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A jam submission

Over/UnderView game page

Every boon has a price
Submitted by Fresh — 2 days, 6 hours before the deadline
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Over/Under's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1313.7753.775
Enjoyment#2123.8213.821
Overall#4703.3813.381
Audio#5373.2123.212
Theme#5643.3923.392
Visuals#8703.2883.288
Innovation#8842.8002.800

Ranked from 240 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The core gameplay loop relies on progressing through each level by choosing a new upgrade, but you're also forced to take a debuff. This fits the theme as you have to weigh your risk/reward balance to get as far as you can and manage the chaos of your own choices.

What code and assets did you not make from scratch during the jam (if any)?
The map tileset, the player character sprite, the enemy sprites, the UI icons, and a handful of sfx come from free to use packs and sources such as Kenney assets. A full list of credits is on the game's page.

Everything else - the code, music, and sound effects - are all made from scratch.

How many people worked on the game?
2

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Comments

Viewing comments 140 to 121 of 161 · Next page · Previous page · First page · Last page
Submitted(+1)

Cool game, the problem with buff/debuff for upgrade is that it removes fell of progression as I always stay almost the same. Arrow hitbox feels way too big and archers fire way to early from the start of a round. Each archer shoots at the same time and all melee enemies goes in the same direction so each round feels the same.

Overall good entry, enjoyed playing it.

Developer(+1)

Appreciate the honest feedback! The intent was so that you could choose to manage your upgrades to stay balanced and be ‘safer’, or you could go all in on a build and risk the game getting a lot harder (much faster enemies, firing rates, etc). Could definitely be tweaked.

Skeletons should have some randomized delay between each other, cause I noticed that too when developing, but good to know it isn’t super consistent. Enemy AI is definitely barebones, but it was good enough for a jam I felt. Something to work on for sure.

I do wish I focused more on enemy variety, maybe adding bosses to break up the rounds. That and adding more risk/reward options. Lesson learned.

Still, I’m glad you enjoyed it despite its flaws ❤️

Submitted(+1)

Cool game, liked the balance of debuff + buffs, but wish there was more variety and maybe stronger effects / percentages; it didn't feel like what I picked changed much of the gameplay, other than losing 1 health.

Developer

Thanks for the feedback! Balance was tough to get right. When you can stack effects making it immediately apparent after one boost makes it super overpowered if you keep stacking. But good to know! A way of visually seeing progress and stats is on my backlog.

Submitted(+1)

Nice dynamics after 15-20 waves, projectiles are tricky, love it. But i believe you need to add more speed for melee enemies, they seems almost useless, especially, when range enemies don't spawn.  

Developer

Nice record! Yeah there is a ‘risk’ you can take that speeds up enemies, so that’s why I didn’t make them speedy from the get go. They become more dangerous in large numbers by design, they work best with the ranged enemies to split your focus to try and get you that way, I’ve found. Appreciate the feedback though! Definitely room for improvement.

Submitted(+1)

Great game! I really liked the balance of the upgrades! Can make for a different game every time

Submitted(+1)

This was simple and fun! I love the trade off between the choices, I just wish there were more of them! After just a couple rounds, it started to feel the same every time. Great work for a week :) 

Developer

Thank you! Yes, that’s the one thing I wish I worked a bit more on. I thought 10 each would be enough but evidently not. Glad you enjoyed it for what it is tho!

Submitted(+1)

That was such a joy to play. Our game is similar to yours, so it's very fun to see how a different version looks looks like. Great job!

Submitted(+2)

I think it is one of the best itterations of the theme I've played so far.

Submitted(+1)

Good job! The risk/reward mechanic is implemented very well– choosing a debuff alongside every upgrade is a great and simple way to force interesting decisions. The game feels incredibly balanced and the core loop is super addictive. Well done!

Submitted(+1)

I found it funny that with only one life, you can choose a power-up that you have to pay for with that life. As a result, you instantly lose :)

Developer

Haha it’s definitely a “well what else did you expect?” Funny interaction I kept in.

Submitted(+2)

Very fun and addictive game, it is a perfect base for a full game! Nice work!

Submitted(+1)

Wow, very fun and addictive. It feels very polished too! Great work!

Submitted(+1)

I really enjoyed trying this game out. It starts really fast and having the skeletons shot directly within the round start makes you to pay attention when starting a new round - (maybe easier to play with a mouse than the gamepad but it was still enjoyable).

Nice work

Submitted(+1)

I love games that focus on delivering lesser content at higher quality, and this game is the pinnacle of that principle. Overall polish was insane and felt like a full game. Buffs and debuffs could maybe be balanced a little more but it was the game I have played the most this jam by far. 10/10

Developer

Thank you for the kind sentiment! It really means a lot. In hindsight I know I should’ve added a bit more variety in certain aspects, but I’m glad the core gameplay shines through, and I’m more glad you enjoyed it!

Submitted(+1)

An enjoyable gameplay experience. I really enjoyed trying out the game great work!

Submitted (1 edit) (+1)

Nice work ! I stopped around 21+, as it started to feel a bit repetitive, but overall it has a solid foundation and it's pretty cool. 

If you have the time, i'd really appreciate if if you could rate our game as well.

Submitted(+1)

Very fun game!

Submitted(+1)

Very well done. Not a lot to do in the game, but this is not a bad thing as what you can do is extremely well polished. Good job.

Developer

Thank you for the feedback! That was the idea, though I would’ve liked to add more depth and enemies and all that, I thought it was more important to get the core gameplay right. I’m glad that at least shines through!

Submitted(+1)

Oh yes, it shines through

Submitted(+1)

This is nicely polished. Good solid concept, well executed. I think the sound leaves some room to grow and additional buffs and debuffs and enemies would really make this game.

Submitted(+1)

I must say, this is quite addictive! Nice job!

Submitted(+1)

The back and forth dance between the positives and negatives was fun, sometimes I chose what I wanted most, other times what I didn't want least lol. Everything felt polished and smooth, great job!

Viewing comments 140 to 121 of 161 · Next page · Previous page · First page · Last page