Running Out of Inventory Space! Dev Log 4
To the Community:
Thank you for the feedback and I am happy to see people saw past the flaws in the design and execution. I had a much more positive LD experience this time around and quite a bit of the critiques that I read have been taken into consideration for the continued work I've put in.
The Results:
Overall: 424th (3.269 average from 28 ratings) Fun: 490th (2.981 average from 28 ratings) Innovation: 296th (3.308 average from 28 ratings) Theme: 590th (3 average from 28 ratings) Graphics: 249th (3.537 average from 29 ratings) Humor: 178th (2.957 average from 25 ratings) Mood: 196th (3.292 average from 26 ratings)
Overall, I am pretty happy with the results. I was lucky to complete the game as it was in the time limit. Even then it was just barely a game, in the sense that the player had little control over the outcome. Despite being an amateur I try to put that extra polish on everything and I think the scope of the project was too high for the Compo. Now that I am more familiar with how the board game logic works I could probably make a better one in that time but there is so many small details to consider to make it both fun and theme related.
The theme category was my worst rating and I can understand that. At the submission time the most interaction you had was clicking to proceed and deciding to sell or not. Choosing not to sell had no merit so overall inventory space was no issue.
Post-LD:
I am still developing this idea. I'm trying very hard to keep it in line with the theme it was designed for. I have pretty much redesigned the majority of the code and still expect at least one big overhaul before I start tweaking all the assets to make them better.
There will be two different event tiles. One for treasure which is being tweaked to have an interactive component, which is currently a choice of what loot you want or in some cases the loss of something in your inventory. Actually, an idea that just came to mind as I am thinking about it is filling the inventory with junk instead which is more in line with inventory space issues! The other event will still be a combat encounter but I have tweaked the combat system and will have to playtest a lot of finalize how I do combat upgrades to make it more engaging.
Once all that is done I have to figure out how online multiplayer will work, which I imagine where the major code overhaul is going to take place.
See you all in November, and I better have this published by then!