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A jam submission

Eject the Crate Creature!View game page

A short game of finding a creature within a space cargo ship. Find it, and eject it!!
Submitted by RedSquirrel93 — 9 days, 1 hour before the deadline
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Eject the Crate Creature!'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#133.8103.810
Fun gameplay#143.2383.238
Overall#143.4443.444
Sound design#163.2863.286

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(1 edit) (+2)

At least once a jam, I find a game that doesn't have a whole lot to offer in terms of content or scope, but for what ever reason is just addictive and replayable as hell. This is definitely one of those games.


The concept is fun, regardless of it's simplicity, and I'm so glad you took the extra time to add a theme to it. Maybe if I wasn't as into SciFi  as I am, I wouldn't have thought that much of it, but I am, so...

I love the challenge too. It's one of those games where you don't need difficulty settings, because you lose points based on time spent, and you can never end the game early by losing too many as far as I can tell. That makes it really easy to pick up and play for anyone!

The game it's self is one thing, but the level of detail put into the settings insured that there was a true degree of customization for the player. This is not just awesome to see from a player comfort PoV, but also from an accessibility PoVm, especially as it applies to the separate music/sound/speech volume sliders, and the font type. Just as commendable, because of how difficult it can be to get running properly, was the realtime screen reader readout option. The decision to add  a TTS fallback was a smart one though, to cover as many users as possible.

The instructions were comprehensive and well written, but I do wish that it had been specifically pointed out that one needs to hold down the key to properly hear the radar, rather than just pressing it. That confused me at first.


I am truly impressed with this game, and while I'm not sure it will make it into the top 10 do to it's lack of flashy gameplay, I think it deserves it based on the features alone. Really, despite how humble it is, this is one of the games that most exemplifies the spirit of the jam by really going the extra mile in important ways.

Submitted

The controls were a little confusing to me "Z through ." but eventually I understood. Fun little mechanic! I like the beeping feedback so long as you hold the key, it worked well. I managed to eject the creature and it only cost me a month's worth of rent :D.

Submitted(+1)

I really like the hinted-at dystopian future vibes. The UI makes me think a bit of Aliens which plays nicely into a Weyland-Yutani type company that will punish you doing your best and punish you for doing nothing just to protect their bottom line. Great minimalist story telling and an effective atmosphere

The controls take a moment to click but once they do there's a good sense of pursuing the creature and trying to eject it. I never would have guessed that a game that uses nearly 40 buttons could be so manageable and enjoyable!

Good work

(+1)

Have to agree with what others said, this is a really cool concept. Using the keyboard to spacialise the grid works surprisingly well. The audio is minimal but does the job. I like how the displayed text tries to stay in-universe with the terminal booting up. I could definitely see this being expanded further with powerups, perhaps multiple creatures at once, etc.

That was great, but hold on! On my second run I ejected the creature first time but still got fined? That's a bit off haha! Great first effort and I hope you continue development of this, if any. REally liked it.

Submitted

Very good video game that respects the theme of this game jam.

The atmosphere is great and the sfx are successful.

Congratulations!

Submitted(+2)

The concept was great. This is a very basic intro level that I can see being expanded upon. I am using NVDA screen and I did struggle getting it to work well at first. I was using the built in jump to function which it did detect the main menu options, but it would only label the the boxes as a generic name, which made it difficult to know what the option was for. Using the mouse and hovering over text, I was able to fumble through the options and get the game started. (I am not use to using screen readers so the fact I got into the game was a bit of a miracle lol)


The game itself has a lot of promise. The audio feedback worked well, and the visual cues worked well when I blurred my vision, so it seems playable across any spectrum of vision impairment!

Good work and thanks for sharing your work. It would have been cool to see more levels added with the creature moving to different spaces after X amount of time. 

Submitted(+1)

Just agreeing that it was a fun intro level and just wanted more! Wanted the creature to move around, wanted more powers, etc.
Great start!

(+1)

This is a pretty solid concept. In terms of accessibility I think this game is great; I was particularly glad to see the number of options presented. Gameplay itself is nice; basic, but it works well. It was fun having as big a matrix for the creature to hide in. One very minor bug: I don’t think the scan sound resets when you let go of a key and scan again, which means you might start the next scan by hearing the tail-end of the scanning sound. Still, this is a nitpick and considering you’ll likely be scanning each space for a second or two it doesn’t break the game in any way.

Submitted(+1)

This was a fun play and an original concept. Good game.

Submitted (1 edit) (+1)

This one was fun!

Nice touch adding support for different keyboard patterns (though my AZERTY keyboard was working as a QWERTY keyboard there somehow) and navigating the (in depth) settings menu with windows narrator enabled was quite a pain (though I am not used to it so it can be the reason why).

The game itself is a really good idea and fun to play, I would just want a better difference between the actual target cell and its closests in the same row.

Last thing, I could not restart a round and had to reload the page after every game

Submitted(+1)

Great concept. I enjoyed exploring my keyboard and ejecting the creatures. I had some issues with NVDA, like the inputs on the settings screen not having labels associated with them, but otherwise it was smooth. I’d love for the sound and game design to be elaborated upon. For example, we might hear the creature moving around and damaging crates, or we’d retain our profits between games and spend them on things that extend the life of the game a bit. Nice work!

(+1)

Accessibility-wise, this game’s fine. It admittedly took me a bit to notice that there was a settings menu, but that’s on me; I should’ve looked at the page more rather than just smashing enter. It’s remarkable that you not only included a choice between TTS and a screen reader, but TTS adjustment settings, and even keyboard adjustment – I’ve played several games that only account for the US layout, so that’s great!

All of the settings work as they should, too. Screen reader support’s a touch wonky, with rather awkward pauses, likely because you tried to account for a much slower speech rate than I am using. Given there aren’t many tools – especially web-based – for checking when a given string has finished speaking, that’s fair enough. I have not encountered any bugs during gameplay, either.

But the gameplay itself is … unrewarding. Merely picking out the fastest and loudest sound is not particularly challenging or enjoyable, and at least for me, the time limit only adds annoyance to the mix. Besides, why bother when I get fined even just for trying? “Fuck you for your service,” more like.

There isn’t any story or flavour to keep me coming back, either. All I learn is that I’m on a spaceship and there’s a creature I need to throw out, and “winning” does not reward me with any more information like that. Nor do I get to enjoy the creature’s angry roar or scared squeak as it flies into space. I even tried sitting for a while and letting the little troublemaker destroy things to its heart’s content, but there were no fun destroying sounds, nor a hilarious game-over screen.

In short, if not for it being a jam submission, I would have no desire to replay this game. And given what I can see of your coding skills, and the fact that you submitted this 9 whole days before the deadline, I am quite confident that this is not the best work you could have produced.

Developer (3 edits) (+1)

Thank you for playing and the in-depth feedback!

I’ll be honest—like many projects I take on, I tend to lose steam quickly and start doubting the core concept. Because of that, I try to keep my scope small and finish within two weeks or so. For this jam, I also had the chance to work on another game (I did the art for Ladybud Roll, check it out!), so I split my time to avoid burnout.

That said, I totally get where you're coming from. I’d love to expand on this with rogue-like elements or defensive/aggressive abilities—there’s a lot of potential there. But as a proof of concept, I’m still happy with what I put together. Thanks again for your thoughts!

(update: formatting)