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A jam submission

Over My Dead BodyView game page

To reach the exit you literally have to walk over your dead body.
Submitted by GreenBeakCrow — 10 hours, 29 seconds before the deadline
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Over My Dead Body's itch.io page

Results

CriteriaRankScore*Raw Score
How well does the game fit the theme#15.0005.000
How much do you enjoy the game overall?#24.3334.333
Gameplay#24.6674.667
Overall#23.9673.967
Audio#52.8332.833
Visuals#63.0003.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Similar idea to what Gunnar had in his hatter's game, but the execution is very different and because of that also the experience is very different! To me all of the visual objects seemed very intuitive and didn't  struggle at all figuring out what is what! The art style is cool and I have to say, you've done a great job for your first Trijam! Thank you for participating, making a cool game and being so engaged with other people's projects! :)

Developer(+1)

Happy you enjoyed the game! I was watching you play it in your stream today, seems like the levels were too easy for you. :o

Actually I participated in the last jam also, but totally borked it, so no wonder you didn't remember. Thanks for hosting, this time it was a really great experience, seeing what you can accomplish if you do your planning right. Most definitely not the last Trijam I'm making a game for! :)

Host

Oh, ok, I did miss it last time, then! :D But yeah, really great work you put together! Planning is key for Trijam, it's not something people talk a lot about, but it's one of the most useful skills to develop here :) Also, getting focused for a certain amount of time! We think these skills can be then applied to your bigger projects and help a lot!

Developer(+1)

Yes, it has already been an interesting ride. When I first saw one of the Trijam's instalments, I didn't think it would be possible at all to do something playable in three hours, and when I saw the submissions, I felt like "well, I'm never being able to do that in this time frame". So much learned already! I hope one day I get to actually do and complete a "bigger project". :)

Host

Oh, wow! That's really interesting! :o I'm glad you decided to give it a go! I feel like you already managed to do a lot in the 3 hours, tbh! :D

Developer

All thanks to Godot, I've really come to appreciate the engine, the first and only one I managed to get familiar with so far. :)

that is a great game, love the concept, would like to play more levels!

Developer

Thank you, glad to hear! I've planned to update the game with more features and more levels, no ETA though.

Submitted

I love this! I'm such a sucker for puzzle games. Very nice simple sokoban-type game.

Needs more audio. Footstep sounds on tile and my dead body, music, etc. I don't love the current death sound, but the respawn pad, stone wall slide, and exit sounds are alright. They could use some subtle random pitching shifting, though. They've already become a bit grating even as sparse as they are since it's the exact same sound repeating.

I appreciate that you can hold down an arrow key and I'll keep moving, that I don't have to individually click. Though I do still wish I could move faster, have a simple little setting to control movement speed. A lot of the game just felt like waiting for my little guy to walk through the solution I already resolved in my head. Puzzles also felt very easy, but I'm a fan of these types of games so my bar of desired difficulty is naturally going to be higher for this specific type of game, whereas my desired difficulty bar for say a fighting game, bullet hell, or FPS would be astronomically lower haha! 😅

I'd really like to see some more mechanics, but this is quite good for a three hour game.

Thank you for sharing!

Developer(+1)

Thanks for your feedback, I'm glad you like my game, even more so you're a puzzle professional!

I had footsteps in mind and did a few recordings, but I was not satisfied with them (too much background noise outside). As I deemed them to be the least important, they got cut. Is there something in particular you don't like about the death sounds? Maybe I can tweak them or redo them completely. Thanks for the pitching suggestion, that one's easily done.

About the move speed I pondered a lot. Although I agree movement is a bit slow, visually a notably faster movement felt a bit odd. I might further look into it and see if it's just the animation. Or, should I expand the game, I might add an option to set the movement speed to your liking as currently timing is not of the essence.

Regarding difficulty: the levels I included are meant as a tutorial, and even so they are my test audience was pleased by the amount of brain teasing. Further levels would have a rising difficulty, though with the current set of mechanics I think there's not much more to do aside from presenting larger levels with more of everything and adding dead ends as a distraction.

Or am I missing here something? Can you think of harder puzzles possible with the current set of elements? For me coming up with the last level had been already a challenge, but I don't have real experience in designing puzzles yet. So if you have any design ideas that would be more interesting to play for you, please share!

Thanks again, I'm happy to get a review from the target audience!

Submitted(+1)

Great interpretation of the theme, and great level design! The concept seems a bit of a mix between Lemmings and Sokoban, but I can see it working even for a full-size game. I really appreciate the fact that for such a short game made so quickly, the puzzles are pretty clever and use the mechanic in some interesting ways.

Developer(+1)

Thanks a lot, I'm very happy you like the level design. I was a bit surprised that even with such a simple mechanic there are different puzzles possible. So I thought of adding a simple level editor in a future version that allows exporting and importing levels so you can make your own and share. I'm curious as to what designs other people might come up with.

Of course there's not much of an audience as of yet, but I'll probably do it anyways. Plus I already have some more elements in mind that would increase depth and variation.