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A jam submission

Jeremy's Big PaybackView game page

You can't fire me if you're DEAD
Submitted by Yollie (@R0xani), Arcy (@arcywastooshort), blackborzoi — 11 hours, 59 minutes before the deadline
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Jeremy's Big Payback's itch.io page

Game's Take on the Theme
You roll around to pick up stuff off the ground (rolling is basically spinning... right?)

Did your team make the majority of the art and music during the jam?
Absolutely!

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Comments

Viewing comments 27 to 8 of 27 · Next page · Last page
Submitted(+1)

The visuals are really nice, I like the Katamari Damachi feel in this game, its really well achieved, and the atmosphere is great, filled with effects and lot of stuff, well made!!

Submitted(+2)

Very fun and very polished juicy game. The vfx makes everything feel amazing. My only complaint would be the building fight; controls feel a little subpar and unsure if I was just supposed to just survive or if I should actually be fighting back there. 

Submitted(+2)

Very, very good game! It is unreal how much quality is in this game and I like so much stuff about it. The dialogue is pretty funny, and the bosses look amazing, it’s always clear what their attacks are and how to dodge them. My favorite part of the game has got to be when you charge up all of that debris the player collects and throw it straight at the boss, because it feels immensely satisfying and polished. Good job on this!

Submitted

really good art. If you have some free time, how can you watch my game?

Submitted

THIS IS FUCKING AWESOME!
This is like Ultrakill but intense!

Submitted(+2)

This game didn't go easy on the juice, and I LOVE IT! The visual were phenomenal (holy moly, the impact frames), the music and sfx were amazing (especially the charging sfx), the voice acting were hilarious (especially the one where you don't jump down on the 2nd boss, made me burst out laughing), the ULTRAKILL references were also really nice. It's also really well optimized, i was able to run this smoothly even on my shitty old laptop (with reduced graphics, thanks for including that setting). Well done!

Submitted(+2)

Omg, this was an awesome submission, visually stunning and really polished in all aspects. Voice acting and dialogue lines were hilarious and yeah, I waited on the credits haha. Great job!!

Submitted(+2)

unlike the others most upvoted this one deserve

Submitted(+2)

The details on this is insane, like, this thing with the spinning watermelon's voice getting lower as he spins, the dialog when you don't jump down, items descriptions... It was epic and a lot of fun all along, thank you for the game, I felt like I was on a section of a Ratchet & Clank game :D

Submitted(+2)

Hell yeah, Jeremy is BACK with this super impressive installment in it's character arc haha! The polish, visual and gameplay are absolutely fabulous!

Submitted(+2)

Impressive visuals and boss. Adding dialogue to the boss made it feels like its thinking! Respect

Submitted(+2)

Reminds me of Gravity Rush's gravity hurl ability and NieR automata!

Submitted(+2)

Amazing concept and gameplay, I really feel it could be its own iconic game (takes me back to Wii game era).

Submitted(+2)

This game caught my eye browsing trough the list, I got to say Its the best Katamari inspired game I seen in a while, music slaps hard, especially at the second boss, the gameplay is super fast paced and easy to get used to and the art style is really amazing, you guys did an amazing job, nothing to complain, its perfect.

Submitted(+2)

Ah yes, the return of Jeremy. I actually wanted to do a fight in my game like the final fight here, but it became something else entirely in my game. Anyway, this game was definitely very cool ( and genuinely pretty funny ). Love that pizzascraper got referenced.

It goes without saying that the presentation is amazing. Great visuals, audio and voice acting all around. Didn't know that arcy could voice act. Now all that's left is for Yollie to do some voice acting. I will admit that I think the rate at which the bosses were saying their voice lines could've been reduced. It felt like they went through all of their lines of dialogues within a minute ( Honestly, not much of a complaint and is more of an observation though )

The main mechanic is great and definitely uses the theme wonderfully. That said, it also caused the fights to become slightly monotonous ( Although I'll come back to this in a bit ). I kinda feel like the bosses could've used some sort of mechanic where you need to shoot certain weak points or something. Basically something which would've needed a little more precision since it got kinda mindless after a while. Still fun without a doubt though.

As for the bosses, it goes without saying that they look and sound amazing in general. The game's got a shit ton of charm to it, let it be all the different camera angles or even the descriptions of stuff you pick up ( which I unfortunately didn't really read due to the heat of battle and needing to get back my seemingly legally created fraudulent corporation ).

That said, I think both the first and second boss could've used a few more attacks in their move pool. It felt like the worm was pretty much only shooting rockets at me 24x7 and only started charging at me towards the end. I think the ceo's movepool is pretty solid, though I think his pew pew attack could've used a little less tracking.  I also think Jeremy could've used atleast one other defensive option by default. The jump pads were definitely useful, but some way to increase his speed would've helped. ( I didn't try the dodge, so if it answers my problem, then I guess I take it back )

Now as for the vfx, they're peak as always. Nothing more I can really say there

However ........ ( Maybe take this part with a grain of salt since it's probably just a skill issue )

I sincerely feel like the readability of the game suffered way too much. Shooting is juicy AF but oof, I think I almost got a headache from some of the impact frames lol. Though I think my biggest issue was how the aoe attacks were almost unnoticable at times for both the worm and the ceo . Again, probably just a skill issue, but it was kinda hard to tell why I was even taking damage sometimes. Not really a fan of the thin lasers in the ceo fight either. I feel like a little too many spawn. That said, I do like how the screen turns red ( kinda ..... ) in the fight on the side of the building when you're about to get attacked by the ceo. Cool way to tell the player to move away.


All in all, another quality game from y'all. The production was off the charts and despite the issues I mentioned, the game was still damn fun overall. Very damn good job to y'all

Developer(+1)

Adding another one to the count of "yollie overuses vfx". Well would you look at that, still 100% accuracy, he never seems to miss. (this isn't meant to be a jab at yollie lol)

Thank you for your insights Mr. Bad, I agree 100% with all of them

Developer(+1)

WHAT THE FUCK IS A READABILITY !!!!

Submitted(+1)

absolutely rediculous. The gamepaly, the style and the great use of camera. Insane work. So good

Submitted(+1)

Best visuals!! 

Submitted(+2)

Loved the vibes of this game. Team did an amazing job on visuals and audio, game was very fun to play, although i couldn't really get past the second boss due to the difficulty. Some of the attacks left me wondering how i would ever be able to dodge them. But great concept and execution overall!

Submitted(+2)

Evil and fucked up Katamari I love this so much
Jeremy is deadass peak character design btw

Submitted (1 edit) (+2)

the boss saying “I got that one from sun tzu” made me pause, raise my arms up in the air and say “absolute cinema”. This game is peak.

Edit: I finished the game, this isn’t peak. It’s double peak.

Developer(+1)

(arcy wrote that line)

Viewing comments 27 to 8 of 27 · Next page · Last page