The Machine's Blessing by Solrinn 2020-04-22T13:33:56Z
Hello all! Thank you so very much for your feedbacks and comments, it makes my heart go afflutter. Even though I keep seeing that the design is confusing (not surprising really, I'm a bit used to that), just reading that some people still found fun in the gameplay is pure bliss to me!
And some enjoyed the experience anyway! To see the fruits of my teammates' toil so justly lauded makes me so happy for them!
The team is working hard on a fix for the UI, which is admittedly unclear, on a little tutorial, various bugfixes and tiny features that they couldn't get to work before, and to try to make the little tooltips readable. The short background that was written during the jam and some moody tooltips for the crops might find their way into the game too, but only if the devs can find some time for that, which is not a given (they're already very hard at work).
Indeed, the gameplay might be a little much for a game of this scope, and especially with the troubles we encountered trying to display the relevant information clearly. It would need some form of progression to make it easier to get accustommed to the various systems, easing into the concepts, a bunch of streamlining and balancing... I think complex systems are fine, learning curves are fine, but this all need to be taken into account to really make the player's experience as enjoyable as possible. Still, it's proof of concept for a tiny bit of something larger, that I thought could be fun and interesting.
(I'm a bit sad for now that we could not get the crop laboratory-atelier into the game, but one day, I may get to repurpose some of those ideas to torture some other team. I can only hope they'll be as wonderful as this one.)
As you noted, the balance on the ressource systems and crops yields are kind of wonky, and needed a lot more tuning to really get right - especially after so many gameplay features had to be parred down and put into the garbage can, which threw a bunch of design elements out of the metaphorical window and the balance with it. But time was like oil between our fingers. I have not a great grasp of scope and achievability yet. I do very much lack experience and efficiency in, let's say, practical game design - but isn't it very much the point of doing these jams, I believe?
A lack of foresight on my part wanted to take the game in one direction, but the constraints of practicality in the design took it in an other, and I'm pretty happy that we could collectively make that shift of focus work - some tokyo drift-like turn it was - and still have some elements of the intended experience delivered through other means than the ones intended.
Again, I thank you kindly for your returns and feedbacks. They are duly noted. I wish you all a wonderful day, and success in what you do! Please be kind to others and yourselves.