This is usually when it is a good idea to cut some features out. Or cut whatever it takes to get the most important features in. In any case, the scoring categories are shaped in a way that favors the "Z-fighting" implementation. You may get away with most other aspects being unpolished or simplistic.
Krafter
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In a few hours you will be able to submit your game, up until Monday. I am happy with how my game is turning out and will submit it during the weekend.
While the number of joiners is not amazing so far (it was an impulse jam, and Itch took many days to approve its appearance in timeline), I am determined to still give out the prize even if there is only one submission other than mine, so no worries about that. Looking forward to play your games!
Submitted games will not be visible during the weekend, but afterwards you will have one week to play and rate them, so please do!
Hey, all. After over a decade of jamming I had a random idea to host my own. And you may start working on the game right away, the jam's start and end date are just submission windows.
The jam is about z-fighting, and if you don't know what z-fighting is that's great because in this jam you are supposed to come up with your own answer.
Check it out << click here to see it or join
Was happy to spot a pinball game as I forgot all about those, and this is a fine one. But at its current state it is lacking in juice - sounds and particles. Don't get me wrong, the existing sounds and particles are top tier, but there really should be more, sounds in particular. I see special things happening without any fanfare, but the very spirit of pinball games should be in sensory overload. Also I'm not a fan of slowmo when saving the ball, it feels weird, as if I'm losing control, it was fine during tutorial but would rather not have it during normal gameplay. Other than that, pretty good job so far.
Good start of an idea and charming, but I find it impossible to control the character in the way that is expected by the gameplay challenge. I did really try, out of about 25 retries I managed to bounce back anything at all like 5 times, out of which only once did I bounce 4 times and that was my highscore. I would find this very enjoyable if the challenge was reduced, for example if the movement was limited to one dimension only + you had more time to figure out that the projectile is about to fire, I could see myself getting hooked for a while.
I do love the concept and the feel of it, you should score highly in creativity, narrative and artwork. I wasn't a fan of restarting from the beginning though, the throwing knives were too hard to bypass and when I finally did those rockets were even worse, so after dying to rockets twice I had to give up as it turned into a time sink. In essence, the only connection to the loop theme is really just the mechanics of restarting from the beginning after death, which is common in games and not very loved mechanics, but the rewind visual were nice. This is pretty good as a weird concept, with a mixture of spooky story and cute graphics creating unsettling experience.
Really amazing job on everything except some aspects of gameplay, as a player I wished you let me enjoy this world you put so much effort into rather than having to restart every minute due to not being able to drive this clunky 8-angles car perfectly well. The pedestrian hit penalty is too punishing, considering it is almost impossible to avoid them if you go with the car's acceleration. One might think that the solution is to drive more careful.. However, the acceleration rate is too high and definitely does not go well with any sort of careful driving, I'd have to move in series of nudges to drive with any care. Maybe someone else is better at this, my feel is a lot of amazing talent and effort was put in but it was a few tweaks away from achieving fullest potential.
Got to wave 24. Such an addictive game that does many things right, I wasn't impressed at start but then ended up very much hooked. The variety of upgrades is amazing. If looking hard for things to complain about, I wish there were more ways to help the Earth recover, in later waves if randomly I don't get Earth recovery award for few waves in a row it is pretty much a lost game. Great work, you should be really happy with what you made here!
I do love the idea, and the graphics and the whole effort. It's impressive that you went for completely narrative game while staying with general purpose engine. I couldn't crack the game though, keep failing to figure out how to do both the poppy poisoning and fetching of wine in the same day. It was enjoyable to play it in any case, great job!
This is a very interesting idea and bonus points for giving us a testing area. However, it is implemented in a way that is unplayable, or at least one would have to spend a lot of time to get good. The issue is that after you manage to get the first bounce, the second one will probably be hell (if the ball's direction points at anywhere near any corner), because you spent time moving the first pad into position but then the next one needs to be in the place almost immediately. Or maybe it's just me. But I think you could have spent a bit more time tweaking or trying out alternative controls entirely. For example I would find it enjoyable if the pads were moved into place by mouse click. Or something, I don't know, but this is too hard.
But, very nice graphics, sound, and the basic idea.
When the company wants their personnel evacuated quickly and professionally, they call someone else. I'm happy to just wobble myself towards the job's end somehow. With that said, I'm happy that the game doesn't force you to be efficient, you can always recharge the engine and carry on.
I had to give up on 11th level, for whatever reason it was too hard for me, but really good job on gameplay and general atmosphere with graphics, sound, and writing.
I don't think his beef was with the limit on the number of words that must rhyme lol.
But anyway, this jam is about constraints that force you to be creative, so I'd propose to try and stick with the rule for fun and see what happens. I guess you can also ignore it, as there is a "constraint" category where you will then probably score less.
As the alternative ending correctly guessed, I was not happy about shooting the poor rabbits, monsters or not, and shooting a wrong one was the worst in particular. But I could see the humor of it as well. The controls and graphics & general feel of the game was perfect, playing to the end was not a chore, well done.
I think this was the first game I played before the voting period started and so it got burried in the back of my mind but here we are. It is cute and enjoyable, loved the fetching spider, and looking at rating criteria you got it all amazingly well covered, for indeed the animal is crucial to gameplay and even has to do with projectile, great job.
Sorry, I already suffered through one other entry that was a tragic dog story, I find such topic to be in bad taste for a jam game and with currently having a dog I don't want to think about such things. I cannot play this, though looking at screenshots I'm sure you did fine work. Same like with the other game, I will not rate, which is only fair as I did not play it, but thank you for playing and rating mine.
A cool synthwave-supported intro leads us into a game that might have been a doomed side experiment of some legendary director such as Paul Verhoeven that got canned early in development and so it feels like a leaked relic for collector's delight. The shooting is actually fun, and I wouldn't mind if you artificially prolonged it, though giving the ability to replay is nice as well. I get this project was more ambitious than what it might seem so you were pressed for time, still an impressive amount is achieved. While the narrative is presented only in intro, the game has enough traces of it contained within itself (the voiceover and the setting with rats) that it shouldn't be much of a problem.
This is a fine entry that takes on all three of round 2 conditions without holding back on any. It was enjoyable sneaking around and trying to gather pieces of the story. Btw that's some high quality outline shader as far as I can tell (I'm not very knowledgable on shaders) is it or code it is based on available online?
You sir are the worst kind of scoundrel, forcing us to learn math just to find out what happens when he gets to Sweden. In all honesty though, I didn't play many games yet but this one feels like top 3 to me, it was a joy. Excellent writing, inventiveness, and though graphics are simple they are fitting the time period. Seriously, this story goes places, I'd recommend everyone to play through. The only complaint, maybe the 2nd level in the third optional branch is unsolvable, but I could be just stupid.
Love it so far, the tusk aim is brilliant example of shaping the game by your character concept, and it was ecstatic to finally figure out how to solve that level with 2x2 turrets lined up in the middle (actually that was the most challenging level yet even though it appears early on, and I only got the clue by accident). However in the first level with legionnaire squirrels I went through the wall and there was no reset, kind of a bummer as it takes a while to get to that point, I'll prob retry later when I have more time. Real good work.
- You put a URL to your self-hosted game on the Itch page
- You upload an HTML canvas to Itch that simply says "Use the link below", so now it's also marked as a brower game
- $$$
Yes it's a hack, but what you're asking for shouldn't be implemented. Itch is not a directory of external links, it has responsibility to keep what it hosts safe for users. And if they add a big POTENTIALLY DANGEROUS EXTERNAL LINK warning no one will play it anyway, so trouble of implementing the feature isn't worth it.



























