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Take my limited game jam experience with a pinch of salt here, but I've played a couple submissions that attempted to build more mechanics and systems than they had the time to finish before the deadline. Playing those demos, you can feel where the polish rubs off pretty easily. For Catch Your Breath, I was first thinking a similar thing happened here, where you have the mechanic of dodging obstacles with the added complication of keeping a timer going in your head and holding/releasing a separate set of keys on a cadence. It took me about 3 minutes or so to really feel out the cadence that was expected, at which point the game really unlocked for me. But where I would have chalked that up to an idea that isn't fully felt out, suddenly this game felt very much realized. Sure there might be some polish that could be added in the form of simpler collision shapes for rotate objects (the pencils tripped me up for a bit lol) but that can be said for pretty much every game made in a week. I actually really like the core loop you're going for here. A lot of the objects reminded me of things I would have nightmares about as a young child, and I think it would open up the opportunity for you to tell a subtle narrative about what kind of person the character is (maybe have a few different profiles lined out so subsequent playthroughs tell a tale of a different kid? idk) Really cool idea here, well done!