Well, here's your chance, assuming you haven't already found the updated version out now. I can't speak for the others on this project, but I do believe it reflects the scope we were hoping to complete for the jam. Lesson learned: learn and use a pre-made character controller for game jam scale. Arbitrary standards get exhausting to write and re-write all the time.
Shadow8472
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Thanks for providing a Linux download. I couldn't get it to work at first. I even tried the Windows .exe through Lutris/WINE, and that had issues. Only when I went back to get the error for the Linux version did the game start up.
3D is always a bold choice -- an interesting contrast to the other submissions. Controls are stuck on WASD and Space and are not intuitively re-mappable. I play left-handed, so this was an accessibility issue for me. Mouse over-sensitivity was a separate issue.
Theme was kinda present, but also not. The player character isn't aboard or assisting a ship in distress, but a military theme is present.
Either a tutorial or [more preferable] a clever layout is required to introduce your tasks if further development is planned. Perhaps you start off just operating the radio in a larger facility, and get moved around to different posts for each level until you end up here.
In short: it's rough, but has remaining potential to uncover.
Well, we'll have to wait another 36 years before the Disney version enters the public domain and we can start using Disney's rendition of the character. No, this was exclusively based on the original two books Winnie the Pooh and The House at Pooh Corner. I read those two books for the first time during the jam and packed in Easter eggs accordingly. While the Disney version was mostly faithful to the original, there were a few surprises they didn't adapt, such as Kanga and Roo's reception to the woods as cooked up by Rabbit. 10 Internet points to the first one to name the one book-exclusive character present.
Credit goes to my sister (only credited in-game) for the pun.
Unlike our previous entry, we do not plan on further development, even though we had to cut an idea involving letting you re-color the pictures with collected flowers.
I thought so. Sadly, we had to eject a mechanic where you could color the illustrations with the flowers you'd found. We found a plugin for changing the palate of a sprite, and I even used it put Owl's maple leaf on the cover in gold. But development challenges meant diverting my programmer time into filling out our illustrations. (The flowers, Outside Rabbit's house, then Pooh sneaking and onwards)
Last time, the organizers were a little disappointed that everyone basically followed the idea they used in the promotional art. "Mayday" doesn't give much room for interpretation besides being in/assisting with distress and flower celebrations. The idea of a day of permission was floated, but one of our team members came up with the perfect Pooh bear pun between May Pole and Maple, I did a quick sanity check to make sure maple trees were present in the UK, and we had our game idea.
There are actually three variations on the final illustration/music, and four variations on the text, if you want to find everything.
- PopOS (Linux)
- Lutris
- WINE
Cute, little story. The mechanics each work, but the balance feels off as they interact. The story implies time pressure, but that isn't reflected in the mechanics. The credits rolled without even getting my first star in both food and drink, and a part of the end sequence triggered before I hired the stable boy.
In short: I found it to be a refreshing break from all the disaster games this jam, though ultimately a little on the easy side.
Thank you for the Linux build.
Woah, a flight sim? I didn't expect anything with realistic controls. I wouldn't have had the first or second idea about what was going on without my Intro to Aviation class -- let alone be able to land on my third serious attempt on easy.
I get the name, but without already knowing the context of aviation emergencies, I would have come into this expecting an air traffic controller talking me though bringing it down with a difficulty slider for how good his information is (Easy being that he's perfectly reliable, knowing when you need to put fires out and Difficult being that he's the rookie who can tell you when you're about to hit the island if he doesn't slam you into it first.)
My biggest critique though is that I can't rebind controls to something more immediately accessible for left-handed play. (I prefer to use the number pad with roll controls above strafe/turn controls.) I'd also have liked a way to retract the landing gear in case of needing to do a second pass. PAPI lights or a similar system also would have been a nice touch.
In short: I wasn't a fan at first for the learning curve, but your game grew on me. I don't think I'll be mastering it, but I won't be surprised if you win. Good luck!
Thanks. We had a lot more planned as the jam lasted two weeks. Innevato and I have been streamlining Bro. I'm almost done with a complete overhaul of his code, but sound from his footsteps isn't playing right, even though my implementation looks like it should be functionally identical to a few lines Plide wrote just to get it to work -- the only big difference being his running as part of the physics and mine pulling a signal off the animation.
Interesting take on the backstory. Those are real fireballs as show up in the boss, by the way. At one point when i was working on getting the goblins along the side to toss them at Bro, I tried turning them to ridged bodies. Sis's fireballs suddenly had gravity physics, and that wasn't any good for the cutscene.
We actually had sprites for the house (seen in-game as a brown rectangle) and goblin camp drawn up and implemented on the last Friday of the jam, but that commit didn't make it into the submission. Here is what it would have looked like:

This screenshot actually comes from a branch where I have overhauled most of Bro's code for walking, and doesn't have the screen pan for the boss yet, though I intend to aim for more of a fixed-camera for the fight per my original vision.
50:56.838 with an intermission.
Fun. Very well done not-a-tutorial tutorial. Every mistake I made was my own and not a cheap shot. I came very close to giving up a few times, but seeing checkpoints so near prompted me to keep pushing.
I'd have liked number pad controls, and I wasn't big on how I lost momentum on number pad controls, but that's just me.
Thanks for the feedback! Yeah, I only set up keyboard binds for the controls. I'll be sure to cue up default controller binds for a future update after the jam results are in
Coding the boss was fun, but rushed. I had to play around in the editor so he wouldn't kill himself, and I'm so glad I made them cross.
We had three programmers sign on before the jam. In reality, real-life had other plans. Aside from the Game jam menu and a few patches by Plide, I did the programming alone while learning the engine with almost no prior experience. The other two programmers were present for brainstorming though.
One of our early design decisions was to emulate the Sega Genesis. I took that to mean "no explicit tutorial." Funny you should mention a progression obstacle, because a training dummy was in the works --we even have the art for it-- but coding the boss took priority. Even the boss's distinct second phase got the axe due to time constraints.
Thanks for the feedback. I agree: whoever did the level layout [me] had little-to-no idea what he was doing! I just doubled the size of the viewport in X and Y directions and called it good. Hopefully we will have a chance to get the other 75% of our brainstormed content off the drawing board someday.
We accomplished our goal of making it to submission. For that, I am thankful.

