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A jam submission

You Are OverburdenedView game page

Light as in not heavy. Sorry, no save, ran out of time!
Submitted by threehams — 8 hours, 18 minutes before the deadline
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You Are Overburdened's itch.io page

Results

CriteriaRankScore*Raw Score
Uniqueness (Originality of the game)#54.2084.208
Balance (Speed of the game)#73.4293.429
Fun (Overall enjoyment)#143.2083.208
Theme (How well it fit the jam)#163.1823.182

Ranked from 77 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

You Are Overburdened played much more like a tech demo than a game. It was pretty dull, but I suppose it was decently balanced. The theme is also nonexistent here. You are not overburdened by weight, you are merely burdened by the size of your bags, which is a shame considering I had hoped someone would've made a game about the weight-based light.

(+1)

I hoped for this kind of interpretation of the theme when I first heard of it. Thank you very much for your contribution. It satisfies my fondness of inventory management. The only thing that annoyed me a little bit was that after purchasing auto-sort, I couldn't optimize my inventory space by moving small items in a corner, because they got sorting was faster than the looting. But other than that, it was a great game.

(1 edit)

Cool idea and a great interpretation of the theme. The progression and automation felt well balanced, although the game itself doesn't last very long. You could definitely expand on the idea, with different enemies, loot and maybe different vendors/towns that you need to find the best deal at. The UI could be more compact and user-friendly, I had to switch to fullscreen by the end to see everything.

This game reminds me of help the hero in some aspects, but it is a enjoyable game. I like the way you approached the theme instead of light like brightness you went for light as in weight it was a very creative choice.

(+2)

You did a great job having a lot of different upgrade vectors for such a simple concept of selling loot. Without more complex combat, there normally would only be a few verbs like kill -> sell -> upgrade, but you managed to squeeze out a lot more than that. That is the incremental way after all :)

The pacing is really good, especially for a game jam where we have 30-some games to rate. The upgrades felt good, and the automation felt even better. In fact, most of the time, I was pretty driven to move forward just to get to the state of full automation.  You have a strong concept of how to apply incremental design to things, keep it up!

Such a clever interpretation of "light". Glad I played this. As others have mentioned, there's lots of room for improvement, but thoroughly enjoyable.

(+1)

There are some pretty glaring technical flaws.

There's no save system.
When multiple auto-tasks are running at the same time, it shifts the whole page down, causing mis-clicks.
The game requires scrolling to see everything as the inventory pushes everything down.
Sometimes auto-tasks seem to conflict with each other.

Given all that, it's an outstanding game. It's a fun premise, the game is just the right amount of tedious that when you get an automation option, it's a welcome relief. Not too early, not too late.

There doesn't seem to be a clear goal, I assume that once the bag size is at maximum, the game is pretty much done.

Overall, a fantastic accomplishment. It needs some polish, but the whole point of a game jam is to get a submission in before the deadline instead of making things perfect. Great job!

Sorting screws me over so many times. It prevents me from grabbing items because when I try to move items, they just get auto-sorted back.

Developer

ah yeah, good point! I meant to add an on/off button for automation but forgot. It'd be a feature change at this point, though.