Damn the boss is hard and unfair. I might finish him some day, lol. Yeah the physics is better that getting over it i think. You should make a voice over to roast the player too, lol. I enjoyed playing this, really. Since Sekiro, i became kind of masochist. Anyway, the addition i think you should have is the stage. You should add more things like fall down to the beginning area, also maybe something unexpected like a worm coming out of the wall. Lol. Anyway, nice submission and good job, man! Love to play this.
Play game
Potkeeter's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay & Core Idea | #73 | 1.889 | 1.889 |
| Creativity & Theme Interpretation | #73 | 1.889 | 1.889 |
| Scope & Completion | #88 | 1.778 | 1.778 |
| Overall | #91 | 1.756 | 1.756 |
| Technical Execution | #116 | 1.630 | 1.630 |
| Polish & Presentation | #122 | 1.593 | 1.593 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members and roles
Lord Zaini (https://lordzaini.itch.io/)
Faiz (https://faizhabibi12.itch.io/)
Ifanitas
How did you interpret the themes?
For Genre Collision, we fused a precision/rage platformer (Getting Over It, Jump King) with a third-person shooter, then removed the line between them entirely. In most games, combat and movement are separate systems — you shoot with one input and jump with another. In Potkeeter, they're the same action.
The Potkeeter can't walk. His only way to move is by using musket recoil to push himself around and timed parries to launch himself through the environment. That means every "shot" is also a jump, and every "parry" is also a dash. Combat isn't just something that happens while you climb — combat is how you climb. Enemies aren't obstacles blocking your path; their attacks are the platforms you use to get higher.
So instead of stacking two genres side by side, we tried to make them structurally inseparable: a shooter where the shooting is your legs, and a rage-platformer where the difficulty comes from mastering aim and timing instead of jump arcs.
What are you entering?
Engine and tools used?
Engine: Unity 2022.3 LTS (2022.3.62f3), C#
Notable Tech / Plugins: Slafurry Package - Sourdough Starter
Art Tools: Aseprite
Audio Tools: Audacity
AI-Related Tools: OpenCode (used to assist with coding)
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We are not entering this prize track
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation









Leave a comment
Log in with itch.io to leave a comment.