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A jam submission

5 Second RuleView game page

if it's within 5 second it doesn't count!
Submitted by Galadan (@galadan__), Michael (@jinsii7), Suppehunden (@Suppehunden), Ingolvjr, Toblii^^ — 3 days, 18 hours before the deadline
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5 Second Rule's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#4924.2174.217
Artwork#9894.0494.049
Audio#25913.1753.175
Narrative#33552.6922.692
Enjoyment#34603.1613.161

Ranked from 143 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?
the timer counts down for the 5 second rule as you drop your sandwich on the floor

(Optional) Please credit all assets you've used
Music & Sfx: Tobias Larssen
Artwork: Qilint, Suppehunden
Programming: Frederik Friquin, Galadan
Lead design: Galadan

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Comments

Viewing comments 60 to 41 of 92 · Next page · Previous page · First page · Last page
Submitted(+1)

It was a bit annoying to go back to the start again each time, but it was very fun, and it was nice that it was easy to understand the controls. Looked good too!

Submitted(+1)

This is a very nice game. I got to level 4 but had trouble going further because of having to start at the start again. Maybe add checkpoints? Otherwise great job!

Submitted(+1)

I had fun playing this one , trully has potential to be released as a little mobile game 

Submitted(+1)

So good in so many ways! Unfortunately I think this falls in to the common game jam trap of being WAY too hard for an average player. Needing to restart a whole stage when you mess up on a level is incredibly punishing and by the time the third level comes up it's incredibly hard to progress. Overall though wonderful art and audio!

Developer (3 edits)

hello, thanks for the compliments :) and yeah, it has been a bit jarring to me how many people have been talking about the difficulty when i didn't even intend for this game to be hard in the first place😭(well maybe other than the last level of the stage).
as no one on the team complained about it during development so i though it was fine, but i failed to realize that all of us were, at the very least, decent enough at the game to survive for quite a bit. so there wasn't as much consideration to what the experience was like to someone who would die a lot in the game, which also feeds into the why i didn't prioritize a restart button and a proper game over screen as much as i should have perhaps.
well it's a handy lesson to keep in mind for next years jam at least :)

Submitted(+1)

Super cool game! I loved the art style and progressing through levels was really fun. I wish there was a retry button so I could keep trying a level, but super solid game :]

Submitted(+1)

Really nice game for such a simple starter idea. 
Liked the art, especially the counter with a hand drawing. Could be improved with a little help on which item does what but you learn as you play I guess :)

Also made me realize how short 5 seconds actually is and that I probably always pick food too late on the floor haha
Congrats on the submission!

Submitted(+1)

Hey, fun and original idea and gameplay ! The art and music are really cool too. And I'm curious about how you coded the hand's behaviour o_o

As was said by others, I think I would have been better at the game if there was a way to make ready before the count-down actually starts as the time-window is very short, and being able to restart where you last lost would be more satisfying.

Developer (1 edit) (+1)

hello, thanks for the compliments :). the hands behavior is actually pretty simple* overall, as all it really does is just look towards the cursor and move forward when you hold right click, and the arm itself is just a trail that has an infinite lifetime, it was honestly weird how quickly the visuals were finished on the programming side of things, as the fundamentals were done in like the first 3 hours of the jam and that's including the time spent for brainstorming.

the most difficult bits of code relating to the hand are pretty much just in the knockback and grab behaviors,
the knockback was developed by our other programmer so i cant give 100% accurate details but roughly, it saves a list of a bunch of vector2 points while you're moving and then it forces the players backwards along those points, while also overwriting the vector2 point list of the trail/arm so that the arm stays consistent, as otherwise the trail/arm, well... always trails behind the hand and so the knockback looked a bit jank.

and the grab pretty much just checks if an object is grabbable and sets it as the child object of the hand, though there was a bunch of other tweaks needed to make it actually work/look good, mostly involving the position, rotation & collisions of the object as a summary, though i'm not gonna over every detail  in this one comment😅.

other than that yeah, there has been a lot of complaints about the restarts and pace of the game which ill try to address in a post jam build which ill  try to upload it (hopefullynot too long after the jam ends

Submitted

Hey, thanks a lot for the detailed reply ! I'm learning Godot so it's interesting to understand a bit more about how other people work. I think I see (broadly) how the knockback works but I think I would have needed a lot more time to do something like that. Your team rocks ! :D

Feel free to message me if/when you upload a new version of your game, I'll be happy to play again !

Submitted(+1)

Very very creative! Really like the visuals and game feel!

Submitted(+1)

Really cool interpretation on the theme. Nice artwork, and it was a new type of game to try for me. It did feel a bit buggy at times but everything else was great.

Submitted(+1)

pretty interesting take on the theme! i wish when i ran out of time or i got killed i would've been reset to the same stage i was playing on instead of back to the start :( the art is very nice and i loved the sounds! when i first saw the hand stretching out i got scared lol

Submitted(+1)

Great concept, love the sounds, added to the theme of the game.
Only wish you gave me some time between to figure out where i am, like a second to see the map and plan my route. Well more, where is the hand (yes i know it spawns in the same spot, but im not that bright).

Developer(+1)

hello, thank you for the praise. giving the player some time to think was actually the very next thing i wanted to work on by using transitions & animations between the levels, but unfortunately it was also during the point where we ran out time in the jam :(, i will however work on a post-jam build which will hopefully address a lot of the issues in the game right now. 

Submitted(+1)

Great execution of a fun idea. The short gameplay loop and difficulty (and my rage) remind me a lot of flappy bird With some tweaks to the collision and visual clearity i could see myself spending hours with this

Submitted(+1)

I couldn't get past the third level. It's a shame because I would've liked to see more, the concept sounds really fun. I found it too hard because I can't figure out what stops me and what doesn't, what the hitboxes are, and I don't really have time to look at the level before it starts, so it feels like you just have to pray that you won't hit anything.

I can give you full score on visuals and sounds though, very high production quality for 4 days.

Developer (3 edits)

hello, thank you for the compliments. the game is definitely on the fast side (though i suppose it has to be considering the concept), and there not being enough time to see the level is a valid complaint, as i wanted to create short transitions for the levels that would help give you some time to get your bearings, but a lot of the UX stuff ended up falling towards the end of the jam period where i didn't quite have enough time to flesh out the smaller problems that piled up.

also, I'm curious as to what objects you struggled with? since this wasn't a problem i was aware of so, I'm not sure which objects to look at specifically

Submitted(+1)

Mmh, I think the spiky things in the third level were weird

Submitted(+2)

Jake the dog would love this game! Really good approach to the theme but for me was too hard to finish

Submitted(+2)

I thought the  gameplay and the visual style were great, but I also feel as if the game was very difficult. Because of the quantity of objects on screen I found it very difficult to determine what had collision and what didn't, so I was unable to progress past the third level. That being said I think overall the game is a good all-round submission.

Developer

hello, would you mind sharing what objects you struggled to tell the collisions on?, as there was a comment mentioning this before as well and I'm not sure which objects you mean, so any clarification would be appreciated.
oh, and thank you for the praise :)

Submitted(+1)

It was just objects like the bacteria and bunny faces, there just wasn't any indicator of which objects were a part of the background and which were collision and/or hazardous, no worries!

Submitted(+2)

Really clever concept with a funny premise and central mechanic. The art and sfx were great as well, but the stretching SFX does get kinda annoying sometimes.

Everyone's already mentioned restarting from the main menu when you lose, but I'll also point out that the grabbable object physics can be a little janky sometimes as well, making it hard to grab and throw stuff out of the way.

Developer (2 edits) (+1)

hello, thank you for the compliments :).
the restarting from the main menu ill be honest was a slight oversight on my part as i got so used to restarting from the main menu that it flew over my head entirely in the last day checkup of the game, which i wish i had noticed now reading the jam comments😅.

the object physics as well was a little troublesome, as it used to be even worse than the current version is, but after i did some quick fixes it was consistent enough to where i opted to instead focus on polishing the other aspects of the game, like the endless mode spawner and a  dev level editor for the stages.

Submitted(+2)

The game turned out to be difficult because the entire level restarts when you lose. The artwork is interesting and the idea is unusual.

Submitted(+2)

Such a good concept, but it feels like you were short of time. Love the art, love the audio, the levels are well put together. Nevertheless, the game lacks UX stuff like "Retry" button, "You lost" screen and the ability to start from the level rather than the whole stage. Also would like to see the transition screens.

Developer (1 edit)

hello, thank you for the compliments. and ill say that your are spot on with your observation, as the very last thing i added in the jam before we ran out of time was the fade to black between levels (and even then i wanted to have fancier transitions than a fade between scenes :( ).

but my to-do list during the last hours of the jam looked something like this: scene transitions, some UI animations for losing & collecting the sandwich, and a better game over screen for the stage mode, however due to some IRL  last minute hiccups even adding the fade to black was just barely within time for me unfortunately, but that's how it goes in game jams sometimes, but for a game jam i'm overall satisfied with our end product :)

Submitted(+1)

A very original idea ! I'm kinda bad at it though. The art style is great and I love the sounds effects.

Submitted(+1)

Such a goated take on the theme, and so well executed, the art was fantastic!

Viewing comments 60 to 41 of 92 · Next page · Previous page · First page · Last page