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Wall Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #12 | 3.846 | 3.846 |
Originality | #23 | 3.769 | 3.769 |
Accessibilty | #28 | 3.231 | 3.231 |
Overall | #45 | 3.335 | 3.335 |
Graphics | #49 | 3.692 | 3.692 |
Theme | #56 | 3.462 | 3.462 |
Fun | #71 | 3.000 | 3.000 |
Controls | #126 | 2.346 | 2.346 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
N/A
Game Description
Shape your characters through moving its limbs to fit through holes. Inspired by the Japanese TV show "Hole in the Wall"
How does your game tie into the theme?
You morph the shape of your character by moving its limbs and by changing its body type
Source(s)
N/A
Discord Username(s)
vikfro,zaraza,sevadusk,gourdfarm,moonfallsgravity,johngabrieluk,olemonade
Participation Level (GWJ Only)
between 1-10 depending on team members
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Comments
Love the concept, and having an announcer was a good touch, it really sells the TV/game show-type premise. I found it hard sometimes to tell why I didn't fit, I think because the angle was a little downwards. But regardless it was fun!
The idea seemed to be really fun, but the controls of the dummy-thingy was really hard. Also it was really hard to anticipate whether this will now really fit in the shape or not and being off a bit too much already destroys the shape.
But I like the idea and I think the "Game Show" moderation/concept also gave it a nice touch! I liked that some of you spoke that intro (at least it sounded like it). Gave it a personal flair.
But still very good idea and for the time very well done!
Hi thanks for playying and the feedback!
Yeah the controls are a bit rough, it was quite tough to implement. And since I got used to it while developing them, was hard to judge how intuitive they are, especially given that they are pretty unusual. I think the final version of the limb controller was finished on saturday or sunday, so not much time for finetuning 😅
We tried making the collisions forgiving to compensate, and with some polish in camera / level design it would be much better overall.
And yes I voiced the host Viktor Fromage.
Feels like an exceptionally complete and well executed experience for a jam game!
I really like the idea of allowing the player to design a custom victory pose for their in-game avatar, since it's a simple and effective way to project some personality onto an otherwise blank vessel.
Actually voiced narration was also very nice, would love to see more of that in jam games.
Unfortunately, I had a real hard time using the in-game interface to pose my character, so once I was faced with time pressure I instinctively crawled into a ball (which I believe says more about me than the game, but that's my experience nonetheless) and ended up not engaging with the game mechanic as intended.
🤣 yeah a lot of people found ways to cheese the game as feared. We had ideas to counter it but didn’t have time to properly address it before the end of the jam. Will update the game after the voting period though and I plan to do a devlog post/video about how the controller is implemented once I figure out a better way.
Thanks for playing!
Fun and engaging concept! I like how intuitive the game is, no tutorial is needed to understand how to play the game :) Also, the music, sfx, and graphics really make you feel in a TV show! Bonus points for having an actual presenter voice ;)
FYI: not sure if this was a bug, but I couldn't change the resolution from the options menu, so all the UI looked tiny on my screen.
Thanks for playing! Glad you had fun. I think you couldn't change the resolution if you had fullscreen enabled. Sadly we had trouble with scaling on the UI, because it was giving us weird visual glitches in gameplay and we didn't have time to investigate . 😅
Super cool! You nailed that funny TV show vibe with art and music.
I admit that after a few rounds I found a cheesy way to make next ones much easier :)
Hey thanks for playing! Could you teach your ways of the cheese to Mr Fromage? We were well aware of the possibility of just moving your limbs into a ball, but just now got a comment about staying in T-pose and using Q/E.
During the development when I realized the cheesability I even wanted to implement a detection of that method like calculating the average distance of limbs, maybe an area3D, or checking if they’re not moving for several walls in a row, something like that. And then trigger a voiceline like “ayo I may be Viktor Fromage but that doesn’t mean I’ll let you cheese” + force reset you to T-pose. Maybe I’ll let the cheese in intentionally, then lead the player to discover it, and then remove it 🤔
But you know cheesing and finding broken stuff in games is also very fun and gives you that special feeling of power and “I am so smart and crafty” to the player. But often it’s actually designed that way by the devs. Sometimes not, and that’s where the real fun is as a fromager!
Yeah, I moved all limbs into torso and became a ball :)
But it was a cool realization for me - learning systems of the game and figuring out you can do that.
Vikfro is saying that but I had to convince him to leave cheese alone (definitely convinced him and it was not the lack of time). He even exactly mentioned becoming a ball 😂
Great overall vibe and introduction. Controls are good (or rather: wonky enough to be fun :)). Had a lot of fun with this one. When is this TV show coming to Arte?
That’s it I’m making an Arte Edition update next week. New mode introducing the weird ass 4am theater experience and occasional HellFest documentary. Sounds great.
Thanks for playing, Jambon!
Nice! That was cool - funny enough, we considered doing a 2D hole in the wall game show with tetris stacking to make the shape for the wall, but settled on something else.
I had some difficulty picking and dragging limbs, as well as a little bit of lag, but no biggie. Perfect game show vibes. nice job!
Interesting that someone did come up with a similar idea! Has to be expected now that the jam has grown so much and regularly gets 100-200 entries. Thank you for playing. The controls do be a bit wonky as they were a challenge to implement 😅
By lag did you mean a big stutter when something gets new loaded in? It’s a problem since Godot 4 and the new renderer, but avoidable with proper measures.
Will try your game tomorrow on stream. Hyped already love the title 🤘
One of the better entries I've played so far!
I had some trouble at first but started to make more sense as it went on.
Q/E were extremely useful. Half the time I just T-pose and Q/E would get me through 50% of the walls.
Sometimes the walls seemed to come one after another and didn't feel like I had enough time to switch.
It would be nice to adjust the camera angle, sometimes it was hard to see if I would fit through or not just because of the camera looking down instead of straight at the target.
Overall really nice job!
Thanks for playing and the kind words :)
Huh I realized a couple days before the deadline that the game was very cheesable by moving your limbs into a ball, but didn’t think of just using Q/E to cheese… Anyway Viktor Fromage has different plans to update the game and make it uncheesable to keep all the cheese for himself 🪤🐁
Really creative take on the jam theme! I had a bit of trouble seeing where the character's control points were clickable but maybe it was just my monitor. The game show aspect is awesome and the music (especially how it builds up) really sells it. The narration was the cherry on top. Nice work!
Thanks for playing! Not really your monitor - due to last minute environment changes they became way less visible (the background got a lot brighter) and with the rush of the last hours we unfortunately didn’t notice the regression.
Super fun concept lol, I like how it's a game show and one thing that I wanted to implement but had no resources or time is progressing or more dynamic music, like how music speeds up and feels more tense every time.
As Noskire said a mold/shape of the hole would've been nice, or something where you can hold right click to have first-person-like zoom.
Controls are also little bit uncanny, for some reason it's hard to pick up some limbs, but I guess controls being hard is part of the challenge.
Overall it's a nicely polished game for 9 days!
Hey thanks for playing! Interesting idea about the FPS camera switch to zoom, I do want to finetune the camera but had not thought about that 🤔 Yes let’s say it was planned for the controls to be a bit wonky, totally not because we overscoped the game and had no time to fix it 🤫
GREAT concept and execution! Just a few minor gameplay tweaks we talked about on stream, and you really have something amazing on your hands! Good luck with this game!
Thanks for playing and streaming! And for kind words☺️ We had a lot of last minute tweaks to gameplay but there's always room for more 😅
I got 19k points! Yeah, THIS MUCH! Há! :D
I found it a little tricky trying to understand the poses from afar and reproducing them before they reach me. Maybe some kind of 2D visual of the mold in the corner of the screen (a bit like the Just Dance poses, for example) could help. However, it was super fun to play. Good art, good audio, good UI! Congrats! :D
Thanks for playing and the nice feedback! At some point someone in the team threw that idea of showing a 2D representation of the incoming pose(s). Would impact the difficulty a lot however 🤔
Anyway I think just a little camera, controls & level design finetuning would have made it way easier. No time though!
I'm glad you enjoyed the art and the game!
Very nicely polished. Technically super proficient. I agree with Maack, it needs rewards for taking bigger risks, stretching a limb to fit the hole more closely. Could be one of those breakout hits if it was realtime head to head multiplayer.
Good job making something bold, and not just another shooter or platformer.
Thank you for the very kind words plex.
Genuinely warms my heart as I am a bit obsessed with coming up with original gameplays when it comes to game dev.
My wife said something similar. Maybe duo coop-style, each player controls half of the body or something like that. I’ll think about it.
I also agree with Maaack (dang it how many A’s is it?? I never remember). I replied to his message about it, long story short we thought of some additional mechanics to combat this but didn’t have time. Deadlines don’t care about lack of time though :)
This gameified version of Hole in the Wall was pretty sweet. I had some trouble with the controls, but thats fine, I felt as though it was really hard to tell the orientation of the walls if they were coming from the sides of the screen. But overall an enjoyable experience for sure
Yeah the controls could be improved, they can always be improved. Also unfortunately due to some last minute environment changes the text & selection bubbles are sometimes a bit invisible and we didn’t have time to fix that.
Also thought of making the side-rails go straight towards the player for longer, like a cross around the player. Would give more time to see the orientation of the side-walls. But the way we worked it was hard to change the design of the level 😅
Thank you for playing!
This was super fun to play! I've never seen anything like it before and so it was definitely refreshing. I do wish there was some sort of variance to the collision acceptance as I thought I had lined up the shape perfectly only to have the wall break. Other than that though it was fun!
Thanks for playing and the kind feedback! We tried to make the collision shapes smaller than the mesh actually, but lacked time to finetune all of this. It’s not impossible that the collision shapes might sometimes be a bit bigger than your char mesh depending on the pose
It’s also not impossible you think you fit but actually don’t :P But truth doesn’t matter when it comes to games, only what the player feels (see fake RNG techniques for example). The camera, controls, level & model design could use some work to improve this.
I wanted to actually generate the full shape with Godot create_convex_shape() thingy, but that requires a heavily optimized model and some optimization to be viable to run each frame or every few frames (It took like 10 frames on my PC, 5yo CPU but pretty beefy). There’s also a PhysicalBone3D thing but didn’t have time to look into it.
Really nice visuals and voice-acting! Great music, too. I enjoyed the tie-in to the theme of the jam. And as mentioned, nice styling of the UI; Looked very clean.
When playing, I pulled all the limbs until they were clipping into the torso. It got me to the end, but it stopped being interactive once I had it set up. I think I needed a reward for stretching the limbs out, and actually going through a metamorphosis. Despite that, the idea and presentation were really solid. It's really inspiring to see what the group was able to do.
Great job to the team!
Yeah a couple days ago I hit the realization that the game is very easy to cheese (Viktor Fromage both likes and hates that)…
We had a few ideas to combat this: something like score stars to catch with your limbs, placed in the holes of the wall. Would restrict pose creativity a bit. Or as you say something based on the distance of limbs, maybe distance of movement of limbs compared to the last wall, something like that. But the game got actually playable a few hours before the deadline so yeah… Just typical jam stuff :)
Best would be to actually implement joints, restrictions on the angles of bones etc. But I had a week not a month :D Godot has IK but it seems a bit barebones.
And thank you for your game template, first time I actually use it, it’s great.
Man, I loved the UI, its so polished, the game is also easy to understand and fun to play with the poses. I find it a bit hard to play on mouse pad, but I will give it a try later on my PC.
I tried it a bit on my oldass macbook while working on the train, and it was definitely harder but felt ok. Though I am the person with literally the most experience with this controller so I can’t be trusted anymore :D Thank you for playing.
A fun and creative interpretation of the theme, it's got that getting over 'what the hell is a human body and how do you pilot it'. The music goes really hard, and the fourth wall joke was pretty funny. Pretty solid and high quality! You can get through a surprising amount of walls just by trying to make yourself really thin though
I'm glad you liked the concept! We wanted to make it easier to pass through walls as people learn the concept, but a side effect of that is a larger variety of poses that can make it through. A few hours ago, the walls were so unforgiving that the game was basically unplayable XD