AND SEE YOU IN THE NEXT ONE!
So it seems like you are still at the very beginning of game design and your engine.
Tackling a project like Metroid is an ambitious idea for a beginner, I think, but with failure comes progress and learning. So that's nice.
So what have we learned? I'm not sure, let's say we improved our skills and libraries. As a Unity expert, even though I'm using the latest alpha engine version, there's not much I can still learn, I'm also a full-stack C# .Net developer, so i try to improve my coding Skills all the time and make myself challenges up, thats my learning.
We work with Unity assets a lot lately. Me and my girlfriend have bought over 100 assets in the last few years but never really used them. Lately we've been getting more into these assets and some of them are really incredible, useful and fun.
I've also been using the game Warrior Vania to improve my AI state machine with multi-threaded code for certain calculations *cough* still doesn't work properly.
And I've been working on improving our audio asset for Unity, adding pooling and audio players and a scene management to submit to the Unity asset store once those are added. This System enables a Unity beginner to implement Full Controllable Audio Settings with Menu in a couple Minutes and play Audio Sounds at any Point in a Script by just 1 Line of Code.
justified question
Personally, I'm not a big fan of pixel art. I find it kind of disturbing and eye cancer, sorry pixel fans I am not 馃槀.
So games ala Stardew Valley, Harvest Moon, Metroid, Castlevania or even old Zelda titles, even though I love the gameplay and mechanics, I never played through those games completely because I don't like the look, I'm annoyed by the look and I want glasses to make everything clear.... but it doesn't work!!!!
But I like comic and cute stuff :p So the chibi character style is a perfect upgrade from pixel art for me. And since there's a huge asset in our package and there's also a lot of chibi artists (even I can do normal small chibi art), if there should be more styles and upgrades need for the project.
so the Goal with this Game is to make a "Fantasy Metroid Vania Harvest RPG", sounds awesome haha.
I probably won't get too much into detail as I'm thinking about writing a post-mortem on my entry now that I have a couple followers (the follows are greatly appreciated) and I actually feel it's worth the time. So here it goes:
Honestly, I could go further in length about this stuff, but personally, I will say this has been my most successful project that I've worked on. And the follows from the devs that made really awesome entries gives some additional validation that I'm making progress and may have some potential. Which is really nice because the people that I talk to (friends and family) about my projects have no idea what I'm talking about and I can see their eyes just gloss over out of boredom.
Metroidvania's are pretty ambitious and I didn't think I was capable of making most of the parts, let alone finishing it, but I did it (woo!) This has been a great jam and everyone should be proud of what they managed to accomplish.
I don't know much about Gotot, but it's good that you are making progress in learning the engine of your choice.
Saving and loading especially for web games can be difficult.... For security reasons, certain things can't be done in HTML 5 games, which is a bit frustrating for us as developers, but obviously necessary.
From the software industry I always hear the "Aim for 80%" and that's perfect.
I think the problem with software, games and game design is that there is no 100%. There's always something... there's always a tiny bug.... there's always this behaviour that doesn't work 100% the way it was intended, there's always this animation that's not 100% perfect and so on. There's always a workaround for some problem....
So once you polish to 80%, you're basically done, because everything beyond that is always and a never ending process of improvement :p
Leave them Wanting more is important for the Jam you are right, but also applies to published games, especially if you plan to expand the game after release. So you can bring a second game, an update, an expansion or something along those lines.
I think you did a good Job with your Game
Thanks a lot! Yeah, I agree on there's no 100%. For my day job, there's almost always an edge-case that exists that wasn't anticipated. These are generally found by the users because it's impossible to anticipate for every scenario. So yeah, 80% is a good rule of thumb. The benefit is that you know you'll learn something new from it. So that leaves room for improvement.
I really liked your game as well. Like I said before, the UI blew me away. I was not anticipating the complexity of it and it looked really polished. There were the couple items I mentioned before regarding the UI that could be improved, but overall, I enjoyed it!