11BelowStudio
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Thanks for giving the game a go, and I’m glad to hear that you enjoyed it. I also appreciate you making a point of getting a rating in for this game at the last minute :)
Sound design certainly isn’t my strong suit, so I’m pleasantly surprised to hear that you liked that aspect of the game as well.
Anywho, this evening, I’m going to try to clean up the game a bit (or at least get started on that task, there’s a few things I want to overhaul/improve), so don’t worry about beating the current state of the game, as there should be a slightly better version of the game for you try to beat instead in a few hours/days from now :^)
Very nice work in the time, and the minimalist aesthetic used here works really well. Solid design, nice execution, I guess it would be nice if the UI had a ‘skip turn’ button (to make it more obvious that skipping your turn is an option in order to regain energy) but I get it, time constraints. Still, nice work!
I am in awe at how well-made this game is. Very polished audio and visuals, and it has a very robust core gameplay loop.
My main gripe with it is how long the cooldowns for attacks are (combined with the lack of any indicator for when they’re ready), which does force an uncomfortably over-cautious playstyle (despite the vibes of the presentation suggesting a much faster pace), lest one get caught out unable to attack/dodge, suffering a quick death as a result.
Still, even if the numbers used in the system do lead to some uncomfortable ludoaesthetic/ludonarrative dissonance, the underlying system and presentation do provide a very strong foundation for a potentially great game. Well done!
Nice concept, with pretty solid execution and presentation. Whilst the numbers used for the combat system do feel like they could use some tweaks (enemies feel too tanky given the speed at which they swarm in and attack you, and there’s no real way to dodge the enemies, essentially ensuring that you will take some damage from every combat encounter resulting in a rather swift death), and the combat could have benefited from some sort of ‘hold to fire automatically’ system (or maybe the option of a close-range second attack), the underlying core gameplay systems in this game are still a very solid foundation for a very good gameplay experience.
Genuinely, well done!
Pretty nicely-made game given the time constraints. The slowdown when turning on the flashlight is pretty understandable (nowhere near enough time for optimization), but, if you’re interested, I remember reading this thing about a relatively efficient way of implementing that sort of algorithm a few years ago, in case it is of any interest https://ncase.me/sight-and-light/
Anywho, well done!
In all honesty, I had planned to include multiple levels (and the initialization logic for the game level has already been set up to allow different layouts to be loaded at runtime), but I had to cut the whole ‘level progression’ side of things due to the time constraints (leading to just one relatively long level, instead of multiple levels of increasing complexity as I originally intended to deliver)
That said, I do intend to implement this feature once the rating period for this jam ends.
This is a very well-presented game (especially for a debut game, in this timeframe!), but I will admit that I was left more confused than anything else at the end of it. Still, it seems to function without any major bugs, even if the experience does make me feel like there’s something important I’ve missed somewhere
Unity web builds do have some technical limitations (see https://docs.unity3d.com/6000.0/Documentation/Manual/webgl-technical-overview.html - does your game contain any threads?), so chances are you might have encountered one of those problems. Still, I would suggest trying to make a linux build as well, as chances are there might be fewer technical problems with that.
So, couple of bureaucratic things to get out of the way. First, I’d suggest going to the ‘edit project’ page for your game, and marking the downloadable version as being for Windows - this will allow people to actually download your game via the itch.io desktop app. Second, you might want to consider producing builds of your game for the web/for linux, just to make it easier for people to actually play it.
Anywho, it’s a pretty valiant effort for a game developed in a few hours, with a coherent plot, but the gameplay did feel a bit iffy. It did feel a bit like flailing around aimlessly with the mouse hoping for something to happen, but it’s impressive to see a non-trivial input system get implemented within a short timespan.
Fair enough.
The trick is to not rely on the arrow visuals, but to try keeping track of the rhythm (the arrow changes on the beat exactly, but the input window for a direction allows you to be half a beat earlier or later - but, if you’re too late, it counts as being ‘early’ for the next beat, which might be the issue for you).
I did throw together an alternate version of the audio with half the BPM of the version in the actual game, and there is logic in the code for this slower version - but I didn’t get around to implementing a method of toggling the BPM in the timeframe for the jam :p
That said, later on this afternoon, I could build an executable version of the game with the half BPM setting enabled, if you’d be interested. Just let me know if you’re on Windows or Linux and I’ll get it sorted.
Kevin has informed me that he is glad to hear that you enjoyed your Unspecified Period Of Time at his Contrived Plot Device Of A Tortoise Sanctuary. He also wanted me to tell you that he recognises how much you have grown as a person in the meantime, and applauds your efforts at reconciliation. His final remark was one of forgiveness for your transgressions, and he will spare you from the malice of Ke’in.
but seriously thanks, this of yours comment genuinely means a lot to me :3
you’ll probably be pleased to hear that I am still trying to make more stuff like this nowadays, but in all honesty, I think I peaked with this single-all-nighter ~~followed by a couple of patches~~ magnum opus (and it’s all been downhill since lmao).
Not sure how to continue this comment but seriously, thanks again!
This game is on the verge of greatness, but it’s bogged down by some truly frustrating level design choices, which ultimately caused me to give up with this game during level 2.
I’m not really a fan of how the combat has been combined with platforming. There are many instances of enemies being stationed on small platforms which one must make their way through in order to get through the game - but the player has very few real options for how to navigate these obstacles. If they do nothing and jump to the platform - they will get hit, taking damage, and the hitstun might cause the player to fall off and land in the Enemy Spam Zone below. If the player swings - the player will lose the ability to control their movement during the attack, so, whilst they might be able to land a hit on the enemy and not get damaged by them, there’s a very high chance that their momentum will cause them to slide off the platform, and land in Enemy Spam Zone again. And, even worse, because hitting any enemy four times is an instant game over, the player now has fewer attempts remaining to get past that obstacle, lest they find themselves all the way back at the start of the level.
I was eventually able to get through level 1 (after quite a bit of trial and error), but I wasn’t able to make it very far past the hospital bed in level 2. Which is when I decided to just call it quits and move on. I’m not really a fan of precision platformers, and the levels of precision demanded by the game (and the very punishing lack of checkpoints upon death) just killed the vibe for me.
That said, I do like the premise of the game, and the game has an utterly amazing presentation, with an incredibly cohesive audio/visual style. I can also see the potential in this game - but the gameplay itself was just too frustrating for me to enjoy.
That was a very impressive game. Did take a while for things to actually happen, but the fakeout was pretty elaborate, whilst still retaining the same overall vibe as the prelude. Nice work!
(hell, this is the sort of game I’d expect to see from a grizzled veteran of game jams - and is utterly extraordinary as a debut game. You certainly have a bright future ahead of you.)
To be honest, I didn’t really enjoy this game. Whilst the core concept (a butchered version of Undertale) is a decent enough idea, it feels like this game insists upon itself and its specific style of humour a bit too hard, and ultimately falls flat. That, and getting caught in the hitboxes in the room with the stairs for an ungodly amount of time (before remembering that the game page mentioned the H key) did detract from the overall experience quite a bit.
I’ll admit that I’m not a fan of rage games, but, as rage games go, this was inoffensive enough (and I too got the beanbag ending). Still, the twist was executed rather well. Not sure what else there is to say without reiterating everyone else’s points, but still, this was a pleasant game, if a little bit rough around the edges.
Genuinely impressive game. I would appreciate having the option of a downloadable build as well (couple of Web Build Hiccups:tm:), but that’s kinda besides the point.
The game has a very well-polished presentation, with a genuinely entertaining twist, and I liked how each of the horses presented unique challenges. I also appreciated having the orthogonal camera up on the screen as well, which helped a lot with lining things up.
Not sure what else there is to say, besides ‘great work!’
That was a very innovative sequel to Lobster 3000, with some very impressive presentation, and with some noticeable improvements to its predecessor, whilst revelling in sequelitis (in a good way).
I appreciated how Fish Power was reworked into a health system (justifying the newly-introduced nerf to Fish Power capacity), making the gameplay somewhat less punishing than last year, and I genuinely appreciated how the presentation of the game was overhauled to positively contribute to the overall vibe. I also liked how much more responsive the baseline fishing rod was, making the early game a much nicer experience than last year.
Sure, there were a couple of aspects I wasn’t a fan of. I preferred the sea texture from last year, as the black lines on it this year made it very tricky to actually see the fishing spots, as the dark fish circling the fishing spots blended in with this darker sea texture. I also miss the voice lines from last time, but maybe that’s just nostalgia talking.
Nitpicks aside, this was once again a very strong entry, and I’m looking forward to where the series goes next.
It certainly nails the weirdness aspect, you did a rather nice job on the audio, and I’m genuinely impressed by how you managed to give everything a rather bouncy vibe.
Some of the jokes didn’t quite land for me, but this was certainly a very unique experience, which didn’t overstay its welcome. Overall, nice work.
unique mathematical experience. This game contains quite a few novel ideas to keep the experience fresh, without the joke overstaying its welcome. The penultimate section did feel like it was a tiny bit half-baked (might have benefitted from some more variety instead of it containing the same thing three times), but that’s the only real blemish I noticed on this otherwise rather well-designed experience.
That was a rather pleasant experience, with a well-executed twist! Although it probably was a mistake starting to play this at like 1am, kinda had to stop much earlier than the game deserved 😅
I do agree with Enygmatic’s comments about putting the moving van a bit closer to the lair, and I also think that a sprint button would be useful for the final segment (just to cut down on the faff with moving furniture around). Additionally, some method of discarding of unwanted furniture would be useful as well (besides just leaving it to fester outside), because there were a few times when I accidentally picked something up and then found it getting in the way later on and wanting to have the option to discard it so it wouldn’t be in the way.
Still, minor nitpicks aside, great job

Never thought I’d live to see the day where a fishing game would have a breakbeat soundtrack which actually works in practice, but today is that day.
Sure, this game is unfinished, but it was a rather ambitious first project, and you still managed to implement the core gameplay loop presented within a fakeout - a rather impressive feat! Nice work!
I’m impressed by the scope of this project, and the very strong visual style. However, I did start to lose interest in the game during the cave level (the somewhat precise jumps over spikes with a checkpoint all the way back at the start of it was a bit unfun), and I just couldn’t really see much of that SBIG spice in the game. Yes, some bits of the game which required backtracking were ‘bad’, but it didn’t really become ‘so bad it’s good’, and the overall game just felt like it was playing it waaaay too safe. If it wasn’t for the presence of Kevin (real SBIG jammers know), I’d be questioning whether or not this game was submitted for the wrong jam.
Still, I can see the potential in your abilities, even if this game does miss the mark quite a bit. I guess I just feel very… neutral about this.
Those were some pretty well-executed twists! I do appreciate how your performance in the first part directly carries over to the resources available in the second part - but the final part and ending was a bit of an underwhelming anticlimax. Still, incredible job making this game in only three days!
I’m not sure how to feel about this one. On the one hand, this game revels in certain aspects of how terrible it is, which I can’t help but respect. But, on the other hand - the joke got old incredibly quickly, and there’s not much to the game besides that joke.
It feels as if this game is trying too hard to insist upon itself, which just kinda kills the vibe for me. Then again, my tastes are probably a bit different to most other people’s tastes, so 🤷♀️




























