many such cases.
11BelowStudio
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thank you so much for to playing our microgame’s
managed to get 71 after several attempts!
Impressive score!
First off, all of the art is stunning! Love the drawings. They are just so expressive and hilarious! Really great!
Our art pigeon has asked me to tell you that he says thanks (and that is a really lovely comment)
The 3D art and animations were also great and really helped to create a smooth transition between levels.
funny part is that we opted to just reuse the models my brother had originally made for BOSS last year - albeit in a completely different context (he helped with making a couple of the microgame’s this time round). glad you liked the animations though, there was a surprising amount of code jank getting them to accelerate juuuuuuuust right.
The music getting higher and faster was a great touch! Really helped create a sense of urgency.
gotta make sure the music keeps pace with the gameplay 🙃
Also liked the little voice lines!
I think Virety did a great job with them as well.
The gameplay itself was quite fun - I think after the first few tries, the start of the game can feel quite slow (waiting for it to actually get tricky! though once you get to 30 or so points it really starts becoming interesting!
I didn’t want the speed to increase too quickly, in order to make sure people would have some chance to play it before the difficulty really ramps up, so yeah it does take a while to get going, can’t really avoid that lol.
I think overall this is a really great package that hits the mark in almost all aspects, and fits super well with the modifier!
hooray!
RIP Percival 😥😥
it’s always good to know that at least one other person has been following the Lore™️ (which hopefully has concluded and can save my voice the pain of doing his voice again 🙏 (then again this is like the 5th or 6th time I’ve tried killing him off now so hopefully this time sticks))
thank you so much for to playing our microgame’s
I got 85 after learnt that you can just click instead of slide with the audio mixing microgame.
That’s an impressive score! Not quite a world record (Koni-kal holds it with 87), but still better than mine!
My favorite joke was that by saying “debug”, you mean the ’murica way 🦅🔫🦅(and you can even see the bullet holes on your laptop😭)
I shall forward your compliments to our art pigeon 🙏
Also What’s with that boombox and why you only need to smash it once? What’s the lore behind it?
Ah yes. Percival Lore™️. The subplot which has been present in the background of all my SBIGJam entries (ever since The Button Factory in 2020) despite my repeated attempts at killing him off since 2021. The subplot is best experienced for oneself, but it does involve keeping an ear out when playing the games (last year’s addition to the lore involves a message on the SBIGjam discord as well). Also I think this comment is long enough as-is without reiterating the whole can of worms of Percival Lore™️.
Thank you so much for to playing our microgame’s
it is good to hear that they do manage to walk the fine line between snappiness and jankiness (the hours spent in the snap mines and the jank mines and frantically running between the two in to meet our centrally-mandated quotas of both at the same time have seemingly paid dividends)
it looks like they made a sequel to it last week, which is definitely worth playing: https://vivid6382.itch.io/chasing-the-score
absolute cinnamon right here. primo SBIG gesamptkunstwerk. bravo.
(did need to restart the game though - ran out of time during the bear encounter, then the 3rd scene started with the camera stuck in the top-left making it a bit unviable to continue playing. but besides that hiccup I didn’t experience any other issues)
Thank you so much for to playing our microgame’s
I bestow unto you the title of current Trackball% world record holder 🙏
(Anywho, if it would be of interest, these microgame’s do seem to work via browser on mobile, if you wanted to take another shot at them with a slightly different control scheme…)
This was a pretty enjoyable game, with a neat concept.
Took me a few attempts to get through the game (after reaching an effective softlock with the couch ship stuck in a death spiral as it spun faster and faster out of control with the buoyancy fluctuating rapidly between going upwards and downwards (mostly downwards)…) eventually I just decided to avoid adding couches just to keep the ship balanced.
Still, very clean presentation, gave Skelly a pirate outfit, and managed to go all the way up to space!
Nice work!
That was a pretty enjoyable game! Nice concept, very creative interpretation of the jam theme, and very well-executed!
Started off a bit seemingly directionless (didn’t encounter any enemies (and therefore no pickups) during my first couple of runs, just found myself blindly dodging debris in the void), but from my third run, when the enemies appeared and I could then dive into the gameplay loop of collecting upgrades and getting further and further, I found this to be a rather enjoyable experience - and eventually managed to reach the ending.
Only real issue here is that this game is “genuinely good” rather than “so bad it’s good”.
(also as a sidenote - I do appreciate how the game does offer some brief respite between the end of a timeloop and the start of the next one, instead of immediately returning to the start of the next loop with the timer already ticking)
This seems like a rather ambitious game - but it did leave me feeling rather confused.
I guess the main sticking point is that this game seems to put a player in a no-win situation in a manner which feels rather unintended. It seems arbitrary whether or not the ship is going to start rocking (out of the player’s control), and then that naturally leads to holes appearing which need to be patched (having appeared due to circumstances outside one’s control) - but the only means of fixing them is by using the very limited resource of fix tape - leading to the ship taking chunks of unavoidable damage (sometimes to the point where victory becomes impossible) when the holes inevitably outnumber the amount of tape available.
Still, aside from that, I do appreciate the simple but effective art style you have going on, I think that presenting the info about the ship’s status digetically on that big screen on the ship itself is a nice touch, and the overall game concept is rather well thought out. However, the execution doesn’t quite stick the landing - but the issues with the game do seem fixable if you felt like doing that.
I noticed your other comments mentioning that this was your first game - and this is genuinely very impressive as a first game (with a rather ambitious scope and a very well-polished presentation).
Granted, the core puzzle did turn into an exercise in trial-and-error in order to succeed (and scrolling through the items to add them one by one did get a bit painful on day 3), but the writing was pretty imaginative and entertaining.
Still, great work, and I look forward to seeing what you come up with next :)
I see.
Thanks for the explanation - I’ve given the game another go - managed to get some ships, but the game just freezes after a few servers blow up, so I haven’t managed to get very far xd
(anyway, fwiw - ctrl+w still forcibly closes the tab even in fullscreen, it is inevitable with web builds (and running windows games via proton is a pain in the backside))
It’s a neat concept, but I just find the game to be a bit too slow for my liking. It takes a pretty long time between launching a package and when a package might finally hit the planet (or a customer), to the point where it just rips out most of the satisfaction of hitting the target settlement because ultimately whenever a package lands it just feels like it was due to coincidence rather than due to it being a well-aimed shot or anything like that.
Still, it’s a very neat concept, and certainly has a lot of polish - but I just don’t find this implementation to be very fun.
I found this game much more enjoyable than Overstory - I think the more focused scope of this game helped it to avoid erring too far into the realm of tedium (although some method of quickly getting through dialog wouldn’t go amiss)
The bullet patterns did get repetitive after a while (the long turn lengths and the relative ease of most of them did start to turn some battles into a waiting game) - but the version of Jevil’s spiral attack here did catch me off-guard (I was betrayed by my muscle memory)
Managed to beat all the boss fights, and I faffed around for a bit trying to get the spamton-esque secret, albeit with little success (I guess my attempts might have been barking up the wrong tree though).
Anyway, nice covers of the Deltarune soundtrack.
Interesting concept. I didn’t manage to get that far into it (idk why but tasks requiring precision tend to cause me to feel rather nauseous, and this game set that off for some reason), pretty good game though.
(anyway small tangent - would suggest marking the windows build as being for windows and the linux build as being for linux - it’ll make it possible for people to download and run them via the itch.io app)
This was a pretty cool and surprisingly well-polished experience. No idea if the FUN toggle did anything, but I still enjoyed playing this game. Ran through it a couple of times, best time I’ve achieved was 214 seconds remaining.
(Been a while since I last saw someone make a game for SBIGJam using Java, I respect the hustle)
Great work!
I’m not sure what I’m meant to be doing here. I think I’m just meant to be putting the red disks into the red box and putting the green disks into the green box? Anyway, there’s definitely a strong vibe of this being a somewhat desolate spacecraft (could use some ambient audio to seal the deal). Not sure what the deal with the server room is, I was able to plug one end of a cable into the table, no idea what the second half is meant to plug into.
Anyway, I do appreciate the ambition with this entry - but, overall, I’m just confused more than anything else.
(also, word of advice - I’d suggest binding crouch to ‘c’ in addition to ‘ctrl’, because ctrl+w closes current tab on web)
honestly, I enjoyed this game. I will assume that this is a perfectly accurate reproduction of Fort Langley, and I will not be swayed with any so-called photographic evidence to the contrary.
I liked the callbacks to your previous SBIGjam entries (I got most of the references).
One hiccup I did run into is that the ending narration mentioned in the other comments doesn’t seem to play on my end (then again, I’m using the Linux build). It seems that the game just doesn’t call whatever method is responsible for do track Track10 after all prior tracks have been played (regardless of however many tracks have been obtained). Everything else seems to work though.
Still, nice singing (better than mine lol), great work!
































