“I’m all out of ass”
Truly an opus
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #1 | 4.267 | 4.267 |
| Overall Good | #3 | 4.133 | 4.133 |
| Sound | #4 | 4.067 | 4.067 |
| Overall | #6 | 3.756 | 3.756 |
| Graphics | #8 | 4.067 | 4.067 |
| Overall Bad | #13 | 4.067 | 4.067 |
| Modifier | #46 | 1.933 | 1.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
My attitude by the time I submitted. But honestly not really
I mean, it's a cinematic masterpiece. It's exactly what I expected, yet still found ways to surprise me. So many call backs, so many little inside jokes and details to find crawling around each area. Absolute blast to play. Love seeing Voiced stuff in Jams, always, and as usual did not disappoint. Inventory System worked great! Guns were fun! Modifications to the weapons were cool! I believe a dancing hooker lady responded to my payment with "6 7"! Games like this embrace the essence of what it means to be SBIG. It's got that JANK man. Just the right amount. The game is totally functional (SPOILER: I barely survived getting ambushed in the strip club!), points you in a direction, and literally lets you run people over. I was able to beat it, and I absolutely loved the post credits room. Super awesome! Great way to pay homage! In a way, you did finally "just ship it" regarding the sequel. You know me, I love doing sequels to my horrible games. Great Entry!
Thanks so much for playing and all the kind words!
I've felt a lot of my past games didn't have enough little details for my tastes, so I threw in just about everything I could with the time and mental energy I had. I loved putting all the little in-jokes in and I'm happy you enjoyed them too!
I'm happy you liked the new systems too! I'd been tinkering away on them for over a year now and never had a game that made sense to put them in, and I figured if they didn't work well then SBIG would be the perfect place to try them out lmao. So I'm really glad you found them neat as well!
And yes they are doing the "6 7" thing! I thought it would either be suitably funny or suitably cringe/annoying depending on the player.
I swear the player experience seems to swing wildly, it runs fine for me, but others have reported some bad issues with the AI, so I'm really happy it worked for you! Only took 4 rounds of patches🤣🙃!
Yeah the post-credits section was something I KNEW I needed in, it's the tenth anniversary of the jam, it's a long-awaited sequel to my first game (as well as 2 others now), and it just generally felt like things are changing so I wanted to celebrate what was and the people who made it great before looking to a hopefully bright future! I mean quite frankly your name could've easily been in there if I had time to expand it out further!
And yes I love calling back to past stuff, and this sequel in particular is 7 years in the making (in some form at least) so you can imagine how I feel finally getting it out. Thanks again so much for playing and the feedback!
Out of everything, my favorite joke was "Anti-Car Field." The ending was very touching, your love of this jam and the people involved comes through <3
Thanks so much for playing! And thanks again to your friend for streaming it!
Yeah getting the anti-car field I thought would be a funny way to explain the mechanic and also force the player back out of the car at points.
I'm glad you liked the ending! This jam has always been special to me, it's the first game jam I've ever submitted to and spawned the first game I've ever created (the first episode of this) and wanted to make sure I gave some noticeable thanks on the 10th anniversary. So I'm really glad that came through, and thank you for participating in it as well!
Super dope game!
I loved the voice acting, the constant use of expressions like "cooked", "aura", "highkirkenually" (I don't even know how to spell that one lol), etc.
I laughed so hard at some fun details like the prisoners (N. Maduro, G. Freeman), the super-mega-obvious yellow marks, the Duke Nukem line, the car honking sounds and the dialogues themselves.
The gameplay feels super smooth and I took the personal challenge of not using the followers (killing them at the start of the level). It was a really fun way to play!
Sadly, I have to deduct some points due to the actual modifier not being used, sadge :(
Even if I didn't play the first entry, I can 100% say that this is a Super Cool Game(tm)! Nice work!
By the way, I read that someone had a problem with the boss fight or something? In my case the boss just stood there menacingly, tanking all my bullets.
I think we need to abandon the idea of having a functional boss fight 🎪

I don't know what I did, and I don't know what you did, but honestly you already did great enough.
For some reasons the final boss would always just fire a round of bullets, and then gave up. Even my own allies gave up after a while. You said that you've playtested it many times and it worked fine for you, and it seems that it works fine for everyone else, so I have to assume that maybe my computer is just cursed...
Anyway, love to see the rest of contents getting fixed. The 3rd level is great for sniping. Love the janky car physics. Though I have to admit that it was pretty empty. Kinda wish that there were more enemies that I can ram through with my car 
Thanks for giving the game another shot!
Ok I have absolutely no clue what the issue is then because yeah it works for me on web and windows, and no one else has had the same issue since Friday seemingly lol.
Yeah the third level was the last one I did, so it is a little too sparse. I thought of having a wave defence kinda scene similar to the end of the highway level in half-life 2, but alas didn’t have time and energy for it.
Thanks for playing again!
This one was hyped up quite a bit, and I was not disappointed.
It's an Enygmatic shooter through and through. That's basically a developed subgenre now. There's a distinct visual identity, a certain feel, gameplay elements and map designs that come up every time. And they always make for very interesting SBIG Jam entries.
Is it the magnum opus, the culmination of nearly a decade of stepping stones? I don't know, maybe. What I can say is that it does feel like a celebration of all of its predecessors, not just the original and reboot Out Of Order but everything in between.
There's a fair bit of jank around the edges- enemies stuck in one spot, hotkeys that reset on level load, a hard to drive car, weird animations and cutscenes with extra appendages. I don't think any of it really takes away from the game, not in this jam. The core shooting mechanics are solid. There's a fair few things I can think of that would be nice-to-haves, but not much gameplay- or presentation-wise that really takes away from the experience (hold that thought, I'm being very specific with that wording).
The difficulty is kind of all over the place, though. Enemies with near-perfect aim and great use of cover are hard in general, but the shotgun and spec ops guys are absolutely brutal, especially before you get the dynamic nullifier. The final boss, by contrast, felt anticlimactic. I already had rockets saved from the first encounter, and that took me 70% of the way. I was actually kind of surprised when the closing narrations
I think the worst part is that it's a pretty long, quite involved game that feels like it's about to fall apart at any moment with no way to recover. There's no save system, checkpoints, or chapter select as far as I can tell, so a softlock means potentially starting all over again. The occasional load stutter and framerate dip did not help the feeling, either.
I was not expecting to see so many shout-outs to my own games, and definitely not such a long and heartfelt message at the end. I've looked forward to your entries every year, always find your postmortems interesting, and though I'm retiring from jamming I do plan to poke my head in the door and see what people have come up with next year.
Worth the wait! Honestly I had a lovely time playing this. It was a surprisingly long and ambitious adventure, and I can definitely see why it took a little while!
First off, the core mechanics are just really smooth! It can't be said enough the over the years the gameplay has got very satisfying (especially this pistol!) at it feels well honed-in here. The driving mechanics... Well... they were excellent!
It did definitely feel like a journey with all the returning characters coming back! It was cool when I first picked up Hugh Mann, but I didn't expect everyone to be here! (Besides Thesmothete #0034, though tbf I don't think I actually know what he looks like 😂). They got a bit stuck a few times (not fighting when I tried to get them to, etc), but overall worked fairly well!
Fun seeing stalewater come back again! Hearing those voice lines when enemies got shot really brought me back 😅
On a personal note, I'm really glad you've enjoyed SBIGJam over the years! And hopefully it has a bright future to come! Honestly I'm so happy to have the community we have here, with various new, old, and crazy entrants that bring all sorts to the table. Thanks for being such a big part of it!
Thanks for playing and all the kind words Ned! This is the tenth SBIG anniversary so I felt I had to step things up a bit from last year 😅
I'm really happy with how my sandbox of mechanics has progressed over the years, and I'm happy it was all stable enough I could throw in a lot of stuff I had made over the years into one janky stew that was still enjoyable. And yeah I am especially happy to finally get this pistol used for its intended purpose!
Yeah I really wanted it to feel like getting a crew together for an adventure while at the same time replicating the dumb AI companions of Daikatana, Bethesda games, and Fallout 1. Janky and unique enough to be charming, but not enough to be frustrating, and I intentionally set the game up so they weren't REQUIRED to complete the game. As for Thesmothete #0034 I did think about including him early on as a bakcground joke, but as an actual AI the Thesmothete moveset was frankly just too complex to include as a companion. Though I do wish I had more Thesmothete references beyond the Bonesaws and the prison cell, maybe a Quadpod boss fight or something, but alas time and scope yadayada.
It has been way too long since the town of Stalewater has made an appearance. The first level here is actually partly how I envisioned Stalewater ending originally, with Mallone coming in and fighting bandits in the vein of the Chris Redfield section at the end of Resident Evil Village. Having the original animations, sound effects and voice lines felt very nostalgic and was fun to put together so I'm glad you liked it too!
I meant everything I said in the hall of fame section, SBIG Jam has been one of my favourite events of the year since 2019, and I love seeing all the whacky things the community comes up with. And I'm incredibly happy I get to contribute to that pile of jank!
Had another playthrough after the game crashed on me last time! Very much worth playing through again! The companion system works really well! Was surprised at how not-broken it was most of the time! Also running people over was so satisfying!
Thanks for putting the time in to fix all of the bugs (looks like it was a bit of a slog for you!) - it seems like the game is in a great state now and it something special!
Thanks so much for playing the game again! So sorry you had to experience the broken version earlier, yeah it was a lot to untangle, far more than I expected!
And I'm happy you liked the companions and driving, I tried to make them as non-frustrating as possible without polishing them. Because I frankly didn't have time to, and I wanted to emulate crummy friendly AI of Daikatana or Bethesda style games BUT without them being required to do stuff to progress.
Again I'm really glad you enjoyed it and thanks for giving it a second shot!
yeah this is peak
i didnt have the rpg during the boss fight so my strat was to cheese reload times and just keep swapping between the pistol and ar
very glad john danger makes a return!
Thanks for playing, glad you liked it!
Sorry do you mean you dropped the RPG from your inventory before the boss fight, or did you lose it between levels? And frankly using the modded pistol and AR is a perfectly acceptable strat alongside your squad imo.
Yeah I wanted to get the roster back together, and kinda combine elements and mechanics of all the games! So I'm always happy to encounter a Dangerous Hunts fan!
while looking through last year's submissions, I had played the first one made for the previous jam and was pretty excited to try this one as well. I played the web build and am impressed with the game now!
edited after playing the latest web build
Since I played the Out Of Order reboot (?) last year, I instantly knew I had to check this out! I was NOT disappointed
This game expands upon the last one with new mechanics - Like the inventory system, the allies and new enemy mechanics. Though I think both should be polished more, I think it's an interesting addition. After looking at your portfolio, I noticed that all the new characters were taken from your past projects.
While the gameplay feels mostly the same, I noticed that the Assault Rifle hits enemies maybe like every 10th shot? when I spray them with bullets - But otherwise the game is pretty playable and feels nice!
Speaking of the allies, while their dialogue was borderline hillarious, they didn't contribute at all to the gameplay - Most of the time they just spend time standing in one place after attacking once. I noticed that there's a command button but I couldn't get it to work, so again, I don't know if I'm missing something.
I liked that this game is much more story focused than the last - It has cutscenes akin to Half Life and RPG-like dialogues. The comedy has absolutely stepped up as with the unhinged humor and references to real people - Even Ned Reid himself has his own cell! I also found funny how each ally casually had a Cell Block security switch in their cells.
To conclude this, this game deserves to win again despite some of the shortcomings - It has everything that makes it so bad it's good.
I AM OUT OF ORDER.
(also your web build is fucked)
The third level doesn't load for me. It just gets stuck at either 53% or 50% forever 😫
Judging from the parts that I am able to play, I do like the experience, especially the new mechanics added in this game, compared to the first one.
The first level is just like the first game. Not much to say about it. The boss fight is just spamming rockets, and since you cannot use those rocket rounds in the second level, it's pointless to save those rounds.
The second level is where those new mechanics came in. The shield mechanic is really cool because it forces the player to switch around and use different weapons instead of having the strongest one all the way through. The pistol is still oddly op, though, with better accuracy than the rifle (for some reasons) and is decent against shields (unlike shotgun which barely deals any shield damage).
The allies are kinda cool, I guess? Hugh Mann is really cool that he also uses the gun that deals more damage against shields, meaning instead of going through the flurry of weapon switching, you can just work with him and take down the same enemy together. The other two allies kinda made the game too easy, though. The boss fight is basically free because of them. I assume that they will do more things in later levels, but those didn't load for me.
thanks for playing!
Oh nooooo! Ok I’ll fix up that crash, I honestly dont know why it’s so unstable so sorry for that.
Yeah the first level is basically just a re-run of stalewater as the original idea for that game was to have Mallone come in at the end ala Chris Redfield in Resident Evil Village and clean house. You should be able to use the rockets in the second level though, just more likelihood of blowing yourself up!
As for the pistol being more OP than assault rifle I think I just overturned it a little so it wouldn’t become irrelevant. Balance has usually never been my major goal with SBIG lol.
Same idea goes for the allies with it being more fun to just run around with a crew than proper balance. Is that a good thing? Idk
I’m definitely going to patch up that third level load though, and hopefully you’ll try it again!
The game crashed when I equipped the pistol. If that's intentional, it's a stroke of genius. Great work!
This was awesome to play at 5 FPS on integrated graphics lol, votebot didn’t stand a chance. That is, right up until my pistol crashed the game. On my second attempt I got to mechstachio but only landed one hit, and that hit only did 8 damage. (Maybe because of the 5 FPS deltaTime) The special thanks map ran perfectly though. I was running the game through WINE on Linux, so that might’ve had something to do with it. I’ll try it on windows properly later. A very spiggy game made spiggier by extremely low framerates.
Really cool! I saw OUT OF ORDER when I was researching all the delivery recipients for my game 😀 Didn't have time to try out episode one back then but glad to try the sequel!
I got partway through but encountered a game-breaking bug: when I pressed "move item" in the inventory (shotgun, after freeing hugh mann if that matters!) the game hard-crashed.
(slightly less urgent bugs, but the hotkeys don't seem to persist level-to-level, and I seemed to be assign 2 guns the same hotkey!)
Can't wait to try out the rest of it though! What I played so far was so good!
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