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NortWest Passage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #17 | 2.828 | 3.000 |
Enjoyment | #20 | 2.475 | 2.625 |
Concept | #21 | 2.593 | 2.750 |
Use of prerequisite | #26 | 1.768 | 1.875 |
Overall | #29 | 2.161 | 2.292 |
Controls | #30 | 1.886 | 2.000 |
Use of theme | #31 | 1.414 | 1.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is quite impressive for the short time of the jam, well done! Quite a unique concept too, I wasn't expecting a board game/management game lol
Thanks for the feedback. Looks more complex than it is. Every tile has 6 nodes which randomly are true/false (green/red). Every node search for the closest node and compare the status. Very basic but very effective. Here how looks:
The tile rotation is a magic trick, the nodes are children of the tile, so when you rotate you are rotating the children, not the tile. The tile change the sprite and then the nodes were update pairing with the closest one again. One challenge I didn't forsee was a cascade effect, if a red node makes another node red, after rotation this red node will make the next node red. For that, I created another bool which save if you are green/red by your own. That's prevent false red nodes.
Not relying in the game physics has advantages. The debbug is mostly code and perhaps some clipping (layers order), so less than 4 hours to fix the annoying bugs (some of them are still in the game). And the "fun" of the game can validate without opening the project.
Have a wonderful day.
That's a vague take on the theme in my opinion, but okay lol The game has a lot of potential and I could imagine it as a full version, but I need more guidance on what I should do. E.g. when can I rotate a tile? Why do I need to hit space again to reveal adjacent tiles? An adventure game is a huge take for a 48h game jam and for these constraints, the game is super cool!
Thanks for the feedback. About the theme, yes I was trying to not be so literal due to I wanted to bring something unique and avoid making a platform game or click game. The player experience is something that I hadn't time to improve, in my inicial plans the tiles you can rotate either show the button over them or they are a little bit bigger, both cases the result was horrible and I ran out of time.
I put over 20 hours in development, starting from minute 1. Investing only 30 minutes to validate the concept in inkscape, because a board game where you can play solo you can validate just playing around with a paint program.
But even being quite efficient I had to scope creep a lot but that didn't prevent, as you experienced ,the gameplay overall (controls also) where impacted negatively for that.
I believe you put your blood, sweat, heart and tears into that :D As I said such kind of game rarely gets committed to a jam (most give up before the deadline I guess lol). So kudos for delivering such a great game! A little more polish and it could, as I said, be a full sized game :)