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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
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Comments
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.
Thanks for playing!
Ngl we make the boss fight unfair because we dont had a time to give content if someone finished it (though some of our playtester finished it somehow and get the funny ending message)
The build are a little bit rushed since i accidentally going into finalist from another game jam and need to handle two project at once. But stay tuned, we will definitely updated this
I like the game, getting over it is certainly a very ambitious game to try to replicate in a jam setting. Nice job on adding a little twist to the formula too, rocket jumping is great. Very Quake, even if the projectile itself isn’t literally a rocket.
The knockback you get from the rifle shot is very powerful, but I think this is actually to the game’s detriment. The massive amount of speed you get from the rifle shot encouraged building a large, open level with very sparse landmarks, making the whole space kinda just blend together, and no map or indicator of where to go makes you just fly around randomly with extremely powerful blasts. I think a much weaker blast woulda made you condense the level a lot and give players a more intuitive mental map of the space they’re exploring, and it would have made aiming the shot more interesting and deliberate instead of just going whereever you want with little effort.
Hey both of you, come outside i want to talk to you guys..

In all seriousness this game was actually fun to play but i suckass at physics games so yep. I will comeback to play this again.
The idea is pretty fun and the gameplay is satisfying, but for the art/visuals the game would probably do better in 3D with planar fix, like Getting Over It. Overall it lacks some technical execution and mainly polish.
For example, what is bad technically and for polish:
How to fix technically without changing the game feel:
If 2D pixel design is a core part important to the game, you guys should superscale the pixel assets to around 1 megapixels, directly as a multiplier to it like 2x, 4x. That would keep the pixel art exact at any scale you later scale it down at, while allowing zooming, panning and smoothing in various forms. That would give camera movement and zoom freedom and remove stutter and ghosting. allowing for more technical depth and polish. Here’s an example on how to do it: https://github.com/RaresKeY/pocket-salvage there’s also a python helper script in there.
For movement change the instant feedback to a system more like Getting over it, and for arcadey part shooting/flying cap the max speed, and apply velocities more indirectly
Sorry for the ramble, overall I liked playing the game and I think it has potential. The core loop checks out.
Thanks for your advice!
Pretty sure we will improve this one