We've joined. Looking forward to it. 1st January will be a tough one given the New Year's Eve celebrations but at least it's a 5pm start for us in the UK. Thanks for hosting it again.
Rebello
Creator of
Recent community posts
Thanks for playing our game. The controls aren't everyone's cup of tea for sure, sorry about that. They're the classic "Legend of Grimrock" style Dungeon Crawler controls but given that this isn't that kind of jam we should probably have gone with a more familiar player/camera controller. Glad you liked the puzzles. We had to include death in there somewhere, otherwise there was no "risk" contribution to the jam theme! We find moving the push box puzzles satisfying to make too. Hope you had a good jam.
Thanks for playing our game to the end, very much appreciated. Yes, it does crash right at the end as you go through the portal. It was one of the last bugs we didn't manage to fix in the post jam 2 day bug fixing period. It's a shame because that's where stats about how many deaths you had and how many biscuits you retrieved would have been shown and also where our online leader board as supposed to be. Doh!
There were 7 biscuits and we show them all in the YouTube play through video we added to the page. You might have missed the one right at the end that is behind the portal. Our artist and level designer Dan loves to put in those curve balls, expecting you to be focused on the shiny thing in front of you and not noticing the small archway in the distance hiding the last biscuit.
Sorry about the full screen thing. We did have Unity's default full screen button support but we found that sometimes it wouldn't go into full screen properly or come out of full screen properly. It happened often enough that we tried to hide it behind the itch.io full screen button (which isn't really full screen as you saw). It might have been because we decided to go bleeding edge and use Unity 6.3 alpha (my bad).
The multiplayer was a real stretch goal and nearly broke single player, but we'd not done any multiplayer before and we wanted to dabble with it for this jam. It was a real learning curve in how state is sent over the network and shared between clients and what works cleanly and what was a real pain in the "engine" (FishNet does not like you reparenting things it seems).
Thanks for all your feedback and for playing so much of the content we made for jam. Hope you've had a good one.
Thanks for playing our game, even though you're not keen on the genre. I completely get it, the grid based movement can feel very restrictive and anachronistic given the controls and camera movement on most modern 3D games. We were trying to appeal to that niche community who like the classic style but probably for this game jam we should have made that an option and defaulted to a more modern player/camera controller. You might be right on those start menus. We never noticed a problem in testing but I'll bet the raycast targets ended up being individual letters after we added the animation effect to them, instead of the region of the virtual button. Anyway, sorry it got in the way of playing our game and we're thankful you persevered. Hope you had a great jam!
Many thanks for playing our game and giving us some feedback. The controls are the classic "Legend of Grimrock" style Dungeon Crawler controls and you're right, they're not 100% familiar to most out side the genre, especially with the resetting/recentralizing camera when you stop free looking. Maybe we should change things up a bit with that and not reset the camera, or have it as an option, either way thank you for honest critique on that. Glad you liked the atmosphere and visual style. We were going for a Sci-Fi Moebius look and we're happy with the result. Best of luck in the jam!
You're spot on with the Legend of Grimrock analogy, that's exactly what we were going for. It's not everyone's cup of tea but it works well for us and lets us focus on trying to do some level design, innovate on mechanics, or do wacky things like adding in multiplayer! We really appreciate your feedback and for playing our game. Hope you had a great jam!
Thanks! The 2 player option was a stretch goal but we'd never done any kind of multiplayer before and that's the kind of opportunity game jams give you. The deadline forces you to try to finish something instead of procrastinating about it for weeks on end and never actually finishing anything. This time we squashed our online multiplayer anxieties by forcing ourselves to try to make something work. It may not have been the best gameplay addition but it added an extra layer that of gameplay that isn't there with just single player. Thanks again for playing our game and hope you have a great jam!
Thanks for playing our game. I completely get that need to rate other games too. We tried to keep the the complete game content so you could finish it in about 15-20 mins if you were keen enough and we added the play through video in case you just wanted to skim to see the mechanics later in the game without having to play through any deaths/restarts. Best of luck with your jam entry.
Great work, especially for a solo dev. I'm guessing you drew all the graphics by hand yourself which is great. The visual styling is very self-consistent and works well for this game. The controls aren't bad, although I found the dash a bit hard to control. I felt compelled to try to complete the next level each time and since each are small enough the retry after death didn't feel like I had to redo too much, even on the later levels. The music was a good choice and overall the audio added to the experience of the visuals. I loved the intro sequence with the cartoon still frames. Not quite sure what it was telling me but it looked great and didn't intrude on getting to play the game. Well done!
Very nicely presented with self consistent artwork, good choice of font and a UI theme that fit with the visual style perfectly. The audio worked well too, nice background music and effects. The risk was there too which matched the theme. The only downside was that the gameplay itself was thin on the ground. Most of the time I felt that the character at the door was most likely the wolf and I couldn't really discern from the clues whether I was right or not so I never felt like I was making an informed decision. Maybe the clues were too subtle for me! What you did do was deliver a finished, bug free experience, that was delightful to look at and listen to. Great job!
Nice ideas going on here...not quite executed to the fullest potential though. I think the patrolling parents needed to be a bit more vigilant - one of them was asleep! I'd have liked exploring the house to have been more or a thing, and that maybe the parents would hear you and investigate. Anyway, good job and good luck in the jam. (I loved the door effect btw)
Short and (dare I say) a little hard right from the get-go. Might have been cool to have a bit of a build-up to that level. I did like it though . The controls were smooth and good to have controller support in there. I wasn't sure if sometimes I was missing landing on a platform or if the colliders were off. Loved the music!. Very well done as a solo dev. Good luck in the jam
This had so much potential to be a fantastic jam entry. I love the biscuit thief and chase idea. The little snippet of music really sucks you into the chase. The risk of getting caught was there but needed more development, and it needed more mechanics to round out the experience. But the idea was clearly there. Well done as a solo dev and good luck with the jam
I liked your game a lot - very fond of puzzlers. The graphics were pretty cool and the audio felt somehow suitably oppressive. Pretty solid gameplay (although I'd have like a bit of a tutorial for some of the mechanics). I thought you could have done more with the risk theme, but overall very impressive for a solo dev. Good luck with the jam
I love an adventure game! I think you pulled it off very well too. While I appreciate the retro graphics I prefer a more updated visual aesthetic, and the audio becomes grating after a while. I thought you could have worked in the risk aspect of the theme a little better, but all told a good game. Congrats and good luck in the jam.
I liked this a lot. I love a platformer and the puzzle aspect was well done. It felt quite polished. I thought you could have increased the risk with the concept of fall damage, to make you really feel the risk of those drops. I's also have liked more interesting artwork but now I'm being picky. Overall a very good game for a solo dev. Good luck in the jam!
I do love a physics-based game, and I would love to have rated this higher but I found it just a bit too tricky to navigate and move objects around to exactly where I wanted them to go. I think if you end up fighting the game like that it tends to dissuade the player from sticking with it. Cred for getting done what you did though - it wasn't totally unplayable. Good job and good luck with the jam





