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A jam submission

SystromaView game page

Escape from system shut down
Submitted by ben@0831 — 13 minutes, 38 seconds before the deadline
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Systroma's itch.io page

Results

CriteriaRankScore*Raw Score
Judge's Pick#1n/an/a
Innovation#33.6003.600
Overall#43.5673.567
Theme Integration#43.8003.800
Art#53.6003.600
Presentation#63.7003.700
Sound Design#83.3003.300
Accessibility#93.4003.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game bring our theme, Systems Offline, to life?
Systroma is about the player navigating a system that is gradually shutting down.

What did you do to ensure accessibility of the game?
I used simple WASD keys for movement, not too hard to understand

Did you include the Indieformer or Patch Notes logo somewhere in your game?

Yes

If AI was used in your game, let us know how you used it.
No AI used

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Comments

Submitted

extremely love the music and when it is down I feel a little bit sad...it's a very good game, while I have to say when system becoming down, it sometimes become less fun and more annoying...I'd say it will be very interesting on how game like this shutdown (or recover) systems properly --- I mean give music and color back to me asap!

Submitted

The overheat mechanic is really interesting and adds to the game's difficulty (which I consider great! :)). I also enjoyed how polished and atmospheric the game is! Great job, its one of my favorite games of this jam! :)

Submitted

Good game overall, it worked as intended.

Submitted

I really felt like the world was ending! It would seem quite difficult to have a game that goes from easy to hard while the number of mechanics decreases each level, but the way you did it made a lot of sense; a great example of intentional game design.

If I had a complaint, it’s that grayscale is really hard to read and I stopped before the end because it wasn’t so pleasant to look at. The beeps in the silence were also a little piercing. While I think those changes were part of the game’s design, maybe they were a little heavy-handed in implementation (and affect accessibility to a high degree).