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The art is polished, songs are good(but repetitive) and sound effects are ok, loved the character creation, the game is well made overall.

So, there is a big flaw, for me the tutorial lasts way too long, it was getting tedious and tedious, to the point that i quit after ~15 minutes playing, the music contributed to this because it gets very repetitive. Instead of giving all the mechanics on the tutorial you should give them to the player as the narrative progresses, i know it is because it's a superhero academy, but it turns out as a big tutorial game.

I agree on most points on the feedback by in Principle Games,  you should take these feedback as constructive, analise and use them to improve.


My game:

https://itch.io/jam/cgj/rate/475980

(1 edit) (+1)

Thank you very much for your feedback. 

I know that the tutorial takes very long, but you will understand why the tutorial is that long when you finish it. It ends after the second enemy stage. You could have reached it by the time of 15 minutes. So you should have been really close to finishing the tutorial and getting the payoff/punchline (don't knwo the right word).

For sure I will take the feedback as constructive, although his final rating was really harsh. It seems that people just expect short games with no story for a game jam. Sorry that we went for something bigger.

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I think that jam games should be short experiences, because it is made in a small period of time, if a 1 week jam game has a large playtime there can be some reasons: the game require a large time to progress, like, large levels, hard puzzles, lots of text(this case is my game), not adding much new stuff during that time can make the player become bored quick, to have all that and still be a fun game that keeps players engaged you require lots of skill and experience.

There is too the case if the game is too easy, players get bored, if too hard, frustration. So much things to be aware when making a game, it all comes down to experience and knowing what to do.

People often have big game scopes for jams, i am trying to avoid that, creating a small experience that is more manageable for a jam short time, though i failed this time ,my game turned out as a visual novel, which are full of text and require large reading times, my friend did the writing and it is good, but doesn't know if it is enough to keep the player engaged until the end.

But yeah, some people won't like large playtime jam games because they want to review as many games as possible and so are expecting small experiences.

I think our game is not really too repetitive because you learn a new ability in each level and have to master it to overcome the level which increases in difficulty from checkpoint to checkpoint. I agree that it is a little bit on the harder side and people could lose interest. But hey, I can't make a game that everybody likes. If I make it easier, some might say it is too easy or too short.

We are very happy with our game. It turned out way better than we expected. For sure it has some bugs here and there and some missing particle effects and some might say there are too many dialogues. But I had fun writing them and nobody can take that away from me :D