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Skyline Game Studio

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A member registered Nov 01, 2025 · View creator page →

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I like the concept and doing it as multiplayer but I really think it needs a tutorial or at least some basic instructions, I could not for the life of me figure out what I was supposed to be doing or how exactly it worked. Seemed like once you figure it out it would be pretty fun though.

Yo this is actually so well made, I'm shocked I'm finding it on the needs ratings page, shows how algorithm dependent jams are because this is genuinely one of the best games I've played.  the concept is creative the game is fun, there are solid well made puzzles made in under 4 days which seems impossible. The art, audio, and gameplay all work together perfectly and create a really cool and cohesive feel and identity for the game. And the subversion of expectations by having the exp pickups be an obstacle to avoid rather than a reward was super clever. Really glad I found this one.

Really loved this, I'm a sucker for the old school terminal aesthetic and this was really well done, shame you didn't have time to finish cuz I was really curious what was going on with the story but at least that means you did a good job of roping me in. Hope you get a chance to finish post jam cuz it seems like a cool game and an interesting story.

Fun shooter and a good visual style, I definitely enjoyed it but I do have some feedback too thats hopefully useful. Most importantly, I'm sure you would've fixed it if you'd had time but the constantly moving backwards when you're not touching the controls and not being able to stand still is really jarring, and makes it really hard to activate the terminals especially when you're being chased. Also for the shotgun and weapons like it that have a substantial delay in between shots, having some kind of indication of when you can shoot again is essential, most games solve this with animations like racking the pump on a pump action shotgun or the bolt on a bolt action rifle but if not animations even a little bar that just shows you when you're able to shoot again so you're not just spamming click would go a long way.  Also more kind of cover and different objects and obstacles to play around really does a ton for shooters and it's a ton of fun to play around with map design in that way. Otherwise fun robot shooter with a good vibe and visual identity. 

It was perfect bro and it was cool to see the city in my racing prototype more flushed out with interiors and pedestrians and npc traffic and everything, was super cool to see.

100% no shame in that bro I used a bunch of free assets in my game too since I'm also solo, we should do a collab some time if you want since we both have games in the same universe apparently lol, we could try to flush it out more make it a little open world town or something.

tfw no more ciggarat :(

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This was genuinely so well made and fun, trying to remember the list and speedrun the tasks made morning chores shockingly fun, and the visual details in the house and out on the street were really solid. So cool you took the time to do npc traffic and everything, that combined with all the animated npcs on the street really added a lot of immersion.  Also the ending was perfect, so glad I found this one.

Yoooo I have a racing game prototype I made that uses the same city from the same asset pack, completely  tripped me out at the beginning when the camera shows you the overview of the city like "wait I've driven down this road before" thats too funny bro I guess that means our games take place in the same universe. What a nostalgia trip man I haven't seen that prototype in years. I haven't even played the game yet just had to come say that. 10/10 already though.

Thats a good tip, I saw a lot of entries with the missing .pck error

Oh thank you that's a good note, I hadn't even considered that, I'll definitely reduce the default and add a setting to disable it entirely.

This was genuinely really fun, and a pretty original concept that immediately made sense with no explanation and was fun to play, which is super impressive. My one real note is once the player has gotten all the tanks on that level to fall it should probably just jump to the next level so you're not just waiting around for the next one, but thats small details. With more time this could be a really cool game, especially with some kind of multiplayer I could see this being a really fun party game.

Glad it helped and glad I was able to figure it out and it was an easy fix, would've been a shame if no one got to try it over something small like that. 

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Players can get the game to run by manually renaming GMTK2026_Data to LeftBehind_Data but unless players do that the game will not launch. I would add a line at the top of your description explaining that and hope people are willing to take the 2 extra seconds to make it work.

Yo crucial note: You manually renamed just your exe but it looks like that broke the game because when you attempt to launch it looks for a folder called Leftbehind_Data but that foldler in the download is called GMTK2026_Data. I was able to get the game to run by manually renaming GMTK2026_Data to LeftBehind_Data but unless players do that the game will not launch.

This is a fun take on card battlers, and the back and forth between the narrative rpg section and the battles worked really well, and the narrative pieces and the button prompts were all very well written and poetic, which is not easy to do, I wish I had a writer like that on my team.

Yo! I loved tiny samurai, glad you checked it out! I definitely over hid the weapons a little, I wanted finding especially the best weapons to be challenging but I think I went too far with it. That's one thing I really wish I'd had time to do playtests for ahead of time but I guess I'm getting the player feedback now so hopefully I can improve on that in a post jam update.

Art is really fire, has a really good sense of character and identity

10/10  on concept alone. Love when people use game dev to speak about important issues. The minigame where you guillotine the bourgeoisie was my favorite :)

Absolutely love the concept here, this is one of the more artistic feeling games I've played so far and I have a ton of respect for that. One thing I will say though is that I think the game desperately needs feedback for the player especially when they miss, some kind of simple animation or popup making it clear that was a miss and why, maybe a little bar that visualizes where you landed relative to the beat or even just something like old rhythm games where it just pops up saying "early" or "late".  Overall super fun and extremely beautiful just difficult to learn.

Fun cute game,  I agree with Choufchouf123 speeding up the tongue at the start would go a long way, was pretty tricky to hit the flies that weren't really close by but overall super fun good vibes kinda game.

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Man I am genuinely so happy to hear you had fun and those are some really solid ideas I may well end up adding in a future update after the jam, I can remember a couple of times wishing I could get multi kills with the shotgun like that myself, should have just added it but that will be a good one for the future. To answer your question about the guns, for every game there is 1 of each weapon available somewhere on the map but they don't respawn. My hope was that on the right difficulty setting for the player they wouldn't be surviving long enough to find and use them all anyways, and that the more ammo and way more ammo modes would add enough for people who wanted longer runs and less dependance on melee, but I think some kind of system for finding more ammo for guns potentially indefinitely will probably also be a good update at some point. I wanted to try to take the limited ammo concept to its extreme and really experiment with that and how it effects decision making, but I think for an endless wave shooter limited ammo on a moment to moment basis but that can recovered at some point is probably a better fit. Also genuinely loved your game by the way, still hoping I can get better at the combat and make it a little farther. Any tips?

Glad you you enjoyed it! Guns do spawn, but I may have made them too hard to find. all 9 guns and 2 alternate melee weapons are available somewhere on the map every time you play, but they spawn in randomized locations some of which can be a little tricky to find. Unfortunately I didn't have time to do real playtesting on that and its hard to playtest hiding spots yourself when you already know where they are.  My hope was that they would be challenging but not frustrating to hunt for and that the randomization of what weapons were easily available  and which took some searching would keep repeat playthroughs somewhat fresh and interesting, but that will take some dialing in I'm sure.

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Glad you had fun! If you were finding too few enemies I highly recommend trying one of the harder difficulties. All difficulties increase the number of zombies every round so it gradually gets harder as you play, but the lower difficulties start out pretty slow for players less experienced with FPS basics while the higher difficulties ramp up pretty quickly. Or do you think it was too few across the board?

Cool idea and super fun to play. Could maybe benefit from starting with easier map layouts with a little more space to maneuver and less dead ends for the first level and increasing difficulty from there, but it was a super solid, fun challenging gam

Pretty fun wacky kinda driving game, the suspension on the car is super soft and bouncy and wants to roll over desperately which all adds a ton to the overall vibe of the game. Sound effects would add a lot here, and the system for dropping off passengers could use a little work but with a little more time this could be an insanely fun game.

Kinda cathartic getting to be the ones manipulating the stock market for once. 10/10

Super chill fun game and an adorable concept and artwork. I feel like you gotta play this one at least once if not way more, easily one of my favorites so far.

This is in a lot of ways the best of the dozen or so games I've played so far, the atmosphere is incredible, it does a great job of being mysterious and making you curious early on, the art and sound design sell that experience really well too, There's a really solid inventory and crafting system which seems like it does a good job of doing what the game needs without being overcomplicated, you can immediately tell a lot of work went in to this one and it feels super polished from the beginning. I spent way more time playing this then any other game in the jam so far because it did in an incredible job of making you want to explore the town and I love that they went for an extremely difficult game that makes you want to overcome a real challenge, but I think they may have gone a little too far in this direction.  My experience after an hour or two of playing was that I was just starting to get the hang of the melee combat, which was also brutally difficult out the gate, immediately 2v1 against enemies who feel much stronger and take a lot of hits to kill, but then you very quickly start seeing enemies with guns as well, at this point in the game (basically the very beginning)  on all my playthroughs the only weapons I could find were the lead pipe or baseball bat, and beating an enemy who had a gun using one of those isn't something I'm sure is possible, which makes sense, but also causes problems if the player doesn't have a gun. I guess the idea is you spend the countdown to nightfall finding weapons and items and then hopefully are equipped to do ok after that, but I was never able to find a gun or figure out how to survive against a gun using the melee weapons and that unfortunately stopped me from seeing most of what seems like a genuinely fun and well made game.  I get the feeling if I gave it more time and kept looking around different places I would either find a gun before nightfall at some point or figure out how to survive without one but I think I have to move on to other games. I really do love the idea of a brutally difficult game like this but I also think it would benefit a lot from a just a slight ramp up in difficulty at the beginning or a little bit of onboarding for new players. I like the feeling of being thrown to the wolves in some ways and how the tutorial text even emphasized that but for me at least it was just a little too far in that direction, but for other people it might be perfect, difficulty is hard to get right largely because everyones ideal difficulty is different. But regardless a super fun extremely polished game that is well worth the frustration. 

Really love the concept of a game about brewing potions and this was a great execution. Potion brewing here is more interesting and immersive than any big budget rpg I've ever played, and the vibe and aesthetics work perfectly. 

Maaan I was hyped to play a drift game in the jam, but unfortunately the .exe by itself doesn't work, it needs those other files unity gives you when you build it. For next time just zip and upload the whole folder full of everything unity gives you when you build, unless its a file that says do_not_ship which means you have to fix a build setting.

This one was really fun, super chill 3d platformer with an immediately cool vibe and visual identity, platforming mechanics were solid and struck a good balance of being challenging without being frustrating. Definitely give this one a try.

Just so you know for next time your .exe needs the other files in the folder you get from godot when you build it, particularly the .pck file, for next time just zip up the whole folder you get when you build it and upload that not just the .exe

Really love the style here, immediately felt like a chill relaxing game you could see being developed into something really fun. 

Looks super cool though, I really love the hand drawn art style on a 3d game. Please let me know if you do get to reupload it with the .pck cuz I'd really love to try it.

Hey it looks like when you uploaded your game you didn't include the .pck which it needs to run, I'd try to contact the organizers and see if there's anything you can do, I'll submit something now so hopefully they can help you out. Best of luck.

Insanely creative take on the theme. I'd bet money this is the only game that has you counting down feathers.

Beautiful game, really love the art style . And it feels very polished especially for a jam, definitely worth trying out.

This was a trip, "You did not find peace" as a "you lose" message is beautiful and horrifying. Hope we all find peace.