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The Last Peacekeeper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Features & Additions | #13 | 3.000 | 3.000 |
UI/UX Consideration | #19 | 3.000 | 3.000 |
Gameplay Implementation | #22 | 3.000 | 3.000 |
Overall | #24 | 3.000 | 3.000 |
Creativity | #26 | 3.000 | 3.000 |
Ranked from 2 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.
- The parkour and grapling hook mechanic were interesting but unfortunately the game had a lot of bugs that ruined the experience. I enjoyed the seemles travel between tutorial and main game, the achievements and the whole objective system. I believe that with some more time for polish/bug fixing it would have been a far more enjoyable experience.
- This was good, you should be proud of what you were able to achieve. Just some general comments: - For a project like this, it is usually better to focus on making a small polished slice of your game, that can then be built upon and extended instead of focusing on trying to add loads of different features. Before starting, its worth to plan out your time to calculate what you're going to work on, and how long you'll spend on it. Making sure you allocate time to fix bugs at the end. That way, if you finish earlier, great, you can look at adding some extra "nice to have's" in the game, knowing that the base is done. - The Main Menu is often the first thing that people see when opening the game, so its often worth spending the extra bit of time to add the basic functionalities (Options, Controls, etc.). - In the tutorial, make sure that the steps are clear to the player. Instead of saying "Use the Grappel button", say something like "Use Q on the keyboard to Grappel". Just so that its clear to the player how they do things. - Similar to the above, make sure the player has clear objectives for what they're doing and what the different buttons on the keyboard do. This is where the Controls screen from the Main Menu comes in handy. - Balancing is a very difficult thing to get right in a game, a "quick" solution is to add difficulty options which then change different levers in the game (enemy damage, player damage, infinite magazines, etc.) As I said, you should be very proud of what you were able to achieve.
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