The game idea is quite interesting. I’m just a bit curious about how it relates to the Jam Theme.
The level design has a few issues.
For example, the lack of checkpoints. Not having checkpoints can make the game more challenging and encourage players to think carefully about their choices. However, since the obstacles in each level are mostly unpredictable, players are forced to try and replay multiple times. Because of that, the absence of checkpoints makes the game feel tiring to replay.
The game also uses physics-based logic, which increases randomness. For instance, in the same level, performing the same set of actions can lead to different results. This randomness can be fun because of its unpredictability, but keeping it that way throughout the entire game might not be a good idea.
Planck Constant Games
Creator of
Recent community posts
First of all, my young team at Planck Constant and I would like to express our sincere gratitude to all of you for taking the time to play our game, support us, and share your invaluable feedback.
This is our very first project, and we joined Scream Jam with a spirit of experimentation and learning. The amount of support and encouragement we’ve received has been both surprising and deeply heartwarming for us.
Once again, thank you so much for your incredible support!
Regarding the issue of AI-generated content
Regarding the recent questions about whether our game uses AI-generated content, here is our official statement and perspective on the matter.
Half Left does not use any AI-generated elements. Everything you see in the game, and everything we will continue to create, is entirely handcrafted. The Planck Constant team is committed to delivering original works, developed with our full dedication, creativity, and deep respect for our players.
As the lead artist and producer, I deeply understand the importance of putting one’s own thought and emotion into design. Creating mood boards, defining art direction, shaping concepts, and developing artwork based on game design needs — all of these are not just tasks, but my genuine passion and joy.
Here, I’d like to share a bit about the concept process for the main character in Half Left: . The initial requirement from the game designer was to create a female nurse character, which naturally explains her wearing a nurse outfit underneath. . After being infected, she has to wear a restraint suit inspired by the straightjackets used in psychiatric hospitals. . The LED and technological elements were designed to express gameplay mechanics and to make the character stand out in dark environments.
. After completing the initial concept design, I used part of the rendered concept as a base to create the game’s promotional poster.
. I also studied the top-down camera angle at different scales to determine the most accurate visual proportions for how she appears in the actual game.
And all of the designs - from the monsters and the world to the underlying story - were developed and researched with the same level of care and intention. However, due to the limited time during the Game Jam, we could only focus on expressing the core ideas and main gameplay mechanics.
Please continue to support, follow, and accompany us on our journey to bring Half Left to Steam - a full version that will embody our original vision for the game.
We truly need, and deeply appreciate, all of your support and feedback throughout this journey.
I truly appreciate you for patiently playing the game despite the navigation issues. We will definitely update and improve the game so that players can experience it at their own pace, just like your feedback suggested. More importantly, we’ll focus on the story and concept, which we couldn’t fully develop due to the time constraints of the game jam. If you’re interested, please follow our Discord channel!
Thank you for your feedback and for playing the game! The notes are actually my own handwriting, so yes -they can be a bit hard to read, and your suggestion is a really good one.
As for the movement issue, it might be related to the braking mechanic - when holding the brake, the player can push the wheels forward or backward to turn left or right. At the same time, our movement system can cause some loss of directional awareness from the top-down angle -something we’re still working to improve.
Once again, thank you so much for playing and for your sincere feedback!
My team and I are truly happy that you played the game slowly, mindfully, and with real immersion.
It means even more to us that, as this is our very first game and game jam entry, we’ve had such a thoughtful player like you not only play but also create promotional content for us. We honestly didn’t expect to receive this much support from everyone.
That really gives us the motivation to develop a full and complete version on Steam, one that, thanks to your feedback, will be fully upgraded in both gameplay and visuals.
Once again, thank you so much. We’re setting up a community channel, and we’d be really happy if you could join our Discord to follow our devlog and upcoming updates.



