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(+1)

Thanks for playing!

I struggled with how much guidance to provide. Initially I had a bunch more levels with each step spelled out explicitly, but I felt like it was too much hand-holding, like a series of fetch quests which turned into a chore, inducing players to just do the thing as quickly as possible to get to the next level. So I took them out and made it more "do whatever you want."

Perhaps a happy compromise would have been to provide occasional hints or achievements. 

Fend off an alien, protect a city from asteroids, etc.

Also, a lot of intended content was cut due to time constraints, fear of introducing new mechanics at the last minute, and developer sanity.

Yep, totally understandable concerns :) Fear of breaking everything the last minute in attempts to improve the game is very real in jams :)