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A jam submission

DinocorpView game page

Bullcheat your boss to become the bullcheater master
Submitted by Quentin Lorenzo, Antoine CHABANEL, PseudoPasOuf — 53 minutes, 12 seconds before the deadline
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Dinocorp's itch.io page

Results

CriteriaRankScore*Raw Score
Constraint#15.0005.000
Audio#24.7504.750
Gameplay#34.2504.250
Art#54.0004.000

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

Team Roster
Quentin Lorenzo, Hugo Faveyrial, Antoine Chabanel : all developpers

Constraint Attatchments
https://docs.google.com/document/d/1b03iD5JYq0l3QMOAX9_pkNDKFRbzQF5OGwwMguaHTnE/edit?usp=sharing

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Comments

This is actually my first time playing a clicker game, and I understand why people like them now! The visuals are interesting since it's low poly, but the objects are more modern. Those two things in unison made the experience very surreal, which is insanely cool!! Amazing work!

HostSubmitted

GGs, 2314!

 When I became Master Bullcheater, the employee stopped coming around to help!  I lost when I stopped staring at my keyboard.  🤣

The sentences are amusing and challenging. I love the low-poly setting. 🔥 Starting in a chaotic office stresses the importance of gameplay learning curves. This was a fun idea that you tackled with good instructional and UI approaches.

My question comes from your constraints document's mention of trigger alerts: What are your thoughts on feats that could enhance the player's learning experience?   

 Thank you for sharing, and I am glad the jam was a good experience. : )

HostSubmitted

Woop woop (~ ̄▽ ̄)~

(1 edit) (+2)

I really liked the low poly graphics style of the game, but the gameplay was a bit repetitive mainly because of the food bar depleting very quickly especially at the starting, so all of the money was used on food alone thus it was very difficult to buy and upgrades. Additionally I would also recommend a way to manually solve the bugs either through manually dragging code block into the desired place in the computer or by giving the player hints to write it themselves, or you can do a similar thing you did to the advice the boss system here too instead of the game being a clicker that way the player will feel like they've actually solved a bug. Additionally you can also make the money generate from solving the bugs  and adding bonuses/multipliers based on how close the no. of bugs is to 0 instead of the money being salary wise, this will add a reason to solving bugs and keeping it near 0. Btw the advising the boss system was very unique and cool.

Developer(+2)

Ty for your comment ! At the begining we wanted the game to be stressfull : I have to write to my boss but I have very few time to do it so it is hard. I think we missed something with the atmosphere of the game wich isn't that stressfull in the end. Of course making a mecanic to solve the bugs would be good but we missed time. Again ty for the comment and ty for playing !