Jam creator bailed. Made a new jam; same same, but different: https://itch.io/jam/summertime-game-jam-v2 Join it and join the discord!
langotriel
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Think they gave up so here you go! https://itch.io/jam/summertime-game-jam-v2 New page!
Because the original jam creator is gone and others tried and failed to remake it, I went ahead and did it. Join now! It starts 17th of JUNE! Similar rules, but expanded voting criteria! and a discord! (same as someone else made for summertime jam before)
LINK: https://itch.io/jam/summertime-game-jam-v2
Ayyy! I was wondering if there would be an end :D I ended up with over 15000 on my last turn :O That's a lotta wool!
Unlike a lot of incrementers, this one managed to maintain player engagement throughout and the input of the player was always a deciding factor. I loved how you eventually could just circle the mouse and it should shear and process in one loop over and over. Satisfying.
I think you’ll find that the post-jam version makes the door puzzle take much less time. There is a hint of you want it, showing the partially completed puzzle, sound for when they click into place and instructions on the screen. I just didn’t have time to get it in, unfortunately 🥲
glad you liked the rest of it. Hope you weren’t too harsh on the score 😅
I’ve noticed the full screen thing can happen, but a refresh usually fixes it. I don’t think that’s a thing I can fix: seems like an engine bug. Sorry that it happened to you. I suppose it could also be related to screen aspect ratio: the game is in 16:9 so if your screen is different maybe that causes issues 🧐
glad you liked the game! :)
Extremely creative approach to the theme. I dig it! 5 stars.
I do have one little nugget of wisdom that doesn't come from me, but I think it would be well applied to this game, if you work on it more. Paraphrasing here but, "The goal of level design is to give the player an opportunity to use all the game mechanics".
The mechanic is obviously one thing only, but being big feels fast and being small feels nimble so it's kinda 2 mechanics in 1.
However, the levels as they currently generate, don't really allow the player to feel true exhilarating speed (rather, the feeling of crossing vast distances quickly for an extended time). I think it would serve the game well to space out the obstacles so that the feat of getting through a sneaky tunnel or over a nasty hump is rewarded by drifting through larger distances. This could still include some elevation changes, like almost floating down a set of stairs quickly or whatever.
With some visual context added, like a paralaxing landscape background or a cityscape, it would feel great! speed lines, also!
You've got a real gem here, and my suggestions come from a place of love and enthusiasm! This could be the next speedrunners or something. It's got great potential!
There once was a developer named, 'Langotriel'. Like every other developer, they enjoyed it when other jam participants were fascinated with their games, and expected comments. However, when he thought he had seen it all, he came across a comment so long and so meta, that he couldn't help but join in the silliness for the length of his response.
"This must surely be the longest review I'll ever get", he thought to himself.
The commenter went by the name of'Tameno'. They had created a game of their own with the title: "sizeboarder".
The developer figured it seemed logical that they return the kind review with another, after playing the commenter's own jam submission.
With that, the developer thanked Tameno for playing and set off on the quest to play their game.









