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!
Play game
Sunk Cost's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Implementation | #13 | 3.744 | 3.867 |
| Community Choice | #17 | 3.034 | 3.133 |
| Overall | #22 | 3.434 | 3.547 |
| Artistic Style | #25 | 3.550 | 3.667 |
| Game Design Document | #26 | 3.486 | 3.600 |
| Playability | #29 | 3.357 | 3.467 |
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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