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A jam submission

MacGrooverView game page

repurpose everyday objects to save the day
Submitted by h00g3, FD.Dave, RobinJaeger — 31 minutes, 34 seconds before the deadline
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MacGroover's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#44.1334.133
Graphics#224.0004.000
Originality#413.5333.533
Overall#553.1243.124
Fun#712.7332.733
Accessibility#732.2672.267
Audio#732.8672.867
Controls#942.3332.333

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
v4.5.1stable.steam

Game Description
Repurpose everyday objects to save the day

How does your game tie into the theme?
Repurposing is the main characters core skill

Source(s)
N/A

Discord Username(s)
N/A

Participation Level (GWJ Only)
6

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Comments

Submitted

I saved the world! Your idea was a really good approach to the theme. I'd like to be able to move a little faster and to not have the inventory limit (or if there is an inventory limit, have the ability to drop things). I'd also like there to be a way to restart just one level instead of needing to restart the whole game to fix holding the wrong object in your inventory.

Developer

Thank you so much for trying out the game. I hope to have adressed your feedback in this update.

Submitted

Having a different key for every item/action seems very random. Some unified system for item choice would probably be better.

Otherwise it is a cool submission. I got softlocked as well. The inventory limit should be better communicated. Or removed entirely...

Developer

Thank you so much for taking the time and giving it a go. I can totally understand why the different action keys might be confusing. It was an experiment, lesson learned ;)

Submitted

Good looking art and approach to theme.

Just would love to have ability to move faster. Not sure about level when you must use backpack, I did tried to find solution but stuck somehow :(

Congratulations on your submission!

Developer(+1)

Thanks so much for playing. Your feedback is highly appreciated. I apologize for the behaviour of the backpack. It is not your fault, since there is no failsafe yet. When you add the wrong item to inventory, you'll need to restart. It's a bitter flaw, but that's how it is with this release. 

Submitted (1 edit)

Glad to see we aren't the only ones who the theme made think of MacGyver. 

I like the overall idea behind the game. The story and way to progress fits well with MacGyver. The music and art are great. However, the UI/UX could use some work. The biggest issue was getting soft-locked and having to restart. The first time I had this was picking up the sausage and walking out the door without using it. When I got the backpack, I couldn't use any items. I just got a message that my inventory was full. I had no way to discard or swap items. The game could use with a way to put the item in your hand/inventory back into the bag, including the sausage, or at least dropping the item. It would also be nice if you had a button, or menu option, for restarting the level. In the house it restarts you when you get caught. Outside it will send you back to the start position, and the bag is shown on the ground, but you keep the bag, and the item in your inventory/hand, so you can't try other items. Once in the tent, if you have the wrong item, there is nothing to do but restart.

It was also odd to be using so many keyboard keys. On one hand it did make sense to use the letter matching the action. On the other, you could only really do one thing at a time, other than when the backpack was open, so having to jump through a bunch of buttons didn't really play well. If you had your multiple items active and could press a button to use a specific one, then it would feel better.

Great concept. On point with the theme. Just needs a bit of work on the gameplay experience.

Developer(+1)

 It is detailled, honest, friendly feedback like yours that make participating in insane events like these worthwhile. Thanks so much for giving it a try, and pointing out all this stuff. I was amazed by the high level of accessibility you provide with your TD game, so that's inspiring, and it is certainly something I will be prioritizing higher in future projects. As to the bugs and flaws you've encountered, I apologize. Core features, like parts of the inventory system, the puzzle with the sausage, were not completed in time. We've decided it's better to deliver a bugged game that's playable than not to participate at all. We're glad that you can see the potential behind the wreck. Everything will be adressed in the next update. So many keyboard keys was a conscious decision because we thought it's funny. Maybe it would be with less bugs around.

Submitted

We do these jams for feedback and to improve our own skills, especially when experimenting. We totally understand running out of time and having bugs or missing features you didn't get to.

After doing several Wild Jams, with their strong push for accessibility, we've developed  and refined some core systems for making things accessible, and try to plan for it from the start. Sometimes it can be a limiting factor on our design choices (such as trying to make the UI work for keyboard, controller, and touch), but thinking about it from the start lets us make the choice for where we want to go, and which we intend to include. Our first GWJ submission was not accessible at all, and we spent the week afterward developing a lot of the core accessibility systems you see in our games now. Each game we bring them into, and jam we participate in, they get refined a bit based on what we've learned.

And yes, it is good to submit what you have and get feedback, rather than give up. No matter how bad it is, you can learn from it and work to do better the next time. Who knows what others will see that you missed. It's not just the feedback on our own games, but seeing what others have done and being inspired by them that helps us grow our games, which makes participating all the more worth while, regardless of the state your game is in. As long as there is something to play, submit it!

I agree that the keyboard keys would have worked better if not for the other issues. Still, for accessibility, you may want to make it a setting. The default can be what you have, but the player can switch to a simpler control in a menu.

Submitted

Really cool interpretation of the theme! Neat art too :)

Developer

Thanks for giving it a shot and leavin a comment :) !

Submitted

Can't think of a better concept to fit the theme for this jam, great idea!
Also enjoyed the gameplay, felt like a bit of a throwback to point and clicks like Broken Sword, Monkey Island etc
Controls were admittedly a bit janky and I got stuck at the nuke, but I guess that was also the case for classic point and clicks too

Developer

To hear someone talking about our game and compare it to the looks and feels of monkey island was a true highlight. Thank you so much! We have provided an update where you shouldn't get stuck anymore, and a few other improvements. Respect that you've made it this far with all the bugs in the jam release. 

Submitted

I like the title and the art in the screenshots.

Somehow I cannot get the web version to start at the moment.

Developer

Thanks for trying. We have now what we think is a final update. Are you able to load it in the browser now?

Submitted

Works perfectly now! Even in browser. You made a very creative game. I like the idea, the art and everything!

Developer

Thank you so much!

Submitted

Theme-wise, this was really great. Loved the MacGyver thing. It felt like one of those point-and-click adventures from the 80s.

I really wanted to like it, but I ended up getting stuck. I got the stuff to make a flamethrower (I think), and then couldn't use it, nor could I pick up the sausage for the dog, so I was stuck.

Really nice idea. With a little more bug smushing, this would be a really solid game!

Submitted(+1)

Yeah, you have to go to the dog door to burn it down then you can pick up the sausage :)

Developer

thanks for clearing that up :)

Developer(+1)

I apologize for the various bugs we couldn't crush in time for the jam deadline. If you want, you can try it again with the updated version. It's now where it should have been then. Your feedback and time is highly appreciated!

Submitted

I got through it this time! It was a lot of fun. My biggest complaint was that I would have preferred one use button instead of half a dozen different letters. It made it really hard to think fast, and so beating the game became a game of memorizing the patterns.