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SFAS 2021 - For Your Eyes Only's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #6 | 4.000 | 4.000 |
Gameplay Implementation | #14 | 3.500 | 3.500 |
Overall | #28 | 2.875 | 2.875 |
Features & Additions | #36 | 2.000 | 2.000 |
UI/UX Consideration | #41 | 2.000 | 2.000 |
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 'peek over the corner' mechanic works quite nicely. It would be nice to have feedback on when an AI (guard or camera) detects you and have some time to react to that event (FOV visualization and UI direction indicator). Also it would be nice to know, which AI spotted you when you lose (via camera focus).
- This was good, and you should be proud of what you were able to achieve. Some general comments: - Its good that from the beginning you put the focus on creating a vertical slice of your game, with an emphasis on gameplay first. However a Vertical Slice is more than just the gameplay, it also includes the flow of the game itself (Main Menu, Objectives, Controls, etc.). Its clear that you put a lot of time and effort into the maze, and the gameplay, but in the future don't forget about the other parts as they can add a lot to the polish of the game, and help the player. - Reading your documentation, it sounded like towards the end of your time you were rushing with the code/features (and you admitted you'd overscoped). In the future, don't be afraid to stop during the Production time to evaluate: what you've done, how long it took, what you have left to do, and how long you have left. Then from there you can replan and decide if any features need to be scrapped, to make sure you finish that "polish vertical slice". - For things to develop in your game, think about expanding upon the reason why somebody was caught: "A guard spotted you", "A camera saw you", just to make it clearer to the player why they failed. - Also look at adding a Map functionality (whether its static or fog of war style that's carried across saves). I understand that the difficulty/exploration is a part of the game's design, but think about trying to be more accessible with your game, add difficulty options so that its open to more people. Like I said, this was good, and something you should be happy with!
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