thank you! could you try out our game in response and let us know what you think of it, please? :)
Skels
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Please don't be sorry! I don't take any issue with a game making me feel ill, the same can be said for An Outcry (by Quinn K) - I mean, I uninstalled it and never played it again - but it did make me feel something. It did also feel like it was trying to say something, not just shock for the sake of things. Unfriendly is definitely an apt word.
Or, at least, "friendly but also actually really unfriendly" - which is how I'd describe a lot of the doublespeak in the game. The way that the words written to Solomon are often in harsh juxtaposition with the actions. "Don't worry! It's okay, you can try again tomorrow! Your fine today will $200.00." Fucking beautiful, and very... on point. Relatable, even.
When I next get onto BSky, I'll be giving you a follow for sure :) In the meantime, please give our game a try and let us know what you think? We'd all really appreciate it.
Hi! Just a heads up - I released a new game! :) https://skellysoft.itch.io/likeclockwork
The character art is really nice, love the 2D cut out look! And a grid based system for movement with diagonal movement permitted as well as just forwards/backwards/left/right is really unusual. I couldn't work out how to do much, but the overall tone and cheeriness made it enjoyable to mess around with for a few minutes :)
Oh my god, this was amazing! The mixture of dungeon crawling controls with typing in black and white makes me think a little of Cryptmaster (Given that I liked this, maybe I should go give that a try...)
Firstly, the fact that you did this in just two weeks is incredible.
I loved the visual style, the mixture of halftone photobashed (or what appeared to be photobashed) enemies and entities, along with the color-inverted illustrations, and the simple, blocky, digital layout. A couple of times I thought "yknow, it'd be good if this game had-" and then the game would come along and do something similar right after I'd thought it (health crates, multi-word or number combinations that you needed to get right, etc). The sound design is excellent as well! Very textural and crunchy. The only issue I had with it is that, to exit typing mode, you have to press the Escape key - and as I was playing it fullscreen in browser, it kept kicking me out of full screen mode! >.<
But aside from that small gripe - this is fantastic. Well done!
Rather than quantity? I'd personally spend time trying to add more complexity. Have the items actually do something rather than just being for the sake of collecting, leave clues as to how to progress in the characters responses, etc. Make it have some kind of progression, where you have to hunt for the way forward ^_^ (at least, that's my two cents!!)
This might be the most confusing game I've ever played.... nauseating, disquieting, anxiety inducing, made me ill at ease, but somehow I couldn't stop playing?! It's almost like a non-sequitur horror experience. I got as far as the world with the blue 2D room and the orange clock hands before I had to stop, because I'm genuinely starting to feel a little bit ill - and I don't mean that as a complaint, I think it's just my brain can't handle 2D and 3D gameplay at the same time, overlaid like that? I wonder if this is what living as the G-Man is like.... or having delusional psychosis while also having chronic fatigue syndrome (since Solomon can't seem to stop falling asleep). Maybe just a metaphor for trying to live in 2026? :')
The art is all fantastic, such a range of sources of visual inspiration - from photography, ancient-codec-encrusted video clips, Lovecraftian PS1-esque horrors, plasticine models (or at least what looks like plasticine models), 3D pbr textures... and the menus, the sounds that the menu options make, I can't make out what they're saying for the life of me, but it's all so.... odd.
Definitely worth a play, but.... wow. I had no idea what I was expecting, but it sure as shit wasn't *this*. REALLY glad I played it though. Well done.
Ahh, good ol' pre-rendered 3D. I have a big soft spot for this art style <3
This looked and played great! A simple game, but made more engaging with the addition of a little shop to let you upgrade your gear. Very simple, and very fun! Glad to see you included mobile controls, as a game this straight forward really is made for mobile over anything else, haha.
Maybe in a future version, you could include things you have to avoid smashing? Delicate objects on the table/floor for example? Just an idea. :) Great work!
Wahey, a classic Wolfenstein looking boomer shooter!! Love these things.
I had a good time playing this - the pixel art enemies and player weapons looked great too! My only big complaint is that the blood particles were huge, which meant that I often couldn't see what was happening nearby the enemies I was shooting because they were blocking my vision, haha. Good job!
Oh my god, this was amazing! The mixture of dungeon crawling controls with typing in black and white makes me think a little of Cryptmaster (Given that I liked this, maybe I should go give that a try...)
Firstly, the fact that you did this in just two weeks is incredible. It took myself and my team (of maybe 3 - 4 others) four whole months to do our project! (Though, there were a few times we were held up for a few weeks due to 3d art asset issues, but still.)
I loved the visual style, the mixture of halftone photobashed (or what appeared to be photobashed) enemies and entities, along with the color-inverted illustrations, and the simple, blocky, digital layout. A couple of times I thought "yknow, it'd be good if this game had-" and then the game would come along and do something similar right after I'd thought it (health crates, multi-word or number combinations that you needed to get right, etc). The sound design is excellent as well! Very textural and crunchy.
The only issue I had with it is that, to exit typing mode, you have to press the Escape key - and as I was playing it fullscreen in browser, it kept kicking me out of full screen mode! >.<
But aside from that small gripe - this is fantastic. Best thing I've played so far in this jam!!
This was.... very interesting to say the least! I don't know if something wasn't working on my end, but I didn't see any mixed media in the game aside from the cover image (which is fantastic, by the way!) - everything else seemed to be made of spinning bisexual gradients or little icons that looked like they were drawn digitally, or text.
I really enjoyed speaking to all the entities... "another" made me laugh often, and I think I collected all the objects in my voidpocket? but after I'd been everywhere and talked to everyone, I couldn't find any other place to go. I was half-expecting a message to pop up in the log on the bottom right, so I could type it in somewhere and reveal another layer of realities to explore. (Kind of like "Welcome to the Game", if you've ever seen or played that.) I couldn't actually do anything with any of the items I collected either - so I might of just been missing something. Either way, I had fun - and you definitely have a knack for writing short, funny dialogue. Thumbs up!
Okay, I don't think I can wait for all the points to add up, not trying to brag but I scored WAY too many points, hah.
That was interesting! It didn't feel as much like a full game, as it did a single mechanic for another game - but, it's a pretty darn interesting one! Would be great for a horror game, or perhaps something stealthy, where you've gotta time releasing the mouse button with the sound of doors closing or thunderclaps.... mmm. there's a lot of potential in this mechanic! I highly encourage you to work this into a full game in the future! :D Good job!!
(Also - in the future - if you need stock photos but don't want to have to put up with watermarks, try some free stock photo sites, like Pexels.com, or Pixabay.com. Pixabay is probably my favourite - don't know what I'd do without it! Still, *any* stock photo is better than an AI image, even if it has a watermark... hah.)
Thanks for the feedback! Positive or negative, it's all appreciated!
Yes, combat is meant to be a bit "hit and run", so to speak - Amelia isn't meant to be a powerhouse (not yet, at least). But a version 1.1 will definitely include a few tweaks and improvements, including the game starting you back at the beginning of the current area, not the entire game/level. We just run out of time to implement it before the deadline, haha... Thanks again for the feedback! <3
I come to you today begging for mercy upon a very idiotic game developer. >_<
I don't know if this would be okay with Ikoms or Sugar_pill, but... I really messed up. I misread the deadline date as the 1st of July (tomorrow), therefore missing the actual submission date. :( It wouldn't be so bad, except I have a team of at least 3 other people behind this project who were all looking forward to some feedback (along with myself).
Would it be okay if I were to upload our game project to itch.io tomorrow, and list it here as an unofficial, late entry? Just to get peoples opinions on it? We've all worked really hard on it for a long time. (It's very nearly in a playable state.)
Mods - please, let me know!
Skels <3
Hi! Might be entering something into this game jam, depending on the answer I get to this question:
Does it matter if the submission was worked on before the jam start date, as long as it has not published/uploaded anywhere before? About 90% of our team members are all LGBTQIA+ in some way (mostly trans gamedevs and artists).
- Skels
This was a great little tower defence prototype!! Kaykits assets really shine here, he does such good work. The flythrough of the route that the enemies take was really cool, and the idea of switching between three different cameras to view the level in action was awesome. It could of done with a way to perhaps spend your crystals on restoring some health between rounds, maybe a brief in-game explainer on how to play what each unit type does etc, but that latter part comes down to (I imagine) a lack of dev time as it looks like this was a game jam project. This is great, though! Well done :D
Hehey, this was great! Only nitpick with it that there was no way to reload without shooting a bunch extra, as every enemy needed 3 shots to make them surrender. A little reload button you have to hover over on the HUD would of made the whole "don't shoot more than you need to" thing feel more viable, but otherwise this was a great lil time :)
Strangely beautiful, but... obtuse. I love the presentation and visual style, it makes me think of Ice Pick Lodges work (The Void, Pathologic, Knock Knock!, etc). But I tried to get past the first stage twice, and couldn't get anywhere. I saw a comment on the Steam page mentioning about needing to touch a particular object to proceed, but I tried that (after pressing several of the white circles on the woman and then hearing the strong wind blowing, which I assume is a trigger/"flag" of some kind being set?) - alas, I still could not progress. Which is really a shame, because I wanted to play through all of this very badly.
If anybody can tell me how I'm meant to proceed, I'd happily hear it, because I really want to finish this!
Good fun! Definitely needs music though, even if only temporary music loops for different areas. Felt a bit empty without it.
The aesthetics and character designs are fantastic, and the environmental feedback was great too! I did struggle with the controls a little - but I think that's more on me tbh. Some pointers as to how to unlock the first pad, how to break the first crate, etc - like a basic tutorial tip or directional pointer for the first ones - would of been helpful, but I guess that'd probably come later on in development? It feels more like this is a later level, or a hub area to test mechanics, rather than intended to be a "first level".
Having said all that, I'd LOVE to see this developed further and am gonna watch its progress with anticipation ^_^
Hey! So I stumbled across this game jam in the jam calendar, and I've gotta say, I'm very interested in taking part! I enjoy game jams but find that a single week is a little fraught and I always get too stressed out. Mixed media is an art-style that I've been a fan of my whole life and is very much in my wheelhouse so this would be the kind of thing I'd love to take part in (After all, not many people seem to realise this, but the original Doom was a mixed media powerhouse - photos of physical models, photo-sourced textures and pixel art!)
I did want to ask, though - will the jam submissions be ranked? Not as in, is there going to be a panel of judges doing rankings etc - but will we vote on each others entries and get a result at the end of the judging periods? One of my favourite parts of game jams is getting feedback from other developers on where I did well and where I could improve, etc. Please, let me know!
- Skels
Your wish is my command! ^_^
https://skellysoft.itch.io/ready-steady-glow
Version 2.0 includes -
- A marginally bigger level
- One more tree to decorate in the same timespan for extra challenge
- More decoration (lil houses with christmas wreaths!)
- Improved proloading (though it may still initially hang a bit in the web version depending on your PC specs - but, as far as I'm aware, it does all that at the start now, now during gameplay)
- Fewer (if any) bugs
- An improved menu with in-game credits
- A controls layout diagram in the intro/before playing
😁
As much as I loved the intro - great job on that artwork, *and* the artwork in the game in general, btw! - I felt like I must of missed something? Minesweeper, which it feels like this is a cousin to in some ways, gives you far more information on the surrounding cells, but there doesn't seem to be a mechanic like this for each cell here? Just the occasional clue, like "the enemies are not in this row", etc? That's a great idea, but it didn't give me enough clues, so I ended up just randomly clicking around and dying. Maybe some kind of Bomberman-esque light mechanic which reveals all unoccupied tiles in a row might of helped? The production values are great, though.








