~ My thanks to everyone for their comments and videos on Flufferpuff (my game) ~
Since I've finished my votes and feedback, I've finally taken the time to read everyone's feedback and to watch all the gameplay for Flufferpuff, and WOW, great comments!
I got to hear a vast array of viewpoints and I'm grateful that the criticisms were harsh-yet-fair and often incredibly constructive as well. Some of you even went beyond to give advice on a better way to do something, not just pointing out an issue and leaving it at that. My game also got some very unexpected high praise. I couldn't ask for better feedback, thank you!
~ Takeaways ~
After seeing/reading everything, my main takeaway is to do better in avoiding harsh and loud audio, so I will try my best to create more warm and soothing waves in the future (inb4 I do shrill metal music), while also defaulting at a lower master volume. I'm planning to make a basic modular audio menu asset - something I can pop in a project super fast - so I can help myself avoid this mistake in the future, perhaps saving some ears.
I also realized I may have to rethink my 'always go borderless fullscreen' approach to jams. Perhaps it's time I embrace windowed.
As far as positives go, I started my game with the goal of creating 'fun movement', and I think that was the best decision I made this jam.
Up till now, I've been scared of trying to do even remotely complicated movement in jam games, which is why I've previously done lots of grid-based movement, thinking I could save time that way while also avoiding bugs, but now I'm not sure it was a healthy concern, because more free movement can introduce so many more fun possibilities. I think I should try to embrace fun in movement going forward.
I'm not sure if anyone will read my wall of text, but if someone does, maybe it'll help them too, or maybe it's just me talking out loud for no reason... I will shut up now.