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A jam submission

FunemView game page

Submission for the GMTK Game Jam 2021
Submitted by Persomatey — 4 hours, 54 minutes before the deadline
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Funem's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13763.1363.136
Presentation#15643.2273.227
Overall#16983.1363.136
Originality#22853.0453.045

Ranked from 22 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?
Puzzle solving with two characters attached by a rope!

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

Really great concept. I enjoyed the ideas you put in the game a lot.

The art style and SFX fit really well together and they are neat and clear for this type of game.

There's a few things that don't work well but none of them are really that much of a problem. Definitely understandable for a 48h jam, but just in case you want to work on it in the future:

  • It was possible to attack the rats through the walls which made part of the levels a lot easier.
  • The pickup wasn't always working well and I'm not sure why. I think I was in range but it didn't work. I had to spam the keys and move back and forth to really get the item. I'd suggest adding some kind of visual indicator when you're close to the item
  • I think you can potentially simplify the item usage by making it a single button execute depending on who has the item. I realise this reduces the puzzle space of the game but I think it'll make it a lot better to juggle for players. I think just having the double controls for moving is hard enough.

Congrats on submitting a neat game!

Submitted

Really cool game! Quite difficult to control once the characters swapped sides like in level 5-6 but a fun challenging experience nonetheless! 

Developer

Yeah, I noticed that I often lost track of which controls handled which character one they switched sides too. I think that Level 5 in particular is frustrating because of the reverse U shaped level. Definitely something to keep in mind going forward. I'm glad you liked it! 

Submitted

We have voted, this is is not ordinary at all! Keep good work up, I'd be glad to see your ratings on our game!

Developer

Just checked it out. Left a rating. Well done! I'm glad you liked mine as well!

Submitted(+1)

On behalf of George:

This game is cool. I liked the puzzles and their solutions. The graphics are simple, but they work. I also liked the mechanic that connects two players (+1 point for following the Game Jam theme) and that it can be lengthened.

But there are a couple of annoying things for me that I found while playing.

1. Combat

No, it works. I like the way the rats fly away from the sword to another part of the room. But when you have one life left, a rat approaches you and I use a sword, then I die. Why? Because the sword began to be clockwise, and the rat was already on the left and the sword simply did not have time to hit this enemy.

2. Rats.

Namely, about their intelligence.

It has often happened that a rat can see a player through a wall. Because of this, the player could easily kill him through the wall. And it was also that he could simply follow another player in another room, since the player was standing against the wall.

Conclusion: cool game with cool mechanics

Developer(+1)

Thank you! And yeah, the combat in general needs to be WAY more polished. If I had more time, that is where I'd focus my efforts on the most. I have a few ideas on how to improve it if I try this concept again in the future or just try to polish up this project as portfolio work. I'm glad you guys enjoyed it! 

(+1)

Definitely one of the better projects I've played in this jam. I enjoyed the nature of the puzzles and see a lot of potential for more complex levels with these mechanics, and possibly more. The biggest issue I encountered is polish, specifically in terms of the sword swinging, which didn't feel as intuitive or quick as I would have liked it to
I'm a big fan of the Atari graphical style (I know it says you used pre-existing assets, but I think it went well with this style of gameplay).

Submitted(+1)

Visuals and gameplay were really cool! The sound was a bit loud but otherwise great game :)

Developer(+1)

Yeah, I probably could have done a better job of audio leveling. I'm glad you liked it! 

Submitted(+1)

I like the idea of the rope tension/extending it! One pointer would be to clarify whihc buttons were for which character - took me a bit to get my head around it! Art was nice too - cool little concept.

Developer

Yeah, I think an interactive controls screen probably would have helped a lot. Something to consider if I update this project in the future. Thank you for checking it out! 

Submitted(+1)

The game is fun!

The combat is hard tho, I keep hitting the wrong key. I would have expected more puzzle levels before the introduction of enemies.

Nice job <3

Developer(+2)

Thank you! And yes, I think that the introduction of enemies was also too early. I think that if there were more levels, I'd squeeze in a few more basic puzzles in the beginning before really going to it with enemies and whatnot. 

I also have some ideas from other comments about how I'd improve the sword swinging to make the combat easier as well. 

I'm glad you enjoyed it! 

Submitted

Very nice art but playing this solo is infuriating due to arro's controls and also the fact that the sword always swings from your right which paired with other factors makes you have to walk away from your target to hit it.

Submitted(+1)

Very nice art but playing this solo is infuriating due to arro's controls and also the fact that the sword always swings from your right which paired with other factors makes you have to walk away from your target to hit it.

Developer(+1)

Thanks! Yeah it looked like that Wasd's controls were easy for people to figure out when I was play testing against my friends and family, but Arro was a little more difficult for people to get used to   For solo play, I wonder if it might have worked better with joysticks on a controller... 


Also having it so that the sword swings in the direction that the player last moved would help. Right now it's only clockwise but if it went counter clockwise while the character is moving left, I think it's help a lot. Also I think it'd help if it just swung faster.


Maybe an update is necessary for the future... 

Submitted(+1)

Neat idea! Simple and clean art. A good singleplayer and multiplayer at the same time. Good job!

Developer(+1)

Thank you! The majority of the art was from a pre-made tile sheet I found online. I think a lot of people assume I made them without checking the details page. Perhaps a credits screen is necessary for a future update. I'm glad that you enjoyed the gameplay! 

Submitted(+1)

I did check the details page though, and I think sometimes a nice choice of pre-made art can be just as good as art that you made yourself. But a credit screen is a good addition too. If you can check out my game and my art, that would be great! Cheers!

Developer

Just left a review for your submission. I really liked it! I kinda want to see more of it! 

Submitted(+1)

The game becomes really good once you get the hang of the controls, great job, looking forward to seeing more of this.

Developer(+1)

Thank you! I'm glad that the controls weren't too frustrating for you. I'm glad you liked it! 

Submitted(+1)

If you're planning on making more of the game, I would like the controls to stay the same.

Submitted(+1)

Ooooo this was actually good. I had this idea for the game but I wasn't confident as I am not aware of how ropes work properly in Unity XD

As for the art style, it's cute you could say.
Love the representation of the theme and this is a couch party game that is better to play with 2 people but managed to make it work by playing it alone.

Developer(+2)

Thank you!

For the ropes, I made them work with a Spring Joint 2D attached to one of the characters, then removed all of the springiness (so that the players can move on a perfect circle around each other). Then disabled the joint in code whenever distance between the characters was less than the distance allowed by the joint so that they could walk close to each other too. Then re-enabled it when they were greater than or equal to the distance allowed. 

And yeah, it is totally intended for two player gameplay, but I'm glad the controls weren't too difficult for you solo! (I'm pretty sure 99% of people who play it are probably playing solo in a game jam). 

Glad you liked it! 

(+1)

Surprisingly hard to play solo, but a fun game!

Developer

Yeah, definitely intended to play with a friend, but I'm glad you enjoyed it solo! 

Submitted(+1)

Love the little mice, fun little multiplayer game. Good nostalgia trip.

Developer

Thanks for checking it out! I didn't make the art for the mice myself. Almost all of the art was from a premade sprite sheet. Glad you liked it though! 

Submitted(+1)

There are quite a lot of controls to keep track of, but the levels and idea were very fun to play once I got them down. Nice job!

Developer(+1)

Definitely. If I had the time, I would have added controller controls so to utilize both sticks. You get used to it pretty fast but I don't think it ever starts to feel "natural". Thank you for checking it out! 

Submitted(+1)

Best rope ive seen but i cant seem to pick up the axe in level 2 so i get stuck

also the ui breaks for those old 4:3 gamers :P

Developer(+1)

Yeah It's definitely made with 16x9 in mind. I tried to make it still "playable" with other resolutions towards the end but wasn't a big priority. Also you can get the axe by increasing your rope size. Pick up the rope collectable to the left of Wasd and you'll be able to go far enough to get it! There are instructions for that but they probably got cut off on your screen. 

(1 edit) (+1)

Very good job. Controls work flawlessly. I wish there weren't so many controls though. Also, I'm sure I'm going to see this game 100 more times. Also, would've been nice to see some better graphics.

Developer(+1)

Thank you! Yeah, all of the graphics were from one premade sprite sheet. If the idea were developed further (probably as a co-op game instead of a single twinstick), I'd definitely go with a more interesting art style for sure. Thank you for checking it out!