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A jam submission

Coan's Poorly Scaled ProjectView game page

My entry for the 2024 GMTK game jam
Submitted by Coan — 1 day, 10 hours before the deadline
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Coan's Poorly Scaled Project's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#68601.5152.143
Style#69601.5152.143
Overall#70351.5152.143
Creativity#70931.5152.143

Ranked from 7 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?
both in using different scaled blocks for the user created blocks and just...my scale and scope as a solo first time project was way off.

Development Time

96 hours

(Optional) Please credit all assets you've used
"Loopster" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/

"Magic Escape Room" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/

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Comments

Submitted(+2)

Congrats on finishing the jam!  It's really cool to seem more people using Unreal for it!  Your title and picture honestly was a good hook for getting me to come try, I love a good poorly scaled solo project I'm quite familiar.    

The moment I picked up the gun I instantly had to know how many I could shoot, seems like an unlimited amount and my game never slowed down.  I discovered you could rocket jump that was really fun!

I look forward to seeing more from you!

Developer(+1)

Thanks, glad to hear there wasn't any performance issues, that's an impressive amount of cubes. I did have the thought to limit them at some point, but, with how I couldn't get them to react reliably, I figured it was best to not try and limit it, given how sometimes I'd have to really fight to get them placed in a way that worked. 

Submitted(+1)

For a first solo dev project, it's admirable! Finishing anything at all is already a major accomplishment, and you definitely came up with an interesting idea to boot - the scaled-up blocks having gravity disabled for a few moments after being shot could be amazing for some physics puzzles. If you leaned into that and made the shooting feel a bit more impactful (the blocks just kinda limply falling out the barrel felt a bit underwhelming), plus maybe a sprint option and some more jump height, you have the basis for a really cool physics puzzle platformer! Great job :)

Developer

Thanks! The blocks being janky was one of my biggest fights from a "I have no clue what I'm really doing" perspective and trying to make a square peg fit a round hole (building them out of the fps projectiles). 

I had a few ideas to do with them with either dynamic sizing based on charging (to scale them up, to fit the theme better) of having them be more "sticky" to make using them to get around easier by being able to stack them, or countless other things that well...didn't scale well with my experience as a dev. :)