Haha we are going to rework the controller so he can make better turns, fix the camera angles, and just improve the flow for our Steam release.
Klight
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We are already working on the Steam release. It is unfortunate that web builds are not a viable strategy for 3D games, which is why we encourage everyone to try the downloads instead. Around 20% of our content made it into this jam build, so we cannot wait to show everyone what we have been working on.
Some jammers might remember creativetherapyco from their prior work and this game definitely lives up to the hype. A cute yet challenging game loop keeps you choosing between safety and risk while you gather upgrades. It is nice seeing a leaderboard system in this jam and encouragement to replay the game. I do wish the character controller was more fluid and you had more in the environment to help pull off the heists, like more dynamic NPC pathing or different types of obstacles like a dog door to help you get around tricky choke points. Overall it is a solid game that will win the hearts and minds of jammers everywhere.
The web builds are currently optimized for Chrome, unfortunately Unity 6's WebGL just does not run as performant on browsers as we would like. It definitely isn't an asset or shader issue on our side, just how Unity handles 3D rendering in browsers.
For future development we will move to a download only option, especially if we release on Steam!
Nice concept! A few things are that Godots web builds can have problems with animations, which is what I think happened when the biscuit boy turned into a black square during shooting. Some changes I would make to take this from butter to BUTTER would be:
- Faster firing speed, more damage per hit
- Faster character and enemies
- Knockback of enemies
- Showing wave count
- Increased range of the gun and letting it hit multiple enemies
It's a really solid demo with a lot you can build off of it, hopefully you keep working on this and expand the gameplay!
An interesting concept but the character controller could use some increased speed or have the environments shrunk to create a cohesive loop of work - gambling - flirting. 30 seconds of being stationary for $10 is also a rough tradeoff that should be adjusted to something like 5 seconds for $10, or a minigame where you get $10 each time you stack a box.
The game fits the theme because you have a limited amount of time to get biscuits -- you can either take a safe route or try to platform / take shortcuts and risk missing biscuits for bigger rewards. When the full game releases we plan on greatly increasing the risk/reward options especially since only around 20% of the game is in this demo.
It is impressive you used your own engine for this, the thing I would focus on is the character controller and how you plan out engagements with the prison guards as they can be very devastating with their guns and in open spaces with little cover. There could be a risk mechanic where the more you expose your own 'biscuit' the more damage you can deal to finish fights faster.
I really enjoyed the approach to the theme, but found it hard to understand what risks I am taking outside of the random chance with the card upgrades. They made gameplay more fun, but having a larger arena to combat the enemies in would have really helped improve the game feel especially with how tight some of the props were near the edges. It would be nice to see a full experience with an end condition or clear narrative progression.
Assets were rarely used in the final build outside of set props and NPCs, since we did not have enough animators to hand-create the park population. Despite having an art department cranking out several dozen unique models, texturing them, and implementing them into the game we needed more minor props for set dressing. It takes a significant amount of time to produce a single asset, even with multiple artists, which is a lesson we hope other devs take away.
Using external assets is entirely fine, as long as you work hard to match the style.
For those wondering how to create juice for your jam builds this is a prime example of how a few systems can be combined to create something truly spectacular. Paying attention to how the sprites move subtlety, the sync of the UI element bounces, and the organic design of some elements against the slanted "cool" style of UI elements makes everything feel incredibly polished.
It would be cool to swap out soundtracks for difficulty modes, such as a faster paced beat to do more damage but face more enemies.
Looptopus is a game made by 6 people -- or so that is what they want you to think. If you go to Liam's Itch page you notice a strange sequence of events. Their first game, Murder Rewrote, is about hiding the evidence of a crime. Their second game, Scales of Olympus, is a reference to the ascent to godhood they felt after cover up the murders. Their third game One Ship's Trash is likely how they came across the Looptopus in the first place, while on the run from international authorities. Thus we can assume the Looptopus is actually some strange Lovecraftian horror that created these other 5 'developers' from Liam's imagination for there is no other explanation to match how such a cute creature could steal so many hearts in such a short time frame.
Playing through the game the allegory is as obvious as day. The "stars" you loop are followers sacrificed to the cult as this strange beast seeks the power to return to the void above us all. The adorable facade disguises the brutality of the uncaring universe as strange space fish (clearly police officers) try to stop your onslaught, but they too get looped by the beast.
The designs of the 6 developers also plays into this greatly. Liam is the rock, the foundation of Looptopus' awakening into the world. Diggon is a cat, referencing the Egyptian afterlife and the transformation of the cult upon death. Ninty is a mouse, referencing the plague of life that spreads across the world, further referenced by Diggon's past work on Virus.exe. Limasio's cat is on all fours, read to attack, showcasing the Looptopus' desire for violence. Cozitime's slug is the classical representation of sloth, how those who cannot motivate themselves will be consumed by the tentacles. Finally there is Ictoan, a shooting star? Some strange dark creature? They are the void. They do not have a real Itch account. They are a construct created by the dark to entice players to follow the space octopi into that never-ending night.
Overall really fun game I would recommend this to both children and adults, would be cool to see it on console too because the loop-like controls would 100% be better suited for the stick inputs. This might even be a good idea for an arcade cabinet some day.
When I first searched for "Journey Through Dark" I thought something must be wrong, I cannot find the game. The only match was an incredibly polished professional looking release with a custom logo. Clicking into it, I realized this was indeed the submission for GMTK 2025.
Reading the instructions was a bit of a challenge because of the font choice, especially when the in-game text is clean and crisp by comparison. Overall the initial opening to the game of being presented a card was a great introduction, being able to see what happens when you click on it right away and quickly picking up the game system. The occasional mountain thrown in the mix added a unique challenge for extended runs as you had to manage your health and ensure you could path a way back to your camp.
Obviously this is a jam submission, but I would like to see the consequences of cards presented in a more streamlined manner along with the UI better representing the overall status of your character. The developer notes about what will be added later is reassuring, because having more actions, world elements, and strategy would be amazing for the full release. It would be nice to see a more classical upgrade system too, where combat experience leads to upgrades while the gold has more practical uses, or upgrades for your camp.
This was a really polished experience for such a short timeframe and I hope to see more work by Scatterbrain Software in the future.
Momiji Studio has been in hiatus for over a year since their last hit, Dewin Mawr, a game which landed them in the top 1% of games in the "Enjoyment" category of the fabled GMTK 2024 game jam. Often considered the most intense competition in the world, this global event has brought out the best developers to go head to head to create a game about loops.
The first thing players notice about "Last Mile" is the presentation. Not the game, but how cleanly the game page is. How polished the screenshots are and the pleathora of accessory content to get immersed in the narrative before you even click "Play". The team also generously provided Windows and Linux builds of the game along with an online version, making it one of the most accessible submissions of this year.
The gameplay is incredibly tight, with just 2 dimensions to worry yourself about. As you make intense turns and drift, you have to be careful not to let the grass slow you down or get too close to a building unless you want to have an untimely end. If you do finish a day you then deal with the greater challenge of more drivers on the road to evade.
If there was one thing missing from this game, it would be a story mode to progress and learn more about MPS and the strange quirks of their company and this little town. The post game scoresheet suggests we are actually in the Netherlands, which opens up interesting lore questions. Is the reason we crash out not because we are driving across a small town but instead because this is an abstraction of the A1/E30?
Another small quality of life change I wish was available was having a more flexible control over the movement but that is just because this game is better suited for console play than keyboard.
Overall, this reporter believes that Last Mile is going to become Momiji's next great hit, following their legacy perfectly and building a monument to the success of the German postal services.
Many developers go their entire careers without seeing a game release, yet alone something they can feel proud of. But Ardico and Yani have published a creative masterpiece unrivaled so far in this jam, introducing players to the Glorbit franchise and it's entertaining mascot, Glorbit. The crisp UI design, easy to follow instructions, and witty gameplay keep you engaged. I have not had this much fun with a jam game than the time I was opening a literal jar of strawberry jam for my biscuit.
The one caveat is that the resolution should be changed out to 1280 x 720 to make it a better experience for the browser and to have a windows build for improved performance. Keep up the good work and let me know when you release the Glorbit graphic novel so I can purchase it!
I really enjoyed this game, but it was really slow to the point that I would not loop again because of the time needed to finish a single date. It would be really fun to explore all the options and see the dates reaction with a faster pace, along with a more streamlined experience using the hand. I had the waiter ask for drinks twice before the date even arrived, and then a third time. He kept zooming around and the screen and I could not tell if this was intended or a bug -- and I never got a chance to interact with any objects using the hand.
The humor is really on point along with the art style, so hopefully this game continues to be worked on.














