Very well polished and a lot of fun!
My game's a first-person physics puzzle platformer where you try to build the fastest route through the level: https://itch.io/jam/brackeys-14/rate/3834521
Very well polished and a lot of fun!
My game's a first-person physics puzzle platformer where you try to build the fastest route through the level: https://itch.io/jam/brackeys-14/rate/3834521
This was really polished! I especially liked how the option to choose the next challenge flowed right from the rewards of the previous challenge. I had a lot of fun with the different encounters and I don't think I saw the same one twice. I tried the hardest challenge most times for fun but I think you might need something like a time limit that forces the player to make tougher decisions so they can't choose easy every time. Also, I like how the player wraps around the screen but one problem I saw was it makes it easy to trap enemies in the center of the screen by just moving back and forth on the edge. Still though, this was really fun!
I'm not sure if other strategy games have done this but I like that you need to capture a variety of territories to score higher point values as opposed to each territory giving you something on its own. My only criticism is I didn't feel like I needed to use the snackrafices in my run. Maybe a bit more difficulty or a tutorial on how each one can help might encourage that more. Still a really fun and polished game - also always neat to see FMOD being used in jam games.
Thanks for playing! I've used Abstraction's music in a few jams and they've actually got their own submission to Brackey's too: https://itch.io/jam/brackeys-14/rate/3844731
The art's great and I love the animation work. I didn't quite understand what the tickets were referring to but it didn't stop me from enjoying the game. I wasn't quite sure how the different stats played into each other so I think a bit of a tutorial could have helped but I was still able to beat night 2. Great work!
The controls feel perfect and I love the cutscene at the beginning. This feels like something I would play on an area PS2 arcade collection in the best way possible. The only issue I had was the reticule sometimes needed to be off-screen to make some of the grapples I wanted but it didn't break the game in any way. Great stuff!
Thanks for the feedback, I'm glad you liked it!
So the original idea for the stove was that you'd need to build a bridge across it to get to the other side but I couldn't find a way to design the level that wouldn't make it too easy to just go around it. I was running out of time so I just figured I'd lean into the cartoonish aspect and have it launch you but I can definitely see why that's not obvious.
Agreed on the items - I was trying to avoid the player holding an actual physics object since I've never been able to get that to work so I faked it with an Area node but AFAIK there is no way to do collision resolution with those so I had to cobble something together with raycasts. It sort of works but it only detects collisions in one direction so it doesn't always do what you'd want when you're close to two surfaces.
As always, great tracks! I used a couple in my submission to Brackey's Game Jam 2025.2: https://null-builds.itch.io/cookie-clamber
Thanks for checking it out and I'm glad you enjoyed the style!
Was there anything in particular that stood out as not being clear in the start? I found in playtesting that puzzles weren't getting conveyed as I'd hoped but couldn't quite figure out how to improve them. I'm hoping I can learn from the jam feedback what was missing to really make things click for people.
Hey all! This is the first jam I've tried making a first person game using my own script and I'm curious how well it works for people. I welcome any feedback but I'm especially interested in whether the controls felt good and if you needed to adjust the sensitivity (and by how much). This is also my first time trying more open ended gameplay so I'd love to know if the puzzles/platforming felt good and where I can improve.
https://itch.io/jam/brackeys-14/rate/3834521
I do my best to rate all games that leave feedback. I appreciate you taking the time to check it out and I hope everyone had fun this jam!
Thanks for the feedback and I'm glad you enjoyed it! I'm glad to hear the visuals came across that way, early PSX/N64/SuperFX is exactly what I was going for.
I struggled a lot with deciding how to handle the difficulty. I didn't want people to get all the cookies in the first run so they had an incentive to try other routes but in playtesting I saw that the puzzles weren't as intuitive as I hoped. I kept scaling back the difficulty of the puzzles but I was getting worried things were going to become to obvious so I stopped. I think another reviewer was right and a score bonus for going faster without imposing a limit would have suited the game better.
This was really good! I l loved the art and the gameplay and world integrated well together!
My game's a retro inspired first person puzzle platformer where you're trying to collect cookies before time is up with the twist that there are multiple paths to them and you're rewarded for getting them all faster. You can leverage the physics objects around the kitchen to make your own routes and pull off riskier jumps to try and save time for a higher score with the risk of tanking a run if you fall.
This is the first time I've used this FPS control code in a game and the first time I've tried designing an open ended level so I'm really curious if I got the balance right or if I still need more tuning but I'd appreciate any feedback anyone has!
Really well done! I loved the gameplay and al the little background details with the animals moving around. It really made the level feel alive. Really the only suggestion I have is with all the controls, to maybe integrate them into the game so players can't miss them on the title but that's it. The gameplay itself was excellent!
I love how the risk mechanic is incorporated. It was a lot of fun trying to remember what I had previously picked and trying to counter it without countering my buffs. I would like to have seen the percentages for the buffs/debuffs so I could weigh my options a bit more but still really well exectued!
Oh I see now! I completely missed that. That way you incorporated the desktop icons as the HUD is really clever!
My game's a FPS puzzle platformer with an emphasis on finding the fastest route: https://itch.io/jam/brackeys-14/rate/3834521
I've seen games that use Windows as the plat area before but I don't think I've ever seen one that also incorporated the desktop icons as the HUD. That's really clever and I like the overall concept! The jump felt a little floaty to me for the distance I needed to jump but nothing game-breaking. Great job!
Thanks for the feedback, and I'm glad you enjoyed it!
That's something I did consider but I was worried that without a limit people would be too tempted to go for the easier routes to get cookies than the riskier ones (like the ironing board). I'm definitely curious if that would work better though since I'm not sure I like how the timer bonus in the current version can only get applied if you get all the cookies.
This reminds me a ton of the pinball games for the NES in the best way possible! I really like the art for the board especially the drop targets and that moves like cradling work. There were a couple spots like near the right ramp where I wasn't entirely clear where the colliders for the walls were but nothing game breaking. Great job and glad to see people making pinball games!
I how many abilities you were able to pack in with the time limit and you definitely nailed the risk-reward aspect!
Mine's a retro FPS platformer: https://null-builds.itch.io/cookie-clamber