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Sorry if this came off as too negative, I tend to talk too much about what I think can be made better. But I really have to give kudos to you for making me care so much about a setting that I just personally don't like (but that's just taste). It really shows that the gameplay and story DO work very well.

Maybe it's because I can't help to compare to last years entry. And since I studied archaeology that REALLY vibed with me :)

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Don't worry, I didn't consider your comment as too negative. And even if it was, it would have been a valuable feedback. For me (and I think my team-mates would agree), the comments we get are better feedback than any ratings. So we appreciate any comment - be it positive or negative or indifferent (that doesn't mean people should stop rating).

Sorry we didn't go for underwater archaeology this year. Atlantis is still good for another adventure, I guess ... ;-) (ek)

I'm taking you by your word for the next gamejam :)

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Don't worry. Personally I don't mind harsh criticism because learning from mistakes is important. Developers can't be swayed by every single negative impression of play testers or players, but need to adjust their vision of the game (or future games) with the feedback gained from players. Some points may be there on purpose - like having a few puzzles that are not solved at a glance - while others are not like bad telegraphing of what the player is supposed to do, pixel hunting or unbelievable reactions of characters. 

Jam games are inherently more flawed than "complete" releases, so I understand why people don't like to criticize too much and that's okay, too.

Absolutely agree that a developer can only learn from honest feedback. But giving feedback is also a skill. One that I am also trying to learn in this gamejam (after learning a LOT on how to work in a team as opposed to the solo-work I'm used to!).