Press esc or p to pause the cutscene. There's a "skip cutscene" on that menu.
The ` key, just above the tab key, toggles the console.
Recent community posts
Modding requires the fan-created modding framework, which you can download and install here. Once you've done that, you place the mods in your "mods" folder, which will be next to the game's executable.
There's no centralized place to get mods (something we should really fix). You can download a bunch here, and here's two more. There's also this guide for creating your own mods, if that's your thing.
Excellent game, well done. A genius take on the theme. Difficulty curve is perfect. All the game mechanics work super well together. I also love the music. Unreached is a tense, tight, exciting experience!
This is a great game. The level design is excellent, especially the final couple levels. How many people worked on this game? If it was just one, then this is absolutely jaw-dropping for 48 hours. I played through the whole thing and was enjoying myself for all of it.
My one wish is that you could pull objects. I'd frequently push stuff into corners by accident and then I'd be fucked because I couldn't get to the other side to push it.
Very nice! I love the goofy as game mechanics - the first time I busted down a door (by accident!) I just about squealed with laughter. It's very fun just absolutely destroying the house. The visual style and the music are also great. I have just a few suggestions that could help improve the game:
Firstly, make the physics even goofier. Make the player's arm really heavy, so the impulse when it smacks into things is really high and they go super far. Increase the gravity on the objects as well, currently they feel kinda floaty, and it would be satisfying for everything to come crashing off the shelf when you knocked it over.
Secondly, fix a few rendering issues. The player's arm should render on top of the world, and the near clip plane of the camera should be closer so we can get nice and personal with the house objects.
Overall it's a nice solid game and probably my favourite one that I've played from this jam! Great work, guys.
Interesting game. I like the concept, but I feel like it was held back enormously by bad controls.
- there's no way to tell what you're looking at/what you're going to pick up
- mouse movement feels floaty and weird
- while holding something, you can't change the height you're holding it at by looking around
- the player moves excruciatingly slowly
- the controls are never explained. I had to go to your itch page to figure out how to pick things up, and the instructions on your itch page are actually wrong! I only figured it out via trial and error.
Good controls are one of the most important things for the feel of a game, and I think you need to spend more time and effort on them next time.
Neat little game. I found it extremely challenging! A few suggestions:
- When you make a long move, that square should become red
- you shouldn't be able to hold down a key to continue moving, each key press should only mean one move. I found myself accidentally moving too far because of this.
It's also annoying that you have to have an installer for the game. I've never used gamemaker, so I'm not sure what the proper procedure is, but you haven't done it correctly; most GM games I've played just run as-is but yours involves an annoying installer.
Nice little game you've got there. The art, music and sound are great; I particularly like the look of the witch from the training. The whole game has a really nice atmosphere.
However, I found the gameplay itself pretty frustrating. There isn't any cue, visual or audio, about when to swing your staff for the invisible ghosts. I just have to kind of guess when the ghost is coming, and that's not fun. I continually died because of the guessing, even though I had remembered where the ghosts were coming from.
Thank you so much for all your kind words! I really appreciate them, and I will pass them on to the rest of the team. Sorry about the jumping bug, absolutely baffled as to why that happens :P
I quite like the art. The fucking muffin man music is drilled into my skull now though.
I agree with the comment about shoehorning in memory. C'mon, man, just pick a single jam and do it, no need to triple dip one game into several jams.
I did not enjoy this game.
- Not being able to look up or down made the controls feel really weird, especially since there are ramps that you walk up and down - you can't look to see what's at the top when you're at the bottom and vice versa
- (spoilers) there was a lot of tense buildup, with the mysterious foggy maze and writing scribbled on the wall, but pretty much no payoff. I felt kind of ripped off at the end. Also, the instructions say to enter the codes inverted, so I did that, but then it turned out I should have entered them uninverted. What the hell??
If you'd spent more than 5 hours on it, it could be a really cool experience. But as it is, Who Ate My Pizza is rushed and unfinished, and it shows.
In Stanley the Good Dad, you must steal babies from storks in order to be their dad. Features an emotional, cinematic story, an original score, and hundreds of babies.
We made this in 48 hours over the weekend for a game jam!
Wow, this is great. I had so much fun playing! I just wish it was longer :D I think this concept could really be taken to the next level with huge levels spanning my monitor. Do you have any plans to develop it further, post-jam?