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Nozomu Games
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In one of the emails I received near the end of the jam, it was stated that we’re allowed to update the game after public voting is over:
And indeed after 6 CET yesterday the block on “edit game” page was lifted and I could update the game (for now with just a couple of bug fixes and a new poster, but was planning a bigger update soon). But I left an original version too just in case. I’ve also seen that some other devs from top-20 did the same.
And this makes sense because I’ve seen how this usually works at other jams for organizers: after the voting period is over and we can update our games, organizers still have original versions of all participants’ games available on the voting page.
But I suspect that for some reason those builds were not shared with all of the jury, as I see now a stream of one of the jury who just plays the current web builds: https://www.twitch.tv/derhauge
Maybe it’s also some special functionality for them, but just wanted to point this out and ask if everything is under control, just in case.
This weekend we participated in a local 48h gamejam, and we made a weird dungeon crawler with broken movement! Partially strategy, partially puzzle, partially metroidvania.
We got to top-20 and are now waiting for jury to play and give their verdict :)
Hope you’ll give it a try! (It’s around 30 minutes long)
https://nozomu57.itch.io/turn-of-events
As one of the 6 “late submitters” from top-20, I sense some need to explain.
On our side it was literally one missing tab in code which prevented from completing the game if you used “Undo” button even once. (but not from playing). If the organizers said that late submission would disqualify from jury voting then we’d just leave it be with that bug, players could play for 15-ish minutes without even noticing anything. Judging by the discussion board, some other submitters were less lucky and had some problems with uploading files or even filling the form in the last minute.
A lot of bigger gamejams are rather forgiving in this matter: GMTK gamejam always gives +1 hour for everyone to late-submit the game without any penalty, and Ludum Dare even allows to fix critical bugs/broken builds at any point. Of course those gamejams don’t have any money on the line, just wanted to give some examples of unstrict deadlines. We are all humans, after all :)
And I’ve seen a topic in this jam about late submission that didn’t have any major reason to be late apart from just being late, and organizers decided it was unfair for it to qualify for the prize.
But. I 100% agree that stuff like this should be written in the rules in the future. Just as simple as “we accept late submisisons first hour after the jam ends if we decide that the reason is strong enough, write at this email address” (or, as GMTK does, just state “we could extend the deadline for 1 hour more in case people need it” and then just always extend it). It’s not ideal, but I don’t think that sticking to “super strict deadline” is good for organizers either, the bitterness of something breaking right around sumbittion time is as bad and will leave a bad memory of the event for such people…
Also I must say that submitting the game 30-60 minutes later will never change the game drastically. Good game will stay good, mediocre game won’t become good. In that 1 hour you physically can change only stuff that will transfer the game from “unintentionally broken” to “playable”.
I understand that all this won’t change the fact that this was all a bit unfair in current gamejam, but I wanted to add another point of view to “late submission” topic in general.
I’ve already reported this via itchio built-in button on submission page, but just to make sure that organizers also see&investigate this.
Current 12th game Kaputt Delivery (https://itch.io/jam/puls-game-jam/rate/3398724 ) is a direct copy of a Ludum Dare 53 game Fridge Floppers: https://split82.itch.io/fridge-floppers
I participated in that Ludum Dare edition so I immediately recognized it. I don’t know if it’s different authors or not, so I won’t discuss legality of this, but at least using old games is against the rules.
We can make at least one more team happy and put their game from 21th to 20th :)
It’s just win 11 laptop (modern one) with Chrome. I must say that crash happened after like 50th death or so, maybe this could help.
The good thing is, the game saves your state after reload, so all good! Completed it twice: with 2 sparks at first, and then with all sparks :)
Platforming was tight in some places, but I enjoyed the game immensely. Good job!
Couldn’t stop until I finished the game! Didn’t understand the mechanic with limited “global fuel” at first, but it’s sooo clever. Really urges you to optimise :)
The only problem was that it was hard to identify ores on the planets, a lot of similar colors… But apart from that, a super cool game! It’s very clever and addictive!
Hooray, second try! My eyes hurt from screenshake but I’m happy :) Thanks for making this!
My DDR/ITG senses were waaay off, because of broken timings of arrows (not synced to the beat) and because “up” and “down” arrows are different from the layout that is etched into my brain :D
But could adapt to it on the second run, broke the combo just 1-2 times.
Sofas are GOATED:
- soft
- punchable
- take up a lot of space for better hits
- there is never enough
- you are literally payed to get new sofas after 50th or so
Awesome prototype! When I saw the theme I was 100% anticipating some “full destruction” games and this delivered, props to the team!
Maybe as a small suggestion for a full release: this could be an awesome “katamari-like”, where you start by having bare hands and enclosed ares to bring havoc, and then advance through the level by earning more tools of destruction and opening new areas with more stuff to break :D
I love gamejams, among other reasons, for the ability to experiment with game design: best case scenario you’ll have something cool to build a full game upon, worst case - at least you didn’t spend too much time on testing it :)
This game, definitely closer to the first case! I’d say there is a lot to improve and balance, like
- ink tool tests the ability of doing tiny dashes (but the main goal is just to give player the ability to mark “special spots”). Sinse the game is tile-based, maybe give a player a fixed amount of “ink splashes” so they care more about strategic placement and not saving additional pixel of inkbar?
- with springs it’s a bit chaotic when they lead to a new area at the top: you haven’t seen it, it’s not covered in ink, so you just take a leap of faith and stop moving afterwards, lighting a match (and either finding yourself at some platform at the top or maybe somewhere deep down with no idea of how to get back because there is no sense of distance you flew while being in the dark)
- don’t know if something can be done about it (or this is intended), but after a couple of restarts I could complete the first level with just a match or two (and a good lightning)
- for “blind” part to work better, the platforming should definitely be fine tuned to perfection, so you could always predict and calculate how far you’ve walked/jumped by just looking at your character, and not only timings (like, speed up/slow down animations could already serve as a good indicator). But even the timings part should be a bit more predictable and controllable.
In any case, I had a very fun time with this game, and it’s very cute and coherent. Good job on finishing it in 48 hours!
Thank you so much for such a descriptive feedback!
Symbols on cards represent the resistance of a character that you get if you flip that card. Unfortunately didn’t have time to make it more obvious so just dumped this info in the info screen for selecting new hero (see second screenshot). Should have put it somewhere more visible, haha!
“Kaputt” theme was interpreted as in “broken movement”, which breaks further throughout the adventure if you’re not careful enough (to the point where there is even no way to play properly further).
Anyway, happy to hear you liked the game!
This is such a deep game! Really don’t want to rate this lower because of game crash (same as commenter below), so I won’t. But I will wait for a fixed version to replay this 100%!
(or try speedrunning it tomorrow, haha)
Anyways, loved the gloomy atmosphere and slever use of light to hide some branching paths!
It’s a one-screen kinda-point’n’click game, where you need to learn the cyclic life of the clockwork island and perform an escape ritual.
https://nozomu57.itch.io/clockwork-island
It’s joyous, infuriating, satisfying, confusing. It’s short, but by all means not easy.
Hope you’ll enjoy it! https://nozomu57.itch.io/clockwork-island
Thank you for the nice comment, and for enduring the final level! This was first game of our tiny studio from 2 years ago (made in a couple months as first test project). Since then we’ve learned a lot and would now do some things differently (like placing several checkpoints on the secret level), but I decided to leave everything untouched as a depiction of our skills and decisions at the time 😅
Also I’m happy people still enjoy this game and even appreciate the flip of main level design towards the puzzle aspect :)
Thanks again for playing, and I can suggest you try some of our more recent games!
Thank you both for your comments and nice words!
I need to think about the pre-selection of next level, because currently there is no “next level” immediately when you transition to the map (so there will be some problems with animations/forcing selection unexpectedly), but also I want the player to feel that the progression is not strictly linear and they can skip any level and select another opened level (and for that I need not to force the next level selection)
Also, thanks for reporting the bug :)
Robot Detour is an innovative pathfinding puzzle, and I hope it will be as fun to play as it was fun making it ❤️
https://nozomu57.itch.io/robot-detour
Last year, I founded a game studio together with my wife. After 8 smaller games, we finally released our first “proper” game :)
Please, give it a go!
https://nozomu57.itch.io/robot-detour
P.S. here is the trailer:
P.P.S we’ve left a demo version up! You can play it in the browser.
Played this too much, haha, was too sucked in! Eveything s just so complete and polished, loved it!
After I got the strategy of expanding only in one direction as fast as possible, it became easier (but still a very enjoyable, arguably even more). At some point the game freezed and I couldn’t continue, but it was my 6th FlyUp or something.
Will definetely return to this after jam ends!