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A jam submission

HayabanView game page

A speedy sokoban. Fix the train before the early shift!
Submitted by Kevin Hutchins — 7 hours, 15 minutes before the deadline
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Hayaban's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#164.0004.000
Overall#363.7883.788
Gameplay#373.5383.538
Graphics#503.5383.538
Authenticity (or, Creativity in use of resolution)#534.0774.077

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes
Gotta Go Fast - 20 second time limit.
You're Not Allowed to Win - You can't stay employed forever.

Tooling
Engine: Phaser 3
Art: Aseprite (and an unreleased image pipeline)
Audio: Audacity

Only thing I really tried differently was playing with scaled down fonts for text instead of a pixel font.

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Comments

Submitted

I adore the sound effects. There's a lot to really like about this game! I did find there to be a bit of a learning curve to the mouse controls — at first I didn't even realize there *were* mouse controls, because WASD also moves the player and you can push boxes. It's only when I went to the description to find how to deal with the pull blocks that I realized mouse was *the thing*. 

Anyway, well done!

Developer

Whoops! The keyboard controls were a leftover from before I pivoted the control scheme (and added pull blocks). I meant to take it out but forgot. The mouse controls were definitely weird, but I wanted to play around with how close you could get to the metal with a sokoban game, and it can often be unintuitive until you play with it (and maybe even then).

Submitted

I'm not much of a sokoban player, so these puzzles might have been simple, but they happened to be challenging enough for me, especially when put under a time limit. And actually 20 seconds felt a bit too short. Only made it to maybe Thursday of Week One. Playing like three or four runs total.

It seems I've come down with Ludominimus Nintendosis, or Nintendo Minigame Brain, because all I can see is how tiny games can be perfectly shoved into larger games to introduce moments of extreme novelty. This being a great example. A game you can pick up fairly quickly, exhaust fairly quickly, and then move on back to the main game satisfied.

I love the aesthetic. I can really imagine the salarymen and women ripping me limb from limb after making them late to work. With, of course, the reward for successfully doing such an important job under so much pressure is to be allowed to wake up another day and do it again!

It feels like a lot of puzzle systems don't like being procedurally generated. Handcrafting seems the way to go. But it is certainly interesting to try and see what can happen! (Perhaps I'm out of the so called loop and there are great generated puzzle games out there? Tetris? But that is a different style, or what not, of puzzle games, yeah?) Anyways...

Had fun. Keep up the great work!

Submitted

As others have said the SFX are top haha. I liked the execution of the game and I played it longer than I thought I would! Great job!

Submitted

The sound effects are absolutely amazing! It is a bit too hard for me, I barely make it to something like Tuesday. XD I guess playing with mouse like that takes some time to get used to.

I like how you made puzzles procedurally generated! :D

Submitted

i'm a sucker for pixelart kanji in game titles. i enjoyed playing this. it's super unique. the sfx and transitions add to the charm. great job! 

Submitted

Small, but fun game. Played it a lot longer than I initially thought.

The sound effects are indeed amazing =)

Nice game jam entry!

Submitted

These impromptu sound effects are hilarious. I love the cutscenes. The ludonarrative, that you are an employee on the clock in a crisis; that is why you're being timed; makes for a well-rounded experience, and heightens the game overall. Even though it's gameplay is simplistic, it's execution makes it feel novel.

Exceptionally well done.