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A jam submission

Self Destruct Activated.View game page

Submitted by Airk0n — 5 hours, 51 minutes before the deadline
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Self Destruct Activated.'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#56502.5432.900
Artwork#56732.8073.200
Narrative#64162.1052.400
Creativity#77242.5432.900
Enjoyment#91031.9302.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Self destruct of ship happens on a countdown.

(Optional) Please credit all assets you've used
See description for credits.

(Optional) What would you like to be called if GMTK features your game?
Diligent Lobster

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Comments

Submitted

A really interesting and out of the box game idea! (you gotta respect it...), Although the game didnt work at all I saw the vision you had with the nerrative and game mechanics, and artwork ofc. ofc this game is worthy of players to play and enjoy it, because the game is very well designed and polished down to the last bit. gotta repect the hustle.

Please make sure to play and rate my game also, favor for favor!

Developer

Hey, thanks for the feedback :)

Can you define 'Although the game didn't work at all' could you not move? not click?
You go on to say it's well designed and polished so I'm not sure which one to believe :D 

I'll give your game a review

Submitted(+1)

I was able to reach one ending where I started the ship before time ran out. It took me a few attempts to understand how to activate the ship, and I think the trial-and-error aspect was intentional. Once I figured it out, I was no longer confused.

However, if it weren't for the game's description, I probably would have given up because I found it frustrating to understand what I was supposed to do. I think part of the issue is that the ship has multiple levels and many sections look very similar. During my first attempts, I mostly ended up pressing random levers and hoping I was making progress.

Because of that, it felt more like succeeding through repeated retries and a bit of luck than through understanding how the ship actually worked. I didn't really feel like I was applying or developing any particular skill, and I think making the different areas more distinguishable or providing slightly clearer feedback could help.

Overall, the concept is nice. The goal of the game is easy to understand, it doesn't require any explanation, and it fits the theme of this game jam. Congratulations for doing this all by yourself, it is not easy to work alone!

Developer (2 edits) (+1)

Hi Mirko,
Thank you very much for the detailed feedback, for playing, and for persevering through the frustration!

So you've essentially spotted that I failed(ran out of time) on one of my original design goals, so you're completely right.
The goal was that you would die a few times figuring out how to get each of the sub-systems to be correct. 
However there's nothing feedback to you that you got a sub-system working in the game I released.

Almost immediately after the Jam ended I added these lights(they also make sounds when they turn on) under the launch button that turn on when a system is complete.

So now the loop is more like:
1) Figure out how to activate each system
2) Realise that you can't do them in any order (there was meant to be more timing elements like the fuel, in this version as long as you start with fuel you're good).



3) Apply your learned knowledge of each system as well as how long they all take to get the ship going before it explodes.

Glad you got an ending. I wonder if you got the 'I wonder if they know I'm out here...' or the 'you were picked up and returned safely' ending.

Submitted(+1)

When you have an idea for a video game and you create a prototype or you publish a polished version of the game, the only way to know which things work and which don't... is to have as many people as possible try it out and wait for their feedback. I wouldn't say you failed because it's part of the process. In fact, immediately after the end of the game jam, you modified your project. Even without feedback, you realized something was off. That's good. 

You do something you think is clear, but then people will give you all different kinds of feedback. You correct the project, and you continue like this until you are satisfied with the result. Or until you have time to do it. 

Btw, the ending I got was the first one you mentioned.

Submitted(+1)

Really cool setup! Would love it if there was a little more time and maybe a check list or something to help figure out what you need to do.

Developer

Thank you, yeah agreed!
Originally I planned on having lights in the centre console that would turn on when a system is primes. So you knew you'd done one. And perhaps one of them was on to start with so when you turned it off by mistake you'd learn what the lights do.

As for time, yeah that's a balance I would definitely tweak. I was aiming for 'enough time to do the correct sequence of events, but not enough that you would be waiting around once you got it, with a bit of time to play with things.'