Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Idle Idol IsleView game page

A peaceful cozy narrative idle clicker :)
Submitted by boomtrout — 2 days, 9 hours before the deadline
Add to collection

Play experience

Idle Idol Isle's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#14.7504.750
Narrative/Mood#14.5004.500
Art#34.0004.000
Polish#43.0003.000
Overall#43.5003.500
Overall#43.7083.708
Game Design#52.5002.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Are you part of the Game Dev Field Guide Community? (Leave Your Discord Name)
boomtrout

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

This game definitely stood out the most for me in the bunch. I got nostalgic about my time doing a game design degree in uni and our lecturer took us to a small indie art museum where people were presenting really out-there stuff that challenged a lot of design norms and played with the idea of what is an experience and are games art.

This game has the most 'art' both literally and figuratively out of all of these, and I really loved experiencing this and I could tell that everyone's experience of it would be quite different.

I think you can lean even more into telling the player that this is not a typical game, and when things are confusing or don't make sense, what matters is that the player relaxes; there's no timers, no danger, nothing to oppose them except their own need for answers. But yeah maybe explain hope and inspiration a little more (i.e. hope can be thought of as 'money' to purchase creatures or 'upgrades', etc.)

I agree a little with the comment about art style not matching, but I personally think the textures are fine and it was just the colour that maybe needed to be aligned a little more so it didn't look like an alien island  ;) (unless that's what you were going for)

Developer(+1)

Hey pharland, thanks a bunch for saying all of that. I learned a lot about visual art doing this as I'm not a very practiced visual artist, but can produce a unique vision in my mind. With some more practice I'll be able to emulate what I see in my head a little better and hopefully can line things up better in future projects.

I kinda figured some people would hate it and some people would really dig it, so I'm glad it brought some nostalgia to you and it seems like I managed to get the point across to the types of players who would appreciate it, which makes me really really happy :).

I definitely come from an artist/music background first so tackling some of the UX and game design elements aren't always front and center in my mind so thanks for the comments and I'll try and iron my next experience out with it all in mind. :)

happy game development!

Submitted

super interesting game and the art is incredible. i wish the hope collection was faster so i could place my own items sooner but i did like how i could leave it running and unlock many different idols. i idled for idols lol

Submitted

Ok, it is really hard for me to rate this game as it is like no other :D So first and foremost - congrats on completing this project! It's huge, especially if you take into account how much content you created! I ended my run with 12 trinkets collected :) Please find my 'review' below:

Music design

  • Definitely the best executed part of the game. Creating music that does not bore the player during a long run is not an easy task and you made it work!
  • Bonus points for making the music intensity reflect various events that happen during the playthrough. That was awesome experience :)
  • SFX blips and pings are also pleasant.

Art

  • Definitely unique, makes the game stand out. Art direction is a plus.
  • I liked that textures scale with y-axis, creating this illusion of depth. Great idea, although the scale factor could be tuned as I felt the perspective is way too off.
  • The biggest downside is that screen becomes cluttered. All elements lack clear distinction/separation and blend together too much. Screen becomes just a mix of similar colors 
  • Also mixing a scale of textures is typically not a good idea (e.g.the 'grain' in the island's texture is much larger that the one of some plants. This makes it feel like these objects do not belong together). It's important to keep the art consistent style-wise (which you achieved) but also technical-wise (which I lacked here)

Narrative

  • I definitely feel that there is a deep lore/story hidden in this island
  • BUT I got lost in all the bits of information that were thrown at me. As a player I didn't feel like I was guided through the story well enough which made me not engaged in it as much I think I should be. 

Game design

  • I liked all the popups that were guiding me to different parts of the UI. That's a good start.
  • Introducing different upgrades one by one is also a good thing. I wasn't lost in options I had.
  • But I was definitely lost in terms of 'what to do next'. 
  • Things were 'just happening', I didn't feel like I was triggering certain events.
  • Some 'barks' were like "try different options" while other "listen to the music". I don't know if these serve as a gameplay hint or just as something that highlights the mood.
  • After I got 12 trinkets I had quite a long time where nothing was happening and I had no idea how I could improve my situation
  • I think that what makes a game a game is that player action -> in-game consequence relation. I lacked that here. I could place more wanderers but they would still get trinkets at random. I used hope to create more things but I'm not sure if these serve a purpose other that decorative. I forgot what inspiration does at all. 
Developer

Wow, thank you so much for taking the time to write all of that. I basically agree with everything that you said. My biggest struggle in this project was edging that balance between being a game and being "things happening on a screen".

I am pumped to hear you liked the music, and specifically the mention that it didnt get boring during a long session is awesome. I was listening to a lot of afrobeat for my inspiration for that - driving hypnotic rhythms with short sections of melodies and stuff like that, I think leaning into the forms of that genre really helped me because those old Fela Kuti tracks are always like 20 mins.

I am beyond excited that you pointed out some of the flaws in my technical process with the visual art, its definitely given me a good perspective on things I could have done better that really wouldnt have taken any more effort, just a little more experience/information. Also, I will tell you a secret - there is actually no y-axis scaling or anything like that in the game. Idle Idol Isle is actually 3d and the depth is real so the perspective is just things getting farther away from the camera.

I am sorry you experienced that feeling of "what to do next?" at points. There are some of those newer games like 'Tiny Glade' or some other cozy games where you just build a room and there's no goals or points or anything and I was trying to bring in some of that "just hang out in this cool place and do whatever" vibe. 

Again, I am really really thankful that you were willing to write all of that (especially constructive criticism) as I am seriously thinking that after this game jam I am going to start a project based on what ive learned here and try and do an actual release.  I'm also probably going to send you a picture of scene view of my game (on discord) so you can see how I built it in 3d just because I think it's neat. 

happy game development!