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I applaud how much you learned and have been able to do with Godot in less than a week!

There's obviously a lot of love put into this title (speaking of which, was there a reason why "Ascension" was misspelled? I assumed it would've been related to the game somehow). Nice clean graphics, UI, animations, sound, and a bevy of ambitious mechanics that make the eyes pop for how little time you had.

I couldn't really make heads or tails of the game design. Were there any loss conditions that I missed? I assumed that beating level after level would've led to something meaningful, but had to tap out after level 30 as it seemed endless at that point, and I wasn't sure what the progression system was (it was nice that you had an upgrade system, but couldn't really make sense of that too, aside from eventually figuring out the score threshold raises, so upgrading the eggs in particular are necessary).

So I'd say user experience-wise, there could've been a bit more to communicate to the player what to do, as well the opportunity to introduce challenges that would justify the gameplay (even a simple timer could achieve that purpose).

But it's a fun start to this idea, and I'd say the more difficult aspects that first-time developers struggle with, you nailed. I want to single out the style in particular: the unified font selection across all the labels and branding, the colour scheme, the consistent graphics / icons. It comes off like a commercial release. You should be quite proud of your effort here! 

Thank you very much for your detailed feedback! I appreciate your kind words and your observations. You are absolutely right; there is room for improvement in terms of guiding the player and providing clearer objectives.

Regarding the misspelling of "Ascension," it was undoubtedly a mistake, and I apologize for any confusion it may have caused. As for the game's progression and objectives, your comments highlight an area where I can work to make things more engaging and understandable for players. I'm considering adding clearer goals and challenges to enhance the overall experience.

I will pass on your positive feedback to my fellow designer, who will surely be pleased to hear it. We did our best despite starting late in the process, with me starting on Monday, September 11, and my colleague on Friday, September 15. I'm planning to better optimize my time for future game jams to achieve a complete gameplay loop. In the meantime, I'll continue refining the game and hope to address these issues in future updates.

Thank you once again for taking the time to play and provide feedback!