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A jam submission

Six Days at J.U.D.Y.View game page

a chill, dystopian puzzle game
Submitted by levitywell, fenchel — 1 hour, 19 minutes before the deadline
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Six Days at J.U.D.Y.'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme#34.3554.355
Design#44.0004.000
Overall#73.9553.955
Gameplay#113.7743.774
Technical#133.9033.903
Artistic#463.7423.742

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 24 to 21 of 24 · Next page · Last page
Submitted (1 edit) (+1)

Just smashed this little gem out in one sitting over this afternoon. I loved it! Definitely my pick for the jam. Yal absolutely nailed it IMHO.  This is a tightly designed puzzler that is bang on theme, with excellent level variety, a clean and functional aesthetic and great sound design.

Even though I could point fingers at stuff that's not there (classic game jam commentary), I never really felt that there were things missing during my playthrough that hampered my enjoyment. Yeah okay some have already mentioned that it's hard and the difficulty ramps quickly but for me that was a strength as each level introduced a new twist and really took some investment into understanding how things fit together. I am not a big puzzle gamer and to me the solutions never felt obtusely out of reach and I solved them quite organically, striking just the right balance between creativity with how I went about solving each one and feeling guided to the solution through the design of the level. The problem space feels large given the size of the map but complexity has been cleverly limited through tile arrangement to prevent extended  periods of the dreaded "analysis paralysis". Kudos for throwing in a generous undo too, a much appreciated feature.

The graphics and audio while understated feel entirely appropriate for the setting and are enhanced by all the little visual FX/shader touches. So often this visual and audio candy can feel like unnecessary smoke and mirrors to mask  poor gameplay and visual design. But here I think it really works as you've made the UI so minimal that the sfx, spark particles and glow effects that occur as you reorient the tiles work as wonderful feedback mechanisms for the player and look great while not being overly flashy and distracting. Maybe the glow is cranked a little too much, but I never found that it got in the way of me playing and is a minor nitpick.

On top of being a good game you even threw in a story that could have easily felt like bloat but instead really helped to contextualize the game and added an unexpected "employee caught in the middle of a class struggle" moral conundrum layer to the whole thing. A really nice touch, it evoked a similar feeling to Papers Please though obviously much lighter in tone. I would love to see this expanded further if you choose to continue development.

Now it could use a little polish here and there to bring it to release level but the game already feels confident in it's identity. Honestly you two did a great job, it was a pleasure to let myself slip out of game jam critique mode and just enjoy myself.

Developer

What a generous review! Thank you very much for taking the time to play it, and especially to write it up like that! 

Glad you didn't find it too difficult. It's hard to know where to draw that line, and other reviewers clearly found it tough at times -- all of which is useful feedback. And yeah, Papers Please was one of the games we discussed in the planning stages. My teammate fenchel deserves the credit for bringing that in as a touchstone and introducing the option to disobey instructions (and credit for being a killer teammate across the board, but I digress). 

Thank you again!

Submitted

That was really good tho, congrats on it. loved the mechanic and the sfx, all so good to mess around with ^^

Developer(+1)

Awesome to hear, thank you for playing it!

Submitted

this was a really great twist on the classic pipe dreams formula. it starts out very challenging though, imo, and could maybe use a few easier, smaller introductory levels.

my other main criticism is that the brightness of the lights when many pieces are connected make it very difficult to see the surrounding wires. it seems like each wire has a light source attached and perhaps there could be a limit based on a radius, where if there is anything over the limit is activated, just the color of the wire changes to the appropriate activated color.

Very fun though and I could see this easily being released as a full game with a bit more time available and polish!

Developer(+1)

Thank you for playing! I bet we could put a slider into the pause menu that would turn down the glow effect (or turn it up, if you're a real glowbug).

Submitted(+1)

'twould give it a real glow-up imo

Submitted

Wow! I could see how this game could be extremely addictive!! Beautiful effects and excellent puzzles! The percentage complete indicator is very helpful and gratifying! Nice game! 💚

Developer(+1)

Hey, thank you very much for playing!

Viewing comments 24 to 21 of 24 · Next page · Last page