Yes, of course you can. Sorry for responding a little late. Thanks so much for responding!
SGGGames
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Awesome game to have made by yourself. Really liked the use of risk both by having to return to the portal after going to hell in 5 minutes or risk being closed off forever and by giving the player the ability to close the portal for a massive boost. That's at least how I could beat the game. One criticism I have is with the balance of acquiring gold. It's too slow. It would either be best to have the enemies drop more gold or for the prices to be dropped to make it more affordable. Otherwise people will just choose to speedrun the (impressively) massive map and not use too much of the combat to win.
Other than that, congrats on your game!
This was actually a really enjoyable experience even with the constant tiptoeing and timing you'd need to pull off to actually beat the game. Really liked the use of the different skull cookies in the game that helped a lot in influencing the risk taking in the game. Also thought the different parts of the level were well thought out and fair in its design overall to keep it entirely in the player's conscience if they take damage or not. Pretty fun overall, congrats on your game!
Honestly, as much as I can respect the efforts you both have made for the game. I was ultimately very confused by the level design of the game. I tried following the arrows until an obstacle came up and blocked the path or I reached the edge of the map. I like the idea of exploring a big space on the planet but it's very weird how it's very easy for a player to get lost and spend a lot of time walking to find the drone footage and just keep hitting walls or the edge. I think a shorter map would've benefitted a lot to make it easier to stay focused on where to go on the map and have the arrows be more close to each other so as to not misdirect the player. Also, would've liked to know what the controls are for the game as I was pressing multiple buttons and didn't know if there was a pause menu or a map menu or something to help the player. Did like the visuals and the music. Really charming.
As this is your first game jam, it's still always an impressive feat to make a game. But you need to playtest extensively, and have others playtest as they won't know anything about the game like you guys. Keep that into account for the next games you develop. Congrats on your game!
Interesting game! Really impressive for a solo dev to make this. I did take the coward's way and stacked bodies including the ones giving powerups before the main boss but was still a really cool concept to explore in a short playthrough. Congrats on your game!
Also missed opportunity you could've had the main character do the kagurabachi pose to finish off the final boss but just a nitpick, nothing against the final game.
Yeah, had I known what I know now about Unreal Engine, I would've included a widget for power amount in each jump but time was on our tails and just getting this mechanic to work alone was a massive workload for the first couple days of the jam. With what was said on the ladder, yeah that's fair. Ladders were a lot more difficult to implement than I had anticipated so I followed a tutorial that would just get it to go up. I still chose the ladder instead of a platform because it's always available to the player when it's needed, the player would literally need to get pick themselves back up from the bottom to continue, and with how we had made the wait timer to stand up be triggered if the player's not moving up or down, if the player lands there in that state they're never standing up.
Thanks for the feedback and for playing the game! I'll take your perspective into account for the next game.
Ah with that part, the pizzas will actually get closer to each other after waiting a bit. I had a hard time setting the pivot to the center of the pizza with the knives and but it was 100% doable if the jump is timed right so that you can get to the ledge on the other side. The more difficult part is actually the last section if you want to try that out. Thanks for the feedback! We'll try to be more careful next time when creating platforms and other stuff.
Yeah, I've only played the scratch version of Getting Over It (an actually really good remake of the game), but I felt that there was a bit of fun in having the player both be fully in control of their actions but also having no idea of what the outcome of said actions would be. You can predict more easily the more you play and it's intentionally not as challenging (up till the end) just to get the player to keep going. Thanks for playing!
Great pinpoint platformer. I love the movement and how the level design just kept spiraling in unique directions that had you going through the entire map in different ways just to open up one door but under a specific condition. I'd say that the animation wait time for the menus is a bit too much, cause most players would just want to up and go at the game immediately. But other than that, amazing work. Congrats on your game!
One of the best of the jam without a doubt. My god I can't even imagine how you guys managed to do so much in such a short amount of time, let alone a fully fleshed out story with an amazing use of visuals and the point and click mechanic. I aspire to create a game with just as much narrative details as yours now. Congrats on your game!
By the way what tips do you have to creating a narrative driven game, especially in a tight timeframe. I want to try my hand at one next that would be worth at least 2 and a half stars on my letterboxd account.
Amazing atmosphere, jesus christ what a thriller. The first time playing, I felt pressure but I didn't really know what I was doing and I failed in the end. Second time around jesus christ I felt the blood rush through me trying to get as much money as possible. Speaking of which, I think the grading should be a bit more lenient, especially considering that most likely not all players are even going to get even a good chunk of the total rewards since the main player moves as slow as he does.
Also, make sure I don't think the game was at 60 fps on my pc which has a rtx 4060. Make sure that optimizations are made for the game while playing because not everyone is going to have a pc good enough to play this game. Though I will say, it is worth the dynamic lighting to achieve what you did with the shutdowns cause that sealed the scary infinite abyss that was just in sight of the player.
Congrats on your game!
Awesome work, especially especially especially coming from a solo dev. Love the use of risk in standoffs to make the player think about taking the risk or play it safe. That final enemy is ridiculous though like who in the wild west is gonna have a shield that deflects bullets, Clint Eastwood from a Fistful of Dollars? Goddang. Spectacular work, one of the best in the jam. Congrats on your game!
By the way, which western film is your favorite. For me it's between the basic choice which is the Good, the Bad, and the Ugly (I mean, with obvious reason) and Rango (also has Clint Eastwood). Idk you seem a film buff to say the least to go for a cinematic western game that pulls off all the little effects that a western film shot in the scorching desert would have.
Pleasant game! I really liked the different triggers you'd need to use together to get through the levels. Also surprisingly loved the movement which is something I've rarely said about other games but here it's just done to a tee that makes the exploration so smooth and sweet to go through. Congrats on your game!
There was a bit less danger in the end as you got more but I don't care cause the adrenaline I felt from winning more and more was just too fun. Maybe I'll start gambling in real life if it's as cool here.
Ok but for real, this must have been a monumental workload to pull this off. My god this is way more difficult to pull off than most people think and you manage to do it amazingly for the jam. Congrats on your game!
Gotta say, really impressed with the scope of the game. Really liked how some rooms changed to misdirect the player. Only gripe I have is that there's not that much of a risk to venture through these rooms. I get the message of the game but don't think the game does enough to get that across in the gameplay. Congrats on your game!
Thanks for your thoughts! Although here's a couple things that we want to clear up from our perspective.
From what we've seen from when we were looking around at other platformers for inspiration, lots do have "limited" or "fixed" movement to keep the game balanced and leave the game's limits up to the player. The movement here is not completely restrictive as it's physics based, but it's because it's not entirely fixed that the player needs to take more caution than usual before their next jump as they could mess up at any point if they time some part of it wrong (which is where the risk comes in).
Some sections took more advantage of the mechanic than others but I believe that the base is there so that it can be further expanded upon like other platformers based on one mechanic but also requires precision and caution to complete (Getting over it, only up, chained together, as examples of inspiration for the game).
For testing, we originally had a button (for debugging/playtesting with other users) that people could use to get back off the ground but it ended up being easily exploitable with no consequence and there needed to be a punishment for players that are landing on a platformer in momentum so the 1 second wait on the ground limit was implemented to counteract this.
The most important thing we had to think up on was balance as the game should continuously challenge the player but not to a absolutely frustratingly pinpoint precision level so that climbing back up to where they previously were would be as tough a challenge as when they first came up. We felt the player should learn to become more familiar with the mechanic and get better in the process so they can pass through previous sections quicker if they were to go back down. I understand that there were other ways to use explosions as a mechanic for platformers but to not make the design process too extreme (and also fit within our abilities for 7 days), this is what we felt was the best way to utilize the mechanic and build a game around.
Again, thank you for your thoughts, for trying out our game, and to keep expressing your thoughts to developers.
Very intriguing game! Really liked the complete narrative the game had, especially under the time limit. Had a really good tone set throughout the game and an ending that although kind of predictable, set the theme in stone very well for the game.
Also if you don't mind me asking, I'd like to know how you managed to create a narrative in a short amount of time. I've always been wanting to create a narrative driven game but always found myself stuck on either what system I would use or how I could structure my narrative and keep it satisfying.
Congratulations on your game!
Pretty interesting game! Really cool how you managed to get this system together for a game jam, especially considering the time constraints and all. There were a few instances where the paths I was drawing did not "work" so they just stayed there permanently in the level. I could draw more on top of them so it's all good. Good job, congrats on your game!
Incredible job on the game! Really liked how engaging the gameplay was and the different styles that the player can use to play the game. Also loved the visuals and the audio! The footsteps actually being heard in the left and right channels of my earphones helped a lot with the immersion.
Overall, fantastic game, congrats!
It's a good concept to start off from but there is a massive problem with its execution. That problem being I could just keep clicking on one option and I'll still be more likely to win the entire game than lose (I did it 3 times with scissors and won each time). Also, the A.I. just kept drawing way too many times than if it were just randomly selected. I understand that maybe you wanted to include some balance that shifted better into the player's position but as it is, it's just too easy to win.
Test the game a lot to make it addicting for you and to fix up any exploits the user can have to beat it. Also, try to extend beyond just rock paper scissors for the idea. There's another game in the jam called Rock Paper Scissors Roulette that also includes Rock Paper Scissors but brings in more depth so that the player focuses both on trying to guess right in rock paper scissors and the amount of bullets in the chamber and where. That could be a good source of inspiration to see how concepts can be expanded upon beyond a simple idea.
That out of the way, congrats on your game!
Really awesome game, one of the best I've seen in the jam so far without a doubt. A lot of different systems coming together to make a relatively whole experience which is amazing to see especially considering the heavy time limit that the jam has everyone under. The art and music are perfect for the game's tone as is, the different systems in the game work together to a tee, it's very well polished and thought out, I literally have no complaints in any department. Congrats on your game!
Wow! I was actually surprised with how well immersive the game was from the very clever use of parallax backgrounds to the audio design! I also liked the use of dialogue in this one. I never personally can get a dialogue system to work correctly for a game and you guys achieved it perfectly. Though I will say, I wish that there was more of an actual "risk" factor that other games in the jam have leaned towards. There was a lack of actual tension in the game, even though there were biscuit enemies to attack. That's the thing I would've liked to see more of than anything else.
Beyond that, I really liked the experience. Congrats on your game!
Good experience, the chase was pretty cool but the latter parts did lack challenge as it seemed that they were designed as if there was no time to develop any longer. I'd try to draw up a level on paper or in draw.io to see what I can work on as even latter stages/sections sometimes don't necessarily need "more work", just planning to know where they fit in the essence of the game and the challenges that faced the player before it so that it's a more whole experience.
Besides that, congrats on your game!
Actually a cool experience. Can't believe this was made in just 2 days! Really awesome atmosphere you've made here with the game and from just simple things like the use of sounds and by only being able to turn on some lights instead of all of them.
I did get softlocked in the washer room when I stood behind where the door was supposed to open and couldn't get out.
Other than that, congrats on your game!






