Thanks! “QWOP but on a bike” is honestly not a bad description.
I definitely want to play around with the physics/balancing more. More obstacles and ways for the bike to betray you could make it a lot more interesting.
Glad you had fun with it!
Really cool little action platformer! I liked the idea of scrolling through the lyre colors to match the notes, but in practice they came quickly enough that switching to a random color often felt more frustrating than reactive.
I also wanted a little more feedback when dealing or blocking damage. I wasn’t always sure how effective my actions were.
The presentation is probably my favorite part. The character animations are great, and the wind, lighting, and environmental effects are especially impressive for a jam game.
One small itch page note: the embedded game window was pretty small, so I ended up playing full screen. I’d definitely make the embed larger next time.
Really liked the setting and overall style. With another pass at the combat, I think there’s a strong foundation here for something bigger.
Really cool concept! This felt immediately familiar in a good way. The movement, controls, and overall presentation have a great old-school dungeon crawler feel.
Balance felt pretty rough right now, though. My runs seemed very dependent on RNG, especially whether I could find a weapon near the start. When I couldn’t, it felt like the run was mostly decided for me.
I’d also love a way to skip through the intro text on repeat attempts. It sets the scene nicely the first time but starts to slow things down when you’re restarting.
The broad strokes are definitely here. With some balance and detail work, I think you could push the throwback style even further and make this a really strong nostalgia-driven experience.
I really love this entry. I have an office job, and I felt the imminent doom more than in most of the other games I’ve played from this jam because the dread of having a meeting take time away from your day for no reason is real.
I protect my calendar harder than almost anything else in my daily life.
This was a fun twist on Tetris that taps into one of the more annoying things about an office job: the same boss that complains you’re not getting enough done will also fill your calendar with unproductive meetings.
I’m also always looking for good game ideas that translate office life into a video game, and this does that really well.
Really fun little game! The mouse wheel mechanic was a cool use of the wildcard and felt surprisingly natural once I figured it out.
I did get confused at the second door because I didn’t realize I needed to click to get the fairy following my mouse again. Died twice before that clicked.
After that, the controls made sense. A few platforms felt a little narrow too.
Loved the music, although it was VERY loud on my end!
My biggest thought was the theme. I understood the Imminent Doom connection from the opening but didn’t really feel it during gameplay.
Really cool prototype though. I’d love to see what you could do with this mechanic with more varied challenges!
This is such a cool concept. The idea of dying and then having your previous run come back as an ally immediately got me thinking about all the weird gameplay possibilities that could come out of it.
If I’m understanding the final mechanic correctly, your ghosts replay what you did previously while you’re doing the current run. That almost seems like it creates a built-in difficulty assist too.
If someone keeps dying, they’re also building up more and more previous versions of themselves to fight alongside them. So failure isn’t just “try again”—you’re potentially making the next attempt stronger every time.
I really like that.
Did the full ghost system eventually end up working that way? I’d be curious how it felt once you actually had several previous runs playing alongside the current one.
I’d also love to hear more about the recording/playback problems you mentioned. The memory issues and desyncs sound like one of those development rabbit holes where the eventual solution is probably pretty interesting.
Very cool idea. This one genuinely made me want to see how the finished mechanic plays.
This was a really cool read. I’m in the middle of a game jam myself right now, and I think I may steal a little inspiration from how you structured this devlog.
Breaking everything down by hours and then using the commit history to build out each section made it really easy to follow how the game actually came together.
I especially liked seeing how much was still happening in hours 45–48.
SFX, effects, victory/game-over screens, visibility fixes, web optimization… apparently the last few hours of a jam are just “do everything” hahaha.
The custom text-based song format was really cool too. Making something human-readable that you could author quickly seems like exactly the kind of tooling decision that pays off in a 48-hour jam.
I also really liked the section about what you learned from making your first 3D jam game, followed by what you’d do with more time. It makes this feel more like an actual little postmortem instead of just a list of things you built.
Thanks for documenting the process. Definitely gave me a few ideas for my own devlogs!
I enjoyed getting the day-by-day look at how the jam actually went. I’m in the middle of one myself right now, and the part about cutting scope several times definitely hit home.
I also appreciated you saying that it didn’t turn out how you wanted, but you were still glad you made it. I feel like there’s probably a point in every jam where the game in your head and the game you can realistically finish become two very different things.
Actually recognizing that and getting something finished anyway seems like a pretty important skill in itself.
I’m curious—looking back now, if you did another jam with similar constraints, is there anything you’d intentionally do differently from the start?
Really enjoyed reading through this. The line about realizing the emotional weight of dementia didn’t need a huge map, but instead needed a mechanic that actually felt like struggling to keep things together really stuck with me.
That’s such a cool way to think about scope.
Not just cutting things, but figuring out what actually carries the idea.
Also, “simple is a lie” made me laugh because I’m in the middle of a jam right now and am learning that lesson repeatedly. Something that sounds like “the player pushes a box” somehow turns into an entire evening.
I really liked seeing the little Godot solutions you found too. The Clip Children trick for the checkpoint is exactly the kind of thing I love stumbling across in development.
Same with toggling the collision layer when minions enter the gap.
Those little “wait…what if I just do THIS?” solutions are probably my favorite part of making games.
Really cool seeing how the idea and the implementation evolved together.
Thanks for taking the time to actually write about the problems and solutions instead of just showing the finished result!
Thanks for the feedback! I really wanted to use this jam to explore UI and interface, and I think to that end I am satisfied. I do agree though, given more time I would have loved to put more into the sound and bringing more personality through animations and interactions.
All valuable input. Thanks for playing!!