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A jam submission

Build/Scale/Build/ScaleView game page

Submitted by Deeperbeige — 4 hours, 57 seconds before the deadline
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Build/Scale/Build/Scale's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#6543.9293.929
Overall#26643.1193.119
Enjoyment#37202.6432.643
Style#38102.7862.786

Ranked from 14 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?
I interpreted the theme as you build something to scale a tower full of obstacles. Think "Getting Over It" mixed with "Fantastic Contraptions".

Development Time

96 hours

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Comments

Submitted(+1)

Love the game idea here.  I enjoyed playing the grabber alot.

Developer

It's tricky to control, but I suspect it's one of the ones that technically could get to the top... In theory... With a lot of patience!

Glad you enjoyed the game, that's more than I was expecting from anyone when I submitted it. Thanks for playing!

Submitted(+1)

You have a pretty customizable editor for making inventions! It's enjoyable to make something to beat the maps with different ways. I'd like to see more things, maps and difficulty settings.

Developer

Thanks for the kind words! I'd like to see those things too, but, you know, time and reality had other ideas.

Submitted(+1)

Amazing concept for the "built to scale" theme and I greatly appreciate the tutorial "starter" character that you can play around in.  Figuring out the combinations of components to use was quite fun (I liked the rockets). Maybe there could be a mini-map of the the wall to scale so you could predict what would come up later. Overall great job!

Developer

Thanks for the kind words. I'm surprised but really pleased you got your own things working. Did you manage to get a controllable rocket?

Agreed, there could be a mini-map, that would be a great improvement. But it's not even on the list of improvements ranked by importance to the game! In an ideal world, with unlimited time, maybe, just maybe that might be possible. But in the real world, in a tight 96 hours, that sort of luxury just wasn't doable. Thanks for the suggestion anyway.

Submitted(+1)

I made it to the top with the Rocket Creeper! Building my own guy looked too intimidating.

Developer

That's fantastic! It's by far the easiest contraption to get to the top with, but by no means "easy"! Glad I put something up there now, even if it's a little sparse and not very rewarding...

I totally understand that building your own contraption would be very intimidating. I didn't get time to make instructions, and it's kinda the opposite of intuitive!

Submitted(+1)

I launched the game without knowing what to expect, since i don't know "fantastic contraptions". Well, it is the first time i see a full editor for building a character to control during a game jam hahaha.  I am not the kind of player that likes to try many builds so i mainly used the playables characters already available (thank you for making them) and i was impressed by how different they all felt to control. Yes it needs some polish,  but i can see the amount of work delivered here. Wish it had at least some music in the background though! 

Developer(+1)

Thanks for playing! I know it's a little bit rough around the edges. Ok, quite a lot rough around the edges. Maybe 80 grit sandpaper.

You seem to understand what I was going for, which is a big credit to you. I wish I had time to add the sharing features, and lots of built in contraptions, and sounds and music and better, well, everything. But you know games jams...

Submitted(+1)

This is a pretty ambitious game for a game jam! It's pretty enjoyable. Reminds me of the amount of time I spent playing physics games as a drooling child lol

Developer(+1)

Glad you liked it. Wish I had more time to finish it to a higher standard, but that's games jams for you

Submitted(+1)

This feels like a really ambitious attempt. I love the ideas and the style, but I struggled to get the game to click. I would appreciate more hand holding through the systems that have been implemented instead of feeling left in the deep end. Lots of great stuff to work with, I look forward to seeing if and how this game develops!

Developer

Thanks for your honest and kind words. I'm very aware how hard the game is to get into, and I'd have loved to make that a bit easier. But you know games jams, you never get the time! The only nod to onboarding is that I insert a few example builds into your saves to start off, and I only added that in the final hour before I hit submit.

You might see that I submitted it several hours before the deadline, but in reality I was so exhausted I absolutely had to sleep. Anyway, I can make excuses all day, in the end it's the initial decision to go with this crazy big idea that's really to blame. That's entirely on me too, of course.

(1 edit) (+1)

I can only imagine how big your ambitions and the struggle were. When Mark announced the 4 days to take better of each self during the jam, I knew people would only suffer longer. I had fun trying different builds with what was available. Especially with the rockets and the creeper in the load menu. Flying around like this got me thinking that it could be a nice multiplayer. Going full speed at each other and maybe shoot them ??  

Also, I really enjoyed your sense of humour in the description. I'm sure you could write funny sarcastic dialogues in your games. Your game reminded me of Piku Niku with the style and the weird movements, it only lacks the charm and the absurdity of the story and characters.  Hope you won't get stuck in your ideas next jam, roll with what you are actually making and try to embrace everything you do unintentionally.  Keep it up ! :)

Developer

Thanks for your kind, thoughtful and insightful words!

Did you actually try to build anything for yourself? I wish I was able to get the sharing stuff working, as that would have been a good reason for players to actually engage with the concept. Everyone loves to show off their inventiveness, right? While that would have been a fairly easy thing to add, there simply wasn't enough time.

About three-quarters of the way through, I realised I had actually built a fairly similar game years ago in Flash, for Aardman Animations (the people behind Wallace and Gromit). That project took me about 6 months, with a team of professionals helping. At that point I realised just how much time I'd need to get the entry to a polished completed state: Another 6 months!

Mistakes were made. By me. A lot.

Submitted

Great take on the theme and a very polished game! like that! :)

Developer

Thanks fella, although I'm skeptical that you've actually played it. It's the least polished game I've submitted in 5 years! Was far too ambitious with my idea from the start, and clearly ran out of time. I reckon at the end it would take another 6 months of development to get it up to where it was in my mind at the start!