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A jam submission

The SweepView game page

The hero got glory; you get overtime, hazardous sludge, and corporate quotas: clean every floor.
Submitted by Fifth Layer Studio — 20 hours, 47 minutes before the deadline
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The Sweep's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#203.5503.550
Overall (Fun and Playability)#293.1003.100
Audio#352.8002.800
Visuals#462.8502.850

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
The player cleans up after the hero using an elemental rock-paper-scissors property system in a retrofuturist corporate dungeon.

Where did the assets come from?

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Submitted

Good fun :) I think we had some similar thoughts about the cleaning up theme!

Submitted

Very fun, love that you just dispose the enemies in the bin, art and audio are great! Overall i liked it

Submitted(+1)

This game is very fun to play. One of the games i was able to complete in this year's jam. I think it has a perfect length too. Difficulty is very well balanced but also engaging, not bore or fatigue the player at any point. I started playing it and completed it in one sitting without a break. It's the perfect jam game for me.

I didn't know how to dispose the debris at first but after reading the instuctions on the game's page, it became clear. Also i didn't use the analysis feature at all, i think that was for analyzing the weakness of enemies. I figured it out with trial&error. But i think the game falls a little short on explaining some of things to the player, items need tooltip descriptions they're not even named in the inventory. For example, there is this blue vial object which i thought was mana potion or something bcs mana potions are universally depicted in blue vials, it turns out it's some kind of holy water. And i also discovered later that it has an AoE attack. It kills multiple skeletons at once when they are adjacent although i'm not entirely sure of the radius of tiles it's effective on. I mostly found about those things through trial&error.

I think both of the themes, cleaning up heroe's mess and rock&paper&scissors were incorporated incredibly well. I like the main game design too. You have limited inventory space, you have to explore the map, find the weapons first. You need to drop something to pick up the debris. Enemies are well placed on the map blocking entry until you get the necessary weapon to kill them. Very good level design.

Graphics are decent, l like the monster artwork. Controls feels very good. Intuitive and snappy. Love the cover artwork too. It is apparent that it's AI generated but it depicts the contents of the game very well and looks very good. Definitely a great addition to the catalogue of games in the jam. I'm glad you submitted it. Nicely done!

Submitted(+1)

The game loop is very fun. There is some inventory management there that I'm not sure what I think of. Could work with and could work without. 

I dropped an item on top of the enemy because I held the shift but wanted to attack, which made it hard to retake. Picking up items seem to first check the square you are on, and then the one ahead. This is confusing since you might want to take up the thing you see and not the one you stand on. It could make the item management easier not taking up the one you stand on I think.

For the jam I think the amount of levels was ok, and it made for a rather quick experience. I wouldnt want it to be any longer. Maybe because I kinda felt I was doing same thing over and over and was satisfied.

Good job!

Submitted(+1)

Cool game. It took me a while to get the hang of the controls, but once I read the manual (yes, I know), I was able to play the game. That you need to collect 'weapons' on the floors is an interesting twist. And the tutorial is very well made.

One thing I wonder is whether the additional keys/buttons are really needed. Shift left-click to drop, maybe just use right mouse button? Space to interact/F to analyse, maybe click to interact would have worked as well?

Submitted

Cool game. It took me a while to get the hang of the controls, but once I read the manual (yes, I know), I was able to play the game. That you need to collect 'weapons' on the floors is an interesting twist. And the tutorial is very well made.

One thing I wonder is whether the additional keys/buttons are really needed. Shift left-click to drop, maybe just use right mouse button? Space to interact/F to analyse, maybe click to interact would have worked as well?

Jam HostSubmitted(+1)

Fantastic little entry! Controls were a little tricky at first but I did get the hang of it after a few tries.

I really enjoyed the implementation of Rock, Paper, Scissors! Great job!

You can watch my playthrough here: https://youtu.be/5P8amA40vVQ?si=ic16nlqj5Fic7Npb&t=5233

Submitted(+1)

Great game! Was really fun to play. Took me a while to figure out how to dispose of items, but once I figured it out it was a great time. Every system comes together in a really nice way. Appreciate you making it :)!

Submitted(+1)

All floors cleared

I had a ton of fun playing. Controls feel great and I want all games to go as fast a I press the buttons. The weakness system works super great in this one as it's part of broader gameplay about weaving through the enemies you currently can't defeat, possibly using a blue potion, and anyway rarely carrying the 3 weapons at once even when you found them as you also have to carry the waste. Everything works very well together. The levels are different enough from each other, the one before the boss was cool and the game ending with a boss fight was cool too.

Thanks for sharing!

Submitted(+1)

Oh wow! A boss fight at the end was a nice treat :) Finished the game! 

The only difficulty I had was initial understanding of how to throw things away. Had to go and read controls... I don't think game specifically mentioned it, or maybe I dozed off moment about how to empty any inventory slots. But after I learned controls - it was nice little puzzle. Quite enjoyable too :)

Submitted(+1)

This is a fantastic interpretation of the theme, I got to level 4 and couldn't quite figure the right approach to not get surrounded and kite away the enemies sufficiently to tackle them safely.

You ticked alot of boxes for the themes in a manner that didn't feel forced - as we often have to try and shoehorn them in. But yours intpretation melded everything very nicely.

The movement controller feels great. perhaps a slight mishmash of assets but it was honestly fine. I didn't mind the tutorialisation, as like the others have mentioned, the tone felt deliberate and on brand.

Thanks!

Submitted

Well made and involving game! Made it to level 3. Enjoyed the sarcastic and narrative and cryptic instructions :-) Nice smooth transitions, good controls, pleasing graphics and audio. Played the web version in Firefox and it ran fine.

Submitted

Puh, that was quite hard. The movement was smooth and fast and the conrols worked well. But why can´t I analyize items in the inventory? The tutorials were a bit much, but the writing is very funny. I love the idea of a cleaning company coming in, after the heroes left. Actually I think, that this is the best implementation of that theme so far :)

Developer

Thanks for the great feedback! About the analysis system, I wanted to have keyboard and mouse controls and I couldn't figure out how to use items and analyse them with the mouse. I might have used a separate modifier for the mouse button instead of preventing analysis in the inventory... Thanks anyway!

Submitted

At first I thought the tutorial was overbearing, but then I started enjoying the tone and realized it's part of the charm and I enjoyed it. Really enjoyed the concept of analyzing everything so that you might learn what they do (and it came in useful to discovering and understanding the game). 

Controls were good, the RPS mechanic/theme was creatively implemented, there was a fair bit of challenge in managing your inventory / delivering things to the chute / deciding when to use one-time items. 

Solid entry and creative concept!