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A jam submission

Bag JobView game page

One Game A Week Jam #3
Submitted by Sawed-Off Studio — 12 minutes, 15 seconds before the deadline
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Bag Job's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#43.7503.750
Challenge Fit#7n/an/a
Fun / Engagement#93.0003.000
Polish / Completeness#122.2502.250

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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Comments

Host(+1)

A very unique entry, lol.

Feedback/Critique: I won’t repeat what’s already been said, ditto on music.

  • Gameplay/Onboarding: I think onboarding was one of the weakest points of the game. It took me several failed contracts before I realized that I had to drag and drop the items into the bag instead of clicking on them, and a few more before I really understood that I needed loot + the special object for a complete contract. I didn’t quite understand what the noise mechanic was supposed to do either, given that my early failures generated a lot of noise, but did not result in any penalties or consequences. Same with the heat bar - I assume that the noise and heat are linked? All that said, once I got the hang of the game’s loop, it did turn into a fun puzzle, so the core is definitely there!
  • Graphics: Another ding here - the overall graphics that you picked weren’t bad, but it definitely didn’t feel complete. I’ll point to the objects that were depicted as their grid filling area rather than any 2D object as part of this. Also a black background with nothing else - the game feel very prototype-y. Finally, the value of items on top of the objects made some values hard to read (rings were the big ones that I’m thinking about here) - it may have been better to offset the value so that it was just below/above the object.
  • UI: First off, props on the splash. That is smooth, and I hope to see you use this in future games. Unfortunately, getting to game itself, I feel like the UI was forgotten about entirely. There is no way to pause, no credits, no sound settings, etc.

I think that you’re the first entry that I’ve seen where I get to give feedback for someone who’s done two of these game jams! So let me give you some additional feedback looking back on your first entry and comparing it to this one:

I can’t prove that you changed engines, but did you change engines? Lol. It seems like you might have. I see from your game’s page that you state you ran into design problems straight away after getting the core loop down, so I am guessing that either the challenges were due to a new engine, or same old engine but having to figure out how to implement your vision. One of the things I recommend doing is in the planning phases of your game, enumerating how you want things to look, and then tying together everything that you have written to how you might do it in engine. If you’d like, contact me, and we can set up a consultation, maybe I can give you a few pointers on your process. Based on your work so far, I think that you have a strong vision for game design, and adjusting your workflow will take you to the next level.

Overall, well done. Keep making games, I want to see future entries!

Developer (2 edits)

Thanks for the feedback.


I've been slowly chipping away at the framework for UI, since your feedback on the first submition. Week 4 will feature a pause menu, and limited settings menu!


Same engine.  The main problem was design and maybe a bit more planning could have prevented it. For instance the first play tests, I spawned better loot as you went. But then there was reason to pick anything up earlier. Then it was, if I just pack efficently theres no reason to ever move things around which was the whole feel I wanted. So then the contract, quest item(Ledger) and quota were added. The first good feeling run happened the night before the jam ended, so it was a mad dash to go from complete dev ui/art to something presentable.

Submitted(+1)

Nice little entry! I liked your vision and having the clumsy thief in mind improved the experience a lot. The music you picked was such a banger. I was a little bit frustrated by the forced blocking of tiles, some kind of punishment mechanic where tiles are being blocked when you move some objects too quick that lead to tiles being blocked would have been smoother, but time was tight, so this is alright.

Keep it up!

Developer

I agree on the random blocking squares. At the very list hinting the upcoming square would be an improvement.

I had more interesting ideas, but it came down to the wire.

Thanks for playing! I'll let my friend know you liked his music!

Submitted(+1)

Addicting. the SFX, Music, were all there. Small file size. Quick play. I even played it a couple times to see if I could get that tetris piece to see what would happen.

Submitted

Addicting. the SFX, Music, were all there. Small file size. Quick play. I even played it a couple times to see if I could get that tetris piece to see what would happen.