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| Criteria | Rank | Score* | Raw Score |
| Polish | #1 | 4.200 | 4.200 |
| Narrative/Mood | #2 | 4.000 | 4.000 |
| Overall | #2 | 3.600 | 3.600 |
| Audio | #2 | 4.000 | 4.000 |
| Overall | #2 | 3.867 | 3.867 |
| Art | #3 | 4.000 | 4.000 |
| Game Design | #3 | 3.400 | 3.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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ThrstyMnd
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Comments
Amazing art on this one! Really keen to see where the story was headed (seemed like the machine/system was some kind of sentient being) and loved the number facts down the bottom (though would be nice if there was a minimum time they were on screen so that I could read each one.
I really like the look and feel of the numbers going up, coming out the sides and changing colour, as well as the graph (even though I didn't really understand it).
I think the cap of 1M to prestige is a little too high considering how long it takes to get there. There are some idle games out there that have a soft prestige that starts low but doesn't give you significant rewards until you get really high numbers, so maybe that could be an inspiration. Right now it feels like the longest 'cycle' of the game is the first one, and every one after that just gets faster, whereas you usually have it the other way around (difficulty is exponential, reward is logarithmic).
i really like how you broke down the idle vs active play styles and the pacing fit really well. everything from the art to the sounds and interactions all matched wonderfully
Really well done!
- Art is a perfect example of "low-art but good looking" game. Everything fits together and sells the mood. Floating numbers and rolling score counter are also spot on.
- I liked the music with increasing intensity + SFX were very pleasant to my ear.
- Narrative elements hooked me in. I really wanted to learn about the system. Little text prompts were selling the vibe perfectly, especially that all menu's and even game description are kept within the lore. Awesome job. One thing I did lack was like an 'ending'. I finished a couple of soft-resets (got all upgrades until I had over 300 points to spend in shop and I didn't want to click 300x on the Trust upgrade lol). So I was waiting for the explanation of what this system really is and it never came. But that's also understandable in a limited time we're given during a game jam.
- Game was also really polished. Another example of 'less is more'. The graph was a cherry on top (although the signal graph was a bit buggy in my case - it was running crazy fast)
- As far as game design goes:
thank you so much! I feel like you realy honed in on exactly the vibe and idea i was going for...and every criticism is spot on as well. The issues you brought up basically read like the stretch goal list I never made it to.lol. I really do appreciate your comment though, it lets me know that the "character" and emotion i was aiming for got through on some level. I may revisit this game at some point and add in/tune up some things. I developed an entire lore around it in my head that i never really conveyed...I think given more time it could be an easy addition that would add a ton of depth to the game. thanks again and i'm glad you enjoyed it.
ThrstyMnd, the initial reaction I had to this when opening the game up was BAM. I love how it instantly sucked me right into it's world and then never proceeded to let up. Vibes were big on this and I definitely appreciate that kind of thing.
I haven't played a lot of idle/clickers, none at all really before this jam, so I'm not very familiar with genre norms. That said, it took me a little bit to find the 'Click' button. It didnt stand out from the rest of the screen.
The scoring system wasn't necessarily intuitive to me. I did see the two things I was to be balancing (sorry Im forgetting the names now out of the game), but the rate at which they moved seemed off to me in comparison to one another? I eventually pushed the click many times past being in the red and although it seemed like it should be bad, I was still making money. I wouldnt have minded the punishments being more negative I guess.
I absolutely loved the text corresponding to the different numbers. One of my favorite elements from any of the jam games I've played. Little stuff like that is super memorable to me and I think you nailed the direction you wanted to go with that.
The first time I opened the settings menu, I really loved it. Again, I thought that was perfect. As someone who's just starting out with this stuff I have a hard time balancing "awesomeness/ux", ya know? I loved the menu loading like that, and I would love designing something like that, but then having to wait that long each time you want to adjust the volume is a little clunky on the user end so it's a design decision.
Overall cool dark glitchy vibes and im down with it.
Thanks for taking the time to give me some feedback, I really appreciate it. I think you're pretty spot on with your analysis. I'm new to gamedev and clicker games so i was kinda winging it with the design, but I knew what vibe and emotion I wanted to convey and I feel like I generally met my goal there.
My biggest lesson through this has been to include a thorough explanation and/or tutorial in my games. a lot of the elements were put in as indicators but with no explanation of what they were indicating...it was purposeful but It didn't quite translate how i'd hoped. Trust/obscurity turning red for example does lower the overall speed at which you accrue points, but under the hood I designed the game to never actually punish to the point of losing points. I actually designed it to basically go on forever. There is no end game state or win condition and the math won't break untill long after the sunn burns out (in theory). Also, the menu typing can be fast forwarded with the space bar to speed up that wait time, but I agree no one wants to watch a cut scene to change the volume.
I think if i were to try something like this again or expand on it in the future, I would start with a better in-game tutorial and then expand the prestige store to make it playable for longer. I think my biggest downfall on this project was that I got the vibe across too well without explaining why...i made things intentionally cryptic and players didn't really realize how intentional it was or did't have the context that i wasn't able to put in.
At any rate thank you for taking the time to play and comment...it was definitely a learning experience.