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Version Control's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #4602 | 2.193 | 2.500 |
| Creativity | #5385 | 2.894 | 3.300 |
| Enjoyment | #6776 | 2.193 | 2.500 |
| Artwork | #7065 | 2.193 | 2.500 |
| Audio | #7261 | 1.842 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
This game is based around the concept of the Game & Software Development Loop. Analyze, Design, Develop, Test, Deploy. The storyline, that I didn't have time to add, would have followed this aspect more. But the general idea of "Version Control" still somewhat fits
(Optional) Please credit all assets you've used
See Description for Credits
Tileset Used: 16x16 Programmer Art - Patrik Arts
(Optional) What would you like to be called if GMTK features your game?
Skye
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Comments
I do really like this game actually. There are just a few gripes that make it hard to play. First of all, it's not always apparent as to where you will end up when switching versions since there's no indicator for where things will disappear. There's also no indicator telling you where things will appear if you revert a version. This led me to reverting into a wall and dying quite often which was a little sad. To fix this, I recommend some new highlights. Orange already tells you where things will be in the next update. Why not have blue tell you where things will be in the previous update? Furthermore, if you overlap an existing object with orange or blue, it could convey to the player that in the upcoming, preceding version, that object will disappear. Finally, the movement feels slippery which takes away from the platforming aspect a bit. It makes the movement feel unresponsive and, while I'd understand if the floor was icy, it looks like this floor isn't meant to be slippery. This can be fixed by increasing the accelerate/decelerate speed, but if that's not what you're going for, that's cool too! The game is yours. Overall, I think the game has a great concept and has a lot of room to grow. I'm excited to what else you'll come up with.
Hey, thanks for the advice! In terms of the color coding, I completely agree! I had planned to develop this more, adding more overlays and such, and potentially an ability to hover your mouse over elements in a sort of "Debug Screen" that would show you what versions the element would remain and when it would disappear. Unfortunately I ran out of time, so I just implemented a very very rough system. I hadn't thought of colour coding the elements however, but that would make a lot more sense actually! When I come back to working on this after the jam I'll be looking into that idea, potentially a system that lets you switch the preview mode between the previous or next version as well.
And yeah, the movement was meant to be a lot less slippery than what it ended up becoming, the intention was to have some acceleration, but I think I messed with the values a bit too much, whoops.
I'm hoping to come back to the game after the jam to completely revamp the game and spend the time to actually bring the ideas I had to life. Massive thanks for the ideas and advice!
Sounds good! If you come back, I hope it goes really well! Love the Evil pic.
Cool!
the game is fanctioning graet good job makong it
Cool idea! not really "loop"y, but it works
i would have made the transition between versions faster, it feels a bit annoying to have to wait to switch between them
Thanks for playing! And yeah, the idea was to develop the loop aspect a bit more within the story, and through the Corruption system, (forcing the player to restart the entire game if it reached 100% sorta thing). Unfortunately I overestimated the time I had and ran out of time, so it become a very rough version. As for the transitions, I completely agree! I think a snappy transition, something like a screen wipe, would likely work better. I will make sure to add that once I get back to developing it
Thanks for the advice!