Play Seagold
Seagold UNLIMITED's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #15 | 3.500 | 3.500 |
UI & UX | #18 | 2.500 | 2.500 |
Overall | #19 | 2.813 | 2.813 |
Features | #25 | 2.750 | 2.750 |
Gameplay | #28 | 2.500 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
Ambitious scope, a lot of features, but would have benefited from more play-testing and balancing. Islands are too big - takes ages to traverse them. Couldn't get back on the ship via the ladder.
I liked your use of 3rd party assets to build something fairly extensive in such a short time. I could have done with a health pickup on the island, I inevitably ran out of health and the respawn to the start was then quite frustrating. The scope was a good idea but didn't really work as I couldn't rotate. I think there was also an issue with aiming if there was a height difference between me and the enemy (I think I was shooting over their heads) so maybe automatically adjust the vertical gun position. The AI was OK, but once a few had spawned I just got overwhelmed because they bunched up and all attacked at once; a simple way to avoid this is a rule where the AI cannot go closer than a few metres from each other - that way you get them one at a time. I struggled with the ships ladder, I kept seeming to sink rather than jump onto it, so again maybe automatically get on the ladder when in range - it shouldn't be a significant game skill. I liked the large map, but could have done with a UI outline to mark my ship out. Finally if you have music, always have an on/off menu or key option.
Simon Tomlinson, Independent Consultant.
Challenge Tier
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