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Oil Town's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #39 | 4.250 | 4.250 |
| Gameplay | #47 | 3.500 | 3.500 |
| Engagement | #49 | 3.750 | 3.750 |
| Overall | #58 | 3.625 | 3.625 |
| Theme | #88 | 3.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Huge fan of Final Profit here. It was a plasure to try your submission. Sadly, I feel the jam's inherent time constrain has been specially tough to a project this ambitious. I feel the core gamplay could be fun with more time to work on it. As it is right now, I coulnd't get into it. In a similar vein, the incremental aspect of the game needs more polish on the pacing side. Losing money is too easy right now and consecuently tha game feels too punishing and quite frustrating. I know there is a good game under the hood and with more time and polish someone of your skill could turn it around. I can't say I enjoyed it much but I will keep an eye on it for the upcoming future.
I was excited to see an entry from the creator of one of my favorite rpg maker games, Final Profit, so I checked this out at once! Right away the sense of place, the stakes and the tone are well established - there is a sense that there are things to do, people to talk to and mysteries to uncover from the moment control is handed to the player - the main game loop is interesting as well.
I've scored this game quite highly in my rating so I'm going to piss and shit now for a bit about what annoyed me!! The game has some serious performance issues, with big lag spikes whenever you come in and out of a menu, as well as several other times, such as when you pick up VenDrank (which caused me to over exert several times and spill my oil).
I had to restart my first game because I accidentally button mashed through the tutorial the first time - I'd say that was on me but it happened a second time at a later tutorial section as well! The game loop itself walks a fine line between great satisfaction when you succeed and intense frustration at failure - I failed a lot. It wouldn't be so bad if the sense of progression was a little less gradual, but I reached day 12 (I think) and I was finishing the day on 5 gold. Getting that kind of curve right is a big ask for a game jam project though and I still had fun with it!
Interesting idea, but maybe I just suck at gaming 'cause I couldn't hit those targets and was left with 0 gold almost constantly. Managed to get the weakest carrying item, but it seemed to increase the stamina(?) consumption when moving and I kept spilling it :D Then when I had enough money to buy the next item the day was almost over and I was like nah, and then at the end of the day I lost all my money. Or do you just need to play longer to start getting benefits. Anyway, the resource mechanics seem thought out and interesting. The FPS is taking a hit with my older comp though and there seems to be lag spikes when vehicles hit NPCs or something?