Play sketch
#BORED's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1287 | 3.848 | 3.848 |
| Audio | #1914 | 3.242 | 3.242 |
| Creativity | #2251 | 3.667 | 3.667 |
| Narrative | #2485 | 2.667 | 2.667 |
| Enjoyment | #4540 | 2.758 | 2.758 |
Ranked from 33 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?
The game is about making flying a plane round loops. But the game itself is a loop of different versions.
(Optional) Please credit all assets you've used
See description for full credits
(Optional) What would you like to be called if GMTK features your game?
HVSB team
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Comments
Jeeeeeeey
creative and innovative but that means you gotta teach us how to play your game. It's hard to get what's going on let alone enjoy it.
I understand that our movement system can feel unintuitive at first, but we do explain how it works. The levels are designed to be relatively easy in difficulty, so that players can eventually get used to the movement through gameplay.
I also read somewhere that, it's good to keep your target audience in mind. You're the expert in your game so you should not rely on your judgement alone, give people from your target audience the game and let them play it and note how intuitively or unintuitively they are able to interact with it. This feedback is super useful. Then again working with a standard genre is good since most players knows what kinda challenges and actions to expect.
I appreciate your enthusiasm, but you’re making a lot of assumptions about our process without having been involved in it at all.
This was a 96 hour game jam entry we did som tests with our intended audience, balanced the difficulty based on their feedback, whilst working with the time constraints of the jam.
You don’t have the right to tell me (and us) how to make my own game, especially when I’m not new to game development at all and understand the principles you’re pointing out.
It’s easy to give broad ‘best practice’ advice after release, but a jam project isn’t the same as a f*cking multi year commercial project. We made choices to match the scope, time limit, and goals of the jam.
Feedback on the actual game is always welcome. Feedback on a process you weren’t part of is… less relevant.
Hey, don't take the offence, I wasn't citicizing your team. I apologise if it came out that way. Just sharing useful stuff I thought you'd appreciate.
Short and a bit janky but I love the creativity on display. Feels like the opening of a narrative game werhe you play different mini games to progress.
such a fun way to introduce the game mechanics! movement control could be a bit easier to make it more enjoyable
Having the game take place in a book that the character draws is a really cool idea haha
Thanks for the feedback!! Yesss, the decision to make so was quite spontaneous but we’re glad you liked it <3
The idea of using sketches to tell the story is very cool, with the intro cinematic! The plane was weird to control but not impossible. Really liked the art too!
Thank you for the feedback!! Really glad you liked it <3
Artstyle is super cool, and the hand drawing the levels in are a nice touch. Controlling the plane felt kind of janky though. Overall, great job!
Thank you so much the feedback!! <3
Yeaah, the plane needs some work. We’ll make a version with the polished controls after the jam :D
The game is incredible — I honestly didn’t expect to see a jam entry include a full cinematic and such a beautiful transition with the notebook and doodles.
The plane controls might be a bit tricky, though that could just be me not being very good at it 😅
Either way, I really enjoyed the experience and had a lot of fun. Great job!
The music is lovely and fits the game perfectly.
Thank you so much for the feedback <3
Yep, as many here has already mentioned, the controls are a bit off. I’m not sure why this happens, for me they felt pretty intuitive, but we’ll definetely look into it after the jam :D
Very charming, even if it took a bit to get used to the airplane's controls. But respawning with the cow you were carrying made it forgiving enough. I really liked the animations and going between the 3D and 2D views!
Thank you so much for the feedback! Yeah, the controls might need some work 😅
Glad you enjoyed it <3
The artstyle is super cool! I loved watching them build the level! The movement was a little wonky so it might be worth looking into!
Thank you so much for the feedback!! Glad you liked it <3
Yep, the movement part is real. Will probably polish it up after the jam
What a cinematic experience , Cool Game , Controls are little trickier , Rest everything made me amazed and inspired me.
Please Checkout my game too if possible.
Thank you for the feedback!! Glad you liked it <3
Will definitely check yours out too :D
Sketchy artstyle is absolutely amazing and even controls was a little tricky - it was fun! Tho, I think that cannonballs were pretty friendly and didn't want to kill me :D
Thanks for the feedback <3
Yeah, they’re just chill dudes. They’d be too annoying to dodge, so we kept them as a scaring factor xD
The controls take some getting used to, but once you do its pretty fun! I also love the art style and your take on the theme too! Great work!
Thank you for the feedback! Glad you liked it :D
A game who's consistant style makes the entire adventure the very opposite of the title, #BORED manages to keep even the most ipaddy kids' attentions as the players spin and loop their way through various obstacles while collecting, that's right, cows!
The obstacles, albeit simply coded, give the game creativity which could not be mentioned of many games throughout history. I suspect some of this may have emerged from such a.... united.... team. The airplane concept alone is also pretty creative, and bold considering the vast amount of physics challenges one needs to conquer to get airborne.
I enjoyed the levels a lot, though the menu shenanigans and the lack of actual challenges in the levels were less fun for me personally. The dangling cow mechanic rocked though!
The story is subtle, but the theme is actually incredibly cohesive. All the crazy obstacles definitely fit the mind of a deranged and totally #bored kid!
I LOVED the airplane art, shark art, and cow art!!!!!!
"Moo", also, gnarly music. Except when it was playing stock lofi.
All in all, very surreal experience :3
-DataPotato
Love the theme and the concept, could easily make a full notebook full of different mini games like that. Great work.
Thanks for the feedback! Glad you liked it :) Yeah, we wanted to do something like that with different stuff for different pages… a jam is a jam though xD
Loved the vibe. The controls messed with my mind because I thought it was aircraft controls, but then I got it after a while. Fun stuff!
Thanks for the feedback! Really appreciate that <3
The controls went through like 2 days of playtesting by different people and 4 prototypes. For some reason this felt intuitive to everyone we checked with yet unintuitive to the actual players :(
Will be a good lesson for the next jams :D
That's very interesting, and a good lesson to me too. What do you think that disconnect might have come from? That's a lot of playtesting that I'm amazed you were able to fit in
Hehe, I guess I really love how coherent the game is. It says it's about scribbling while being bored, and that's how I felt playing it. And picking up cows with magnet is hillarious. Maybe I wish it was a little bit more difficult, then again, absolutely that afternoon #bored intensity kind of difficulty: delivered ;)
Thanks for the feedback!! Glad you liked it <3
I love the secret ending XD although the controls.....