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.
Skyline Game Studio
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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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
