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SoBad

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A member registered Aug 04, 2019 · View creator page →

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That's kind <3

I have the utmost faith in you, and I have literally never been wrong

Is that good or bad?!

Those sound like they would've been perfect additions! Great thinking.

Looking forward to your future experiments. Good luck!

Oh good eye! And thanks so much!  <3

I'm not a huge fan of conceptual takes on jam themes (though I've done it before myself lol) — I was always going to be more excited by an interesting mechanical one — but that's probably all I could drum up for criticism here if I were really trying.

This submission feels so cohesive and complete. It's cute as a button, and the QoL features included are so appreciated. I was super impressed when I got caught the first time and only had to continue from my most recently satisfied NPC. 

Getting to choose your character and having the treats change to match is one of those above-and-beyond things that really wins me over, especially considering the time constraints of a jam.

Good luck with the judging!

Maybe the most impressive entry I've tried yet! I sank a few extra rounds in because I was just having a genuinely good time. Literally every aspect of this game is good.

I think the timer could be made more obvious/noticeable, and it would be nice if the shop upgrades had some small tooltips since the symbolism wasn't cutting it for me with a few of them. But, honestly, I'm racking my brain for petty criticism and it's hard to even think of anything.

I hope you're enormously satisfied with what you've accomplished here.

Congrats and see you around!  <3

This is a great mechanical interpretation of the theme. 

The polish is excellent, the game feel is nice, and the jam build feels like a cohesive whole. There are some performance issues in the browser version, but I assume that's not the intended platform and was included just to get more eyes on the game.

My gut feeling during play was that the balance was a bit unwieldy, but it sounds like other commenters were able to find working strategies (clever folks!), so it's safe to assume I just approached it wrong. 

Including a fully playable tutorial in the jam build is also hugely appreciated and impressive. Good on ya!

And from a solo dev?? Get outta here

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This is a super solid start to a great puzzle game, and it's executed very cleanly here.

You say this is your first jam game, so you should be so proud of yourself for scoping responsibly, and btw huge props for actually coming up with a bespoke puzzle mechanic within the jam window (that's not easy)!

If this was ever to be extended with some new mechanics, I would absolutely play it. The jam version has issues with a simple dominant strategy* working for every puzzle, but that can be corrected with some meaningful new mechanics that complicate things.

Congratulations on the submission! I hope you keep making games  :)


*No paths need to be evaluated by the player. They simply need to find the 1 tile no other tiles point at, and that tile is the correct first-click every time (this can be done surprisingly quickly). Because of this, the 4-way and "jump" tiles aren't meaningful mechanical additions because they in no way change the player's approach to solving the puzzles. 

Some other players have noticed they can brute-force the puzzles by clicking randomly, observing which tiles weren't activated, and narrowing down from there, but this is actually enormously slow in comparison, so it's a lesser concern (and can be addressed easily later with some minor design tweaks.)

Great presentation, fresh idea, plays well, and charming front-to-back. I've been particularly impressed by the level of polish on entries to this jam, and this one is no exception.

Top notch stuff! Great job everyone  <3

The polish here is out of control. Super juicy game, feels great to play, nicely book-ended by an intro and outro. I'm usually more interested in mechanical takes on the theme than I am in conceptual takes on it, but it's hard to even nitpick something this well put together.

Fantastic job to both of you! Killed it.

Oh I must've been so early to try the game then. After my run I was like, "there's no way I'm actually top 5. It must be a spoofed leaderboard," lol.

That's rad yo. Good stuff!

KILLER concept. Absolutely hilarious. The dynamic music was a great touch as well. And if the online leaderboard is legit, that's also a fun feature.

It didn't look like running into obstacles affected my spread meter, but I guess there's sort of a hidden health bar or something? I thought I could just rock my epic spread forever, but my trucks started flashing (sfw) after a while and the harsh realities of a life on the road hit me all at once.

I rate it Timecop out of a possible Bloodsport.

Take care <3

Yeah to keep it as small as possible I cut some corners like that one and not being able to choose different demo write/read directories. Sorry! Is there a reason your iwads need to be separate from your pwads? You could always keep your iwads in their own directory for safe keeping and also copy/paste them into your wads folder for the launcher to see!

You can download the IWads for Ultimate Doom and Doom II from Steam or another games retailer of your choice. I can't freely redistribute content I don't own the rights to, sorry.

I should have a fix uploaded within the next 2 days!

Currently any ability you have to use a controller is by coincidence haha. It wasn't actually designed for in game yet. Just an artifact of Unity's input system.

I do have "Actual Legitimate Controller Support For Real" on my list of features to add though!

This is definitely a bug and should be easy to fix. Thank you for letting me know!

Thank you very much!

Oh good thinking! I'll definitely do that! Thank you  <3

Thank you! And don't worry, I haven't beaten it yet either lol

Guess you're a clever bean!

Astounding.

It's original. It's polished. It's stable. It's fun

This is a perfect jam game. There's nothing else to say.

When we were pitching ideas for the jam Friday night, someone suggested using the microphone as the controller for something.

The idea was rejected immediately because "there's no way we can do that in 48 hours". Turns out you're more ambitious than we are!

Very impressive stuff. And the presentation is excellent. Love the silly idea too!

Quite the talented team you have there.

Ask your doctor if Pizza is right for you.

This was a super fresh idea! 

I just wish the mechanics had have been put to use more. I was able to beat every single level by throwing the N key either to jump on or kill an enemy. 

The player has no reason to ever sacrifice a movement direction or the ability to jump. 

We actually did have to cut some deeper puzzle mechanics and additional levels. We originally wanted some side effects to "conflict" with each other and not present if they were combined in the same subject, making things significantly trickier.

100% agree with it having been better to be able to guess the answers in any order you want. We tried, but there just wasn't enough time to implement that, even though it would only be slightly more sophisticated than what we have. We went right down to the wire on this one.

Thanks so much for the thoughtful comment!

Uhm, this is hilarious. I left one of the Karens unattended for too long and she became some sort of Giga Karen.

I did find it a bit difficult to target and mercilessly beat them to death with how fast they were moving around though. 

If the items were to activate immediately when used, I think Karen-proofing the store would be more manageable. And I am a manager, after all. 

This game reminds me of the software we use at work. Just constant unexplained errors that don't seem to actually mean anything, so we just ignore them.

That and I'm a snail shooter by trade. 

Smooth ramp in difficulty, clear goal, good stuff!

I was starting to think that level 4 was impossible before I finally figured it out. Very tricky! 5 and 6 actually seemed easier in comparison.

I think some background music or ambient noise would help the experience a lot.

I like the concept here a lot.

I was sometimes having some trouble getting the guards to notice me even when I was very near them though. I'm not sure if I was doing something wrong.

I think this idea could be expanded into a very fun and rewarding puzzle game.

Really polished presentation. Wow! 

I had a touch of trouble understanding what was happening early on. Wasn't sure if every slot counted or if I needed matches to actually receive the benefits.

Very inspired idea.

I wasn't able to find the peace sign in level 2. Does the player have to do something before it spawns or am I just blind?

The sound design is the strongest aspect here, I think. Really enjoyed that. Especially the distant creaking. 

Oh, hey, I guess I should've gotten around to this 8 months ago. That's 100% my bad.

The lovely Hey_ItsMatt dropped in and reminded me that there was still no Mac build, so I went ahead and made one.

Sorry for the delay. I have no good excuses, I just completely forgot.

I can't guarantee that it'll function in any way, but, if it does, hooray!

If it doesn't, just drop another comment on this page and I'll do whatever I can to get it working as soon as possible.

Okay, chum, here's the deal:

1. I've made a Mac build and added it to the downloadable files for this game.

2. I have no idea if it works and no way of testing it.

If anything weird happens, feel free to let me know, and I'll look into fixing it right away!

My fingers are so crossed right now you don't even know.

That's very kind, thank you! It was all one giant accident from start to finish.

Curious, did someone recommend the game to you, or did you just stumble across it?

Thank you!

Gonna have to respectfully and lovingly disagree with you on the application of the theme, there. Hope we can still be buds.

We actually thought of the "replay" idea super early on, but there just wasn't nearly enough time to implement it. We all agree that it would be a super fun idea though! Especially since we were originally going to have the player film close-ups and shaky cam.  :P

Excellent work. And all in TypeScript? Look at you!

Love the implementation of the theme, love the new twist on an old classic, love the bloopy tunes.

I felt the paddle just a touch slippery to control, and an option to replay after a win without refreshing the page would be a welcome extra lick of polish.

That's me digging pretty hard to try to find constructive criticism though.

Very, very, very well done! My favourite entry so far.

I'm a tippy-tapper, all the way.