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Chosen Demise's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
UI/UX Consideration | #10 | 3.500 | 3.500 |
Gameplay Implementation | #22 | 3.000 | 3.000 |
Features & Additions | #26 | 2.500 | 2.500 |
Overall | #28 | 2.875 | 2.875 |
Creativity | #38 | 2.500 | 2.500 |
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.
- This was good, you should be proud of what you made. Some general notes: - Look at adding some feedback to when you successfully hit an enemy. Whether its particles, they flash, or give them a health bar. Something so that its clear to the player that they're hitting them. - Balancing is a very difficult thing to get right in games, an easy/quick way to handle it though is by adding a difficulty screen (Easy, Medium, Hard) which then change some of the levers in your game (number of starting enemies, damage, etc.) With this approach it takes a lot of the balancing off you and puts it on the player. - Its good that you had Options/Controls in the game, but also look at adding these to the Main Menu, as it takes a while until you learn how to turn down the volume. Ideally you want this from the beginning. - You mentioned it in your document, but a High Score is another quick win for adding replayability into your game. The basic version doesn't need name/saving, just "This is your current high score: X". Then with time you can build and expand it. Like I said, this was good and you should be happy with what you achieved!
- I enjoyed the progression of the game. The concept of empowering enemies too was an enjoyable twist. Although the game was too repetative, I can see how it could be expanded further.
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