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A jam submission

In the Shadow of the MoonView game page

Save the world. Save two worlds.
Submitted by aefabbri — 7 hours, 25 minutes before the deadline
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Play Action Novel

In the Shadow of the Moon's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Your GDD was very bare-boned, it lacked detailed development timeline, any graphics or visuals and controls. As for the game itself, I tried my best, but couldn't get past the tutorial? and the tutorial itself, while detailed, just required me to click the Phase button to go next until eventually it got stuck in what seems like an endless loop. I actually really enjoy 4x games so I was quite excited testing this game.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1_URGKYKJpribibkWDVTcQ7uqavxzg5oo/edit?usp=sharing&ouid=110260733957670563111&rtpof=true&sd=true

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
It's sort of like a choose-your-own adventure novel with 4x-game-style resources. The idea being you need to have enough resources to pick some of the options.

Please explain how your game fits the theme:
I thought the idea that One person is the weapon that can save or destroy millions.

Is there anything you'd like the judges to pay particular attention to?
Only had time to finish the tutorial. Was too ambitious. :p

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Comments

Submitted

I see the ambition. I wish you had time to have a more simulated experience in the tutorial to see where you wanted to go with the idea.

Submitted

Ooo, very science. Much HE-3.  Cough. I like your ambition, but honestly the biggest detractor was the game scale- the super widescreen made it impossible for me to view the whole game at once. (i say this like a hypocrite, i had the same issue of window size in mine) Was it normal to not be able to change any of the tabs in the tutorial mission? Or was that the point? Given enough time, you could definitely make a nice niche game with this!

Developer

Yes, the tutorial is fairly linear. I envision a "real" game to have a branching tech tree and base facilities. Also, the ability to trade for multiple different things (rovers, resources, etc.)