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You Again's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Implementation | #12 | 3.357 | 3.357 |
| Visuals | #16 | 3.714 | 3.714 |
| Audio | #46 | 2.643 | 2.643 |
| Fun Factor | #48 | 2.571 | 2.571 |
| Overall | #50 | 2.714 | 2.714 |
| Gameplay | #55 | 2.357 | 2.357 |
| Special Object Implementation | #103 | 1.643 | 1.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
You play as a human with near-infinite lifespan, and among the Death's tricks is a tomato nuke.
What tools and 3rd party assets did you use?
Unity.
flaticon for some icons.
How did you use generative AI? (If you did)
No.
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Comments
Your concept is fire!! It was a little bit annoying when you find a ridiculous answer that's funny and it's "wrong"
But I had fun, thank you! Great art style, suits the game perfectly
Haha thanks a lot! Glad you enjoyed the silly wrong answers—adding those funny options was half the fun of making it! Really appreciate the kind words on the art, too!
I really like the artstyle of Death, looks really cute!
I think the game is a bit slow, getting a correct answer does a tiny dent in the blood pressure bar. It’s also annoying that you don’t always have a card in your hand that works on the current calamity, which contributes to the game feeling slow.
Music feels like it’s just right for the gameplay. I think it fits the art as well. Great work putting something together!
Thank you for your reply! I'm so glad you like the art style.
Also, if possible, I’d like to ask: based on the current content in the game, what do you think is the optimal number of turns to defeat Death?
I really depends on the difficulty of answering correctly to a calamity. The way I’d structure it would be to split up the game into rounds, with more calamities (and remedies) getting unlocked each round. Then maybe each round would be 8 total turns (maybe 5 successful turns). But that’s really only an out of the arse guess.
What matters more is the process. The way I’d actually would go about implementing it would be to set up the system for turns, then shove in the numbers (how many new calamities to add to each round, how many successful turns are needed, how many turns do you have before dying). Then I’d sit down and play the game, observe how the game feels (“this feels slow” “now there is an overwhelming amount of new stuff”) and tweak the numbers based on that.
When it comes to making the systems I usually spend more time programming than playing, but when I’ve made my systems I usually play the game more than I work in the engine. So I try the game, take two seconds to change a number, play the game again and so on.
Thanks a ton for such sincere and solid feedback!
Your idea about unlocking calamities in round-based waves is super neat—it actually mirrors my original design almost completely!
I actually split Death's calamity deck into different tiers (high-tier calamities like Amnesia force players to discard their hands). I also added counterplay mechanics where both Death and the player use perks and items to basically "cheat" against each other.
Also, spot on with the playtesting workflow. Since Death is currently the sole enemy, I actually wrote a python script to simulate game loops and dial in the length. It spat out an average of 33–44 rounds per game, which hit my target duration pretty well—though that was before I cut the perk system due to the jam's time limit. But as you said, nothing beats that rapid "tweak a number in two seconds and playtest" loop in a jam setting!
Thanks again for the great dev-to-dev insights!
Wait, are these all hand-drawn? That's really cool!
Thank you! And yes, I drew them all myself, mainly because drawing stick figures is fast and fun!
Alright, this game is actually pretty funny lol. Its basically kind of like logic puzzles for me. Its quite interesting but I do wish there were more polish and juice in completing the absurd and normal solutions just to make it a bit more addictive. For a 2 day game jam, making a lot of illustrations is also very ambitious which I highly respect! Overall, I had a bit of a chuckle playing this one! Great work!
Haha, glad it gave you a good laugh! Treating it like a logic puzzle is actually a super cool way to look at it!
You're so right about needing more polish and juice—adding dynamic particle effects, punchier sound effects, and extra screen feedback for those absurd solutions would definitely make solving them feel way more satisfying and addictive.
Balancing that much illustration work in just 48 hours was definitely a wild ride, so I really appreciate you noticing that! Thanks a lot for playing and taking the time to leave such encouraging feedback!
I really enjoyed this, feels like cards against humanity but with some strategy, managed to get the ending with 20000+ heath left(I think). The artwork is very nice, and I internally giggled at some solutions. At the same time though I think the card game aspect of it isn't really hitting it for me. I don't feel like I am doing anything when I choose to keep cards, as when the corresponding calamities appear is completely random. Nevertheless, great job :)
Thanks so much for the great feedback! I'm super happy you liked the art style and the humor!
You're spot on about the card-keeping mechanic—random calamities definitely take away the tactical feel of holding onto cards.
I'm definitely looking into ways to fix this in future updates, such as adding a disaster telegraph system (previewing future turns), passive bonuses for held cards, or card combo mechanics to make keeping cards more strategic.
Thanks again for playing and taking the time to write this!