Pretty average (for me at least), but it’s nice to be up high with the innovation scores again. This one was a little more clusterfucky than last time as far as the design goes, so it’s nice to see that it still scored pretty highly. There were some pretty interesting choices we made with this one, which I’ll make sure to write about later some time in a more detailed review.
Link is still here if you wanna check it out.
I haven’t got around to checking out the winners yet, but I still have some recommendations left over from my time rating.
Low stress language
This one is cool mostly for the ideas that are behind it rather than the implementation, which is pretty lackluster. It’s essentially a game about diffusing a bomb, however the instructions are in another language. This kind of learning infused directly into the game design is a concept that really has a lot of unexplored potential in games, and it would be cool to see something like this expanded out to something much more feature rich.
Frogger, the Jigsaw
This was really suitable to the theme, literally two different core mechanics jammed together to be conducted simultaneously. I dunno why more games didn’t do this, as the multitasking factor alone made for an interesting experience. As it was, there actually was a fair bit of overlap between the two mechanics, but in a fairly indirect way.
In other news, I’ve returned to working on pitfiends, trying to wrestle the sprite ordering system into working properly. I’ve also been writing up an analysis of my 7DRL entry, so expect that soon(ish).
Oh yeah, and I’m posting on sundays now. It’s just better.