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Guilty Games Studio
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Really enjoyed this one! Here’s my Quick Playtest.
First off, the presentation is awesome. The camera work, animations, and overall style make this feel way more polished than I expected from a jam game. Did you make the models or what pack are they from, super nice!
I also wasn’t expecting this to turn into a roguelike! 😂 There’s a lot more going on here than the initial concept makes you think, and I really like how you tied the domino idea into reaching your tipping point.
If I had one area I’d keep working on, it would probably be some additional polish around telling the player exactly what just happened during the more chaotic moments. The visuals are already doing a ton of work, so stronger gameplay feedback could make those moments hit even harder. Sorry my sound for some reason is not working, But over all dope game!
Really ambitious game for the jam. Nice job!
Really cool take on the theme! Here’s my Quick Playtest.
I love the idea of literally building a city toward its tipping point. The voxel look works really well too, and then I saw you made this in Three.js with a custom voxel renderer… for a jam?! That’s awesome.
One thing I’d probably work on a little more is the building placement/readability in 3D. Sometimes it was a little hard to judge exactly where something was going to end up. A stronger placement preview or some kind of depth/grid indicator could make it easier to intentionally build while still keeping the chaos of everything tipping over.
I also really like that the city starts feeling more ridiculous and unstable the longer you survive. It fits the theme perfectly.
Really clever concept. Nice job!
Love the art style and atmosphere! Here’s my Quick Playtest.
I really like how simple the core idea is — keep yourself and the platform balanced while more and more stuff gets thrown at you. It’s one of those mechanics that you understand almost immediately, and I think the physical balancing is a fun interpretation of Tipping Point.
My biggest suggestion would probably be to ramp up the danger a little faster. Early on I felt pretty safe, especially with the ability to jump/double jump and correct myself. I’d love to see the objects start affecting the balance more aggressively as the score increases, or have different objects force you to change how you’re playing.
I also think a little more feedback when the platform is getting dangerously close to tipping — sound, screen shake, UI, etc. — could make those “oh crap” moments hit even harder.
Overall, really fun little concept, and I could absolutely see this becoming one of those “one more run, I can beat my score” games. Nice job!
Haha honestly, “I didn’t know what I was doing but I felt smart” — can I quote you on that if this ever makes it to Steam? 😂 It might be one of my favorite descriptions of the game.
That was actually pretty close to what I was going for: trying to read the situation, make the best decision you can, and somehow hold everything together while it slowly falls apart… aka reaching the tipping point.
Thanks for playing!
Hey Kilda! We've been trying to reach you about your game winning the Jam. Contact us through our discord when you get a chance. (Our Discord: https://discord.com/invite/hmjrNCJyTa)
Hey,
Thanks for the thoughtful feedback! We're working hard to get the balance and feel of the decompression just right. We want a balance between the reality of diving, and something more forgiving and fun, as well as UI features that help decompression zones be a bit clearer. As far as that bug, thanks for letting us know, we've already fixed it and will release a new version of "Into the Abyss" next month, after the jam has ended.
Guilty Games Studio








