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A jam submission

Nothing Can Go Wrong... If You Follow The PlanView game page

A game made for Brackeys Game Jam 2025.1
Submitted by Kry0000 — 2 days, 3 hours before the deadline
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Nothing Can Go Wrong... If You Follow The Plan's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#9002.8002.800
Enjoyment#10292.8002.800
Theme#10672.6672.667
Overall#11222.6392.639
Gameplay#11232.5332.533
Innovation#11982.4672.467
Visuals#12642.5672.567

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
Nothing will go wrong... if you follow the plan presented to the user.

What code and assets did you not make from scratch during the jam (if any)?
I didn't make the art and I didn't make the music. I did make 1 image in the "The Plan" section.

How many people worked on the game?
1

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Comments

Submitted(+1)

Very nice!
I also managed to beat it without the wizard. :D

Developer

Nice :D

Submitted(+1)

Really cool game, in the end wizard is optional

Developer

Thanks, and yeah, the wizard does seem to be more optional than the archer.

Submitted(+1)

So congratulations on finishing a game jam! That's a significant accomplishment.

I'm not sure if the game is working as intended. I think that I do what I am supposed to do, but then it does not appear in the boss fight. Also, I feel like I'm just grinding. I defeat enemies by clicking a ton. There's not really much strategy to it nor does it feel engaging or pleasing in any way. I just click as much as I can and try to stay out of range for enormous amounts of time.

I think you need to better explore the fun factor of the game. What makes it fun? So far, I did not have fun, I just clicked a ton.

Developer

Thanks for the comment. Yeah, I see where your coming from for the fun factor. Been re-writing and adding to the game for a little bit after I submitted to the game jam. The fun factor was supposed to be similar to a bullet hell, but I didn't get to the bullet hell part. The game was also planned to have puzzles you'd have to solve before fighting the mini-bosses to unlock the rest of the party. After submitting the game to the game jam, that's what I've been working on for it. So far so good in my opinion, I'm primarily experimenting with Godot, seeing what I can create. So yeah, thanks again for the comment, it's appreciated and sorry for the late response, I had to think about it for a little bit.

Submitted(+1)

Good Execution!!

Developer

Thanks.

Submitted(+1)

Simple idea and good execution of the simple idea. I would add indications to getting hit 

Developer (2 edits)

Thanks for the comment. Others have said similar things for when the player gets hit and I whole heart-dly
agree. Thanks for the feedback.

Submitted(+1)

Well done! It's simple but done well. I think the concept of getting allies that add benefits to the boss fight. Some more variation during the boss would have been nice, but it's obviously understandable for being a game jam game! Great job

Developer

Thanks for the praise. More variation to the boss was something I did want to add, but there were other things that I personally thought that were more beneficial to the game. Thanks for the feedback, I'm still learning but getting better overtime, this game jam so far has been a blast with tons of learning experiences. I wanted the final boss to have multiple projectile attacks that you'd have to dodge, and I wanted the mini-bosses to have more of a puzzle like structure. I wanted the mini-boss rooms to be a challenge to the player, then once the player reached the NPC (Wizard or Archer) the puzzle room would fall apart, becoming really easy. But, other more primitive things were added, I'm aware how scope creep can really hinder a game.

Submitted(+1)

Short but very cute game.
It pretty quickly showed me that something could go wrong if I stepped on too many spikes in the wizard's room ^^'.
I think adding sound & visual effect when hitting something could really up this game's experience

Developer

It's good to hear that people are having fun with this small game. Others have also mentioned the same thing for when the player gets hit. Thanks for the feedback.

Submitted(+1)

Good job! Would be great if there were less redundant areas like there are some very long empty room before you get to the action. Also it would be nice if the enemies and spikes were more contrasting so that it would be easier for player to be aware of them

Developer(+1)

Thanks for the feedback. Yeah, the long empty room before the boss is pretty barren with no added content. As for the enemies and spikes, I wonder if a glow around them would work to better contrast them, like a red glow to bring attention to the enemies and a discoloration for the traps.

Submitted(+1)

Nice idea!

The different paths you could take were a neat touch :) 

Maybe give the bosses less health though, as they took really long to defeat, which made it a bit boring.

Still, I had fun and hope you had fun programming :D

Developer

Thanks for the feedback. Yeah, others and I agree, that the bosses did have too much health. Yes, I did have fun programming this, it was enjoyable... most of the time... I still need to figure out why it decided to crash in certain circumstances when I tried implementing other specific features.

Submitted(+2)

Cute game, I like that you can charge in without any help aswell and basically make the game as hard or easy as you want by recruiting the archer and wizard. I think other people have pointed it out already but some kind of feedback when you take damage would be nice. I Liked the game overall, very fun.

Developer

Thanks for the feedback. I'm glad you pointed out the main mechanic of making it as hard or as easy as you want, that was one of the main points I was going for, so I'm happy someone pointed it out. And I'll take note of the game giving the player some sort of feedback for when the player gets damaged. Again, thanks for the feedback, it's much appreciated.

Submitted(+1)

I didnt stick to the plan the first time around, it did not go well! nice little game, was hard to tell when i was in range of being attacked or when i took damage, maybe next time some sound indication for when you take damage.

Developer

Thanks for the feedback. I agree with you on your point about having the game play a sound for when the player gets hit. I'll see what I can do about better displaying if the players in range of attacking or being attacked, though the only thing I can think about right now that would fix that, would be to enable the player to see the collision shapes/area 2D's. Though that seems lazy and I'll be looking at other alternatives, I'm open to suggestions as well.

Submitted(+1)

I enjoyed playing your game! It took me a minute to figure out that I needed to click the mouse to attack—maybe I missed the tutorial or something. But thank you for letting me play!

Developer

There is no tutorial but I'll take note that having one, even if as simple as "click mouse to attack", would be beneficial. Thanks for the feedback.

Submitted(+1)

Good job! Nice little fighting experience. It was a bit confusing that I had to hit the wizard and archer again after already unlocking them to get their buffs in the Boss level so it took me a few tries to actually get through. 

Developer

Thanks for the feedback, it's appreciated. Yeah I agree that the system could be more intuitive and understandable, I'll make a note of this.

Submitted(+1)

Neat idea, I like gathering the party and getting more abilities. I think if you had a bit longer range and the enemies moved faster/had less health the game would flow a little better.

Developer

Agreed. I'll take note of the longer range, enemies moving faster and having less health. I think the zombie boss to get the wizard did have too much health. Thanks for the feedback.

Submitted(+1)

I didn't follow the plan but still made it 😛

Developer

Damn, impressive. Question... how long did it take?

Submitted(+1)

2-3 minutes

Developer

Impressive.