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Together 'Til the Glitter End's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #2 | 3.857 | 3.857 |
| Theme | #3 | 4.286 | 4.286 |
| Overall | #4 | 3.886 | 3.886 |
| Visuals | #5 | 4.000 | 4.000 |
| Creativity | #5 | 3.714 | 3.714 |
| Audio | #6 | 3.571 | 3.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Briefly explain your games interpretation of the theme?
In my game, players compete to spend more time TOGETHER with the princess than their opponents. During each 1.5‑minute round, you steal her from each other, and every second you hold onto her earns you points. The player who accumulates the most 'together time' wins the round — and you can play as many rounds as you like, counting up total victories.
How much CODE (text or visual) did you make?
You didn't code the game - you" vibe coded" being passive in the development of code.
How much of the game's ART did you make?
You created all of the art assets seen in game (not with AI)
How much of the game's SOUND EFFECTS did you make?
You didn't create any sound effects - you used existing audio for your game
How much of the game's MUSIC did you make?
You didn't create any music - you used existing music tracks for your game
Aren't you awesome for being creative and taking part?
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Comments
Loved the humour in the intro of this! The art was great too, really cohesive and added to the humour / vibe of the game!
Took a while to understand the way to play, but the info on the game page helped. Having the "prompt" player needed to do to steal princess from the opposition was a good idea, made it less simple and made it not as simple as just getting close to the opposition.
Woulda been great to see some "amount of time each player has held the princess for" on the HUD, so players could tell the closeness of the contest (and help remind players of the objectives). The red enemies were a bit aggressive, which made it hard to understand the mechanic initially - so maybe having them further away from the princess at the start to help players learn the capture mechanic without getting killed could be good. But their following and "giving up the chase" behaviour was otherwise good.
Thanks for getting involved in the jam!
Thanks for the tips! At the bottom of each player, there is a progress bar (time spent with the princess). Probably didn't explain it very clearly before.
Hi everyone! Regarding the development survey – since there wasn't an option for 'hybrid AI/human coding,' I chose the 'vibe coded' response. In practice, I'd estimate development was 50% my own programming and 50% AI-assisted implementation. Happy to answer any questions about the process!
thanks for explaining :)