The gameplay is really fun and engaging, though more enemies and upgrades would've made more fun. But for a jam a really cool game.
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Over/Under's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #131 | 3.775 | 3.775 |
| Enjoyment | #212 | 3.821 | 3.821 |
| Overall | #470 | 3.381 | 3.381 |
| Audio | #537 | 3.212 | 3.212 |
| Theme | #564 | 3.392 | 3.392 |
| Visuals | #870 | 3.288 | 3.288 |
| Innovation | #884 | 2.800 | 2.800 |
Ranked from 240 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The core gameplay loop relies on progressing through each level by choosing a new upgrade, but you're also forced to take a debuff. This fits the theme as you have to weigh your risk/reward balance to get as far as you can and manage the chaos of your own choices.
What code and assets did you not make from scratch during the jam (if any)?
The map tileset, the player character sprite, the enemy sprites, the UI icons, and a handful of sfx come from free to use packs and sources such as Kenney assets. A full list of credits is on the game's page.
Everything else - the code, music, and sound effects - are all made from scratch.
How many people worked on the game?2




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