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EULA Madness's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| End-of-life plan | #5 | 4.243 | 4.243 |
| Fun | #20 | 3.541 | 3.541 |
| Overall | #27 | 3.671 | 3.671 |
| Jam Authenticity | #41 | 4.054 | 4.054 |
| Theme relevance | #43 | 3.730 | 3.730 |
| Sound | #46 | 3.135 | 3.135 |
| Graphics | #64 | 3.324 | 3.324 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source Code URL
https://github.com/blankhex/jam-game
End life plan
The source code for the game can be found on GitHub (everything is under CC0). The game itself does not rely on any external services, and I may continue to develop it further in the future.
Transparency note
With the exception of the 3rd-party bitmap font (https://opengameart.org/content/bitmap-font-0), I created all the elements during the jam: the engine, game logic, sprites, tiles, and audio effects.
Furthermore, a friend provided assistance in setting up CI/CD and contributed to playtesting.
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Comments
Fun spelunky-like with rouge-like elements.
The procedural generation seems solid, which is hard to do in a jam. Using the spelunky mechanics in a more limited timer was a good idea for the jam's theme. I'd like to see this game develop further. Good job!
Hey !
I love this game bro , great idea! keep up...
I will be also happy if you rate my game : https://itch.io/jam/stop-killing-games-game-jam/rate/3724252
I think it's just very well thought through! I thought it was game over for me when i ran out of granades but I was happy to see random mines being present. I would add some music and maybe some variation to the sound effects, there was a lot of them and after a while I found them pretty annoying.
Also, maybe I'm misunderstanding but you said you made a game engine during the jam? If so, super impressive but I have some doubts on how possible it is.
Overall, nice project! I would also appreciate if you could rate mine!
> I think it's just very well thought through! I thought it was game over for me when i ran out of granades but I was happy to see random mines being present. I would add some music and maybe some variation to the sound effects, there was a lot of them and after a while I found them pretty annoying...
> ... Overall, nice project! I would also appreciate if you could rate mine!
Thanks! I'll iterate on the game more in the future to iron out imperfections! As for rating your project - already did :)
> Also, maybe I'm misunderstanding but you said you made a game engine during the jam? If so, super impressive but I have some doubts on how possible it is.
IMHO, creating a game engine is relatively straightforward, but making it good (in terms of developer experience, performance and quality) is incredibly hard. The engine used in this game is not good. It relies heavily on shortcuts, makes assumptions about a lot of stuff and imposes numerous limitations on how anything can interact with each other. As a result, it's riddled with bugs, shortcomings, and missing functionality.
The entity system and sound system are particularly bad. The entity system is poorly written and needs to be completely redesigned. The sound system is equally disappointing. To make a long story short, the existing library didn't work, so I had to write the sound mixing from scratch and it is full of bugs (e.x. If you play the game for a while, you'll notice that the sound starts to lag behind your actions).
I plan to create a devlog entry (or a YouTube video) to delve deeper into these issues.
Oh, if you do make a devlog, I would love to see it! I will follow you on itch, if you make some kind of announcement for the devlog I will surely watch it
Nice concept. It would be nice to have some type of score system such as a a basic every second lasted is +1 score, just so the player has more incentive to continue playing to try and get a better score. As it stands, the game is a nice little demo with a lot of cool directions it could grow if you decided to work on it more!
Thank you for your feedback and kind words! I will definitely continue working on this game in the future! As for the score system, it's something I'm considering, but I'm more inclined towards developing an ending of sorts or a more level/biome progression.
I have to admit I'm positively surprised! The game has pretty good ideas like trading buffs and debuffs for additional time and playing around the mines to make an entrance below. And I didn't expect wall jumping made that well in such a small project :D. Keep up the good work!
> I have to admit I'm positively surprised! The game has pretty good ideas like trading buffs and debuffs for additional time and playing around the mines to make an entrance below...
> ...Keep up the good work!
Thanks! I will definitely improve upon the game in the near future
> And I didn't expect wall jumping made that well in such a small project :D.
I thought it would be fun to include a ledge-grabbing mechanic. I added fall damage as a debuff to encourage its use, but it's not meant to be necessary to use it
i like that, although you mentioned that the game doesn’t exactly have an ending, you tried to compensate it by removing one of your abilities (if you could call them like that idk) each time you get to the bottom. this creates this kind of challenge in the game, which i like a ton. good job! :D
Thanks for your feedback! I'm very glad you liked the debuff mechanic! I do hope to improve my game in the future, adding more variety, buffs, debuffs, and an ending (or at least a scoring system)
Really fun gameplay, and the art style reminds me of Spelunky a bit! I’m impressed by the generation mechanics and even something as little as the guidance arrow. As a side note too, thanks for making your game’s source code available, it’s interesting to see how it was built without using a popular game engine.
> Really fun gameplay, and the art style reminds me of Spelunky a bit! I’m impressed by the generation mechanics and even something as little as the guidance arrow.
Thanks! For the art style, I didn't have a specific goal. I was just trying to create something decent, with the intention to redo it before final publication (which didn't happen). As for the level generation, it's essentially the same system as in Spelunky.
> As a side note too, thanks for making your game’s source code available, it’s interesting to see how it was built without using a popular game engine.
You're welcome! (IMHO the code quality isn't great)
On my first play through I accidentally blew myself up with my own grenade. Whoops.
It was pretty fun! Choosing potential upgrades was neat and I love all the little details, like the spikes get some red on them if you jump on them.
Thanks for playing! I'm glad you enjoyed the debuff system
Very fun!
I like the randomness of the level and the bonuses! It adds a roguelike aspect.
Thank you for your feedback!
Very fun and easily expanded upon! Would love to see more of this game in the future.
Thanks! Will definitely keep working on it!
Fun game with clear goals. I was especially a fan of the graphics! The little things like a different sprite for climbing down the ladders and the blood when you hit the spikes added a nice personal touch!
I'm glad you liked my submission and I appreciate that you enjoyed the graphics (IMHO they were placeholders)!
The platforming is pretty tight and fast in a good way. I played it quite a bit and it only got boring when I stopped seeing new effects. I have played close to 100 games now and I think this is the only one that was written in c++.
> The platforming is pretty tight and fast in a good way. I played it quite a bit and it only got boring when I stopped seeing new effects
Yeah, I didn’t have time to add more (and cooler) buffs/debuffs. Still, I’m glad you enjoyed the game!
> I have played close to 100 games now and I think this is the only one that was written in c++.
In retrospect, I should have chosen GameMaker instead - that way, I would have had more time to refine the gameplay instead of spending it figuring out how to do most things from scratch
Really liked this game! The mines remind me of the worms mines, which may or may not have triggered some PTSD..... lol. I would have liked to see what floor I got to when I died and maybe the deepest I reached, something simple. The movement was good, and the level generation was pretty good as well, great job!
> Really liked this game!
> The movement was good, and the level generation was pretty good as well, great job!
Thanks!
> I would have liked to see what floor I got to when I died and maybe the deepest I reached, something simple.
I will definitely consider adding this in the future
> The mines remind me of the worms mines, which may or may not have triggered some PTSD..... lol.
Fun game! The sprites are super cute too - great work!
Thank you! Although the sprites were supposed to be just placeholders :)
idea is very good :)
Thanks, XIII.X!
Loved the game! Its pretty easy to get stuck but otherwise I had a blast :D
Thanks for the feedback, Reckd!
I enjoyed the art and the overall look of the game. I found that it was quite easy to softlock yourself with an unfortunate mine generation blocking off the exit and I struggled with the down+jump to drop from a platform. This game has potential and overall it was good fun!
Thanks for the feedback! I'm definitely planning to work on this entry in the future to make it less buggy and more fun!
First second in I spawn on a mine and die, rip XD.
Jumping sadly did not work for me as well, but I still enjoyed it.
I think the world looks amazing and I'm guessing it gets generated each time.
Really cool idea!
> Really cool idea!
Thanks!
> Jumping sadly did not work for me as well
Are you using a non-qwerty keyboard by chance?
I'm using a German keyboard, which is a qwertz keyboard, that might be the issue then.
Yes, that might be an issue. I haven't checked how the game works with non-Qwerty keyboard layouts. Sorry about that :(
Enjoyed the game. Gets you to think a bit about pathing and using mines rather than expending grenades.
That was (kinda) the intention :) Thank you for your feedback!