I loved the visuals, look really professional. The gameplay has a good balance, you have to be smart with your resources. Couldn't win it, but I enjoyed a lot, a top game from this jam!
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Dead Mans Hands's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.263 | 4.263 |
| Use of the Limitation | #1 | 4.211 | 4.211 |
| Presentation | #1 | 4.789 | 4.789 |
| Concept | #2 | 4.316 | 4.316 |
| Enjoyment | #7 | 3.737 | 3.737 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Affinity, Unity
Use of the limitation
Your hands are the controller and your fingers can be removed, your control is removed (ie getting out of hand), you literally start losing your fingers one by one in a montrous way (things escalate and are figuratively and literally "getting out of hand")
Cookies eaten
0
Comments
Scary!!! It took me a second to really get the gameplay, but it's a cool loop. I winced whenever the finger blender came down.
This game is really impressive. The visual and audio feedback is fantastic and makes the turns and actions feel great. I like how you handled the tutorial process. I also like how your approach to gameplay. The ending is great too, it pretty satisfying, much better than thanks for playing.
Judging by the title, I expected something about a nuclear apocalypse, but instead I got Mike Klubnika. 10/10 man
This was really fun to play! Idk how you guys are making masterpieces in 72 hours lol. Great work! lost all my fingers...
Super impressive work, this feels insanely polished for a 3 day jam! The art and animations look great, and the voice acting gives it so much personality. I also really liked the card/finger mechanic, it makes the gameplay feel tense and weird in a fun way. It was pretty hard to figure out a clear strategy at first, and maybe the execute button could be locked until a card is picked, but overall this is awesome.
Also, if you have time, I’d be really grateful if you could rate my Mini Jam game too: /jam/mini-jam-214-machines/rate/4750260
But I didn't quite understand how used of the limitation. It would have been better if it had been implemented differently. Otherwise, the game is super good😍
Great game! Love the voice, the animation, it's so well polished, especially for only 72 hours! I must say, it's quite difficult to beat this guy, but it's such a cool game. Love the concept. SFX, art, all. The only thing I'd recommend is to disallow the execute button to be pressed unless a card is chosen, as a couple times I accidentally pressed the execute button instead of a finger. Great work!
Thanks, Yeah i would say literally & figuratively. (It can be overwhelming when you’re missing several fingers / bleeding out)
The best stratergy is to make sure you are playing 2 cards each turn when possible. Take [Shields] for damage mitigation, [Repair] cards to replenish missing fingers and [Transfusions] to replenish blood loss.
The essence of the game is perseverance, you’re meant to be at a disadvantage and you’re given the tools to survive for as long as possible. When he dies it feels satisfying :D
Thanks for playing :)
This is a very polished game! Voice acting? all the art?? and you did this SOLO???? HUH????????? honestly i really dont know how you did this in 3 days but its a really good game!!!!!
WOW. Can't believe you made this in the span of a 3 day jam, it's really really polished, the whole thing is animated and feels alive, you even have voice acting that feels reactive. I played twice and keep finding different things to love. There's genuinely a solid build of tension too, and you clearly took the time to make it well-labelled and intuitive to play which I'm sure wasn't easy. Nice work!
This game is polished to perfection. How do you pull that off in three days? Do you have to go without sleep, or am I just not a very good developer?
Thank you good sir! This is my 39th entry to mini jam, I generally dont shy away from my usual habits so i have a pretty good understanding of how im going to do things. Under the hood its pretty quick and dirty, nothing production ready or easy to build upon, breaking a lot of design patterns too. However implementing in the quickest dirtiest (sometimes bad ways) helps me speed up.
I always start with the Art first and get all the main assets drawn up, usually takes me around 8-10 hours, then I build the assets out in engine so they all fit nicely and hook up mechanics one at a time. The longest part of it all is bug fixing and implementing audio. When it comes to Animations I use Unity Bones so i can rapidly animate things which adds a lot of polish.
Honestly though, not sure how I pulled this one off as its probably my most rounded out submission after 7 years of submitting to game jams. Thanks for the comment! I appreciate it :)
P.s I generally only sleep 5 hours a day when game jamming, the rest of all work :)








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