Disqualified from Saturday Smash Jam. Games must be created during the jam. This is clearly a self-promo.
ZM5J
Creator of
Recent community posts
Hmm, okay. It took a while to figure out how to play and the gameplay here.
First, I’m glad we have beginners committed to the Saturday Smash and submitted the game despite not finishing it.
I think the core idea is fun and could resemble the theme well.
Area of improvement
• First, it needs to be clear what the player needs to do.
• An enemy is spawned on the player at the start. That’s just unfair disadvantage.
• There needs to be more visual feedback (cooldowns, actions selected, etc)
There is a lot to cover, so it might be best that this starts with YOU. We have a Discord channel where you can ask questions, and I will gladly go deep with you if you’re interested.
Here are a few tips to help you kick off your jam.
Start Small. Begin with a simple, clear idea you can realistically finish in the time you have. You can always expand on it if time allows! Draw a sketch or write out a concept as your entry point.
Focus on the Core: Decide on one key mechanic or feature that makes your game unique and prioritize it.
Time Management: Break your time into smaller chunks for brainstorming, development, testing, and polishing. Make sure you account for time for game submission and page.
Don’t Overthink it: It doesn’t have to be perfect — dive in, have fun, and see what you can create!
Leverage the Community: Need help or inspiration? Ask questions, share your progress, and bounce ideas off others.
Good luck and happy Smashing! 😂🤗
Hello, friend.
Whether you’re a seasoned developer or new to game development, this is the place to experiment, connect, and create something spectacular! We’re thrilled to have you join us on this creative voyage, to learn from you and get inspired.
Here’s what you can look forward to:
🕹️ Collaboration: Share your work, receive feedback, and collaborate with others! This is an opportunity to connect with other creators who share your interests.
🎨 Learning: Experiment with new tools or explore a mechanism you’ve never developed. It’s all about development and innovation.
🌟 Flexibility: Any contribution is appreciated whether you have 50 hours or only a few. Create a short prototype, a small game, or polish anything.
Let’s make this jam about more than games; let’s have fun, learn something new, and connect. 😂✌
Please share your journey, problems, and victories on our Discord.
Good luck and joyful smashing! 🚀
It would be unfair for me to rate this game because I think the concept is good.
However, there are severe issues with playability and game design, which should be addressed.
Positive aspects
- The game has a consistent, coherent art style
- Controls are explained during gameplay when they are needed
- Puzzle design makes some sense
Area of improvement
- Unintuitive controls - the character moves unpredictably, jumping makes him stay in the air, touching a wall rotates the camera!?, button clicking has no feedback
- Disorienting - the game changes orientation and can cause head-spinning. Accidentally walking backward and touching a wall spins the camera and changes how my character moves first thing in the game. This is likely due to a poor level design decision.
- Unplayable - already on the second level with the green ball it’s unclear what the ball does, and what the red cube is for -> the game should feel intuitive and have a clear goal without playing cheap gimmicks on the player such as the ball randomly flying around.
- Unresponsive - Pressing the button did not switch gravity, the white cube never moves, etc.
Overall, I won’t rate this game, but you have fundamental issues with gameplay and mechanics which should be addressed before I consider this a ‘game’. If you fix all these issues that I gave you, you will most likely have a decent, playable prototype.
Very cool platformer. There are a few things that could improve the gameplay experience.
Positive aspects
- Clear, simple goal
- Game feels responsive to player input
- Level difficulty increases gradually, keeping players engaged
Area of improvement
- Uncomfortable controls - who uses a mouse with arrow keys combined? -> Don’t try to innovate on how the keyboard layout looks. If you’re unsure, leave WASD as an option.
- Lack of instructions - The game doesn’t teach the player that they need to use the mouse to press buttons.
- Gravity switch is unintuitive - At first, it’s taught that the blue button shifts gravity up, which isn’t intuitive or explained - and that’s the core mechanic. Then, the game keeps switching the position of those two, making it unnecessarily difficult (that doesn’t account for how challenging the game is, that’s just punishing players for learning the rules) - if you insist on switching the position of buttons, then the corresponding ground should be corresponding color (blue button -> gravity shifts to blue color) so that I know which button will “lead me there”
If you follow these improvements, you could have a solid game prototype, which could then be scaled.
Cool entry!
This is a nice puzzle game. There are a couple of things you could improve to increase the longevity of play.
Positive aspects
- Simple, clear goal = Relatable setting: Space station, boxes.
- Puzzle difficulty increases gradually
Area of improvement
- The third level introduces a difficult approach without teaching the player how to first
- Clunky and unpredictable controls - the lack of control degrades the gameplay experience (creating frustration). One way this could be fixed is if you allow the snap position to grid and snap rotation of 45 degrees CW/CCW and then turn on physics when gravity is switched.
- Variety - A new gimmick should’ve been introduced after a few levels to keep engagement
- Any box could go in any slot - I finished the last level just by stacking boxes, it seems like the system doesn’t check which box is which or its rotation.
A solid puzzle game, if you fix these things you will essentially have a game, which you can then fill with levels and ship.
Very cool!
The game has some potential, but a series of game design issues regarding playability, intuitive controls, and game feel.
Positive aspects
- Simple, effective game loop
- Clear game goal
Area of improvement
- The game starts too difficult, punishing new players for trying your game.
- The game feels too random, leading to unfair scenarios for the player.
- The game should gradually or occasionally increase the difficulty
- It should be clear where the first movement (a la gravity-switch) will take us
- Movement is too chaotic, too fast
- The art style is missing accent colors
When you, as the developer of the game, can’t have a run longer than 20 seconds, you should immediately understand there is something fundamentally wrong with how you designed it, unless your desired average playtime is under one minute.
Fix these things and you will have a solid arcade game, which could go on mobile platforms.
Hey, Smasher!
Here are a couple of games that fit the theme: Switching Gravity.
VVVVVV: A retro platformer where you flip gravity to navigate challenging levels.
Prey: A sci-fi thriller with gravity-defying environments aboard a space station.
Antichamber: A first-person puzzle game that challenges perception with surreal, gravity-shifting mechanics.
And Yet It Moves: A puzzle-platformer where you rotate the world to change gravity and solve obstacles.
Happy Smasheroni!
Here are a few tips to help you kick off your jam.
Start Small. Begin with a simple, clear idea you can realistically finish in the time you have. You can always expand on it if time allows! Draw a sketch or write out a concept as your entry point.
Focus on the Core: Decide on one key mechanic or feature that makes your game unique and prioritize it.
Time Management: Break your time into smaller chunks for brainstorming, development, testing, and polishing. Make sure you account for time for game submission and page.
Don’t Overthink it: It doesn’t have to be perfect — dive in, have fun, and see what you can create!
Leverage the Community: Need help or inspiration? Ask questions, share your progress, and bounce ideas off others.
Good luck and happy Smashing! 😂🤗
Hey there, Smashers!
We’re thrilled to have you join us on this creative voyage. Whether you’re a seasoned developer or new to game development, this is the place to experiment, connect, and create something spectacular in just 24 hours!
Here’s what you can look forward to: 🕹️ Collaboration: Share your work, receive feedback, and collaborate with others! This is an opportunity to connect with other creators who share your interests. 🎨 Learning: Experiment with new tools or explore a mechanism you’ve never developed before. It’s all about development and innovation. 🌟 Flexibility: Any contribution is appreciated whether you have 50 hours or only a few. Create a short prototype, a small game, or polish anything.
Let’s make this jam about more than simply games; let’s have fun, learn something new, and connect. 😂✌
Please share your journey, problems, and victories in the comments section below or our Discord.
Good luck and joyful smashing! 🚀
Hey there, smashers!
Here are some games to induce inspiration for the theme.
These games have a ‘death improves you’ mechanic/theme.
I hope you enjoy it!
Rogue Legacy - When you die, your children inherit your castle and wealth, each with unique traits that affect gameplay
Dark Souls - Deaths teach you enemy patterns and leave bloodstains with lessons for future attempts
Hades - Each death returns you to the House of Hades where you can upgrade abilities and advance relationships
Deaths Door - Collecting souls from the deceased increases your power and abilities
Loop Hero - Death returns you to your camp with resources to build permanent improvements
Happy smashing!
Here are a few tips to help you kick off your jam.
Start Small: Begin with a simple, clear idea you can realistically finish in the time you have. You can always expand it if time allows! Draw a sketch/write out a concept as your entry point.
Focus on the Core: Decide on one key mechanic or feature that makes your game unique and prioritize it.
Time Management: Break your time into smaller chunks for brainstorming, development, testing, and polishing. Make sure you account for time for game submission and page.
Don’t Overthink it: It doesn’t have to be perfect — dive in, have fun, and see what you can create!
Leverage the Community: Need help or inspiration? Ask questions, share your progress, and bounce ideas off others.
Good luck and happy Smashing! 😂🤗
Hey, Smashers!
We’re thrilled to have you join us on this creative voyage. Whether you’re a seasoned developer or new to game development, this is the place to experiment, connect, and create something spectacular in just 24 hours!
Here’s what you can look forward to:
🕹️ Collaboration: Share your work, receive feedback, and team up with others! This is an opportunity to connect with other creators who share your interests.
🎨 Learning: Experiment with new tools or explore a mechanism you’ve never developed before. It’s all about development and innovation.
🌟 Flexibility: Any contribution is appreciated whether you have 50 hours or only a few. Create a short prototype, a small game, or polish anything.
Let’s make this jam about more than simply games; let’s have some fun, learn something new, and connect. 😂✌
Please share your journey, problems, and victories in the comments section below or our Discord.
Good luck and joyful smashing! 🚀
Here are a few games with ‘Fight or Flight’ mechanics for inspiration!
Undertale- A unique RPG where you can choose to either fight monsters or find peaceful solutions to avoid combat entirely
Assassin’s Creed series - While combat is an option, you can often choose to flee across rooftops and blend with crowds
Mirror’s Edge - You play as a parkour runner who can either engage in hand-to-hand combat or use momentum and acrobatics to escape
Outlast- As a journalist with only a camera, you must escape from a psychiatric hospital
Inside- A atmospheric platformer where you’re constantly being pursued and must decide when to hide or run
Subnautica- Underwater exploration with creatures that force players to decide between fleeing or standing their ground.
Little Nightmares - Features a small protagonist who must either sneak past or flee from much larger enemies
Here are a few tips to help you kick off your jam.
Start Small: Begin with a simple, clear idea you can realistically finish in the time you have. You can always expand it if time allows!
Focus on the Core: Decide on one key mechanic or feature that makes your game unique and prioritize it.
Time Management: Break your time into smaller chunks for brainstorming, development, testing, and polishing.
Don’t Overthink it: It doesn’t have to be perfect — just dive in, have fun, and see what you can create!
Leverage the Community: Need help or inspiration? Ask questions, share your progress, and bounce ideas off others.
Good luck and happy Smashing! 😂🤗
Hey, Smashers!
We’re thrilled to have you join us on this creative voyage. Whether you’re a seasoned developer or new to game development, this is the place to experiment, connect, and create something spectacular in just 24 hours!
Here’s what you can look forward to:
🕹️ Collaboration: Share your work, receive feedback, and team up with others! This is an opportunity to connect with other creators who share your interests.
🎨 Learning: Experiment with new tools or explore a mechanism you’ve never developed before. It’s all about development and innovation.
🌟 Flexibility: Any contribution is appreciated whether you have 24 hours or only a few. Create a short prototype, a small game, or polish anything.
Let’s make this jam about more than simply games; let’s have some fun, learn something new, and connect. 😂✌
Please share your journey, problems, and victories in the comments section below or our Discord.
Good luck and joyful smashing! 🚀