Thank you! :D
Polyducks
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Thanks! This is not the first of this variation of this message we've received. The KS failed to fund because social media changed drastically for notifying our followers and there was no physical reward tier.
We're still looking for funding, but for now the project is on indefinite hiatus.
If you'd like to know when I launch future projects you can subscribe to my newsletter at https://polyducks.co.uk/subscribe
Hi Nokia Art Jam 2 Jammers,
It's been over six months since the jam, and you may notice that the final collage page still hasn't come out.
Unfortunately this year has been very challenging for my health and freelance career, and I've not had the time for most of my extra curricular activities. I wasn't expecting 154 entries, some with up to five images, in so many different formats (zipped, jpegs, pngs, included as screenshots, etc) and it makes even collecting and tagging the images a monumental task.
I've got sketches of the final page. I recognise it is important to some artists as a piece for their portfolio; this means that instead of it just being a summary of my favourite pieces as originally intended it will need to be several which include all submissions. The image will eventually be made (and, with grace, before the next jam).
I won't send this post out as an email so as not to get anyone's hopes up (though if you have announcements for community posts turned on, you may get a ping anyway - sorry about that) - but the project hasn't been abandoned.
Thank you for your patience, and I hope to see you at the end of this very long, dark tunnel.
-PDX
Edit: sorry, the newsletter link was broken. Itch.io seems to break my site links for some reason.
Subscribe to the Polyducks newsletter here.
Yes. I explore it a little in the narrative but I don't think I ever directly say what happened. The main character is a child who was left at Grandma's house by their parents one weekend and they never returned.
It's possible the parents had some financial difficulty and couldn't afford to raise their child, but it's never explicitly clear why they left. It was purposefully left hazy to reflect the perspective of abandonment and uncertainty. One can only know the resulting actions and hardly ever the motivation.
It's a maternal story, and I strongly believe that while writing it the grandmother was the child's mother's mother. You can infer from the grandmother the traits of the mother.
I never explicitly mention the child's gender or physical traits so that the player can Quantum Leap into the story with the greatest of ease - but the child is curious and lonely and they rarely interact with other children (X CHILDREN at the foot of the hill).
Playing back through the game I note other aspects that were explored about the family dynamic, like the grandfather keeping the family together until he passed away.
The village sits on a horizon that can be explored mentally but not physically. It may as well be another country from the player's perspective.
Thank you for your comments! It's been a lovely moment of reflection.
It's so nice to have you back at Grandma's cottage! I can't believe I made this a full five years ago. It feels like only last year. Writing the game was very therapeutic. I wrote it at a time as I was coming to terms with some of the flawed people in my life and understanding that love is a complex and nuanced thing. I'm glad that shines through if only a little.
I hope you too have a great life :~)
We have reached the end of GBJam12!
Here's the short version:
- The results have been announced
- GBJam13's page is ready and you can join for next year
- GBJam starts on the second Friday of September every year
- Hear about more projects from Polyducks via this newsletter (https://polyducks.co.uk/subscribe - for some reason this link gets broken on itch.io so copy and paste it)
- GBJam's discord will go into hibernation in a week
Results
Please check the site here for the breakdown of the results. Entries are ranked by their different categories as well as an "overall" score. Remember:
- none of these ratings matter
- there were some real high tier games that got passed over for ratings for whatever reason
- voting is an inherently unfair and opinionated process and cannot be fixed with any particular system
- your personal value is not tied to what other people rated your game
- the scores are skewed by the number of ratings they received
Most of all, congratulations for finishing and submitting your work. 399/2287 people submitted this year, which is tons if you consider that most of the people who didn't submit were in a team who did. For those of you who were unable to submit, we hope you learned important information this GBJam that you will be able to apply next year - even if what you learned is that work and family commitments are more important than a game jam. GBJam is all about personal creative development and balancing that with life.
Next Jam
GBJam13's placeholder page is ready. The new illustration has been provided by Batfeula. The page will be updated with more details later in the year, and will see the return of this year's animator DL. Join now to be notified via email a week or two before it starts.
GBJam starts on the second Friday of September every year.
Subscribe To My Newsletter
I run a few other jams and launch games and articles now and again. If you'd like to be the first to hear about these, you can subscribe to my newsletter via this page on my site. I email infrequently.
newsletter (https://polyducks.co.uk/subscribe - for some reason this link gets broken on itch.io so copy and paste it)
The Discord
The Discord will stay open for another week, and then go into hibernation once conversation has died down. We hibernate the Discord every year to reduce it to a single channel for people to ask questions. We do this to reduce the moderation requirements.
And that's everything! I hope you all had a great time and that you'll join us for next year.
Thanks again to the dedicated moderator team. Your moderators this year have been Traslo, timconceivable!, Graf, tatltuae, Poltergasm and Polyducks. They've done another season of sterling work.
All the best,
Polyducks
The game was interesting, but felt quite random at times - I found it difficult to know what was happening. The surreal videos were a big plus, it showed a lot of effort had gone in to accumulating assets for the game!
There was a lot of walking through large empty spaces and backtracking which I found frustrating. I found it difficult to navigate the large empty field and I'm pretty sure I missed a few exits. Luckily I accidentally went behind a building in the city otherwise I would've assumed it was a dead end. I managed to get Tanner and Clare.
The key puzzle mechanics were interesting. The first one you interact with has the controls partially covered which makes it difficult to read and thus difficult to understand.
I was a big fan of this character, they had good energy:
All in all, a very interesting game which could use some attention to level design. A very unique addition to GBjam and the first I've seen with FMV.
What a charming and very enticing game. I particularly liked pushing the meaty block with his kicking feet - YEAH YEAH yeah YEAH! The frog was a nice touch too. I really enjoyed seeing him.
There were some real moments of panic. The shaking moon, the chasing block. I thought you managed to reuse the movement mechanics quite well to make some solid gameplay.
If there's anything missing it might be a game over screen for being caught by the moon. I died just as I was going into the tower and it sent me back to the title screen, and I thought that was the game. Luckily I tried it again and found the rest of the gameplay.
What was the importance of the choices at the start?
Thanks for this delightful gem. I hope you come back to it.
That was a blast to play, I really enjoyed the mechanics and the flexibility of the commands. The levels were packed with character and I'm frankly shocked at how much game you managed to include. The sprites felt like a really good use of the space, and the movement and animation drew the eye across the level.
The music and SFX were really well covered from all directions. It felt like everything had something to "say" when it was interacted with.
I found some difficulty where the paths split and wasn't sure where to go - especially with meeting a dead end that wasn't solvable from that position.
Beautiful palette and shading work.
A charming game. The music slapped hard and I listened through the whole thing on Bandcamp. Loved the graphics and the usage of the palette which really bought it all to life. Exploring was fun and poking down those alleyways to find dead ends and wells! I found it difficult to know which exits were available.
I'm definitely coming back once combat is added. Exciting.