Played your game on stream. If you wanted to watch me go through it I've got the vod below timestamped to your game
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Blissfully Unaware's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 4.348 | 4.348 |
| Gameplay | #2 | 4.455 | 4.455 |
| Innovation | #2 | 4.636 | 4.636 |
| Enjoyment | #4 | 4.432 | 4.432 |
| Theme | #8 | 4.250 | 4.250 |
| Audio | #18 | 4.114 | 4.114 |
| Visuals | #128 | 4.205 | 4.205 |
Ranked from 44 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?
๐ ๐ฐ๐ถ ๐ต๐ข๐ฌ๐ฆ ๐ค๐ฉ๐ข๐ณ๐จ๐ฆ ๐ช๐ฏ ๐ฎ๐ข๐ฌ๐ช๐ฏ๐จ ๐ด๐ถ๐ณ๐ฆ ๐ฏ๐ฐ๐ต๐ฉ๐ช๐ฏ๐จ ๐จ๐ฐ๐ฆ๐ด ๐ธ๐ณ๐ฐ๐ฏ๐จ ๐ง๐ฐ๐ณ ๐ข ๐ฏ๐ฆ๐ธ ๐ฑ๐ญ๐ข๐บ๐ฆ๐ณ ๐ข๐ด ๐ต๐ฉ๐ฆ๐บ ๐ด๐ต๐ถ๐ฎ๐ฃ๐ญ๐ฆ ๐ต๐ฉ๐ฆ๐ช๐ณ ๐ธ๐ข๐บ ๐ต๐ฉ๐ณ๐ฐ๐ถ๐จ๐ฉ ๐ต๐ฉ๐ฆ ๐ญ๐ฆ๐ท๐ฆ๐ญ๐ด ๐ฐ๐ง ๐ข ๐ฑ๐ญ๐ข๐ต๐ง๐ฐ๐ณ๐ฎ๐ฆ๐ณ. ๐๐ณ๐ข๐ฏ๐ต๐ช๐ค๐ข๐ญ๐ญ๐บ ๐ฎ๐ฐ๐ฅ๐ช๐ง๐บ ๐ต๐ฉ๐ฆ ๐ฆ๐ฏ๐ท๐ช๐ณ๐ฐ๐ฏ๐ฎ๐ฆ๐ฏ๐ต ๐ข๐ณ๐ฐ๐ถ๐ฏ๐ฅ ๐ต๐ฉ๐ฆ๐ฎ ๐ต๐ฐ ๐ฆ๐ฏ๐ด๐ถ๐ณ๐ฆ ๐ต๐ฉ๐ฆ๐ช๐ณ ๐ง๐ช๐ณ๐ด๐ต ๐ฑ๐ญ๐ข๐บ๐ช๐ฏ๐จ ๐ฆ๐น๐ฑ๐ฆ๐ณ๐ช๐ฆ๐ฏ๐ค๐ฆ ๐ฅ๐ฐ๐ฆ๐ด๐ฏ'๐ต ๐ญ๐ฆ๐ข๐ท๐ฆ ๐ฃ๐ข๐ฅ ๐ฎ๐ฆ๐ฎ๐ฐ๐ณ๐ช๐ฆ๐ด!
What code and assets did you not make from scratch during the jam (if any)?
๐๐๐๐๐๐๐ ๐ธ๐ข๐ด๐ฏ'๐ต ๐ฎ๐ข๐ฅ๐ฆ ๐ฃ๐บ ๐ฎ๐ฆ ๐ง๐ณ๐ฐ๐ฎ ๐ด๐ค๐ณ๐ข๐ต๐ค๐ฉ
How many people worked on the game?1
Comments
This is probably one of the best games I've played this jam, and I am not saying this lightly. The mechanic is super unique and well-made. It is hard to implement a game where you have no agency on how the character moves, but yet it still feels lifely and fun to work with. The dragging mechanic is very well done, and do carries it well towards the end of the game. The boss fight is very satisfying too. Well done!
For some criticisms, I'd say the game sometimes doesn't register a drag (especially the spike in earlier levels) and it's quite annoying not being able to do so despite correctly clicking. I'd also think the final boss is a bit on the easy side during phase 1, and quite RNG-heavy during phase 2. I think adding one or two more phases would ease that problem nicely.
Anyway with all that said, this is a very well-done and polished game. You've done this with a single person too, which is doubly as impressive. Bravo!
Thank you very much for the detailed feedback! I completely agree with both your criticisms. I will probably make the first stage a lot faster (make the bombs do more damage), and spawn bombs on the second stage a lot higher up, and shoot them upwards. I will find a way to make sure they don't unfairly kill the player or the boss and that the player can be properly rewarded for defending the cube. About the dragging, I can see how it could be frustrating, and I will definitely increase the drag hitbox after rating ends. I didn't do it during the jam since I used the same hitbox for collisions and dragging and I wanted to spend my efforts developing other things. Thank you again for playing, I really appreciate the kind words!
It turned out to be an amazing game in every aspect. Even though I normally don't like games with escort mechanics like this, I really enjoyed it. The number of levels, the smooth transitions between them, and on top of all that, a perfectly designed boss fight. I honestly don't know how you managed to make all of this in just a week, but congrats! In my opinion, this is one of the best games of the jam.
Thank you so much! I'm glad you liked the bossfight since there are a few things I would change about it. I spent quite a few hours every day of the jam working on the game, and I really made an effort to work as fast as I could, especially in the start to get the gameplay working. Thank you again for the kind words, I'm glad you enjoyed playing!
Amazing game! The visuals were stunning and the audio was really well done! Audio could've used some more SFX in some areas but honestly it's really good already. The game was really fun. I particularly enjoyed the introduction of the villain and how its face wasn't shown at the first moment when it placed an object, which induced some great curiosity in me. The game also felt really polished and the mechanics felt nicely implemented. One of the best submissions I've played thus far!
Very well made! I'm usually against escort style games, but this managed to strike a good balance. The "player" didn't feel brainless outside of one of the rooms (low ceiling small platform over lava) and the antagonist was a fun twist to the game. I only wish there was a moment where the mice could have fought each other somehow instead of just fighting the boss, but I understand that would be a bit of an ask on a time crunch. Credits were also very funny. Great showing!
Thanks for the feedback! I guess there is a lot I could have experimented with about the concept, I had ideas about having things affect the cursor (like perhaps things you have to make the cursor avoid) but I wanted to keep the scope small. I will add more things like that if I do a full release. Thanks for playing!
Hereโs the ratings: 5 4 5 5 5 5
I donโt give 5s lightly.
The gameplay dropped a star due to the Wrong being unintuitive. Sounds like youโve got a plan for that in a post-jam update. I literally have nothing more to say, the numbers do all the talking.
This game is a highly innovative and refreshing take on the platformer genre! I really enjoyed the concept of guiding "player" through levels, with a dark twist. With a bit more content and some fine-tuning of the boss battle challenges, this concept has potential to evolve into a full-fledged title. Great job!
This is my favorite, when the eyes opened I was like "Ohhhh barnacle sauce". Full marks from me.
In the final boss fight, in the second phase, Wrong would just no scope the Player resulting in progress lost without much warning.
Fix that, and I think you have a flawless gem!
This is for sure my favorite game in the jam its just so fun and so polished and so was the AI system. To be true I dont believe you have a little experience with unity 2d. I think this game has a great potential and all you need to do is to add more levels.
That means a lot! Thanks for playing! I have made one other game before in Unity 2D, which was a while ago and was never finished. I also make games on scratch, but I mainly use Unity for 3D. Thankfully most of the thinking is transferable to 2D, except for sometimes where I have a bug exclusive to 2D and have to go searching... I might extend the game into a full game if it does well, maybe I could add lore and more mechanics. Thanks again for the feedback, you have excited me to keep thinking about the future of the game!
I used Piskel: https://www.piskelapp.com/p/create/sprite
I previously used paint but windows made it really bad, it's still sometimes viable for directly editing the sprites from unity though.
This is really some high-quality stuff, especially that twist with red guy. Visuals and sfx are so good too.
Splendid game, the pacing felt ideal! I donโt know if it was on purpose or I just got funny RNG, but the fact that, on the last moments of the second stage of the boss (like 10% of the health bar) fight the enemy bombs seem to be launched in a way that they would easily hit the boss without doing much effort seemed like a great reward.
Fantastic game! Haven't had as much fun guiding a suicidal block since Lemmings. Excellent work, well done!
That was a very fun game with unique mechanics! I enjoyed it very much!
Masterfully done! I loved the interpretation of the prompt, and the execution was flawless. The only critique I had was that the boss fight was beginning to feel repetitive, but right as I was thinking that it switched up on me and kept the experience engaging. You should be very proud!
Good job ! Loved the concept !! Remind me a bit of Lemmings in a different way ^^
This game was genuinely amazing from start to finish and I would love to have it be fleshed out even further with more levels in the future.








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