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(1 edit)

Thank you for playing!  I'm glad u thought the art style was wild and had potential, it was really kind of a random chance thing to go with vaporwave aesthetic but it seems like it was trending in this jam lol.  I am for sure going to rework the player experience, I have received feedback in the jam and from friends that it is way too difficult right at the beginning.  I will also keep your advice about download size in mind, I might have a tendency to put too many assets into games even in casual jams.  I want to try and make things visually striking but I could probably pair it down a bit.  Anyway, I appreciate the feedback!  I will try to playtest your game soon as well, I think I heard u talking about your concept in the jam forum and it sounded interesting.

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I think it's cool to have many assets. Just that the assets have to be optimized for the jam. For example, i've added a bunch of computers to my game, and the build size went from 40mb to 170. But after selecting all textures, and setting them to max 256x256 resolution, it went back to 50, without any major visual differences. 

I remember in the iphone 4 era, we has a budget of 150 draw calls and 200k polygons for the entire game. I bet that just hair on a high poly model will blow that out of the water. I see 'low poly' assets with 2 millions polys and 1000 draw calls. 

that stuff really matters for performance and build size. Especially for the jams