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Bag Job's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #4 | 3.750 | 3.750 |
| Challenge Fit | #7 | n/a | n/a |
| Fun / Engagement | #9 | 3.000 | 3.000 |
| Polish / Completeness | #12 | 2.250 | 2.250 |
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
A very unique entry, lol.
Feedback/Critique: I won’t repeat what’s already been said, ditto on music.
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!
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.
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!
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!
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.
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.