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A jam submission

Pushed Too FarView game page

The GameName Game Jam 2026 Solo Dev Entry
Submitted by Rob — 5 hours, 7 minutes before the deadline
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Pushed Too Far's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#753.0003.000
Enjoyment#823.1083.108
Overall#1052.9892.989
Creativity#1123.2163.216
Art#1322.9462.946
Theme#1462.6762.676

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 35 to 21 of 35 · Next page · Last page
Submitted

That was a really nice game, very solid entry! I really loved the SFX and the VO. Great job! :D

Developer(+1)

Thanks for playing and leaving feedback!

I had a lot doing the sound effects and voice over. It surprising how good of a result you can get from just simple things you got laying around your desk with a cheap mic and audacity. 

Submitted

I liked the environment, even though I got lost so many times :)

Developer

Thanks for playing and leaving feedback!

Yea It wasn't you getting lost was me making you get lost haha 
I'll definitely work on making my environments more clear in the future as a lot of people have commented similar feedback. 

Thanks again and good luck in the Jam.

Submitted

Great game! I enjoyed playing this. My only issue is that I got lost sometimes, but other than that good job!

Developer

Thanks for playing and the feedback.

Yea I tried to mitigate that with a few things like light, electricity wires, poles, check points pointing you in the correct direction and the cacti pointing but I still know exactly what you mean as I felt that too while playing. 
I guess that's why the AAA resort to yellow paint, maps, UI makers and npc voice overs repeating the same bark like "over here" and "come look at this". 

When I was making the end part it kinda just fell apart in terms of flow. 

Even with consideration for people getting lost it still feels like non was given.

I imagine you know what I mean, as your game is similar, even down to having to find a few switches. It's really hard to funnel players the correct way.  

From everyone's feedback I need to pay extra attention to directing players next time.

Thanks again for playing and the feedback and good luck in the Jam.

Submitted

Great work with this one!

Developer

Thanks for playing and the message!
I liked your game too, lots of character in your animation.

Submitted

Nice work, I really enjoyed the environment design and all those sound effects. Look forward to seeing more from you, from another solo dev :]

Developer (1 edit) (+1)

Thanks for playing and feedback!

I really enjoyed making the sound effects. I did everything while just sitting at my desk, using anything that was in reach.
The shotgun reload is just me pushing and then pulling back up a 1/3 eaten packet of cookies haha
After I realised how well that worked, I stopped looking for SFX and just started recording anything I wanted. So freeing to not worrying about the sound effect of something and just recording random stuff and messing around in Audacity. One trick is just keep layering on the sounds, more is more it seems when making sound effects (Ive done in once in this project and now pretend I know it all haha)

Thanks again and good luck in the Jam

Submitted

This was really nice to play!
I really loved the wrench particles when it hits things, and the voice acting also added some great immersion. Good work!

Developer(+1)

Thanks for playing and leaving feedback.
The particles I cant take credit for they are the Unity official Dev teams asset. 
Free Unity Particle Pack

The sounds and voice I did do! So, thanks! I'm glad it didn't come across as bad and actually added something, I really happy about that and will give me confidence for the future but also should really give anyone confidence to do voice over for their games as I just did it at my desk with a budget normal mic and Audacity. So I say, go for it and give it a try in your next game.

Thanks again and good luck in the Jam!

Submitted(+1)

Yeah, I also wanted to do voice over in several previous games, but I always put it off. I think thanks to you, I will actually try it next time!

Submitted

Cool concept and i liked the voice acting, give it character. Got a bit lost but it was fun exploring

Developer

Thanks for playing and leaving the feedback!
It was fun doing the voice acting, glad it added something to the game and didnt come across as just "bad".
I'll look to betting the future with making the intended path more obvious, was more tricky than I thought it would be. 
Had to resort to using a patch a cacti to point the way but even then it was not super clear. 
Thanks for sticking with it.

Submitted

The game was really fun! I did feel like the controls were a bit slippery, which led to me often falling off platforms or ladders, but that didn't detract too much from the game

Developer

Thanks for playing and feedback!
Yea the controller redirects velocity to the slope you land on and tbh I should have made sure the platforms where more flat I think or made the ground friction higher. I was going for a lil slippy but every so often you get the big slip that seems like extra force was some how applied to your landing and that is from the angle of the platform you land in. I might be remembering it wrong now and those where the old platforms but it used to be quite bad, almost like propelled off. 

The ladders, someone commented on here that I should have lowered the horizontal speed while on ladders and yeah I should have done that.

Thanks again for playing and the feedback and good luck in the Jam!

Submitted

I fell in love with tha game simply because of the particles when hitting things with the wrench

Very good game overall!

Developer

Thanks for playing and the feedback!
I can't take credit for that, the sound I made but the particles for the wrench are from the official Unity devs. 
Free Unity Particle Pack
I see that your game is developed in Unreal but if you download those particles in unity you can see how they are made. I think they are a texture sheet with an atlas of rocks and an atlas of normals, They look really good and when I first saw them I thought they were meshes and not billboards but they are just billboards.
  
Thanks again and good luck in the Jam

Submitted

Well done ! , the Voice over is great & the low poly models is cool too ! 🔥

Developer(+1)

Thanks for playing and the feedback!
I had a lot fun making the models and sound effects.
And I'm really happy that people like what I was able to do. 
I like the pusher demon and the charm on the shotgun the most. I'll probably keep that lil dude around and develop with him some more. 
 I was going to give him jet booster shoes/hooves, instead of him just floating, Ive turned him into a ground AI though for the moment and got him using the player controller as I attempt to make arena type map and hes my player/AI actor model.
Funny to see him running around using the boosters and holding the wrench/shotgun haha
Thanks again and good luck in the Jam   

Submitted

I really liked the voice overs in this game! I think the only thing that could have been better were the ladders. It felt like I was sliding off the ladders or veering to the left or right sometimes. I enjoyed swinging the wrenching even when falling to my death haha

Oh, I liked how most of the levels had natural directions for you to follow (the wire or pipes on the ground or cactus) but some places were confusing, like when I returned to the beginning. It was confusing since there were many ways to move back to the first part of the game, so I accidently reactivated a check point from before and had to run through all the obstacles a couple of times before realizing there was another place I had to go to. Going down the mountain was also a bit difficult since I had to get close to the edge and couldn't see the bends clearly until I jumped to my death.

Overall, great game though!

Developer (1 edit) (+1)

Thanks for playing and leaving feedback.

I agree with everything you said and thought the same toward the end of the jam.

In the first level iteration you saw the tower as soon as the lift got to the top and I think naturally tried to get to it but the boost pad was off then looked for the switch ect. Then hopefully it would have made more sense than the current version as what to do once all the switches are pressed.

As the map was made and spaces got larger and changed, I found it really tough to keep it looking like a "real" place and hiding all the boost pads, so that when you are in the air, you only see the next one. I should have defended the "start->see tower->go to look for button" better. 

I haven't made 3D space like that before until recently when I made a crypt with mini dark souls esk loop back. The times I had tried to make any 3D space before the crypt, I didnt get very far and got stuck in the logic of it all and bogged down because I wasn't blocking out, or so I learn from a course on Gumroad by Thiago Klafke. 

I think what I ended up using as the final level was probably more like someone else's tighter 1st pass block out with a few finished elements.

I know what would have helped me is having all the gameplay elements locked in first before you make the space, not rough out an area , make some dialogue, half make a monster then try to fit everything together by using the limitations set by all the other pieces, like a reverse synergy.

I'm sure everyone feels the same though at this point. Happy we made something, can see the issues and left scratching our head how we managed to cram in everything we made in just 2 weeks.

I was thinking today, how by the time the rating part of the jam is over, we were half way through our time and development.
It honestly feels like someone else must have done it, maybe like in your game, Dev Ghosts helped me while I was asleep haha

Thanks for playing and leaving the detailed feedback. It's good to know that I how felt is being validated by peers. Even if the implementation falls a lil short, my internal "whats good game dev" taste compass seems to be inline with you/others so that's reassuring to know I can trust myself/taste in that regard.    

All the Best and Good Luck in the jam.  

Submitted(+1)

Wow! I can't believe you haven't done much 3D work before! I think the layout was good in the beginning. So like you said, with a little more planning and of course more time, then I think you can make a great game. I totally understand the time limitations, so it's amazing that you were able to make such great levels within the 2 week time frame!

Submitted

This was pretty fun, nice job on the voice acting! I weirdly had more trouble with the ladders than some other parts of the game lol. Something about whacking enemies with the wrench is so satisfying

Developer (2 edits)

haha yeah the bonk on the head is pretty good.

A lot of things like that in this game just fell into place vs hours of tweaking. I got really lucky and think I was blessed by the game dev gods. 

The principle more is less didn't apply to the SFX or VFX, I just kept layering on more sounds and more of everything and it just got more satisfy each time but it didnt seem like my own judgement, more like "yea more squelches" that'll do it haha 
Using the classic 0.2f as a value all over the place vs testing to try and get something better. 
Just lucky and knowing when something made it worse.

Thanks for the playing and feedback and good luck in the Jam!

   

Submitted

Cool take on the theme and good fun overall! The voice acting is a big plus and the whole end section feels pretty satisfying after getting knocked about by the demons for most of the game!

Developer (4 edits)

Thanks for playing and leaving feedback.

It was fun doing the sfx and voice over, Id never made my own sound effects before. Its surprising how fun it is and how close you can get to the "thing/sound" you were aiming for. Doesn't normally work out like that for me, I normally end up comprising the end result vs my expectation but I think most people can sit down with a mic and audacity and make something sound like what they had in mind... or at least that's what I believe now and will push others to try when they make their games.

One mistake I made was recording it all at the start, forgetting how I made it sound like that and then being kinda locked in to that "story" and chain of events.

Once time was getting tight, I really wanted a different way to go with the last section but now I'm reading that you liked the end section, so I'm really glad I was locked in. 

Thanks again for playing and good luck in the Jam

Submitted

Hey Rob!

Very enjoyable game! Loved the voice acting and sound effects. Bonking the demons were a bit hard at first, took a bit to get the hang of it. Great entry to the jam!

Developer (1 edit)

Hey! Thanks for playing and leaving feedback.
Yea it was like that for me too, so much time spent trying to get them to be somewhat fun, then you get to explode them haha 

Viewing comments 35 to 21 of 35 · Next page · Last page