The name makes sense in the end! Great writing, really keeps you going each level willing to push further to see what happens. I should have just downloaded and played it as a standalone since by the end I experienced a lot of stutter in the browser, but I was willing to overlook it. The music is really great top scores for audio, graphics are very cool, like everyone else I loved the hacking. Enemy AI is extremely forgiving in fact I almost couldn't force them to catch/kill me but it didn't ruin the illusion too much. High scores.
PowerOfGoldenSlammer
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I wondered outside of the bounds at some point after the tutorial and after exploring everywhere and getting a document I had to quit but I enjoyed shooting enemies! I think the use of masking for sightlines and field of views was done well. Also getting caught by the first camera during the tutorial may have glitched where I had to refresh the page but I was wiling to do it
Yes rails are super janky in this build I'll have an update once the jam is finished that lets you dismount in either direction and no more sticky behavior, the first grind in my clip (at 0:10) in the comments here you can actually see me get stuck on the rail and then caught by a secret agent because of it haha
Thank you for playing!
I really appreciate being taught an ancient game in a modern futuristic style like this, the sound effects were just enough to keep me keyed in, and I found myself at one point thinking how the music was a super simple loop that somehow never got annoying. I liked how moves were presented as feasible or not, and how the strategizing is so latent in the game though I know that's more an aspect of the game Ur itself it makes this game more fun, anticipating moves from the opponent and either being relieved when they don't eliminate you or wincing when they are clearly outdoing you in other ways. Eliminating enemy pieces was really satisfying everytime. I barely won by a single extraction when me and the AI each had one piece left a single block from the extraction point! So the final move was decided after multiple failed dice rolls until I finally got the 1 intel needed to move into the goal. Very lucky.
The graphics did a good job immersing me in the winter environment and I enjoyed taking the side routes around the fort and being in the trees, using the sniper rifle, although I would prefer any single shot from the sniper to kill an enemy using the scope was very satisfying as a spy doing recon before entry! The first time I saw a camera watching me and shot it was very satisfying, my only complaint was constantly hearing what sounded like an enemy walking around the corner I'm not sure what causes that, however at one point I had an enemy approaching me on the other side of a tree and didn't need to see him to track his movement the audio was spot on and it was a good spy thriller moment before dispatching him with the silencer as the snow fell, just a particular moments that was very immersive. I didn't beat the game, it feels really large even if it isn't.
I think I'm either terrible at stealth games which seems reasonable or this is just hard? I ended up leading the guards on runarounds then ditching them many times but I used to do the same quite often in Thief series so that was still fun, and I appreciated having the distraction methods often to keep a guard from getting close enough to aggro me! The gadgets were very imaginative and useful, loved using the lemon.
This was so fun, I'm really grateful the turrets had a limited range when they were alerted so you can still hide and cool off and when the statues are stabbing up you can still escape with deft movement and timing! Otherwise getting caught would be more disastrous than it already is, trying to flee while in the middle of a firestorm is hilarious. The checkpoints were well placed and it's obvious this was playtested thoroughly. Sound was great especially the sneaky music.
Also really appreciated the controller integration.
Here is 56 seconds of gameplay from the Jam submission build! I'm going to make a full game of this jam submission so let me know what you think!
I had a web build ready but it wasn't under the filesize limit and I had to cut the third level (which was incomplete anyway) to fit this build, but I will update the game after the jam is over with bugfixes and squeeze in that third level! I might even get the web player build up
This is amazing! I enjoyed re-rolling for a chance at the super steep launch but I crashed each time which actually makes sense that the sheer verticality of it is not survivable but it gives some great hangtime. The sound of the motor reving is very satisfying and almost hypnotizing, the slow motion and physics crashing is just right.
I really enjoyed this, enough to fill my wheelbarrow multiple times and bought the best weapon. The handle for it was midway in the model which reduced it's reach but the satisfaction of wielding it was still great as the heads of the goblins flew off all around me. I was especially impressed with the functionality of the wheelbarrow as I stored my weapons in it while pushing it around filling it with goblin bits. I had fun and chuckled a few times, I spent much time scribbling goblins with the wooden sword and watching their limbs drop off. I took enough damage in battle to buy some pies, I was grateful they were there and so affordable.
Here is a full playthrough in 1 minute (unedited is 3 mins 47 seconds).
- Climb into a mech and take control at the helm
- Throttle to move forward and backward and steering controls
- Battle requires changing your shield type to match the incoming weapons from the enemy and equipping the right weapon to defeat their current shield type (shown by the color of their cockpit)
- Once an enemy is defeated you can climb their mech and dismantle weapons by RIPPING them off with a WRENCH! In this case dismantling their Laser Cannon!
No sound, just one of a long list of things that make this a rough submission barely a prototype, everything is mostly untextured primitive shapes, but I'm really excited to have figured some things out with this jam that will allow me to make this game as I plan to in the future on VR and Desktop. Thanks for checking it out!
https://powerofgoldenslammer.itch.io/pocketskater
The concept was going to be to complete combos or connecting tricks in between grabbing the food items but I was barely finishing the menu and instructions when there was suddenly 2 minutes left and didn't get a scoreboard going or anything. In the meantime I got a great start on a game I can't wait to keep working on! The browser version is kind of hard to play with the cursor losing focus in the window but I'll get that sorted along with Windows releases. Thanks for the incentive to discover this game Kenney crew I had a great time just grabbing the assets and running with them.
Oh yeah those are some serious ones thanks for the heads up, I verified and fixed the wearables again with an upload just now. Still on the case regarding the previewed pogs smearing and some other things. As for the tutorial lesson, maybe the players should be able to stand and jump around on the stack after building it! In fact you might want to try to do the special slam while standing on it just for fun now that I've added a stable platform and special interaction there.
I also added a bug tracking option in the main menu which should allow quick and easy bug reporting! I might start a new discussion thread for general feedback and suggestions and hopefully your outstanding playtesting here leads as a good example. I can also add some debugging options (like cheat codes) to more easily allow playtesters to teleport around the level and activate things like adding some money or unlocked items to avoid rerunning the same thing again and again, and of course save games which would also solve this are a high priority for next updates.
Thanks again Classy you've been a great help. New build just uploaded! These recent updates address a number of things you've reported. I have had difficulty recreating the 7ball glitch and wearable items remaining stuck in place by the mowing mission though I have tracked down a number of plausible causes and hopefully got them fixed! If not please let me know or I hope someone else points them out. A proper bug reporting feature will be added soon as well. Meanwhile general gameplay issues like the girl being overpowered and winning too often and the player perhaps being too shorthanded on pogs are top of the list.
Thank you for the feedback and bug reports!
Alpha v 4.1 is now uploaded with the following changes
- Pog Shop pricing and purchasing confirmation
- The Lawn Mowing Mission handling and faster and full completion
- Speed Skater the first handheld LCD game finished!
- User controlled prompts and dialogue activation
- Skateboarding somewhat improved
You can see this outlined more in the changelog in the new version that has just been uploaded. Give it a play!
- Regarding wearable items being detached
I haven't been able to recreate the bug where wearable items are left detached from the player but I'm still on the case. If you can recreate it in any specific sequence of actions please let me know, meanwhile transferring your selected clothes to the player while they are mowing remains on the bug list and will be fixed by next update.
More depth to the pogs battle gameplay, especially user agency
There are certainly some ways the battle gameplay can be improved such as allowing the player to manually aim the slammer and get rewarded by better slams for accuracy instead of just clicking "slam", this will likely be in another update soon.
Selective pog wagers
There certainly is no avoiding this, the player should be able to keep their favorite pogs without seeing it randomly lost in battle. It may be necessary to rethink how the value of pogs based on rarity and coolness affects fair battles. Blade pogs are cooler than regular pogs but are hologram pogs cooler than blades? And how do we avoid cheesing opponents by wagering our plain pogs against their high value pogs? Monetary and coolness values will have to be considered. A community discussion will probably be needed for this later!
Varying the size of stacks in battle is also a possibility but will have ramifications on a number of other things so I'll be chewing on that one for a while.
Happy slamming!







