Play experience
Idle Idol Isle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 4.750 | 4.750 |
| Narrative/Mood | #1 | 4.500 | 4.500 |
| Art | #3 | 4.000 | 4.000 |
| Polish | #4 | 3.000 | 3.000 |
| Overall | #4 | 3.500 | 3.500 |
| Overall | #4 | 3.708 | 3.708 |
| Game Design | #5 | 2.500 | 2.500 |
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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boomtrout
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Comments
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)
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!
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
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
Art
Narrative
Game design
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!