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A Brief Case of Belts: Game Jam Edition's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well does the game fit the themes? | #21 | 3.333 | 3.333 |
| Audio | #22 | 2.467 | 2.467 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #26 | 2.733 | 2.733 |
| Gameplay | #28 | 2.600 | 2.600 |
| Visuals | #30 | 1.867 | 1.867 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
A little over 3 hours, I think
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Comments
Really good game. The idea is there. Could see a future potential for the game.
Glad you enjoyed it! I'm working on it currently: https://ffredigames.itch.io/a-brief-case-of-belts
Game was so good and matched the theme very well. The creativity u showed is awsome
Thank you so much! If you'd like to try out a test version where you can size the maps, I'm working on it currently here: https://ffredigames.itch.io/a-brief-case-of-belts
It's quite fun, also some funny moments with the random generator either making the simplest or super complex maps sometimes. Could have been interesting to make it more "endless" if you could generate a new level from the end block when you won instead of returning the the main menu
Thanks for the feedback! Btw, I finally figured out what to do and know I have a tech demo where you can mess around with different level sizes. If you'd like to check it out: https://ffredigames.itch.io/a-brief-case-of-belts
Nice work! Procedural generation in games is definitely time consuming to get right so I get why that would be challenging in such a short jam. Could be a neat game after some visual polish and tuning for the level generator!
Thanks for the feedback, glad you liked it.
Nice that you could implement a random generation mechanic in such a low amount of time. I did have one level generate with the finish area like two blocks away from the start, so perhaps a minimum map size parameter would help with that.
Great work.
Thanks! I had runs where I literally spawned into the end, the whole map was one block. Good old RNG. A min map size would indeed be helpful.
Hi
Pros: The random generation was well done. That's a big factor for me when it comes to long-term motivation in games. It worked flawlessly. The controls were good. Sometimes the levels even became quite large, which I appreciate.
Cons: I didn't notice any.
Overall, a good project.
The levels being quite large is just plain luck, I tried to fix that but run out of time, so all blocks have an equal chance to spawn, including end blocks. Glad you liked it!
I'm a fan of the floor falls underneath you games, so this was fun! Good job :D
Thanks!
Good work, I'm happy you learned more about random level generation.
Thank you! I feel like game jams are about learning and Trijam was a great idea to really focus on one thing, at least for three hours.
Well done on random level generation, challenging to figure that out in a short time frame.
Thanks for playing and feedback!
Good job. Short but fun game! :)
Thank you!
It's a pretty interesting and short game. I liked the random generation of levels.
That's what took most of my time (about 90%). I've recently been into roguelikes and wanted to try some random level generation. If I ever get to a future update, I'm planning on making levels that branch out, rotate and other things like that, since that was the original idea, as that would fit the theme, but I ran out of time so I resorted this mini demo version.
A very short game, but it's still fun to find the good conveyor
Thanks, I'm planning on improving it in the future.