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A jam submission

Distorted DeceitView game page

Resize and move paintings around to fool the museum's customers!
Submitted by OuterSoda (@outersoda), ConstantDerivative, Mitosis — 5 hours, 23 minutes before the deadline
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Distorted Deceit's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#6433.9333.933
Overall#18183.3783.378
Enjoyment#21153.1333.133
Style#29703.0673.067

Ranked from 15 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?
Your museum is "built to scale" the paintings and to fool the customers with low quality paintings.

Development Time

96 hours

(Optional) Please credit all assets you've used
Kenney.nl for mouse icons; samples from Bandlab

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Comments

Submitted

Interesting management game! I like that you were able to add some colour ques that notify where paintings should go. However, I think it would have been even better if there were other ques as well, like sound or animations... Over all, well done! :)

Developer

Glad you liked the game! Ah… sounds would have been a great idea, you’re right. I tend to underestimate audio’s importance, that would have been a great way to make the game easier to play. Thanks for the specific feedback! (also cue not que in this context (sorry))

Submitted

lol, nice catch. :)

Submitted

I really liked this! It was really fun to try and keep track of all the different customers and then to find the sweet spot.

Developer

Glad that you enjoyed it! Yeah, I also thought it was satisfying when things just lined up correctly ;)

Submitted

If you put a bit more work into this idea, it could turn into a really interesting game!

Developer

Thanks! I might do that once the jam is over.

Submitted

It was very chaotic, and I kinda like it! I managed to reach the end mostly by clicking everywhere and hoping for the best. Maybe more indications on what painting customers are currently looking at and the expected distance (or view angle) would make it easier to understand what's happening and strategize.

Developer

Thanks for the suggestions! Might work on them post-jam if I don’t get bored. I’m glad you found it chaotic and fun as well! I agree that it doesn’t have as much strategy though :/

Submitted

I really like the idea here, playing it felt a bit buggy but I got the concept and think this can grown into a cool little game with some more work. Great job on this submission, the gameplay was super creative!

Developer

Great that you thought this was creative! Uh, my excuse for the game being buggy is that its to add to the chaos… :P Thanks for the compliments though!

Submitted

I liked the concept of mixing the use of size with distance in the gameplay! It was a bit chaotic to have time to think things through, but in the end it fits in well with the role of the clumsy scammer haha

Developer

Yeah, I was originally aiming for chaotic gameplay but I realized later on that I made it a little too confusing :p I’m glad you liked the idea though. Thanks!

Submitted

Great idea! The ai is kinda buggy but I think it adds to the panic of trying to move and rearrange things.

Developer

Glad you thought the concept was interesting! Yeah, we kind of overscoped and didn’t have enough time to bugfix haha…

Submitted

how many levels are there? i got stuck with the "two rows and too many peoples". i like simple controls and artsy take on the theme!

Developer

I think we made 5 levels including the tutorial, but the last few were all about equal difficulty so I don’t think you missed out on anything. Thanks! Nice to hear you enjoyed the concept and the controls!

Submitted

The concept is really funny, and the frantic attempts at calming the customers down was surprisingly fun. The game could use a bit more strategy, for the most part it felt like I was randomly clicking on things, but for a jam game I'd say it's very impressive how much you got out of a simple concept. Congrats!

Developer

Thanks! I’m glad you enjoyed the concept and the frantic atmosphere of it. We tried hard to give it that chaotic feeling! I do have to agree with you on the strategy point though, we didn’t have enough time to fine tune variables and to design good levels :(