My number one take away from this game jam is to make small games that are as polished and bug free as possible. Far less dev time, and if the game flops, it matters less because my time investment is much lower. Also, whatever ambitions I have... aim for about 10% of them. They are clearly too high, and will involve stuff that likely won't matter.
So the number one complaint I get so far is the levels are simply too large. What's funny is in testing I deemed levels taking too long and actually shortened them. Figuring I could beat them in 5-6 minutes so players would be able to do so in probably double that. I was apparently very mistaken, only one player has mentioned even reaching the second area. Let alone the first boss.
Hmm... Game has 91 views, 25 downloads, 5 reviews and netted me 7 additional followers. Meanwhile the image I posted just yesterday on Imgur to showcase it has 45,197 views. Interesting, I think I have a new advertising idea. Also Twitter? The post got 16 retweets, 20 likes, and 1,683 views.... And a whole 3 hits to my game, completely valueless. I am glad I did this game jam, this information is quite valuable.
I ended up reworking the interface, and Poppet's animations so she has a wand now and waves it to fire a shot. Also I gave her a shadow. Still have to rerender other stuff with shadows but eh.... I like her new "pew pew" wand.
Poppet Quest stats so far.. 61 views, 20 downloads, 3 reviews, 1 comment, 4 followers gained.... Hmm...
From a content creation standpoint, games really have awful traction. At least the experiment is interesting, time to see what adding Twitter into the mix does. Maybe the supposed 1,290 followers I have on it will prove useful. Then I'll test out Insta.
It's weird, but I'm actually a bit annoyed that I have to wait to work on my game till after the Game Jam is over. I thought I'd be completely sick of it. But nope! Today I was like... "You know what would improve this?!"
On the plus side I vastly improved my personal plugins and learned a lot when working Poppet Quest. Time to steal some ideas from myself for my other game.
Part of me wants to stream making this new city map... But the other part of me is too busy yawning to really care. Maybe I'll just private stream it and then have YouTube send me a version later I can speed up.
Today while doing some research on Victorian fashion, I've learned something interesting. Apparently much of it was based on the Tuberculosis pandemic that ravaged the era. Not only was darker colors such as black worn often due to the vast number of funerals people had to attend. But they actually romanticized the look of "consumption"... basically the look of dying to Tuberculosis.
I just wanted to point out the thing that is almost impossible miss....
From the back her hair looks like a phallic symbol. Now you know why I ended up going to so much trouble to change the model, you're welcome.
Welcome to the Illuminaughty store.
Yes... they are "wearing Illuminati branded everything, reclining on huge Illuminati body pillows. Occasionally they'll "teehee" at each other and have pillow fights with Illuminati branded pillows full of hundred dollar bills."
With my project, I want the player to have access to all the tools they need to get from New Game to Credits as soon as possible; I want the player's progress to only be impeded by the player not knowing how to use the tools the game provides.