Thanks for hosting the jam, it was a ton of fun! Also, I noticed that our game might be kinda long/difficult, so if our game at all ends up with a consideration to make it on stream, we can enable a little debug feature we had to skip the current section and give a new build real quick with that enabled. That way, if vinny gets stuck he can just skip over the duck hunt or the platformer sections to see all the content we put in! If you guys don't end up picking our game or think it's fine, no worries.
We went ahead and uploaded that build, but we clearly labelled it as post jam work! As well, the original upload from the jam deadline is still listed, so hopefully that doesn't go against the spirit of the jam and still showing the work we had done as of the deadline.
ShampooBandit
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While not many will probably appreciate playing a visual novel, I think it was pretty cool for what it was. The mini games do help add something to the gameplay, though I think it might have been more interesting to maybe have focused more on the changes affecting the character? At first I almost thought there was going to be like a cosmic/eldritch horror kinda slant to how the character was being affected by the TV and altered, but totally understand working within the constraints of a week. Overall was a nice entry.
That was a great little game, I thought the level switching and tv portal mechanic was awesome. I ended up picking up enough to beat the game in the first level lol. The stages were cool and I think you had some fun little mechanics in there to play through, it would be really interesting to see this fleshed out into a more complete game. I feel like there's a lot more you could do with this idea.
Definitely a neat idea, funny how similar it was to the concept we landed on for our game. I like the idea of having to juggle a bunch of different games at once, however I did notice the fly dumpster game seemed like it required a lot more attention but you had to cycle through channels one after the other. I think it would have been cool if the channels were maybe each on a button so you could skip directly to whichever channel and tend to that game.
I like the mechanic with the changing jump height, it would have been neat to see it more integral to the game, or maybe different paths depending on your hitbox size, I'm not sure if that ever becomes a thing later in the game. Maybe some other sorts of hazards or types of platforms would have been really cool to help change up the gameplay along the way.
This was a funny little horror game, it's always fun to satirize the spooky kids content horror genre. I definitely think there's more you could do to tie in the platform of it being on a tv with the gameplay, maybe incorporate stuff like trying to change channels or something? Overall a pretty good entry.
Nice little breakout game. I think definitely you could have put in some powerups to help spice up the gameplay. I noticed there was like a floating hand in the background that didn't seem to do anything, maybe there could have been more to the game utilizing the elements of there being channels behind the game or something like that.
I think the art for this one was really great, super cute style. Unfortunately the first time I played it, the game crashed or something after the cowboy microgame and it wouldn't continue, but I refreshed the page and it was fine after that. Also the spinning ferris wheel one was really confusing and I always failed it but that might just be a me thing. I definitely think some more variety in different types of micro games would help a lot, but I totally understand why you only had a few because of the sheer amount of different art assets that goes into it. It would be interesting to see what other kinds of microgames you would have cooked up. :)
I do like the concept here, I think maybe I didn't really understand what to do but it seemed like the green area for the weather wasn't changing at all, so after putting the cursor there it was just waiting till the timer ran out. I think with some more events happening, maybe some stuff to spice up what you're doing with sudden events you have to account for, or ways to change your goal around so it's more challenging to keep viewers tuned in? The art style is cool too!
This game was awesome! I really like survivor games, and I definitely think you have something great here you could polish up into a proper full game. The way you used the theme was really cool, the graphics look awesome, and I do think it's interesting to have the goal be preventing them from reaching the side of the screen like old defense games used to do but you can also distract enemies to have them follow you. If you add some more variety of weapons and passives, I bet you could definitely release this and people would dig it. Endless option after the boss would be really cool too, maybe looping around each 5 minutes with increasing enemy multipliers?
I really liked the idea of this one, it reminded me of Braid I think it was. Cool idea to have the timeline tied into gameplay, I think if you were to turn this into a more full game, theres a lot you could do with dynamic level elements that change over time, maybe even letting the player skip through the timeline to specific points and stuff? It's a very cool idea!
This one was a ton of fun! I really like the idea of formatting the microgames this way as a tv station, and I think the memes are included in a tasteful way. Definitely could see how you could expand this out into a more full microgame collection, and I think the timer being an overall thing to complete every microgame instead of each game being strictly timed is really nice.
Yeah it's tough to not be able to make deadlines, but you definitely at least learned things to take away from it! Often it's what you feel like you failed at that teaches you the most.
I can't do art and primarily am a programmer, and I think your best bet for a game jam is to make sure you find an engine you like working with ahead of time that doesn't pigeon-hole you into a game type, so you can be flexible for the jam theme but also not have to learn it all in the very short jam window. I spend a lot of my time just thinking like "Man I like this game, I wanna try making my own version" and practice in engines like Godot.
For me with programming, it's a lot about building your mental toolbox and learning how to break down concepts into the logical flow so you can do that in your game. What I found that helps me the most is practicing taking whole ideas and then thinking about what do I need to make it all work and writing it out in order. You'll only ever execute one line of code at a time, no matter what, so if you think of your game projects in broad strokes like:
- Get input
- Update game
- Update player
- Change from idle to walking, move around, etc
- Update enemies
- Perform AI logic
- Update GUI
- Check the player info and update what to draw later
- Update player
- Draw game
- Draw player
- Draw enemies
- Draw GUI
You can then just focus on small portions at a time and even inform what to google in a more focused way or decide what order things need to happen in to get the final effects you want. Hopefully this helps you or anyone else reading this! I'm by no means an expert, but this is my method and it helps me stay more focused especially when my ADD acts up in a project and i get bored and jump around working on different components lol.
I commend the effort at tackling Unreal engine for a game jam, definitely impressive to get something made with it. I don't think it's a bad idea to be exploring like an abandoned bootleg thing, but I feel like the meta-narrative stuff detracts from the experience. I think you could make the idea work, I just feel like it's probably something that doesn't fit too well with fecal funny game jam lol. Not a bad idea to continue the project and try to flesh out your ideas more, maybe you can make a more full horror game experience with it?

