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SCORE DEBT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| End-of-life plan | #6 | 4.200 | 4.200 |
| Theme relevance | #30 | 3.933 | 3.933 |
| Overall | #81 | 3.387 | 3.387 |
| Fun | #83 | 3.267 | 3.267 |
| Sounds | #160 | 2.800 | 2.800 |
| Graphics | #199 | 2.733 | 2.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
End-Of-Life Plan
Preservation Pledge
No servers. No login. No DRM. No remote shutdown dependency. SCORE DEBT is distributed as a static WebGL package.
If active hosting ends:
1. Preserve the complete WebGL ZIP as a downloadable archive.
2. Preserve the project source and Unity version information.
3. Include local launch instructions using any basic local HTTP server.
4. Keep the build free of mandatory network calls.
5. If the itch.io page is retired, publish the archive and instructions through another durable location when possible.
The game should remain runnable after its original distribution page or developer-support window ends.
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Comments
The core mechanic is great: the scoreboard is your financial life. Using the emergency ability (Q, OVERDRAFT PULSE, cost 100) spends 100 points, so every time you save yourself you move further from the record. That's the perfect dilemma for this theme, and calling the ability an overdraft is a lovely piece of naming.
The whole vocabulary is financial and consistent: audit, balance, debt, Collectors, overdraft. The end screen showing FINAL BALANCE and FINAL SCORE as separate numbers is well thought out, because it means balance and score really are different things.
The controls being written into the CORNERS OF THE ARENA during play (SPACE - DASH bottom left, Q - OVERDRAFT PULSE / COST: 100 bottom right) is a great solution. Always visible, never in the way. And the visuals are clean and readable: black background, thick red frame marking the arena, your glowing blue orb, the Collectors as red and orange squares. Zero confusion about who is who, which is the exact opposite of the problem a lot of entries here have.
The blocker: I started with HEALTH: 1 / 3. A third of my health gone in the first second of my first run. Either I took instant damage on spawn or something is wrong with the initial state, but either way I died in about 15 seconds with a balance of 0. With a 2 minute timer and health starting at 1/3, I never got to experience the debt mechanic at all, which is the whole point of the game. The movement also carries a lot of inertia and the Collectors come straight at you, so escaping without the dash is hard.
If that 1/3 start is a bug, fixing it changes this entry completely. The "spend your score to survive" idea deserves to be played properly. Also, the Preservation Pledge on your page (no servers, no login, no DRM, no remote shutdown dependency) is exactly the answer this jam is asking for.
Thank you for the feedback! Ill be sure to improve and take notes!
I really enjoyed it! It's a lot of fun and feels very polished. The only thing I'd like to see is some kind of indicator for the dash cooldown. I died a few times because I thought it was ready, but I mistimed it.
I love the constructive feedback! I appreciate it!
- 43 485. Nobody can beat that. I'm pretty sure I played correctly. Fun game
Dang you did well on the score!
nice! i found a way to herd the squares together by going in circles and it made it much easier to stay alive
nice game idea, i like the special at the cost of score feature.
Thank you for the feedback! Any feedback is appreciated to help me grow as a developer.
I like the idea of getting into debt although that felt like an illusion of choice rather than a recoverable position to be in
Thank you for the feedback! Any feedback is appreciated to help me grow as a developer. Whether good or bad it helps build me to be better.