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Wanderer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
UI/UX Consideration | #10 | 3.500 | 3.500 |
Features & Additions | #13 | 3.000 | 3.000 |
Creativity | #16 | 3.500 | 3.500 |
Overall | #17 | 3.250 | 3.250 |
Gameplay Implementation | #22 | 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 levels have quite different style and the story is not clear. It would be nice to have a good introduction into the concept and (possibly?) how the items you use are related to the cause. The save system did not work as expected causing me to lose progress that I had made in the level. The presentation and the sound were a good match and helped building up tension.
- This was really impressive, and something you should be proud of! In your documentation you mentioned the risks of working on something like this whilst doing your University time, don't be afraid at the start to be honest with yourself about how much time you'd be able to dedicate to a project like this, and plan for making a small vertical slice of what your final game should be. Then as your development you can always evaluate your plan and cut/add features based on the time, but its always good at the start to plan out what you'll make and the features you'll add (look at MoSCoW Prioritization). Don't forget to make sure you have the fundamentals for your game nailed down too. The lighting in the first level is impressive, but if the jumping doesn't feel right or too floaty, the player might get angry at the game, and not want/be able to play the other levels. That's why we usually focus on the polished slice that can be built upon (i.e. Tutorials, Control menus, etc.). Again though this was very impressive and you should be proud of what you were able to acheive!
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