I love achievement hunting, so this was very fun. A few did get me stumped for a while (much like others, death of an artist and the binary 22) and the music got a bit repetitive while being stuck for so long but it was a great transition afterwards to the final area. I loved all the references (woo pride flags!) but I felt like I would've preferred another area with achievements in the main part of the map as opposed to so many achievements in one room (the garden). Jumping on a cannonball is a great mechanic and I loved all the puzzles that involved figuring out how to do something with the gun/in the world instead of just staring at the achievement list and trying to do things based off of the names (which isn't bad, and is quite fun in some circumstances but I did feel like I was stuck in that menu for a long time before getting to the final area haha). Good work!
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Llama's Achievement Lockdown!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #682 | 4.139 | 4.139 |
| Artwork | #773 | 4.139 | 4.139 |
| Enjoyment | #885 | 3.806 | 3.806 |
| Audio | #1652 | 3.389 | 3.389 |
| Narrative | #3121 | 2.750 | 2.750 |
Ranked from 36 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 main gimmick of the game is areas are blocked off by blocks that Count Down whenever you get an in-game-achievement.
(Optional) Please credit all assets you've used
Please see the in-game credits for the full credits!
Comments
Love the Achievement Unlocked style and the UTDR references were fun too. Really fun to try to figure out and unlock everything and the cannon jump felt nice.
Just some minor issues with the gameplay, dropping through platforms feels a bit slow . It would also be better if there was either some kind of buffer that lets you drop through If you pressed down just before landing or just having it so holding down lets you drop. I also noticed you can still collide platforms from the side at specific heights. Though this never affected the gameplay too much, it did feel a little clunky whenever it happened. Also, when playing with WASD, there's no real equivalent for playing with arrow keys + zx so I was kinda just forced to use space to jump or to swap over when trying to shoot so adding k to jump would be good.
I don't want to repeat from others too much, but I think adding, extra achievements and being more self-contained would benefit the game. Additionally, I feel having more leeway could allow for esoteric or hidden secrets like in Deltarune though there maybe some issues with needing the player to learn certain mechanics if they get the extra stuff. I think it would also be nice if there was some way to sort the achievement list to show what is currently still locked.
Overall still a very fun game.
Yeah I made the buffer for dropping through platforms a bit too long I think. I also forgot about jumping for WASD controls (I nearly forgot shooting with WASD controls and added it last minute), so I'll address that in the patch
Colliding with the side of platforms is a glitch I've noticed in my other games and I'm not really sure how to fix it, though there's probably some way, I'd need to look into it more.
Sorting the achievement list is also a good catch, I'll add that to the patch as well, should work well alongside the new hint mechanic from getting enough achievements. It's funny how you mentioned obscure secrets like in Deltarune since I wanted to reference the Forgotten Man but it would've been too esoteric even for something that didn't change the achievement totals and I ran out of time.
Thanks for the in-depth review, and I'm glad you enjoyed the game!
Enjoyed this very much and played it for a very long time!

Wow! Super polished and fun puzzle platformer. Felt good to control. Very responsive visuals. Great level design and progression. I got about 70% through the game before I couldn't figure out any more but still had a blast. Extremely satisfying. Fantastic job!
The art and music in the game is really nice! The puzzles were also really fun to do! I did have to look up the pride flags, though I don't really mind, since I like learning new stuff! I also love all the references you put in, I saw a lot of Undertale and Deltarune, and I think I even saw one Ultrakill reference?
Overall a really polished game! The only sort of critique I have, is that is took me a while to figure out in which order the binary flowers were positioned, which made probably the 22 binary achievement the longest for me to figure out.
Other than that really great job :D
I cannot belive I had to read the words "Piles of Asriels dust" in a GMTK jam game. Truly, the Deltarune brainrot is inescapable. Jokes aside, this game was great! The puzzles were really creative and fun to figure out. As some others have already said here, it might be good if you can proceed without every single possible achievment, especially since some rely on knowledge you might not have (7 human souls, pride flags, etc.).
Still, this was one of my favorites in the jam so far!
This was fun! There's not much to say that others haven't already, but I think that this game really should've either had hints or less strict achievement requirements to get past each zone. Like others, "Death of the Artist" had me stumped for a while, and having something to mitigate getting stuck with one or two achievements gating progression would've been nice, and actually allowed for some more challenging puzzles to shine without being a roadblock. I probably spent half my playtime between "Death of the Artist" and all the flower puzzles. On that note, the references in the achievement names were cute. Having to look them up to figure out what colours I had to trigger was not.
But besides that, it's very solid for a jam game, especially given it's length! Movement's good, the bouncy gun and doublejump projectiles were very satisfying, everything looks and sounds pretty good, the tone is nice and goofy which feels appropriate for this sort of game, and the final area was really good in terms of puzzles.
I'm surprised people keep getting stumped on the "Death of the Artist" achievement but I think it's because it's a lot less lenient than the other death-related achievements so I'll be sure to fix that in the post-jam update. The flower puzzles are also definitely the most reliant on outside knowledge which is why (save "Seven Human Souls", which I'm probably changing) they were the most straightforwardly named, Also one of the Final Zone ones is just wrong lmao.
I do think having a secondary hint system is a good idea since it moves the difficulty down a bit while keeping the spirit of the game, but I'm not 100% sure what shape that'll take just yet. Probably some kind of secondary text on the achievements once you hit 75%?
I'm also really glad you liked the final area since I threw it together on the last day of the jam and I felt it was a little jank in places, so I'm happy it actually turned out nice.
Thanks for the very in-depth review, and I'm glad you enjoyed the game despite getting stuck for a while!
Making player go through the playtime searching for achievement. Interesting
Love the references, and the difficult puzzle of finding the solution to each achievement was perfect.
I loved the art and tumble a lot. This game is complete and well polished, good experience.
I love the llama! and there's so. much. content. just love it, thanks for making this!
Woah this reminds me of this one hamster game I played and the deltarune references are so great, i havent played chapter 5 yet though but im assuming all the flower stuff is from that. Really cool game and the art is super cool aswell
Woah this reminds me of this one hamster game I played and the deltarune references are so great, i havent played chapter 5 yet though but im assuming all the flower stuff is from that. Really cool game and the art is super cool aswell
I really liked the achievement theme, reminds me of video games with too many achievements lol, but genuinely such a great concept. I'm also curious, was "The Dield of Pink and Gold" intentional?
Definitely love the Achievement Unlocked inspiration here! Played this with my friends in a voice call, and we solved it as a group, sharing what achievements we unlocked.
To be honest, I misread the taunt achievement as "Clool". We struggled most on "Death of the Artist" but honestly that name was pretty clear, I think it just was blended in with a lot of other color achievements. Also the "human souls" and "spectrum" achievements are pretty similar, I'd probably just keep the latter as the former requires more outside knowledge. On the topic, some of the flower achievements felt a bit janky to obtain, like they wouldn't obtain sometimes even with the right flowers. It's also a bit odd to have the "disabled" color of some of them be a brighter color than the "enabled" color.
Other than some nitpicks mentioned above, I think the achievement set was really cool! Some of the color based ones were my favourite, or the ones involving mixing multiple rooms. The corpse ones are also a classic. Jumping on a cannonball was a really cool achievement. Also, I loved the final area using more intense music, really reminded me of the roof section in Achievement Unlocked 2. Very cool stuff!
Thank you for the in-depth critique! It's kinda funny how I completely forgot about the more intense roof section of Achievement Unlocked 2 when making the concept for the Final Zone
The "Human Souls" achievement was a pretty hastily added one since I made it immediately after wanting to add cross-area achievements. Good call to switch it out due to being very samey, but I'm not sure what I'd change it to. I'll definitely think about it for the post-jam update. The rest of the flower jank is probably because of them being activated off screen? (and one of them being transcribed incorrectly, lmao)
Glad you enjoyed the game!






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