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There are a bunch of submissions and I wanted to give feedback to everyone, so I'm going to list some strengths and weaknesses that I perceive from the GDD's in this challenge (take with a grain of salt, I recognize the challenge this jam theme + time limitations, especially during a holiday weekend).

Strengths: This GDD is so cute! You definitely played to your own strengths in creating a GDD that was delightfully branded and creative. I have a good sense of the second-to-second gameplay, as well as the feeling you're trying to bring about in the player. You have amazing detail in sections like Dialogue! I love that you have so much distinction for all these small details, I think it gives a lot of personality to this project.

Weaknesses: I was a little confused about the two panels at 3.2-3.3, which I quickly discovered as a sort of "spot-the-differences" challenge. A quick caption below to describe what you are depicting would be helpful for the oblivious among us (me). The only diagram was the core loop, but it wasn't super clear to me. Two descriptions were quite lengthy, and didn't need that much description, but then all the other items in the core loop didn't tell me much about what was actually happening in the game. "Event" is too non-specific, in my opinion. I could use more technical description in this GDD to understand how things need to be implemented to create this game. Lastly, I definitely don't think 3 months is long enough for this project, unless maybe it's a well sized team that already works well together, has bought into the concept, and they're only working on this game for the next 3 months (and sometimes crunching maybe).

All of this said, this was easily one of my favorite GDD's, and I think you did a fantastic job. I would almost certainly be terrible at this game, but I'm also sure I would get sucked into it easily.  

Thanks! Glad you like the style, we wanted to really focus in on the fun and sporadic nature of the game. 

for those two panels, those are just examples of two objects you may run into- an asteroid, which gives no benefits for colliding with, and a ship, with which upon collision, will provide you with a bit of scrap, maybe a module, and a dialogue option for more rewards or detriments. We will make this clearer in the second version, alongside explaining the core loop and player movement system. I'm sure it'll take us longer than two months, as we're a two-person team with no coding experience (visual scripting time) but I wanted to get at least a prototype out over the summer, so the date isn't quite correct. Thanks for the feedback!