Okay, the problem is that I used an image for the game's background that's hosted on Imgur, and since Imgur has geoblocked embeds in the UK, the background doesn't load there.
JJampion
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Dang, this was fun! I love the fact that I can play 9 games nearly simultaneously.
The only criticism I have is that the board selection feels too random. I can play as strategically as possible, but sometimes I still lose because it comes down to luck whether the board I need appears next or not. I think giving the player a bit more control over which board comes up next would make the game feel more skill-based.
Yeah, it works now! Thanks for the quick fix.
Overall, I think it's a really cool idea. One question though: every time I get a game over or win, I have to restart the .exe to play again. Is there a shortcut or another way to restart that I'm missing?
Also, if I understood the gameplay correctly, the goal is simply to shoot the enemy as quickly as possible, right?
Thanks for the reply!
Just a small tip: itch.io actually has its own fullscreen button if you enable it in the game page settings. That way players don't have to open the in-game settings first (or zoom in because the game starts out pretty small).
Also, since you're already supporting two languages, I'd recommend making English the default language. It will probably be more accessible for most players on itch.io.
Other than that, I really like the idea! The 10 levels with 10 different tactics is a cool concept. The only thing I'd say is that it can feel a bit hard or demotivating if you have to start from level 0 every time. Maybe some kind of level select or checkpoint system could help in the future.
Overall, though, it's a cool game. Keep it up!
Hey! Quick question: How comfortable are you with adapting your art style and workflow to support 8-directional character movement?
From what I've seen, most of your examples show characters walking left and right. Have you worked on creating assets for full 8-way movement before?
I also bought your Magic Projectile Asset Pack for my first "test" Steam project, and I'm more than happy with it. The quality is fantastic, which is why I wanted to reach out.
I really love your art style, and I'm currently planning a larger project. I noticed you're available on Fiverr, so I'd definitely be interested in collaborating. One of my main requirements, though, is support for 8-directional movement, since the project is aiming for an HD-2D style.
I just wanted to let you know that I won my first game jam! One of the judging categories was audio, and I was thrilled to place #1 in it. I used sounds from the Ultimate Retro RPG asset pack along with SFX from the Ultimate Sound Effects pack.
You can check out the game here:
Thanks for making such amazing audio assets. They played a big part in the experience, and I really appreciate your work. Keep it up!
By the way, after fixing the bugs, I went back and watched the rest of the video. The main inspiration for this game was actually Operius, the official offline browser game for Opera, created by Mors.
That said, I can definitely see how Operius itself might have been influenced by Super Hexagon.
From the very beginning, I knew I wanted to do something with a keyhole. Not just a forbidden door, but specifically a keyhole. The first thing that came to mind was the Digipick lockpicking minigame from Starfield. At some point it just clicked: "What if I combined that with Operius?" And that's basically where the core idea for the game came from.
Oh, that's so cool! Thanks for giving it a try. And sorry that the movement broke for some reason. I'm currently working on fixing that issue, along with a bug where re-injections keep the speed from the last played layer, which was definitely not intended.
I ended up enjoying the project so much that I kept developing it during the jam, so I can push updates right after the rating period. Unfortunately, that's also when these bugs slipped in.
I was also a bit disappointed, since I took the time to carefully review and rate quite a few games, but it turns out only 6/30+ people rated mine. It seems to really come down to quality over quantity in the end.
That said, I think one possible reason your game might not have scored as strongly in the “How well does the game fit the themes?” category is the lack of a clearly defined door or entry mechanic. However, I’m not fully convinced that’s the main issue, because I also didn’t implement a traditional door in the strict sense, and still received fairly solid ratings overall.
Apart from that, your ratings look consistently strong across the board, so the feedback is generally very positive.
I think the core reason I managed to complete it on time is pretty simple: everything you see is code. That’s it basically a single script with no external assets. Except for seven audio files in total four music tracks (two looping) and three SFX.
And the other reason is called “rules” The time only counts for building your game, that is, any coding, making sound effects/music, art, and other assets. Writing a design doc, coming up with ideas, compiling your game, or making the itch.io page for it does not
Just so you know, you can scale the game even without a mouse simply hold Ctrl and press + or - to zoom in or out. In some browsers, like Firefox, you can also go to the three-line burger menu at the top → Zoom → +/-.
Regarding the invisible wall: this is a known bug that unfortunately couldn’t be fixed in the InTime version. As mentioned in the description, it can be bypassed by moving over the train tracks.
Thanks for the feedback. Given the three-hour time constraint, the scope was intentionally limited. There were significantly more ideas planned, but implementing them within that timeframe simply isn’t realistic which I’m sure you can relate to, having participated in the jam yourself.
Still, appreciate you taking the time to play.
The gameplay is intentionally simple at the start, but it ramps up over time as more snowmen spawn and increase in speed.
Getting hit doesn’t slow the player down it causes all carried gifts to drop, which is especially punishing in later rounds with tight timing.
The game was built in roughly three hours, so deeper balancing and polishing were out of scope.
Damn, aside from my own idea, this is my favorite so far! I would’ve loved it if the required color changed during the round and the game got faster over time instead of using a countdown, but I guess that wouldn't have been possible in time.
My only critique is that the results screen is red even after a perfect run, which feels a bit negative. Still, this version is really strong as is.
Also, I felt like this guy while mashing the space bar: https://www.reddit.com/r/oddlysatisfying/comments/15zti18/factory_worker_of_the_year/
GG MATE!














