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A jam submission

Watch TowerView game page

Every action is recorded
Submitted by Ciccino — 36 minutes, 19 seconds before the deadline
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Play Watch Tower

Watch Tower's itch.io page

Results

CriteriaRankScore*Raw Score
Art Style / Visuals#43.6113.611
Overall#53.1113.111
Audio / Sound Design#53.2223.222
Boss Battle#62.8892.889
Theme#242.7222.722

Ranked from 18 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 & Boss Battle Edition?
Every action the player makes is recorded by the tower’s surveillance system.
The final boss is generated from the player’s own moves, meaning the player ultimately fights a version of himself.

Game Engine?

Unity

Self-made & used stuff?

Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)

Have you joined a game jam before?

Yes

Roughly how much time did you spend developing? (in hours)
65 hours

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Comments

Submitted(+1)

I really liked the game's aesthetic right from the main menu. That eye following the mouse cursor was genuinely creepy, haha. It immediately created the feeling of being constantly watched, which fits the game's premise perfectly.

The gameplay is simple but very effective, and it becomes reasonably varied throughout the experience, which is a great way to avoid monotony. That said, I think it could be a bit clearer what can actually damage the player and what is harmless. At one point, I touched the eye when it appeared and died because I assumed it was part of the environment rather than an enemy.

Speaking of dying, I think the game would feel more dynamic if there were a lives system. Even just two lives would probably be enough. The one-hit death mechanic can feel a bit punishing at times, especially in situations like the one I mentioned, where it's not immediately obvious what's dangerous and what isn't.

The atmosphere felt genuinely oppressive in the best way possible. It was very cohesive and worked perfectly with the game's overall concept. I also thought the sound effects complemented the rest of the experience really well, helping create a strong visual and audio identity.

I was curious to see what the boss would be like and how it would mirror the player's movements, and I have to admit that the way you implemented it was a very pleasant surprise. I'd say it's one of the most creative interpretations of the "you are the boss" theme that I've seen so far.

This is a great game. You managed to create something with a real identity of its own. Congratulations on the game, and I wish you the best of luck in the jam!

Developer

Thank u so much. I appreciate all of ur compliments, i’ll try to improve from ur feedback  and i wish u good luck for the tomorrow results! <3

Submitted(+1)

Very cool concept! Iwas very curious what a "final boss generated from the player's own move" would mean and I really like the interpretation of the theme. 
I'm not a fan of the instant death. It feels a lot like a die and retry ad that makes some parts a bit frustrating, especially when I jumped into the eye at the end of the boss fight because I didn't think it would hurt me. I would also say that some of the level design looks a bit messy with all the camera lights and lasers overlapping.
The platformer physics feels very nice. I like the character movements and the dash. I would prefer the shooting to be on a keyboard button since you don't need to aim with the mouse. I noticed you could shoot with the keyboard after completing the game and it should probably work like that by default so that people playing on a laptop don't need a mouse or use the trackpad.

Developer

Thanks for ur feedback <3

Submitted(+1)

Lo stile è ben realizzato, gli occhi, il volto e i dettagli contribuiscono a creare un'atmosfera intensa e claustrofobica che funziona bene.

Parte puzzle solida, ben progettata, il mio unico pain point riguarda i nemici rossi: riuscire a colpirne anche solo uno, due volte consecutive, è stato difficile, e ho perso il conto di quante volte ho dovuto ricominciare alcuni livelli. Forse l'aggiunta di qualche checkpoint, oppure di una modalitĂ  piĂš accessibile, potrebbe aiutare i giocatori meno skillati (come me) a godersi di piĂš l'esperienza.

Nel complesso, un'esperienza molto coinvolgente e con una forte personalitĂ .

Developer

Grazie mille! Hai ragione, la prossima volta cercherò di renderlo giocabile per tutti :))

Submitted

I thought it was amazing. I personally love games with this kind of mechanic, where repetition, precise timing, and movement are part of the challenge.

For a game jam project, I think it was very well developed. Maybe you already have familiarity with this type of mechanic, but the difficulty curve felt really balanced. Some sections almost felt like solving a puzzle while also needing good movement and timing. Congratulations on your work.

I had quite a hard time with the boss, haha, but I do not mean that in a negative way. I think part of what made me want to finish it was that the whole game already felt cohesive and challenging, so I could not really expect the boss fight to be any different.

With all respect, I would also like to mention one point: I feel that maybe it moved a little away from the theme, or maybe I simply did not fully understand this specific part. Where exactly does the idea of “being the boss” fit in? Either way, the story behind the game is very well crafted. In a way, I think many people here probably feel the same way, being watched and having a laser pointed at them, right? haha

It is one of the games I have enjoyed playing the most so far!

Developer(+1)

First of all, thank u for playing the whole game. Im really glad u had fun! About the theme: i had an alternative interpretation bc the boss is build on you, so YOU are the boss, but i understand that it’s not clear enough :)

Submitted(+1)

I think your game have a full potential to become something bigger.

Congrats, really hope to see more from you!

My feedbacks here are just only about the hitbox that doesn't feel smooth.

Developer

Thank u so much <3

Submitted(+1)

Platforming was fun and the dash had a good feel, though I found it a bit awkward sometimes, maybe just due to the hitboxes like someone else mentioned below.

The theming was cool, I like the eyes everywhere and how it all played together – the red monk-guys jumping when you did was a neat puzzle.

I ultimately got stuck just after the point with the monk in the pit triggering the lasers that you free by jumping. After getting past that and dying, I didn’t want to time and space that tight jump again. I’d definitely +1 checkpoints if you’re going to stick with such tight spacing on the puzzles. I don’t think the difficulty itself is the problem, just the combination of difficulty and far away checkpoints.

I appreciated the controller support, but my Stadia controller had the buttons mapped very weird – the shoot button was on Select, jump was B and dash was A.

Cool idea and I enjoyed playing, to me it’s a good sign that I kept trying despite dying so many times!

Developer(+1)

Thank u for trying <3

Submitted

The art is SO good, like genuinely shocking. Every animation is smooth and blends perfectly. However, the boss is a little confusing. I feel like the lack of music kinda made me think it was an enemy encounter at first. Even then, I think the concept was cool, like it's not just that YOU are the boss but more like YOU affect the boss. 10/10 creativity!

Developer

Wow, thanks for the compliment, but by "lack of boss music" do you mean the little part before you meet the boss? Because there are two boss songs, for the two phases :))

Submitted(+1)

Great submission, really cool concept that goes with the boss theme. Couldn't get to the boss yet, but the puzzles are nice and I liked the branching ways.

If I can think of one point of improvement, could be that the music can be a bit repetitive in the long term (after dying a couple dozens of times lol), but nothing that can't be changed adding some other BGMs of the same style.

I hope you keep improving and playtesting the game,the concept is really nice and it stands for itself

Developer

Thank u! i’ll keep in mind all ur ardvices for a possible update 

Submitted(+3)

Very cool submission. 
The most impressive part about this was the adaptation to your playstyle. I couldn't beat the boss because of certain things I found to be slightly unfair to the player, but that's the mindset that I'm going into while playing these.

I think the biggest plus that I saw in this project was how you were able to take a regular metroidvania style game and turn it into something that had me questioning my every move thinking it would make the boss battle harder at the end.

Some things I think you can improve on are the difficulty of the game and the overall gameplay.
Difficulty: There were parts where I was struggling to get through the lazers (Likely a skill issue) but then there were also times when it looked like the player character was well beyond the lazers yet I still died. Another thing you could do to subside this is to add checkpoints around the midpoints of the level. This could take away from the challenge too much, so you may have to balance it.

Overall Gameplay: Here is where I think your game both shines and sinks at the same time.
1. The characters' hitbox should be slightly inside of the player sprite to avoid the player dying by a couple of off pixels (Not sure if it is like this already, but it felt way too accurate.) If you want a good example of this, look at Geometry Dash hitboxes and you will see what I mean.
2. The lack of puzzles and rewards for exploring make this game feel way too linear and guided instead of rewarding players who explore and look for secrets with an easier time defeating the boss. To implement this, making the map would likely take the most time, the actual rewards could just be something like +1 dash duration, + 1 damage, + Shield, etc.
3. The enemies feel a bit too bland. There is a lot of missed potential with something as simple as a tracking bullet that can be destroyed by your own bullets, (This makes them feel like a tougher challenge even if you only have 3 in the whole game). Not to mention that there is only one kind of enemy, you could have added a second or third enemy type with polymorphism.

But with all of that being said, some of these additions would be out of scope for a Jam like this, so with the time we all had. I'm genuinely impressed by what you were able to accomplish.
Great job!

Developer

Thank you so much for your comment! you've really done a perfect and focused analysis. I completely agree with everything you said, especially about the hitboxes XD

Thanks for taking the time to write this review, sincerely really useful :)

Submitted(+2)

I really like the concept and it plays great but I suck at games so I couldn't make it past the second level T-T

Developer

Thank u <3 and yeah, i think i made it too hard

Submitted(+1)

Hey there! So I think this is a great game, the pixel art is really nice. I really liked one kind of enemy which was the red one. It was pretty clever how they follow your inputs only :D. The SFX was well done and I liked the camera shake on the dash, really gave it that juice. I also loved the start screen and how the eye follows your cursor, that was a really nice touch to the game. 
Here are some points of improvements:
- There's this one level I couldn't get past and the only reason was it always sent me back to the start of the level. It's the one with many eyes and one red guy at the end. I feel like you would benefit from putting a checkpoint somewhere there because I found it really annoying to keep on backtracking and resolving the puzzles😅 and I eventually stopped there after many attempts because I couldn't figure it  out :(
- I don't really see how this fits the theme, but that's probably because I couldn't fully play it so I do apologize for that😅.
Other than that its a cool entry so good job :D. 

Developer(+1)

Thank you so much! I'm really happy you liked the art style, the SFX, and especially the eye following the cursor on the menu 😄. Also glad the red enemy stood out, I wanted it to make an original thing, so hearing that means a lot!

And thanks for the feedback too, you're completely right about the checkpoint. That section was probably too punishing, especially with having to redo everything every attempt. I'll definitely keep that in mind and improve the pacing/checkpoint placement in future updates.

About the theme: the idea is that the final boss reflects YOU and how you played to get there. But I totally understand why it may not have been very clear during the early game, especially since you couldn't finish it 😅. 

Thanks again for playing and for taking the time to leave such detailed feedback! :D