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A jam submission

Damage ReportView game page

Destroy documents in this bomb pushing puzzle adventure
Submitted by setsquare, LostImmortal, samwilliamssound, Crazy_Jake — 21 hours, 26 minutes before the deadline
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Damage Report's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#774.3334.333
Audio#1664.0244.024
Artwork#5764.2144.214
Creativity#7914.0954.095
Narrative#21313.0003.000

Ranked from 42 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?
Various puzzle elements countdown to activation

(Optional) Please credit all assets you've used
All assets produced during the jam.

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

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Comments

Viewing comments 30 to 21 of 30 · Next page · Last page
Submitted(+1)

there is alot of content for a 4 days jam! i am glad that you took the idea that the countdown dont start until you touch it. that is a really nice touch. congrats for the great idea!

Submitted (1 edit) (+1)

All done ! 

Phenomenal entry! Everything is so well put together. Great graphics, great music, great mechanics, excellent QoL, and even a save system?!

I was particularly impressed by how fluid the difficulty curve felt. I reckon the only thing missing is a fast travel system to go back and complete the rooms you missed without having to reclear a few rooms.

Congrats!

Developer

Congratulations! There were plenty of tricky puzzles in there so 100% is quite the achievement.

Also thank you for the kind words and feedback, we put a lot of effort into making sure all aspects of our game were of considerable and consistent quality.

Submitted(+2)

Nice way to advertise your engine, I’ll definitely have a look (GBA games? In Rust? I’m sold).

It was quite challenging; I loved how some mechanics just popped up unexplained, and were left to the player to figure out or come back to later (with rooms that demonstrate them if the figuring-out did not work :P).

The movements and animation are very satisfying, snappy and fluid and all, were they all made during the jam?

Also I did beat the boss (yay!) but can’t be sure how I did (got an idea, but not certain about it). I flayed about for a solid 10 minutes before exiting and re-entering the room, and then a few moves later it was over.

Developer(+1)

Thanks! We’ve spent some time putting together a tutorial on the engine if you’re wanting to give it a try :)

Wow, congratulations on beating the boss! More people have made it there than we expected. But our musician on the team will be very happy that a few people have listened to his boss theme.

Everything was put together during the jam. Our animation system was really suffering by the end of it, but with enough duct tape it managed to carry it’s way through to the end of the game. A lot of the animations were driven by our artist, who would produce something and we’d have to find a way to patch it in. The end result was worth it though.

Thanks for playing until the end! That’s quite the time commitment :D

Developer(+1)

Well done on beating the boss!

And cheers for your kind words regarding the animation. Yes, I created every one of them during the 4 day period. 

Submitted(+2)

Awesome game!

I was close to giving up a few times and kept pushing and found the solution.

The puzzles are really clever and there are so much of them, I also really loved that at some point you return to the start but are able to progress with what you learned.

Submitted(+2)

No words. Truly amazing. I would love to make a game like this for GBA one day. Congrats!

Developer

Thanks! We made a tutorial to get started using the engine that we used for this game at https://agbrs.dev/book if you want to give it a go!

Submitted(+1)

this is a great and nicely polished sokoban game!

Developer

Thank you for your feedback, we are glad it hits that level of quality!

Submitted(+2)

The scale and amount of polish in this game is almost incomprehensible to me. Every mechanic is multi-purpose and interacts interestingly with the other mechanics, and a decent portion of those interactions are explored in the puzzles. There is even a bit of knowledge-based progression, somehow.

I've never seen a boss fight in a sokoban game, but I would say this implementation was fairly good. It leads to a different dynamic than a fight in a standard turn-based combat game because I have the ability to undo.

I have a few nitpicks:

  • I wish there were a redo button.
  • It would be nice if the undo button would repeat when held down.
  • I find it a little bit annoying that I have to press the restart button a second time to confirm. Given that restarts are undoable, I don't feel like this is necessary.
Developer (1 edit)

Thank you for your kind words and feedback!

We found at first "Restart" was pressed too often due to forgetting the undo button exists, hence the hint, but we agree this shouldn't pop up every time you want to restart. Not to mention you are correct that undo is so powerful it can undo a restart, which we will definitely look at fixing post jam.

In the regards to the "redo" button, what would you like to see that do compared to an undo or restart button?

Also, well done for reaching the boss!

Submitted(+1)

A redo works the same way redo works in most non-game software (e.g., text editors and drawing programs), or like how the "forward" navigation button works in a web browser. Undo moves backwards in history, and redo moves forward in history. The player performing an undoable action causes that action to be inserted at the current point in history and all future history to be erased. It's really useful for times when I accidentally undo too many times and want to quickly get back to a future state without having to manually perform the same actions again.

Patrick's Parabox is a good example of a sokoban game with a redo button.

Developer

Ah yes of course! Forgive me I am very familiar with the redo function in software, think my head just couldn't join the dots. Could be something we could look into for sure, we've definitely had points where we've "undone" too many times too.

Submitted(+2)

So gooood! I love these puzzle games i've been finding! Great job on this!! incredible amount of puzzles! Is it really possible to play on the gameboy?! dahell!? hahaha

Developer

Thank you! Our custom engine is designed to make Game Boy Advance games, the web version you played is in fact an emulator playing the ROM. Glad you enjoyed playing!

Submitted (1 edit) (+1)

HELP ME OUT! I love your game and I'd love to be able to get further but I'm stuck here! Neither door is opening even though I'm blowing up both crates. I think it's intentional but I want even just a hint on what the mechanic is here!

Picture

Picture
Submitted

The picture doesn't even show! But it's the room one down and one to the right of the starting room, with 2 boxes and 1 bomb and two doors.

Developer (3 edits)

I’m really sorry about that. We’ll definitely make this bit less punishing if you missed the hint from the previous room. We’ve had a few people stuck there.

Here’s a screenshot of the previous room which might give you the information you need :)

spoiler for level

Developer (2 edits)
SpoilerYou need to blow up both boxes next to the right most box simultaneously. Sorry to lock you in that room, we'll fix it in the post jam version. The game was saved, so you'll be able to continue from this point.

Thanks for giving the game a go! You got really far!

Submitted(+2)

It's seems like a small twist on a genre we're used, but like a Baba is you, it allows you to get many puzzles the way you want. News games mechanics are smoothly presented, and arts and sounds are clean and net. Very well done, especially coming with this many puzzles in such a short period of time.

Viewing comments 30 to 21 of 30 · Next page · Last page