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Holy crap!! Some game jam titles are exceptional, and then there’s this game. 'Getting out of Hand' didn’t just “work,” it cooked. The core idea, “Throw stuff, reposition yourself, outsmart the room”, sounds simple on paper, but in execution it made you feel like a galaxy-brained puzzle god.

This game is minimalism done to perfection. You gave the player one character, two toys, and three mechanics, and with that somehow managed to build a whole world. A world where everything feels cohesive, intentional, and way more “Share this steam page?” than “Compiled at 3 AM… the F**K debug messages still in there.”

The ZX Spectrum-era look was called clean and stylish. The cutscenes and formant voice were just hilarious little developer flexes. PyGame FTW! But what brought it to the next level was the music. While I’m writing this, the end credits are still playing. I had a couple of times when the music stopped, but for me it was more of a reminder that I took longer than the average player. “Focus, dammit, focus.” In short, even the presentation screamed “showroom shine” rather than “please ignore this duct tape.”

The puzzles felt fair, never too hard, and the learning curve was smooth. That’s a big deal. The weapon mechanics were obvious, deterministic, and satisfying. The difficulty mostly hit that sweet spot between “Ah… I got this” and “Eh… maybe it’s not that obvious.” My main critiques? A few setups leaned a bit hard on the same trick, spike hitboxes were occasionally out for blood, and the boss showed up like it really had somewhere else to be. But that’s not damage-control territory… that’s opportunity knocking with a battering ram.

All you need to do now is add a couple more weapons, a couple more puzzle elements, waaaay more levels, meaner bosses with phases, save games, and customizable controls. But my guess is that you already have that in mind.

Please sir, I mauled the witch. May I have some more levels?