Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rate Games and Rate Your Own

A topic by Kevin Ray created Aug 11, 2019 Views: 420 Replies: 15
Viewing posts 1 to 11
Submitted (1 edit)

Hey, we all send time rating each other's games but I think it's good to self evaluate a bit.  

If I were to rate my own game I'd give it 

Design: 3 Stars

Adherence to Theme: 5 Stars

Originality: 3 Stars

When I set out to make my game I didn't really have these in mind. I really just wanted to make a polished and complete game with a strong core mechanic. I'm really proud of my work on this game but after the fact I'm thinking there is so much more I could have done with my idea to evolve my core mechanic. 

I'll be rating games if y'all wanna send them in replies here, and here's mine: https://itch.io/jam/gmtk-2019/rate/461338

 

(Let's not say what we rated each other, just constructive feedback please) 

my game would have been a 4/5 and 4/5 and 4/5 here it is lets see what you think if not why https://itch.io/jam/gmtk-2019/rate/462132?before=7#post-851500

Submitted

With yours I actually wanted to see a bit more unique design in player action and goals. There are a lot of games I played this week revolving around "One Shot" and retrieving it. In your case the axe. My favorite part of your game was the shield enemy because they felt like they were interacting with me in a unique way and challenging how I use the core mechanic of the game.  The more items in the world that make you rethink that core mechanic the better. Great game overall though!

Submitted

Design: 3 Stars
Adherence to Theme: 3 Stars
Originality: 5 Stars

I kind of lost sight during the design process because I wanted to make something more "complete" feeling. I seriously forgot this was a jam centered around design and ended up focusing on creating something unique and polished feeling. After the jam I watched Mark's post jam video and he literally said not to rate on good graphics or music... I was like, oh ya I kinda forgot the point here. 😢

https://joshburleson.itch.io/cthulhu-rises

Submitted(+1)

Visual and Sound Design are still super important to the overall design of your game! The overall design of your game would be worse if you just clicked on cubes and they disappeared. Feedback to the player is super important. But I feel you, I focused on  the visuals too!

Submitted

I'd say my game is 3/5 in design, 5/5 in adherence to the theme and 3/5 for originality. I mark myself in design and originality because I feel the design of the game could have been more complex but so far people seem to like the simplicity of the game. Originality would have been 2/5 because the "One Bullet" concept is not all that new or unique, but I put one more point in because I added a recall and teleport mechanic to the bullet where you can right click to summon the bullet back and also teleport to its location. Here's a screenshot of the game and game link if you want to check it out:

https://mark-auman.itch.io/one-shot-in-the-chamber


Submitted

You're thinking too much about the core mechanic and not the game as a whole!  Your enemies get increasingly more complex and difficult and the color design helps translate difficulty. I didn't get that far in your game cuz I'm really bad at it but I'd like to know some of the specifics of what your enemies do in later levels.

Submitted

Thanks for the feedback! Here's all the stages:

Red Stage (Starting Stage): Is the first stage and introduces the red enemies (otherwise known as “Trackers”). They only follow the player and are the basis of every other enemy in the game.

Orange Stage (Requires 10 points or more): Introduces the orange enemies (otherwise known as “Shooters”). They only follow the player around and shoot at the player.

Yellow Stage (Requires 25 points or more): Introduces the yellow enemies (otherwise known as “Splitters”). They follow the player around but upon death, split into four smaller projectiles that travel in an up, down, left and right direction respectively.

Green Stage (Requires 40 points or more): Introduces the green enemies (otherwise known as “Seekers”). They follow the player around but upon death, release a projectile that homes in on the players location for a few seconds before dissipating

Blue Stage (Requires 60 points or more): Introduces the blue enemies (otherwise known as “Tanks”). They follow the player but unlike the rest of the enemies of the game, Tanks have two lives. When they spawn, they are dark blue in colour but once the player shoots them once, they dark blue shell is destroyed, and the actual enemy is revealed to be a smaller light blue enemy. The player can then shoot this light blue enemy to permanently kill them

Purple Stage (Requires 75 points or more): Introduces purple enemies (otherwise known as “Exploders”). They follow the player but after a small amount of time, will explode into 8 different projectiles that travel in 8 different directions. The player can stop exploders from exploding by shooting them before they 

Rainbow Stage (Was not finished in time for game jam but will be released once the voting period is over. Requires 100 points or more): Essentially the game becomes more difficult. Red enemies continue the behave the way they have been, Orange enemies shoot a three bullet in different directions ( \|/ ), Yellow now have the chance to split into four projectiles that make an x and not a +, green now sends out multiple homing projectiles when they die, blue split into two instead of losing a life and purple essentially become atomic bombs that must be killed before they explode as their explosion is larger and the chances of surviving it with everything else going on is very small. Like the last stages, enemies are spawned in incrementally in stages (e.g. Rainbow Red, Rainbow Orange, Rainbow Yellow etc.). The player can tell what stage of rainbow stage their in as the player will gain rings similar to the logo of the game until they eventually become the logo (minus the text).


That's all the stages (implemented and planned)! I also have ideas for separate game modes ( Warp In The Chamber - teleport only, No Shot In The Chamber - no bullets but enemies can hurt each other, Explosive Chamber- bullet explodes and comes back to when you press space) but I still have to develop them a bit more. Thanks once again for the feedback!

Submitted

Here is my game, a Horror game where you control a robot with Text Commands - https://itch.io/jam/gmtk-2019/rate/462295


Submitted

This is a good thread. For myself I'd probably say:

Design - 4/5:
I initially thought my design was really good, but after reading some of the feedback that people gave me, I really started to see where I could improve

Adherence to Theme - 5/5
I really wanted to make sure that all the mechanics really stuck to the theme so only having one usage of everything was crucial. They ended up all meshing together really well as well, so I'm quite proud of it

Originality - 2/5
It's not the most original idea in the world, considering that it's basically Geometry Wars with a twist, but I wanted to use a game that I knew so that there would be less for me to come up with while in the designing process

Here it is for you to try:
https://bigfraudbigfraud.itch.io/gmtkjam2019

Submitted

I'd actually say it's quite a bit different from Geometry Wars. All it really share is genre : Multi-directional Shooter/Twinstick Shooter (at least from my understanding of Geometry Wars). It's a good idea to take a game you know and put a twist on it, and things usually change during development. My original game idea included enemies but I decided to go without it because the game was hard enough as is. I liked your game a lot. You should add some juice after the jam to make it really fun!

Submitted (2 edits)

Design - 4/5:
Still many design flaws that I didn't fix in this jam.
And the game is short because I am making it alone and have to cut down the size and make sure that I can finish it.
But the whole idea is not bad I think, and which can give a surpise to player.

Adherence to Theme - 5/5:
I think this game did a great job about this, using it on game mechanic and narrative. And I probably can say it was deep enough for gamejam game?
Anyway, I'm gonna give myself a 5.

Originality - 5/5:
A game like this, I don't know the word, Narrative game? or personal game?  is always original and unique.
Kind of taking advantages but I think it deserves a 5.


Please try it, thank you.
https://itch.io/jam/gmtk-2019/rate/461812

Submitted

https://cm9.itch.io/four-four

Submitted

Play mine before you read the scores!
I'll hide them a bit.
https://itch.io/jam/gmtk-2019/rate/460992
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Design : 4.
Theme: 3.
Originality: 3.

Submitted

Hi!

My game is called Room. 

It's a desktop puzzle game where you need to use the clues from the computer to escape the room. You got only one chance to do this. If u fail solving the puzzle the first and only time... The application won't open again. 

https://itch.io/jam/gmtk-2019/rate/461585


So I would rate my game as:

Design:3 stars(I think the puzzle design was a little bad and the clues are unfindable or not making sense sometimes) 

Adherence to theme :3 stars(The only one chance is not a great implementation of the theme... But I did it so that it justifies the plot and core of the game... Still not a good implementation of the theme) 

Originality:5 stars(I feel I did something unique and different.. Starting with the desktop puzzle genre.. And a different kind of puzzle game) 


Submitted

https://itch.io/jam/gmtk-2019/rate/461857