overload
○ The interface feels cluttered and disorganized, making navigation confusing and disorienting. A clearer structure is needed to help players understand their progression and objectives.

4. Lack of Clear Goals
○ The purpose of buildings and citizen management is unclear. There is no apparent connection between structures and population growth, making the gameplay feel random rather than strategic.

5. Overall Playability
○ There may be excellent mechanics in place, but they are buried beneath poor UI design and unclear communication. Refining these elements could significantly improve accessibility and player retention.

GAME: FINAL CREATION

● Unable to Play
○ The game is PC-only, and I am using a Mac, making it inaccessible for review. If possible, providing a Mac-compatible version would ensure broader playtesting.