Great act of storytelling and artistic expression. Nicely done.
xguild
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Have to agree with the other comments, the sound track was clearly the winner here, great atmosphere. I like the premise of hacking robots. There was something a little off about the angle of shooting and the general angle of the camera. It was a bit awkward, but I think its easily fixed, perhaps a more defined reticle or something to show where the shot will actually go.
I have removed the web version, after watching the Interstellar 6 stream it was pointed out that such submissions are not legal. Though I have the same version up both in a web space and for download here, to avoid confusion and breaking the rules, please use the downloadable version submitted as part of the jam. After the jam I will release the web version.
I'm basically done. Tomorrow I will be doing mostly fine-tuning and I might add a couple of more levels, but all the mechanics and core elements are complete. I had some trouble coming up with a good idea for the game but landed on a sort of chess-like game and I actually think I kind of like it, might even do something with it after the jam.
The above advice I think sums up game jams pretty nicely. Personally I do game development as a hobby with zero ambition to turn it into a profession and that really takes the pressure off, but you will find many people here are truly trying to become developers and so they take their work quite a bit more seriously. Which is great for guys like me because the best way to improve your skills, become inspired and create better things is to surround yourself by people who are much better than you are at it. There is nothing healthier and no better way to improve at something than to compete, and test your skill against other developers, designers and artists, it will raise the bar for you and push you towards improvement.
I'm living proof, 5 years ago I was exactly where you are today and thanks to game Jams I have made 7 fully functioning and fun games. Hell last year I placed 6th in the Interstellar Game Jam 5 and I think I owe all of that to the amazing community and talent within and these game jams for pushing me to do better and better with each game I make. If you want to make better games, you're in the right place!
Really cool concept, I liked it quite a great deal. I would keep working on it and get it fleshed out. Right now what is missing is a set of instructions and some more visibility of the goals. Like, I spent 20 minutes playing the game, 19 of those minutes I used to figure out what the hell anything did. The absence of instruction here really hurts a game with great potential.
This was a strange one, mainly because I'm not sure it can be quantified as a "game", it was more like an "experience". It is oddly satisfying, I think the closes relation in terms of game experience I can think of is Zork (old school text-based adventures). In fact, I think you should try Zork and see if you can turn this "experience" into more of a text-based game. Like I think the concept of walking and interacting with dialogue is awesome, but I felt like maybe there needs to be something more going on then just walking and occasionally "experiencing" something. Like Zork, I think there should be a mystery and plot here, locations with secrets to unveil and unanswered questions that drive you to explore the game for answers.
I really think you are on to something really great here.
Nice retro vibe, a nice clever take on side scroller with the bubble mechanic, it holds up quite well, lots of little mini-puzzles to resolve. I love the pallet, you tried to capture game boy with it and you most certainly did. Sadly the same thing that annoys me about the Gameboy annoyed me here... Sound and repetitive music. It was really off, it went from cute to irritating in about 2 minutes.
But other than that, great entry, really impressive how much you got done here in 5 days.
And the winner of Interstellar Game Jam 5 is!? Yeah, it's Evaluated. Congratulations on totally sweeping it! This game I would pay for as is. You should know, that I plan to steal your idea and make money on it, because it's absolutely brilliant. You have captured the very essence of great gameplay as a concept with Evaluated, everything here has weight and is oh-so-satisfying when you figure things out and I just want to play this all the time now.
Hands down the best game I have played in this Jam and at this point I've played almost all of them. Great job!
It's a really very pretty game, there are some nice art assets that remind of me Prince of Persia, but I think I would best describe the 2d-3d transition experiences transitioning from a cool 2d platformer to a different completely unrelated 3d game. It seemed to serve no practical purpose and the angle of the 3d camera was really poor so the transition felt like someone just stole a nice side scroller from me I was enjoying and made me play a 3d Playstation game with awkward controls.
Don't feel bad about it though, this sort of 2d to 3d transition have been tried for years even by triple AAA dev companies and it rarely works out for them. It's tough to pull off. If I were you I would scrap the 3d portion and work on making the 2d side scroller more balanced and faster. Maybe with some way to block or repel enemy fire. I would like to be able to jump a little higher to reach some of the platforms. Above all else though.. speed, Prince of Persia style. Like I think this is a really cool game that just needs to be so much faster and you should be mowing through enemies by the dozens.
What a great entry into this game Jam. I mean it's simple, but you have taken one of the most overused genres (side scrollers) and given it a new game dimension that refreshes the whole thing. I loved the "don't trust the shadows" premise. So good, so much you can do with that as a design/mechanic. I loved the music, super classic Nintendo-like.
Just so good, so much space here to work with to create a great game. Right now from where I'm standing you won this thing, this is my current favorite.
Good base code for the start of something, it's not tough to imagine the possibilities here. I agree, some sound (feedback) from the game when doing things like crafting would have gone a long way. I know most people skip on music/sound in game jams because it's time-consuming to create, but its better to throw in some free licensed sounds/music than not have any at all. The atmosphere in this game in particular was really important and would have done a great deal for the game.
As a programmer myself however, I know what you did here took effort, things like inventory systems and crafting can be far more complex than the results suggest, so from one developer to another, I tip my hat.