Thanks for playing! Glad you enjoyed it!
Loved it when you googled who’s #2 on Rushmore. Too relatable - We had the exact same conversation during development 😅
Found this thread while trying to look up the adjusted score formula. This system makes a ton of sense to me, from a statistics angle. Having been on both sides of the median in jams, I understand the “penalty” feeling people are describing though.
This is kind of a silly solution, but it could be effective to simply multiply all of the final adjusted scores by 20 to change the scale to 100 points. The adjusted score effectively becomes a “percentile” rank of sorts. It’s more of a psychological trick than anything, but the difference in scale might mitigate the direct comparison with the raw score that makes some people feel like they got a penalty.
Thanks for playing! I’m happy you noticed our accurate geography :) All of the photos can be taken with the subject fully in-frame! In the future, I think we’ll make that a requirement, but we figured for the jam, we’d rather have it be too forgiving than too difficult. We’ve also got some more puzzle-y plans for the Pose Select feature, if we decide to invest more into this game! Thanks for playing, and for the detailed feedback!
I love this game. It reminds me a bit of Tricky Towers, but I like that this is more meticulous since you can place blocks exactly where you want. I also love the you can nudge your stack around before you drop a block! It made the whole thing more puzzle-y than frantic. Visually, the game is obviously beautiful. The character reacting to your placements in real time is a delight. Absolutely fantastic job!
This was pretty fun! My first try I completely obliterated the whole block of stone haha. The gravity on the disconnected pieces was an extra nice touch. It would be cool to see that used as a puzzle-y mechanic (e.g. you have a gap in the middle and need to drop some stone into it to make the right shape). Good job and congrats!
This was a fantastic interpretation of the theme. There was a great synergy in all of the mechanics– I especially loved that you could shrink the enemies, stomp them, then expand their bodies to use as a heavy object. Really brilliant stuff. My one critique is that the jump velocity was a bit too intense. It would have felt more in control if the jump reached the apex, but in most cases I hit my head against a wall or the top of the screen. And from a QOL perspective, it would have been nice to click to autocomplete the dialog type-in effect. But none of that takes away from the excellent puzzle work and smart mechanics. Great job, and congratulations!
I’ve outsourced review writing to AI to save money.
Certainly! I found the short video game about running a game studio to be a well-crafted simulation that balances creativity, strategy, and resource management. The gameplay offers a surprisingly insightful experience into the complexities of game development, making it a fun yet educational tool for aspiring game designers.
So well done, I guess.
(Seriously, though, great job. This is really silly and cute and it’s very fun to play!)