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A jam submission

Rare Form [Bad Ideas Jam 2026]View game page

It's time to break outside the box
Submitted by fluffylilgremlin — 8 hours, 43 minutes before the deadline
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Rare Form [Bad Ideas Jam 2026]'s itch.io page

Results

CriteriaRankScore*Raw Score
Video Pitch#193.9003.900
Artwork#863.7503.750
Overall#1103.3403.340
Creativity#1533.4003.400
Audio#1722.8002.800
Enjoyment#2012.8502.850

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

How does your game fit the theme?
It's about a rare action figure, who broke out of his display box, dodging an increasing number of shipping boxes to escape a comics store.

Video Submission
https://youtube.com/shorts/1CE9uR87WB8?si=klQwW8AfbX1EnXA5

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Comments

Submitted

Great idea and creativity for a game. Only problem though, the gameplay is just a little bit infuriating. In my opinion you should make the character slower.

Developer

Thanks for the feedback! I’ll revisit the player speed after the jam.

Submitted

The art is great, but the gameplay is frustrating.

I mean, its a good gameplay, you can feel the speed, you will probably die, but as the game is so fast you learn from your failures. The problem is that dash/slide, maybe im just bad, but that felt imposible and after like 30 trials I stopped. The wall jumps are quite tigh so more times than expected you dont reach the floor and you have to stop, jump to the wall again and then continue, and that kind of stop the speed of the game, doesnt feel great at all.

In my personal opinion then, i would make the platform easier to reach with the wall jump (at least at the first levels so you can enjoy the movement and speed) and then when you progress in the game they can be more skilled, but at the start better to feel good. And the dash/slide has two options: you can make it easier (move the platform closer or lower) and when you progress you make it more skilled. Or you can put it super early in the level like the first or second action the player has to do, so the player can practice it more easily (when he dies in a few seconds he can retry) and learn to overcome it faster, because know to practice it one time you must firstly reach that area, which is not easy and you can easily die on the way.

But its a cool game, it just needs little adjustments in the difficulty to make it more enjoyable and fun to play.

Submitted

I just realized i wrote a lot XD. Also, sorry if my English is not perfect.

Developer

Hi, thanks for the feedback! I’ll definitely revisit the level design after the jam; those tips are really helpful!

Submitted

This is a really neat and fun concept with great visuals, but the gameplay causes it suffer. The movement, while I enjoy fast movement, feels too fast to realistically control without memorising the entire level first. Which makes avoiding enemies harder. Also PLEASE add checkpoints. I couldn't beat this cause while I did fine at the later sections, I would be stuck in the beginning tutorial area repeatedly for ages - I was either crashing into enemies because of the high speed or I was failing to preform the slide jump, which landed me on an enemy that chases you throughout what I can presume to be the full level. 


Again, great concept and visuals, I love it. It just needs checkpoints and maybe a tweak to how fast the player character moves.

Developer

Thanks for the feedback! I'll definitely tone down the movement speed and add checkpoints after the jam (I ran out of time to add them before the deadline ^_^;). And I'll take another look at the slide jump; I had a hard time pulling it off even when I was testing the level repeatedly, so it might be an underlying issue with how I made the code check for input.

Submitted

Really fun (I checked it out because you left a comment on my game) but damn it  ms me feel like playing dead cells and celeste at the same time and once i memorised the part i genuinly first tried it, also for the love of god put some checkpoints,

while making my game i did not want to put checkpoints at all but my friends who play tested begged me to playtest it since my game was so hard.

Submitted

Also as a someone who loves editing, I loved the video submission it was really good

Developer

Thanks for playing, and thanks for the feedback! I'll definitely go back and add some checkpoints after the jam, I'm realizing that the game was wayyy more brutal than I intended. Also, I'm glad you liked the trailer, it was my first YouTube video so I wasn't quite sure how it turned out when I made it.

Submitted

I really like the animation and music! The story is very charming. My one gripe is the controls, they were pretty hard to use at times but besides that, it was a lovely little game!

Developer(+1)

Thank you for playing, and thanks for the feedback! I'm glad you enjoyed it!

Submitted

That's so cool! I love the music and art in it, and the gameplay is really creative. It's a bit hard for me lol, but I'm still having a lot of fun!

Developer

Thanks for playing! I'm glad you enjoyed it!

Submitted

I think that you nailed it with the difficulty. However, one thing that developers forget is that the levels need to be made for that character. Some of the jumps felt a little off like the beginning with the row of zigzagging platforms with the bottom ones having boxes not always detecting the player landing on the platform, forcing them to slow down. Other than that, this was a great game!

Developer

Thanks for the feedback! I'll definitely revisit that obstacle and a few others after the jam.

Submitted

This game is absolutely brutal. I loved the art, and the movement was really fun when getting into the flow of things. Especially the slide, when I could get it to work. Sometimes it would behave weirdly. But I do like the speed once things pick up. 

I will say, some of the enemy placement is diabolical, which makes you have to memorize the entire map, which is also a lot because the map is fairly big. (Though my memorization skills are also not the best) It also caused so many deaths because by the time I saw the enemies, I was already barreling into them. Though that is likely a skill issue on my part. 

It does remind me of Celeste in the way of having to progress bit by bit each time, and starting from the very beginning, but it is also brutal that you have to start from the very beginning every time. It's fair considering the homing boxes, and that it's the only level, but still brutal.

Took me a while to beat, but overall pretty solid. 

Developer

Thanks for the feedback! Especially about the slide mechanic and the difficulty, those are definitely things I want to make sure are solid once I revisit the project. I'm glad you enjoyed the game!

Submitted

Love the artstyle, and the idea of playing as a toy is really cool! Getting away from the very first box felt nearly impossible sometimes though, but I had a lot of fun!

Developer

Thanks for playing! Yeah, that one might have not been the best choice for me to put in the tutorial haha. I appreciate the feedback, that's definitely something I'll adjust once I come back to the project.

Submitted

Cool to see someone else do something with toys

Developer

Oh, cool! I'll be sure to check yours out, too!

Submitted

Really high quality honestly!! The controls are hella brutal, but after some time I really started to get used to it, doesn’t feel unfair once you get used to it!!

Developer

Thanks for playing! I was hoping the controls would feel kinda brutal, but I think I did go a little noseblind to it as I was testing haha

Submitted (1 edit)

The Short Pitch was amazing though 

Developer

Thank you! It was my first YouTube video, so I'm glad to hear it!

Submitted

The art is really really cool, I found the movement to be a little floaty for my liking, felt very chaotic in the enclosed spaces, the challenge of a seeking missile box is cool, adds some nice tension, I would prefer if they came from behine - forcing you to keep moving forwards without making mistakes - because having to get around them in enclosed space is challenging with the high movement speed. Other than that, fun time

Developer

Thank you for playing, and thanks for the feedback! I'm glad the game felt tense and chaotic, that's what I was hoping for! I'll definitely keep the points about the movement and enemy placement in mind if I polish the game further after the jam.