I managed to keep our guy stable for some time, well done according to the theme nice job!
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on Stay: Pull's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #15 | 3.929 | 3.929 |
| Art/Graphics | #18 | 4.314 | 4.314 |
| Theme | #21 | 4.157 | 4.157 |
| Audio | #21 | 3.765 | 3.765 |
| Originality | #22 | 4.000 | 4.000 |
| Fun/Gameplay | #81 | 3.412 | 3.412 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes
Did your team create most of/all the audio yourselves?
Yes
How did you incorporate the theme "UNSTABLE"?
Your emotional state is unstable, as are the rules as you progress!
Comments
The art and concept are top tier, a super polished game, I really enjoyed it, one of my favorites.
Actually went back to get a better score! This is such a cool idea, loved the "upgrade" system in which the actions get flipped. The art and music too, damn! You guys cooked! Congratulations!
İf I need to show proof of how much I liked it, then there's the proof:
LETTTSSSS GOOOOO BABBYYYY
I like the concept but I couldn't get past the tutorial. I was getting confused with the commands it was saying Pull lever with P but P mashed the buttons. And the Stay Stay was to mash buttons? But it still failed. Not sure what I was doing wrong. I think the art direction and sound are brilliant. The concept is unique. I just didn't get the gameplay.

I love how unique it is! It was pretty fun to play too.
The only problem I had was with the switch rule. It switched the on Mash: Home with on Mash: Stay, but when Mash came it was Mash and not Stay.
I will definitely come back for that 1st place, 4th is not enough hahah had a blast playing it. Enjoy your spot in top 10 I believe!
Hi, coming from the rate-for-rate. I first want to say that I enjoyed this game quite a bit and it felt appropriately tense. The whole having to remember what you swapped with what required a lot more thinking than I imagined, but I think that was the point. The controls being Z, X, P, etc. felt a bit strange (as opposed to more easy-to-reach keys), but it was nothing that affected the gameplay much, and that could very well have been on purpose too. One minor frustration I had was, when holding something down, if it went into the next emotion, it would automatically detect me holding instead of listening for a new key press and take a heart away, but it is just something small that I got used to anyway. I liked the art, it is very unique, and the music was good too (I like that it was dynamic and changed when you're picking items). Overall, it was a good game and you all did great!
This game felt really creative and different. I really liked how the visual effects and sound make every action feel important, and the mechanics are pretty easy to understand once you get the hang of them. I also really liked the visual style, it has a lot of personality. Great job, it's a really interesting entry for a game jam!
Interesting game! It reminds me of those abstract games you play during Halloween. Its really difficult to get the hang of but when you do its pretty nice. Awesome work
This is SUCH a great submission.. Super simple concept so well executed. The leader board is a brilliant touch it makes a person wanna play more. Buuuuutt for me, the sound, the sound is superb. Well done to your sound folks. Cause damn. The Art, the sound, the gameplay, the idea, the simplicity, all amazing ingredients. Well done. Super cool. Congrats an awesome submission.
I loved everything about this! The art, the music, the gameplay. Nice job!!
It's the most unstable game for an unstable game jam! I'm really impressed by the work you've done on this one. The gameplay is quite simple, but the way you've integrated the SFX and music is really well done, and the game is so easy to understand thanks to the amazing art!
This is definitely the best game I've played in this game jam so far (though I haven't played all 400+ games yet hahah)
This game has a very strong identity due to the complete cohesion from visuals to the type of gameplay that compliments it. As far as the gameplay goes, there are good points and some rough patches. The good, I like how it is essentially simon says. Classic gameplay with your own visual flair and some unique additions in terms of card modifiers. Some of the areas that could be worked on would be the actual gameplay controls/inputs along with player feedback. As an example, for the lever, the player has to hold it, there is the small visual and some sound feedback, but there is no punchy indicator to tell the player to let go. Which if the player holds the button into the next prompt, they get health removed. Also wording/phrasing made understanding some of the prompts difficult. Like "Hold" Does that mean hold off from touching anything, or hold that button down? ect.. Also the control scheme felt like it was all over the keyboard. Which was a bit uncomfortable to play the game. This feels like a gamepad control system would have benefited greatly and possibly some button remapping options for the controls.
So overall, solid entry. The art was very well done. The overall package was strong. And for future games, think about friction for the user. In this case the controls and the gameplay were both a bit more unique so that is a lot to ask of your player to learn both at the same time.
WOAH thanks for the detailed feedback (and the streaming)!! yeah I agree with the lever thing definitely I don’t know why we didn’t do that.. ADDED TO THE POST JAM LIST alongside all the cues improvement stuff! Wording wise I completely agree, I did NOT expect this wording to end up as the final one but it must have slipped our mind last minute, also will be fixed (: keybinds already planned sorry about that THANKS FOR THE ADVICE AND FOR PLAYING!! hope you enjoyed your timee~







Done ;)
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