Thanks for the feedback! I’ll definitely look into improving the control responsiveness later on.
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Thanks for the encouragement! I rated 240+ games in total.
I usually try to leave feedback before submitting a rating and keep it as relevant to each game as possible, so the process is a bit slower. It also helps developers know who has already rated their game. I update my post from time to time to encourage more ratings (especially for people who need them), and I try to rate back whenever I can.
I have to say that I really liked the lore and puzzles in your game. The mysterious atmosphere and the build-up to the truth you created were very well done.
Hey, I was pretty close to your goal of 200 ratings. Mine currently stands at 196, which I later realized is the #2 most rated entry as well. The final rank ended up at #82 (top 6%). It’s definitely a big improvement compared to my previous jam where I worked solo and placed around the top 30%.
That said, I was a bit surprised that the final ranking ended up lower than I expected, so my feelings about the result are a bit mixed. I’m glad about the improvement, but part of me still feels it could have been higher (sorry, I can’t help it). Still, this was only my second game jam, and I learned quite a bit through experimentation.
One thing that surprised me was that quite a bit of the feedback mentioned the control layout being uncomfortable, even though the game already had a rebind option in the menu. It made me realize that many players probably jump straight into the game without checking the options or even the page description first. Getting feedback about something that’s already implemented can be a little rough, though the other feedback was still helpful and constructive.
I think I might take a short break for a while and recharge before deciding what to do next. I’m also considering polishing the game further and maybe adding more content, like another boss and level.
Really cool visual style. It’s an interesting game where you have to navigate around to progress. At first I thought it was a horror game because the atmosphere feels quite scary. The dark corners of the environment make it feel like something might jump out at any moment. Either way, it definitely feels like a strange place, fitting the theme. Good game!
First of all, congrats to everyone who participated in this game jam!
I’m really grateful to everyone who played our game and left feedback, both positive comments and constructive criticism.
This is my second game jam (and the first for my teammates), and it’s the first time we’ve made it this far (currently at 194 ratings). We’re hoping to push it a little further and reach 200 ratings before the jam ends.
If you’d like to do a rate-for-rate, feel free to leave your game below and I’ll check it out!
(If you’ve seen my comment on your game page, it means I’ve already rated your game. I always leave feedback when I rate.)
Thank you!
Really like how you can mess around with the objects in the room to ease the boredom while waiting for your number. Being able to talk to the NPCs and hear their voice acting also helps pass the time and adds a nice touch.
I also like how the rooms become increasingly unusual and unsettling as you progress from one to another. You did a great job making the place feel strange and mysterious.
Really nice visuals and a cool phase-shift game mechanic.
One thing I noticed is that the jump feels a bit janky because the character moves forward in midair by default. It would be easier to control if the character only moved forward in the air when the movement key is held, without the extra momentum.
Regardless, I managed to get the cat back home. Good game!
Very unique and fun concept of being in a wheelchair and controlling movement mostly with the mouse and the gun’s recoil. The graphics may be subjective for different reviewers, but I like the style.
I can’t help but imagine how funny it is at the sight of drifting in a wheelchair while firing a gun.
One small suggestion: it would be nice if the character automatically faced the elevator door so I wouldn’t have to turn around every I died.
Also, the cat is demanding me for 5 stars, very amusing.
Overall, nice game!
I’m going to review your game right now as well.
Feel free to check out mine: https://itch.io/jam/brackeys-15/rate/4306323
I’m going to rate your game!
Feel free to check out ours as well, thank you: https://itch.io/jam/brackeys-15/rate/4306323
🗿
Really interesting concept and game mechanics. The controls and challenges feel fairly balanced, though it’s a bit difficult at first. The checkpoint system is well done.
What’s especially impressive is that you were able to run this in WebGL and have it run so smoothly. Great job with the optimization too!
Overall, nice work!
That sounds really tough, but it’s impressive that you still managed to finish the game on your own. Soloing a project after planning for a team is definitely not easy. That was actually my first game jam experience as well.
My suggestion is to always plan a scope that you could realistically finish alone if necessary. That way, if something unexpected happens with the team, the project is still manageable.
It also helps to establish consistent communication early on and get a sense of everyone’s availability and skills. I’ll keep it real: sometimes people leave without saying anything. If someone becomes unresponsive for a couple of days during a short jam, there’s a high chance they may have dropped out, so it’s usually a good sign to adjust expectations and plan around that.
Either way, finishing the game under those circumstances is a big achievement.
This was my second time joining a game jam, but I’m not entirely new to game development or working on projects in general. I was definitely able to pass on what I learned from my first jam and avoid repeating the same mistakes.
One thing I’ve learned from doing game jams is how subjective difficulty can be for different players (especially because the developer perspective and player perspective can be very different). Different keyboard layouts, player preferences, and how punishing certain systems feel can all affect the experience, so balancing all of that is pretty challenging and time-consuming without playtesters.
My approach was to make the gameplay a bit more forgiving and include a key rebinding feature so players could adjust the controls to what works best for them. The intention was to be “better safe than sorry,” so at least players won’t quit without exploring the full content (though it still received mixed feedback).
My teammates were first-timers, so I tried to give a lot of guidance and share what I learned from previous experiences. There were definitely some ups and downs, though. I’m sure many people have encountered this in team projects, and I’ll say it openly since it’s a common reality: sometimes there’s someone who contributes very little, while others are extremely committed. I really appreciated the teammates who put in the effort.
There’s no such thing as doing things perfectly the first time, so we also spent time practicing how to properly integrate different types of art and sound assets into the engine so we wouldn’t run into import issues, and how to maintain consistent scaling with sprites. Sprite sheet animation techniques, tilemaps, and parallax backgrounds were other important things we practiced. I also pushed myself to improve techniques like input buffering, coyote time, FSM structure, and variable jump height with a jump-cut mechanic to help smooth out the gameplay.
Overall, it was still a valuable experience and a good learning process for everyone on the team, including myself. It helped me learn more about working with and managing a team, as well as better understand the player’s perspective when designing a game.
An interesting idea is having the setting take place inside a computer for a strange place, where the environment, enemies, and systems are all based on internal computer components. The controls feel very smooth.
One improvement that could help a lot would be adding clearer visual indications for interactable objects, since it can sometimes be hard to tell what can be interacted with at first.
Still, good work!
Thanks for the attempt!
You can actually fix that right in the game. Just use your mouse to click the Options button in the main menu, where you can rebind all the keys to whatever works best for your setup if the arrow keys don’t work on your end.
Hopefully that lets you jump in and enjoy the entry!
Thanks a lot for playing, and I really grateful the detailed feedback! I’m definitely aware of those rough edges. Unfortunately, during the jam there just wasn’t enough time to pixel-polish every hitbox or sprite alignment without sacrificing other features.
Regarding the "New Game" issue, I’ve re-tested the logic and it resets correctly on my end. It may have been an accidental misclick of the "Continue" button on your end since the mouse is clickable as well, but if you think it's a bug, I’d really appreciate any extra details on how it was triggered so I can investigate further!
That said, I actually already have a fix for the moving platform velocity inheritance! I’ll be uploading the updated build as soon as the rating period ends and updates are allowed.
Thanks again for taking the time to play and share your thoughts —and the pain and suffering.







