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Inmate and order's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #90 | 3.074 | 3.286 |
| Theme | #124 | 2.739 | 2.929 |
| Audio | #135 | 2.138 | 2.286 |
| Graphics | #138 | 2.405 | 2.571 |
| Accessibility | #140 | 2.004 | 2.143 |
| Overall | #142 | 2.281 | 2.439 |
| Fun | #146 | 1.871 | 2.000 |
| Controls | #157 | 1.737 | 1.857 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
the a capella one, very lossly since i edited it heavly
Game Description
You are an inmate tasked to scan and genes of the local planet's fauna and flora
How does your game tie into the theme?
the researchers wanted to explore this planet, they dont want to die, they send inmates.
Source(s)
N/A i want to but later my code is ugly
Discord Username(s)
N/A :(
Participation Level (GWJ Only)
1
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Comments
Cool entry and I love your take on the theme. Love the graphics and the mouth sounds for the scanning also, adorable!
I've had a read through other comments so I won't repeat anything that's been posted before me, except to offer different solutions, but I agree with a lot of what's there. I apologise in advance for the wall of text, but I love to give detailed feedback where I think I will help and might be useful as you said you're looking at post-jam work.
To that end:
1. Scanning - I think having a text caption on mouseover for scannable objects, for player to get instant feedback of "Here's something interesting/you should scan this" (I realise the green stick kinda does this but it's very subtle) and "Oh! It is currently scanning now, look at it go!" This text could have something like "Meatball - 0% scanned" and have it update as you scan it. In the instructions, it could be interpreted as "hold left click to scan objects for two seconds", as in you only need to scan for two seconds. But looking on the board when I died, I could see it was not nearly done, so a feedback on that mechanic is nice for the player to know if it's done, especially if that first time they are unaware there is a % instead of a yes/no scan (which I initially thought it was).
2. Level size/design - Technically, as the level designer you get to decide how big you want the level to be and how quickly one should be able to finish it. On the other hand, you have to make the player feel like it's worth the distance walked, even if you're tricking them a bit. For example a big wide open space with no other decoration, obstacle or goal along the way, will make it seem empty and "pointless" to do the walking, especially here, where the player is having to reset a LOT and do that "empty walking" all over again. However, if you narrow their path a bit, throw a couple of obstacles and a steady drip feed of "things to do/complete" along the way and all of a sudden you've got a start on a good level design that players can enjoy in exactly the same size space. You can even have some checkpoint teleport points after each successful scan, help eliminate more "empty walking".
3. Player Learning and Feedback - Consider how and where you're providing opportunities for the player to both learn the game (ie. the "figure it out" bit) and put in action what they learn, and how quickly you're allowing them to do that and have a sense of progress. A good part of this is above with the level design and also the scanner feedback, but also where they check the scannable object info and the fact that they can 1. only do this when they die and 2. they can't go back and check due to "dropping in". Consider maybe a HUD that reflect the 4 entities status on a sidebar/tooltray or similar for instant feedback for the player. Especially have that % in HUD for each entity, in case mouseover text is not a viable option for you.
Thanks for reading (if you made it this far) and know I say this with all the kindness in my heart for a fellow developer I wanna see thrive. ^_^
thanks for the feedback, this wall of text is actually really helpful, im thankful you took the time of your day to write all of this, when the game gets updated hopefully you will see your ideas integrated into the game in ways you haven't considered :D
Cool concept, exploring and scanning a weird alien space. It was hard to tell if scanning was working or not but its okay, I got killed by a giant ball of meat. How often does that happen?! Cool submission!
yea about that, the scanner doesnt work for now lol
Not a bad entry! I liked the premise. I encountered a freeze in the beginning (I played both web and exe) but it ran fine after that
yeah i should have loaded the shaders but i dont know how lol
I started a scan but it never finished or the percentage never went up. The idea of exploring as a jail job seems interesting to explore.
there is a bug 😁
I also struggled a bit with the controls, but I like the basic premise and the characters.
after the voting ends i will update the game, im still kinda married to the idea 😅
It's kind of just a walking simulator. It didn't seem worth it to try and figure out how to actually scan everything, because it took so long to get to them.
hideo kojima would be proud of me
A little bit janky, but I loved the little characters. The player character looked cool with the scanner antenna
Thanks, I made it in the last hour lol
Hm, I would say the controls are a sore spot. Unfortunately I couldn't get the scanning to work consistently, sometimes it would but only with my mouse escaped and only when clicking in seemingly random spots. I thought maybe I had to click towards the origin of the creatures, but that didn't seem to work. Additionally the Windows version I played on would crash after I died and tried respawning. The concept is interesting, having to go down and scan dangerous lifeforms, reminds me of scanning things in a game like No Man's Sky. Well done joining your first GWJ! Hope you continue making games :)
thanks for the feedback, yeah i forgot to set the "control" node mouse mode to ignore lol, also for crashing there was an inif loop, i fixed these two bugs but idk if the jam version will have these fixes thu