Judging Results – Hands Off Jam #2
Game: S T E A L – Total = 13 / 25
Creativity — 2 / 5 S T E A L uses a classic and reliable control scheme—moving the player left and right—which has been the foundation of timeless games like Breakout and Space Invaders. Such controls are simple yet effective, and I’ve even experimented with them myself in a game I called DodgeLifeandCollectFlags, though I can’t boast about how that turned out. The challenge with these controls is making gameplay feel alive and engaging. S T E A L currently lacks additional mechanics, challenges, or twists that could elevate it beyond a barebones score-collection game. What it does have is the beginnings of a compelling story, hinting at potential for narrative or thematic depth if further developed.
Visuals — 2 / 5 The presentation is minimal, with a plain white background and only two objects on screen, giving the game an unfinished look. On the plus side, the character and presents are immediately clear and visually appealing. Some visual polish could improve the experience dramatically e.g.by having the character face the direction of movement, adding walking animations, and providing feedback when collecting presents such as temporarily enlarging the score text to make interactions more satisfying. Currently, presents can spawn on top of the player, so a minimum spawn distance would improve clarity.
Audio — 1 / 5 The game has no sound effects or music, which makes it feel flat. Even simple audio cues—like a jingle when collecting presents, or background music—could significantly enhance engagement. The score isn’t zero here because a silent game is preferable to one with irritating sounds or those like nails on chalkboard.
Accessibility — 5 / 5 The game is highly accessible. I tested it on both laptop and mobile, and the simple left/right controls, absence of time pressure, and endless play make it approachable for players of all ages and abilities. Its simplicity and good controls strongly supports inclusivity, so top marks in this category.
Overall — 3 / 5 S T E A L functions as a straightforward score-collection game. Its mechanics are easy to understand, accessible, and work reliably, but the current experience feels basic. The game lacks challenge, polish, and rewarding feedback, which limits its potential to keep players engaged for a long time. A good rule of thumb is to dedicate as much effort to refinement and presentation as to the core mechanics—small touches can make a huge difference. With thoughtful adjustments, S T E A L has plenty of directions it could take to become more compelling, memorable, and fun.
Ideas You Might Play With
- Introduce escalating difficulty for players seeking a challenge, while keeping an endless play mode for casual fun.
- Add a “Grinch-inspired” mechanic: a tired child could appear, and after a short delay, her eyes open. If she catches you taking a present, it’s game over. Expressive animations—like her mouth opening when caught and sparkling game-over text—would soften frustration and add charm.
- Have presents fall from above or even stack, creating more dynamic and unpredictable collection patterns.
- Vary present types with bonuses, penalties, or temporary effects to encourage strategic play.
- Provide visual and audio feedback when collecting items, achieving streaks, or hitting milestones.
Game: Easy Breezy – Total = 23 / 25
Creativity — 4 / 5
Despite featuring only one level, and what reads as a boring objective, that is eating, drinking and resting, the game shows a very strong level of creative design. The day/night cycle is particularly effective—not just visually, but mechanically—providing important information about the world and its dangers. Watching the sun and moon pass across the sky and the colours shift helps players anticipate when the fox will emerge, turning environmental changes into meaningful gameplay cues. The collectible resources, such as food and water, are presented in a heart shape, which clearly communicates their connection to health and survival while remaining visually simple and easy to read.
Controlling the bird with the mouse feels intuitive and responsive, and the survival meters (food, water, rest) create constant tension and decision-making. I especially appreciated how the game starts by getting you to rest, as it is something I often forget to do. I also like how water is gained indirectly through food; it’s a clever, realistic touch that encourages thoughtful resource management.
The fox encounters are tense and memorable—the way it stalks the player, hides behind trees, and emerges from bushes feels convincingly predatory. Although difficult, I did manage to drink from the edge of the lake which I thought might just be for appearance. Overall, surviving as a bird is challenging, but the gameplay loop of gathering resources while avoiding danger is highly engaging and rewarding. I just wish there was more than only one level contained on a single screen, the experience—while enjoyable—can begin to feel limited over time. Additional levels with new environments and challenges would elevate the game’s creativity even more.
Visuals — 5 / 5
The visuals are simple but purposeful. The sun, moon, and shifting sky colours clearly signal the passage of time, which is crucial given the fox’s time-based behaviour and it makes the environment feel alive.
The collectible resources, such as food and water, are are easy to recognise within the environment. However, the visual effects that play when collecting these resources feel slightly out of place. The game’s clean, minimalist 2D art style contrasts with the use of particle effects, which introduce a level of visual complexity that doesn’t fully match the rest of the presentation. A more cohesive alternative in my opinion would be to show one small piece of the collected resource—such as a drop of water or a bit of food—falling to the ground and fading away, maintaining clear feedback while better aligning with the game’s visual language. That said, this is a subjective stylistic preference, and ultimately the strongest choice is whichever best supports the developer’s intended aesthetic.
The survival meters are clear and well colour-coded, making them easy to read at a glance. I particularly appreciated the attention to detail with the fox—when it catches the bird and the animation that plays.
By contrast, I found the bird simply disappearing when a survival meter is depleted unsatisfying; seeing it fall to the ground when exhausted would feel more natural and emotionally impactful. Additionally, when a meter becomes low, I would prefer the meter’s outline to flash/blink rather than changing the resource colour to red as this would draw attention more effectively while staying consistent with the game’s minimalist aesthetic.
These critiques are mostly minor stylistic preferences or polish tweaks. They don’t reduce the clarity, functionality, or quality of the visuals overall. The visuals communicate gameplay clearly, support the mechanics, and align with the intended minimalist style.
Audio — 5 / 5
The audio complements the experience. Both the soundtrack and the sound effects support immersion effectively. Slightly stronger audio feedback for danger, exhaustion, or critically low survival meters could make the experience even more intuitive, but overall the audio design is already very strong.
Accessibility — 5 / 5
The controls are intuitive, inclusive, and easy to learn. The bird moves toward the cursor in a way that feels very natural—if the cursor is far away, it flies faster and may even overshoot slightly, creating a smooth, flowing motion that rewards both precision and skill. This mechanic makes movement feel satisfying, while remaining accessible for players of all ages and abilities. The control scheme fits the bird survival theme perfectly, enhancing immersion without adding unnecessary complexity.
Overall — 4 / 5
Easy Breezy is a thoughtfully designed survival game with a clear identity and polished mechanics. I enjoyed how the game begins—showing you exactly where you will start. The fox encounters are exciting, the resource management is clever, and the controls are responsive and fun. Easy Breezy delivers a memorable and engaging survival experience. I hope this game is developed further.
Ideas You Might Play With
- Introduce difficulty settings. For example, an easy mode could make the bird automatically rest when tired.
- Occasionally the bird overlaps a resource but it isn’t collected, which can be confusing or frustrating for the player. Consider widening the collision boxes.
- Expand the game with additional levels or new environments to increase variety and replay-ability, perhaps with other enemies.
- Improve the end-state: rather than the bird disappearing abruptly, it could fall to the ground, adding a more natural and emotionally impactful consequence.
- Enhance meter feedback: low survival meters could flash/blink to better draw the player’s attention.
- When the bird is low on resources it could affect the birds speed making it easier to rest
- Resting could slow down the speed at which resources are spent
Game: Drunken Lobster Driving - Total = 24 / 25
Creativity — 5 / 5
From the moment I saw the title, I knew this game was going to be highly creative, and it did not disappoint. The game features a number of beautifully designed levels, with the first set in a parking lot that provides plenty of space to learn the handling and mechanics.
I was genuinely surprised by how well the swipe controls work. While they are understandably less precise than keyboard input, they still feel responsive and intuitive. Even once the controls are mastered, the speed boosts gained from smashing into objects remain both rewarding and challenging, preventing the gameplay from becoming stale.
The scoring system is another strong point. It is presented very clearly, with visible multipliers and humorous performance titles—such as “Worst Lobster Ever”—that add personality and make earning any number of points a rewarding experience.
Visuals — 5 / 5
I was very impressed with the moving background in the start screen. It suits the game title perfectly. The game itself is visually impressive too, with a colourful and clear 3D environment which feels large, as you never see everything at once; instead, the camera smoothly follows your driving. The destruction effects are especially satisfying to watch, and with so much of the environment being breakable—including trees—it strongly reinforces the fantasy of being an out-of-control lobster behind the wheel. I love the skid marks and how the damage you cause remains.
Audio — 4 / 5
The looping music is pleasant and complements the game’s light-hearted tone without becoming distracting. To further enhance immersion and player feedback, additional audio variety could be introduced for interactions with different, non-breakable materials, provided this does not overwhelm the soundscape. Some sounds that felt missing include impacts when bouncing off fences, a subtle scuff sound when making sharp turns, and a clear confirmation sound when clicking on the on-screen buttons.
Accessibility — 5 / 5
The controls are superb and highly accessible across different input methods. Whether playing on mobile using swipe controls, or on desktop with a mouse or keyboard, the game is easy to pick up and play. The simple control scheme lowers the barrier to entry, allowing players of all skill levels to enjoy the experience without a steep learning curve.
Overall — 5 / 5
I really like the inclusion of two distinct modes—Time Attack and Sequence—as they offer different challenges and keep the gameplay fresh. The fact that your performance is recorded encourages replay-ability and makes chasing high scores genuinely addictive. Drunken Lobster Driving feels polished and complete, with strong mechanics and a clear design vision. Combined with its excellent visual presentation, the game delivers a highly enjoyable and memorable experience.
Ideas You Might Play With
- Customisable cars — Adding car customisation, possibly through a settings menu, could give players a stronger sense of ownership.
- Live score feedback — The number score displayed could be improved by either updating continuously during gameplay or by removing the static “= 0” text until the end of the level. Choosing one clear approach would improve clarity and provide better moment-to-moment feedback for the player.
- The game could benefit from extra sound, especially for interactive elements like button clicks
The winner, Drunken Lobster Driving, has now been added to my game page. Thank you to everyone who participated! I hope my feedback has been helpful and provides some inspiration for your future projects.
I’d also like to mention that I’d be happy to provide feedback for Soap Hero if a browser-playable version becomes available. Please note that the competition winner has already been announced.













































