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A jam submission

Llama's Achievement Lockdown!View game page

Collect 80 achievements over 4(?) areas! For the GMTK Jam 2026.
Submitted by ScarfRavenStudios — 2 hours, 59 minutes before the deadline
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Llama's Achievement Lockdown!'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#6824.1394.139
Artwork#7734.1394.139
Enjoyment#8853.8063.806
Audio#16523.3893.389
Narrative#31212.7502.750

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!

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted(+1)

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!

Submitted(+1)

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.

Developer

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!

Submitted(+1)

I believe in godot you can help it a little bit by making the collisionshapes thinner but when I had this issue the only way I could solve it was by dynamically toggling them with respect to player position through code.

Submitted(+1)

If this game was on steam, I would 100% buy it. 

Viewing comments 23 to 21 of 23 · Next page · Last page