Found them. Both unchecked.
BenJoe72
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So I have butler set up for a game I'm creating and I'm making WebGL and Windows builds.
Whenever I create a new build for WebGL and upload it via butler it works fine. But when I try to push a "windows" build then it says in the notifications that "A build for [gamename] failed to process". But if I delete the zip from the game's itch page and I repeat the exact same push, it works fine. Why could that be? Is there a way to force upload and replace the existing zip?
Soooooooooo smooooth! The visuals, the sound, the animations everything is super polished, love it!
Very hard game, haven't got far but I liked what I experienced. It definitely requires a different mindset than other one-button endless runners. One thing I didn't like is the UI. It's an interesting concept to have the info shown in the background but sometimes I got killed because I accidentally shifted focus from the foreground to the background. Peeking over into one of the corners takes more effort and thus rarely happen accidentally (at least to me).
The controls (as much as it has) are very responsive and the variety of level elements are really testing how well you can shift gravity in your head. Very well though out and created platforms there!
I liked it ^-^
If this is your first GameJam game then please never stop making GameJam games :D
It was awesome. I've seen a lot of this 2D-3D shifting games out there but the execution on this one is great. Didn't really find the theme in it for "only one" because the "only one perspective at a time" feel like a bit of a stretch. But all in all the game was great, lots of "aha" moments in there that made me want to play more. Although the last puzzle was a bit confusing on how the hell did I get to that last platform. Also on my first try I managed to get out of bounds and after a while ended up in an empty void so had to reload the game.
Bugs aside it was a good experience! :)
I love the visuals of the game, simple, very easy to read. The controls on the other hand. I'm not very good at precision timing on these kind of games so I tend to mash the attack and it didn't work in this case. No matter how many times I tried to kill enemies by mashing the attack they always got me mid-swing. One more thing is the option to throw the lightsource. I didn't use it a single time. Not sure if there was a feature behind it that I didn't notice and now I sound like a total ass who didn't play your game properly but I didn't see the use of tossing my only lightsource.
It was a nice exercise for me in patience, although I failed at it :P
AMAZING!
I've never seen a game like this before. It's cool that you have to use the environment to rotate yourself in the correct position but also the same environment provides a challenge by purely trying to traverse it. I would've liked to see a part where you are confined in a smaller space where you almost lack the proper surface to turn but you have to figure out really how to do it. Or like a room where you have to turn yourself in a direction and then a keyhole at the end of a maze that you have to traverse without getting bumped. Or creating areas that halt the rotation so you have to think ahead of time and can't just solve everything by furiously wiggling the mouse (although my game is just that so I should't say anything :P).
All around amazing game, also cool looking. It was fun while it lasted, I wanna play more of it, please continue :D
Very nice execution! I love the art and animations.
It's a nice puzzle game (although I'm not very good at it :D). First I didn't see the theme in there, but then read that "you can only take one action at each turn" and realised how different this game would be if you could do like a move AND shoot/repair. Interesting concept and the controls are easy to get used to.
It was fun, great game!
This might not be an artistic jam but I love the visuals and small touches, like the cogs in the backpack.
The design is nice. I would've liked to see this more as a tactical shooter kind of thing rather than a wave based thing. I like that you have multiple kinds of enemies that do very different things. I see on your gif that the cursor is there but for some reason mine wasn't on screen so it was hard to judge where I'm currently pointing so there were times when I just spun around like a mad bull :D
All around fun game, congrats :)
Thank you! Modularity was key creating the enemy ships and squads.
And yeah, once you learn their movements and shooting "patterns"/directions, you know what to focus on at each moment, giving you a bigger chance of survival.
I like the boxing glove analogy :D It definitely feels like it! Wanted to add a little lag to the bullet as well so it drags behind your cursor, to make it feel more like you are controlling a gravitational field that pulls the bullet through enemies, but gameplay-wise it didn't feel right. Might try to tinker with it later.
First of all a word to the players: Think about this game as the "Bennett Foddy game of endless runners"...good, now go back and play it again :)
Now onto the review. It takes quite a lot of getting used to the controls, although there is not much to it. I had to think with "programmer brain" to figure out how the cube works. If you could make the cube into something that has a clear bottom and top it would be a nice help for anyone who doesn't understand why the cube doesn't jump properly (while it's upside down).
On the other hand I like the subtle things like the slowing down and jumping are the same action and you have to balance them to get to the next platform. Also the level design complements the player controls very well with the small bumps that you can fail on if you are not careful enough.
One more thing is that maybe adding a couple of checkpoints would benefit the game because getting through a hard part (albeit accidentally), then failing on an obvious challenge and getting put back to the very beginning was very frustrating at times.
All in all it's a great concept and with a better execution (subtle changes) would be an enjoyable yet challenging platformer.
Although at first I had to think about how this connects to the theme but I came around eventually!
Never once in my life thought that playing a "Trials Unicycle" game would be so hard, yet so entertaining.
It's hard to gauge how much of it is design and how much is the execution but you struck a nearly perfect balance of physics simulation and controllability. It's a bit "floaty" but that's what allows the player to get back from dire situations where the mane is almost touching the ground, yet you can still stand up :D I always had agency over my failures, never felt it was the physics' fault. Also my first backflip was a double on accident but landing it felt crazy good!
One thing with the level design is there were some wild slopes that seemed impossible to climb because of the lack of traction. Not sure if I'm not good at the game yet or they were really that hard.
All around great game, had a great time and the art/music was great too!
Many ppl were joking about creating a "one dimensional" game for the theme "only one". In concept, you did it! CONGRATULATIONS!
You are a dot, moving on a line in one direction avoiding obstacles (ignore the fact that the dimension of time still exists in the game...we call 3d games 3d and not 4d although they use the dimension of time as well). It would've been nice to know how the dropping obstacles are timed though. I could never avoid the vases (nice SNES Aladdin reference if it was meant to be that) because I didn't understand their timing.
The game concept is adorably simple and the (art) execution combined with some self-reflection (how stupid I look while mashing my spacebar) is hilarious. I laughed out loud multiple times.
This was an interesting and new adventure, and although never made it past the 5th block I enjoyed it very much.
I rate: "I need a new keyboard"/10
The core idea is great. It took me a bit to realise who I have to click but after that it was clear what to look for! Levels 4-10 were the real challenge after that it just got messy and I started clicking all over the place (like you said in the desc it'd be nice to have some kind of penalty system). Also level 24 took half a minute to load and 25 didn't even load, there were too many ppl for my browser to handle (it was funny) :D Also more move variety wouldn't hurt the game either.
All around interesting concept and great execution!
It's like a mixture of "Where's Waldo" and "Simon Says" :D
Amazing work on the theme. I love games with command giving aspects and this perfectly captures that feeling and also adds some action to it with the sweat on my forehead after every mistyped command waiting for it to fail so I can put in the correct one :D
I know this wasn't and art focused jam but I also love the atmosphere. The ambient sounds, the visuals.
I see a lot of potential in this game as a mobile title or something!
Heyo, here's mine. Now I'm off to playing yours ;) Have fun!
https://itch.io/jam/gmtk-2019/rate/461508
Hey, thanks for making a thread like this! Here's my game about a spaceship with only one bullet left :P Gonna check out yours first ;)
https://itch.io/jam/gmtk-2019/rate/461508