Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

254 AWCView game page

254 years After the Chemical War. Try to find a new place to live in this dystopic platformer 2D.
Submitted by godDonut — 1 hour, 38 minutes before the deadline
Add to collection

Play game

254 AWC's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#884.2774.277
Enjoyment#4334.0004.000
Artwork#5434.2344.234
Creativity#7114.1284.128
Audio#7653.6603.660

Ranked from 47 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?
Every run is 60 sec but everything in the world is persistent. Every 60s you die.

(Optional) Please credit all assets you've used
Almost all assets done by me during this Jam.
See description for full credits though.

(Optional) What would you like to be called if GMTK features your game?
God Donut

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 44 to 25 of 44 · Next page · Last page
Submitted

I would like to see this game on Steam👍

Developer

❤️

Submitted(+1)

Very enjoyable, and the atmosphere was great!

Submitted(+1)

So polished and visually striking! Everyone who saw me playing this stopped to ask me what it was, and they were impressed that it was a jam game. Great work on the level design and art, they really make the game stand out. I always had somewhere to explore or something to do on every run, and I think the game is the perfect length for a jam: long enough to be satisfying, and short enough to make me want more.

Really impressive! Congrats!

Developer(+1)

Thanks a lot for your feedback, I'm glad it felt like the right scope and length as It's something I try to keep in mind. Thanks for your time and kind words !

Submitted(+1)

It a really fun game and after I died the first time and it was the next year I instantly knew what type of game this is. Turning around though felt like you were on ice which in some sections is annoying because you have to wait for a sec so your character stops sliding around. 

Developer

Thanks ! I actually redid the entire controller and am still working on it. At least, if players tries the game after the patch, they won't get this controller :D Thanks for your feedback !

Submitted(+1)

I really loved the thematic of it taking generations to accomplish goals and time being a necessity for progression. Really makes you think about life. :)

Submitted(+1)

This is incredible! There is so much depth and creativity in how the interactions crossover to future lives. The progression felt super smooth and for a game this vast, I never felt stuck or like any run was really 'wasted'. Wonderful art and music too!!

Developer(+1)

Thanks ! I felt like I took maybe to much time level designing, but this kind of comment makes it worth it :)

Submitted(+1)

Really interesting game, really loved the hand drawn background, really added to the gritty vibe, it also really helped that the previous bodies could be found in the area. Great job!

Submitted (1 edit) (+1)

The game is so well polished I am speechless just amazing,
I just have one thing to add(probably just a personal taste thing) it's that the character could be bit more responsive (reduce accel. deacceleration) when wallking left/right

Developer

Thank you so much. And yes, the controller will be the first change for sure ! Thanks for your feedback !

Submitted(+1)

Amazingly, you can make such a job in 96 hours. I am deeply immersed in this game, and every time I try to see more, great art,  music, and the mechanics.  And because it is a hurry, I can only read one man's word in one try. 

Developer

Thanks a lot 🙏🙏

Submitted(+1)

I've played some other games like this but I really like how you tied the mechanics and narrative together here. The art is super nice and love how the music progresses as you reach the end of your timer. Also liked how the player character real comment on the every moment added a lot of weight to what was going on. Something I didn't like was the platforming. I kept slipping off platforms and the wall clinging was really annoying, especially when I was trying to go fast. Also I might just be dumb but it took me forever to figure out you could push that first block so I was stuck for a while at the start

Developer

Thanks for the feedback. It's precious if I want to rework the project a little. Platforming is definitely off, and will be my first change. It seems so evident now that I can take a little step back. Interesting also for the first box, I need to think of a way to make all the props very distinguishable to avoid that. I was actually wondering during the process if that would be a problem. Thanks again for your time and feedback !

Submitted(+1)

super fascinating game, love how progression works

Submitted(+1)

what a polished game!! the animations are so clean, and the visuals are well-executed and atmospheric. i just couldn't stop playing and trying to get further and further after the huge excitement i had when i found that first ladder and it persisted to the 2nd run!! it was super fun! 

Developer

🙏 Thanks a lot !

Submitted(+1)

Genuinely the best game I've played in this jam. The aesthetics were really cool and the movemnt is simple and fine. I also love that you thought about speedrunning, having the timer there makes you actually want to optimize. My first run ever took 25+ years and 30 minutes, now i got it down to 3:14.43 but a sub 3 is deffinitely possible! That loop of learning the world and shaving off runs is really satisfying.

Is there a leaderboard or anywhere people are posting their record runs? Would love to see a speedrun leaderboard for this (here is my run).  Amazing work for 4 days.

Developer(+1)

Thank you so much ! It means a lot ! I always love speedrun so I try to always make my game speedrun friendly. I'm working right now, but i'll definitely record a run myself to see the difference. I'm actually still not sure about the best route yet so i'm curious about what you did. Even if it took me 8 years too I think. I need to redo it to make sure of that. Although 8 years when you designed the level is one thing, but well done for doing so fast !

Submitted(+1)

Got it down to 2:03.91 in 7 years now, and I'm still working on the route so it should go lower.

The main thing I wanted to ask you about is categories. My run is completely optimised for the in game clock, that's the number I'm trying to minimise. But because of that I keep going up in years, since dying is really cheap on that timer. I went from 5 years to 7 and the time dropped by over a minute. Two of my lives now are just spawn and die. So a real time run, or a least deaths run, would look nothing like what I'm doing. Do you think there should be separate categories for those? Right now it's not really clear what the record even means.

There's also something about the timer I wanted to tell you about. I noticed in game that the life where you blow up the wall doesn't seem to get counted, so I went and looked into the code, and the clock only gets saved when you die. The explosion sends you to the year screen without going through that, so all the time in that life just gets erased. Not sure if that was intentional. I actually really like it for routing, it makes that whole life free, but it does mean the in game time and the real time can end up very far apart.

Developer(+1)

Ah! really interesting for the death on the explosion, I included the speedrun at the end just before release so of course there is some bugs  like this ! :). It should definitely count and it will in the future when I can change the code. Even if this is also what I like in speedrun on half life or stuff like this.  Anyway, for the categories, I'm not sure I should do anything about it. I think just making the timer constant and the lowest time count. Because trying to find some arbitrary rules with a score system and stuff seems out of place for a game like this it feels. In your first video, it was the route I was doing, but with the explosion bug, i'm sure there is better things to do. What do you use at the end to see the route like this 😮. Thanks for sharing all this. I wonder also how you die so fast the 2 and 3rd life ?

Submitted(+1)

Just to say up front, I hope you don't mind that I went digging through the game's code. It's purely for analysis and route planning. Everything I changed is in a local copy on my machine for logging and measuring, I'm not touching your build or redistributing anything. If you'd rather I didn't poke around in there, just say so and I'll drop it.

On the categories, that makes sense, one timer and lowest time is the cleanest thing for a jam game. Worth knowing though that once the explosion life counts, the route changes completely. Right now that life is worth about a minute to me, because I dump all the slow ferrying into it and none of it shows up on the clock. So my current run would be a lot slower under a fixed timer.

For the fast deaths, it's two things in your own code. K calls die(), and die() first waits for the player to land, it checks is_on_floor() and velocity.length() < 5.0, with a 2 second cap. So if you press K while you are in the air or sliding, you sit there for up to 2 seconds doing nothing. Press it standing completely still on the ground and it fires immediately. Then the 6 second corpse animation is skippable with jump, but only when next_dead_id > 0, so only once you already have at least one corpse (note that water deaths and the wall explosion don't leave a corpse, so neither of them unlocks the skip either). That means your very first death always costs the full 6 seconds and every one after that can be mashed through with space. Put those together and a throwaway life is about 3.5 seconds of real time and roughly 0.3 seconds on the in game clock, which is why buying years is so cheap.

For the route view, I unpacked the .pck and ran the project in Godot directly. I added an autoload that writes one CSV row every physics frame with position, velocity, state, which keys are held, the year and both timers. The map is not a screenshot, it's rendered from game.tscn by walking every CollisionShape2D, so it's the real collision. Then one script draws the logged path over it with a colour per life, and another renders it as a video with a trail that stays behind so it ends on the full route.

The same setup also draws every collision and trigger box live in game, plus a free camera so I can check whether a route exists before wasting lives on it.

Happy to send you the logging and drawing scripts if you want them, they're generic enough to drop into any Godot project and might be handy when you go back to the timer.

I'll keep the actual route and the other glitches I found to myself for now, mainly because I'm still improving it. But honestly I'd love it if you left them in. Half the fun of routing this game is finding that stuff, and without them there's a lot less to work with, so please don't patch them yet :)

Developer(+1)

I mean it's weird to know you can just see my code like this and it is interesting to note this for futur stuff i'll be doing easy it is to do this. I'm not sure I like it, but I'm not sure I mind it either. I'd rather learn from this :D

My code is wrong on so many levels since it's for a jam. I'd rather have someone look into a better project ahah.

Ah I forgot I added the skippable death after the first one. I knew the animation was kinda long so that is why. The death check is so poorly implemented it was just to avoid having corpse floating in the air if you're on a ladder (but it still happens since you can jump after the death *facepalm*)

Super smart and interesting to see how you did a run visualizer that fast. I was sure you were using the real collisionshape as i did them so irregularly on the different areas. 

For the glitches, I won't try not to patch them so keep them for you. But since it's a prototype, if I rework on the project, obviously a lot of stuff will be changing. But i'll always let the jam build and I hope the new one will be more fun to speedrun (and still with a lot of exploits for sure). And I'm not planning on doing anything so soon, you got time :D
Thanks again for all the feedback and inputs !

Submitted(+1)

Congrats on the results! Narrative at #88 out of 10.5k entries is seriously impressive, and it deserved it. Solid scores right across the board too.

Here is my final run:

1:46.49 in 7 years, down from the 3:14 I posted when I first commented. The last 40 seconds of the video is the route i could come up with

Worth repeating that this is on the current build with the explosion life not counting, so it will not be comparable to whatever times look like once you fix the timer. If you do rework the project I would happily route the new version too. :)

Thanks for making something worth spending this much time on!!!

Developer(+1)

Thanks a lot. Such a cool run and finds ! The jump to get the torch and the wall jumps in the caves. Good job ! Thank a lot for the time you spent on this, and the feedback all along ! I completely redid the controller. So I'm hoping doing release just to have a cleaner experience if someone try it in the future. We'll see where it goes !

Submitted(+1)

i've seen several games with a similar concept in this jam but this one is the most creative just from the narrative alone. I like how every run is one year passing. I kinda forgot about that until the end when it said it took me 20 years to reach the final location,  even though I'd only played for around 15 minutes. I do wish the controls were a bit tighter, I slipped into water several times which killed my flow and made me frustrated. Also, I discovered that you could climb the vines by accident, and I wish that mechanic was communicated better. In the end though I greatly enjoyed this and if these mechanics were taken further I would totally play a full version.

Developer

Precious feedback there. I'll try to make it more obvious for the vines. Probably the design which isn't the best. Or some place that makes it obvious. I'm currently redoing the controller, so I hope it will be better :D Thanks a lot for the feedback and your kind words !

Submitted (1 edit) (+1)

Beautiful game!!! 

It feels very polished. I love everything about it, from the music, art and the narrative. The way the game takes advantage of past tries to help with the future ones, and the little details of how the past body decomposes overtime. Incredible job making this in 4 days!

I managed to get through the ending after about 30 years (282 ACW), around 25 minutes. Overall, the gameplay experience felt very enjoyable.

Developer

Thanks a lot, It's so cool knowing people got to the end ! 

Submitted(+1)

Beautiful art, but it could really use some post-processing, particles, shaders, and animations. For example, the footstep dust could appear during normal running, not just when jumping. Adding animations for water and game-over screens would also help. The music is decent, but a darker track would fit better! That said, the atmosphere comes through really nicely.

Developer

Thanks for the feedback ! Yeah I really let the post processing part aside as I was rushing at the end. But it could add a lot the experience I agree ! 

Submitted(+2)

This is a hidden gem here , the artstyle ,the music , the narrative of body and reaction from certain thing , how we inspired to die to grow the plant from the already grown one , the puzzle in 4 days and architecture is genius , thanks for making such a Good Gam

Developer(+1)

Thank you so much for your kind words 🙏 I was actually trying your game while you wrote this :D It was so good too. Your expedition could be my game (minus the zombies) ahah

Submitted

Haha that's true we could t complement each other , glad we both enjoyed this jam and our games , GG

Submitted(+1)

Fits the theme great, love the music and art!

Submitted(+1)

Fits the theme great, love the music and art!

Submitted(+1)

WOW!!! this is by far the best game i played this jam, in fact one of the best single player game in a while!

i love the fact, that at first everything feels like is there for aesthetics and ambiance, but then everything have a purpose, really amazing game!!

Developer

❤️Thanks a lot 

Viewing comments 44 to 25 of 44 · Next page · Last page