Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

11BelowStudio

226
Posts
1
Topics
27
Followers
39
Following
A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

I’m just surprised that someone actually noticed that this game exists.

welp, I’ve just released an update to the game to address the hitsound issue (among some other fixes)

welp, I’ve just released an update to it, adding this other control scheme (arrows + ZXC) to the game, among some other changes.

(2 edits)

Arr, it do be pleasin’ t’ be ‘earin’ that yer be appreciatin’ t’ pirate lingo, and o’ t’ silliness o’ t’ ’ole situation.

Nice game concept with a rather good execution, and a very creative interpretation of the theme.

I do have a couple of gripes with it.

Firstly, there’s not much feedback to indicate progression towards accomplishing the objective - pretty much meaning that releasing the good endorphins in the game doesn’t really cause those same juicy endorphins in real life (ludonarrative dissonance moment 🙃). This also makes completing the game feel a bit less satisfying, because the end just kinda happens out of the blue, seemingly arbitrarily, with a reaction of “huh looks like that was the last one” rather than a feeling of satisfaction.

Secondly, I’m not too keen on the two dead ends in the level, mostly because getting cornered in them whilst looking for the yellow endorphins which spawn in them feels a bit cheap. This is especially problematic with the lower dead end (the longer one). When the yellow endorphins spawn there, the only thing which indicates that they’re possibly down there is the lack of yellow endorphins elsewhere - but even then, they might not necessarily be down there (making going down there an unnecessarily risk). And when going down there, it’s incredibly easy to get cornered by the blue endorphins without any means of escape. Sure, there is the strategy of ‘luring the blue endorphins far away and then try to outrun them in and out before they can corner you’, but that’s working on the theory that there won’t be any more blue endorphins spawning in whilst one tries pulling off this maneuver. However, the feeling of being pretty much required to tank a hit in this situation, regardless of one’s best efforts, does feel somewhat frustrating.

That said, still an amazing game overall.

(im shakign and cryign rn Ruffles would never say those things 😭)

Great premise, with great execution. It feels tastefully scuffed, with good writing and a solid implementation.

Overall, I absolutely love this game. Great work!

Anywho, if you want some nitpicks that might help to make this game even better - some visual indicator of doge roll (un)availability would be nice to have (idk maybe a slight colour change whilst on cooldown or something), and I did find it a bit difficult to work out when the lobbed tomato hitboxes became active (maybe make them translucent whilst they’re still high up in the air?). Final, not sure if this was a bug or intentional, but I noticed that the security guards in the final wave would permanently stop moving upon hitting Ruffles. Didn’t check if they still dealt damage or not in this state (only had 1 hit left so yeah lol) but it felt a bit unintended.

I adore the premise of this seagull simulator, terrorising people and plundering their food. I found the control scheme rather tastefully-executed, needing to manually flap the seagull’s wings, and I found the cardboard aesthetics of the NPCs (and the physics they suffer upon getting dived) to be pretty cool as well. I also appreciate the effort the NPCs put into retrieving their chips upon losing it.

Overall, good prototype.

However, I do find the lack of any real gameplay to be a bit disappointing. There’s just the three NPCs with their chips which can be stolen, and there’s nothing to do with the food upon stealing it. There’s no objectives, no means of scoring points, no win conditions, no lose conditions, nothing. I eventually just opted to try stealing all the chips and drop them into the sea/off the edge of the world, which prompted the NPCs to chase the food into the abyss. After which there was nothing else to do.

Still, good effort.

Not sure what to say here besides that your game was a very pleasant game :)

(1 edit)

Amazing game!

Couple of nitpicks first - I encountered a few performance issues (Video memory exhausted message my beloved), the dialogue kept getting cut out by other dialogue, and the game didn’t seem to end as intended (security staff managed to throw me out towards the audience once and I was stuck behind the audience - however, instead of the expected game over, the game continued and moved on to the next level shortly afterwards as if I hadn’t been ejected from the stage). I’m also not sure if the endscreen being just a background image without any visuals/audio is a bug or if it’s just like that.

Anywho, with those nitpicks out of the way - I’m genuinely impressed by this game.

The combat system is tastefully scuffed (this is a compliment), it’s got some rather good presentation, and I appreciate the outlines given to the player character/weapons to keep them fully visible. The voice acting is rather good (shame it kept getting cut off), the visuals are wonderful, and overall I genuinely think this is a great game. It reminds me of the sort of stuff I’ve seen made by the other entrants of the So Bad It’s Good Jam, and I absolutely love that sort of stuff.

Great job, and I’m honestly in awe at how you managed to pull this off within only 48 hours.

Very ambitious game you have here.

I tried the webcam controls, didn’t fully cooperate with me/my crappy webcam, but still, rather impressive, and points for effort.

The game itself is alright, visual style is pretty good, music was suitably bewildering (but ended too soon).

I did find it a bit disorienting seeing the road lines(?) moving faster towards the player than the obstacles, and the game’s difficulty appeared to plateau a bit too early (eventually ending up as more of a test of willpower than skill, due to the rather low difficulty). Sure, I suppose the low difficulty is probably there to accommodate for the control issues of webcams, but it does make things get a bit boring.

I’m honestly impressed that you even managed to get it up and running in time.

(1 edit)

Very interesting concept with rather good execution.

Main nitpicks are the lack of any audio (but, that said, might be a bit difficult to find some audio that’ll fully fit the vibe of the game), the lack of a real win/lose condition, and the fact that the shapeshifting just pauses whilst holding space.

For the latter point, the lack of shapeshifting upon holding pause pretty much removes all challenge from the game (as one can just hold space as soon as it’s safe to do so and then keep on holding space to score infinite points), and provides some very unpleasant ludonarrative dissonance (lore says ‘you can’t control your ability’ but the game gives you control over it).

Still, pretty good game!

(1 edit)

Well, I’ll get this out of the way - the game doesn’t work (crashes upon attempting to do the leaderboard stuff), and the game isn’t really fun.

With the leaderboard issue - I’m guessing this might either be due to the limitations of Unity WebGL, or itch.io’s requirement for any external resources accessed by a HTML5 game to be requested via HTTPS only. However, seeing as the only builds of this game (including the downloads) are WebGL builds (which are a bit of a pain in the arse manually get running locally after downloading them), instead of native builds, it’s gonna remain impossible for anyone to submit their scores to or see their scores on the leaderboard. Maybe consider producing a windows/linux build as well, see if it works there. Still, points for trying.

However, there’s still the underlying issue of the game simply not being fun. It’s just an exercise in spamming left-click for as long as possible. There’s nothing to keep the player engaged in the act. If it was a case of ‘you need to keep clicking these things in different parts of the screen’ or ‘you need to press the specified key which changes after you press the correct key’, that would at least keep the player somewhat engaged in the act. But, as it stands, it’s simply not even remotely enjoyable.

But points for attempting to get the leaderboard working though - and I’m guessing most of the development time was spent trying to get that up and running.

Okay so just to get the nitpicks out of the way - the FOV felt uncomfortably narrow and the mouse sensitivity was way too high (and there was no small window upon pressing escape), it appeared like the boss’s attacks continued a little bit longer than the sound effect did (unless it’s just a skill issue), and I guess producing a WebGL build (instead of just a downloadable build) might be worth considering as well.

That said, very nice game.

I mean this as a very glowing compliment, but this reminds me of the sorts of games I’ve seen by some of the other entrants of the So Bad It’s Good Jam, and I absolutely love that sort of stuff. Chef’s kiss. Amazing aesthetics, the game’s rather well put together with solid gameplay, tastefully scuffed dialogue, I love it.

Great work!

Nice game, with a decent amount of polish, great presentation, and overall rather well put together, even if the ending felt rather ehh.

Might be worth considering a WebGL build as well I guess. Can’t really think of anything else to say.

Still, good work!

Okay, first things first - please go into your page settings, and increase the size of the embed to at least 1920px by 1080px. The game’s pretty much unplayable within the tiny embed you have here (needed to do some inspect element malarkey in order to make the game playable).

Anywho, still not entirely sure what I’m meant to be doing in the game - am I meant to be keeping Uncanny Buzz Lightyear from looking to suspicious (and how am I meant to keep his facial expressions under control?) or is it just ‘working out which response is the least suspicious’.

Still, I appreciate the references in the game. Not entirely sure who exactly the first one is a reference to, but I certainly can appreciate a good JoJo reference.

Eventually I just got greeted by a black screen - not sure if that meant I had reached the end of the game or not. But I’m just more confused than anything else by the experience.

That was a rather nice game. Granted, didn’t have anyone to play with, but it’s a rather novel 1v1 local multiplayer sort of game.

I did get a mildly amusing bug at one point which caused player 2’s creature to somehow go beyond the size at which it was meant to explode and just continue growing without exploding. no idea how that happened though (and then player 1 exploded at the regular size).

Anywho, I’d suggest trying to produce a WebGL build of your game as well, so it’ll be playable in browser (which I find tends to help when it comes to ‘convincing people to play your game’)

(1 edit)

Okay so first things first - not sure if it’s a skill issue on my end or if I just reached the end of the game, but it doesn’t seem to be possible to walk further than the knight after talking to her.

Anywho, pretty cool premise overall, and rather good presentation, with some rather interesting dialogue.

Feels like it is lacking an ending though (unless it’s just a case of a major skill issue on my end), and I suppose that making a WebGL build of your game as well would be worth considering (making it easier for randos to actually try playing your game and such)

I can see what the overall vision probably was and the whole vibe of it, but yeah sounds like it would have been a cool game.

(also I noticed there’s a pretty major bug with the pinball game - pressing rmb to flip the right flippers causes the player to be removed from the pinball game, with the right flippers permanently stuck flipped)

First things first - amazing aesthetics, very interesting premise, and very fitting to the theme.

I’m also assuming your team was also one of the remote teams (same here lol), and I gotta say you did a very good job in spite of that logistical hurdle.

Judging by the description of the game’s premise on the itch.io page (and the lack of anything that happens when the King’s humour bar fills/empties), I’m guessing the game is still unfinished, which is a bit of a shame - because I genuinely think that you’ve got a rather nice thing going here.

One criticism I do have is with the lack of replayability - once one ‘solves’ the punchline for a joke once, it kinda turns the initial challenge of ‘working out which punchline is funnier’ to ‘just clicking the known correct answer’. I suppose it’s an inherent problem with the design (as the jokes/punchlines all need to be manually created and there’s always going to be a finite limit to how many one can come up with an add to the game - although I am impressed by the variety present in the game), but I am wondering how feasible it would be to, say, give each joke more ‘correct’ and ‘incorrect’ punchlines instead of only three. So, instead of being prompted by the same 3 options every time, it instead presents 3 of all n punchline options (ideally avoiding a previously chosen option, but that’s probably unfeasible) - but then again, there’s the problem of coming up with more punchlines for the jokes.

Another tweak you might want to consider doing would be to add the option of keyboard controls - so, instead of needing to mouse over the choice, the player can just press 1,2,3, or something instead to select the choice.

You might also want to consider building a webgl build of the game as well - that’ll make your game playable in browser on the itch.io build, which I find helps to encourage randos to actually play one’s games (seeing as they don’t need to go through the effort of downloading it).

yeah, I kinda was going for the ‘Lunch Special’ diversifier (playable with one hand) with that control scheme lmao, but still, very valid point.

After the rating period ends, I might go and add ‘arrows + ZXC’ controls to the game as well.

Thanks for the feedback!

👀👀👀

ooh, interesting ideas. I really like the sound of the first two points.

With the third point - I guess that having some sort of endless/score attack mode (3 failures = game over? steadily draining ‘funding’ meter that fills up a bit when you successfully heal someone but takes a massive hit when you fail someone and lose all funding = game over?) might be worth considering as well - probably easier to get up and running and tweak later on.

The potentially endless corridor sounds like an interesting idea as well - but I could very easily see it reaching the point where it’s physically impossible for the player to traverse between rooms fast enough to cure patients. Then again, I could kinda see it working if there was some sort of ‘hiring more staff to help out’ system (which could work with the day system, allowing the player to hire more staff and potentially give them patrol routes(?)/assign them to wards between days, to make it a bit more feasible to keep up, but still requiring the player to actively do the thing and keep up with everything)

Either way, 👀👀👀👀👀👀👀

(4 edits)

With the mouse issue - it’s possible to use Q, E, and T to attack as well as your mouse buttons (as mentioned in the instructions), so feel free to have another go at it armed with this new information 🙃. tbf the mouse controls were an afterthought anyway, but I’ll bear that in mind for the future.

And, for someone finding themselves doing a ‘no attack buttons’ run, Wave 4 is a very respectable result!

Still, I’m very pleased to hear that you enjoyed your time playing this game, and please feel free to give it a rating as well :^)

~~holy shit jimmy mcgill simulator (real)~~

Very interesting concept, with an alright execution. Granted, there are the camera issues (making it a bit more difficult than it should be to move around and truly experience the various accident scenario puzzles), the lack of any audio feedback for the mishaps which occur (which does kinda make it feel less satisfying than it should whenever a physics happens), and the lack of any sort of end screen, which kinda prevent it from fulfilling its potential.

But, nitpicks aside, it’s a pretty darn good game, with some very tasty physics.

(I also kinda am trying to work out if there’s some sort of ironic subtext behind the ad posters with scripture on them ubiquitously scattered all around the city in this game about committing insurance fraud, maybe they’re there for intentional ludonarrative dissonance or something? idk. but it’s certainly unexpected)

For a single-person effort, this is an impressive result (especially with those 3d models and audio!)

The concept suits the theme well, the game appears to work without bugs (although I didn’t realize at first that I was meant to hold space and not spam space or something), and it’s a rather good proof-of-concept.

Still, I suppose the game could still use a lose condition/score system/HUD, perhaps the ‘curing’ process should be a bit more skill-based (perhaps giving the player a sequence of button prompts, allowing skilled players to cure patients potentially very quickly - in turn allowing the game to become a lot more fast-paced due to the greatly reduced minimum length of time needed to cure a single patient), and I’m not entirely sure if the ‘two wards either side of a corridor and you can’t see both at once so there’s no real way of knowing if someone’s waiting in the other ward’ is a good idea or not (tbf I didn’t realize about the lower ward until I was several minutes into the game. not sure if the best solution would be to stick to one ward room, or just add some sort of UI to indicate that there’s people waiting in the other waiting room (and keep the whole ‘running between rooms to treat patients far away from each other’ stuff)).

Despite that, pretty good game overall, I’d say :)

Alright concept, but let down by the execution. It’s a nice prototype for a local pvp game (didn’t encounter any major glitches in the game), but the game just feels empty.

It definitely does need a HUD of some description - some means of indicating to the players how much time is left in the fight (assuming that the game runs on a timer), some sort of health bars/indicator of how close each player is to losing (assuming that the win condition is just ‘dont die first’) - something to indicate that your attacks are actually doing something. Because, in the current state, it just feels like the game is just ‘jump around and spam shots at each other in the hope that the game eventually declares you the winner’.

Who knows, maybe you could try to add some strategy to the proceedings by adding in charge shots or something (interruptable if you get hit by an enemy shot whilst charging), or encourage players to move around more by adding some pickups (power-ups?) to incentivize not camping, or maybe even additional weapons you can use?

The game still has potential though, but the unrealized potential just kinda can’t be overlooked.

Okay so first thoughts: GEE I SURE HOPE THIS ISN’T MALWARE (pls add something to your game page like some screenshots or a preview image and maybe a blurb about your game to help people realize that your game does in fact exist).

Second thoughts - I genuinely don’t get what I’m meant to be doing. Going by the intro dialogue, I guess I’m meant to be telling jokes to people based on their preferences, and I supposedly have a jokebook - but I have no idea how one is meant to use the jokebook (do I need to press a button to open it? which one?).

So all I can really do in the game is walk around, listen to the rather unpleasant footstep noises as I do so (they aren’t very pleasant as the only audio, and really should be a bit quieter), and talk to NPCs who only reveal some dialogue presumably to hint at their joke preferences. Can’t enter any buildings, can’t attempt telling jokes (do I need to collect them or something first? if so, how? and then how do I tell the jokes?), and just can’t really do anything.

Still, the game concept does work very well with the theme of the jam. But I just can’t ignore the elephant in the room of ‘there doesn’t seem to be a game here’.

First impressions of this game are pretty good. The branding is there, there’s a unique premise, (presumably) bespoke 3D art, alright music, and there’s even a settings menu!

But the main thing is that the game just feels, y’know, incomplete. After doing the thing and being told to go home, one would expect an ending to play upon returning back to the start of the level, or maybe even something to happen on the way back to the start (besides the happy atmosphere being replaced by boos) - but absolutely nothing happens. Which is a bit of a let down for story-based game. Unless, of course, the intent was to make the player feel bad about barging in and ruining everyone else’s day by giving them a hollow, pyrrhic victory - in which case it succeeded - but the instruction to ‘go home’ whilst not providing the ability to do that kinda indicates that it wasn’t the intent.

Then again, this was a game jam game, and sometimes sacrifices have to be made due to time constraints - especially when dealing with the extra headaches of being in a completely remote team (I too know the feeling).

But it’s one of those things that kinda sorta has repercussions for the entire gameplay experience, so it can’t really go unsaid when discussing my thoughts about the game.

(one other minor nitpick was with George’s refusal to walk off ledges - I get it, most people wouldn’t, but you very rarely get player characters in 2d platformers who outright refuse to walk off a ledge when you actively try to get them to walk off a ledge)

(1 edit)

Interesting concept, well-executed, great implementation of the jam theme, and overall very to-the-point.

Not sure what else to say here (although I guess the custom hand cursor thing does seem a little bit scuffed, and adding the ability to close the game by pressing escape or something would be nice too) but yeah good job.

(I would also consider installing WebGL build support for your version of Unity, and building a WebGL build. That’ll allow your game to be playable via browser on your itch.io page, which I find tends to help encourage people to actually try playing one’s games.)

pizza tower (real)

I gotta say - I love the concept, I love the presentation (great visuals and audio, great performance as the boss, and the chair theme is a certified banger), and I like the implementation.

There’s only a few minor nitpicks I have.

The main problem is that the game kinda broke towards the end. I quickly ran out of papers to shred for ‘SHRED PAPERS!’ moments (eventually resorting to shredding the mail and the important folders in an attempt to placate the boss, with the only choices being to do nothing or hear the boss shout ‘UNACCEPTABLE!’) - so respawning the shredded papers after a ‘shred papers’ would be worth considering, to avoid that issue. Also, I’m unsure if it’s intentional, but the tasks eventually start to happen at the same time - having ‘pump the chair’ errand active and then having the boss go ‘shred papers’ (with the ‘shred papers’ theme now playing) whilst the chair pumping thing is still ongoing - and it feels like it might be a bug.

Then again, the latter point could be working as intended - if so, it would be worth communicating to the player how one is meant to manually depart the paper shredding scene, in order to pull off the multitasking of swapping between shredding paper and pumping the chair at the same time.

Nitpicks aside (and I’m only mentioning those nitpicks because I genuinely think you’ve made a great game besides those nitpicks and honestly want to see this game reach its full potential), it’s a genuinely great game. Great job!


Anywho, a couple of build-related things you might want to consider doing.

  • Firstly, mark your windows build as a ‘windows build’ in your game page, because that way it’ll actually be possible to easily download the game via the itch.io desktop app.
  • Secondly, consider installing WebGL build support for your version of Unity, and build a WebGL build. That’ll allow your game to be playable via browser on your itch.io page, which I find tends to help encourage people to actually try playing one’s games.
  • Finally, you accidentally shipped the BurstDebugInformation_DoNotShip and the BackUpThisFolder_ButDontShipItWithYourGame folders 🙃

I rather like the gameplay concept. Trying to toot the horns at the correct locations so they only get heard by the correct kids, trying to swap between the horns, and not enrage them? I like it. And I greatly appreciate your level design as well, using this concept in interesting ways to provide interesting challenges.

However, the implementation could use some polish.

Firstly, the controls - restricting the player to the four cardinal directions only (not allowing any diagonal movement) in a game where movement isn’t grid-based (such as this) leads to the game feeling rather uncomfortable to play. And, in a game such as this where one needs to be able to outmanoeuvre threats whom are not subject to the limit of ‘cardinal directions only’, this tends to make it much harder to enjoy the experience.

Secondly, it would be kinda cool if the sound effect ripples had the colour of the instrument that was used to make them (blue for the horn, red for the party horn), and the effective radius of the noise grew at the same rate as the ripple (instead of alerting/placating everything within the maximum radius instantly).

Finally, I’m not sure if giving the instruments collision (allowing them to get in the way) is entirely a good idea or not. This issue is somewhat compounded by the control problem (because there are more potential obstacles in weird places you may need to navigate around despite being horrible at navigation), but I guess there is an element of ‘not putting instruments in places where they’ll get in the way’ that might be present in some of the later levels, so idk. But it’s still mildly annoying, and it would be nice if it didn’t need to be dealt with.

Still, if it could just recieve that extra bit of polish, I’d say it would be a rather great game. The game is still impressive in its own right, but the feeling of ‘so close to greatness’ is just too hard to ignore.


Anywho, a couple of other release-related things I’d strongly suggest bearing in mind/doing something about.

  • Firstly, mark your windows build as a ‘windows build’ in your game page, because that way it’ll actually be possible to easily download the game via the itch.io desktop app.
  • Secondly, consider installing WebGL build support for your version of Unity, and build a WebGL build. That’ll allow your game to be playable via browser on your itch.io page, which I find tends to help encourage people to actually try playing one’s games.
  • Finally, you accidentally shipped the BurstDebugInformation_DoNotShip folder 🙃
(1 edit)

Well, there actually are impact sounds - buuuuuuut you kinda need to be listening very carefully for them 😅 (they are kinda quiet and do end up getting drowned out by everything else), so honestly very valid criticism.

I’d say that surviving wave 8 is a very respectable high score. My own high score is 15 (ultimately getting defeated by wave 16), but then again I have the advantage of knowing how badly I bodged together the gameplay (there are exploits I am too afraid to fix for fear of breaking the bot AI again)

It’s an alright game with a good premise, I’d say. I greatly appreciate the presentation of the title screen as well.

The combat does feel a bit ehh (it would be nice if there was also a keyboard button to attack, instead of needing to spam left click - and even then, spamming left click does get a bit old), not entirely sure how one is supposed to be able to attack the enemies without getting attacked oneself (besides hoping that the sentries hit the enemies for you), and it’s not quite obvious how one is meant to heal, so it kinda devolved into ‘waiting for an inevitable death without much one can do about it’.

Still, for the timeframe involved, and the additional hurdle of ‘collaborating remotely’ ~~I too know the feeling~~, it’s still a rather respectable outcome.

Simple concept, effective presentation, great visuals, and seems decently fun. I don’t have another person with me to properly play this game with, but still, nice game.

Multiplayer game during a jam? Brave.

And actually delivering an incredibly well-polished experience at the end? Very impressive.

Excellent presentation, great premise, and seems like a very fun game overall!

I didn’t manage to fully experience the game myself (lacking the necessary additional people required), but this is a game I definitely do want to try out properly at some point.

Only minor nitpicks are the complete unskippableness of the cutscene (it is still an amazing cutscene, but it kinda hinders replayability if a player has seen it already) and the ominous red text complaining about video memory budget being exhausted (but then again, I suppose unreal do be like that sometimes).

But still, very impressive game.

I think I kinda get what you were going for here (comedy via absurdity), but I’ll admit that the game just felt rather… off.

The instruction to ‘press space to fly’, with the resulting animation of the duck seemingly just walking in place without moving kinda gave a first impression of ‘Is the game broken?’. I’d suggest replacing it a ‘hold and release space to start flying’ - to avoid this initial first impression. Of course, in my confusion, I ended up in the pit - and the lack of any means to close/restart the game after reaching that ending (besides alt+tab) was also mildly annoying.

But due to that, ultimately, instead of the presumably intended experience of ‘amusement at the silly situation of the game’, I was mostly just befuddled by the lingering question of ‘is this meant to be happening, or has the game broken?’.

Still, it’s a rather respectable effort for what I’m assuming was your first ever Unity game.

(Also, one other thing - I’d suggest producing a webgl build of your game as well. That way, your game will be playable in browser on its itch.io page, which I find tends to help encourage people to actually try playing one’s games)

(1 edit)

Interesting concept, straight to the point, and was somewhat amusing. I eventually managed to achieve gold, but I’m not sure if there is a ‘next level’ or if the greyed-out ‘next level’ button is part of the joke.

I kinda do wish the chalk bag had some physics and didn’t need to be detonated on the ground though, somewhat missed potential for some mid-air explosive jumping tricks (like you could jump, drop it, and detonate whilst it’s falling, propelling you further).

But still, interesting concept, mildly amusing, and functional.

(3 edits)

I’m happy to see that you enjoyed participating in the Committy!

Honestly, when this year’s modifier was first announced, my brain kinda immediately jumped to the idea of ‘designed by committee’ (the logo was intended to convey that very vibe) - combined with a sprinkle of inspiration from Valefisk’s video about a board game designed by ChatGPT - which is what lead to this monstrosity getting concocted. I initially was considering making this game a tabletop game, but then realized that making this an Always Online Live Service™️ would be a better choice, seeing as it would allow everyone everywhere to experience the end result of everyone else’s suggestions getting combined (and Always Online Live Services™️ are appropriately inherently terrible for games).

I did bear in mind the whole ‘trusting people to not be stupid’ thing into this service though. There’s a decently zealous serverside profanity filter, the SQL uses prepared statements, and there’s a way to report inappropriate cards via the card viewer page (although I didn’t get around to implementing an interface for me to easily view the contents of the reports table. I can still delete problematic cards though).

(and sure, whilst it may be a completely different type of ‘Every Suggestion Combined’ than the majority interpretation of it, I have referenced each of them within the URLs generated for hands dealt out)


While I may be slightly confused as to how certain cards beat each other out

That’s the beauty of it all!

Every such existing interaction between cards was dictated by other players.

When creating a card, the user is presented with two other cards, and has to pick which one of those two cards their new one beats (and that new card shall get beaten by the other card) - that suggestion is permanently enshrined as Precedent and applied for all further interactions between those cards.

Likewise, when an unprecedented interaction between two cards happens - the outcome (ideally as decided by a third party after hearing arguments from both players arguing why their card is objectively superior) - the suggestion about what card is objectively superior - is also permanently enshrined as Precedent and referred to for all time whenever those two cards interact.

So, if you’re wondering why, say, the interaction between A Duck and Lake Superior ends the way it does - you can blame whoever made that suggestion/decision at the time and date mentioned at the end of the announcement proclaiming the existence of the Precedent applied to this current situation.

This minefield of seemingly incomprehensible precedents that make very little sense (outside of the context in which they were agreed upon), my right honourable friend, this is the true, magnificent, horrifyingly glorious beauty of the Committy!


The announcement was a bit of a latter-stage inclusion (after I nixed the originally planned online multiplayer gameplay). I wanted the announcement to convey the sort of authoritative rituals of pomp and circumstance and generally silliness mired in tradition and legalese surrounding the ways in which legislation and common law/precedent enter into the laws of the land.

Y’know, real ‘going through the motions of getting it signed by the powers that be and then getting the designated Shouty Person to proclaim it and publishing it in the London Gazette to make sure’ sorts of vibes.

Yes, it isn’t very conducive to multiple rounds, but I am working on the theory that most people wouldn’t bother sticking around for multiple rounds anyway.

Does this combined with the precedent system make Committy some sort of absurdist parody of the legislative and judicial systems which produce the legislation and common law by which Rule of Law is achieved in contemporary political systems and societies? My right honourable friend, I have no idea either, so it falls upon the membership of the Committy to decide amongst themselves whether or not this suggestion bears any weight and whether or not it actually sounds coherent in the first place.


The landing page was heavily inspired by XCVG’s marvellous landing page for Safety and Security at the Liberty Macvonden Building (ITC-1141-A) back in SBIG 2021. Like that page, I wanted to ensure that people could be directed to where the game actually is, but set their expectations appropriately for the sort of experience to expect (and add to the whole experience).

For the main Committy website, I opted to be tasteful with the music (saving it as toggleable dramatic music for the debating phase of The Ritual, and as the piece de resistance for the Punchline, whilst ensuring that the website itself would at least be a bearable experience) and likewise with the overall page layout (again, for functionality’s sake (or as close as is possible with my godawful CSS)), so I opted to treat the itch.io landing page as the ‘title screen’, with a short kazoo afterthought as some sort of title theme for the game.

And finally, I had very nearly managed to create a SBIG game without any trace of Percival (everyone’s least favourite ex-employee from the former Button Factory’s Making Sense Department), and I thought I had finally managed to properly get rid of him (after I tried to kill him off in Inconvenient Space Rocks 2 back in 2021, but ofc he somehow survived and appeared at Kevin’s in 2022). But, it appears that someone (probably Votebot) tipped off Percival to the fact that I was participating in SBIG again this year (without telling him), leading to him sneaking in and throwing that complaint into the landing page. Which was a bit rude of him. Alas.


Anywho, still pleased to see that you found Committy to have been a worthwhile entry to this year’s SBIG jam.

This opus certainly was worth the wait. I certainly wasn’t expecting the surprisingly tasteful jokes about unpleasant subject matters (which I shall refrain from spoiling here), the very deep and complex web of interpersonal relationships between characters, and a tasteful mix of dry and absurd comedy.

The janky presentation (tastefully implemented in a rather non-intrusive manner) just sweetened the deal. Sure, the unskippable dialogue does hinder replayability a bit, but I think I got the ‘true’ ending on my first playthrough, so 🤷‍♀️

Overall, this was a very SBIG experience!

(2 edits)

I’m glad you appreciated the concept 😊. I figured that this sort of twist on the theme of ‘every suggestion combined’ would be suitably novel (and potentially amusing) without devolving into endless feature creep.

I’m also pleased to hear that you appreciated the audio. Percival told me to tell you that he isn’t Kevin (Kevin is just Kevin), and he reminded me that he is a bit annoyed at being relegated to his cameo appearance on that landing page (although with that attitude, I am questioning why I allowed him to make that cameo appearance).

Finally, if it makes you feel any better, I’ll admit that I haven’t been able to actually playtest this game either 😅 (although, I was originally planning on including some online multiplayer room code stuff into the game (a la Quiplash), but I had to cut that due to time constraints (with the URLs generated upon starting a clientside game (allowing multiple players to see the same hands on multiple devices) being the only remnants of that planned system), hence why there’s only the clientside-only MVP available).