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A jam submission

COLLECT-A-TON XView game page

The goal is in the title.
Submitted by The Digital Technologist (@TDTechnologist) — 9 hours, 13 minutes before the deadline
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COLLECT-A-TON X's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#9n/an/a
UI/UX#153.3333.333
Gameplay#233.1673.167
Features#232.8332.833
Overall#243.0423.042
Creativity#312.8332.833

Ranked from 6 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, I just wanted to give some general feedback: 1. You said in your conclusion that if you had more time you would have created something more substantive, I disagree. I think if you had more time you should have polished this more and tweaked the difficulty (added more opponents, improved the AI). It can be better to create a small polished slice of a game with room to grow and improve, as opposed to aiming for something bigger with many features but is incomplete and buggy. Spend your time making a well rounded experience. Then bug fix and balance. Then add more features (i.e. Leaderboard). 2. As you're using a path finding algorithm, it can be difficult to know what gems you'll pick up as you're moving, think about adding a path highlight. 3. The level change can be quite jarring, think about adding a transition or something to say that its a new level (basic "LEVEL UP!" on the screen would suffice to start with). 4. Add a Retry to your game over, make it easy for people to keep playing.
  • The game was simple to play and the slight changes to the UI and UX were nice. I encountered a map where I could not move (generation made me completely locked) which was frustrating. I appreciated the changes to FXs and Music, as well as the customization. Thanks a lot for your hard work !
  • Hi, It was a smart choice that you define first your scope base on your available time. Unfortunately, the core game play was not clear and the features didn't match together. The AI was never a challenge because it never tried to follow you. The main goal, collect coins, was not a proper objective I never felt I need to collect that. It is important to always check very core gameplay and see how this can compenetrate together. For example, It could be more fun to try to collect all the coins before the time runs out, if not you will lose, for this core gameplay we an remove the AI completed, with less you can achieve more. Also is important to remember, is better have one good core mechanic then have different mechanic that are not very polish. Keep continue working and practice :)
  • A solid stab at turning what you were given into a playable game, the major let down was the disinterested AI enemy, this resulted in a non-existant difficulty curve, the result being "play until you are bored and quit". Nether-the-less, a polished submission.
  • Knowing your limits, and considering your timeline to decide your game is definitely a great virtue. It is something that is hard to see in many developers . Yes not a great game but also accepting it and knowing your points of improvements shows a great perception and self confidence which is a lot important in many ways for a team. Keep it up!

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