Apologies for the late response, but thank you for checking out our game! Yes, that is in fact how the game ends. If we weren't under time constraints, it probably would've been longer and more content-packed. But I'm glad to hear you had a good time, and that it functioned fairly well on your devices.
Kinesix
Creator of
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Thank you for bringing this to our attention. I believe this error has something to do with the game's intended aspect ratio, which is 16:9. The game may not display elements properly on different aspect ratios, so I'm sorry that this is preventing you from experiencing the game as intended.
Unfortunately, I can't confirm when we'll be able to investigate this issue and push a fix due to our current obligations, but we still appreciate your feedback.
I used Adobe Illustrator to create vector-based graphics for It’s Rude To Point. The art style of the game’s UI was heavily inspired by Kahoot! and the Jackbox Party Pack, though the general aesthetic of objects (solid colors with minimal shading & thick black outlines) was inspired by WarioWare.
If you’d like to see the art in action, you can check out our game here:
For our team, it was the fact that we didn't have a minimum viable product ready sooner for others to help us play-test. This meant that we found a number of unprecedented balancing & quality-of-life issues rather late in the jam, and some of them couldn't be resolved before the submission deadline.
As an example, some of the minigames in It's Rude To Point didn't explain the objective clearly enough, which was problematic considering how little time we gave players to react. One way we tried to circumvent this was to give objects differently-colored outlines, which would indicate whether an object needed to be grabbed or flicked. Though it was implemented without any issues, we never really explained it in-game, instead bargaining on the notion that perhaps the player could figure it out themselves. Since there was only one minigame involving grabbing, however, I can definitely understand how some wouldn't have quite caught on.
I guess one could argue that participating in a jam is about forming an MVP in as little time as possible, but I think our game could've really benefited from some more polishing and tweaking. That being said, I'm still very proud of what my friends and I managed to accomplish in just 48 hours!
If you'd like, you can check out our entry here:
https://itch.io/jam/gmtk-2019/rate/461113
Yeah, the production line minigame's difficulty gets very out of control towards the later rounds. We didn't have a lot of time to balance that out effectively, but if we could've, we would've definitely set a cap on how frequently those cogs could be spat out. Glad you found most of the minigames to be fun and intuitive, though!
For It's Rude To Point, our team's "only one" was interpreted as "only one finger". With one interactive finger, you would interact with on-screen objects by either grabbing or flicking them.
We actually stuck very closely to this concept, but instead of just making it a point-and-click sandbox game, we decided to spin it into a series of short action minigames that would all involve the finger in some manner - very similar to WarioWare or Dumb Ways To Die.
It'd be much appreciated if you could give It's Rude To Point a try, and possibly a rating too! It's WebGL-based, so you don't have to download anything to be able to play it (aside from the Unity Web Player plugin).
Really simple, but really entertaining all the same! I like how you basically incorporated as many "only one" aspects into your game as you could. Made for some pretty unique scenarios (though I could see where one might get kinda stuck on a few, like the Only One Direction or Only One _____ levels).
All in all, well done!