Resurrection Rancher
by Baz and Noobk
Hey there Baz and Noobk, thanks for submitting a project to the 2022 IGMC. I was asked to judge your game in round three of the IGMC 2022 game jam. Here's some feedback about your project.
It's really cool to see you two teaming up for this project. I respect both of you and appreciate the work that you've both done. That being said, let's talk about your entry:
I think that you may want to reconsider how the game is packaged(currently it's in a forced Drive C installer) and here's why:
*Every new entry into the system registry will slow down your computer(specifically startup).
*Some people install their OS onto their drive C, and then have a separate HDD for their games' library. Quite often, and I know I'm also in this camp, the OS drive C is a low capacity and high speed drive. M.2(my case), or regular SSD typically. Space is very limited and when you force install your product onto the very limited space they have on their main drive there's a chance that it won't fit, but also even if it does fit, the user may not prefer that.
*Installers make people think of malware or bloatware. It doesn't instill confidence in your product and believe it or not some people will see the installer, and when windows says "Windows prevented this application from running" they'll decide to skip your product, or not even be able to figure out how to run it in some cases.
*The next issue is after it's been forcefully installed onto drive C to play it, if the user unchecked the box that says "add to desktop" then they won't have a shortcut to launch it. The installer doesn't state where it's installed to and if they lack basic file management skills(I know many gamers who lack these simple computer skills) your software may now be lost on their PC.
*I would suggest allowing a drive selection for installation if you insist on going with an installer.
*Typically you can avoid an installer all-together and make a simple run-time that will self execute. You could encrypt or even enigma-box your run-time if you're worried about asset theft.
It's just a bad idea to go this route, wouldn't you agree?
However, maybe there are other reasons that I don't understand as to why you chose(or had?) to make an installer that forces your game onto the main drive C.
Really nice little splash screen intro that shows it's made with Pixel Game Maker MV and for the IGMC 2022. Great music and sound selection with visuals to match.
The volume of the BGM while travelling north of town was quite a bit too low and it always felt like it got too quiet while exploring for resources.
I like the core gameplay loop. While it's minimalistic, it's also very simple to understand.
While I would have preferred to have a slightly more zoomed out perspective, the resolution reminds me of GameBoy Color titles or even some NES ones.
Some of the corners of buildings and trees feel a little sticky when using the d-pad, but using an analog stick on the controller mostly fixes that.
I feel like the maps are sufficient, but hidden chests wouldn't have been a terrible idea. Maybe stick in a couple of sections that you can walk through the trees to reveal a hidden secret?
A good idea would be to implement some kind of 'return to the graveyard' button/item/mechanic. That way when you harvest everything on a gather run you don't have to backtrack through the empty maps. I've see these maps dozens of times already and it would just speed up the excitement by eliminating the repetitious retracing.
While the actual gameplay is nothing fancy, the pacing and town progression are laid out very well. Sometimes a game can be good even if the gameplay isn't all that fun. A compelling experience is also good.
I'm not sure what's up with Nova.
I revive one cat and all the sudden there are 20 cats on every map... sounds about right.
Towards the end there is a little bit of framerate loss but it's probably because of the engine's limitations and not actually bad coding.
It took me 13 game days to beat it, but the ending was good and like I mentioned before, even though I went quite a bit passed the 1 hour mark I was compelled to finish it.
You guys put together a nice project and I think that's something to be proud of. Congratulations on making it to round three of the IGCM 2022. I look forward to the next projects that yall work on.
-Drifty