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A jam submission

BreakpodView game page

Every weapon breaks in one use!
Submitted by forestherd (@forestherd) — 2 hours, 18 minutes before the deadline
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Breakpod's itch.io page

Results

CriteriaRankScore*Raw Score
Design#514.3504.350
Overall#1324.2084.208
Adherence to the Theme#3344.2754.275
Originality#4064.0004.000

Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

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Submitted

I was browsing throught some of the game I have rated to see how they performed because I' not really happy about our final score. 

Our games are so similar and I just don't understand why your game was rated so much better. 

I don't get it, why your game is more original than ours when we basically have the same mechanic.

Not saying that our game is better or your game is bad, I'm just really confused.

Anyway congrats to your final rank, almost made it to top 100.

Developer (1 edit) (+2)

I think it comes down to contextualizing the theme for the player in a way that 'feels' original. 

As an example, the game ranked 9th overall in this jam, "Blade Breaker: Sword Taker", might have gotten such an amazing score because, among other reasons, it took the rather uninspired idea of "only one use" and twisted it into "only one durability". I was actually aiming for "only one durability" with my game as well, however I framed the game around this idea in the wrong way by making the things you pick up more like "items" rather than "weapons". With a blade, you can say that it "broke", but with a potion or a handgun, you'd say it got "used". And it's this small distinction that makes one game 'feel' more original than another! 

Or well... that's at least what I've gathered from this jam. There are definitely loads of other reasons why some executions of the same idea might have gotten better ratings than others - whether it be presentation, game feel or something different entirely! I feel the best thing we can do right now is to be proud of the games we made, the experience that we got from making them and the chance to retrospectively look back and think about what we can do differently next time!

Viewing comments 21 to 21 of 21 · Next page · Last page