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MineSweeper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #15 | 3.000 | 3.000 |
Features & Additions | #21 | 2.000 | 2.000 |
Gameplay Implementation | #23 | 2.000 | 2.000 |
UI/UX Consideration | #23 | 1.000 | 1.000 |
Overall | #23 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Quite hard to give good feedback as I wasn't able to test several of the features aside from the core game. A lot of the buttons weren't linked up to anything & I had to close and restart the game to get out of most menu/settings screens. The core gameplay loop appears to work, but is a little confusing at first and needs further instruction. On the first couple of plays I often wasn't sure whose turn it was, as it appears non-sequential and the opposing player can also take your turn on their screen? It also wasn't immediately clear how to specifically score points or what gameplay mechanics factored into the scoring. Each player recieving different information on a tile flip was also confusing (a bomb on one screen would be a '1' on the other players screen for example). Despite the issues, for the limited development time it actually seems like a solid base with an interesting core system. It just needs a bit more clarity on how that system works. I'm not a network programmer so can't give any specific advice in that area (I'd just be googling the same things you would), but as an overall tech concept it's a good effort that just needs a bit more dev time on it. Would absolutely have loved to have seen any kind of documention or further insight into the actual development process, as I think this would have made things a lot clearer.
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