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This month, viewers of Game Maker's Toolkit
were part of a record-breaking event.
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Over one weekend in July, we held the GMTK
Game Jam for 2020 - which was a manic game-making
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marathon where people had to create an entire
game with just 48 hours on the clock.
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And that game had to fit a theme - which,
this year - was "Out of Control".
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The jam saw a whopping 18,000 people sign up,
and they submitted an absolutely incredible
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5,477 games.
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Again, it was more than twice as big as last
year's jam.
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Again, it was the biggest jam in itch.io's
history.
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But this year's event was, by my numbers,
the biggest online-only jam to ever be held.
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That's absolutely incredible: thank you so
much to everyone who took part.
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Now of course, as much as I'd like to play
every single game - that's just not possible.
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So, instead the public rated the games - generating
143,000 ratings.
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This gave me a list of the top 100 games in
the "overall" category, which I could play,
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and then pick out the 20 games that I think
are worth highlighting.
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And so without further ado, these are my 20
favourite games from the GMTK Game Jam 2020
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- in no particular order.
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Let's start with Restless Wing Syndrome, by
Leko.
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This game is about a bird who flaps its tiny
wings every time the countdown at the top
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of the screen empties out.
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So you need to focus on positioning yourself,
with the right timing, before the next flap.
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Now, the basic idea - of having your jump
button be on a timer - was one of those ideas
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that got explored over and over again by different
designers.
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Even in the top 100, there were half a dozen
different games with this same idea.
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But I’m picking Restless Wing Syndrome above
the rest because of one clever addition: the glide.
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Having your jump be out of control can be
pretty frustrating, but letting you glide
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back down to earth allows for more depth and
nuance to this otherwise simple mechanic.
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Especially when you start chaining flaps and
glides in mid-air.
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But that’s not all Leko does: the designer
has squeezed even more potential out of the
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mechanic, with each level having a different
speed to its countdown, and pick-ups that
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replenish your flap.
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This is a super polished game, which really
shows the potential platforming thrills that
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can be derived from taking control of the
genre’s most prominent mechanic.
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Okay, what if you took that idea of actions
happening on a timer - and applied it to music?
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Well you get Laserwave, by Daniel Ambrits,
which is a dizzying, neon-dipped, synth-wave
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gem that will have you swinging your mouse
about like a DJ scratching a record.
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Here’s how it works: the drum beat of the
song dictates what your tiny diamond spaceship
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is going to do: low notes cause you to rocket
away from enemies, while high notes cause
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you to shoot them with a laser.
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What makes this really fun is that both actions
are dictated by the position of your mouse:
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so your ship pushes away from your cursor,
but shoots towards it.
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And because you generally find yourself pushing
in one direction and then shooting the other,
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you’ll end up swinging your mouse back and
forth across the desk in a rhythmic fashion
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to match the music.
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At the beginning, it’s really tough - but
once you get attuned to the beat of the song
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it just feels great.
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When you can blast away two enemies in quick
succession as the song plays
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that double high note - oof.
That’s the dream right there.
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This is both a razor-sharp twin stick shooter
- and also a rhythm game that lets you physically
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feel the beat of the music.
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The jam also saw a large number of games where
your controls are in-world entities that you
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can manipulate: like Game Fixer Kit 2020,
which sees you rewiring your control inputs
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while a big scary skeleton breaks your controller
into bits.
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The best of the bunch, though, was A Key(s)
Path, by Geegaz.
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This looks like an innocuous platformer until
you realise that the controls at the bottom
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of the screen can actually be picked up with
the mouse and dragged into the level.
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This turns them into blocks that you can jump
on, or use to stop incoming fireballs.
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But, here’s the rub: by removing the button
from the interface, you also give up access
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to that button.
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So that big space bar key might be a very
handy platform, but as long as it’s in the
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world you can no longer jump.
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This leads to a small handful of puzzles,
where you’re simultaneously thinking about
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what you’ll gain - from bringing new elements
into the world - and what you’ll lose - by
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cutting off access to your actions.
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It can be a little fiddly: perhaps a grid
system or a pinch of slow-down could help
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with that, but it’s a great idea and there’s
so much more potential to mine.
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While a great deal of games in the jam took
the word “control” to be about the game’s
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actual input controls - I’m glad that at
least some smart designers explored a different
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meaning: situations that are chaotic, hectic,
and uncontrollable.
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Take Puffballs from Lethandralis: a strategy
game about herding a cast of colourful critters.
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These Puffballs rapidly multiply when in close
proximity, which means the situation can quickly
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go from a couple Puffballs chatting in a field
to a whole civilisation of fluffy orange blobs
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all bouncing about.
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The idea is to find the right balance between
loneliness and overpopulation - as dictated
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by this meter up top - by strategically moving
the Puffballs about until there’s the perfect
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number on screen.
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If you can maintain that harmony for a few
seconds, you’re onto the next one.
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The game soon introduces new Puffball variants
with unique roles.
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The red one, for example, eats orange critters
before multiplying, so some levels will have
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you boosting the red population while culling
the orange.
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It’s actually very difficult - and once
the ball starts rolling, it’s very hard
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to stop it with your limited influence.
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So I’d definitely like to see some balance
tweaks and further exploration of the idea.
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But as one of the more creative takes on the
theme, this game definitely deserves a nod.
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Hellfiler, by OS Boys, is another utterly
chaotic game that’s actually just a joy
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to play.
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You’re in hell, and your eternal punishment
generally involves a whole lot of paperwork.
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At the start, you’re signing contracts before
stuffing them in the out tray.
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Then you’re ticking surveys.
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Not long after that, you’re looking for
spam and counterfeit paperwork with typos
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- and shoving those in the recycling.
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Like the premiere document dyostopia Papers,
Please, there’s way more paperwork than
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you have time to deal with: though, in Hellfiler
there’s no orderly line: there’s just
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a never ending stack of forms to fill out.
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Ultimately it’s little more than a silly
gag of a game, but hell if I didn’t dig it nonetheless.
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Another chaotic game, next - it’s Genre
Hopper, from Fish Mug Games.
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This Wario Ware-style romp is all about changing
between game genres.
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A simple platformer might morph into a space
shooter, or a Doom-style FPS, or a Zelda-like
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action RPG, all at random intervals.
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What’s really clever is that the level design
and enemy placements don’t change between
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genre shifts.
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This makes the change between genre way easier
to handle than you might expect: especially
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as the speed of the game rapidly ramps up.
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Right now it’s a single-screen proof-of-concept
with just a handful of genre types: but I
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can totally see this being expanded into something
bigger with a bit more time.
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Another surprisingly prevalent idea in the
jam was the “involuntary shooter” pattern.
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Games where you endlessly fire out a column
of death or a barrage of bullets, and so have
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to carefully position yourself in a way as
to avoid collateral damage.
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Take Laser Guy, from, uh, Laser Team.
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You play as an alien in the midst of an allergic
reaction that causes him to shoot a deadly
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laser beam out of his face.
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And so you’ll need to carefully navigate
your way to the infirmary without frying your
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co-workers in the process.
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So what looks like a manic twin-stick blaster,
is actually a careful puzzle game.
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I’s about working with the level design
and the predictable patterns of the other
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characters to get around without causing damage.
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In fact, there’s an almost stealth-like
feel to the game, only in reverse: you’re
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the one with the vision cone, after all.
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There’s one really clever addition to the
formula that puts Laser Guy above the crowd:
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destructible objects.
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While walls will always stop your laser beam,
cabinets and desks will burn away after a
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couple seconds - and metal stuff lasts longer
than wood.
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Clever stuff, all round.
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Next up: You are now Possessed, by Lonebot
- which, judging by the scores - won over
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pretty much everybody who played it.
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So the game is a turn-based puzzle game about
getting to the musical instrument in each level.
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But - as the name might suggest - you're not
in complete control over your movements.
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The bar at the bottom of the screen shows
you when you get to move yourself, and when
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the game will make movements for you.
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This means you need to think very carefully
about your next move and think ahead several
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steps to where those automated movements will
lead you.
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Hopefully not off the side of the level.
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This is a remarkably polished game, and if
it had a few more levels you could buy this
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on Steam and not even know the whole thing
was made over a weekend.
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Wonderful stuff.
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Edna - Out of Sight, Out of Control is a game
by kcaze and Varun Ramesh - and it has got
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a great idea, which is explored to a pretty
striking extent for a 48 hour jam game.
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So here's the concept.
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You play as Edna, and if you get one of these
tiny knights in your sight-lines - as visualised
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by a pink arrow - you can then shift control
over to them and move them about.
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Until the sightline is broken and now they're,
ahem, out of control.
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Huge props to the devs for giving you a split
second moment of control over the character
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as you lose influence.
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It's a tiny bit of leniency which adds so
much to the feel of the game.
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Anyway.
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This smart concept lends itself to some pretty
smart puzzles about placing characters on
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pressure sensitive buttons, using characters
as platforms to make jumps, and even using
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moveable mirrors to boost your sight-lines.
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And then once the game starts introducing
the concept of chaining together sight-lines
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- well, there's no end to the puzzles the
devs could put together.
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The top 100 was chock full of great tile-based
puzzle games about robots that I’d love
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to recommend - like Alice.
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And Cell Machine.
I mean I wish I could talk about all of them.
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But here’s at least one that definitely
deserves a top spot on this list.
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Losing CTRL, by IndieBurg, is one of the most
inventive games I had the pleasure of playing.
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It takes something we’re all intimately
familiar with: copy and paste, and applies
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it to a puzzle game.
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So you can highlight a bunch of tiles, hit
control-c, and then press control-v to paste
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down a copy of those tiles: creating a path
for your little robot friend to move across.
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The developers quickly find new ways to spin
this idea: like lava which spreads from tile
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to tile.
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You’ll figure out that you can actually
copy and paste the empty void to create gaps
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in the level, and stop the lava flow.
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Right now it’s a little easy: even with
the limitation that you only have a limited
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number of copy and pastes in each level (as
you literally become “out of control”),
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the puzzles aren’t exactly stumpers.
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But for a 48 hour game, this is super impressive
and really deserves further exploration.
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Top marks for this one.
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Alright, alright.
One more robot puzzler.
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Emergency Protocol, by Tyrix and Haru, is
about a tiny robot who can move freely on
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green tiles.
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While you do so, your movements are recorded:
as shown by arrows at the bottom of the screen.
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Then, when you drop onto the grey tiles you
lose control and your recorded movements are
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repeatedly played back.
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So to get from one island of green to the
other, you need to record a sequence of movements
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that will safely guide you across no man’s
land.
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It’s a really simple idea but immediately
lends itself to clever puzzles that will have
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you stumped.
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It’s a game where a single green tile can
have you pulling your hair out with frustration.
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But when you get it right?
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There’s a real sense of satisfaction from
seeing your plan come to fruition as your
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little robot buddy automatically shuffles
across the screen and gets itself to safety
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- all based on the commands you carefully
set up.
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Speaking of games where you have to think
ahead: meet Time Lock, by Marshall Cannon.
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This is the sort of game where the only person
you can blame… is yourself.
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Here’s the deal: each level is split into
a handful of tiny rooms, and your actions
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in one room can sometimes be recorded and
then repeated in the next.
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So in one room your character might be jumping
about like a loon: but it’s actually entirely
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based on when you jumped in the previous room.
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So, the game is about thinking ahead, to ensure
that you solve one room in a way that will
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make your life easier in the next.
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It sounds complex, but smart design makes
it extremely obvious how everything works.
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A clear timeline system shows your actions
being recorded and played back, it’s easy
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to see the level in its totality so you can
plan ahead, and you can quickly go back to
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the previous room and re-record your movements.
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All in all, this is a super original idea
and very quickly generates tricky puzzles
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with just three actions.
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You can easily see how this idea could be
expanded and explored in every direction.
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Crystal Ball Chaos, by Yogurt - or Yo-gurt
- is a really enjoyable platformer with a
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unique idea at its core.
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Basically, you've got to get these crystal
balls to their plinths and the only way to
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do so is to smash them with your magic wand.
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This causes them to bounce around the room,
ricochetting off walls like the ball in Breakout.
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You'll also need to knock away skulls, which
damage you upon impact.
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There's potentially a lot of mastery in a
game like this: not only do you have to get
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the ball in a goal with a well aimed whack
- like a golf game - but you've got to do
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it while simultaneously controlling a character.
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So there's lots of room for mid-air thwacks
and other-such techniques.
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I ended up having a lot of fun with this one,
and even though the crystal balls are out
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of control - it's not annoying because you
have so many options for redirecting them
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to their goal.
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Something else, now.
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Two-Timin' Towers, from Zachary Richman and
pals, is a tower defence game that fixes the
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most obvious problem with the genre: the boredom
of sitting back and watching your impenetrable
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death machine rip through enemies.
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So what’s the fix?
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It’s to change your role from an omnipotent
god to a tiny mechanic on the battlefield,
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and to give the towers friendly fire.
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Which means the game instantly switches from
a breezy strategy game to a bonkers, out of
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control bullet hell nightmare.
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And this gives the game a big dose of dynamic
difficulty: the stronger and more powerful
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your defences become, the more deadly the
battlefield is to navigate.
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Good luck picking up currency and health pick-ups
when the screen is completely awash with ordinance.
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There’s a similar bargain to be made in
Midnight Monorail, by Default Frogs.
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This game is about drawing out tracks, so
trains can run from one tunnel to another.
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The only way to get points, though, is to
create stations by having tracks cross over
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each other.
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So, very quickly, you’ll be at risk of trains
colliding, and will need to click on one to
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turn it incorporeal for a split second to
let the trains pass without a crash.
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Like Two-Timin’ Towers, it’s tempting
to make your train tracks as profitable as
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possible by creating endless criss-crossing
stations: but every crossing increases the
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chance of a collision and gives you more fires
to put out.
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Soon enough, the whole thing gets completely
out of control.
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Both of these games put the level of control
in the player’s hands.
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Though, Two-Timin’ Towers - with its ever-encroaching
enemies - does a slightly better job of actively
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encouraging the player to push their luck.
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Make the Way, by Vimlark, asks the question:
if the character is completely out of your
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control, how do you get them to their destination?
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The answer is: by slapping down boxes, platforms,
and springs, in order to build the level around
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them.
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This was another popular take on the theme,
but many games in this pattern suffer from
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issues of trial and error, and a disconnect
between building the level and then watching
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it play out.
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Make the Way solves these problems by having
everything run in real-time: you’ll often
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need to place down a spring only when the
character is in motion, and can even pick
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up and place down an object after the robot
has used it.
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It makes the game feel fast, frenetic, and
responsive - though it definitely ends up
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being more about precision than pure problem
solving.
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One thing I’d love to see is some kind of
reward for finishing the level with fewer
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objects than you get in the tool bar.
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While each level has an intended solution,
it seems, it feels great to finish a level
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in a way that goes beyond the obvious answer.
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Here's a slightly different take on that idea:
Dumber Dwarves, by deepnight.
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This is a dungeon-crawler about beating up
imps, avoiding boss monsters, and picking
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up gems: but the catch is that your adventurers
aren't actually in your control.
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They'll walk around automatically - and all
you can do is manipulate their AI by plopping
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down tasty meat, or slapping them silly.
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It turns the game into a slapstick strategy
game, about herding cats and putting out fires.
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What makes it really work is clear and predictable
AI routines: the dwarves tell you exactly
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what they're doing with speech bubbles above
their head and arrows towards their destination.
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This wasn't the only game like it: it was
a close toss up with Mini Map, which is more
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of a puzzle game, as you have a limited number
of chances to influence your adventurer.
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And Shield Bearer, which has you bouncing
the real hero away from danger with a shield bash.
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Shooty Ballz, by Team Shevin, is a fun, addictive,
and juicy twin stick shooter that turns out
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to be one of the most elegantly designed games
in the jam.
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Here's the premise.
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You're not worried about your own health:
you're worried about protecting this green
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ball that slowly bounces around the screen.
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Protecting it from yourself, that is, because
the only way to break it is to shoot it.
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But you can't just spend your entire time
trying not to hit it the ball: because the
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game has a "control" gauge that's always ticking
down.
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And when it hits zero, this happens.
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You turn into a bullet hell boss monster and
spew ordinance in every direction with only
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a hint of control over your movements.
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Good for killing lots of enemies, but it puts
your green friend in a lot of danger.
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So how do you keep control?
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By killing red enemies and picking up their
yellow eggs - and thus putting yourself at
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risk of shooting the green ball.
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Oh, and the red enemies multiply if they touch,
so you'll want to kill them.
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And the eggs hatch into more enemies if you
don't pick them up quickly enough.
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Basically, the developers have managed to
mine so many interesting ideas out of only
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a few simple elements.
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And they all aim in the same direction: to
force you to play loose and fast and reckless,
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but always with one eye on your bouncing green
charge.
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It just feels great, and I can't recommend
it enough.
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Okay. What about a game where you have full control
over your character - but the world itself
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is out of control: like the raging rapids
of Pink River?
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That would totally fit the theme.
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So take the wonderful Between a Clock and
a Hard Place, by Kira and co.
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This cute and claustrophobic platformer suddenly
gets super interesting when the entire world
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spins around in big chunky increments, every
few seconds.
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Suddenly the wall is the floor, the floor
is the ceiling, up is down, down is left,
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and now we're flying towards spikes.
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That idea alone would be fun enough - just
look at the similar Rotato Ship - but where
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A Clock takes it to another level is by introducing
physics objects that still have normal gravity
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even when the level itself is spinning.
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So this giant pendulum will always swing towards
the bottom of the screen - which means you
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can trap it between some boxes, wait for the
room to rotate back around, and now you've
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got a path to the exit.
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It's like a teeny tiny sidescrolling Zelda
dungeon - I love it.
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The devs squeeze a lot out of this idea in
the game's short run time, but there's definitely
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potential to take this idea even further.
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Okay. One more game.
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This theme came bundled with something of
a trap.
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Many developers would be tempted to make the
character itself be out of control.
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Maybe dragged around by a manic dog.
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Or hopelessly attracted to the very bullets
you're supposed to be dodging.
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Or just every now and again, your buttons
stop working.
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These games can be a lot of fun - hence them
all being in the top 100 - but you have to
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be very careful to not introduce frustration,
tedium, or just the sense that the player
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is, well, out of control.
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Unless - you just lean right into it.
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Cleaning the System, by Nasheik, shouldn't
be any fun.
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You play as a stick with a spring on each
end, and all you can do is slowly rotate the stick.
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This means your character is constantly bouncing
all over the place and springing out of your control.
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It should be the most frustrating game and
yet, I've finished it four times already.
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There is an incredible source of satisfaction
from getting this crazy double-ended pogo
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stick under your control and manipulating
it into getting through the level.
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Every successful bounce is a cheering moment
of glory - every busted bounce that sends
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you flying back through the level is a hilarious
sight to behold.
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And there's just enough room here for speed-run-style
mastery: you can learn more about the physics
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of the game and improve your ability to get
through the level.
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There's a Snake Pass-like quality to wrangling
this nightmarish control scheme and becoming
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a true master of the pogo.
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And there we have it.
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All of these winners winners will be given
some free GMTK merchandise - I'll be in touch.
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As for some honourable mentions?
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Sure, why not.
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Remember that these games are only from top
100 for fairness.
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So… Jukemeister mixes up a stealth game, Superhot,
and kiting enemies in Dark Souls.
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One Last Game is an affecting vignette about
playing checkers during a war.
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Chess Dungeon is a roguelike with the tricky
movement restrictions of chess pieces.
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Bonsai Fairy is about nipping at branches
to make the perfect tree.
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Press Ctrl is a mind-bending meta adventure.
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Pongeon has you simultaneously playing a dungeon
crawler and Pong.
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Don't! Heroes is a Paper Mario-inspired RPG where
your heroes have a suggestion and all you
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can say is "Don't!".
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And Inefficient Deliveryman is a funny game
about delivering boxes in the most roundabout
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way possible.
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You can browse all 5,000 games over on itch.io
- and you can also now see the rankings for
-
all the games.
-
Thank you so much to everyone who took part
in the jam, or chatted with us on Discord,
-
or watched my streams where I got increasingly
manic as the hours ticked past.
-
Mark on Stream: "Bob, I'm not even doing anything.
Bob!"
-
"Bob stop"
-
"Bob"
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"Bob, no..."
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"Bob. Bob! No..."
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"Bob! Bob!
You stupid Bob"
-
If this looks like fun and you're sad you
missed it, the jam will be back in 2021.
-
Subscribe to this channel to see the date announcement
sometime next year.
-
Thanks for watching, and goodbye!