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Hello quetzal2,

Just so you know, i did not think your submission felt “like a random game”. Looking back at it, i now realize that maybe my comment about your game being an “abstract map” made you think that this is the case, but the truth is that i liked your approach, mostly because last year i also tried to do something in the same spirit as you, i called it “abstract map”, and, retrospectively, i should not have said it in a public forum without proper context. Sorry.

(By the way, i ditched that idea because, unlike you, i was unable to make it work. So there, you bested me.)

I do not have data to back up this claim, but i think that this “i focused too much on just a part of the game in the detriment of everything else” is a very common complain among jams participants. For me, at least, is something i say about all jams i take part in, no matter whether it’s a 48-hour or a 10-day jam; i always have to cut down a lot of features. And, in fact, and much to my shame, in my first ever jam i also focused exclusively on the mechanics, just like you, but was unable to even finish the “first” level. You bested me, again!

In short, you did what every engineer worth his or her salt does: you choose the best trade-off to be able to deliver within the given deadline. And deliver you did. ^_^

Hello Perita,

Thank you for the kind words! I didn't come to that conclusion with your message, no worries ^^ . It's by playing the other games (and I liked how there was a nice variety of game types and gameplays, that's pretty cool!) that I realized that. And to be fair, I think it's the first time (in my side projects) where I manage to get to a minimum viable product and iterate on it, finally! 🥳 Learning to do that was one of my goals taking part in the jam.

Now that you say it, I can imagine that it's a pretty common problem, indeed :D .

One priority was the random maze generation, which would allow for almost free variety, and thus the little I would have the time to make would have less repetition, and be more replayable.