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Overjunked - Jamfuser 2019's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
• Strong connection to the theme | #1 | 4.000 | 4.000 |
• Commercial Potential | #3 | 2.913 | 2.913 |
• Fun | #3 | 2.696 | 2.696 |
Overall | #4 | 2.728 | 2.728 |
• Teamwork evident in game creation | #5 | 3.217 | 3.217 |
• Innovation | #5 | 2.304 | 2.304 |
• Narrative | #7 | 1.739 | 1.739 |
• Audio | #7 | 2.174 | 2.174 |
• Graphics | #7 | 2.783 | 2.783 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
This game is pretty well balanced and thought through for the timescale given in a gamejam. It's evident that the team were heavily inspired by overcooked and were able to utilise their knowledge of assymetric level design and player interaction to create an interesting experience which utilised team roles. I think the game could be scaled better for less amount of players playing, however this is something that can be balanced with a little further user testing and focusing on balancing and polish. I can see how this game would advance from level to level, which is great in these early stages!
Taking the Overcooked/Catastronauts style and placing it in the refining world. It's a nice game, it needs to be clearer what controls what and where you put things, I think maybe indicating where the next trucks will be would be useful. The core mechanic has a really good feel to it (even if it's very tough for a single player), but I think a lot more work needs to go into the UX
This is a nice thematic twist on the formula seen in Overcooked. It suits the theme well.
There seemed to be a lot of interactions available to the players, which make it fun when playing with multiple players. It doesn't scale particularly well for smaller numbers of players, so keep accessibility in mind when working on future game jam projects. The randomness of the trucks and the proximity of the machines to the trucks felt unbalanced for two or fewer players, but a small number of changes could solve this almost immediately.
The interactions with machines had to be figured out as I played, and it took me about three matches before I really figured out how the colour-coding worked to show which junk goes into which machine and which truck. A small slideshow of how to play would have been very helpful here!
I feel that this game could be fantastically fun with a little bit more polish outside of Jamfuser. I'd love to see it updated, mostly where some of gameplay can be a little finicky. Using physics for the junk is perhaps not necessary for this game, as more often than not I was launching junk across the entire screen rather than placing it into machines. It did make me laugh though!
Team Name
RestNotRequired
Game Name and Description
One man's junk is another man's treasure! Work against the clock, be sure to not let the junk build up, delegate and cooperate in this frantic recycling plant. Master the machines and process your orders as fast as possible. Efficiency is key when the work becomes troublesome.
Team Description
Alfie Reis - Environment Art
Ash Tuft - Character model and Environment Art
Ben Wheatley - Level Design
Callum Holland - Blueprint Tech
Callum Wagstaff - Blueprint Tech
Thomas Jowett - Blueprint Tech
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