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How did it go?

A topic by Cathode Interactive created 80 days ago Views: 1,352 Replies: 54
Viewing posts 1 to 20 of 21 · Next page · Last page
Submitted(+1)

Hello everyone!

Welcome to the empty void that is !Post Voting Stage! What sis you guys get? What did you learn? What went poorly and what went well?

I was sourly humbled by what I got, I definitely over estimated what a first solo jam goes like:


I was very surprised at what I got because the comments were really positive. I should have done more play testing to get feedback, as this would have made it a world better. Either way, I have updated the game now with the fixes suggested in said comments. 

- Cathode Interactive

Submitted (3 edits) (-2)

Welcome to the Indie community where people pretend to say nice things in front of you and stab you in the back like your toxic coworkers in corporate XD.

Same reaction for my game.

Edit: I know my game wouldn't win cause I forced out a tech demo from overscoping. What annoys me is that there are some truly talented people, but I feel they are underrated or not visible due to the large volume of games and spam.

Some of them I thought would be top 10 or top 50 are top 200 instead

As Ben from VLDL would say "That is Outrageous!"

Submitted

I agree, a lot of games raked in the top of enjoyment deserve to be like 200, and some game way back there, like fidget spinner battleground, were all the way in the back!

Submitted

What surprised and disappointed me is not getting even 10 out of the almost 70k ratings for the jam.

I'm aware that download-only games, especially UE titles, get downloaded the least in these spaces as I've done Game jams before. But, even by that metric, I was genuinely surprised given the sheer number of participants. It kinda killed my interest in the other upcoming big jams unless I use one of the other engines

I also saw the long list of games that had 8 ratings towards the end as I was trying to rate those ones exclusively. They were more than some entire game jams get in participants, while some had close to 100.

I guess you keep learning and keep it moving. 

TLDR: I kinda wish I'd used one of the web export engines in order to get more feedback

Submitted (2 edits)

To defend not downloading exes, I once saw a gams host download one and the moment he did, it lagged so bad although it was a penguin skiing game.

I have no trust in internet strangers trying to stick their files into my pc and inject their sticky malware inside it.

Submitted

Agreed 100%. The other jammers cannot be blamed for exercising caution and being preventative.

No need to risk your hard work and computer over a game you'll likely play for 5 minutes.

Submitted (1 edit)

Sad to say godot is the best open source mainstream engine that can port to web.

Then I heard RPG maker could do it as well.

I think UE has third party support you can try. I think it probably would work ;)

Submitted

I used Godot for my first 2 game jams. I only moved to Unreal because it's workflow covers for many of my weaknesses and areas I dont want to put a lot of energy into (lighting and effects). I like to code but I'm not into the making things pretty parts of game dev, which unreal allows you to sort of cheat alot in

But it's clear that if I want to keep doing active participation in jams, i need to adopt either godot or unity on the side, at least for this. Im also starting to really hate the unreal file sizes

Submitted

Lighting? Don't bother with it, this indie jam. Not AAA studio release. Half of the people won't care IMO. Something like Honse! can out rank obscure but more thoughtful and polished games.

Submitted

I agree with you that the priority should be on mechanics. And most indie jam participants aren't impressed by lights and effects as they are developers themselves and can tell if you didn't put much effort into it.

But I use game jams as like a mini test for what I'd like to do as I establish and improve my workflow, using the simulated limits that the jams provide. (Timeline, theme etc.)

That's why all my games, no matter how small have full menus, volume sliders, pause functions etc. I know most game jammers don't care and won't use them. But I personally cannot release a game without those aspects, even if its just for a game jam.

Submitted(+1)

Yeah, I did sooooooo much marketing/networking to get my 85 ratings, I would say it was harder than the jam itself!

Submitted

Yeah, I felt it was so hard to try and get people to rate your game lol

Submitted

This is a great exercise in itself, but also not as fun a making games ☺️

Submitted

I think your scoring seems pretty favorable considering the sheer amount of entries in this particular game jam. So I wouldn't take it as anything remotely discouraging.

As for my friend and I's game, we've really put in a lot effort into this jam so wherever we ended up wouldn't matter since our main goal is to ship out a game and see what we can learn from it. We ended up in a decent placement than I expected but it doesn't change the fact that there's always something to improve before working on the next game. This was our first game jam and I was really glad to partake in it thanks to the welcoming feedback and having to do more than just learning how to make sprites.

This was a good experience overall and being able to play some of your guys' games was definitely a worthwhile experience through and through. Fantastic work, all of you!

Submitted (1 edit) (-1)

U got an actual avatar? I'll put you and macrow as a parody in my next game. I'll look for a gamejam where the theme matches and says "no hateful content" I will also give the users a gun for shooting =D

"Sometimes the prizes are the games we made along the way"

"Awwkkk awwkkk Game Jams are about experience not winning"

Submitted

I was really surprised by my score. With all the positive comments I had really high hopes for placing higher, but I am still really happy with my score. I guess with it being my first game jam I had no idea what to expect and I was guessing that the more ratings you have the better. I am kind of surprised to see games with 16-30 reviews on the top ranked games. Amazing job to everyone though!

Submitted (2 edits)

At least you don't have a 30% disapproval rating XD

At least some of the people I voted made it up the list, but still lower than expected

Like I said to the other guy, welcome to the Indie community, whom says nice things but stabs u from the back, I stab from the front at least ;)

Submitted

haha yeah. I guess I would rather people be brutally honest when leaving comments so I could know how to improve lol. All I have right now is a lot of "good game" and my text being a little hard to read. I'm just super happy that I was able to get a game submitted. That's a win for me!

Submitted

Maybe it is a good game... or they really had nothing bad to say about it.

I dunno. Your game is on my list to review, but I burnt out on some other games with clunky mechanics or some that kept me playing.

Submitted

Yeah, I suppose that's true too, sometimes you don't have anything bad to say about a game. That's probably true with all the top placing games too. I am definitely burnt-out playing games too lol. I have 114 ratings and ended up making 253 comments over the two weeks. Thank you! 

Submitted(+2)

Damn congrats Ham!  Top 200 considering the sheer amount of submissions is a win that you should put on your RESUME.

Submitted(-1)

How low can u get?

Submitted

Oh hey it's you! I was hoping to see you again because I wanted to say one final Great Job! And thank you so much for everything! This jam was so amazing I definitely want to do more. (I'm just hoping other communities are as kind as this one). Either way I knew going into this jam that I would have a personal win since I made my first game. I'm really shocked to see you did not place higher. Your game actually felt so polished and fun to play. Thank you so much again and I hope to have the privilege to compete against you in the future!

Submitted

Ham you did awesome, great result.  I think your overall percentile was excellent, I came in with similar results, and somehow ranked 99 for audio 🙌

Submitted

I'm not unhappy with my scores. I would have liked more people to rate it, but unfortunately with this many games the most ranked games get more rankings and the least ranked games get more rankings (but it's spread out among all of them). You really do have to promote the game, because I only got more rankings when I posted in the discord

Submitted

I had a great time participating!  3,530 entries is absolutely nuts (out of an initial 14,000+ people that JOINED the jam)!

Overall, I ranked #724.  Audio and Enjoyment were 350 (thanks ELV Games!) and 462.  My lowest scores were still in the top 50%.  I will take it.  Spinsanity outperformed all my previous releases and got more views and browser plays in two weeks than my previous game got over five months!

My first game jam, I really did not participate with the community, so I took that to heart in my last jam and this one.  I felt a bit bad because between work and school I was tied up a few days during the voting period, which I think hurt my momentum.  Like others have said, networking during/after is sometimes harder than working on the game itself!

I don't know if it helped or hurt but I tried to give feedback to games when I played them.  This lowered the number of games I could play in a sitting.  I tried to be constructive and offer actionable advice, but part of my wonders if I upset anyone because my rating distribution seems lower than I'd think considering the feedback received.

That said, I am happy I participated.  There are SO many talented people in that submitted, and a ton of games that I played where I said, "this isn't a good game for a game jam, this is just a good game."  Looking forward to the next one!

Submitted (1 edit)

Yeah mine ranked pretty poorly, as I'm fairly sure that Castlevania fans probably would have liked it if they managed to get to it, but this was such a huge jam so discoverability was inevitably going to be an issue for people who are solo and can't really afford to spend much time outside of their non-dev jobs. I would have loved to have sat down and streamed game jam games in the Discord server, but again, I actually just didn't have the time to engage enough with Juniper Dev's community to even remotely make a dent in the ratings.

Submitted(+1)

Do not fall for survival bias.

Submitting a fully functional game in a week is already a huge milestone. The people who evaluates your game are other developers, artists, and designers. They would evaluate criterias related to their field based on how much work you put in it relative to theirs. It would not necessary mean your work was not good enough for general players.

You have just achieved some of your goals in this jam and you should be happy with them!

Submitted(+1)

Seeing my ranking was dispiriting and this cheered me up to read thank you so much 😭😭

Submitted(+1)

I'm literally already working on another jam project! It's for the Brainless jam, 

I hope I can place a little higher, also considering there are only 2,000 entrants this time...

Wish me luck!

Submitted

I'm pretty happy about being in the top 10% (although the two one-star ratings I got do still sting a little).

Jam comments can be a little weird, and it's not uncommon for them to mismatch the final scores. There's a lot more at play than just 'do they like the game?' Since people are churning through a ton of games they may only bring up one or two aspects that they really liked without mentioning anything else to save time, or they might be worried that an overly critical comment may invite retaliation (which is dumb, but still a possibility), or they may not feel the need to say anything at all (my game for instance had way more ratings than comments, and I doubt the one-stars were given by people who commented).

IMO sometimes the important thing is to look at what people aren't saying. Again taking my game as an example, almost everyone who commented had something nice to say about the visuals and the concept creativity, so I knew I would score well in those areas. But comments about the audio were very sparse and it ended up being my lowest scoring category.

Submitted(+1)

I’m so glad I didn’t do anything related to Rate for Rate, because that is a pithole that will get your game review bombed while the comments spew positive notions.

Top 100 Overall Top 50 in Enjoyment Top 10 in Seriousness

Be legitimate, and actually play games and give real feedback and reviews!

Headphone Cat Escapes the IRS: Seriousness: #6 Enjoyment #33 Overall: #96 Audio: #191 Visuals: #539 Creativity and Theme: #605

With an overall score of 4.106

Submitted

That's incredible! When I did rate4rate type things, I always gave feedback, but others probably didn't

Submitted

Yeah, when I did rate for rate, I played the games and always left feedback too. Would you say that other people don't play the game and just leave a rating and a "nice game" comment?

Submitted

Most people gave good feedback and often LOVED the game...idk

Submitted

People usually rate 1-3 stars and comment stuff like “Good game!” because they believe that it will boost their ratings and karma by tricking you basically. Rate 4 Rate is hell.

Submitted

I’d say I’m pretty dang proud of our placement. While I hoped that we could’ve gotten in the top 1000 overall, I’m still really happy that we got a high ranking in Enjoyment. This was the first game me and my friends worked on, and considering I (the only programmer) had to juggle this project with my finals, all while half our team was unavailable for nearly the whole week, I’m content. Audio being low makes sense considering it was made last minute. My only complaint was getting more ratings, because nearly every positive comment was posted in the last couple of days of the jam.

Submitted (2 edits)

Hi, this is my result. It hit close to the top 5%. My role was programmer and lead game developer in the sense that I directed the gameplay, visuals, and music style (the artist, sound designer, and music composer did a really good job on this). I also contributed a lot of squash-and-stretch animation work, including cutscenes, and wrote the documentation for the game’s development process.

What really hurt the score was the relation to the theme, which a lot of feedback mentioned, and I completely agree with them. They were right that the theme was not obvious enough, which is very unfortunate. The truth is, I did have a plan for that, but I had some terrible luck with timing because there was a sudden unavoidable event on the last day before the deadline that tied my hands (not literally). This left the theme polish incomplete. It stings because I knew the issue was there, but I couldn’t do much about it at that point.

(TL;DR: The game was completed, but polish for the theme was left unfinished because a situation happened on the last day and forced me to be absent.)

After submission, I also made a rating post offering to rate other people’s games. If they wanted to rate my game as well, I clarified in the post that I was mainly looking for serious and constructive feedback. I rated back everyone who left feedback on my game, since those were the people I could actually identify (and if someone only left a rating without a comment, I couldn’t really tell who it came from, so I couldn’t return the favor for that). 

For people who dropped their games in the post, I tried to review as many as I could, though obviously I couldn’t guarantee every single one. Of course, not everyone returned the favor. In the end, I got 107 ratings and rated 127 games myself (I gave as much detailed feedback as I could, and I didn’t blind rate.)

Submitted(+1)

Wow congrats man!! Honestly, polish was probably going to be the hardest element to deliver on, so I don't think you should be too hard on yourself for that

Submitted(+1)

That's an amazing rank all across the board! I had the same issue, the theme was not obvious enough so I think I lost a ton of marks on that. I expected more driving game to be honest, but my game kinda' sticks out like a sore thumb when it comes to theme cohesion.

Submitted

I got a 1203 overall and I'm honestly shocked it was that high XD

Submitted

Nice!

Submitted

I feel sad not sure if this is what I should have gotten, cause a lot of games were unfairly ranked, like some game at the top deserve lower, and some in the back deserve higher, if you want to you can try my game and tell me. :(

I think the main problem in this jam was unfair rating, not just looking at my game, but games like Loli-roll were in the back too.

Gravity Run by 31math62

Submitted

The only people who would appreciate your game are programmers who know how hard to achieve this in scratch. But that is not the case. Most of participants here are either new to programming or not programmers at all.

Aside from that, the controls on mobile needs some enhancements, I do not know if controls on PC have the same difficulty.

Submitted

On PC it is a lot eaisier

Submitted

It makes sense!

Submitted

I tested it on PC. The controls are slightly hard, but the game levels overall are great.

Some easy polishing would make the game and controls better like adding invincibility and disabling controls for some time on respawn. Also, the respawn points should be in safe area as in some levels I can instantly die after respawn.

You may also want to make the collision shapes of harmful elements smaller that the visual shapes. This way players losing a round would be because of their decisions not some hidden harmful object caused by precise calculations.

Submitted (6 edits) (-2)

Sometimes the jam can be abit of a popularity contest, and a visibility contest, some people were refreshing their screenshot pages with the same or slightly different screenshots or descriptions just to gain visibility throughout the jam.

Needless to say, I ignored them mostly when searching for good games I wanted to not only rate but enjoy while rating.

I won't quote Macrow or some of community cause I hate their toxic positivity, but what matters is if you believe in your game enough or its potential for further development. Most games won't last any further than the game jam or to be reused under a different username in another one to boost their validation (you know who you are) like how young gals post nudes or sexy photos repeatedly to feel good about themselves ;)

P.S I am just very satisfied that Honse did not rank as high as I thought it would. Same for other hyped games like 100 dev game from Team Ass.

The retribution dark paladin in me is laughing abit in glee though I rank below them.

Also the mods Juniper game, laughing that everyone said good good good, but it ranked at 785 for enjoyment. I thought it looked nice, but lacked a real gameplay hook and the scoring was messed up. It would have worked if it was multi-player and everyone could laugh at the responses, but the choice of words given wasn't great either.

Submitted

what was the 100-dev game, I forgot

Submitted

Unfair ratings is some bs imo

If people advertised your stuff naturally and had a game that others can play easily and would enjoy then they would do pretty well.

The real crap is rate for rate, because that gets you review bombed while your comments are positive. People backstab, so better to advertise normally by giving real feedback and comments on other games to boost Karma.

Submitted

OHHH you're right, but a lot of games currently winning did rate for rate

Submitted (2 edits)

I had pretty minimal time available around work and family - maybe 6-8 hours dev time, total. I came up with Serious & Precise International Navigation, and these are the ratings:

image.png

Going through the categories:

  • Creativity & theme: I didn’t think it was particularly creative at all. I guess the theme is pretty strong, being the only game mechanic and all, but still very surprised to be placed #240 (works out to the top 7% or so) on that.

  • seriousness: admittedly I have no idea how people are interpreting this. Personally I think I just gave 5 stars to everything as a well-done for taking it seriously enough to get something submission-ready.

  • audio: it’s not that I think the audio’s great (it isn’t), but after seeing so many game jam (including most of mine, historically) submissions down the years with literally no audio I personally have a tendency to be pretty generous and not go below 3 stars for anything where the devs made the effort to actually put in some audio. I know I can’t expect everybody to have that policy, but I was a bit disappointed by the score of 2.85. I’m actually quite happy with the music given that it was <30 mins in GarageBand. There is a little bit of a joke in the music and nobody’s mentioned it in the comments. I can’t tell if that’s because I was too subtle and nobody noticed, or it just didn’t seem interesting enough to mention. I’ll award 100 Hound Points* to whoever identifies it first.

  • visuals: 3 stars, I think that’s fair enough. Minimal visuals and they’re nothing special. Default Godot fonts, a background texture I drew in 5 minutes in GIMP. It would have been easy to take some public domain space and earth images and use those but I wanted everything to be my own, so a json defining the country border definitions was the only external thing I used (other than the engine!). I quite like my cartoony filling-in of the Earth, although with more time I’d definitely have liked to fix the seam on the texture. The ship doesn’t really fit, it’s just a pre-existing asset I made for another (so far unreleased) project I’m working on.

  • enjoyment: There are a few things I’d like to have added with more time: boost/brake functions (maybe as limited-use powers) to give some chance to adjust your misjudged spins, a target country highlight. If I were starting again I’d probably implement the rolling controls differently, too. The idea was that the ‘speed’ version feels more like you’re actually using the mouse to spin the planet, more of a physical interaction. But in practice it’s very fiddly if you’re aiming for a short roll. Maybe that could also be solved by just adjusting the drag-speed<->spin-speed relationship, but ultimately I think the simpler option (drag an arrow and set spin speed by the length of the arrow) would probably have been more satisfying. With all of those things I think there’s a game in there that could get much better than 2.8 for enjoyment, but I didn’t find the time and the actual submission (while it can be kinda fun) is often a bit frustrating to play.

So in summary: positively surprised by score in one category, moderately disappointed by score in another, entirely uncertain how to interpret a third. The other two.. probably about right.

* Hound Points have no cash value and cannot be redeemed for prizes

Submitted

That's a brilliant score for 3550 games! I released a new and improved version of my game the other day, Cart Wars, I would really appreciate it if you could give some feedback on the changes from the jam version!

Submitted

I'm actually quite surprised with how my game was rated being that it's a pretty bare bones game. Like most people, I didn't get that many ratings but the people that did rate it seemed to enjoy it.


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