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(3 edits)

Here's the story:
There's a lot of things that are not like I wanted in my prototype. But I have learned so much.  Among other things during 5 days, I've written a 338 lines script in one night just to manage the 3 stages of my boss. No copy paste, no tutos, no nothing. I'm coding since 4 months and damn I felt like I did this my whole life. And you know what some people said? "Your boss doesn't move", "it's boring to just click to shoot a fix target". You know why? Because time. They couldn't pass the first stage and see changes because time. If i had the time to fixe the colliders issues, and the UI design, they would have had a whole other experience without touching the way the boss act. So what people say isn't what is needed to make the prototype of a jam better. It is just time. 

Here's the point: If you want your prototype to be better spend more time on it. Jams, like everything else, are for you to skillUp. The rating that comes after may gives you satisfaction and/or extra motivation to go forward, and free marketing can be helpfull, but that's about it. It's about you the whole way. Even making games it's personnal actually. At least I think so. The best games are not made to please people. They are the ones made with integrity by people who loves challenges and adventure. Those are the games that make you feel something beyond the gameplay. So according to what reasons you are here I can understand how you reacted, but the reasons why you are here, are not the reason why the jam is. 

If you don't want to rate my game, don't.  It may be a personnal development tool  disguised as a competition, it's still a competition. Or you compete or you don't. You wanting something else is an entire different story.

And if you want an other story here's one:

I have downloaded, played, and rated 79 games. I was always fair in my ratings and always kept in mind that it's a jam and i'm playing prototypes, what most people seems to forget and talk about it like they are freaking AAA games on steam. Anyway, you know how many people rated my game back? Well, 30. 

2000+ devs, 79 ratings, and just 30 ratings back for a prototype that I skipped sleep for it to happen. 

I never wanted to comment or to have comments. I really don't care about it. But I forced myself to write at least something nice after rating for a simple reason: you all had the same experience than me, and you deserve to know that your prototype has been rated and will have +1 chance to get to the 20 rates needed. That's the end game of the jam process and that was my mindset. But I quickly realized that very few other had the same. So I've started to add a line down my comments to remind people that it's basically the rules of the jam. It's not about "if you comment well I will rate yours". It's about making the process happen and see all the prototypes good enough go to the next stage fairly. 

I understand your point. I do not think of games from a AAA game perspective(if I did my ratings might have been higher.). I want to help people improve, I give them my view of the game and how I think it could be better. Just knowing what is good is not enough to help someone. Just knowing what is bad is not enough to help someone. Sometimes even telling both is not enough. The point of a jam is to have fun and try and improve. Learn what can make your games so much better. Sometimes people can see what you can't. remove the dishonest reviews and look at the ones that are honest and constructive. learn then improve, instead of struggling to do it yourself. I get your point, but I do not feel like it is 100% accurate. Not everyone does these for the same reason. The jam is not made just for improvement, but to improve and have a fun time doing it.

Not sure you got my message. Never said anything about people doing it for the same reasons, quite the opposite. Anyway, take care.