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Sawed-Off Studio
Creator of
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This is always tough.
I don't want to criticize someone's first game, while I still have to be critical and give this a score.
Polish / Completeness
The game isn't complete. I defeated the "boss" and got stuck. I could look past this if it were super "juiced," polished and slick.
However, I can try to give some feedback:
I think the combat is the weakest part. With the platforming and theme/story being the more compelling aspects. "Loss of Containment" is a perfect example of this. Really strong platforming mechanics, with the added story layer, can bring you a long way.
With the reduced scope, you can dedicate more time to the core mechanics. A few concepts to look into would be:
- Variable jump height, aka Mario jump
- Coyote frames/ledge forgiveness, a brief buffer where the player can still jump after running off the edge of a platform.
- Movement acceleration
This would give you a really solid foundation for your player controller.
2/5
Creativity
The core idea is there. We had a similar vision, and you were able to execute better on the theme and goals of the game jam.
Focusing more on that would have made this a better experience, in my opinion.
3/5
Fun/Engagement
I personally did not find this one super fun or engaging.
2/5
Overall
Don't let a low score discourage you. Making games is hard. If you enjoyed yourself while you made this, that's what matters. Keep at it, and you'll improve with each iteration.
Props for sharing. It took me a long time before I ever shared anything publicly.
Polish/Completeness
I played through the most recent version. I didn't seem to encounter the same bugs I did on my first attempt. The core gameplay loop is there. There's audio, dialogue, subtitles, music, menus, etc.
If
I'm being critical
- Menus and UI could use some polish
- Props in the lava in room 3, probably shouldn't have collision
- Maybe add a slight randomized pitch to the pogo soundfx
5/5
Creativity
I love the concept and the aesthetic. I really enjoyed this one. Super creative!
However, I will dock one point just for not meeting all the criteria for the game. Apart from the door at the start, it seemed to be missing the "door that remembers" and the "password". (My entry doesn't have them either)
4/5
Fun/Engagement
I had a lot of fun on my first playthrough. The second time around, I breezed through it.
But as I said when I first beat it, I had that feeling of "oh man, it's over".
I did feel the last level was a little underwhelming. But I don't have a lot to compare it to this jam, so I'm going to give you full points.
5/5
Overall
This was a super cool game. Awesome job. Thanks for sharing!
I should be finalizing my entry, but I got distracted by this one.
This was sick. It captured my love for classic Quake/GoldSrc movement. Really cool concept, good aesthetic and nice sound/music. I was hoping for more when it ended.
I found the second level the hardest. I crossed the pipes on the left to get the first audio. Then, to get to the other section, I realized I could time the jump like a bhop and jump on the lava.
I also found that on level three, I was able to double jump?
Overall, really happy the .exe wasn't a virus and was actually a banger of a game.
Thanks for playing!
I agree about the bad hand start. At the very least a quick restart option would have made this a lot less painful. It's also really bad if a new player opens with that for their first hand ever.
Randomness was an intentional design goal from the start. I wanted to know if by using cards I could add build variety to a tower defense game.
However. I do understand how it's also frusterating.
First, there needs to be more information presented to the player.
Second, it could also be a content issue. For example the next card I wanted to add was a slow ability, and in play tests I was like that build could have won if I had that implemented.
I need to find an artist to really bring these to the next level.
Making games is hard! Especially in one week, or less!
I've also run into issues exporting for web players. Yes, it seems like scriptable objects are one of the problems with Unity exports, mainly due to the way the compiler compresses.
The card mechanics do sound pretty cool and would have made this game pretty interesting. Unfortunately, the build didn't work.
Collisions can be tough. There are a bunch of ways you can go about implementing it. For a game like this, my instinct would be to start with tilemap collisions. But that is definitely not the only approach.
Personally, I find that I learn the most from being ambitious and pushing myself. The important thing is to just keep learning and have fun with the process. If you enjoyed making it and felt like the working build was fun to play, that's half the battle. Keep making games.
-Morgan
Very cool little game!
Polish/Completeness
This is tough, and I feel like a rating out of 5 doesn't do this justice.
The overall style is awesome. Black and white with a hint of colour is always strong. The cards have animations, as well as the clock and background (score trackers and opponent). You have SFX and music, which is great.
I'm being super critical. But I feel like it's missing that last layer of oomph. To be fair to everyone, I'd call it a half mark, but I'm rounding down across the board.
4/5
Creativity
The overall concept is really cool. I enjoyed the theme. The addition of a bit of story and dialogue was really awesome.
However, in the context of the game jam. You didn't seem to meet the goals of "ruin" or "button that switched purpose," so I will dock a point there.
4/5
Fun/Engagement
As much as I enjoyed the overall package. I found that some of the cards didn't serve any real purpose. Ex. draw. Unless I missed something, I replaced my one card with another, but that whole step felt redundant.
As well as it seems like a bit of luck. I felt like if I couldn't land a point this turn, I'll move the clock somewhere and hope they don't have the right cards.
4/5
Overall
This is an awesome project to come out of this jam! It feels really well put together and cohesive. I did my best to rate this in the context of the jam.
Keep up the good work, and I'm curious to see what you make next!
Very cool little game!
Polish/Completeness
This is tough, and I feel like a rating out of 5 doesn't do this justice.
The overall style is awesome. Black and white with a hint of colour is always strong. The cards have animations, as well as the clock and background (score trackers and opponent). You have SFX and music, which is great.
I'm being super critical. But I feel like it's missing that last layer of oomph. To be fair to everyone, I'd call it a half mark, but I'm rounding down across the board.
4/5
Creativity
The overall concept is really cool. I enjoyed the theme. The addition of a bit of story and dialogue was really awesome.
However, in the context of the game jam. You didn't seem to meet the goals of "ruin" or "button that switched purpose," so I will dock a point there.
4/5
Fun/Engagement
As much as I enjoyed the overall package. I found that some of the cards didn't serve any real purpose. Ex. draw. Unless I missed something, I replaced my one card with another, but that whole step felt redundant.
As well as it seems like a bit of luck. I felt like if I couldn't land a point this turn, I'll move the clock somewhere and hope they don't have the right cards.
4/5
Overall
This is an awesome project to come out of this jam! It feels really well put together and cohesive. I did my best to rate this in the context of the jam.
Keep up the good work, and I'm curious to see what you make next!
Even using the link to the newer version, I had a hard time getting this to work. I encountered spots where I would get stuck and unable to continue, as well as issues where I could not get the attack system to work.
Polish/Completeness
I have to dock marks here. I ran into issues that prevented me from attacking or completing the game. As well as there is no music or sound effects.
On the positive side, there are graphics and a title screen!
2/5
Creativity
This one is tough. I couldn't finish the game. But from what I did play, there are no cards...
Yes, you added an item that affected time. As well as you could argue that you're exploring a ruin.
However, compared to the other entries, I feel like I have to dock points here.
2/5
Fun/Engagement
I couldn't get through the game or get the combat to work, even with the later upload.
Unfortunatley I can't give a lot of points here.
The idea is promising. I'm a sucker for time mechanics, and an item that freezes time is right up my alley.
I just wish I could have experienced the game as intended. I can't give max points for a funny thumbnail :).
2/5
Overall
Please don't be discouraged by the lower score. I don't enjoy bashing on games.
I think what you have could be a really cool project. Unfortunatley what I played today I couldn't complete, and I can't judge on potential.
If you do continue on this project, please let me know. I'd be happy to give it another try!
A solid entry into the jam! I really liked how you incorporated the various challenges into your game.
Polish/Completeness
The game loop works, and I did not encounter the bug you listed on your page.
Although short, I like that you added music to the game. I would have liked to see some included sound effects as well.
All the cards have artwork, as well as the background and UI.
I would have liked to see some card animations.
I want to give it a 3.5, and I could push it to a 4. But to be fair to the people that I've already rated, I'm going to round down to a 3.
3/5
Creativity
The game is pretty basic; it's a plus or minus game.
I like the addition of a timer. I also like that you followed the jam's ingredient guideline of adding a "ruin".
4/5
Fun / Engagement
For me, the depth of the game revolved around clicking the smallest numbers and hoping I won.
3/5
Overall
Awesome work completing and submitting a game to this jam! I really liked that you followed the theme of the game jam. A little more depth in the game mechanics, and a tiny little bit more polish, and it would be 4s across the board!
Keep up the good work! And keep making games!
I REALLY want to love this one. But I have no clue what I'm doing...
Polish/Completeness
Polish alone, I feel like this is an easy 5.
I love the text animations, colours, SFX, background animations, and card animations. This is oozing indie style, and I love it.
5/5
Creativity
I'm having trouble figuring out the game.
But from what I can tell, there is no attempt at using the "ruin" or "a button that changes purpose" prompts. So I can't give you points there. Maybe I'm missing something because I want to give you more points...
2/5
Fun/Engagement
This is the toughest for me. The game feel is there. The polish is there.
I tried spamming the "skip-play" button for a while to see if I could just lose the game and get more insight. But nothing happened. I try matching cards, and I run out of cards and have to just "skip-play" again. I try holding onto cards to see if I can make a pair, and they just disappear.
1/5
Overall
I've tried twice, and both times, I feel like I'm missing something, and if I am, I'm sorry.
But this one I could just not enjoy...
Meanwhile, the juice and polish, I'm envious of. If you have any resources, I'm all ears! And if I'm missing something obvious, please let me know. This one feels really bittersweet.
I was able to play this one on my phone, which I enjoyed. It took me a couple of attempts to really understand what I was doing. But I eventually figured it out. 
Polish/Completeness
It is missing sound/music, which you noted. I'm not sure what the panic button was intended to do, or what the numbers on the clock represented. Finally, I found one of the capture rules to be buggy; I could capture on a diagonal when the rules stated I couldn't.
On the positive side, all the cards have visual assets, as well as the clock and button. I like the little onHover animation, as well as the highlighted card select. As well as the overall game loop worked.
I want to give this a 3.5. Unfortunatley I'm going to round down. An added title screen, or a nice background, or some more UI juice, and I would have loved to round up to 4.
3/5
Creativity
The game is essentially a match two. With a twist on capturing the face cards.
I really would have loved to see one more layer. On my play through, it seemed the optimal path was just to match until the deck ran out, and it made it easy to capture face cards, and seemed to give me the most points. If there was incentive and a strategy behind capturing face cards earlier, I feel like that would be more engaging.
3/5
Fun/Engagement
I played through this on my phone while having a coffee, and I was engaged and enjoyed it.
4/5
Overall
Ratings are subjective, and it's awesome that you completed this in a week and submitted!
Keep moving forward and making things. I feel like we've all been there blasting music and losing our minds... I remember one of my early projects, my character kept flying into space, and I COULD NOT figure out why, and it probably took me a week to realize I was setting both x and y to inputX.
Thanks for the feedback.
I've been slowly chipping away at the framework for UI, since your feedback on the first submition. Week 4 will feature a pause menu, and limited settings menu!
Same engine. The main problem was design and maybe a bit more planning could have prevented it. For instance the first play tests, I spawned better loot as you went. But then there was reason to pick anything up earlier. Then it was, if I just pack efficently theres no reason to ever move things around which was the whole feel I wanted. So then the contract, quest item(Ledger) and quota were added. The first good feeling run happened the night before the jam ended, so it was a mad dash to go from complete dev ui/art to something presentable.
The game feels like a complete package. It follows the Genre and Theme of the game jam well. The UI is overall strong. The addition of accessibility options is welcome and a nice touch. The music is fitting for the pace of the game.
The biggest issue for me is the walls of text. A little flavour text is nice, but this feels way too wordy. The options reflect the risk/reward of each clearer.
I also felt that I didn't understand why/when my budget would increase.
Finally, I think that buying supplies and lifting morale is a missed opportunity to be creative with the "No Trading" challenge.
Overall, really impressive work to come out of the game jam. When I first saw it posted, I thought oh no, they created what I was going for, and it looks really good! It's cool to see the differences in design choices!
Minor bug
- Music/Sfx sliders both affect music volume. Mute doesn't work
Thanks, all valid feedback.
For the artwork, I drew them in Aseprite. I used a single colour palette to try to make it cohesive. Definitely a bit of a time sink.
Not to make excuses, most of the code was done in the first 2 days when I had time off. The rest was built around my work schedule. I had to pick my battles. For example, the button placement was originally a control panel. But I felt converting to mouse input and contextual buttons was more user-friendly. 




