Too much jumping - how about a jetpack or power jump as an addition?
Hiisileiri
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Great, fits very well to theme and actually fun to play. There cold be some content and obstacles in the level for sure, and even collectable objects like cash bags or something else. Also terrain textures would have been nice too. Nice music though. Easy deliver when avoiding the center area. Overall a nice game! Physics driving engaging with simple, understandable goal/objective in the same pack.
There seems to be a bug in level/area 3, only wsda controls working and moving both birds. Birds for left and right could be different from each other (2 different kind of birds?) so would be able to visualize which bird is controlled by the related key set. Nice concept anyway and it would be nice and interesting to see what is in the end of this game and what happens to the box and birds.
Hey all, i replied in another chat (game page) prevously also. Thanks for playing out and rating/comment.
I agree the controls are very hazards right now and not much balanced, and not much playable content there and moving is frustrating - but that's more likely what to get just in couple of hours. The idea/purpose were to make things to work in 3 hours based to theme and for the overall concept about balloon aircraft.
There were about 1,5 hours left when i was ready to proceed to the actual objective (win/lose condition) and instructions / audio setup and so on. Not sure if have time to edit controls better / edit game afterward.
Playing the game - and crashing the vehicle right before the goal etc. - indeed feels like a kind of rage game. The atmosphere takes also in there somehow. I just decided to leave it there because trying level and mission felt engouraged enough. So yeah there could be also potential to place this game project into a "foddian" - genre.
I used chatgpt to provide scripts, so it would be possible to make whole new game mechanics for the idea just in 3 hours. Graphics i made using Tinkercad. Crosshair/dot shadow mark would be quite easy to make. Balloons also lose air shortly which makes aircraft lose uplift force all time due to that but that's also creating more challenge while not much more other challenging content in the game.
Thanks, so yeah the controls are hard i had not enough time to tune controls, but at least current controls make the game more hard since it has only one level. Changing controls easy make the level able to pass in 20 seconds, so the other step for game would be adding more levels and tune controls more easier and air craft status more understandable to "read". Not sure have time etc. for those.
I agree the controls are very hazards right now and not much playable content and moving is frustrating , but that's more likely what to get just in couple of hours. There were about 1,5 hours left when i was ready to proceed to the actual objective (win/lose condition) and instructions / audio setup and so on.
Fun game, and nice twist. Cards reveal could also make a voice effect so player could hear which powerup is given, and also other graphics like brick tile appearance could be cat-ish. You could change the game's cover image - now it shows only the picture from main menu which not also show the game play scene environment.
Nice idea, and fun idea to control grill deposit of a computed and automated operating system. I did not sure how to heat the meat (spacebar?) and i tried first to stay on hellhole by the grill. I found then a strategy to make a switch to make delivering fast by switch to first person mode and take order and brake back to kitchen by using only wsda keys.
This would be an awesome multiplayer also, with ability to change between robotic machines (like to grill, deep fryer, microwave, etc.) Camera position changing is quite unique too and makes it feel like monitoring the whole station.
Simple and fun, and interesting! Witch-circuit in the kids room makes it the most comical with sounds.
I'd like to see more and some challenge also in the game (like: Try to not spawn monster that eats you, or leaves the room to eat everyone else, so the challenge would be try to create a specific monster which would be more engaging.) Maybe some receipts could be used in game, like: using much power and blood from cards summons the most hazard beast, and cuteness create some sort of plush toys, etc. --- Anyway, this is a great thing!
Nice idea, but i don't know exactly what the goal of the game is. There seems to not be any challenge in this game - is it just about sorting cards? If it is, there could be some challenging in game, like a requested time limit to sort all cards with no mistakes/or only with few mistakes, or something like that, to make game more engaging. The concept has some potential anyway, and learning and getting new cards in play with functions also fun.
Fun idea! I'd like to see having ability to put chosen cards in the main deck by the player, and get rid off ineffectual cards during game play. Nice graphic style. Interior would fit to being themed in Casino Royale also. Guide from intro (the controls basically) would be helpful to see during gameplay.
Game crashes when get next to shining pearl statues for some reason.
Is the picture above a "draw able" picture, i draw it here. In the game rules (on side 2 for example), can there be a "blue print" picture what kind of scenario map is required, and what object marks (stairs, crates, spike traps, sentry gun, exit doors, etc.) marked by game pieces like wooden cubes or just by drawn in the scenario map or similar should be placed when stuff happens in the game? So, this would be basically possible option to make the game, but not necessary the optional way to create the gaming experience? So here is attached the picture of the scenario map example which i draw in about 3-4 minutes.
Hey, i still have question about adding scenario sheets in the project submit. Here is an example of scenario map: If players will use 1x A4 page rule sheet, which includes rules on both sides and also player sheet in the back side, but also separated "dungeon maps" etc. (related to attached picture (not image of mine there! :https://www.deviantart.com/ndvmaps/art/Stronghold-dungeons-RPG-map-902671488) - Would it be fine?
Hey, thanks for your answer!
There's a mechanism in game where players need pawns and board to move in. It's team based game, and before each movement phase players choose where they move. In game and for each round, there would be a plan phase, and after that there would be an action phase; In planning phase, players may talk to each other, and then they execute actions and move (on the board), reveal territories, and reveal enemies and other things - So in the current mechanism there are game board, but (if there are enough time) i would be able to implement the mechanism away from the game board - If it is necessary.
In current concept there are scenarios, so people would be able to draw and create their own scenarios as well. The rules are in the board, but the square based scenarios would have the special slots with separated actions, like: "trap square: Take 4 damage", or, "Green stairs: Go to 'green' room.", and so on. So if the special rules are related to scenario and marked in the scenario sheet (where the pawns would also be located) would be separated, then it would be fine, since i could be able to include other details in the game rules. For example: If Might of might and magic with one rule sheet attempt to this jam, but there are unlimited card choices, would that be acceptable for this jam entry?
I'll post my jam game rules (even those are ready or not) on this weekend on my game's project page anyway so check those please, let's see where is this going.
Hey, i have a question about scenario maps used in this jam projects:
Can I add separated scenario maps for the game, like grid based dungeon maps with OR without additional game rules like scenario goal or defeat condition and explanation like "if you go to grid slot named spikes, take 4 damage to your character"?
My current plan is to use in game:
- 1 A4 sized sheet front side to display game rules, and back side of the rule display is the player board, and weapon stats and behavior for multiple weapons for each player to have, and the player character stats (hit points, unlocked weapons, bullets, etc.)
- 1 A6 sized sheet for each player to have to mark the movement (not necessary if there will be enough space in the player board) for each turn round invisible from other player till revealing on turn, and
- 1 (A4) sized scenario map including rooms and gateways, and even explanation for different special grid slots like "The Spikes: Passing or landing this; receive 4 damage to you character".
Hey, i have developed the tabletop rpg game for the one-page-rpg jam 2024 game jam, and i'm looking for experienced GRAPHIC ARTIST to visualize the game and it's elements in the paper sheet game components.
- The game uses one 2 sided A4 rule & player board paper arch for each player, and also one a4/a5 sized marking paper for creating movement markings. The game combat mechanics are based on 52-deck playing cards, players move on their A4-sheet's backside in the grid based enviroment map with their player pawn, and looting in game is based to dice roll & card pick. The actual graphics need: weapon & attack icons (for 10-25 weapons), grid based factory environment, and the rule sheet design and layout for 2 sided a4-sheet. There is also need for marking paper design, but that's just about b&w lines and couple of text boxes. Your design style can be your chosen style as a jammer for this jam build of the game.
- I also would need TESTERS to read the rules in game development state to see if game rules should need a modification before publishment.
Game project page is linked below; If you'd like to, check also the game's forum notes in the discussion page.
I started work on the game based on similar mechanics than developed to other type of game (Downtown game), and here is the concept of the game:
Idea: Players co-operates in a rescue mission themed battlegrounds as a solid combat team and beat enemies they face during the mission scenario. Players are wielded with various weapons which use the different ammunition, and by using these different weapons players may damage enemy units they are facing during the mission. Players are able to help other players giving them items and ammunition and findings they aren't needed to use, and players shall co-operate together to complete mission in safety amount of time, or otherwise the hordes of hostile space enemies from alienated factions shall besiege the squad of players making them fighting for their lives.
Dev post:
The new concept of the game is a sci-fi themed shooter game, where players are forming a squad of battle unit to tear apart nest of weird enemies in the factory-like building and saving hostages from slavery. The combat is based on 52-card play deck of regular cards, where picture cards and number cards are separated. The enemies perform different attacks than players, and when enemy appears in players sight both sides play the "poker hand" and the winner takes advantage in the battle. Player is able to retreat from the battle, but then the other bad thing happen to player. Squad's goal is to try save all hostages before the nest is full of harmful enemies letting players not to leave causing the mission to fail. The game will contain a slightly unique grid based movement system in the map with some twists, although the combat system would probably be highly unique in this build as it's first finished.
Workpost: 05.08.24
I developed multiple features and rules and created concept of game systems, but then i start thinking the game should be fun to play. Also it should be easy and easy to sit down and relax in game environment. The rpg-game is good to be story driven game, and player choices are best to be simple and game is nice to have dice and various probabilities for environmental actions. So i checked up some existing one-page role playing games, and decided to form a more simple game from the mechanics i developed, but in a scenario based short experiment that does not need lots of play testing to be ready to launch and to share - The best product for the jam game.
Work post: 04.08.24
Dev-post:
- Mechanics; (Poker hand), pay for card withdraws, free and paid player actions, simutaneously game play, day time cycle occuring by using timer in game, "point-to-target", intermediate deck building system, last man standing (victory condition).
- Idea of the game; "Players move their pawn between different locations in the city map by using free or paid direct movements simutaneously. Players can perform different actions based to their current location, and some of the actions are free to perform and some and also the most of actions require cash to carry out.
One of the most important action in the game is to purchase cards from city locations, and sell collected card combinations in Downtown black market to archieve more cash in game. Cash is in safe in players envelopes, but in use there is a risk to lose currency or use it for wrong choices, so players should choose and stick in the chosen strategy and play chill and inpredictable.
In night times the movement is highly resticted and more dangerous for active criminals in the city, but at the same time it is the only change to make some business in the black markets. In game, players can even robber other players! Nobody is in safe, and business for black markets is a torment from day to day.
The game play need focus although anyone can start playing the game and learn it's few easy actions which combined with game goals and environment will make the game play itself interesting but also ultra tensious."
Work post: 3-4.08.24
I saw the game jam post at Itch.io open game jam site on 3.8. , and get interested about the jam and it's idea very fast. When i got the first vision of the project idea, i hit the "join jam" button.
The first vision for the game was that the project shall be a short spare time project outside if other ongoing businesses. I'm not the person who would not play roleplay games as in tabletop genre's at all, but actually i have never tried the non-digital roleplay game in my life. I have tried some roleplaying games and also live-action roleplay with friends, and have joined theme park shows and play as actor in school performances and so on, but mostly that kind of action has not been a game, or it has so few rules or far-off meaning about the game play so it is more like a play than a game.
So on that account, the finished game project for this jam will by increased probability to contain more the exact rules for game play in the game world of role playing game rather than the guidelines of subject to interprepations and imagination. Exact rules with commands with exact results in the roleplaying game should have the similarities to video games where player interact the game world with the exact rules the game program language understands; Otherwise the players may create and play with the strategies for the victory in very creative but also in absurd ways which i see it might be a problem for the game play balance:
Creating more exact and more executive-like rules in the game is more easy for balancing the game than to try limit, for example, the players imagination and creativity and volubility.












Error appear during gameplay:



