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A jam submission

CULT '98View game page

Make risky calls and play challenging games in a cursed retro PC to win big or lose it all...
Submitted by arko, awfullycrispy, OrangePainting, Grunt., _._fonsy — 2 hours, 20 minutes before the deadline
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CULT '98's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#203.7863.786
Controls#323.5713.571
Audio#433.4643.464
Overall#503.5103.510
Originality#683.5713.571
Theme#743.6793.679
Graphics#803.6433.643
Accessibility#882.8572.857

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7

Theme Interpretation
The game is set is in 1998 and features a retro PC with various classical retro games.

Wildcards Used

Looming in the Distance

Add an entity that creepily lies in the distance

Source
https://github.com/arko-poet/godot-wild-jam-95

Discord Username(s)
arko__, awfullycrispy, grunt._55644, orangerpainting, 71fonsy

GWJ Participation Level
3rd, 1st, 2nd, 1st, 1st

Team Size
5

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+2)

Made it through on my third try - it was tough! Each of the little minigames was fun and trying to evaluate if you can afford to beat it on Medium vs Hard with the amount of time you’re given was a cool mechanic. I think it would have been nice to know more concretely how much time you get with each roll before you choose difficulty, but maybe that would be too finicky

Great work to the whole team!

PS: We actually considered a similar ‘mashup of retro games’ idea before pivoting to what we ended with. Glad you made this!

Developer

Thanks a ton for the feedback, and for taking the time to check out our game :)

Developer

So we originally had it where it would show you the specific number of seconds the roll would give you, but opted to go for a descriptive approach instead. My logic was that unless the player was intimately familiar with each difficulty of each minigame, the exact number would have no context for you.

For example, the falling game increases the number of platforms you get on higher difficulties. Perhaps we could have used both, maybe it's in parenthesis at the end of the sentence. 

Submitted(+2)

I loved it and really got into it! Some game were pretty challenging at the beginning but I quickly got a grasp of it. The setting, sound and graphics all worked really well together. Impressive work!

Developer

Thanks for checking out our game! Glad to hear you liked the audio :)

Submitted(+3)

Loved playing this! Very fun concept. 

Developer(+1)

Thanks! Appreciate the compliment!

Submitted(+3)

I enjoyed the music quite a bit. I like the aesthetic too, I think there was something that could be a bit more cohesive about the whole aesthetic, but overall it really created a particular feeling. The game mechanics were fun too. It's kind of fun that you have to strategize a choosing difficulty based on how many points you think you can get with the amount of time you were given. Good job!

Developer

Glad you liked it, thanks for feedback! I agree about cohesion, there was a lack of art direction during most of the jam .

Submitted(+2)

It got me! This was fun and a good mix of mini-games that were complete (my favorite was the card game). I felt the snake controls weren't as responsive as what I'm used to with quick turns, but that's a minor thing to point out. The balancing with the percentages could use some tuning to make you feel like you're winning. Overall, solid game and great entry!

Developer

Thanks for playing and for the feedback!

Submitted(+3)

i like this game, but it is pretty difficult. I played it for I think about an hour before I was able to beat it.

Developer(+2)

It warms my heart so much that someone sat down and played my game for a full hour

(+3)

Loved the aesthetic and mysterious tone this game sets. The minigames are also fun and engaging. The choice to pick familiar games was a good one as even though you're dropping the player in, it's pretty easy to see what to do from the get go. If you're thinking of doing another risk based game in the future, my one gameplay suggestion would be to add some sort of 'catch up' mechanic to help offset some the randomness. For example, some kind of limited use ability where for one turn you get 1.5x the percentage amount, so you still have to decide when is best to use it. One other minor suggestion, from an emersion standpoint, I think it would have been cool to clamp the mouse to the computer screen and give it a retro design. But like I said these are just suggestions, overall very well done, had a lot fun playing this one!

Developer(+1)

Glad you liked it! Thanks for the suggestions :)

Submitted(+2)

Great game. Mini games are fun and simple, vibe is great, wildcard usage is very well done. My only complaint is that I don't think it's actually possible to beat any of the games on a roll of 1

Developer(+1)

Yeah it definitely could have used another time limit balancing pass. Glad you liked it though!

Submitted(+2)

Surprisingly more difficult than I thought. Difficult controls in some minigames (the one with ball rolling and falling down), but I understand that's a feature not a bug. I had hard time trying to keep score above the opponent. Nice game overall, I had fun!

Developer(+1)

Believe it or not I toned that rolling game WAY down after feedback, originally you had almost no air control and it took way longer to reach top speed. I'm glad you liked the game!

Submitted(+2)

I really enjoyed this.

Developer

Glad you liked it, thanks for playin!

Submitted(+3)

I'm adding this to my favorites. Thematically it had me thinking: WarioWare meets Saw. I like the audio work in particular, it's very eerie and unsettling. I'll have to check out the mini games in more detail to be able to try to win but it's in my list now! :) thanks for the contribution

Developer

Glad you liked! Yes, WarioWare and Saw were things discussed during brainstorming.

Developer(+1)

Thanks for playing our game! Glad to hear you liked the audio :)

Submitted(+2)

I'm a sucker for this kind of theme, if you couldn't tell by my own team's submission, and I think your artist really nailed it. Hadn't noticed the monsters creeping up at first, and enjoyed that detail a lot! Solid concepts and I like what you did with the theme and variety of activities. If I had to offer some nitpicks, the Maze and overall balance of +% to the enemy versus myself, it felt pretty unfair at times, and something about the controls felt unresponsive at first. Not sure exactly how, but once I adjusted to them, they felt better.

Developer

Thanks for the feedback, and for checking out our game :)

Submitted(+2)

I loved the minigames and the monster design, he got me good! love the use of the themes,

Developer(+2)

Yeah full credit to our artist fonsy who drew such a great creature. Glad to hear someone got got! 

Submitted(+3)

oh this was fun. You really hit the themes!  I was nervous of the looming monster creeping up on me!  Fun minigames too.  

Developer(+1)

Thanks a ton!!

And thanks for taking the time to play our game :)

Submitted(+2)

Nice entry and cohesive art. I liked the fall game and the cards game.

Developer(+1)

Originally the falling game was supposed to have almost no air control and was way harder on the momentum. I ended up going with a more balanced approach, did you feel like in its current state that you still felt some of that momentum-based platforming?

Submitted(+1)

For more momentum keeping, I'd  make the small holes (to fall through) a bit wider. I'd also make the distance between the spikes shorter, so jumping over two at once would be easier.

Submitted(+3)

Concept is fun! But I feel like the percentages make it harder than it should be. You "lose" a minimum of 5% per turn, so if you go for normal difficulty, you only end up 1% ahead as long as you don't reroll.

Considering there sometimes isn't even enough time to complete the normal difficulty, you might need to reroll often if you get unlucky, since the easy version makes you lose 1% by default. You might be tempted to reroll until you get a high timer so you can complete the hard difficulty, but after 3 rerolls you'll end up in the same situation again, since hard only lets you gain 3%.

Essentially, you're left gaining 1-3% if you're lucky, sometimes "losing" points even if you complete the minigame because of rerolls, and losing up to 13% if you fail. 

Still, pretty fun idea (mazes should be illegal lol).

Developer

Glad you liked it and thanks for detailed feedback!

We didn't spend too much time on game balancing so the percentages definitely could be adjusted. Our goal was to make sure there is a risk vs reward aspect when choosing difficulty and choosing whether to reroll or not. We are also trying to make is so you can't win the game if you only play on easy.

Submitted(+3)

I like the concept a lot, the songs are really good, the arts too!
Time wasn't on my side, and I kept getting mostly low number on the dice sadly
There was one thing that had frustrated me a little is with the maze when I was like halfway through the coin, I ran out of time and I didn't get the points, I was so sad... 
But good job overall, I had fun!

Developer(+2)

Haha I'm still not very good at the maze game either, even after multiple attempts xD

I'm happy to hear you liked the music! Thanks for taking the time to play our game :)

Submitted(+3)

Neat mechanic of having some of the old games compiled in one place. I can't seem to react fast enough apparently. haha

Developer

Thanks for playing and reviewing!

Submitted(+3)

Great concept, i also like the design of the looming monster a lot for some reason. Some controls felt a bit unresponsive/sluggish,

and more personnaly i feel like the maze hate me, i almost could never win this mini game, even on easy with a 6 roll XD The generation of the maze team up with my luck just so i couldn’t win. Taking a path to be reveal being a dead end just beside the exit…. And so multiple time. But i like the rest a lot, especially the qte card mini game, having the color + arrow + sign was smart

Developer

Thanks for the feedback!

Yeah the maze is definitely RNG heavy, you have to guess the path so you can loose just because of bad luck.

If you don't mind saying, which controls felt unresponsive and why? It would help me improve next time.

Submitted(+1)

It’s a bit hard to describe why because it’s mostly just a feeling. It was mostly with the Snake game. Something feels a bit off to me, but I’m not exactly sure what.

I did notice that you can’t cross the last tail section. I remember the original Snake allowing this because the tail tip moves away, so the next move doesn’t actually collide. I do this quite often, which makes the move invalid when I would expect it to be valid. (I hope I explained this well.) It may be the lack of feedback when you hit something, sometime i probably missclic on my keybord but nothing show where i collide to lose. Or probably the smooth visual and moving tile by tile

In the falling mini-game, at times it look like i bounce a tiny bit on the ground so i couldn’t jump in a row.

I can’t say for sure. Sorry for not being able to help more; it’s mostly just a feeling that something is off, and I couldn’t really pinpoint exactly what (aside that it was mostly on the snake mini-game). Sorry if it sound like being nitpicky, i’m trying to find concrete stuff that could explain my feeling.

Developer

There is certainly something wrong with controls cause you are not the only one to bring it up. I'll discuss this with the team. Thanks for taking time to give a detailed answer.

Submitted(+2)

The art is great, the addition of the dice to determine the time was a really cool idea. 

Developer

Glad you liked it, thanks for playing!

Viewing comments 22 to 3 of 22 · Next page · Last page