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Published October 10, 2014
Team: Cefleet:
http://aletheiagamestudio.com/?p=108
Game: The life of a bear
Game Link: http://aletheiagamestudio.com/builds/lifeofbear/
Archive Link: Web based game, follow game link
Platform: Web

Overall I liked this entry, but I think the focus should've put towards having a small array of multi-purpose tools that are easy to find, but let the player wonder HOW they need to be used to accomplish the goals. As it stands, I found myself struggling to find the branch and to actually throw the rock in the window...

Gameplay: 13.5/25
This is a fetch quest, which isn't inherently fun except for the exploration part (trying to figure out how to attain each object).
Movement of the character was very slow which increased gameplay time but not fun.
Collisions appeared broken in a variety of places (between the tree and sand pit).
Level seemed too large for its own good.
'Dialogue' with the dog seemed glitched. Was possible to get killed by the dog without seeing him (under the tree)
Also, some of the trigger boxes were hard to guess, and the gardener would rotate 90 degrees at once and so did his box, mysteriously putting me in a dire situation.
It wasn't made clear from the in-game text that I shouldn't be spotted, just that I shouldn't be spotted moving, so I moved carelessly and stopped when the gardener turned, but I died anyway.
Spacebar input was a bit iffy at times, and diagonals would not change my heading, but the item would change direction however.
Would've loved to see tools being used more than once as well. It seemed like it lacked a lot of depth.

Graphics: 16/20
Graphics were interesting, particularly the cutscenes. Everything else was rather simple. It worked for the most part, but some parts should've been overlays but weren't (dog house for example).
Tiles didn't tile well, and it wasn't clear if an item was in my hands or not until I moved and realized it did not follow.
Some of the items (branch) were not easily identified (I thought it was part of the tree) which made it harder to explore. This turned the game more into sprite-recognition than actual tinkering about what item I need.

Theme: 17/20
Very strong theme usage, I really liked the small narrative it had going, and there was some immersion involved as well.

Audio: 5/10
Audio was decent, non-intrusive music, but sfx were lacking to keep the scene alive.

UX: 5/10
Perhaps I was being dumb, but I've spent a long while using the rock around the rope, to no avail. On my... 7th life, I finally saw the window and threw my rock, and I didn't feel dumb for not thinking of that before, I think it needed more visual appeal to lead me to explore this area of the map. I was blocked again at the screwdriver until the developer told me that I could take a branch from the tree.
In-game tips seemed bugged, and if I didn't speak to them at the right time, they would revert back to a previous state, leaving me wondering.

Part: 9/10

Judges: 5/5
HTML5 can be restrictive. Phaser seems to serve the dev well, but no doubt, there's some hard work involved for animations.
Single dev programmer art? Deserves full points given the results.

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Team: Technogoth:
Game: The last toy in the box
Game Link: http://neonjesterdesigns.azurewebsites.net/TheLastToyInTheToyBox
Archive Link: Web based game, follow game link
Platform: Web

Gameplay: 21/25
This was a very risky gameplay pick. This looked as if it was going to be one of these crappy social-games where only time prevents you from advancing, but somehow, the dev made it work. Very good execution. Inclusion of a turn-based battle system and stats in a meaningful way along with options that are never clear about their actual outcome greatly improved this system.
The strong narrative made me care about the outcome.
I died often, always learning from the process, always determined to minimize the amount of time lost and explore further. I liked the fact I could lose, but I felt starting from scratch was a bit penalizing.

Graphics: 16/20
Although minimal, the extremely 'sad' scenes were really well made, akin to some kid storybooks. The interface felt a bit gimmicky, but it otherwise conveyed sufficient information (which was a lot for what appeared to be primarily a kids' game) without overburdening the player.
These spiders and rats were awesome!
I couldn't imagine a UI-heavy game without animation creating this level of immersion! Good job!

Theme: 20/20
Very VERY strong theme. Toys are alive, being dismantled, fixed, they ache, they're in pain, this world is totally desolate, and really feels like a children's book. It could probably be turned into a book that tells the brave story of the last toy in the toybox (my daughter would love this).

Audio: 7/10
Single song, repetitive, and no sfx. Rather on the poor side, though I'll admit the song does a great job however.

UX: 8/10
There's a lot on the screen, but somehow, it appears simple enough to use. I didn't need to be taught anything: I saw the timer going down with each action and that was amazing.
Just not sure why there's a "real time" system involved though. This isn't a facebook game! Thanks for the "fast" box!

Part: 6/10

Judges: 3/5
Systems were probably simple to develop, but there's a lot of text involved and a lot of visual as well (although not animated).

Team: dmatter:
Game: Save my toys
Game Link: http://www.gilldave.co.uk/wp-content/uploads/2014/10/Save-My-Toys.zip
Archive Folder: /Save my toys/
Platform: Windows

Gameplay: 15/25
It is a decent puzzle game, not terribly original, but it works. Some levels were a head scratcher, and I enjoyed it for the most part. Most levels seemed to have a single solution, but I would've liked a bit more open-ness if only for replayability. Controls worked well too.

Graphics: 13/20
The graphics greatly support the theme, it is evident that a series of (somewhat varied at that) toys are moving about like lemmings and that it's up to the player to save them. Most of the gameplay ingredients' ('tools') functions are made clear from their actual visual.
The scene is very readable. Visual quality was a bit lacking: undetailed tiles, limited shapes and animations.

Theme: 10/20
The toys work in this scene, but it is somewhat unclear that they are 'alive'. They are moving aimlessly about. I also couldn't help thinking I was playing a reskinned version of lemmings. If I stripped the theme and changed it for something else, I feel this game would've still worked, and the premise of the game does a big job at introducing Frankenstein (which is never shown) to explain this. It could've been a zombies game and still use the exact same gameplay.

Audio: 6/10
Tracks are simple but feel right, there's also a variety, which is very good. Unfortunately, there doesn't seem to be any sound effects, and I would've loved to have more audio feedbacks for deaths and collisions or door unlocks and key pickups for example. The guide seems to hint that these exist, but I haven't heard any unfortunately.

UX: 6.5/10
Game did not require an install and the attached readme was useful. I had 2 crashes and had to make good use of the built-in cheat key (n) to restore my progress.
The progression did, for the most part, a good use of levels to introduce new concept and insure players learned the notions to progress further.

Part: 9/10

Judges: 4/5
Special points here for integrating a cheat key. Possibly initially meant for debug, but a great help to recover progression in the event of a crash (or closing the app between user sessions). Save systems were probably out of scope for this competition, so this comes in as a very welcomed addition! Some custom art as well, good job.



Team: "Still Flying" - Eck, Laurie, Kaylee:
Game: Toys GI
Game Link: https://www.gamedev.net/blog/1922/entry-2260272-the-week-of-awesome-ii-day-7-crossing-the-finish-line/
Archive Folder /ToysGI/
Platform: Windows

Gameplay: 22/25
Game was a lot of fun. It felt like I was playing some kind of team sport moreso than a mere tactical game. I really liked how it allowed me to reconsider movement on the fly or move different units at the same time. This appears minor, but it allowed to cut straight to the action which is amazing.
There was sufficient depth to the stats system that I started devising plans to min/max my strategy, unfortunately the game was too easy for me to bother doing so. I'm pretty sure it's possible to beat the game with any unit composition (aside from racing cars alone?).

Unfortunately, some of the enemies (especially the boss), made it very hard to select/target units within its area as there seemed to be a deadzone around them which was not specifically part of them. On a few occasions, I ended up with my tanks 'lost' inside of the boss, clicking a few times to figure out where they were specifically.

It took me a while to figure out that, aside from defending hope, I could also benefit from claiming it as my own to empower my units, which was a nice touch. That being said, it didn't seem like the enemy AI knew what to do about that and ended up attacking whichever unit was closest instead of preying on my units with hope.

Also, the way the battlefield was setup, I didn't feel like I had a choice but to make a swift advance and have a few tanks upfront or simply choose to boldly sacrifice a unit. Since the enemy always had the upper hand and we were an equal distance from the center, I felt at a disadvantage.

Graphics: 16/20
I wasn't too clear on what the enemies were specifically, however the friendly units were very iconic. They also appeared intentionally color-coded which really allowed to keep track of everything on the fly from a distance.

I felt that a lot of visual elements were missing however, starting with the lack of a battle map / landscape which could've added to the theme and immersion. That can be said, these omissions can be easily excused by the very a-propos cutscenes.

UI clutter was a bit of an issue. As much as I liked the extra info, it often ended up hiding some of the units.

Theme: 16/20
There's something about this game that really captures the innocence of a child. I really like the very short but effective backstory elements (cutscenes) and felt compelled to play the role of the toy army and protect the child.

Hope was perhaps a mcguffin in this case, but it still allowed for a memorable combat setup where toys seized the day.

Cutscenes really help tie the gameplay with the theme as it could've been an otherwise reskinnable tactical experience.

Audio: 9/10
I was a bit confused by the hit vs hurt sfx, which could've been made a bit clearer, but everything else was amazing. Each of the toy really had a strong personality and I really didn't want them to die as a result. Sounds were cute and in-line with the tone of the game. "Gimme gimme gimme!"

I wasn't sure about all of the songs involved, but the battle song did it for me.

UX: 7/10
I was lucky enough that it didn't require me to do anything special before being able to play. I know others have had issues (specifically with Media Player being uninstalled I believe), but it went fine for me (perks of having a development setup I guess?).

There wasn't much in-lieu of tutorials in game. Though the objective was made clear from the initial cutscene, I had to resort to the instructions files to figure out exactly how it works, and I've lost my first match without truly understanding why, though a second playthrough of the cutscene made me realize the yellow asterisks were hope (should've remembered that from reading the journal!).

I also wasn't sure about what represented attack range, and ended up guessing a lot, often choosing the tank for my battles as I knew it had a long range.

Part: 10/10

Judges: 4.5/5
I appreciate the effort put towards having custom sounds for the game. It would've been extremely hard to emulate the same feel without custom-made sfx.
Special mention for going through the process of adding cutscenes. Though they help little with gameplay, they really added to the game, and I'm sure, to the complexity of production.




Team: Ryan20fun:
Game: Toy Mission
Game Link: https://www.gamedev.net/blog/1924/entry-2260275-the-week-of-awesome-ii-day-7/
Archive Folder: /Toy Mission/
Platform: Windows

Gameplay: 4/25
I'm not clear on the gameplay as of yet. It is clear I was manipulating a ball and was attempting to recover colored boxes, but beyond this, and actual obstacle physics, I'm not sure if I understood everything about this game.
There seemed to be a jump limit, though it never seemed to take effect and I could jump around endlessly. Furthermore, I could achieve similar results in roughly the same time without jumping.
More importantly, I was unsure whether there was any obstacle aside from time that prevented me from grabbing the boxes, which would hint that this was meant to be a competitive multiplayer game where you seek to beat someone else's score or time, but it didn't seem to support that.

Overall, I feel this was the base for a system that could've worked in a more complex game, possibly even a metroid-vania of sorts, but it was left unfinished without all of the core gameplay elements it needed to be a great concept.

Graphics: 10/20
Slightly painful to watch, but definitely unique. I think this is something you either love or hate. It took some getting used to, but I was ok with it after a while. It was an interesting take on the concept of pixels in a 3d environment.

Unfortunately, the pickups looked a lot like some of the obstacles and I ended up chasing boxes that weren't good as a result.

I felt the scene was hard to read. More color variety to differentiate objects would've been welcomed. Most of the visual appeared to be there out of sheer need of existence and didn't directly contribute to the experience, though the style, undeniably, was present.

Theme: 5/20
I did not feel the theme to be honest. There seemed to be a few blocks that couldn've been some kind of construction blocks, but it wasn't made clear, and the ball didn't necessarily feel like it was a toy itself. I feel a strong portion of the theme was omitted to focus on the gameplay prototype, but given this category is worth 20 points, I believe that was a costly decision.

Audio: 4/10
There's a decent entertaining track that supports the retro vibe, but it's not directly linked with the theme. There are also a few sfx but I'm having a rough time figuring out how a ball would make such sounds.

UX: 2/10
It was a lot of work to get it working. My initial reflex was to play, but I needed to press the play button first. Unfortunately, after clicking it a few times, it still didn't work, and I ended up exploring all menu options. A lot of the UI was broken for me, which meant I ended up rebooting the game once. On that second playthrough, the play button ended up working on the first press and I was able to play.
I ended the first level by... reaching the far right. I didn't know about this, and it was purely accidental. Also, I was looking for the cubes and found none.
The second level made more sense and I started experimenting with the controls, but the level progression itself remained hazy.
There were some help files, including a form of legend for the UI which helped me getting the game to play, but it didn't tell me much about gameplay itself unfortunately.

Part: 9/10

Judges: 1/5
I'm not thoroughly impressed by this entry. I was hoping more from the initial art direction and I have failed to find both the theme and the fun. To me, this is a single mechanic being displayed in an original art style, but I don't think it entirely fits the definition of a game.



Team: Lootheo:
Game: The Night of the Living Toys
Game Link: https://www.dropbox.com/s/jbiindg1n2qfjto/LivingToys1.3.zip?dl=0
Archive Folder: /Living Toys/
Platform: windows

Gameplay: 11.5/25
While I didn't find it particularly fun or original, I felt it was engaging as the game progressed. There was a single core mechanic (shooting) which was implemented efficiently, but I felt it dragged on and could've used a bit more. There was a general lack of depth.
Some of the targeting was very restrictive without proper visual cues to explain this limitation sufficiently. On a few occasions I was sure I had hit something but it turns out what I had hit was not vulnerable.
Also, the helicopter was activated but kept on moving even after the light went to a different toy.

Graphics: 16/20
The scene looked great, and there were quite a few different toys/objects to stop which made it visually interesting. Some of the surfaces suffered from being hard to see (certain light/shade effects made some things appear black over black and hard to target). I wasn't clear on what one of the objects was however.

Theme: 15/20
Most of the theme worked: toys were alive, and I had to do something about it. It's one of these games where I couldn't exactly replace toys with something else: why would a zombie stop moving and come back to life later? This seems like a good example of top-down design from that standpoint.

I'm not very sure how the lightball fits into this however, and it feels like it was being forced in to gamify the theme in some way. I wish there had been more to explain this.

Audio: 8.5/10
Very interesting usage of music. Also very good use of sfx for the most part (contributed to give the player feedbacks about what was being activated, thus giving him hints should he lose focus on the light ball).

UX: 8.5/10
Worked for me without any need to install anything. Would've liked to have a readme.txt of some kind, though I must say everything was pretty straightforward and didn't need much explaining.

Part: 5/10

Judges: 4/5
I wish I knew how much was done by the developer vs how much was taken from other sources, but I don't speak a lot of spanish... My guess is that a lot of this is custom?

Team: thesikaoz:
Game: Action Average Joe
Game Link:
Archive Folder: /AAJ/
Platform: Flashplayer

Gameplay: 8/25
Game suffers from an identity crisis and it shows: on the one hand, there's a super-mario bros level design up there, but it is never used because the game is actually a defender-type, so you're always needed at the bottom.
Additionally, there doesn't seem to be any drawback to losing your first two civilians, so you're better off just going to the bottom left and striking at incoming monsters (which will net you 140+ kills effortlessly).

The powerups were a nice addition (although they appear to be timed, with no indication on-screen), yet serve little purpose because: you can kill anything with your punches, and, you don't seem to take damage yourself.

Graphics: 11/20
The goblins aren't very pretty at all. I liked how the level was made using legos however, and the main character as a 8bit retro feel to it, but little of this actually inspires 'toys' (aside from the legos, obviously)

Theme: 5/20
Loose at best. Legos were there, but this could've been any other game (kill zombies, etc.)

Audio: 4/10
That one song is a bit catchy, and there's a sfx when a goblin dies, but not for when you attack, which I felt meant there could've been a lot more audio in there.

UX: 7/10
Simple to use, only controls mentioned on the front screen (although it begs to wonder why pressing 'space bar' instead of x when spacebar serves absolutely no other gameplay function..)

Part: 9/10

Judges: 2.5/5
Most of in-game content generated by dev. Arguably, flash is easy to use, but that's still a bit of art and sounds.
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Team: Endurion
Game: Building Blocks
Game Link: http://www.georg-rottensteiner.de/files/BuildingBlocks.zip
Archive Folder: /BuildingBlocks/
Platform: Windows

Gameplay: 13/25
An interesting lemmings concept. Unfortunately, a number of ingredients had strange collision patterns which made certain puzzles artificially harder to beat (units would end up stuck in flat surfaces without reason on several occasions).
Also, controls were unnecessarily complex (mouse wheel intensive).

Graphics: 12/20
The visuals worked well, good readability, unfortunately, the 'toys' aspect wasn't conveyed much.

Theme: 10/20
I guess the building blocks covered the 'toys' part of the theme, but the walking soldiers were hardly a compelling fit to be 'on-theme'.

Audio: 6/10
There was a decent music track, and some sfx. Worked for the most part.

UX: 4/10
Controls were a bit of an issue to get things working well. Took me a while to figure out how to select items, rotate them, etc. Rest of the UI was mostly intuitive.

Part: 9/10

Judges: 3.5/5
I'm assuming was made from scratch. Though it looks simple, a lot of work was probably put into the AI handling of collisions (hence the lingering bugs).

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Team: AzureBlaze:
Game: Your Soul Alone
Game Link: http://azureblaze.idv.tw/ursa.rar
Archive Folder: /ursa/
Platform: Windows

Gameplay: 17/25
An interesting gameplay idea sadly under-developed. There are too few levels and ingredients, leaving me on my appetite.

Graphics: 18/20
I'm afraid the colors were off. Color-coded platforming suffered as a result, but for everything else, the blend between 'kid-level art' and a good level of polish was simply perfect.

Theme: 17/20
Not only was the theme strong, it was also well executed. That was a sad story sad.png

Audio: 7.5/10
Kept to a minimal but it works great.

UX: 7/10
I was afraid that the amount of controls would make this hard to use, but I ended up using only two buttons aside from the arrows, which fits any decent controller. Worked well, just the color-coding didn't seem like it worked, so there was a lot of trial and error to get it right.

Part: 8/10

Judges: 4/5
Very good theme-centric entry. Lots of good work in there.
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Team: RenegadeNinjaNL:
Game: Toys in space
Game Link: http://renegadeninjanl.itch.io/toys-in-space
Archive Folder: /Toys in space/
Platform: Windows

Gameplay: 13/25
Very satisfying concept from a theoretical standpoint. Unfortunately, the 'FTL-esque' gameplay here is superfluous and makes the controls more complex in a game that would've otherwise shined by its simplicity. You could say the interesting twist ends up backfiring after a while, and ends up limiting options (sitting in an area and alternating between guns / magnets and forgetting movement appears to be the dominant strategy).

Graphics: 14/20
Simplistic, but highly readable. Aside from a few times, I was nearly always sure what was a toy and what was an enemy.

Theme: 7/20
Theme is weak. Toys in space... seriously? The theme was forced into this entry and it shows. Also no mention of 'alive'. Unless I missed the whole Buzz-Lightyear drift?

Audio: 7/10
Good enough. Sci-fi track and sfx, works for a space shooter.

UX: 7/10
Simple to understand, yet hard to play. Moving the character was a twist, but it didn't really add all that much in this particular setup but it added a lot of friction.

Part: 7/10

Judges: 2/5
Oversimplified concept, somewhat hard to control, seems out-of-theme.

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Team: Thaumaturge:
Game: Darkholm
Game Link: https://dl.dropboxusercontent.com/u/58334662/Darkholm%201.0.exe
Archive Folder: /darkholm/
Platform: Windows


Gameplay: 13/25
The core concept seemed good, however, a number of items made it much less interesting:
- Usage of weapon not quite good enough (can't kill a damn thing)
- Random level generation was interesting, but it appeared broken, and patterns were so repetitive I had no sense of direction.
- There didn't seem to be a cooldown on collision damage
- Enemies could hit me as I entered a new room (same with holes)
- Items are too rare, movement is tough to control
- some room generation lead to impossible links / setups

All of the above contributed to make this game "hard" but not in a good way.

Graphics: 13/20
UI did not line up properly on my screen
The repetitive use of 'desks?' and lack of variety made it forgettable.
The plank is hard to see on first screen, making it likely I will go in without a weapon!
Room generation lacks a lot of polish despite being a nice feature.

Theme: 14/20
Loose implementation of toys. More horror-centric than about toys. Clockwork crocodile seemed interesting though.

Audio: 8.5/10
Great track and sfx!

UX: 7/10
Simple to learn, but very unforgiving.

Part: 10/10

Judges: 4.5/5
Custom models, textures, images and sfx + coding. Pretty amazing.
Music is imported though.
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Team: mousetail:
Game: Toy Crush
Game Link: https://www.dropbox.com/s/6xoa8jx6c5xouj9/Toy%20Crush%20Setup.exe?dl=0
Archive Folder: /toycrush/
Platform: Windows

Gameplay: 15/25
Actually had a lot more fun than I thought I would on such a simple canon defense game. I like the variety of the enemies.
Perhaps would've been better if the knights scoring home did something special (more pts or gave you lives)?

Graphics: 14/20
Scene looked great and very kiddy (highly colorful!). Monsters looked nice. I felt this was an interesting microcosm of its own.

Theme: 13/20
The theme was strong despite having no direct gameplay ramifications. The art really conveyed it well. I'm still unclear why the toys were moving however, and why they were attacking me... but having been a kid before, I've created such stories myself where I needed to defend X from Y for no reason.

Audio: 6/10
Interesting track, ok Sfx.

UX: 7.5/10
Simple to learn. Liked that the canon had physics,

Part: 8/10

Judges: 2.5/5
Was probably a very simple entry, but most content is undeniably custom.

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Team: Multiparadigme:
Game: XOON
Game Link: 52028761.fr.strato-hosting.eu/multi/jeux/XOON.zip
Archive Folder: /XOON/
Platform: Windows


Gameplay: 10/25
Gameplay was very simple, and I wasn't too sure why the fire button was a toggle (much less responsive).
The game was more random than fun however, and controls were iffy.

Graphics: 10/20
Very average for the most part.

Theme: 9/20
Theme felt forced. Looked like an average side-space fighter game. Not sure why there are cars in space. And why are they alive?

Audio: 0/10
No sound

UX: 4/10
Easy to learn (up down and fire) but doesn't controls-wise. Despite trying, I hardly get better at hitting targets.

Part: 3/10

Judges: 1/5
This entry was under par in terms of complexity and content.



Team: CafeCrew - 0sok, Bohee, And girlfriend:
Game: Recolor Me
Game Link: 52028761.fr.strato-hosting.eu/multi/jeux/XOON.zip
Archive Folder: /RecolorMe/
Platform: Windows


Gameplay: 15/25
Gameplay is interesting. It is a platformer with a twist. Most levels are insanely hard, though that is generally because of the inaccurate hitboxes (dinosaur) and fail to release (helicopters).

Graphics: 16/20
Very neat, has its own feel to it, most of the assets rock. Loved how the cubes actually gave the player hints!

Theme: 16/20
There are a lot of toys, that's for sure. The same mechanic could probably apply to other themes however. I felt there was still something missing to tie the two together efficiently.

Audio: 5/10
I wish there was a soundtrack. Some of the sounds are ok, but it gets boring in there (sound-wise).

UX: 6.5/10
At first I didn't know how to play. My instinct told me to go with WASD and space. That seemed to work, if there are other controls, I'm not aware.
I wasn't too sure what I was shooting on my first playthrough and missed (thus missing the core mechanic).

Part: 10/10

Judges: 3.5/5
It's a good entry, made from scratch. Good usage of theme, good gameplay, it's all around 'good'.

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Team: EyaID:
Game: Shelves The Game
Game Link: https://drive.google.com/file/d/0B5pc0_HxcjLubGtFamFJZEJBaWM/edit?usp=sharing
Archive Folder: /Shelves/
Platform: Windows


Gameplay: 15/25
Very simple yet effective gameplay. Wish there was more to it however (levels? Extra mechanics?). Also, the implementation of the pig was original, but forced button mashing a bit.

Graphics: 13/20
Hand-drawn hastily, some of it works, some doesn't. The menus looks good,

Theme: 17/20
Definitely theme-centric. Stressful!

Audio: 7/10
Audio does the job for the most part. Perhaps a bit too 'happy' considering the urgency?

UX: 9/10
Simple to use, very efficient (and detailed) tutorial. What this game has to offer is well packaged.
Didn't encounter any issue while installing.

Part: 7/10

Judges: 3.5/5
Tried to do everything on his own, explains why gameplay comes short from having sufficient variety.
Still a solid entry.

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Team: JackOatley:
Game: Mindfield
Game Link: https://dl.dropboxusercontent.com/u/33776055/Mindfield/Mindfield.zip
Archive Folder: /mindfield/
Platform: Windows


Gameplay: 17/25
Despite hasty execution, this entry was reminiscent of the old Sierra adventure games (albeit with more of a platformer feel and more action-based). Some of it was rushed, and the game isn't particularly long or tough to beat.
Some of the controls are iffy (walk speed, trying to jump while moving down a ledge, etc.) but for the most part it works.

Graphics: 18.5/20
Amazing retro-looking graphics. Highly detailed scenes, it really felt like a small submarine with a few extra platforming elements.

Theme: 7/20
Unfortunately, the theme was really forced into this one and it didn't really work. It even gave the game a feel of self-derision that actually lessened its quality.

Audio: 5/10
The song was too quiet/happy for a submarine in distress.
Also, given the amount of visual cues, there werw a lot of sfx missing.

UX: 7/10
Simple to use, however some controls responded poorly (jumping was hard to pull off during down ledge segments, leading to being killed by train repeatedly)

Part: 9/10

Judges: 2.5/5
I'm afraid this didn't stick to the theme much, possibly the idea started before the theme was unveiled and the devs decided to stick with it. It is an otherwise stellar entry.

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Team: Shadowisadog:
Game: TeddyStein
Game Link: http://www.donaldsmay.com/Teddystein.zip
Archive Folder: /Teddystein/
Platform: Windows

Gameplay: 12/25
Simple entry, I was wondering if we'd get a shooter afterall.
The shooter is ok, though most of the collisions respond poorly (there is no wrapping around corners, etc.)

Graphics: 12/20
The Teddy looks great, some of the animations appear a bit out of line, and the enemies are... aliens?

Theme: 8/20
As can be expected, there's a live toy, but the theme feels forced. It is unclear why a teddy bear is shooting stuff at aliens.

Audio: 6.5/10
Song is a bit too quiet (although menu song fits well). Some of the sfx rocks, whereas others are so-so.

UX: 7/10
Simple to use, but the collisions make navigation a bit complex.
Simple to boot and learn.

Part: 6/10

Judges: 1.5/5
Nothing spectacular, was hoping for more content or features.

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Team: sketche99:
Game: Missing Marble
Game Link: https://dl.dropboxusercontent.com/u/68091416/week_awesome_2_final/week_awesome_2.html
Archive Folder: Unity web game
Platform: Unity webplayer

Gameplay: 10/25
The camera angle made this entry much harder than it needed to be. In addition, the collisions with the marbles felt constrained.
The level designed left much to be desired, and the helping arrow appeared to ignore collisions, making it less helpful.

Graphics: 16/20
Constant camera out of walls, but most of scene looks great.

Theme: 9/20
Theme isn't really introduced. There are marbles, and a race car. That's all I know.

Audio: 4/10
Lacks a lot of sfx (acceleration of car??) and marbles or bombs have the same sfx.

UX: 4/10
Simple to learn, though camera is a real problem.

Part: 5/10

Judges: 3.5/5
Going for this level of complexity in Unity (3d) was a bold move, but it is compensated by faulty execution (handling of camera, drag/sfx, level design).

---


---
Team: Team Opifex - Garrett Hoofman:
Game: Ultimate Bro-Down
Game Link: uploader.opifexentertainment.com/Data/UltimateBroDown.1.1.zip
Archive Folder: /Ultimate BroDown/
Platform: Windows

Gameplay: 12/25
Love the core idea. Love the fact I could choose my own toy. Gameplay execution was a bit random however. It was very 'noisy' and unclear. I kept hammering left and right like a madman.
With better readability, and multiplayer, this could be a great party game though.
As it stands, I help my team a lot more by standing idle in an angle that allows me to kill as many enemies as possible from the enemy's spawn (not much room for emergent gameplay).
I felt that a few low-effort items could've improved the game a lot...

Graphics: 17/20
Amazing. Loved the 2d sprites cast on a 3d plane.

Theme: 17.5/20
Very cool use of theme. This felt a lot like the battles I've had with my friends as a kid.

Audio: 5/10
Nice track. Unfortunately little else in terms of sfx, and this was really lacking.

UX: 3/10
I'm not too sure how the game works. It looks like a MOBA, but there are many units on the board and the flow keeps changing. I'm afraid there was too much noise going on. Perhaps reducing the amount of units would've helped?

Part: 9/10


Judges: 3/5
Original idea, great concept, but rough around the edges.

---


---
Team: Phil_t:
Game: When it's dark
Game Link: https://drive.google.com/file/d/0B7AkuhunCLJTMlA2VVRON0xNVnc/edit?usp=sharing
unity webplayer: http://icefallgames.com/Games/WhenItsDark.html
Archive Folder: /When it's dark/
Platform: Unity player, windows

Gameplay: 22.5/25
I wish there had been less waiting, but everything else was amazing. Delayed puzzle sequences is not my forte, but it worked well! And how cruel is it to kill a teddy intentionally when it is actually part of the walkthrough!
Game is sadly too short, but I'm sure the dev has plans to complete it! It says trial version, and I found myself pondering whether I'd buy this game.

Graphics: 17/20
Very good looking. Amazing rendition of actual toys.

Theme: 19/20
Splendid. Turning off the light and letting the toys live was simply amazing. Though toys are never seen moving, it clearly depicts the mysterious world of toys.

Audio: 8.5/10
Loved the contrasts between light and darkness. Also amazing use of footsteps and gunshots. Clever and subtle.

UX: 9/10
Took me a bit of time to figure out everything, but it wasn't a pain. The reset button could've been more prominent however.

Part: 10/10

Judges: 4/5
Some used content (music, boy model) but otherwise stellar work.

---


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Team: stu_pidd_cow:
Game: Little Jimmy
Game Link:https://8ebedac828996867f58ec67fbff67f5b4909c8ad.googledrive.com/host/0B3vKFgZoCungbkN1R2oyS1ZTOE0/LittleJimmy.zip
unity webplayer:https://8ebedac828996867f58ec67fbff67f5b4909c8ad.googledrive.com/host/0B3vKFgZoCungbkN1R2oyS1ZTOE0/LittleJimmy.html
Archive Folder: /LittleJimmy/
Platform: Unity player, windows

Gameplay: 12.5/25
Took me a while to guess, but there's some stealth involved. Moving the toys to force action on Jimmy is imaginative, but not a terrific manipulation. There's hardly any choice involved.

Graphics: 15.5/20
Looked like decent 3d. A lot of textures were missing (intentionally?) but it looked nice overall.

Theme: 17/20
Very a propos in terms of theme. Player ends up making toys 'alive' to force action on a toddler.

Audio: 7.5/10
Very nice (although annoying) baby sounds makes this more immersive.

UX: 5/10
Was a tough one to figure out. I spent a lot of time figuring out why the teddy bear couldn't be selected for starters.

Part: 9/10


Judges: 2/5
A bit boring to be honest. Though it looks good.

---


---
Team: sethhope:
Game: Toys of the Night
Game Link: http://www.jcamtech.com/GDNJAM.rar
Archive folder: /Toys of the Night/
Platform: Windows

Gameplay: 6/25
There wasn't much to it. The toys didn't follow very fast and could be avoided. The clues were a bit cryptic and the level design was very barren and much too large.

Graphics: 6/20
Very minimalist.

Theme: 7/20
Theme felt rushed-in. Not sure why there are toys in a circus.

Audio: 4/10
Song was good, no sfx that I can tell.

UX: 4/10
Tough to learn at first, and most of the puzzle is about fetching clues in all corners of the map.

Part: 4/10


Judges: 1/5
Made in 2 days, and it shows.

---


---
Team: TBA - TheMasterRat, Will:
Game: Atlas of Extinction
Game Link: http://weekofawesomeii.tumblr.com/Download
Archive Folder: /Atlas/
Platform: Windows

Gameplay: 14/25
Interesting take of customizing component-based entities. The core idea was good.
In terms of execution, the controls and balancing were off by quite a margin. There were also dead zones to attack enemies without retaliation.

Graphics: 13/20
Kinda worked, but some of the custom parts were really too large.
Level tilesets worked well.

Theme: 12/20
I guess that you could say these monsters are 'toys'?

Audio: 4/10
Track was good, many sfx missing though.

UX: 7.5/10
Relatively easy to pick-up.

Part: 9/10


Judges: 2/5
A lot of borrowing, and relatively simple to implement in Unity.

---


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Team: Moonlit House - Line:
Game: The toys are alive
Game Link: http://moonlithouse.com/thetoysarealive/
Archive Folder: Web based game
Platform: Web

Gameplay: 8/25
Simple memory game. Single level, took 5 seconds to beat.

Graphics: 16/20
Looked great

Theme: 18/20
Fair theme usage. Had a narrative buildup to it.

Audio: 4/10
Missing a lot of audio (music?) and kid voice acting is obviously not a kid.

UX: 3/10
Locked in cutscene on first play


Part: 9/10


Judges: 2/5
Very short.

---


---
Team: JeoffreyS:
Game: Escape From The Toy Tower
Game Link: http://geoffreysangston.github.io/EscapeFromToyTower/
Archive Folder: Web Based game
Platform: Web

Gameplay: 12/25
A lot was missing to make this an interesting survival game.
First, all teddies had the same amount of life and same countdown, which turned the game directly into a 'rush for one teddy and shoot exactly 5 times at all other teddies you come across'.
Second, it also meant you couldn't rush for the key/door. You generally had to deal with everything on your way...

Graphics: 8/20
Or lack thereof. Only the teddy to be fair. Black walls worked for readability however.

Theme: 10/20
That felt forced. Teddy bears retaliating against me in a labyrinth? And why the heck did my dad leave me with a shotgun?

Audio: 4/10
A lot of sfx were missing. Song worked well however.

UX: 9/10
Easy to use, no crashes.

Part: 2/10


Judges: 2.5/5
Random level generation was interesting. A* on the monsters too. There was some undeniable work put towards achieving this, but the core didn't quite work.

---


---
Team: Grey Army - Servant of the Lord(and artist!):
Game: Grey Army
Game Link: https://www.dropbox.com/s/cn6r2sswvcywhku/GreyArmy%20entry.zip?dl=0
Archive Folder: /GreyArmy/
Platform: Windows

Gameplay: 21/25
Game was undeniably intense. I liked moving the mice around and was a bit disappointed that I did not control where they fired. Most of the gameplay however was really about keeping the mice together in a pack. I would've liked to see some kind of grenade attack from the toy soldiers that would've forced me to scatter more.
Could've had a few more waves to victory.

Graphics: 18/20
Gorgeous. Very nice.
However, the decay of dead units was too long and I was stuck with a lot of corpses. When my single mouse was killed, I wasn't sure that it was because it was in a pile of toys. Also, the sniper is already crouched, so he can pass for a dead mouse sometimes.

Theme: 14.5/20
Toy soldiers, I get. Mice? Not entirely sure that they fit the theme.

Audio: 7/10
Song was great, gunshots too. Not sure about all of the voices and I felt a few sounds were missing (selection, etc.)

UX: 7/10
Easy to use, however I would've wished for the instructions panel to go away.
Also, the game could be put in fullscreen, but mice selection did not work in fullscreen.

Part: 10/10

Judges: 4/5
One of the very fun entries, I had a lot of fun.

---


---
Team: Slaughterhouse Gaming - Riuthamus, Bytetroll, Goss:
Game: The Harvest
Game Link: https://dl.dropboxusercontent.com/u/41065/theHarvest.rar
Archive Folder: /TheHarvest/
Platform: Windows, Linux, Mac

Gameplay: 10/25
Appears to be a relatively mundane farming game.

Graphics: 17/20
Looks good, the character looks nice, and so does the environment. There was some thought put into the level.

Theme: 0/20
I didn't see any mention of toys anywhere...

Audio: 3/10
Song gets very repetitive after a bit, lacks a lot of sfx.

UX: 0/10
I wasn't sure what to do. I've managed to figure out I could switch action using 1,2,3,4 and pressed space. I cleared some land with each of the tool and planted some seeds to no avail.
I visited the barn and the player house, but there didn't seem to be anything to interact with (was very lucky with the 'e' input on the way...)
Also, it seems I had to wait until the animation had stopped before pressing any kind of input otherwise it would not register.
Ultimately found the inventory on 2nd try, dragging it to inventory and watering my plants, but they still stopped growing fast.

Part: 10/10

Judges: 0/5
I really can't play this it seems. I am not sure why... Either it was left in a rather unfinished state, or I am missing something (or facing a gigantic bug!)

---


---
Team: el_juan
Game: Docent (not 100% sure)
Game Link: https://www.dropbox.com/s/3259nmhbhxzmymv/Docent314-Default-1.0.0.1.exe?dl=0
Archive Folder: /docent/
Platform: Windows

Gameplay: 3/25
All I've done is drop items on the floor and watch the kid interact with them. It never really evolved from there, nor was I presented with any meaningful decision.

Graphics: 12/20
Some of the toys look nice. UI is rather minimal.

Theme: 15/20
There are live toys for sure, but I can't help but feel it is forced.

Audio: 0/10

UX: 5/10
Not sure if all there is to it is drop new toys are they become available through reproduction?

Part: 7/10

Judges: 1/5
Game kept crashing on me unfortunately.
Also, this game felt more like a Toy than a Game (following Will Wright's classification)

---


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Team: Xai
Game: Santa clause and the dark order
Game Link: https://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=23985
Archive Folder: /SatDO/
Platform: Windows

Gameplay: 5/25
I'm still not sure what is happening. I feel I can't lose this, no matter what.

Graphics: 3/20
Minimal to say the least. Hand-drawn hastily? I'm not sure what I'm seeing.

Theme: 4/20
Not sure how Santa Clause, the Dark Order, and the visual I am seeing fit the theme of Toys are Alive, but I guess Santa can be loosely linked to toys?

Audio: 5/10
Some nice souns in there.

UX: 4/10
Readme explained a bit, still unsure about everything else though.

Part: 7/10

Judges: 1/5
If anyone knows how it works, please let me know.

---


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Team: Erik Rufelt
Game: Timmys toys
Game Link: http://www.rufelt.se/Timmys_Toys.zip
Archive Folder: /Timmys toys/
Platform: windows

Gameplay: 8/25
This is a tower defense, I believe, scrapping off toys I've killed to build strange towers from them. It does not appear complete (win/lose condition, what to do after upgrading all towers?)

Graphics: 3/20
Reasonably rushed. Some parts look good, others not so much (I like the arms).

Theme: 12/20
Toys vs toys. Not sure why it ended up in a tower defense, but at least there are toys!

Audio: 0/10
None.

UX: 5/10
Dragging from right yellow boxes to left yellow boxes wasn't very intuitive. It wasn't clearly messaged how I acquired new resources either.

Part: 3/10

Judges: 1/5
Not sufficiently developed to be fun yet.

---


---
Team: Mussi
Game: Diorama
Game Link: https://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=23989
Archive Folder: /Diorama/
Platform: Windows

Gameplay: 13/25
Simple platformer, single level, there could've been a lot more to this.
The 2.5D twist using 2 depths was interesting but under-developed.

Graphics: 16/20
Looked very well. Loved how the level structure (toys) supported the theme.

Theme: 13/20
There were toys, one of them (rabbit) alive, but none of this was explained.

Audio: 3/10
There was a catchy tune but no sfx.

UX: 5/10
Simple to learn (standard control scheme), but the controls were tough to use. Also, it wasn't made clear we could move along the depth axis.

Part: 9/10


Judges: 2.5/5
Could've been a lot better with more content (levels).

---


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Team: Herd of Nerd - doboss, supervacanea, makokvak:
Game: The Older Rolls - Toys are Alive!
Game Link: https://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=23980
Archive Folder: /The Older Rolls/
Platform: Windows

Gameplay: 10/25
Strange survival game of sorts. Seeing a troll rush for you was a bit of a high moment, but it went down from there.

Graphics: 12/20
I'm giving this 12 because it introduced a... TROLL

Theme: 8/20
Not sure how this fits. Still, there WAS a TROLL.

Audio: 5/10
Interesting song. I wish there had been SFX to support that.

UX: 3/10
Strange controls mapping: WASD + E, I, shift and left alt?

Part: 7/10


Judges: 2/5
Has some potential, especially because it fielded a toy I hadn't seen in forever, that was somewhat iconic to the 90s (Trolls). Most other games stuck to Teddy Bears, so this was a nice sight.

---


---
Team: Rocket Powered Operatives - Latch, sugavanus, Robert
Game: The toys are alive
Game Link: https://www.dropbox.com/s/z5sor4pperh7b10/Rocket-Powered%20Operatives%20-%20The%20Tous%20Are%20Alive.zip?dl=0
Archive Folder: /ToysAreAlive/
Platform: windows


Gameplay: 7/25
I gave up after a while as I wasn't sure what I was doing. There didn't seem to be any goal aside from shooting, and I didn't seem to take damage. Targeting was horrible, but movement was 'ok'.

Graphics: 13/20
I liked the environment and the protagonist's face. Not sure how aliens worked with toys, maybe I missed something?

Theme: 5/20
I didn't quite see how this would link to actual toys.

Audio: 5.5/10
Great track, unfortunately, a lot of missing sfx to give it life.

UX: 3/10
I was left figuring things out on my own... figured out how to jump (which didn't appear like it was necessary however).

Part: 7/10


Judges: 2.5/5
Work was clearly put towards getting this entry where it is, but it appears incomplete by a wide margin.

---
4 likes 13 comments

Comments

Comments are shown oldest first so the discussion reads top to bottom.
dmatter

Great reviews!

I notice a lot of missing SFX for you, I can definitely say that for my game all spawn/death/bounce collisions had sounds. Slicer made special mention that they worked well for him. My gut feeling is that something is screwey with your sound driver/hardware?

October 10, 2014 11:04 PM
Orymus3
I believe you are right. I have noticed something similar with some tv series (music being present without the voices). I believe I have found where the issue lies and think it is fixed. It is possible that all multi-channel and/or 3d sound was badly rendered on my environment... I am affraid this may not have applied evenly to all entries as a result... Assuming any entry with 7 or lower in audio believes they deserved +3 pts (+1 overall when averaging with other judges) and that they are 1 pt away from a superior rank, I am willing to go back and have a second look if Slicer is ok with this. Do you believe this to be your case? (again sincere apologies for the hardware/driver issue)
October 10, 2014 11:37 PM
0sok

I was worried about how you would receive our game, ReColorMe, because it seemed you were preparing everyone for some very harsh crits. I was happy to see you said the following:

"It's a good entry, made from scratch. Good usage of theme, good gameplay, it's all around 'good'."

That is exactly how we feel as well. You mentioned the issues we knew we had and we felt that we had a good entry; not spectacular. Thank you for your time.

October 11, 2014 12:15 AM
kks21199

Sorry about rocket powered opertives :P We couldn't finish the game. The objective was to reach he other end which should have been like a white door. Controls were updated on blog post

October 11, 2014 02:00 AM
Endurion

Good work, thanks for doing all the judging and giving great feedback! :)

October 11, 2014 04:56 AM
Mussi

Thank you for the reviews Orymus3!

Out of curiousity, what do you think would've made it more clear you can move along the depth axis? I mean other than an explicit notice that you can do so(I personally hate the press A to jump type of tutorials in games). I figured having the ground made up of 2 blocks wide and blocking the player in the very beginning on the block he starts on would do the trick, but I probably should've blocked the path with a block instead of a seesaw now that I think of it.

October 12, 2014 01:41 PM
aletheia_games

Thank you for the feedback Orymus. I can completely understand where you are coming from. I was fully prepared for the graphical glitches, collision, tiling, and the animation issues feedback. So I agree with you there.
I'm still new to the industry, and my background is webapp and graphic design so I think the animations oddness is less of a phaser issue and more of my lack of experience to do it well. I have seem some phaser animations that are mind blowing.

It wasn't made clear from the in-game text that I shouldn't be spotted, just that I shouldn't be spotted moving, so I moved carelessly and stopped when the gardener turned, but I died anyway.

You are right on about this and I deserved to be knocked for that as well, so good call there.

All in all, while you did give me a lower score then others, I agree with you on this. Thank you for your time.

October 12, 2014 05:19 PM
riuthamus

I would be interested in seeing how you scored your own game

October 12, 2014 06:12 PM
Orymus3

I was worried about how you would receive our game, ReColorMe, because it seemed you were preparing everyone for some very harsh crits. I was happy to see you said the following:

"It's a good entry, made from scratch. Good usage of theme, good gameplay, it's all around 'good'."

That is exactly how we feel as well. You mentioned the issues we knew we had and we felt that we had a good entry; not spectacular. Thank you for your time.

I think the judging criterias favored a game that was all around good over a game that had something that stood out but inconsistent quality. I think this is also a good approach to judging game, and your 'all around good' title felt right.

Thank you for the reviews Orymus3!

Out of curiousity, what do you think would've made it more clear you can move along the depth axis? I mean other than an explicit notice that you can do so(I personally hate the press A to jump type of tutorials in games). I figured having the ground made up of 2 blocks wide and blocking the player in the very beginning on the block he starts on would do the trick, but I probably should've blocked the path with a block instead of a seesaw now that I think of it.

I haven't given this much thought to be honest, but it's good to delve into the 'how to make it better'. In my game, I've tried to incorporate a few 'accidental' lessons. For example, if you bump the blue eraser, you risk moving back to the save point, which in turn will reset the light. I felt it was a good way to force the player had earned the knowledge that save points also reset the timer.

In your game, I think the problem does not come from what you've done or not, but rather, that this is an unusual mechanic. We're used to depth in a Beam'em up, but not necessarily in a straight platformer, so the thought did not cross my mind. Perhaps if the first obstacle's collision would've dragged me along the depth axis, that would've helped me realize the axis was part of the game. I don't think it was a huge issue however.

Thank you for the feedback Orymus. I can completely understand where you are coming from. I was fully prepared for the graphical glitches, collision, tiling, and the animation issues feedback. So I agree with you there.
I'm still new to the industry, and my background is webapp and graphic design so I think the animations oddness is less of a phaser issue and more of my lack of experience to do it well. I have seem some phaser animations that are mind blowing.

It wasn't made clear from the in-game text that I shouldn't be spotted, just that I shouldn't be spotted moving, so I moved carelessly and stopped when the gardener turned, but I died anyway.

You are right on about this and I deserved to be knocked for that as well, so good call there.

All in all, while you did give me a lower score then others, I agree with you on this. Thank you for your time.

I really like top down games, I hope that didn't make my judging harsher as a result... There's no denying how hard it can be to be fully objective when judging entries. That being said, I've seen several drastic differences amongst all judges' ratings, so that's to be expected (we are judging with our own eyes afterall).

Sometimes all it needs is a little spark to make a game drastically better, and I felt your title was close to that, but it just didn't 'hit it' for me. Let me know if you come up with a V2.00 :)

I would be interested in seeing how you scored your own game

I didn't score my own game, that would be ethically incorrect, though, if I had, I'm almost certain I wouldn't have made top 5.

My original objective in this competition was to hit the 'Theme' right and get the bulk of my points there because I didn't feel like I could hit graphics given the level of competition we had. I've unfortunately run short of having more than 1 live toys in the game and resorted to using my "B" plan. It worked, but I didn't deserve all 20 Theme points, which I believed, also meant I wouldn't make top 5.

I'm happy with the positive reviews on the visual aspect of the game, but I would've given myself fewer points if only because of how the evil stares turned out, or the fact that my boss is a placeholder that I've polished (because I didn't have time to put an actual custom toy art in its stead).

I felt gameplay was decent, but I knew controls were an issue. I ran out of time to tweak controls, and I knew that tweaks might have meant level design modifications, and we were too close to delivery to do that, so I left them in as is, knowing it could be hard to beat, but that the levels were consistent with this control scheme (I personally think my v2.00 is too easy and the progression suffers as a result).

I thought the sounds worked well, but I couldn't fit my musical track in there because it clashed with the car acceleration. Though it didn't seem to please most judges, I felt that a car game without engine sounds would've been missing the point entirely.

That being said, I've tried to normalize the scores I gave with other judges' average to make sure I didn't drag anyone down artificially.

I wouldn't recommend for someone to judge and participate next year because I felt, as soon as Slicer asked me to be a Judge, that I was walking a fine line (ethics!) and making top 4 felt a bit bittersweet given the circumstances.

October 12, 2014 06:56 PM
Erik Rufelt

Thanks a lot for judging the competition! And for your game that I would have put top 3 at least :)

October 13, 2014 05:15 PM
Orymus3
Thanks for submitting something. People don't realize that submitting is more than half the battle. Hopefully you will find my comments constructive and make top 3 next year!
October 13, 2014 05:27 PM
mousetail

on my computer, certain sounds would only play if I had headphones on. Maybe you can try that.
Thanks for judging!

Perhaps would've been better if the knights scoring home did something special (more pts or gave you lives)?


the knights do give points when you let them threw. I don't know if you missed that?

October 14, 2014 04:45 AM
Orymus3

on my computer, certain sounds would only play if I had headphones on. Maybe you can try that.
Thanks for judging!

Perhaps would've been better if the knights scoring home did something special (more pts or gave you lives)?


the knights do give points when you let them threw. I don't know if you missed that?

I was using headphones, but my soundcard was having some serious issues. All seems to be fixed now though :S

I realize that it probably net me more points, but the feedback wasn't there. I was hoping that it would have a tangible effect on the gamefield so that I would be taught to keep them safe the "hard way" (I knew because I read the instructions, but the game should've taught me or reinforced that in some way).

Also, perhaps each knight passing through could've lined up on the left side and act as a shield, allowing me to miss a toy and still block it because of these awesome knights?

October 14, 2014 03:26 PM
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