Yays! A more detailed critique. The leveling system was my biggest flaw, as it starts slow but ramps up too fast
when it should start fast but diminishes later on.
sphyrth
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It's Korean Chess. The visual differences can be seen.
https://en.wikipedia.org/wiki/Janggi
Yes. Playtesting your own games raises your skill level. Therefore, you generally want to make it harder for yourself and tend to forget that you're releasing to people who haven't reached your level yet. I initially made that mistake before releasing my first game on itch.io.
I personally have no advice to give you here. Nothing's intrinsically wrong with your game anyway (especially with the Jam's constraints). The fact that you test it shows that it can be done. It's just a call for players to get better at it.
I prefer Godot over Unity as well. It's all User Preference. All Godot needs is to catch up with the seamless cross-platform thing and it will hold just fine with jams like these.
As for me, I'm still sticking to the ol' fashioned Game Framework, even if I have to acknowledge that porting it across platforms is such a headache.
The way I see it, the mechanics can cover games as simple as Flappy Bird to games as complex as Real-Time Strategies. But the criteria "Gameplay Creativity" is the real limiter.
I could've also commit with the "No mouse position" games since they suddenly start popping in my head, but it's too late to turn back for me now.
In any case, this Jam is great for beginners to get their feet wet, and that's what I like about it.