Congrats again!
LuciusWrath
Creator of
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I understand, of course. Handling such a big team for a jam, specially if formed by random people, is always a conundrum (I personally was very lucky but I know that it could've not been the case).
Keep up the good work! Preserve those connections you made, for they're likely more valuable than anything else. The game is already portfolio-worthy, by the way. Followed.
Ok! Nice. I rushed through it all and managed to win on the first try.
I really enjoyed the story! Some of the dialogue was sort of childish, though that is perfectly ok since the dev team is more likely young. So nice job on that regard. The NPCs were definitely charming and unique.
The issue I have with games like these, combining a cycle with a long timer, is that failure feels too punishing, in that repeating a lot of the game seems rather obnoxious. Talking with the same NPCs, solving the same puzzles, etc. Luckily I managed to beat it in my first attempt, so I didn't actually see what happens if you fail, but I'm guessing it was a complete restart. The other reason is that a narrative game can't be properly enjoyed if the timer keeps ticking down even during dialogue. In the end, I ended up rushing through conversations and had the "Run" key held down the whole time.
For most of the scenarios the difficulty was impressively balanced and you knew where to go, the only exception being the fact that you need to visit the inn before getting access to the chicken village.
In general, very nice job! Perhaps most of these issues are my personal tastes, but for everything else, very good work.
EDIT: Almost forgot. I'm not sure how my "infamy score" affected the game in the end. I just made sure to speak with everyone before the bosses.
Impressive job for a single day! Specially since you included sounds, filters, transitions from one day to the other, etc., everything around the actual gameplay.
You mention the game to be really hard, but once you find out the best strategy is to boost as soon as you start getting shot, it becomes rather easy (a bit repetitive). This is sad because there clearly are some mechanics to attack enemies, though they're pretty much suicidal.
Nonetheless, congrats!
Enjoyable and inmersive. I recall watching similar games but can't remember any names nor the genre (though city planners kinda fit too, I guess?).
It reminded me a bit of "Plague Inc." too, with the nice "text reports" feedback, and the moving vehicles, each with its own (light-based!) style.
Setting events beforehand like the "concert" is a nice touch to the general micromanagement gameplay, adding difficulty without simply reducing timers or similar shortcuts.
Congrats! Good job. Definitely impressive for a single dev in 1 week.
Really liked the concept! The aesthetic reminded me of "The Escapists".
I'm not sure if I was doing things wrong, leading to the attacks. Since you couldn't enter decimal numbers, I tried both giving or keeping an extra cent, though neither appeased the clients. Vladislav always received the same amount yet attacked me multiple times.
Regardless, the game loop potential is right there. Keep up the good work!
I've got time for ~5 more games before going to sleep. Feel free to leave your game here! I've seen a lot of hidden jewels that deserve more attention.
Only if you have time, check ours out:
https://itch.io/jam/brackeys-13/rate/3348215 (Spaced Out)
(Regardless, congrats to everyone who participated! This was a nice batch :^D! )
I saw this game on a stream! Will check it out.
If you have time to check ours (it lasts 5 intense minutes): https://itch.io/jam/brackeys-13/rate/3348215
Ok, I'm sorry but I just couldn't tell what to do. The map design is convoluted, there's no way of telling what direction you're moving (like a compass), and once you get somewhere, there's not much to figure out the task either.
I believe this is exclusively an issue of your team make-up: You have 5 artists, 3 sound designers, a project lead (that somehow didn't take any other role?), a writer (in a game with barely any story) and a single programmer. What this means is, basically, that a single person is in charge of everything unrelated to the game looking (or sounding) pretty. This creates a massive bottleneck and should always be avoided. This is almost definitely the reason you don't have a proper way to go back to the main menu.
In a 10-person team, I'd say 2 programmers at the minimum, if not 3: One for the monster behaviour, one for any standalone tasks at each place, and one for movement/items/integrating animations & sounds/etc.
Now for the good: The game is beautiful. The wall maps look great, the facility looks awesome, the monster shines nicely, the PDA works smoothly, etc. Sound seemed nice too, though I probably heard only a fraction. I'm certain that if I figured out what to do, it'd have seemed even better.
Nonetheless, if you proceed with this project, all of these issues are solvable. Don't blame each other for clearly each one did their job (within the humanly possible). The potential is there!
The twist is definitely original and brain-racking. There's a nice balance between what seem like normal boss attacks, and a challenge in getting yourself hurt. Perhaps, if the MC seemed happier and bloodier as she got damaged, it'd have completely sold the idea.
The story is impressive, time was definitely well-spent in that regard during the week. The nordic mythos is always a delight (goofy bosses aside). The art is great too, and the choice of font.
I recommend using more transitions (fade-in, fade-out, etc) just like in the intro sequence, just to avoid the sudden appearance of things and the abrupt change of scenes.
Amazing job!
Really hard game! I'm not sure if the idea is to simply evade or to destroy ships, since the gun is extremely weak and the bombs too. I appreciate the random breakdown events, but rounds are too difficult to get more than 1 or 2.
Though, with toned down difficulty, I'm pretty sure it'd be a much better experience.
If you still have time, here is ours (Spaced Out):
https://itch.io/jam/brackeys-13/rate/3348215
It's a micro-management sci-fi action game that lasts 5 minutes.
Good job! The amount of events surprised me, considering the short span of the jam.
The use of low-res shaders and shadow people worked nicely! The metro looked and sounded awesome, too.
The only things that felt out of place were the meters for "pc" & "coffee", and some english mistakes in the spooky pop-up messages. Really minor stuff, though.
I believe the PC & Coffee meters may have been a tad excessive, but nothing too serious.
Congratulations! You deserve more ratings.





