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A jam submission

Rat JobView game page

Rat janitor on a cleaning mech equipped with elemental cannon!
Submitted by Renardon, YuliPali — 9 minutes, 36 seconds before the deadline
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Rat Job's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#34.2174.714
Visuals#74.1534.643
Overall (Fun and Playability)#113.8334.286
Audio#243.0673.429

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
We did all: 1 - Elemental CannonBall battle mechanic! Most enemies have some resistances and even can be healed if wrong element applied. 2 - Our boss is dragonborn. 3 - We have somewhat retrofuturistic equipment. 4 - Our job originally is to be a janitor rat and to clean a mess after some heroes in a tavern.

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

External audio

Some audio assets were downloaded or made prior to the jam

AI audio

Generative AI was used to create audio

Do you have a diffrent Discord nickname?
RenardOn42

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Comments

Submitted (1 edit) (+1)

I played 3 runs but couldn't beat the game. Furthest i could go was the gauntlet where there are 4-5 fish warriors and the projectile launching worm. First off, the idea of a mech controlling rat is brilliant and the mech cockpit looks fantastic. I love the different modes of the mech and the smooth transition between the modes. The graphics of the game looks great, it's probably the 3d game in the jam with best graphics. The graphics are cartoonish yet with high fidelity. Cardboard box enemies look good too with animations and all. The fact that all the 3d assets are homebrew makes it much more impressive. However game puts a huge load on the GPU. My system was making sounds like a jet engine during the time i played the game. Last time my rig make sounds like that was when i was playing Cyberpunk 2077 on Ultra settings. I don't know if it's lumen or nanite but eventhough the graphics look nice it's still stylyzed low poly graphics afterall, not something ultra realistic. It shouldn't put the system through that much stress.

The controls of the game feels very smooth and snappy. The cannon doesn't have a very strong feedback and it has a short range. You can't shoot an enemy four tiles away while enemies can easily shoot you. The cannonball loses speed and falls before hitting the target. Sometimes it slowly hits the target and still deals damage. It doesn't feel too great. Maybe it would be better if launching the cannon wasn't handled with physics. It's not communicated very well which enemies are weak to which elemental cannonball. I used fire cannonball against the fish warriors, they die like in 10 shots. The flame enemies die in one hit when i use water cannonball on them. It didn't feel consistent to me.

Very creative game with an excellent art direction. I think it's one of the higlights of this year's jam and stands out among the other great games of the jam

Developer(+1)

 Thanks for warm review and useful, detailed feedback.

  First of all, yeah - saves or checkpoints werent prioritised, along with no difficulty level and pretty big length of the game that could be considered second degree digital torture, sorry for that. Thats our first experience in jam format and its better for us, and for humanity, to consider that in future.
 Thanks for feedback about performance - i at least thought that i disabled lumen and nanite but it requires further investigation. As for cannonball: now that youve said it i too started to feel thats not looking quite good when cannonball is sloo-oowly hitting enenmie and still dealing damage, will try to tweak some parameters to avoid it.

 Have a nice day and inspiration for future achievements!

Submitted(+1)

Fantastic entry. I really think this type of mecha control and mechanics work well with a grid based dungeon crawler. The mech itself is super super charming as is everything about the game. I loved the level of detail put into every little thing from animations to enemies and puzzles. Had quite a lot of fun with it. Didn't finish it in the first run, as I died eventually after being trapped in between two fish warriors. I am going to give it another go.

Oh, the level design is A+ as well, good job on the exploration and variety on the map.

Developer

I’m so happy you liked it! Thank you for noticing all the little details made with love 💛

I’m really rooting for every player to get through two main problems -  the experimental controls and that tricky lever trap. (In hindsight, we probably should have added a few warning signs to show that this area requires some preparation, like clearing loot from previous rooms first/ get more eggs,  or simply made that section easier.  Lesson learned!)

I hope it didn’t affect your experience too much.

Thank you so much for playing our game and sharing your thoughts ^_^

Jam HostSubmitted(+2)

10 / 10 would play again!

This game is absolutely perfect (minus some of the bugs). Please, please, please, make a full game… then DM me with the steam page so I can buy it.

Thank you so much for submitting this game!

You can watch my playthrough here: https://youtu.be/ZX8RYdHlUVs

Developer(+1)

I’m on cloud nine because of this comment! Thank you so much for your kind words and for such a genuinely fun playthrough. It was an absolute joy to watch you play.

The more we hear feedback like this about a full version of the game, the more we want to actually make it! Ideas are just flowing on their own. I really hope everything works out and we’ll be able to show a full version next. In that case you'll be one of the first our testers ^_^
Huge thanks for the stream, your support, and for picking up the controls so naturally - even without a proper tutorial!

Submitted(+2)

Wow, that was a great one. I don´t really care for the almost 1GB download and that will hinder your gaame in this jam. BUT the game is really great. I had a blast to take the valuables from the bartender :) The mechanic with the mosue wheel, the reloading, movement, everything feels very nice. Leveling up, by cleanip up the mess is a great idea to. The homemade graphics are really nice, too. Very cool game!

Developer(+1)

 Woah!
 Looks like you managed to complete it without any saves or cheсkpoints! True rodent adaptability is shown here (and this is a compliment of course).
  Yea: build size, saves, no tutorial, game duration - at least some of that we would try to fix with newly acquired, game jam specific experience.
 I with you good luck, dont spend all of that bartender gold in one day and thanks for feedback!

Submitted(+2)

This game has good mechanics in general. There is a bit to slow firing for it to be fun for long though. I would like to have some more action for the combat so it is resolved a bit faster. I rather give player a lot faster firing rate and add hp to the enemies. 

Developer(+1)

 Hi, thanks for playing and sharing you're thoughts!

 Twist with faster fire but tankier enemies for me feels especially good in late game, when you've fully upgraded your character and now its grinding starting enemies but strongest enemies still can take several shots. While for game beginning i have opposite idea - enemies takes only one\few shots, but its harder to perform that shot, for example: you need to manually open cannon hatch, insert cannonball, close hatch, insert wick separately, and light that wick with a candle. Idea is that such manual labor can be good for immersion and give a nice contrast for future upgrades.

Submitted(+2)

This is such a cool entry.

I'll admit, I assumed going in this was going to be another UE5 asset flip type deal, as it often the case UE games with enormous binaries - but it just isn't. This is a legit great entry, and I am somewhat saddened that there will be a potion of people that wont touch me because it's a ~1gb game.

With that out of the way. The mecha is awesome; I have to conclude that it was made for this as it's too specific to the jam? The grabber and elemental cannon are just so charming.

The combat is decently fun, I didn't love having to kite around enemies so much and sort of stutter step back and forth to avoid projectiles. The knifes were probably a little fast, and the glowing orb projectiles possibly a little slow. But all in all the combat was extremely engaging.

The little puzzles, breakable walls, and general dungeon layout was really strong, as you were able to give each each a strong identity while using a limited set of tiles.

All in all this is a really strong entry, and I had alot of fun, thanks!

Developer(+1)

 Yep - dungeon models\tiles\textures\posters\mecha visuals, etc., were made for the jam by @YuliPali. Gnomes and slimes were brought from some other unfinished projects.
 Good point about knives (or other projectiles of starting enemies) - noted.

Thanks for the kind words and for sharing your experience - every bit is really valuable!

Submitted(+2)

Wow! This was just wow! I loved every aspect of this game. It's incredible you could make this in such a short amount of time. The only oddity I noticed is that I could see through the gaps between wall elements. But that's basically it. Maybe on the long run you might want to replace the enemies with some juicy 3d contraptions. 'Cause you're gonna continue to develop this... right?

PS. Nice choice of music. I also loved DeusLower's Fantasy Medieval Mystery Ambient, and used it in one of my games. Though it's not mandatory, giving credit for assets is always nice. Let's share some love!

Developer (1 edit) (+2)

 Thank you for the warm words, we really glad that you loved that game!
 Those gaps should be closed for sure, and as for 3D enemies assets its a difficult decision: more detailed any asset become -  less easier to create new types\varieties of it, but this opportunity is worth considering nonetheless. For now, it is uncertain whether we continue to develop this or not, but such comments only toss some fuel in our furnace of... creativity and certainity!

 Totally agree about credits - i will make sure to leave "music used" in updated version after jam. For now, i leave info here and on a game page.

Music used
Boss fight:
Emmraan - Fantasy Kingdom
Background loop:
DeusLower - Warm/Bright Fantasy Ambient
DeusLower - Fantasy Medieval Mystery Ambient
DeusLower - Dark Fantasy Ambient
DeusLower - Atmosphere Dark Fantasy
nojisuma - 帰り道 On_the_way_home
zec53 - Dramedy, Whimsical
ChristmasKrumble666 - Lake Night

Submitted(+2)

Ok, this was super cool. I love my little rat-mobile. I eventually died on both runs because I got cornered but it made me want to play more. It took me a bit to correlate the pips with the upgrade cost but it clicked after a bit. Everything you need to know is available in the vehicle which is a fun way to have the UI and keep it all in the world. 

The only thing that I really had a problem with was the very beginning and trying to figure out where the claw was because I pulled on the lever on the wall and I assumed it would activate the door behind me so I didn't notice the claw drop down to my left so I was stuck for a while there. I also didn't see a menu come up when I died. Anyway, it looked great, felt great to play and was fun!

Developer

 Thanks for the evaluation and for sharing youre experience. The pips are not as easy, indeed: many have stumbled upon them. Hm, maybe its a good idea to add an initial bright flash when they showing up.

 Yeah - start without tutorial is quite convoluted, but i glad that you managed to overcome it and find some fun while playing. 

 Thanks you for the feedback!

Submitted (1 edit) (+2)

This was fantastic, totally up my alley. I love unconventional controls and diegetic flourishes that immerse you in the character, and this had all of that. The combat was tense and it was fun trying to manage all of my terminals during it. The visuals were great, I loved all the little drawn details and notes on the mech, like even gameplay tips inside the cannonball cover. Drinking the cheese tea was a cute addition too :)

In terms of critiques, I felt that the enemies' animations were hard to decipher and it was hard to tell when their attacks were going to land, which made the combat feel a bit mushy, especially before I upgraded to have longer attack range. I also think it would have been more consistent if the claw could activate the levers and button. But these are small critiques, I really enjoyed it.

Developer(+1)

Thank you so much for playing our game and for such a thoughtful comment 💛 It really means a lot to us that you noticed all these little details. I personally spent a lot of time drawing them, so it makes me incredibly happy to know they were seen and appreciated.
The cheese tea actually wasn’t planned at all! it kind of forced its way into the game and stole time from other things 😄 But I had so much fun making it that I don’t regret it at all :)
Also, your idea about letting the claw interact with levers and buttons is genuinely brilliant. We’re definitely going to use it in the full version of the game!
And thank you as well for the feedback on combat and enemy readability. That’s really valuable for us, and we’ll be looking into improving it!

Submitted(+2)

Dragonborn bartender has been defeated!

I enjoyed the game a lot! Your implementation of dealing with the hero's mess is cool, the low perspective in the beginning put you in the character and the cannon among other things give a real unique vibe to the game, it's more than just superficial. The dungeon is pretty good with multiple dungeon mechanisms (I found one hidden button) and while skeptical in the beginning I eventually started to enjoy the combat system as the enemies started to shoot me off the grid, as then it feels more like actual dodging rather than just timing your back and fourth, which has been something I already noticed with some of the real time games from these Dungeon Crawler jams. I like that the difference in damage when using the right type of ammo is huge and then I enjoyed switching to the right one, the free upgrades are a welcome addition (although I was never sure why I could buy one but not another), the difficulty was pretty much perfect for me for a jam and the game ends in a satisfying boss fight (followed by a fun text).

Thanks for sharing!

Developer(+2)

 Thanks for playing and for the nice review, pointing out almost every little aspect - this inspiring and means alot! Its not a surprise that you nailed such an environment with such a nickname :)

 Upgrade thing - yeah, its not obviouі at all: Every upgrade have a "scrap cost" that represented by the number at the bottom of upgrade screen.  And amount of the scrap you currently have represented by the number of lit "square dots" in "storage" section (right of the claw) - too much counting indeed

Submitted(+2)

I'm so dumb, I noticed they cost square dots yet never made the connection with the printed number (I thought it was describing some value related to the given upgrade, but at least at some point I could have realised ...). 

A rodent game sure fit my taste.