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Koobazaur

GATHER: Crappy browser game about leading minions & harvesting sacrifice for Gods

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My second design experiment [b]GATHER[/b] is released! Learn the world, lead minions, gather resources, harvest sacrifice for the Gods! 
 
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[url=http://gamejolt.com/games/gather/166416]PLAY IN YOUR BROWSER NOW! Tell me how much it sucks :p
 
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From the testing I’ve done, I already know it’s not as good as I hoped. But that is the point of a design experiment - to learn what works and what doesn’t. I definitely got a few valuable lessons from this project.
 
Hope you enjoy :)
 

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The biggest failing, and most valuable lesson is now clear. I hoped to evoke a sense of wonder to make the players experiment and learn via trial and error only using non-verbal communication panels (deliberate design limitation). Clearly, this didn't work and ended up confusing / frustrating players. Instead of wanting to discover the world and its mechanics, they felt aimless.
 
However, I am not sure if it's a problem of initial motivation, not making the mechanics engaging/rewarding in themselves (like in other sandbox games), or simply needing to spell out things more clearly. [b]Any thoughts on that?[/b]

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Thanks! Both my browser games now got complimented on art. While I cannot take credit for the free art assets I used, I did spend a lot of time researching pieces that fit and tweaking them in photoshop a little :) 

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