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Becoming a dragon (GMTK2019)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #835 | 3.571 | 3.571 |
Design | #890 | 3.190 | 3.190 |
Overall | #1208 | 3.159 | 3.159 |
Adherence to the Theme | #1624 | 2.714 | 2.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It took a little while to get the meat of the game, but you've got something here that is delightfully challenging to control! I laughed several times just because it was so silly.
My main critique: the core of the game is really good - but there's a lot of stuff that distracts from it. There's a lengthy tutorial section that can drag on (sorry, couldn't resist) far too long before getting the game's "catch" - that the mouse controls all of your abilities, like fire breath. And a jam game doesn't need this much dialogue unless it's actually focusing on some narrative innovation. I suspect you spent a lot of time on the dialogue system and mentor figure cutscenes that, while adorable, that time could have been spent further developing the gameplay concept rather than slowing down the pacing.
A smaller critique: having the fireball shoot on mouse release is brilliant and feels really good once you know what's happening. Reminds me a bit of the classic "half A-press" debate :P But it wasn't clear that this was how it worked and it took me a lot of fumbling around to realize it wasn't just shooting on a timer. Which is kind of ironic because my little dragon character breathed fire on his own during the cutscene and then said he understood how it worked - but no-one ever told me! Oops.
The game is nice, but i had a bug what i could just upgrade myself fully at the very beginning.
Okay, that's interesting...
Thanks tho!
As others have said the concept is good, but it lacks polish. Adding the ability to skip dialogue and increasing the starting move speed slightly would also improve the pacing a lot.
I really enjoyed this one. It has a nice progression to it, gaining new abilities and re-speccing your dragon for the challenges ahead. The controls were simple and intuitive. The system of distributing your points between the different sliders was cool, added an optimisation aspect to the game. Although it felt like there was really only ever one optimal layout that didn't change much throughout the game. With some more balancing I could see the game really encouraging the player to tune the dragon's settings to the specific kinds of obstacles ahead. Also the dialogue sections do stretch out a bit, I think allowing dialogue to be skipped through quicker and removing extraneous lines like "Cool!" woud help a lot.
Great work! :)
At one point i could have solved the problem with try and error but i refused to do so. Also: Those talk-parts are unbelievable long. You start the game and then you're stopped again. Make a tutorial more fluent :)
Stay crunchy.