Jam Postmortem


Hello it's me Fenekito, and I'm here to talk about the game now that the jam ended.

Making Gude was a pretty fun ordeal, just like Slide! IT was pretty fun trying to come up with levels and gameplay ideas for the game, and whilst it didn't get to the top 3 of the jam I'm still very happy for how it turned out, the visuals are pretty sweet, the music fits nicely and so does the sound effects and given the short span of a jam the variety was nice enough in my opinion. However i'm not blind to the shortcomings it had, in some levels whilst the idea was to force a specific play, with essentially zero variations in how you could clear it as to teach players new mechanics is obviously a good idea since then there's no way for them to miss out on how something works, many felt as if those were the weakest in the game and that may have come with me having overtuned them, the one teaching about purple marbles being able to be controllable if you hit them in particular was a frustating one, having it so you must make a very precise initial play otherwise you'll fail it again and again. Failing a level once or twice is fine since the player most likely now figured out two ways on how not ot clear them and the third one should then be an almost guaranteed victory given that they (probably) know what to do now, yet a level that you seemingly repeat ad infinitum until something goes right isn't hard or smart level design, it's just a badly made level so I'll probably take a look at how I can better tune these to reduce those frustations... It's a game that claims to be relaxing after all. 

Hopefully I should be able to make an improved version of the game by the end of the month but given how fast things have been moving recently it could end up taking a bit more than that, and I'm also pretty interested in expanding the game and coming up with new ideas so stay tuned in my social medias since it's likely I'll post updates there!

Get Gude

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