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A jam submission

Sunk CostView game page

2D Boss Rush Platformer
Submitted by Kretyn — 4 hours, 21 minutes before the deadline
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Sunk Cost's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Implementation#133.7443.867
Community Choice#173.0343.133
Overall#223.4343.547
Artistic Style#253.5503.667
Game Design Document#263.4863.600
Playability#293.3573.467

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1nAGbceWrwHFis9YSw4DlIyxaQtGMxaNQr9U5zUid07o/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
Sunk Cost is a 2D pixel-art boss-rush platformer where every choice costs something. After defeating each of four bosses, the player must choose one of two ability upgrades - the ability they don't choose is passed on to every future boss, compounding in power the longer the player delays commitment. Players fight through a single connected map, growing stronger with each choice while simultaneously making every remaining fight harder.

Arrow keys to move
Space to jump
X for melee attack
C for ranged attack (should you get it)
V to interact

Please explain how your game fits the theme.
Every time you defeat a boss, you're offered a choice between two power upgrades - but you can only take one. The ability you don't choose doesn't just disappear: it gets passed on to every boss you haven't fought yet. Getting stronger now means someone else gets stronger later, and by the time you reach the final boss, it may be carrying every advantage you ever turned down.

The theme isn't just a backdrop here - it's the core mechanic. There's no way to "win" every choice. You're always trading immediate strength for a harder future, and the game never lets you forget that the fights ahead are shaped directly by what you decided to walk away from.

Did you use Generative AI to make any assets in your game?
No

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Comments

Submitted(+1)

Skill issue, I could not finsih the game!  lol, I really wanted to as I got the double damage/ half health and wanted the ranged attack to pair with it.  Due to time I couldn't do a complete playthrough and while I do believe it was a skill issue on my part there are a few mechanics that can get some more polish, specifically with the jump.

Other have said that the jump is inconsistent and while I understand where their coming from, i disagree.  I think the input jump serves rather nicely with this harder platformer, but I do think that the velocity makes it hard to control.  I have to move forward first to get any realistic momentum otherwise My character really just goes mostly up and not right or left.   This made the already hard to navigate sections even harder because I i jump too soon I go straight up into a spike and die, and if don't press up immediately after pressing left or right then My character falls off the edge and dies.  

Other than that mechanics, I thought the premise was awesome.  The artwork was simple but affected, good job!

Submitted

I think you can fix the jump by having a minimum jump height when you press the jump button instead of having it completely depend on the input time. If you tap jump, player jumps a fixed x units, but if you hold it they gain a little more height. The problem is that every jump felt completely different to me and it was really hard to navigate all the platforming challenges.

The combat was fun, but the enemies didnt respawn so I barely got to enjoy it. 90% of my time was spent trying not to get killed by the spikes (and failing)

As for the main upgrade mechanic, I like it BUT I managed to softlock myself from being able to kill the 4th boss. I got glass cannon and gave the enemy the thorns skill which resulted in me always killing myself after landing a few hits on the boss. The one healing item in the arena wasn’t enough to save me :(

Overall solid foundation for a game here. The graphics, music, sfx, and especially the voice acting are all great. Fix the feel of the platforming, add some more content, and you’re set.

Developer

Hey I appreciate the feedback!  Thank you so much!

Submitted

Cool game! Combat is fun, voice acting 10/10. Nicely done.
The platforming sections will be more fun if the jump is tuned and coyote time is added.

Developer

Thank you so much!

How do you feel that the jump isn't tuned?  And what do you mean  "coyote time"?

Submitted

Platformer jumps are a whole science. You could look into Celeste for very popular jump arcs.

My biggest gripe with it was that you accelerate extremely quickly, making it really hard to avoid hitting ceiling spikes.

Coyote time is what they call a jump buffer where you can still jump for a couple of frames after walking off a ledge. It makes the game feel more responsive when you think you pressed jump on time.

Submitted

Very cool, game. Nice and hard. Good game to grind on. The art looks fantastic. Wouldn't be surprised if this is in the top few games. Great work.

Developer

Oh my god, thank you so much!!  That means a lot :)