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JamTris's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #8 | 3.500 | 3.500 |
Fun | #20 | 2.500 | 2.500 |
Progress | #23 | 2.750 | 2.750 |
Overall | #27 | 2.286 | 2.286 |
Polish | #28 | 2.250 | 2.250 |
Overall | #31 | 2.250 | 2.250 |
Graphics | #35 | 1.500 | 1.500 |
Audio | #35 | 1.250 | 1.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
(Optional) Changes made to your project since the start of the jam
Actually I made most progress in the two weeks just before the jam started...
Sadly, lack of feedback (see devlog) and being too busy at work prevented me from doing more during the jam itself.
For progress rating just compare the last "release" version to the current "test" versions linked on the devlog page.
(Optional) Devlog
https://heckert.itch.io/jamtris/devlog/361875/adding-better-visual-feedback
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Comments
Please rate for the maration jam on the difference between the WebGL build (and the final updated release from last year's GDTV jam) and the latest builds on the linked Devlog!
Very interesting concept and it gets surprisingly difficult very fast! I agree with the suggestion on having some videos or a short tutorial to teach you how to play, instead of an instruction page. There were also some issues with the UI in general as it was right up against the edge of the screen, and gets cut off when the game is not full screen.
I feel like there definitely should be some background music, and also some audio/visual cues for when a stone has been "zapped" successfully, as it wasn't always obvious.
The WebGL version is still the original from last year's GDTV jam. To see the visual feedback, please download the test version from April which you can find on the Dev Log page!
Just tried the downloadable version and yeah the feedback is much better - I personally preferred the "bloom" version as I felt it was much more obvious :) I think that combined with a nice sound effect will give a satisfying feel when you successfully zap a stone.
i got great feedback from you on my game and I try to give a little bit of that back. your concept is super interesting. but i had a hard time understanding the rules of the game. two ideas on how you might improve that and make your game easier to grasp:
1. reduce the instruction page to the most important stuff. at the moment it is really a big wall of text :)2. a gif or short animation at the beginning showing how to correctly zap a stone
Yeah, "show, don't tell".
Having some sort of animation for presenting the instructions is one of my longer term goals that's still in my backlog...