This is awesome, I'll be using it for a game jam I'm currently in!
HegerWorks
Creator of
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Congratulations to everyone who submitted a game. It's a huge accomplishment to get something out there, no matter how small or big it may have been. To take the time and put your creative endeavours out there is not easy. It takes courage to open your work up to feedback and criticism. So, no matter what you made, be proud.
This was only my second jam and I feel like I'm learning immense amounts each time I get something out there. Thank you to everyone that has played my game and to the discord chat for keeping it all entertaining.
What have been your biggest takeaways from this jam? Did you learn something new you could do within your games? Did something surprise you? Did you find a new game genre that you love?
A few things I learned from feedback and building for this jam:
- Just because you can do something (like map a huge map), it doesn't mean you should. I can see only 5 people finished my initial game mode, but 21 finished the second mode which had a lot more immediate direction. (To those 5 that escaped the mansion, I commend you!)
- Variable play modes: If you have a gameplay type that allows for a quick update to allow for an alternative play style, it could potentially reach a much larger audience
- Fix those controls! If your controls are janky, it makes it a rough play experience, and this is your player's main interaction for your game.
- Difficult may be fun for you, but be wary of your game being too difficult in a jam. Lots of us love Dark Souls type games, but when there are 400+ games to go through, being too difficult right off the bat can quickly scare people away from your game. My first game had a high level of difficulty and a tricky control scheme. I was able to beat it, but being the developer gives us too much built-in knowledge.
- Find playtesters! This goes with my note above. You may have played your game and beat it hundreds of times, but you know too much. Find someone that knows nothing about your game other than what is in your description and just watch/listen to their experience. If you can, find gamers and non-gamers to get a wider array of feedback.
Thanks for reading my rambles, and I hope you all had fun! I'll see you in next year's jam!
PS. Rate those in the least-rated category! There are some amazing gems that have barely been rated.
This was well set up and the ambience is well done with the balance between searching for the exit while also needing to keep your torch topped up. I did get into a few levels where I kept getting boxed in, but I think knowing the level layouts with more practice would help. Great entry.
For the comment before mine: I would assume they are talking about the turn by turn single square movement (no idea what the official name for that type of movement is), which I actually think is vital for how you've set up the monster movement and is key to the game. It reminds me of the movement from Cadence of Hyrule (Crypt of the NecroDancer) where each enemy type gets a movement each time you do.
I got knocked into the blackness when going through a text box. Even though that happened, I'm liking the direction this is going and your cutscenes are well done. I'm really looking forward to playing this more to try to get through to the lab at least. Great job and I'm looking forward to your updates!