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(+2)

Thanks for your advice! Your advice is really reasonable, the lock kinda emphasize the constraint too much, especially when AI isn't that intelligent. The trials and attempts are important in this game. To encourage player to do so,  such  a "free" environment should be provided. On the other hand, the restraint  of "space variation perception" had already provide margin of strategy, making it more reasonable to weaken the lock mechanics.

Another point was the tutorial and the helper system, both aren't implemented in the game. For the helper system, maybe we don't have to build a completely strong path finding algorithm, just help player to gather up all clues that Andy had already discovered.  However these systems are actually more important than some other work that had been done, which means that next Jam we can manage our time and resources so that these important aspects are covered.

 Anyhow, post-jam version will be updated after the vote section ended, and we will gradually add these features to our game and fix bugs! Especially the irritating and dumb AI lol. We all want and are trying to make our game become better!

Again thanks for your feedback, you really inspired us of what's important in game design. Hope you had enjoyed our game :)

P.S. Sorry for misleading information in my reply, it wasn't our very first time to participate a game jam, but our first time to participate the "GMTK game jam". Though we are still students and even still amateurs in game design and development, it's not fair to compare our work with those who are really completely new to a game jam. However, this won't change our determination to create better games💪

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Even if not your first jam, this game was still amazing! I look forward to see what you all do next time!