Posho
Member
We'll see about that, nerd.Me neither, but for example with "infinity infection" (couldn't think of another example quickly enough xD) there is no iconic character or ship or anything like a menu screen xD
We'll see about that, nerd.Me neither, but for example with "infinity infection" (couldn't think of another example quickly enough xD) there is no iconic character or ship or anything like a menu screen xD
We willWe'll see about that, nerd.
Sometimes we can't see our game as others do. That's why developers beta-test with outside players unfamiliar with the game. With a Jam, of course, you don't have that ability. So it's best to include instructions -- even for things that seem obvious to you.Why do people have trouble figuring out how to play infinity infection? The second reviewer also couldn't figure it out. -.-
I spent a whole day making it user friendly, ...
Were you using a laptop? I was using one and had the same problem.
That's really odd considering it was built on a laptop... I really don't know what the problem could be other than maybe scaling?yep laptop.
you are totally wrong about your obvious assumption:It's Obvious that the infection is bad and that you shouldn't get into it because it's red and an alarm goes off when you get too close, you can easily figure out what your position is because it's in the middle of that big circle and the star where you're at also has a circle around it, I did everything to make it as Obvious and user friendly as possible.
Yeah,you're completely right, but I it's too late now to include it with the jam launcher and I feel horrible for that nowSometimes we can't see our game as others do. That's why developers beta-test with outside players unfamiliar with the game. With a Jam, of course, you don't have that ability. So it's best to include instructions -- even for things that seem obvious to you.
With my game, I learned a lot by watching @ghandpivot's video play-through. That revealed plenty ofweaknessesflaws I hadn't thought of.
Hmm, too bad, I hoped it was Obvious after all the time I spent making it as easy as possible to understand. : (you are totally wrong about your obvious assumption:
proof:
first game I try a few research on a planet as nothing really great was happening, I supposed perhaps being on an infected planet would help find a cure faster... well couldn't go on an infected planet ie in the red growing area; so I try to go to the nearest planet: 2 research later: game over <-- At that moment, it become obvious that I shouldn't be on a planet when it get infected ).
without knowing the rules, the only way for me was try, fail,... replay
don't flagellate yourself; cause if you don't participate regulary in GMC jam it's not so obvious that the readme is an essential thing here./ or having some tutorial instructions in the game.I feel horrible for that now
Thanks man@lolslayer -- FWIW, i'll be sure to give your game a decent shot.
And true, but it's not that only I am interested in how the game is received, a friend of mine worked on it too and he also can't find any review about it because of me which is just awful.GMC jam have that practice of Alice packing everything into one big zip (so that make text posted in your entry nearly invisible / and also as alice close the thread no more editable after the jam period ). Most other jam have different practice, which made the way you comunicate with potential tester/reviewer more easly to update your info/guide/etc...
Are they really though? Before the jam player I never bothered with opening any readme files, now it's so streamlined that I might as well do it, but usually only for the few seconds the game takes to boot.readme is an essential thing here.
Because those 2 people both didn't know how to play the game xDAre they really though? Before the jam player I never bothered with opening any readme files, now it's so streamlined that I might as well do it, but usually only for the few seconds the game takes to boot.
And @lolslayer, to be fair, there aren't all that many reviews in the voting post yet. In fact there are only 2 people who've played through and ranked their favorites, so I don't really know what you mean with "every other entry is getting the attention they deserve but not me". Sorry, so far there are 15-20 word about my game tops, and I'm probably far from the bottom. There will be more reviews, is what I'm getting at.
lol, nobody going to die for a missing readme (at worst going to be a few more gameover)Are they really though? Before the jam player I never bothered with opening any readme files,
On my part, I'm trying to play each game as profoundly as I can, aiming to beat each game regardless of being stopped by bugs, because those are totally understandable as long as they don't seem like the developer got lazy... t's taking me ages, but I feel like everyone should receive a non-poopy review for their hard 3-day work.Yeah, there are a lot of reviews to be had and a lot of the big, in-depth reviewers haven't even finished yet. I've gotten 1 real review so far, so don't feel too bad.
Doesn't the latter usually come from the former though?lol, nobody going to die for a missing readme (at worst going to be a few more gameover)
And that's amazing, thank you on behalf of everyone. That being said, I understand completely that everybody can't give every game a chance, if it's not fun then many people will turn it off, rightfully so. I've got 14 hours of studies every day including weekends, I wont spend my daily free hour doing stuff I don't enjoyI think I really need to rethink my life decisions when I realize that I'm fully editing playthroughs and drawing fan art of 43 basement dwellers' game jam titles
Thanks man, that cheers me me up@lolslayer I'll be playing your game now (after having read the instructions). I'll try to post a few reviews later today.
Awesome ! What a nice thing to do !I'm working on a rushed drawing dedicated for every game jam entry. See yours yet?
Don't feel bad about your game. I played it and really enjoyed it! I didn't know what to do at the beginning, I just pressed on planets and "Research" (Without seeing nothing happen). After clicking it a few times, I noticed a red circle getting closer and my circle growing up and instantly understood what was happening by the title of the game.Thanks man, that cheers me me up
Thanks man, you're the first one I ever heard saying something about the game and I really appreciate itDon't feel bad about your game. I played it and really enjoyed it! I didn't know what to do at the beginning, I just pressed on planets and "Research" (Without seeing nothing happen). After clicking it a few times, I noticed a red circle getting closer and my circle growing up and instantly understood what was happening by the title of the game.
Is it not in the Official ZIP file? Give me a link and I'll review it and add it to the character collage... No one shall be left behind, no one!
An image of my jam game that I didn't get to finish ;-;
I've been working on it still, it's a bit like my 80X45 jam game
I actually despise making story/narrative game (especially for jams) but I think the theme kinda demanded it. Actually the score stuff was more for the "replayability" or people who just like to top themselves. I don't expect most people to finish the game, but I would think anyone who does likely enjoyed the game. Because level 3 is kinda hard and would probably demand a death and last level is long(er) but it is explicit in its "BTW THIS IS THE LAST PART"ness so hopefully anyone who made it that far would complete it.Ah, that one was actually my bad then. It very much had the arcady score attack feeling over it, with combos and a highscore as soon as you died, so I figured it was the only level. I might replay it offscreen to see more, but this time around I am VERY short on time, which is the reason I do 10 games per video instead of my usual 4-6, and also the reason I quit a lot more games a lot earlier.
Oh, and don't think being a veteran is necessarily all that good. @dadio is a veteran
Replayable score games are good if done properly, that is fast, addictive, instant death and instant replay. I did a game 3-4 jams back called The Adventure of Dying, in which you got 1 score each time you won the game, and the next time you booted all spawn rates would multiply with your current score. Winning then would grant you another score and so on. That's a perfect example on how to not do replayability as it kinda sucked and quickly got waaay out of hand.I feel (and from experience) replayable score games seem to do good/be good.
I dunno about the other guy, but I slammed my mouse button all over those stars/planets and nothing happened. I figured out how to move the view about, but that was it. I'll give it another go this evening.Why do people have trouble figuring out how to play infinity infection? The second reviewer also couldn't figure it out. -.-
I spent a whole day making it user friendly, I find it extremely annoying that they can't just figure it out, it's literally finding out that you can move the camera with WASD and click on stars with the mouse, and you're good to go.
I'll be honest, I still think about that game from time to time. Really clever single-player card game, and I think it could be cool as more than a joke product if expanded upon.Oh, and remember @Mercerenies GMCynchronized? I don't remember how well it placed but I know it was praised by the community (probably the best rated joke game ever).
I think it's fine to just say that. If you're worried about dishing out pure criticism, include positive notes for things you liked about the game. Very rarely do I believe a game is irredeemably bad all the way through; saying what worked alongside what didn't gives direction to the developer for future versions or projects.Hey, can anyone give me advice for writing constructive criticism? It's kinda hard to say "you shoudda probably have added this and that" although it's very likely they did intend to do that but the time constraints didn't let them.
Strange, I tried the GMC launcher version and it all worked like I expected.I dunno about the other guy, but I slammed my mouse button all over those stars/planets and nothing happened. I figured out how to move the view about, but that was it. I'll give it another go this evening.
Narrative or arcade, too much reading or "look_don't_play" is not funny. Pressing a single key to advance text is not, in my opinion, a game. I want to be attracted by the game in the first 30 seconds. A game must be, in my opinion, interactive. For a narrative game, where a story is told, collecting books by killing monster and jumping across an acid pool to talk to a NPC is much better than simply pressing next to read the story. An arcade game needs to be quick and you have to respawn quick. (Like super meat boy). For a more strategic game. You better have 2-3 mechanics than 20 poor one. Let's take a survival game. You travel(voyage) on a rainy forest. You want the player to: Eat, take shelter, drink, cure sickness, look for foods, fight snakes, etc... Start small than expand: First level, walk, jump drink. Second level add snakes. Then add more each level. You don't need a very long tutorial for that. Decent art, simple sfx, a free music taken somewhere in the internet and you have a good simple game.I'm curious how people feel about the types of game.
Just tell him if you had fun, what you liked and what you think it's bad. He will then choose what he will do with all this comments. If 30 players tells you that your music is to loud and they want a volume level control....well guess what you have to do! If your game is not fun. I mean very bad...stop! Take a break and ask yourself why! It is possible to failed. It is very possible to failed. (Unless you are some kind of mix between an elve and a fremen...)Hey, can anyone give me advice for writing constructive criticism? It's kinda hard to say "you shoudda probably have added this and that" although it's very likely they did intend to do that but the time constraints didn't let them.
My feelings exactly, even tho my read me told what to do and the whole point of the game, and the big green arrow suggesting to go in the city where you buy stuff and the inn where the guy tells you what you should do and where you can go, and again in the caves when you enter and go down then another big green arrow telling you to go a certain way I JUST DON'T get why the 'reviewers' dont get it ..........The only review I've seen about the game I worked on, was about the fact that the reviewer couldn't find out how to play it, does anybody else here have the same problem? Because if so, I'll make sure to post instructions at as many places as possible to make sure that the reviewers at least can play the game and give an actual review -.-
I know. I just like to put some really high standards for me but I'm too childish to accept being defeated.I would just like to briefly remind everyone that we're here to make games and learn how to become better developers. Winning isn't the real prize here, and the reviewers are giving valuable feedback. If your game isn't reviewing as well as you'd like, well, we've all been there. This is an opportunity to learn from that.
Hahah, thanks. Your character got me in a Lara Croft situation.@Posho I just LOVE your fan art for the GMC Jam entries. Especially how you pictured the character from my entry. Made me laugh. xD
Yeah, I'll make sure to do that. Thanks a lot.Just tell him if you had fun, what you liked and what you think it's bad. He will then choose what he will do with all this comments. If 30 players tells you that your music is to loud and they want a volume level control....well guess what you have to do! If your game is not fun. I mean very bad...stop! Take a break and ask yourself why! It is possible to failed. It is very possible to failed. (Unless you are some kind of mix between an elve and a fremen...)
the reviewers are giving valuable feedback
I had the same problem. I was already running late making making the post (in the last hour). Luckily, my game only uses a few controls easy to understand (except for the shift key that nobody seems to use it, not using it makes the game way harder but is a challenge to the player).Just my two cents on readme files.
This jam, I didn't have time to include instructions, I was working non stop on the gameplay and art. I almost missed the deadline coding right up until then. I only wrote my readme in the 30ish seconds my game was exporting, and then I had to zip it up, upload and post it. If I tried to include instructions or controls in my game, I either would have missed the deadline or my gameplay wouldn't have been complete enough.
I always make sure to check out other game's readme files for some controls and direction. I think during jams, gameplay needs to be your primary concern, which may mean you don't have time to include an in game tutorial, which is why readme files are so important.
Also, I feel like everyone should be more patient with jam games, give yourself time to understand them before just writing them off. I get it, we all have personal lives and commitments but we have like 13 days in total. That's like 3-4 games a day which I think is totally manageable. I started 3 new classes this week and had an exam yesterday but still managed to find time to play a couple of games.
Haha, yes. My game only uses arrows, space and shift but people ignore shift...I had the same problem. I was already running late making making the post (in the last hour). Luckily, my game only uses a few controls easy to understand (except for the shift key that nobody seems to use it, not using it makes the game way harder but is a challenge to the player).
I'm sure rpgs are not a good idea (are they ever?) then again, if someone managed I assume its an auto winI'll be honest, I still think about that game from time to time. Really clever single-player card game, and I think it could be cool as more than a joke product if expanded upon.
For what it's worth - I've never done a score-based game for a GMC Jam that I can remember. I usually put a lot of focus on presentation and having a simple mechanical progression. Having done a number of in-person events, having something that catches the eye and stands out helps a lot with getting positive attention, and hence why I tend to focus on audiovisual design and polish when I can. (It's also good practice for my art skills, which are really mediocre imo.)
I think any genre can work in a game jam - sometimes it's harder to pull off. Going for a slower, presentation-heavy and story focused approach still netted me solid placements (handful between 1st and 5th, for what it's worth) in past Jams.
You know its kinda sad, I clearly became slightly too competitive. I dont "constrain" myself but with a set of ideas, I will pick the one I feel has the best shot based on "fun/interactivity/action/flashiness etc" sometime over the one I actually want to make(and then i'm sad with regrets).@Joh I prefer to try to avoid constraining myself based on what will do well in a jam. I just want to make a good game, and that means whatever genre I want to make, regardless of how well it will score in a jam. The way you play when voting for a jam game is way different than the way you play when you're playing a new game. There's a lot more of them, and there's a good chance you're not trying to get super invested in any of them, cause you want to get to every jam game eventually. If we limit ourselves to just short, score based games because they supposedly average higher in a jam setting, you're not learning anything except how to make short, score based games.
But I don't think it matters much anyways, it really just affects how easy it is to do in the time limit. Shorter games, or arcade style games are easier to do quickly, but they end up lacking the depth, and story, that might come from a more story or character oriented game.
I do not think presentation is that important. It really gives a "wow" impression but after that the critiques will only refer to the gameplay to not look like someone that judges by the looks (<- salty).I def think that presentation is important...