A huge thanks for your detailed feedbacks and video.
Yeah, not only I should have a "control reminder" instead of a long intro (to be suuuure the player wouldn't be lost even if they didn't read the game's page).
But also I should have given more "sense" to level's objectives, like your proposal for the rings and their height in this game.
I was just a bit too taken by the idea of making the aesthetic I want... plus the fact I had prioritized the "visual mood" in the three hours I had :' D. I'll balance that a bit more next time.
Thank you again !
WLHib
Creator of
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Hey, is this your first jam AND your first game ?
Nice work on the 2D Assets and the dark mood ! <3
Special mention to your music choice too.
Next time, maybe focus on more audio and visual feedbacks. A simple gameloop like yours is totally fine but cooler if you add VFXs, SFXs and Camera shakes, they're not complicated to implement if you planned your code's architecture before (pro tips : planning code and assets is free during the WE as long as you don't work in your engine, use it as much as you can !).
I see the challenge here and it's a nice job for your first time in this jam ! Your maze isn't too long so you can't get really lost.
But yeah, mazes... are quite harsh to make interesting, especially if your dev time is limited :' D. Next time, when you plan your level design, take your time to ensure your navigation is fluid (it doesn't count in the 3-hour time limit as long as you don't code/put assets in your engine, just use a good ol' piece of paper). It saves you space to put more feedbacks (VFXs, SFXs, camera shakes...), because that's what your game lacks a bit.
Keep going, champ !
I found the secret of eternity and it's so deep and beautiful : D <3
A superb mini-adventure you made is so few hours, particularly for your very first game here. I've played your upgrade "The True Secret of Eternity".
For your next jam, like I told other newcomers :
- Practice with your engine until it's second nature.
It builds muscle memory, and you'll accumulate handy code snippets or base architectures you can deploy instantly (just don't overdo it, the goal isn't to pre-make the game, but to skip the boring setup phase).
- Planning time is free, use it! You have unlimited time before starting the clock to structure your ideas.
Don't wing it during those 3 hours. Map out your core gameplay loop, state machine, or main classes on paper first.
- Think about the "Juice" early...
A basic prototype with good camera tweens, responsive controls, a solid shader, and synchronized audio will always feel better than a complex game that feels static.
- ... so leave room for audio and VFX.
Plan them out during your brainstorming: When do they trigger? At what volume? Having a tiny impact sound or a subtle screenshake completely changes how the player perceives your game's polish.
- The 15-minute rule: Try to code your core mechanic in 2 hours, spend 45 minutes on audio/VFX/UI, and lock down the last 15 minutes strictly for building, testing, and uploading.
In short: practice, scope down, plan... and if it feels too complicated, simplify it immediately !
GG and don't stop improving !
Woaaah, not an easy job with the amount of informations and the time limited to 30 secs :' D. I had to manually freeze my page and screenshot everything x' P.
I do love the concept and it's a rich mechanic for an implementation in less than 3 hours of dev !
Push it forward, add sounds and visual feedbacks, it can seriously be a nice game concept to ship later !
It's a quite good gameloop for your first ever game made in this short span of time ; D !
I've repeated these same tips to another student from the HEAJ, but :
- Practice with your engine until it's second nature.
It builds muscle memory, and you'll accumulate handy code snippets or base architectures you can deploy instantly (just don't overdo it, the goal isn't to pre-make the game, but to skip the boring setup phase).
- Planning time is free, use it! You have unlimited time before starting the clock to structure your ideas.
Don't wing it during those 3 hours. Map out your core gameplay loop, state machine, or main classes on paper first.
- Think about the "Juice" early...
A basic prototype with good camera tweens, responsive controls, a solid shader, and synchronized audio will always feel better than a complex game that feels static.
- ... so leave room for audio and VFX.
Plan them out during your brainstorming: When do they trigger? At what volume? Having a tiny impact sound or a subtle screenshake completely changes how the player perceives your game's polish.
- The 15-minute rule: Try to code your core mechanic in 2 hours, spend 45 minutes on audio/VFX/UI, and lock down the last 15 minutes strictly for building, testing, and uploading.
In short: practice, scope down, plan... and if it feels too complicated, simplify it immediately !
Keep it up, I would be keen to see your next Trijam entry ; ) !
I really like the idea and the game's visual mood...
... but I think the control scheme could be improved :' D, it's quite complicated to manage sharp jumps while trying to aim with the same inputs to move, and then pressing Enter (which is quite far away in my keyboard) to shoot a key.
Why not allocating the Shoot input to your mouse ? Allowing to aim freely would be up to you but it can certainly be a way to avoid a mishmash between your hands on your keyboard :' D.
Still GG for your try !
Wow... you shouldn't have made a world so silent and pixelated, yet emotional.
I'm impressed you could summarize (and polish !) your confession on your game dev story in a super short time limit. I could be interested about how you managed to create and put so many dialogues and interactables. Using my time well is my weakness so I'm asking for your advices too.
Congrats and many thanks for this message.
Oh and... Xenogears mentioned ? : D
A nice attempt, staying true to the jam's theme. I love stealth games too !
But for your next Trijam, you should simplify the concept, the map, and the mechanics, because ultimately, it's a bit of a shame that it lacks some graphics, audio, and feedback. :'D
However, keep it as a prototype for a more ambitious game if you want to improve it later !
Hey, awesome job on your first game for this challenge !
At least, you've got a loop under 3 hours, my first entry a few years ago took more than the restricted deadline and wasn't that polished at all :' D.
Here are a few structural tips for your next runs:
- Practice with your engine until it's second nature.
It builds muscle memory, and you'll accumulate handy code snippets or base architectures you can deploy instantly (just don't overdo it, the goal isn't to pre-make the game, but to skip the boring setup phase).
- Planning time is free, use it! You have unlimited time before starting the clock to structure your ideas.
Don't wing it during those 3 hours. Map out your core gameplay loop, state machine, or main classes on paper first.
- Think about the "Juice" early...
A basic prototype with good camera tweens, responsive controls, a solid shader, and synchronized audio will always feel better than a complex game that feels static.
- ... so leave room for audio and VFX.
Plan them out during your brainstorming: When do they trigger? At what volume? Having a tiny impact sound or a subtle screenshake completely changes how the player perceives your game's polish.
- The 15-minute rule: Try to code your core mechanic in 2 hours, spend 45 minutes on audio/VFX/UI, and lock down the last 15 minutes strictly for building, testing, and uploading.
In short: practice, scope down, plan... and if it feels too complicated, simplify it immediately!
Oh, et passe le bonjour aux profs de l'HEAJ ; ) !
Thank you, plus, they're one of my favorite artists. I literally listened to this track on repeat all weekend x'D
I can also recommend Sawteeth, Wreach, Lifelikemovies, Milesperhour, Accelio, Castcadia, Major Axis, Pizza Hotline, Rainforest, LTJ Bukem, Takuya Nakamura, Sxnctuary, PHD, and MC Conrad...
And if you think this could be an idea for a longer (or even endless) game, I'm open to discussion !












