I love the game and the concept. It took a long time to figure out what I needed to do, but once I did, it was fun!
Play The Jamming Experience
Dev Snippets's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #7 | 4.381 | 4.381 |
| Overall | #163 | 3.677 | 3.677 |
| Visuals | #182 | 4.100 | 4.100 |
| Audio | #220 | 3.594 | 3.594 |
| Theme | #351 | 3.513 | 3.513 |
| Gameplay | #450 | 3.288 | 3.288 |
| Enjoyment | #724 | 3.188 | 3.188 |
Ranked from 160 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?
You have to plan out and adjust your "Game Code" accordingly to achieve a win. If you mess up, then you must take off countless hours to fix whatever mistakes were made. Thus, you must really make sure... NOTHING can go wrong!
What code and assets did you not make from scratch during the jam (if any)?
I made all the assets and everything myself, nothing was taken from anywhere else.
How many people worked on the game?1
Comments
This is amazing, really cool idea and although a bit confusing at first, you get the hang of it and it gets fun.
I liked the visuals it looks you put much work on them. It was really hard to get my way around this game but overall nice!
The idea is really cool and I also love the visuals. But the game is a bit overwhelming, the ?help being a wall of text doesn't help with getting accustomed. I think a more gradual approach to the tutorial would work nice (like for example, when you first start the game, it highilight each element like inspiration tab, and shows a brief explanation) Also having the help pause the game time would be nice so you can look up stuff while playing. Also maybe the inspirations tab could be a bit more organized? as well it's a bit hard to look through your options, as they constantly move around.
But other then that, I think this game is really cool, I also love how you can see all effects take place in real time
Heyo, this game is pretty cool but pretty hard to get into. I kept wondering why some values weren't working but it turns out they need to be the right color. Also, I didn't really know how the scoring worked at the end so i dunno how well i did... I liked it though!
Hey, I remember you from the Coco Code Game Jam, where we both made a snake game. Nice to see participating here too!
This game concept is very interesting and meta, funny thing is I had the same idea of making a game about game dev, but after just a day, I figured I wasn't a good enough game dev to actually make it. So congrats just for realizing that idea!
As for the game itself, I do find hard to grasp, but eventually after a bit of struggle, I managed to somewhat understand it, and find quite challenging but also fun! The visual and the great music definitely helps with that.
If you're planning to develop this game further (which I think you should) maybe you can make the guide a video or better yet interactive?
In any case, this was a great concept, executed quite well, amazing work!
I definitely had a hard time interacting with the game, so I have to echo what others are saying which is to add some mouse support for editing the variables. I think the concept is awesome and being able to edit a game in real time is very cool. This game is ready to be modded.
Yea mouse support would be nice :/ But anyways are you able to tell on what the possible interaction issues were? Currently the only ones i know of are "Keyboard rollover issues which causes specific 3 key combinations to be unpressable" and "People not realising first two buttons need to be held down not just pressed". Anyways thanks for the feedback!
So I have tried typing the keys that are next to the variables. I also tried holding them down as you stated. But it never lets me alter the value. Because I can not alter the value I can not adjust the strength of the tower. Which fundamentally defeats the purpose of the game as you outlined in the description. Perhaps there is some browser limitation here. I am not sure. Though I kind of doubt that being the case I see it tell me which key is being pressed and or held down.
Could have some causes:
Color does not match: green=tower,red=enemy,blue=tower
already something else inside, if its not grey, it cant be added to, you can use debug mode to click on the ONE key inside the code editor to remove it :)
and also could still be keyboard problem perhaps, the keys gotta be pressed like, HOLD the first two, example; "1X" then let go, and you have 2 seconds to press the final key, example: "Y" so all together itd be like 1X + Y
This game is requiring coffee before you sit down to tackle this. Very cool how you implemented the realtime changes in the game. I wish mouse support was there as I its my preference maybe click into box to then edit? Overall clean design. Maybe more hand holding on the tutorial section i believe. good job!
Took me a while to figure out even with instructions spelled out in plain English, but that's on me.
Very interesting take on game development process, I'd say I had a similar situation at least once during the previous jams, where I couldn't settle on good default values for everything during the last day and shipped the game with near unbeatable difficulity curve.
Very clever, and visuals are clean as hell!
I tried my hardest, but failed... a lot of times hopefully this isn't an accurate representation of my game dev skills , either way it was pretty good. I feel like the selection through keyboard was a bit weird with sometimes the incorrectly written ones not disappearing and stuff, even with the debug tab it was almost impossible to devise what needs to be changed. Graphs would be better than just raw numbers. The debug thingy was weird, I didn't even realize that just having it open caused the time to speed up instead of it just being a one time penalty whenever used.
I might be a dum dum for not realizing that the modules' color corresponded to the tab colour at the top and so was searching for colours everywhere for a while xD. After I found it though the game turned out quite interesting, it is overwhelming how many inspirations come in but I'm sure that's an easy fix.
Ofcourse, like everyone else, I have to comment on the phenomenal music choices :] it was a blast to listen to! Outside of that, the idea itself is really unique and well done bud! Awesome job! <3
Little bit tricky to get the hang of it but once you do its really fun. really nice music too
The game idea is really cool and executed really well. Took a few tries to get a hang of it, but definitely can see this as a steam game. For anyone that wanted to try and play it, it will be a better experience to play download version instead of the web.
Innovation 5/5. Game lag 900/900 nodes.

the game is so good , i like the intense music during the game making time , and the peaceful music during the tutorial
the game is quite complicated at first , i still don't quite know what "balanced" mean , am i supposed to let the tower destroy everything and make the spawn rate of the enemies really high , or am i supposed to make a balance between the tower and the enemies
there is a bit of lag once the "jam" starts , it isn't a huge problem though , as the beginning isn't that important in the game
and you don't see much of the "game" because it's almost always covered with the huge list of "inspirations"
also there isn't a balance between high numbers and low numbers for most of the "scripts" , for example , you would almost never need a high number in the enemies script , or the world script (unless i am not understanding the goal of the game , like i said )
the game idea is very creative , i would really like to see this game made into a full game one day
inside joke section
yeah , that button was worth all the hype , it's actually my fav part of the game
i rate that button 11 / 10 , need to see the button's presence in other games
Hey! good to see you liked the button, anyways yea basically to have the game be BALANCED you just have to fulfill whatever ridiculous conditions are within the console, such as like having enemies at minimum be within your range so like you gotta have a lotta enemies but at the same time you gotta not kill them too fast, die too fast, and not be invincible. A game of pure balance, and also all the high values are definitely useful in most cases, its up to playstyle. Hope you had fun!!
Well, it certainly lived up to the hype :D
Really really cool. I really loved how it gave us the opportunity to set up different weight classes so there could be the classic, heavy-hitting tank paired with the lightning quick but weak runners, made for some really interesting problem solving.
Also a very unique way to force the player to think. We're all so used to only thinking about maximizing our tower's performance OR maximizing our attack, so to try and find balance was a great challenge!
Obviously it could be easier to understand with a bit of a walkthrough/tutorial, but honestly I quite enjoyed poking around and figuring out how it all works. And as you said in the description, it is very addicting.
Really impressive!
The tutorial definitely could use some work, spent a good 10 minutes trying to figure out what it meant. But music is boppin, visuals are smooth. Also, tackling my weakness of trying to balance a game!?





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