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A jam submission

Stop RoundsView game page

A timing game in a surreal landscape of migrating bubbles.
Submitted by Romma — 2 days, 3 hours before the deadline
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Stop Rounds's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#46963.2363.889
Enjoyment#48822.8663.444
Audio#62802.4042.889
Artwork#66342.5893.111
Narrative#90011.6642.000

Ranked from 9 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?
Stop Rounds is a simple timing game about stopping countdowns.

(Optional) Please credit all assets you've used
The game, game engine, visuals and sound effects are all self made. Tools and libraries used are listed in the game page. No generative AI was used.

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

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Comments

Submitted(+1)

Impressive work! Building a custom C++/Vulkan engine for a game jam is seriously hardcore.

Developer

Thanks for playing the game. Glad you liked it. I have been building this iteration of the engine/framework on and off for close to a couple of years now. Its still missing some planned features, but its complete enough to build a simple game around it.

Submitted(+1)

really creative concept! I could see this as a great minigame in another game to generate resources or something

Developer

Thank you for playing. Glad you liked the game. Who knows, I may have some future use for this concept.

Submitted (1 edit) (+1)

So good and addicting concept, and you made all of that in a custom engine ??? Wow, good job!

Developer(+1)

Thank you for playing. Glad you liked the game. It's definitely an upfront investment to learn how to make game engines, but its ultimately worth it to see it in action.

Submitted(+1)

The idea was really interesting and addictive honestly. Great job!!!

Developer

Thanks for playing the game. Glad you liked it.

Submitted(+1)

Would have loved to also try your game, but sadly I am on Linux exclusively. However, I guess writing a game in a custom engine is an engineering challenge on its own so compiling to other systems would have been even harder.

Developer (1 edit)

Understandable. The game was actually developed on linux and then cross compiled to windows using mingw and then other people tested the cross compiled build.  Honestly it wouldn't have been a big deal to also make a linux release build, but I chose to focus on making sure the windows build would have no issues.

Submitted(+1)

Really fun and addictive idea! Really amazing to try getting more and more points and def addictive and interesting concept :P 

Developer

Thanks for playing the game! Glad you liked it.

Submitted(+1)

very addictive, could sit for quite a while just trying to get low numbers on the countdown. I love the trippy background going on, and the sound very much scratches the brain good

Developer

Thanks for playing! Glad you liked the game. Fun fact, the sound for starting/restarting the game is actually the same as the score sound but with a lower pitch. I've always liked when games like yume nikki and such re use the same music and sound effects but shift the pitch making for a very different sound and mood.

Submitted(+1)

Interesting concept :O

There are definitely cool ways to apply this mechanic in a bigger game :D

Also fascinating that you wrote the engine youself!

Developer(+1)

Thanks for playing! Glad you liked the game. I like risk reward system in games. The idea behind this one was that stopping the timer early is easy, but leaves less potential time to do future rounds. Ideally this would encourage players to take risks and try to stop the timer as close to zero as possible to save more time and make it possible to do more rounds.

Submitted (1 edit) (+1)

Neat game, It's really cool that you made it with your own game engine and the background visuals are really cool. Timing the count down to be as small as possible was fun for a short while, but the coolest thing was the visuals in the background.

Developer (1 edit)

Thanks for playing! Glad you liked the game. Making a game engine is hard work but it's worth it for the satisfaction to see something you built come to life. The background visuals are drawn using raymarching, which is a rendering technique I've always loved.