Very good ideas! We'll add those to the to-do list, thank you! :D
-Daniel
I learned that during the initial brainstorming phase, one should take into account what the player will be doing the most throughout the game, and proceed to place the focus on making that fun first. In most games this would be player movement, but it could also be drawing/playing cards, interviewing NPCs and just about anything else, limited only by creativity.
Once you've found that core mechanic, build everything around it. What makes it special? What can make it even more special? What could get in the way of it being fun? The core mechanic is the foundation of your game, and if it's not a good fit, your game as a whole risks feeling worse off. Thus, the pairing of a good core mechanic with a compatible and compelling story/setting/theme is the key to making a great game. This is also why game jams are so helpful: they give you the theme. All you have to do is find the core mechanic that fits just right.
And you better believe I'm going into my next game jam with that in mind!
-Daniel
This is very nice! The sound design and atmosphere really kept me captivated. It gives off an air of mystery and intrigue.
I'm not sure if this is intended or not, but the vines tend to snag me a lot while I'm walking on top of them, which tends to get me killed. Other than that, it was very enjoyable! I'm especially impressed with the vine growth -- that part blows my mind a little, haha!
-Daniel
Thank you for the kind words! :D
The tank controls are rather tricky to get down. Even after hours of testing, I'll still get confused, myself! We experimented with alternative control schemes, but the tank controls were the only option that really worked for this style of puzzle game. We'll definitely remember this when we design our next game; deciding on a simple and fun movement mechanic may be the best first step to take when brainstorming game ideas! :)
-Daniel