CONGRATS
Harry
Creator of
Recent community posts
Hi all!
We will be releasing the submission results so you can all see the feedback from judges this evening.
At 4:30pm all Judges Pick winners will be announced in a stream with myself, Colin Macdonald and guests from our judges, Samuel and Gianmarco (Dambuster)! Then immediately after, results released!
The livestream will be on https://www.youtube.com/watch?v=rFi85soRGzc
We'll chat about the jam, the selections from Judges Picks, and more!
Some judges overlapped and reviewed 2 games, but every game has been properly reviewed by at least one of our industry judges which was an INCREDIBLE UNDERTAKING to do, so MASSIVE THANK YOU to all 28 individual judges (you know who you are :D) for offering your time out of busy schedules and holidays to give advice on these games.
On the feedback: Please keep in mind that our judges are all busy industry people with not a lot of time to play through games, so some feedback may sound quite direct and blunt, but please try not to take feedback on your game personally - it's all coming from a place of wanting you to improve as a developer. As an avid jammer myself, it has been amazing to see the calibre and variety of games in this jam, it has been a joy to play them and watch them be played on the livestreams <3 See you all soon!
Finally, if you get your results back this evening and there is NO judging feedback or it got copy/pasted wrong, get in touch with Harry on Discord as feedback was given to every game and we'll fix that.
-Harry and GJL Team
It definitely can be! Other things like chain reactions, or doing one thing that closes off the ability to do another thing, could be a mechanical way to interpret the theme.
But don't feel like you have to restrict yourself to just thinking you have to operate within the mechanics of feedback loops. You can always separate the words 'feedback' and 'loop' and explore any ideas that fit those two words independently.
Alright, I have written a newsletter which you can hopefully follow along with for updates to the game.
I've finally gotten the full version of the demo up on our new itch page for PIE-related projects - thank you so much for waiting.
https://piexp.itch.io/sight-unseen/devlog/828528/newsletter-0-demos-out-what-a-w...
Thanks both of you for checking in! Sorry, I've been so burnt out I still need to publish the proper build on here.
For expectations, the version that exists to play currently will take about 10 minutes to complete, but with all the support we've had, we're gonna be finding a path to make the full vision of this a reality (although it may take a bit of time). I'll set up a mailing list soon and get back to you folks.
I'll swap this one out (it's about 5 months old and is a proof-of-concept for our prototype) asap tomorrow.
Thanks again for the support folks :)
Really nice art, I like that you've also done a "controlling the security system" style game but taking it with a sort of Garry's Mod Deathrun style twist to it, which is nice! There are some issues with collision especially on the second game, and it would be awesome to see more polish and levels, but this was cool to see. I enjoyed the dialogue too between levels, quite witty.
Nice concept and I really like the way you control the fish, it feels very organic and like directing a fish swimming about - control, but not fully precise. I really like that.
The worms I struggle to get because they all spawn from the top but if I go to the top to try and catch the worms, there is almost no time to react to fish hooks coming down from the top. Maybe if they fell at different speeds and there was more of a "deadzone" time where that the fish hooks don't instantly catch you when they first spawn, that would add just a little bit of leeway and more strategy by giving the player reasons to go across the entire screen, rather than just the top of it.
Good work!
I'm glad you went through and made this concept, I saw you were originally talking about it on the Discord in the jam and debating whether or not to do it. You made something nice and polished! I like the actual screenshots of the images at the end, and I liked some of the more difficult spots you needed to get to, such as the middair ones, you have to time it nicely!
Really nice work with good polish! I like the shifting genres between the action / weapon testing and the chill crafting, it's a clever way to keep shifting the game pace. Maybe having it so there's a line of people who keep forming a line, and you have to try and clear up a very busy line of people could be cool, and give a more easily defined direction or "end goal".
Cool stuff with the bribe mechanic, I wish the suspicion meter was a bit more like a tug of war - maybe you could balance it out by bribing person left or person right and giving them both chances. It has opportunities for expansion too, like maybe a secondary objective should be to avoid either player ragequitting due to the other person winning too much?
Nice entry!
The puzzle itself was really fun, but what set this apart as truly awesome was grabbing actual jam games from the screenshots and seeing the satisfying little end result. I... don't know how you implemented that but it's VERY cool, and it fits the spirit of the jam well, celebrating what everyone has made. Making a game that directly signal boosts and celebrates others' games as parts of the mechanics is some Dan Mullins-level meta shenanigans.


























