CosmicCom Post Mortem
My game can be summed up perfectly by gnx’s review: “Click things and numbers get bigger“.
I have been very pleasantly surprised by the reviews. I thought the game wasn’t going to be much fun, but people tend to be enjoying it.
Some good quotes:
- “Very fun and addictive game”
- “a nice fun game”
- “Well done balance and execution”
- “Having a fun time with this one. :)”
- “Played it for a long time, not sure why, but I had fun.”
- “the different buttons have nice thought out synergies”
- “I enjoyed it even though there is not much of a challenge
“ - “…but I like idle games and this one is cool!”
Some criticism:
- “Aaaah, my poor fingahs. I played that for a lot longer than I meant! “
- “I felt like a rat on a wheel after a while”
- “I would’ve liked to see some visual representation…”
- “I was missing was some sense of reward”
- “Fingers hurt”
- ” idle games aren’t really fun and full of creativity…”
What Went Wrong
- No Time — I had very little time over the weekend, so I only had ~6 hours on Sunday and a few hours on Monday after work. Although I usually submit to the 48-hour competition, I had to submit as a Jam. More time would’ve meant there would have been a lot more features and maybe some nice-looking icons.
- How it all fits together — I also didn’t have a clear vision of how the UI would look or how the synergies would work between the different currencies (money, customers, satellites, etc.). A lot of it was developed on the fly.
- Full Testing — I didn’t test the game all the way through until the very end. It made me realize that the game got a bit boring after a while; even I never played all the way through to unlocking all the planets.
What Went Right
- Work with a known Gameplay style — I knew I wouldn’t have that much time, so I decided ahead of time to create an idle Cookie-Clicker-esque game. I had done this kind of game before for a mini-LD (Conspiracy Clicker), so I knew I could borrow the general concepts and maybe a few lines of code (it’s open source on GitHub). Picking a small scope and a gameplay I was familiar with was the only way I would’ve had a chance at completing anything playable in such a short amount of time.
- New Last-minute Feature — After the bulk of the development was done on Sunday, I knew it wasn’t much fun. My girlfriend played the game and commented that it was missing “things to buy” like I had in Conspiracy Clicker. At the last minute I added in the Engineers and the Marketing, which help to add another element to the gameplay. Without them, the game would be even more tedious.
- Exponents — If you’re going to make an idle game like this, make sure you don’t have a linear progression, but instead have some kind of exponential difficulty and growth. I added Math.pow() in pretty late, but it definitely helped.
Enjoy! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=17861
