Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
I ended up hiding the scrollbar (technically not showing it rather) as it is uneeded for most users, honestly forgot luanti's limitations with mobile.
As to it being boring, sure I get that. It definitely isn't exciting.
Inherently requiring a game to have a plot in your scoring system is a significant oversight, I suggest you rethink that XD.
The theme was definitely only nominally followed, I personally didn't see any reason to make a game that every feature fit with the theme.
If you're looking for a few specific things here's a list of a few things that follow the theme.
Machines must be in the line of sight of eachother to receive power.
One of the things I like to do with themes is turn them around. Not totally contradict them of course, but make it interesting. Thus I created a low visibilty atmosphere.
A less serious example that has to do with the exploratory part of the game is the fact that you must find the ores before you can mine them.
For the cart system (which I was unable to do what I wished to with), you must lay the tracks in lin-of-sight with eachother, making a contigiuous path.
One of the synonyms a line is a progression, thus a linear progression game fits the theme just fine.
Either way I wasn't super excited about making a shooter game or smth, so I decided to go where my brain took me.
The plot score isn't exclusive, for this game the "plot" would be the goal, which, as mentioned, is "mine so you can mine more."
The atmosphere was very very cool, I liked it a lot, but it had nothing to do with the purpose of the game itself (mining underground, away from any atmosphere)
Most of the "line of sight" things you described are minimal and don't affect the gameplay in a very effective way. You need a line of sight to see your screen to read this :} I'll add a few points for the machines requiring a line of sight, but that's still not much
Where is the guide scrollbar?
Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 7/10
Plot: 5/10
Theme: 2/10
Game Jam Theme: 3/10
Overall: 27/50 🔗
I ended up hiding the scrollbar (technically not showing it rather) as it is uneeded for most users, honestly forgot luanti's limitations with mobile.
As to it being boring, sure I get that. It definitely isn't exciting. Inherently requiring a game to have a plot in your scoring system is a significant oversight, I suggest you rethink that XD.
The theme was definitely only nominally followed, I personally didn't see any reason to make a game that every feature fit with the theme. If you're looking for a few specific things here's a list of a few things that follow the theme.
Either way I wasn't super excited about making a shooter game or smth, so I decided to go where my brain took me.
The plot score isn't exclusive, for this game the "plot" would be the goal, which, as mentioned, is "mine so you can mine more."
The atmosphere was very very cool, I liked it a lot, but it had nothing to do with the purpose of the game itself (mining underground, away from any atmosphere)
Most of the "line of sight" things you described are minimal and don't affect the gameplay in a very effective way. You need a line of sight to see your screen to read this :} I'll add a few points for the machines requiring a line of sight, but that's still not much
Well thanks for revising your score, I'm not sure I totally agree with your score system but that's how a community vote system works :)