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The Week of awesome II - The judge Thread!

Started by September 29, 2014 05:02 AM
175 comments, last by dmatter 10 years ago

Congrats everyone! My scores were right around where I thought they would be except for the random 31. Swiftcoder, Mouse 1 shoots the paintball (I believe this was in the readme) and it was shown in one of my blog updates. I know the competition is over but give ReColorMe one more try! smile.png


I'm going to be honest, i very nearly asked swift to re-review your game, out of all the judged entries, that one stuck out as extremly weird. However i deceided that asking him to re-review your entry on those grounds would be unfair to other entrys that received more negative scores due to the judge not being able to fully figure things out, so in the end i deceided to leave it as it was.

I wish you would have. The blog posts were virtually mandatory and it was detailed within my blog post. Including a video. Or at the very least I thought swift would have asked another judge if they had they same trouble. It is unfortunate seeing as my average scores extrapolated would have placed ReColorMe in the top 5. Instead it resulted in a 67. Oh well.

It was a good learning experience nevertheless.

Thanks again to everyone who put this jam together -- judges, sponsors, & supporters; and congratulations to everyone who participated!

I'd like to apologize to the judges who played my game despite the fact that it was *completely* broken. My thought process was "submit what you have within the deadline," however, in future jams I think I will refrain from submitting something that, frankly, was not even functional enough for criticism. I do appreciate that the judges played what I made, and it seems they did their best to find SOME kind of redeemable value in it. That means a lot to me! I'll be trying harder next time. :)

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Congrats to all participants. Overall I'm happy with my result, so cheers to the judges for their efforts and well done to you other participants :)

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>


It was a good learning experience nevertheless.

I hope you can make a video walk thru for your game. I don't think it's playing quite right on my laptop (and I'm stuck).

For example, in the first level, the colored ball doesn't always appear. My background is also white, whereas it's blue in the video.

It was a good learning experience nevertheless.


I hope you can make a video walk thru for your game. I don't think it's playing quite right on my laptop (and I'm stuck).

For example, in the first level, the colored ball doesn't always appear. My background is also white, whereas it's blue in the video.

The video had a different background. The very first level(intro_impossible) there is no paintball. You will die attempting to jump. The next level will load (intro) and spawns a paintball that you can shoot. If you die on this level it will load level intro again that has the paintball.

As I mentioned earlier, my score came as a bit of a surprise and disappointment. Having done some thinking about what went wrong, I've written a sort of post post mortem: Darkholm: An Exhumation.

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

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Even though I was 16th, I placed lower than I was expecting as well. sad.png Can we just pretend Swiftcoder didn't play my game? Then I would have nailed it with 80 points sniping 3rd place! biggrin.png

I was really hoping to place in the top 5 so I could gain some serious street-cred with the GameDev community. Even though I didn't place, I still feel like I impressed some people and made some new friends along the way. Plus, lots of people really liked my game. Even people that weren't my friends or family which was an awesome feeling. smile.png

I think I'll do something similar Thaumaturge. I like the term Exhumation, I think I'll steal that...

EckTech Games - Games and Unity Assets I'm working on
Still Flying - My GameDev journal
The Shilwulf Dynasty - Campaign notes for my Rogue Trader RPG


The video had a different background. The very first level(intro_impossible) there is no paintball. You will die attempting to jump. The next level will load (intro) and spawns a paintball that you can shoot. If you die on this level it will load level intro again that has the paintball.

Okay the part I'm stuck on.

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First of all I'd like to thank slicer4ever for organzing this competition, it's been...awesome. Everyone that chipped in for the prizepool...awesome. Judges and their reviews...awesome. Competitors...awesome. Everything awesome! Congratulations to all the winners, well deserved!

I must say I'm pleasently surprised, I didn't expect my score to be that high since I only had four days to work on it. Thank you for the great reviews. It's interesting to see that some of you were struggleing a bit with the controls, did you play with a controller or keyboard? Personally I like the keyboard better because I'm more of a pc gamer.

@alleightup: there actually are shadows, but they might not have shown up on lower graphics quality settings.

This game jam was a lot of fun. Congratulations to the winners, and kudos to everyone else for participating. Thanks to the judges for taking time to go throw the massive list of games and submitting not only scores but also leaving comments.

Some people seemed to really like my game the Last Toy in The Toy Box and other did not but that's all par for the course. I didn't do quite as well as I had hoped but I learned a lot and had fun which is the most important thing.

My rapid prototype approach allowed me to get things out quickly to play test but left me with the problem of having to refactor large chunks of code when it came to adding or extending functionality.

I'm also glad I went with my gut instinct of trying making sure the timings were all correct everything was achievable and then making everything easier. Originally for instance you only had 5 minutes to escape the toy box, which left you only about 60 seconds at best to hide the toy box.

Going forward I'm not sure what to do about the real time aspect. One of my design goals was to have the player always moving forward, the ticking clock limited the amount of time they can waste and forces them to decide between different options and paths. It also makes them have to choose between training and moving forward and exploring. But at the same time I didn't want the player to be rushed to make decisions and have to skip the text which is why I had the clock only run when Teddie was actually performing an action.

It was also my plan to have the different characters do actions in parallel and have to do things in tandem to overcome challenges. All of which would work best if the game ran in real time, it might still be doable in fast time it would just mean potentially having to tell characters to wait.... which would be lots of extra clicks. So I'm not sure. I'll just have to play test it out. On the other hand even I've not played the game on real time since I add the fast time option.

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