This video shows the importance of tutorials in games, not just walls of text. Games need to have clear messaging of what its about, (aka, the goal of the game, controls etc) for people not so inclined in the gaming world.
23:33 I wish you had read the "Click to spawn entities after installing TouchOfLifePlugin" code comment, or the game jam's description mentioning "Spawn entities to unlock better upgrades, and spend lines of code to install them.", since it seems kind of essential to the game's gameplay. There are buttons on the side of the game that seem clickable. But I get that you probably aren't interested in incremental games (like Cookie Clicker), so it's understandable that you dipped :)
I pondered how best to respond to this and the best that I can come up with is the following line: "if you don't currently have to view keypresses as an expendable resource then I hope you never have to". I wrote "21 lines of code" in the game in the video. Each line is approximately a minimum of 20 characters, excluding whitespace lines. I did some quick math while I was playing due to some screenshots that listed 700 lines of code for the game. That's 14,000 characters just to play the game (2000-3500 words), and it seemed like I hadn't unlocked a single upgrade yet, only the base upgrade, dark mode, which introduces the mechanic at the beginning. Although I now realize the "Initial Commit" was not a status indicator and was actually a button. Its not that I'm "not interested in incremental games" but more that the cost of playing this one is too high for me to reasonably engage in. I can basically *either* play this game *or* make an entire other video script (or a lesson in a workshop, or a couple whole new real code examples). This video is not meant to act as a critique for any of the games, so I didn't include any. If I couldn't figure out how to play well (such as the mining tower defense game, which I was bad at) that is on me. I also want to be clear that I did read the information presented, even if I didn't include that in the video (because that is usually silent, especially if I need to read because I didn't understand something, so it gets cut out).
@@chrisbiscardi That makes a lot of sense, thanks. I can't tell whether you got the impression that I was being snarky or not, but I want to clarify that I wasn't, the video just went over the game really quick, and I didn't know if that was because of off-screen reasons or not. Thanks again for clarifying. :)
Hey, Thanks for playing my game, mine was the 9th place entry :) I think there's a lot of things I could have improved and I wish I had a bit more time to add more content into it
For game 6 im confused on what would make your hand hurt unless there's something im unaware of isnt wasd, shift, space, and ctrl pretty standard for games?
its been a few weeks so I don't remember exactly, but holding shift a bunch isn't something I do in other games, and games that do require extensive shift usage usually provide the ability to toggle it on/off or I rebind it. My hands are also very big (I'm 6'9"), so pressing control *and* wasd *and* spacebar on a regular keyboard means my pinky is constantly curled under the rest of my hand applying pressure. Needing to do all three actions all the time also means my hand is tensed the entire time rather than relaxing.
What parts are you curious about? I'd tldr; the state of bevy ui as "getting better with each release. not yet good enough to build the internal editor UI that many people want".
@@chrisbiscardi I think your criticisms are usually accurate, but the ratio of negative statements to positive statements is overwhelmingly in the negative. I don't mean to be offensive, I really like the format of these videos otherwise.