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Swarm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical | #5 | n/a | n/a |
Creativity | #19 | 3.333 | 3.333 |
UI/UX | #22 | 3.167 | 3.167 |
Features | #23 | 2.833 | 2.833 |
Overall | #24 | 3.042 | 3.042 |
Gameplay | #32 | 2.833 | 2.833 |
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.
- Interesting idea, well executed, although oddly I played for quite a long period and never saw the swarm again after leaving it behind on an earlier island and advancing to the speed of RUN - perhaps some debug features to allow viewing the location of the swarm would be useful. Good job though.
- The game really needs a tutorial system, which appeared to be in game but not available. I seemed to suffer from a few bugs, not being able to cross bridges and when I clicked on my axe it destroyed it. If those issues get resolved id recommend working on a hud system to point to where the swarm is, and consider rather than having the swarm expand exponentially in all directions have the swarm expand over land and bridges first . I saw on the notes you remove bridges once they are crossed, personally id remove that and give the user the option to mine/pickup bridges so they can build their own paths. However good effort :)
- Given the time-limited nature of the game, maybe crafting could be automatic based on need/action you attempt. Overall, I feel you made a good attempt, but fell foul of project scope and or time management issues.
- I just wanted to give some general feedback: 1. Be wiser with your time. Plan out at the beginning what you're going to make and how you're going to spend your time. Focus on making a small polished vertical slice that you can build on, rather than trying to do loads in 1 week. 2. When dealing with random world generation, make sure you have basic rules set up from the start (player can't spawn surrounded by rocks, player can move between islands) and then add to it. 3. In a game like this, "How to Play" should be a priority, so that players know what they're doing and what their goal is. 4. Think about adding some high score/leaderboard functionality to keep people playing. 5. You have wood as the base of your resources, so shouldn't be locked behind a tool. Think about Minecraft (which you referenced), you can always get that with your fists, the axe just speeds the process up.
- For a game with a fairly complex gameplay like this one, a tutorial would be a huge help. Has a some bugs (e.g. with spamming mouse buttons, etc.) which isn't surprising considering the complexity of the game and limited production time.
- Overall: - Nice little crafting game, which has many of the elements expected in such a game - Mining for items, combining items to make tools, which then can be used to mine for different items. - I like the addition of the demo mode to show the game in action whilst on the main menu. - The day into night effect was very good. Took a little long to happen. I had mined everything and had to sit around and wait for night to come to see what would happen. (From the attached videos it shows the ground being encompassed, this did not happen when I played. It just went dark). Suggestions: - Shame there was no 'how to play' section, this would be helpful to players new to this genre. - In demo mode, I'd stop the player highlighting areas of the map. - Also, add the ability for the camera to move around without the character. - The 'no possible path to area' when clicking onto an object is annoying. Just path next to it. - When using the pickaxe it would make more sense for the player to get the items automatically in the manner the wood is collected. Seemed odd to have to walk over them to collect them. Issues encountered: - Camera snaps back when clicking on a position to move to which looks a little disconcerting. - Large rocks when mined fell through the bottom of the play area. - I couldn't cross bridges to get to other islands.
Challenge Tier
Search For A Star
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