Super creative take on the theme, and well executed too! I was a little challenging to see when it was time to move a bullet or monster, I think this game would be a little easier to grasp and play if I could interact with any element all at once then click "end turn". Really solid entry, great work.
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OverClocked's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #124 | 4.298 | 4.298 |
Presentation | #189 | 4.404 | 4.404 |
Overall | #273 | 4.028 | 4.028 |
Enjoyment | #1165 | 3.383 | 3.383 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Roles are reversed. Players are now the computer, and the computer is the player.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
This is a very good game, but I did find a bug where if you make it to the frame where the player reaches 0 hp, you just... get game over? And you get blamed for it, even though it's the player's fault. Maybe after the jam, you could make it so that maybe you press a key to make the player game over for having 0 hp, and then have to make the sprites restart once the player hits restart. Either that, or the game over screen automatically appears once you set hp to 0.
Also, the player inputs seem to be random, which is weird presumably that those inputs come from a player. And one more thing, sometimes the enemies spawn right on top of the player, which seems really unfair to player playing the game.
Otherwise, I like the game very much. Good job.
Thanks for all the bug catches! We know about the 0 hp bug, there was meant to be some stuff there where you had to reset the screen for the player, but there is some issue in the code there that ended up causing the player to lose instead. We ended up catching this bug 10 minutes after the jam ended.
We definitely did not have time to code proper AI, so both player inputs and monster spawn are completely random. We had initially planned for more rigorous monster spawning (e.g. spawn where the player was 2 turns ago), as well as more intelligent AI, but it was too much to work on given the time constraints.
I love that opening cutscene so much, but the sound is just really good in general. The UI looks great, but took me a minute to get my head round how it all fit together. Maybe letting you move back and forth between the settings and just press space to submit would work. Really cool idea for a puzzle game, had a lot of fun. Nice work!
A very fun take on the theme. I loved the voice acting but I had my sound off at the beginning so I thought the game was not working for a second. Great work!
Wow the level of cohesion between your art and game is incredible! Did you do this all solo?!
No, we have a team of 5. Art and music are from the same person, check out his YouTube channel: https://www.youtube.com/@bad.light.novel.titles
The color palette really made the art feel cohesive in this game and I really liked that. My team also made a game inspired by overcooked so its so interesting to see how different a take on the same game can be!
This is surprisingly fun! I was kind of intimidated when I saw the amount of information that was on the screen but it only took me a few seconds to figure out how everything works.
It's very original! I like the learning curve too and how nice it feels when you start making your actions automatically
Very nice art and good music too!
A truly creative idea! Love the concept and the trailer! ahaha Nice work!
Very unique idea and appealing visuals. It's a little difficult to understand how to play at first, but once you get it, it's fun.
I liked the game and after reading some comments and going back to the rules. Got a bit farther. In addition to the comments about rules, learning curve. I would also highlight to directly state what the player should have done when creating a bug. Maybe even slowing the meter down to give time to read or even process what he/she made wrong. Otherwise very neat.
Really interesting and unique concept! Sure it was challenging but really fun to try to get better at the same time. Also art, music and sfx are really nice and fitting too.
Honestly hidden gem for this whole game jam. The game felt absolutely fantastic, it's mechanics are really well-planned out and feel nice to play with and put up a challange to. Although it's very confusing at first, as in all honestly tutorial just doesn't explain enough on how this all really works, but nevertheless it's been very fun playing around with this and trying to get a high-score.
Man, this game is running super fast if all of those actions are a single frame.
Nice game!
I really like the idea of being the controller of the game, and simply following some commands given, I think that this game pulls it off very well. It actually got me to feel like a computer by having to check through every single thing each frame.
Having a list of rules is a cool idea, I had to refer back to them a few times to memorize what I was supposed to do in a situation and the order of operations. I think that this idea could open up to more possibilities, like more complex games (with a longer amount of time to work with) that have a lot of rules so referring back to a rulebook is almost needed.
Although, I think that some of the rules are a bit forced, like the bullet going right by default and only left if there are more enemies on the left side. Yes, it does make one more step of counting which side has more enemies, but I feel like it should be based off the playing direction or something else.
This game did also had a bit of learning / understanding curve. I had to play it about 3 times before I understand everything that I had to do, and how to do it. It took me awhile to realize that I needed to press 'D' to spawn in a monster.
I think that forcing the order of operations can also make it a bit confusing. You could maybe play with the idea of the player changing everything that was told to happen, THEN pressing space to confirm the frame. Which could help by letting the play think things through in their own order, and checking if they got it all right before confirming. But, I can see the value of having the same order of operations every time since that is how an actual computer would work.
Another good thing, would be that this game gets me saying "Just one more time." which is a very good thing, you really did make me want to continue trying to get further and better at the game.
I love the visual style.
Good work!
Thanks for this comment! We love the feedback. Our original game was indeed as you described, where all the actions could be done in any order, with a single button to confirm the frame. We even had a version where the variables side and game side were different inputs, lending space for multiplayer play. Those did not stand up well to playtesting though, the learning curve was much higher than even this, and we eventually settled on this version. Given enough time to work out the UI/UX, we might be able to pull that off.
Regardless, this is something we can definitely work on in the future!
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