There was a planned boss fight that we did not get to, so yeah right now its the end hahaha
firestarter972
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Ok, so a good way to do constructive feedback is to point out something you like, something they could improve on, and your overall impressions. So from your original post I would have said this about our game.
"I though the visuals worked well in your game, I had a hard time figuring out how the stealth worked, it would have been nice to have made that more clear. I also could not figure out how to leave once the springs were collected. Good start to a game, I hope you learned some things and I can't wait to see your next game jam game."
It keeps the tone positive, it leaves out the comment about other comments which did nothing productive. And when a game points out something they messed up that means they are aware of it so there is not really a need to point it out, so pointing out you had to give us a bad audio score added nothing to the posting. You don't have to lie or sugar coat, but keeping it positive does wonders to not hurt motivation when giving feedback.
I hope that helps :)
The pacing was great, I never felt like I was waiting for something to happen. It would have been nice to either have more orders come in in the day or have an indication that you could end the day early because there would be no more orders. Day 1 I was just waiting and collecting and was able to do day 2 in no time. You did such a good job on Doobie I also think it would have been great to have him pop back up at the end of the day to tell me I did mediocre.
I expected the export to "Just Work" and I learned that lesson the hard way hahaha. We even ran into errors with gdscripts working on my dev environment but not another one so we struggled with the tooling longer than expected for sure. We rushed the tutorial level which from all the comments I'm learning we should have focused on more to introduce all the mechanics clearly. Thanks for the feedback <3