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

Debug ModeView game page

The developers couldn't finish their game. Finish it for them.
Submitted by IcyPenguin_ (@IcyPenguin28), Steve The Bartender (@Steve_The_Bart) — 2 hours, 56 minutes before the deadline
Add to collection

Play game(?)

Debug Mode's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#37682.3573.333
Presentation#43201.9642.778
Overall#43711.9902.815
Fun#48311.6502.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
We interpreted the theme as joining the elements of traditional level builders with the elements of a run-and-gun platformer with very little interruption between the two modes of gameplay. In most level creation games that come to mind, it often takes a while to go back and forth between the level editor and playing the level itself. We aimed to destroy as much of this barrier as possible and link these two aspects seamlessly. Whatever you placed in the debug mode, the game world would be altered accordingly and instantaneously. We also added the ability to lose your access to debug mode if you're hit by an enemy, severing the connection between the player and what is considered their most useful tool. The use of debug mode can be regained by recollecting the shift key that flies out of the player.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

This is an awesome idea. The only thing I would say is that it doesn't make much sense to me to limit the player's access to debug mode since it can leave you in a situation where there is nothing to do. If you were constantly being swarmed by enemies so you had to switch between shooting/platforming and creating obstacles and power-ups, etc. that would be different, but with these kind of puzzles it would be nice to be able to browse the menu at your leisure. Again, great concept. Nice work!

Developer

Hi there, and  thank you very much! There originally wasn't a time limit, but I kept thinking that instant and continuous access to a paused state of the game which you can use to save yourself from certain death would have made stages too easy, so I added a couple handicaps on the editor in an attempt to circumvent these realizations. Perhaps in a future update time limit would only be applicable in the air? I'll have to play around with it post-jam.

I hope you enjoyed your time with our game, and thank you so much for playing and giving feedback!

Submitted

Got to the end of both, it’s quite difficult to know when you’re about to fall to your doom (and respawn inside the floor, which kept happening), or go to a new section. I didn’t feel like this really fit the theme, given your goal of making the transition more seamless, I feel like not stopping time might make it even more so.

Developer

Hey there, thanks for playing!

Believe it or not, having there be no separation in "modes" was the original plan, but we quickly realized it would be very difficult to place tiles underneath of you, especially when you're falling as fast as you are, so we went with the second best option, which is still a lot faster than most level creation tools that we could think of. We chose to represent the theme through the connection between the game world and the world of the debug mode and how we would represent that connection being cut off, not exclusively through the nature of how the debug world was implemented. Hope that makes sense.

And sorry about respawning inside the floor. We had to make some last minute performance and memory optimizations (which included not processing objects if they were out of range of the camera) and our team size and the time limit didn't allow us for rigorous playtesting with those new parameters.

But thanks for the feedback!

Developer

Hello all! Thank you all for your feedback.

We did not have enough time to implement a tutorial, so please see the game page for what each object does and the general controls!

Crates are destructible, and they need a bomb object to explode near them for them to be destroyed.

Submitted

Seems like such a promising idea, but yeah, no idea how to get past the blocks!

Developer

Hello! Thanks for playing! I have just posted a comment to clarify a couple of things. Please see that for further information.

Submitted(+1)

I really like the concept but some instructions would be nice. I still have no idea how to interact with the gray blocks and can't progress beyond the very start in either stage. 

Developer

Hello! Thanks for playing! I have just posted a comment to clarify a couple of things. Please see that for further information.

I can't really rate this because I don't know how to get past the boxes with the crosses on them. The fact that it doesn't tell you what to do about that is kind of bad, unless I'm just being stupid.

Developer

Hello! Thanks for playing! I have just posted a comment to clarify a couple of things. Please see that for further information.

Submitted

Neat concept!  I couldn't figure out how to shoot / use the ammo, so I got stuck on one of the levels.

Developer(+1)

Hello! Thanks for playing! I have just posted a comment to clarify a couple of things. Please see that for further information.