Thanks for trying it guys! Sorry it did not work out.
Your feedback is very helpful. This is what I'm learning: at a basic level, your game must at the very least
work... without hiccups. Especially with
80 other games (and that's just the games in this compo) to try, your game
has to work
smoothly and
intuitively. You are competing with nothing short of an entire world full of alternative activities.
The slowdowns you're seeing could be attributed to a light source I put on each player at the last minute. This feels like a mistake now. If anyone else is getting slowness, you can disable the point lights by going to the main menu -> right clicking the moon -> unchecking "Radioactive Players." That's probably at least one source of slowness.
Input was always a problem during development but I never took the time to focus on it. It
always came up at playtests and it was mentioned here to. I selectively ignored this feedback, because I never saw fixing it as a priority. Even from the first post, I said, "I'm going to stick with the cozy idea of 4 people 1 keyboard." It was as though I
designed it to be troublesome. As learned from
this guy, there's no protecting "against intending to write the wrong thing."
Of course hindsight is 20-20. At the time, I didn't think I could even finish a game. So I pushed aside what I saw as unnecessary polish to focus on what I saw as essential functionality.
But there's no sense decorating a room if the door is jammed.So, I think the lessons here are:
- Don't add new features at the last minute if you can help it (maybe if they're off by default).
- Test on all kinds of machines.
- Focus on basic accessibility first, then depth.
- You can't protect against your own assumptions. At the very least...
- Be careful how you filter feedback from playtesters. If anything is annoying them, think how much worse it will be for the end-user.
All important lessons! (Hopefully I'm taking away the correct lessons from this
) Thanks a bunch guys.