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I like how you managed to gain a bit of engagement with that small interactions, without any real gameplay. You should make sure that the player will find them though - first door I bumped into was not interactive, so me going into the interiors, which are a huge part of your game world, was a pure accident. Even when building an open world, without a direction, make sure to guide at least a few first steps and hint that there are interactions possible - if you can't open some of the doors, make sure they somehow stand out - the one that was barricaded was a good example of that, but you could also play some sound effect upon bumping onto them, to show that those are locked. Then you encourage player to experiment with other doors and see if those are locked too :)

(+1)

Thanks for the feedback! I know exactly which door you're talking about. I struggled a bit with figuring out a good way to make it clear that it wouldn't open. Honestly I wish I had learned about the jam sooner (I heard about it about 9 days before submissions were due), because I would have taken time to learn more about Lua. I had a bit more interaction in mind when I started working on it, but I ultimately ran out of time to put everything in that I wanted. Gotta know your scope!

Yeah I got you, I also learned about the jam (and about the Core Engine) like 10 days before deadline, but I had a lot of prior experience with Lua, so it probably wasn't such a high learning curve for me :) And honestly, I feel like it's even better to have less time, because then you actually get something done instead of polishing it till you get bored and move on to something else :D