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A jam submission

Over/UnderView game page

Every boon has a price
Submitted by Fresh — 2 days, 6 hours before the deadline
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Over/Under's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1313.7753.775
Enjoyment#2123.8213.821
Overall#4703.3813.381
Audio#5373.2123.212
Theme#5643.3923.392
Visuals#8703.2883.288
Innovation#8842.8002.800

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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Comments

Viewing comments 120 to 101 of 161 · Next page · Previous page · First page · Last page
Submitted(+1)

The risk reward system is clean and solid, and the gameplay feels smooth and enjoyable. Choosing different rewards pushes different risks, so every run feels fresh. The feedback is clear and sufficient. Overall, a very successful game!

Submitted

Also, Fresh, could you please take the time and try out my entry, Owlet and the Biscuit Tower? It's a frustratingly fair 2D platformer where you take control of Owlet and must scale up The Biscuit Tower in order to retrieve The Legendary Biscuit so that Owlet can eat it. But, The Biscuit Tower is filled to the brim with spikes. However, Owlet has the ability to pass-through the spikes, which will not cause him any harm, but Owlet can't definently jump on them, as doing the latter will result in an instant-death, and the player will be sended right back at the bottom of the tower. This game is designed to be hard, and yeah, it shows from the comments.

Just take the time to play Owlet and the Biscuit Tower and let me know what you think. I'll always appreciate ANY feedback you give, whether good or bad.

Also, I copied and pasted this message from another game I reviewed, Fun Fox's Biscuit Bash. Trust me, it's DEFINENTLY worth checking out. I gave it a 10/5 for a reason.

Thanks a thousand if you play my game and give feedback! 😁😁

Submitted(+1)

Great game! I enjoyed trying to balance the benefits and downsides of each choice

Submitted(+1)

Damn Brother, The game got keeps playing even i need to sleep early hahaa, Sick game keep going  

Submitted(+1)

Well, looks like a top-down game with roguelike and survival elements, need I say, but without the procedural generation. Now, this was actually the first jam entry I played in the Brackeys Game Jam 2025.2, I just haven't reviewed it yet, but now I am. Now, I really love the teleporting mechanic, and the fact that you can choose whatever upgrade you want before you progress through the next stage. On the other side of things, this game is pretty hard. You have enemies chasing you around, and I can't breathe for a second because I know one enemy's eventually going to catch up to me. Nevertheless, 4.25/5 stars. An awesome game jam entry for the win. Good job, Fresh. 🧙

Also, I think you should check out my game jam entry, Owlet and the Biscuit Tower. It's designed to be hard (but fair), and trust me, people say it's frustratingly hard. (Its tagline is "Have you got what it takes to risk it for the biscuit?") Good luck on the rest of your games! 🎮🕹️

Submitted(+1)

Wow you did not mess around with this one haha. I like the difficulty, makes it feel like I actually accomplished something when I pass a wave. The perks with drawbacks are also a great addition. This is a really good entry to the game jam. I really enjoyed it. Well done!

Developer

I’m so glad you enjoyed it! Tysm for playing <3

Submitted(+1)

Okay, now I understand the amount of reviews.

The game is really fun, it makes you wanna play more because of how fair it is. I always decide to buff enemies to make it more challenging!

I also found a way to "bug" the dash and survive for a long time, but I'm not a fan of dashes anyway.

I wonder if there's more enemies the further I play, but doesn't seems the case, anyway it's really fun!

Developer

I appreciate you checking it out <3 The dash isn’t super tweaked since you can just as easily accidentally dash into the wrong spot if you just spam it, so I just kept it as a skill check.

I definitely should’ve added a wider variety of enemy types and maybe a boss every X levels, but I intentionally kept the scope narrow for a jam. Lesson learned! Ty for the feedback <3

Submitted(+1)

I love how the risk mechanic is incorporated. It was a lot of fun trying to remember what I had previously picked and trying to counter it without countering my buffs. I would like to have seen the percentages for the buffs/debuffs so I could weigh my options a bit more but still really well exectued!

Developer(+1)

I’m glad you had fun! I considered showing the values for stat increases, but didn’t want to encourage too much number crunchy mindset to keep it simple and casual. I might revisit that though, so thanks for the feedback <3

Submitted(+1)

awesome, really liked it played it several times. I was able to get to round 15.
What i wonder, are buffs are equal to debuffs? or you do get slowly stronger?
like if increase damage is +.5 is decrease damage -.5?

Developer(+1)

I generally tried to make buffs stronger than debuffs. I think the -damage is -0.2 and the bonus damage is +0.5. I would’ve liked to add UI where you could track certain stats like that at a glance but ran out of time to do it well.

Submitted(+2)

Very well designed, the gameplay was very well polished and the way you incorperated the theme was incredible. The music and sound effects were also really well-made. One thing that felt a little off was the dashing, I felt like I didn't have that much control over where my character would go, I think it was partly because I couldn't see my character as he dashed. Fantastic game overall though, congrats man!

Developer(+1)

Thanks so much for the kind words and especially the feedback! The dash could use some tweaking. It’s supposed to take you a distance away in the direction you were already moving. The distance you go is a set distance which can be upgraded, though it is something you get a feel for more as you play, which could be improved. I’ll take that into account if I continue working on it in the future! <3

Submitted(+1)

Nice game! pacing was good, the choices felt fair and fun! Good Luck in the Jam!

Submitted(+1)

Amazing Game!!The Gameplay Felt Well-Polished .,Was Real Fun ,Great Work !!

Submitted(+1)

Really fun game! The downgrades always balanced the upgrades out so it didn't really feel like there was much progress being made haha but it was still pretty addicting =D

Developer(+1)

Appreciate the kind words! Yeah how the game feels is definitely based on your choice of upgrades (and chance). You can choose to keep balancing out so you last longer or ‘risk it’ by taking the best upgrade regardless of downside and make it much harder. Having a higher variety of upgrades and downgrades might’ve made that feel a bit better/more varied though.

Submitted(+1)

it was nice that the power ups were not tied to the downgrades.

Submitted(+1)

I like the dash-movement, also the option to choose that has helps and troubles the player at same time. I think a short time-interval for choosing among the option would be better, it would add even more pressure to the player.

Submitted(+1)

Nice idea! 

Submitted(+1)

Excellent game feel, the screenshake is simple but makes every hit feel so good

Submitted(+1)

Loved the dash mechanic

Submitted(+1)

Addictive game, but it broke on level 13 :(

Developer

Oh no! How did it break, if I can ask?

Submitted(+1)

It won’t spawn a new wave, just stuck on empty room 13.

Developer

Huh, that shouldn’t happen, I’ve definitely gotten past wave 13 and so have most players, so it should be fine if you give it another go? But if you could tell me how to recreate it, I’d super appreciate it and will look into it! Also lmk if you were able to move around while in the empty room or if the game “paused” (ie no player animations playing), and if it happened after the end of the wave or after you selected a new risk/reward card, that’d be useful.

Submitted(+1)

Good give and take perks, reminds me of The binding of isaac Devil rooms. Had good fun with this. More enemy variety would of been cool! :D

Developer(+1)

I should’ve added one or two more enemy types and maybe a boss… but I’m pretty strict about avoiding scope creep especially for jams. Lesson learned! And thank you, Binding of Isaac is such a flattering comparison!

Submitted(+1)

Totally, feature creep is a disaster so well done on resisting the urge haha.

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