I liked the different classes and the concept for the design of the gameplay (kinda like undertale's RPG + shoot 'em up combat). It took me a bit of time to figure out the rules so maybe an intro screen with 2 or 3 things for the player to keep in mind when playing (maybe with some screenshots too) would help (I didn't see the instructions screen until after I died a few times).
ncharlie
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Nice vibe! I like the character design and background music. I couldn't quite figure out how the attack worked (it seemed to damage any enemies nearby, but didn't seem to impact the boss) so I wasn't able to beat the boss fight. A bit more visual indication for boss damage and maybe some sfx for jumping and attacking could give feedback that would help the player.
I definitely felt the energy in this one (the music is hyped up and there are a ton of fast moving enemies). The biggest issue I noticed was the jump seems to be a bit too floaty for this type of game -- I had a hard time moving vertically fast enough to not get hit.
Oh and a nice little detail I noticed was in the control menu you actually had the character in the background to control so you could see what each button did in context -- I really liked that :)
Lol this one was great! I had a smile on my face the whole time -- the sound design + the meme-y-ness of the whole thing was great. A bit tricky to play on a laptop since holding down the left button to shoot was a bit painful (maybe there should be an option for autoshoot since there's rarely a situation where you don't want to be shooting?). Visual effects were great, telegraphing was good. felt like a combination of Undertale and Enter the Gungeon. Really nice work guys :)
I like how there are multiple levels with different boss designs and background art, but I'm not quite sure what I'm supposed to be doing other than mashing left click. I think I beat two of the bosses? I also am not sure if I'm missing something with the roulette button on the main menu -- does that tie into gameplay somehow?
Nice hit effect and that bg music is very spooky -- maybe not high-octane enough for a boss fight in space, but I still liked it :)
I don't think there's any way of dodging attacks from the boss which makes it feel like I'm in less control since my option seems to be to roll the dice until I land on an even number. Maybe a small tweak to this idea would be that attacks don't hit me if the boss is off to the left or right so timing comes more into play? The timing was a cool part of making attacks, so having a way of using it in the defense too could be nice.
The pixel art in this was great, the controls for the cat felt very smooth. I spent a good 20 minutes on this one but wasn't able to beat it. I think making the target bigger and/or making the rockets easier to control would make it a bit less frustrating (I wasn't able to get the rockets going precisely to the target consistently). The concept is super solid though, nice work!
Nice boss patterns! I like how when you died it didn't repeat the same sequence of patterns again so I couldn't memorize the sequence and had to continue to be reactive. The telegraphing for the big water attacks was nice too. Could benefit from some attack/hit sfx to communicate to the player that the inputs they're making are registering and they're dealing damage. Also the health bar for the player was hard to watch while paying attention to attacking the boss -- maybe putting the health bar over the characters head would be clearer? Fun little project though, nice job :)
I'll go first. I'm working on getting some gameplay down before working too much on visuals, but I did model a tank before realizing I might end up going the pixel art route instead.
As for gameplay, I resurrected some old Verlet integration code for physics and set up some constraints so I can get spinny goodness:

Adding a global leaderboard is a genius move, that's a great way of encouraging replays and bringing together the community of folks who made submissions (it was fun watching people improve their scores on the Discord). Some nice little details too, changing the FOV helps bring a feeling of speed. A few more tweaks like adding suspension to the car would really help sell the weight of the car even more. I had fun with this one :)
Fun beat-em up. Would be cool to see this expanded with more attack options, but I like what I've seen so far. I had a tricky time playing on a laptop, so I didn't make it more than a few minutes, but had a lot of fun running around trying to dodge. The design is solid already. I like how it encourages aggression through the brazier respawn after n enemies are killed. Music was great too. Cool game :)
I think this idea has a lot of potential. Despite the falling through the floor bug and the janky camera, I really had fun timing my movement to get to the elevator. Also, I felt like the enemy had too much of an advantage since he was able to go through walls, but was a good motivator to keep moving. The animation on the character was good too (I liked the little recovery in the arms when he landed from a jump). Nice job :)
Great vibe, superb sound design, lots of polish. Great submission overall! I got really stuck finding the 4th picture (the egg), but apart from that I was really amazed with how polished this was. I also appreciate that you added affine texture mapping for the authentic PS1 look. I think this was one of the most PS1 looking submission :)
Wow, what an ambitious project to tackle during a game jam (especially since it was your first 3D project), that was a ton of assets to make and wire up in a game. Kudos! There were so many nice little details in there, I especially like the sound design (the battlefield ambience was spot on) and audio effects you used (the backwards voice bit was creepy). I'd suggest adding some feedback when you get hit and when enemies get hit so you know a shot connected, but other than that I really like the art and overall visual vibe of this one. Nice job!
I packaged the game with a different tool (called PyInstaller), that didn't seem to flag on as many AVs. But then there was an announcement that went out saying updates aren't allowed to the game during the rating period. I'm waiting on the jam to finish before showing the download again, but the source is available on GitHub: https://github.com/charles-l/32bitjam
Hmm... I've gotten a warning on my game's exe and a few other jam submissions, including Unity builds which is annoying since it's the most popular engine out there. I've been working around Window's defender (on Windows 10), by clicking "More Info > Run anyway" when I get the blue "Windows protected your PC" popup.
But if it's not even letting you download the file that's either the browser (maybe try a different one? I'm using Chrome?), or some new "security feature" in a different version of Windows that I haven't come across yet. I've used this same tech stack in game jams before without issue, so this must be new 😞
I'll take a look at some other Python distribution options, but I'm not sure if there will be anything that will placate Defender since it works off of pretty naïve pattern matching. If you build a large enough binary with enough dependencies in it (like a game), you're bound to include some benign functionality that was flagged in a virus at some point that Defender includes in its pattern library.
WOW that's crazy polished for a game jam. Seriously love the concept and gameplay, but I thought the rhythm parts were wayy too hard. Maybe I just suck at rhythm games (I was only able to keep up when my laptop went into battery saving mode and the game started lagging :P), but I think having some easier songs (particularly at the beginning) would make it more friendly to noobs like me. Really great work though :)










