Thank you!
ablader1
Creator of
Recent community posts
Thank you!! Our artist & composer are rockstars, and I (programmer) put a lot of time and effort into the underlying systems. The actual game didn't solidify until we were basically out of time, so it's not the most balanced game in the world, but we knew we wanted to make something focused and polished!
Thank you so much for playing and for the video! The recording was crazy helpful in so many ways, and it was awesome to watch someone play the game out.
Yeah, the scope was definitely high! We kind of started ambitious and cut stuff as we found what was working and what wasn't, what we had time / motivation for / etc. Huge props to our artist and composer for grinding to get the look and sound just right.
I agree with you about the balance issues - I'm sure I'll spend many hours in the weeds getting it to feel good as the game is fully fleshed out haha.
I was able to start it right away in Chrome!
The concept was interesting. I felt like it was a lot of walking around and very little input. I think making the map smaller or increasing movement speed would go a long way in helping the game feel a bit faster - or even some interesting music to listen to or visual effects to look at, to make the walking more interesting.
This essay literally killed me (one of three times). I had a great time with this and definitely want to go for all the endings! I also was genuinely concerned by the heartbeats, as well as the creepy art bits. Great job! The art style was creative and immersive, really sold the noir, and the control scheme was equal parts intuitive.
This was super fun! The art was fantastic and immersive, and the style of it was SO unique! The gameplay was interesting and added to the overall sense of stress. You guys did a great job and I'll be recommending this to some other folks to try!
I think the one possible critique I have is that the radio dial was REALLY touchy, which made it difficult. It is also a radio dial in a mech, so if that is a feature, I respect it.
Fun idea! The console bits were fun, the environment was vibey and immersive in a scary way, the audio did a lot to enhance the tone you were going for, the animations were kinetic (really liked the slam into the floor at the start) - writing was also good.
I seemed to hit a bug at the console that kicks off the chase sequence, where getting killed by the monster spawns another monster in the hallway, which kills you in the hallway, which spawns another monster... etc., and I seemed to get soft locked out of finishing the game. I restarted to try and fix it but hit the same issue.
All in all though, impressive stuff, had fun.
Chance Encounters is a slot machine drafting dating sim, heavily inspired by Luck Be a Landlord. You are Special Agent Kryon Torcher, elite veteran of the intergalactic government. You are under orders to do reconnaissance on newly discovered planet "earth"... and all the people that might live there.
Spin the lever, do earth activities, get points, spend points on dates! What's not to love?
The main background song can be found here: https://uppbeat.io/track/paul-yudin/interplanetary-walk
The UI elements can be found here: https://pzuh.itch.io/cyberpunk-game-gui Lead developer & programmer: William G
Theme, setting & story: Lorie M
Intro screen music & other SFX: Amber G
UI & mechanics design: Bethany G
We ended having ~4 days to work on this, so all things considered I'm pretty proud of how it turned out. This is our first game jam // published game, so I hope you at least find it amusing!

