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Scribble Exploration's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #20 | 2.236 | 2.500 |
Fun | #20 | 2.236 | 2.500 |
User Interface (UI/UX) | #21 | 2.012 | 2.250 |
Visuals(Graphics) | #21 | 2.236 | 2.500 |
Sound/Audio | #21 | 2.460 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Developer Feedback Questions
Thoughts on:
1. Moving to smaller maps where the goal is to complete some kind of puzzle with the painting mechanic in place.
2. Remove the current enemy and add enemies at random which you have to "fight" by removing their painted tiles from the world and making it so they can't move by completely surrounding them with your own painted tiles.
3. More improvements to this bare-bones sandbox prototype!
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Comments
"This game is free but the developer accepts your support by letting you pay what you think is fair for the game".
Even through I always happy to support other decent developers, PayPal stopped working in my country due to the fact that I invaded Ukraine (oh yeah, no any doubt I personally did it!) and a card of my bank is also unacceptable for global payments. I'm sorry I can't help.
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Now about the game. It is... relaxing and chill. Good for wandering aimlessly for 5-10 minutes. But the goal is not clear. Should I find something special to interact with, get out of a "maze" of environment, or something else?
Ah lol, that's the default setting for monetization. I never pay attention to it. I never expect money for my games, specially so for Jam games, but thank you for caring anyway :D
The game is as bare bones aimless as it gets, I'd like to break off the sandbox feeling that it has right now. The original Jam's theme was exploration so the only aim/goal is to explore tiles by moving. I agree with you and I'm aiming to give this game better moment to moment gameplay. The current aim is as you said, to chill for 5-10 minutes, enough for a Jam, but not good enough going forward.
I'll try to add some combat, puzzles, smaller levels and stuff like this.
Thank you for your feedback!
A very interesting concept and somewhat very well executed. But, almost 3K tiles to cover? I find it a bit too much :-) I got to almost 500 before I quit. Your 1st point makes absolute sense and some mini puzzles will keep the interest alive.
Also some points to consider/fix.
1. It is currently possible to start the game without a single member in the party. In which case the enemy does not move as well.
2. If you pause and click config, nothing happens.
Something that confused me were the tiles that can actually be explored. Until it zoomed (again, because I did not pay attention in the beginning) I couldn't understand the difference between them, and I was trying to figure out why the party members jump all over the place!
Good to know! Maps will have to be less than 500 tiles. I'll take It into consideration. Also, I may count the total tiles to give bonus rewards but I don't think total exploration should be the or the only goal.
I'm gonna look into those Bugs, thank you!
For the last bit, I think your problem about jumping around should be a known issue with the A* algorithm I'm using. I should fix it soon. And maybe add a tutorial and some crosshair indicators to show valid tiles.
Thank you for playing and the amazing feedback!
The gameplay is cute and fun, but I did have some trouble coming up with a strategy that would have secured the win condition. To that effect I would definitely think smaller maps with a puzzle goal would be a great move. I also like the idea of boxing in enemies, maybe as an alternate win condition for players who are looking for a fast paced game where you can knock out a couple of rounds over a lunch break or something like that. The music also fit the game well even if it's not custom, overall a nice gaming experience. I'll come back for the rating once the submission period is over.
Thank you! With so little time in the first jam I ended up with something totally different to what I thought of first, but I'm liking the direction. It's only a glorified prototype at the moment, but I see some potential there. It'll also help work on jam projects after the event, as I always abandon them due to the rushed and ugly code base. I think the music could improve greatly, though I'm not too bothered by it for the moment. Thank you for your words and feedback!