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Now that the jam is over, how'd we do?

A topic by FleshHuman (A.K.A. D99) created Nov 30, 2025 Views: 398 Replies: 9
Viewing posts 1 to 5
Submitted(+1)

Hello, I'm looking for some feedback on the game we made!

I know that game jams can be a little jarring because no one wants to say what they didn't like about a game, but I'm making this post to see if I can collect some of the critical feedback that I think might be floating around out there.
No worries if you don't want to respond because being critical is not fun or comfortable for most people!

If you have some advice and don't mind letting us know about it though, please help us out :)
Obviously, no game is perfect and we know of some things we weren't able to get done in time, but where did our game fail and what needed the most work overall?

We're also kind of scratching our heads about all the 1-star ratings. All we really know for sure at the moment is that people didn't like our duck/audio very much, but even then, the spread of ratings/comments doesn't seem too concentrated on any one thing. So, any feedback is appreciated!

Regardless, thanks to everyone who played our game and had something nice to say about it!
This was a really fun game jam and we really appreciated all the positive feedback we received over the last two weeks and we really enjoyed getting to play everyone's game!

Submitted(+1)

I feel the same, and almost made a similar post for my own game.

first thoughts on your game are that I feel bad that tv channel manager happened to be the most oversaturated genre on this jam (I think I personally play at least 5 games that had channel management and multiple days, and i only played about 30 of the 160 that were there), so independent of your quality you had to deal with the people who played multiple games probably feeling burnt out. 

-really appreciated the tutorial you made. I didn't really get what I was supposed to do the first playthrough, but once I realized the actors had a type it was pretty clear what I needed to do. Definitely would need more mixups/wild cards/ disadvantages ect if you were to make a full game with the mechanics. the downside of advertising never really offset the benefits of firing all your buppets each day (terrible boss i know) and getting what is needed and fully upgrading them. my second playthrough I had full viewership at all times despite rolling any ad break by day 7, so I'd make mad bank, roll for $70 buppets, max them out and get massive numbers no downsides guaranteed.

-I couldn't find the credits, so I couldn't tell if you had an artist, or did the art and music yourself. I would say there's an issue that the illustrations are very charming, nice and well made, but the use of colors in the background that were nearly similar values and just as colorful as the sprites, and the crt effect(which I do like) they look too noisy and don't mesh with the presentation. The music that plays through the majority is way to short of a loop (that doesn't loop at a satisfying point) and is very atari-ish. The song you have at the intro screen maybe should have been what you stuck with for the whole thing. I went back and let it play and it fits the vibe better, even was a more satisfying loop.

-I love incremental growth games, and I think the core idea was very strong, I could completely see how with polish and extra oomph you could get a balatro esque game where deciding on keeping or firing characters has big risk reward, and planning around engine building that gives big numbers is the goal

I love digging deep into design, so feel free to ask if there's something else you feel you need feedback

Submitted (1 edit) (+1)

Hey thanks for the response, this is all very useful! :)

I definitely agree on a lot of your points regarding gameplay balance (ads didn't really get finished in time tbh, and more was planned but as it stands it is kind of easy-to-win once the gameplay loop makes sense), needing more buppet type/variety, audio loops being a little too short (Agreed that the intro song was more of a banger than the actual gameplay audio loop).
There was a credits screen but it didn't end up in the game until the QoL updates because of some last minute mishaps on my part.

There was a music person and an art person on the team, but the music person ended up doing basically all the art for the game as well as the music due to schedule/skill crunch. Some of the GUI style was handled by the original art person, and so even though I hadn't considered the illustrations clashing with the character art/CRT effect, that makes a lot of sense! 
The channel management style games definitely showed up a few times in the games I played, and I hadn't considered that people could have been getting burnt out either, but that probably contributed to some of the more negative ratings as well!

If you played the version with the credits missing, then you may have also been hit by an audio bug that caused weird looping behavior on the main game audio loop... Honestly, I stopped getting feedback on issue reproduction from the only person on the team who was able to reproduce the issue, so it may or may not have been fixed in the last QoL update, but I will keep that in mind as well for the future!

I also agree that with more polish and extra oomph this game could be more than just a game-jam-game™ (although I don't believe there's currently any interest in continuing the project from the rest of the team)
Some of these problems seem probably just boil down to not enough time and not enough experience with Godot and Game Dev, so I'll keep improving there, but the items I hadn't considered do shed some light on what people may have hated most about our game. This is great feedback and I appreciate it a lot! 

As a follow up question, if you don't mind me digging a little deeper, which item would you say was the worst offender in terms of quality? I.E. if you only got to choose one item to fix, which would it be? To put it another way - Is it a pretty even spread of badness, or was there a low-hanging fruit that, if tweaked, would have really improved the quality for you? Main audio loop seems like the biggest offender from what I've gathered so far, but gameplay balancing and end of the day score calculations could be significant spots for improvement as well, maybe? 


Also, I didn't get a chance to play your game during the jam, but if you want I could probably play it now and try to spot anything that I feel might be blind spots in terms of quality? I can try to offer critical feedback (or just positive compliments if there's nothing major) as a form of thanks for the thought you put into helping me get some extra perspective on my team's game! 

Submitted(+1)

I didn't get the chance to try your game during the voting phase, but after trying it now, I have some things to say.

First of all, you doomed yourself from the beginning by making a management game. This type of game is extremely hard to get right in such a small amount of time. Menu-based games also look boring and need a lot of polishing to look and feel "fun."

The overall game progression felt frustrating because as soon as you upgrade a character, people get bored of them. In "deck-building games" like this, it's weird to force the player to just sell their cards constantly, it defeats the entire purpose of building a deck.

And yes, the music is fine but very repetitive.

I saw a comment where you said that you want to keep working on this game to get it right. I would personally advise you not to do that. If you want to keep improving, it's better to just move to the next project. Then in the future, if you want, you can remake this game from the ground up.

So, to summarize: bad game genre choice in my opinion, but everything else seems pretty good.

Submitted

Hey thanks for trying out our game after the jam ended and for the constructive feedback, I appreciate it!
You raise some excellent points on the game design side of things!
(I apologize in advance for the wall of text though!)


I do agree that menu based games frequently look boring and are hard to get right. I was pretty up front with my team about the flexibility of my goals before the jam started, and I made it clear that I didn't mind working really hard on whatever we decided, even if it was a "bad" idea. "Doomed" is a strong word here, I think, but what we aimed for was definitely going to be difficult and we didn't totally achieve it. My personal goal (aside from maybe getting my team's game streamed by my favorite Pizza Pasta  man) as a game dev in this particular game jam was to force myself to grow by working as part of a team and I was pretty confident from the outset that we'd run into some of the issues that we did. We had different ideas about what to make, and how to make it "fun," but I do think we came to a fairly solid core gameplay loop for our game-jam-game™ submission by the end. 

Someone already named Balatro, and that was indeed an inspiration for what we landed on in terms of game design. Some other inspirations for our game were, believe it or not, Darkest Dungeon and FNAF (FNAF stuff got dropped very early because of scope). Obviously we can't capture a lot of the magic that you'd find in any of these games in only a week with our currently amatuer skill levels (I'm speaking of myself here, using the royal 'our'... I think my team was great!) But I agree with your assessment about the frustration of discarding characters. My biggest complaint with Darkest Dungeon is that you frequently end up losing or discarding characters that you worked hard to upgrade. I think it "works" much better for that game because the whole game relies on the fact that it is "Doomed." We probably could have benefited from leaning either further or less far into the doom/gloom vibe than we did... But I will concede that the upgrades don't add much here, especially when other factors have a much greater affect on the end-of-day score. Perhaps that was in fact a huge point of frustration for people?

About continuing work: I think you're referring to this comment where I was talking about a full fledged version?
"I can't speak for the rest of my team, but I personally try to avoid doing significant post-jam work on stuff because I want the game to stay representative of what I was able to do in the timeframe of the jam at that point in time. This is my first game-jam with a team though, and if they want to improve it further, I would probably oblige since they may want to showcase their development differently."
I haven't directly asked the rest of the team, but I don't think there's a desire to do a full fledged version. I don't "want to keep working on this game to get it right",  but I'm not shutting down the idea of doing more with it either.

More to the point on your last subject: I do want to keep improving my skills and, at this point, it does look likely that I will just move on to the next project. So, no worries there, I'm asking for feedback to try and get a better feel for what I might have missed in terms of things people could have really hated about our game. In the future, I'd like to avoid falling prey to easy mistakes which would cause someone to hate a game I make.

I guess to continue your summarizing thought a little bit, I don't think I would give someone a 1-star rating on a game just because of a poor genre choice from the team. During this jam, there were games that I played but chose not to rate just because I felt that they "weren't for me." I somewhat suspect that if people felt strongly about leaving 1-star, it was probably because they felt we really messed up the execution rather than the idea. I'm sure everyone has their own opinions on what sort of qualities (or lack thereof) deserve lowest marks, but I hadn't truly considered the possibility that the premise matters much more than the execution for some players.

I digress... your feedback is thought provoking to be sure, and I appreciate it a lot! I actually consider your summarizing thought to be quite a compliment, in a roundabout sort of way. So thank you for that as well!


Side note: I just realized that you made the Mecha-Hazard game last year! That game was hilarious and I remember enjoying watching the upload of it being played! Good job and congratulations! I have not checked out your game for this jam yet, but at this point I will probably just wait until Vinny streams it :)

Submitted(+1)

I hope I wasn't too harsh. At the end of the day, I don't think you guys did anything necessarily wrong.

 And don't think too much about the 1 stars, I'm pretty sure we all got some of those

Submitted

Maybe a little too harsh... but I did ask for it, so it's fair!
Even if harsh, it's valuable feedback and I appreciate it :)

"Don't overthink it" = the best/hardest advice for people like me lol  ¯\(ツ)/¯

Submitted(+1)

Hi! Just wanted to drop my two cents here since I really enjoyed your game and thought it was one of the standouts of the jam, I’d say for its presentation if anything. I’ll try to make my points brief but relatively in depth. And do keep in mind that I enjoy game design discussion but am in no way a professional so take my comments with a grain of salt:

  • Audio / Visual: I think your game was one of the games with the most charming visual style. I think any low ratings in these two category are mostly due to the fact that most of the game takes place in the menus, which are visually clear for gameplay, but otherwise not too fancy. In terms of audio, I think the music was nice, but since the music really only changes between the management menu and shop menu, I can see why some voters might rate lowly just because the audio didn’t stand out to them, or maybe got boring after a while. The management menu music in particular did kind of drone on, especially considering that’s where you spend most of the game. Having varied music per day may have helped in this regard (although again game jams are very time limited so I can totally understand why this wasn’t a concern during development).

  • Creativity / Theme Use: These were the highest ratings, and I can see why. The concept of a Muppets inspired game is unique in general, and really unique in the context of the jam. I also think the theme comes through pretty well since everything in the game is very TV related, from the premise to the terminology like popularity and ratings. I have no major notes here, and I doubt anyone rated this category poorly unless it wasn’t in good faith.

  • Entertainment: I think this is probably the main area for improvement. I think a lot of people didn’t really know exactly how to quantify “Entertainment”, so this category became a “rate low if the game was frustrating” thing, and I think a lot of people probably got frustrated by the gameplay loop, not because it’s bad, but because the design is inherently complex. You have to spend some time failing and experimenting to figure out what strategies work, which can be disheartening since the game has 10 days and restarts to day 1 upon failure. Furthermore, I think the winning strategy here is deceptively unintuitive. Many people (myself included) probably wanted to keep their best synergies, and weren’t aware at first how much score you’ll miss out on by reusing tired Buppets, so they lost fairly early and probably thought they needed to try different Buppet synergies instead of swapping out tired Buppets. This is a gameplay quirk that can be worked around or even embraced as a feature, but in a game jam where people really want to play and beat the game in 20-30 minutes tops, many players may chalk the failures up to poor game design or imbalance. Honestly, I think for a game jam, the best way to fix an issue like this is to give players an out if they get too frustrated, either via a hint system, checkpoints, toggleable infinite lives / god mode / easy mode, or just designing your game to be easier without sacrificing any complexities you still want your game to have. Of course, some low ratings here are bound to just be due to some players simply not vibing with the gameplay loop or genre, but I wouldn’t worry about that since that’s bound to happen. I myself enjoyed the gameplay a fair bit, and while there’s always room to improve a game, I don’t think your game was particularly unfair or broken, just maybe a little too difficult.

  • Duck: I wouldn’t really worry about this rating. It’s kinda superfluous and doesn’t mean much. People probably rated lowly on this because they may not have seen the duck Buppet in their playthrough and just gave it 1 star since they didn’t see a duck anywhere.

TLDR:

  • Visual style was cool but the menus didn’t show it off enough
  • Audio was nice but droned on after a while due to lack of variance
  • Creativity was good; the Muppets theming was unique and fun
  • Theme Use was also good; the TV theming was present throughout
  • Entertainment was probably low because people got frustrated with the difficulty and confused on why they lost
  • Duck was low probably because some players didn’t see the duck Buppet

At the very least, this is by interpretation of what I think players could have thought when playing your game. So again, take it with a grain of salt, but hope you can get something out of this feedback. Again, I really enjoyed your game in many aspects, so thanks for participating!

Submitted

Hey! No worries, I don't think most of us are professionals here lol.
I appreciate the detailed and thoughtful response and I think I completely agree with all your points!

After sleeping on the feedback I got yesterday, I really think our whole game would have done better if we carved out a little extra time for improving the visual quality/audio loop, ditching the upgrade system, and doing a little more work on conveyance to the user about their scores and how they're calculated. With a little more time and a little less initial ambition, we probably could have really nailed down some  of these points better.

Others have mentioned the visual style / menu stuff being a little off, and I think that's just a quark of how teambuilding played out for this game jam specifically, but it's a fair point nonetheless and something I can try to improve on while becoming more gui-talented during solo dev projects.
I really appreciate your thoughts on the entertainment category specifically though! I think we took the tiredness/popularity system for granted and that's probably where we lost a bunch of people. (Maybe, we should have added a tip-master! :) )
I'll chalk that up to lack of conveyance overall, but fixing it would have required some time that we just didn't have ¯_(ツ)_/¯

We had landed on explaining the duck scores for the same reasons as you did, namely that it wasn't guaranteed to show up in the run and even if it did, the effect it had was only situationally advantageous. People who saw the duck buppet, probably liked the design, but we probably should have done something else to make it more prominent in the game, I think. 

Thanks for your well-rounded and thoughtful feedback - I was definitely able to get some good perspective out of it!
Also, congrats again on your game! I think I mentioned it before, but out of the games I played during the jam, yours was one of my favorites :)

Submitted(+1)

Holy shikeys, Vinny streamed our game tonight!
... And there were audio issues in the version he played that no one on the team noticed before tonight. 
That's exciting, and also a little embarrassing, but I think the team is just way more excited than anything at the moment! =D
I'll see if I can review the VOD on Youtube tomorrow and figure out what the bug might be, but this is amazing!

Thanks again to everyone who gave us feedback. It was incredibly encouraging to hear what people had to say about the game, and I feel like we all learned a lot.
I was already jumping into learning some more game dev tools because I didn't think our game would end up on stream, but this was a huge boost to morale!
Thanks again to the mods and Vinny for running this whole jam, so exciting!