Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

This Game is LyinggView game page

the correct files are in https://janith3454.itch.io/the-game-is-lying
Submitted by Janith3454
Add to collection

Play game

This Game is Lyingg's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#5222.4054.500
Fun#5672.4054.500
Graphics#5702.4054.500
Game Design#5802.4054.500
Theme#5872.4054.500
Overall#6392.2274.167
Audio#7991.3362.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I like the animations of the main character :)

Submitted

You have to upload all of the build files in one zip file, not everything separately.

Submitted (1 edit) (+1)

Hey, you don't need the Crash Handler or Player included as separate downloads.  You really just need to compress (with .zip or .rar or whatever compression) the whole folder that Unity creates when it builds the Windows build and upload that.  I'd love to try it out but I'm on macOS :(  You can hide the two files (crash handler, unity player) in your dashboard.

Developer(+1)

We uploaded files in a wrong way, but we added a link in the description to the correct compressed file. We  apologize  for that.

Submitted (1 edit)

Awesome, I'll take a peek

EDIT - The files look correct but it's still just the Windows build in that folder.  To do a macOS build you need to first add mac build support.  You can do that part in the hub.  Open Unity Hub app > Installs > Select the specific install (Unity editor version) you used to build this game > Click the three dots in the upper right corner of the install > Add mac build support.  Then reopen your project in the Unity editor > File Menu > Build Settings > Select Standalone Windows/macOS/Linux but change the target to macOS. 

NOTE: You may actually need a mac to build a macOS app.  Unless it's a java app it may need to be signed (through Xcode - which only runs on macs) but I'm not sure about that part.  Anyway, hope this helps.