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On my first read through your comment, I thought what you're saying is uninteresting.

On my second read through your comment however, I think what you're saying is interesting.

About the fact that you wanted to narrow your scope, I think you guys did that effectively enough, but could maybe have been better, which I'll come back to.

The fire spread makes sense, however I wonder how much harder it would have been to implement in place of the current system, but I trust you had your reasons for omitting it. I do question whether it would add anything to the game. To make it balanced you'd have to drastically decrease the random placement of the fire, which would just mean you stay at the same place longer, which is less fun.

About the upgrades, you're right that it would massively increase the scope. But it would also greatly influence the identity of the game. Suddenly it's no longer an arcade game. The scoring system would break, seeing as a perfect score and a meh score are pretty close together point-wise, this could of course be fixed by making the scoring exponential. On the other hand, the way you can currently 'turn your brain off and just do the thing' lends itself well to the average 'play, buy upgrades, repeat' gameplay. 

In fact, following that last conclusion, it could very well be that that's what's so jarring about the original version. You're selling it as an arcade style game, but it's missing the high skill ceiling those usually have. Instead the game is an idle-esque mindless progression loop style game, without the progression. 

So if you guys were like: "We're gonna make this game with upgrades in an infinite progression loop" but then said: "You know what, let's lower our scope and not make upgrades" I think you guys missed the plank a bit. Instead you could've simplified the gameplay a bit further or done a bit less polishing, so you could add minimal upgrades, something like a speed boost, costing points, which are now permanent. Or you could've changed the genre, and add a bit more skill expression somewhere in the game.

Well to be fair this game was made for a 72 hour game jam. With that in mind I'm going to choose polish over expansion, especially the closer to the end of the time limit we get.

Most of your rational seems to be based off having the time to fully plan the scope and game all at once and have everything settled before making it. While for a game jam (especially such a short one) our initial build plan is to just make minimum viable. Then if you have the time, expand.

The main downside to this is that any major system that is added after a minimum viable build has to be built on top of already implemented code. Due to that even a small scope expansion can take many hours of re-writing code to get the new system to work on top of the old. The upside is that if something doesn't work or you run out of time you have the ability to backpedal to a working system. 

The examples I gave for add-ons to the game are just possibilities, which would greatly change the game and thusly also change how we would describe it. Right now it is arcade-like, because that is the closest way we want to describe the game. If we made it so you would buy upgrades after each loss, we would then probably describe it as roguelike.

If we were to expand the game sometime in the future, we would probably change many, many things about it. There is a good possibility that we would start a brand new build that can be built with a much more defined idea in mind. That way all the systems can work together well, we would also have the time to test out additions and see how they feel before making them final. Then at the end finding what's best to describe the game.


Again, thank you for taking the time to give feedback on the game. What you have said and gone over will useful for future games we make, especially when deciding on an initial scope.