I actually used TurboWarp to import the game into itch, but I didn’t know about mods I’ll check it out, thanks!
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Hey, thanks for checking it out!
You can jump right after using crouch, so in theory it should be possible to dodge everything. Or at least not die when you can’t dodge, because there’s enough lives to catch. The balls fly at random, so everyone has unique experience with the game in that regard.
I’m not sure where this project will go, just something I did for CS50x course & to study and recreate design elements of some retro games. After tinkering with Scratch, it seems rather limiting to me compared to more “professional” game engines. Making a serious game will likely be more complex using Scratch than switching to something like Javascript with Canvas, Godot or GameMaker.
You can check out my profile page for other projects that more likely to get continuous development, than this one.
Thank you! I’m glad you enjoyed 😊
I wanted to give a feeling of multiple choice, but story wise it was too early for that. So player can choose where to go first instead.
I’m not sure yet about this project’s future, but most of my games are prototypes open for possible continuation, if I get a good idea after it marinates in the back of my mind.
Yea, i also think it is an important topic, so I bad to do something with the idea I got! This topic sometimes arises in media, but not as a standalone discussion (one of resent Rick & Morty episodes is about that also, dogs and humans flipped on a dog planet).
Many jams have a rule against ai, they kick out entries made with ai or allow only miniscule use of it. Hopefully next time gamedev.tv also reconsiders it.
Also some jams like global jam require source code to be given, so the ai games will not pass likely, if the dev tried to conceal it for example.
As someone that used Twine, I suggest to try Ren’py (it’s free). Ren’py is actually super easy, if you take some time to learn the basics. Twine in comparison is too convoluted, for example I couldn’t add music without odd glitches in Twine and trying multiple times. In Renpy everything is much simpler. (I still love Twine and will use it).
Also, jams with ratings tend to get feedback the most, because people hope you will rate their games in return. So if you want more feedback, jams with ratings will more likely provide it regardless of how big the jam is.
Congrats on successful jamming, good luck with your next works!
My goal was a working Unreal Engine HTML5 build, and hopefully a course. I got both, so it is fine.
I know I didn’t do my best because I didn’t use all time for the jam, but I also wasn’t planning to do game jams this year at all :D I already have extensive jam experience, my goal currently is to work on my “serious game”. Didn’t even plan to touch HTML5 after last year’s attempt, but it happened during the jam for no reason…
I know all my weaknesses, but I covered my last years’ issues well this time, so it is all good. It was also funny how my games are lore heavy usually, and here I had zero lore whatsoever.
This is my 13th jam so I’m super chill about results and everything else related to it. Just vibin’
Some people have their own UE versions that are catered to their studio’s needs, so they probably do not care for official support anyway.
I’d love web support, but I doubt they’ll go back to it, as well as 2d. They already seem to work on UE6, it seems like they are rushing with their current plans. There’s official roadmap, so if HTML5 will be planned, it will appear there.
Actually this was my tutorial level, the levels I planned I had no time to do at all. In my head it was simpler, when i designed the level it got less obvious. I was also rushing, so I inserted into the level a wall text, similar to recent UE intro tutorial template.
I’m going to work on it sometime soon-ish, I got some breakthrough ideas yesterday.
for me it was more about trigger box placement and making the box big enough. For me text is also visible all the time, so it only disappears after I interacted with the message. So your “press E” text probably appears/disappears when the box is crossed, not after the player presses E.
You say components overlap, maybe you can put them all together inside the trigger box element? so they would not overlap, but will be a group of elements inside the trigger box item. I did it like that: 
There’s also different way to go about triggers, there’s trigger volume, trigger box and trigger area or something. They work differently and you can try to replace them. Or also it depends on what you chose, “on begin/end overlap” or similar options:
I read UE5 can have web support if using source code, but I didn’t find more info on that. I guess UE4 can be used for prototypes and browser demos with rudimentary visuals, depends on the game genre and complexity.
Thank you for the feedback, I’m going to take it into account! One of my main obstacles has been the complexity of puzzles versus my ability to explain it to the player. Still thinking how to better go about it without making a tutorial for each level.
I’m going to work on this title more.
Unreal Engine 4.23.1 is the last version that supports natively HTML5 (version I used here). Unreal engine 4.27 supports with github. Some say UE5 can support if you use UE source code, but I am not sure how to work with that (official UE source code on github). Web export is limited by itch.io requirements (so using assets gets very tricky), but UE 2D game is probably no issue.
Yea, I’ve done many jams and my goal is mainly to participate & do the thing I joined to do, not to make a good game. This time I was mainly testing browser limitations & figure out portal mechanic. I did plan to add 2 more levels, but had no time already. & I kind of wasn’t planning to participate in jams this year, but couldn’t skip because I got a neat idea. I wonder what will happen next jam!
Thank you!
Yea, it was actually a tutorial level. I have 2 levels planned, but while working on the logic I got stuck on wondering if they are too complex. I’ll work on this game further, wanna see how far I can go with both the puzzle element & browser limitations for Unreal Engine title.
Thank you for stopping by to try my game & give your feedback!
Haha, relatable! I work in UE myself, had this headache myself in my older game.
Thank you for playing and your feedback!
I have a few more levels already planned, but while making them I ended up wondering if my “connections” will be too complex to understand for the players.
I will continue this, I want to test how much I’ll be able to put into browser-only version with Unreal Engine.
You’re welcome :)
Yes, i was playing a browser version. I had weird cursor issue before with some game, somehow it was triggered by full screen there (cursor was missing). Maybe it’s an engine’s nuance.
You’re welcome! if you figure it out, would be nice to know how you resolve it, in case I’ll encounter myself :)
I see, I’m in similar shoes. I do have many text games but mainly because they are super fast to prototype. I was also avoiding Renpy lowkey, using Twine, but then i did try Renpy and it was very easy to work with. I use text games like game outlines, helps to organise and also figure out how many locations there will be instead of “let’s build random map”. Writing it down forces to mentally visualise what exactly are the player’s options.
Oh yea, had to scrap a lot myself in the jams, it’s easy to overestimate how fast the gamejam process will go..
Welcome, good luck on your journey!
A little detective game, nice attempt! Well done fleshing out characters’ personalities.
I’d suggest to try Renpy for visual novels, if you lean more towards story-driven games. You can learn it very fast for jams. It can give a more polished look due to its default UI. Also the save button is something that can be very important for multiple choice games, it’s already built in the Renpy engine.
Some voice over for character would be nice to add here, there are free packs with generic things like a laugh or a sigh. Visual novels are a tricky genre due to its limitations, so animations/special video/audio effects add the extra oomph.
So there’s this story about a woman contacting Candy Crush creators because she finished all the levels and wanted more… it is like 10k levels and nobody expected anyone to finish them, so they told her to find a different game… (I’m not making this up, there are memes about this historical event)

So, I’d play 10k levels of your game. You need to make this game a full release, don’t leave it just as a jam game.
I got stuck on level 4 for a while, but it felt rewarding to figure it out eventually. Superb entry!!

Thank you for checking out my game, but Ai is basically a death sentence to our environment, so due to my stance on Ai usage I’m not gonna vote on your title. Please consider submitting your tutorial made game instead next time and research the impact of Ai on the world. I understand how easy it is to make stuff with Ai & how miniscule own effort can seem in comparison, but there’s no need to resort to using it especially when you just start learning things. Currently it is heavily unregulated and legit evil for nature in general and also people living next to data centers. Please take your time to learn about the impact you yourself are making.
That’s quite a big game you managed to make! There are some minor issues, like:
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“press E to interact” area could be adjusted (doesn’t pop up in some cases, so you need to approach the partner multiple times from different angles).
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I got into the car and drove, but circles didn’t appear because i didn’t finish the dialogue, and it wasn’t very clear there was anything to wait for. “next” button in the dialogue may be the easiest fix.
It’s a solid jam entry overall, especially for 1 person team, well done!
Either route is beneficial and we always can switch to something else. At the end of a day it is not about the engine, so whatever gets the work done.
Yes, jams are quite helpful to understand the scope and how to finish something workable under a deadline. Pet projects can last decades otherwise, if not careful.
Being an expert is not crucial, as long as you can produce something. Unless your goal is to be the expert, not to make games (I mean goal to be hired for the expertise, compared to going indie).
oh, right. i see now.
so i think in that case it isn’t a good way to go about it, because it implies you’d want to use it for a new course they may post after the jam. If you’d just be stuck on choosing, it’s one thing, but keeping the option for a free course because you didn’t find what you liked in available courses, is a different thing.
You have ~ a week of voting time before there’s a need to choose, so maybe ask around advice on what courses people would suggest. When I choose, I look up if it’s advanced or beginner course, how many hours it is, who is the mentor & if the topic is something I can easily find elsewhere in a similar format or not.
For example I am Unreal Engine only developer, so I only choose from Unreal courses. A course like Unreal FPS is a totally pointless choice to me, because making a FPS game is the most common tutorial for gamedev for any 3D engine on youtube. And stuff like Blender 3D is also a no for me, youtube is full of very advanced and reputable tutorials on Blender by known creators, no need for any paid resource on this program, unless highly advanced technique.
Based on last jams, the courses available for choosing are everything that isn’t an asset or a bundle pack.
Unreal uses C++, I myself only use blueprints. It is quite advanced and you don’t really need to touch code at all even for quite complex games. I am an artist first, not programmer, so working with blueprints is better for my current skillset. I’ve been trying Renpy, it’s python based, yea, completely different experience. Python is so simple, love it.
I actually work fully on my laptop, I don’t have a PC. Unreal Engine 5 works much better than last versions of Unreal engine 4, when working with realistic assets. They did a lot of optimization to make UE5 a more smooth experience. My games have not been too complex, so far I don’t have too much issues, as long as I optimize my assets.
I have been looking at Godot and I’ll probably eventually try it, I know it is a very good option for multiple reasons. But the idea of building from scratch the basics that are already in other engines by default, sounds daunting. It is probably better to learn this way, because you get more insight into how things work together, but I don’t want to jump around engines anymore. I am experienced enough in Unreal by now, so my current goal is to make a proper game with it.
I got preoccupied reading the tombstones:
that was fun until I got caught into a story tomb (please add skip/exit button).
Playing as a friendly dragon is an interesting concept and you managed to make a lot of stuff in the game already.
The main menu seems to not expand compared to the game. The font is quite small size/hard to read, though.
Overall it’s a solid jam game, well done!
web build with Unreal is only possible in Unreal Engine 4.27 and earlier. 2d game is not a big deal to make lightweight, but Unreal isn’t an ideal choice for 2d. if you use itch’ search, you can find browser games made in Unreal and something like retro style horror is fully possible.
large size is surely thanks to realism and heavy assets, but a lot has to do with optimization as well. So the size isn’t exactly a fault of the engine, but more about experience of the developer, if it isn’t highly realistic game.
It was actually fairly easy to do the build for HTML5 in UE4. I just use Unreal Engine 5, so it was more about treading carefully because there’s a lot of differences. Current game has literally nothing outside one jpg that wasn’t a part of engine’s starter assets.
I was tinkering with UE4 before and wasn’t satisfied with how it went, but this jam something magically clicked and I made the game very fast.
















