The atmosphere is very ambient, I like it. I'm a bit confused why does the character have a sword but not the ability to defend himself from the goblins. The exit toll is also a bit high which forces me to find lots of coins regardless of the potential curses. I like that said curses aren't obnoxious but now they feel useless. Maybe if you expand the things you can do with coins it'll be more engaging. We also tried to submit a game for the jam but we missed the window. Still it would be nice if you can check it out:
https://malvoghekopt.itch.io/ube
MalvogHekopt
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This game has style. The assets and music are really charming and make for a good vibe. I was hoping there would be more of a tutorial in the game or at least a list of controls somewhere. I learned you can dash on when I hit Esc 5 nights in. Sadly my daughter couldn't make it...
My team also tried to submit a game but we missed the window. Would be cool if you could check it out:
https://malvoghekopt.itch.io/ube
The concept is basic but it works. I like the twist here that the moving items have health and you think carefully. My only complaint is that the rotation feels flipped. When I hit right the maze rotates counterclockwise, so maybe an option for the player to flip them if they choose to. Otherwise neat game.
My team and I also tried to submit our game but we just missed the submission window. It would be cool if you could check it out:
https://malvoghekopt.itch.io/ube
The game is very intense and I couldn't beat it on high difficulty, but easy was nice. I did manage to clip through the fence but couldn't reach home ;-; It is really nice and the gameplay is solid. Good job!
We also wanted to upload our game but we missed the submission window. Still it would be cool if you could check it out:
https://malvoghekopt.itch.io/ube
After I select New Game the game freezes and crashes. I tried running it as Admin but it didn't help. This is what I copied from one of the crash messages:
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 439]
Pure virtual function being called
0x00007ffb476759e4 VCRUNTIME140.dll!UnknownFunction []
0x00007ff70f45e16a PokemonEmerald.exe!UE::Shader::FPreshaderData::EvaluateConstant() []
0x00007ff70f45e501 PokemonEmerald.exe!UE::Shader::EvaluatePreshader() []
0x00007ff70ee0cc4b PokemonEmerald.exe!FUniformExpressionSet::FillUniformBuffer() []
0x00007ff70ed78234 PokemonEmerald.exe!`FUniformExpressionCacheAsyncUpdater::Update'::`2'::<lambda_1>::operator()() []
0x00007ff708c6faa3 PokemonEmerald.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() []
0x00007ff708bd2278 PokemonEmerald.exe!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() []
0x00007ff708bd98c3 PokemonEmerald.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() []
0x00007ff708be7c9e PokemonEmerald.exe!LowLevelTasks::FTask::ExecuteTask() []
0x00007ff708be7a17 PokemonEmerald.exe!LowLevelTasks::FScheduler::ExecuteTask() []
0x00007ff708bcac02 PokemonEmerald.exe!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() []
0x00007ff708c0ced2 PokemonEmerald.exe!LowLevelTasks::FScheduler::WorkerMain() []
0x00007ff708bd75a0 PokemonEmerald.exe!UE::CompressedBuffer::Private::FHeader::CalculateCrc32() []
0x00007ff708dafdf3 PokemonEmerald.exe!FThreadImpl::Run() []
0x00007ff7091b18b2 PokemonEmerald.exe!FRunnableThreadWin::Run() []
0x00007ff7091a5307 PokemonEmerald.exe!FRunnableThreadWin::GuardedRun() []
0x00007ffb6a827344 KERNEL32.DLL!UnknownFunction []
Crash in runnable thread Foreground Worker #0
This is a pretty cute rhythm game and I wish you all the best in completing the STEMA creature collector! Some small things I noticed while playing:
At the start I forgot what key was for cleaning the tip, but the game just took one and considered my lack of action a fail. Not having a tip would make the rest of the task impossible, but adding it for the player takes away a bit of the control.
I feel the left/right keys should be switched. Like when the thrash container shows up from the left side requiring a left key for the needed action. There is an option for custom key mapping which is awesome, but a WASD implementation alongside the arrow key would be great.
The last thing is that when you retry the game for the first time a white rectangle covers the top of the screen and you can't see your score. Retrying the game for the second time doesn't start a new loop forcing you to refresh the page.
Making this in a week is very commendable. Good job
As a first game jam submission this was very good. I must admit I did cheese two levels by no-clipping between the rising platform and spikes. On some parts I wasn't sure what triggered the death; it looked like I was ramming in the same stuff until something different happened, but I like the take on the theme anyway.
Ah, as a fellow demon enjoyer I can tell your game is truly haunted by the way my PC starts to cry :D
The atmosphere is nice and I appreciate a game that is scary but doesn't rely on jump scares. Was a bit confused on the amount of flashlights I found. Their battery never drained so carrying one was enough. I don't know if it was intentional but in a horror game adding fish as the consumable feels a bit silly, but I like it.
My only notes are that the mouse sensitivity feels a bit low and you forgot to write that you can run by holding Shift.
Overall it was a fun experience
The controls were solid but pressing Z for dash felt uncomfortable. My ring finger was on A so I didn't know how to "quick access" Z. Maybe Shift would've been a better choice. While you can only jump twice, I noticed that dashing is infinite and that could help on some places. It's not too broken because of the spikes everywhere.
I must admit that I didn't complete the game. Having 5hp but spikes kill you instantly feels too cruel. Combined with the fact that a full game over screen plus reload takes more than 20 seconds and no checkpoints I couldn't make it to the end. It has potential but some kinks need to be ironed out.
I'm going to bed.
The platforming was good but on some places while walking I got stuck when there was no obstacle in front of me. I think some of the falling parts relied on luck because you didn't know where the platform was, so I found a solution through wall...sticking. I also did not understand why there was this sound effect when jumping. It got grading fast. Still, it was a nice game.
Really solid game loop. In the beginning I was really stressed out, but after I found out there is no punishment for being late with so many orders I got into rhythm. I'm not sure if there's a win condition so I didn't go that far into it but I enjoyed the gameplay nonetheless. The art style is also really charming!
Those have to be the tightest controls that I've used in this game jam! It's rare to see the jump parabola get disabled after you stop holding forward but I like that decision. The art style is pretty chill and simple which I also enjoy. Great job making the game all by yourself and having the time to place hidden bamboo trophies! (found like 2 but whatever) It was really fun.
Cool concept! I'm not sure if hacking the turrets does anything and what is the consequence of not doing it. Hacking a moving target is interesting but the collision is very unforgiving so after a few tries I started kiting and dodging the robots. With a bit of dumb luck I got the capsule of the character above some of the crates which let me move above the walls. That's how I got to the boss room but I think I got the bad ending (not sure if there is a good ending)
Definitely a good idea with great visuals (my favorite is the plant in the corner that you're barely able to see)!
It can be a solid game with some fixes.
Fun game but I couldn't finish it. I went as far as a huge flat platform with a block next to it where I couldn't jump across and the last checkpoint was too far from it. The "tutorial plane" with the controls on it wasn't on screen when you start the game. It requires movement and jumping to get to it which defeats its purpose. There were some other things but other commenters have pointed them out.
Last but certainly not least - the cube on the thumbnail has a mouth whereas the one in game doesn't. I feel click baited :P
It got very chaotic very quick! I found out that the rats only come out after you pick an order and they're a set amount of them which was a relief. I enjoyed the game but I wish you could aim the gun with the mouse instead of controlling my position with the keys. Also the animation is pretty sick, especially the rat death sprites. Good job to the spriters.
Either way, fun stuff!
At first I wasn't sure why the customers don't just say their order until I figured out that you have to interact with them to know it. After that my strategy was to always have coffee and cake on hand and operate only tables 1 and 2. Table 3 was too far away and the customer doesn't stick around that log to be worth the risk.
When I got the hang of it, it was really fun
. . . and the puns were very a-meow-sing
As a fellow unreal-using, dank room-making, PC-heating developer - your game was pretty nice!
The atmosphere is good although at times pretty dark. I wasn't sure what killed me a few times. Jumping over tripwire was a bit weird considering I couldn't see my legs, but the game was forgiving enough. I also saw no use in picking up items, except that one skull (you know the one ;) ). After I went through the final door the game started looping and I spent the rest of my days in the dungeon. . .
Anyways, it's very good for a first attempt
The first jump on level 3 was brutal. I had to retry the level simply because I failed to make so many times. If it wasn't for a comment here that told me you can long press E to throw the crates i probably would've quit there.
Anyways, the game feels very polished for a week long project and I'm even more impressed that 7 people managed to organize themselves to make such a cool final result. Good job!
"Oh boy, can't wait for my daily commute to the liminal factory!"
Seriously though, the execution of the time and resources you had was excellent. This is a great example of "the brilliance lies in it's simplicity" and I really dig the mood.
The cherry on top would've been if it was made in source with valve assets :D
btw if found that if initially you don't wanna go the stairs route and go back, the corridor disappears and you can freely jump onto the void. Which in this game feels like a bonus ending!



