chevalbancal 2020-04-21 13:42
It was pretty fun and short. I think your idea had potential but you didn't exploit it enough. There could have been more gameplay elements and changes between each levels. Because as it is right now, i was a bit flat.
Foon → Ludum Dare Explorer → LD46 → Kalkov
By , trepohqgames and
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.00 | 5 | ||
| Fun | 2.66 | 5 | ||
| Innovation | 3.00 | 5 | ||
| Theme | 3.16 | 5 | ||
| Graphics | 3.16 | 5 | ||
| Audio | 2.83 | 5 | ||
| Humor | 4.00 | 3 | ||
| Mood | 2.83 | 5 |
It was pretty fun and short. I think your idea had potential but you didn't exploit it enough. There could have been more gameplay elements and changes between each levels. Because as it is right now, i was a bit flat.
Before I say anything else, I want to make something very clear: Everybody starts somewhere. I see you're new to this, and to that I say welcome, and congratulations on your first jam game! You did great!
Now, if you want, I'm going to give you some things you can learn from this and improve on in the future. Don't take these critiques personally: The best way to improve is to get feedback from others.
1. Describe your game to new players. I understand that you were trying to go for "keep an old game alive by updating its code," and you did manage to get that across, but it was confusing and very non-obvious. Even just saying that in the description would help the player understand, because I only really got what I was playing on the final level. You also did not include controls anywhere. You can actually do this now: edit your description to describe the story behind your game and the way it fits the theme, and add the controls. Oh, and nobody needs to know how long the game is unless it's really long. Just let the player see for themselves.
2. Don't be afraid to use assets. You're entering the jam, which means you are free to use assets from online, such as art and music. Don't be afraid to use those resources to make your game better. If one of the people on your team is an artist, you can even have them spruce up those assets and customize them for your game. But don't be afraid to improve your art at the cost of originality. Once you develop an artistic feel for how a game should look to make it look good, assets will look way better than programmer art.
3. Rate games! Seriously, it's important! If you want a rating at the end of the jam, you have to give ratings to other people. Nobody will see your game if you don't rate other games, because the algorithm showcases games from people that review other games. Besides, it's one of the most exciting parts of Ludum Dare. You've made a game, now go have fun!
Everything else that'll help you make good games will come with practice. If you want to improve, the best advice I can give you is to stick to it and keep making games. I know there are probably going to be a lot of people who will be... harsh in their ratings, and this only makes sense, because they're rating you on the same level as seasoned, professional developers. For the first few years, don't worry too much about harsh feedback. Just keep doing what you love.
All the best, The President
Uh, it seems I have accidentally spammed your game. The publish button was not responding, but was instead posting a separate post for each click. Whoops. Sorry about that.
I quite enjoyed this game! Nice job on the art style and your creative take on the theme - Great submission!
A simple but fun game, I would have like a bit more of an ending or a short screen which says you finished the game but all in all it is a charming little game