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The Best Games from GMTK Game Jam 2020

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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.
  • 17:36 - 17:41
    What makes it really work is clear and predictable
    AI routines: the dwarves tell you exactly
  • 17:41 - 17:46
    what they're doing with speech bubbles above
    their head and arrows towards their destination.
  • 17:46 - 17:51
    This wasn't the only game like it: it was
    a close toss up with Mini Map, which is more
  • 17:51 - 17:56
    of a puzzle game, as you have a limited number
    of chances to influence your adventurer.
  • 17:56 - 18:02
    And Shield Bearer, which has you bouncing
    the real hero away from danger with a shield bash.
  • 18:02 - 18:08
    Shooty Ballz, by Team Shevin, is a fun, addictive,
    and juicy twin stick shooter that turns out
  • 18:08 - 18:12
    to be one of the most elegantly designed games
    in the jam.
  • 18:12 - 18:13
    Here's the premise.
  • 18:13 - 18:16
    You're not worried about your own health:
    you're worried about protecting this green
  • 18:16 - 18:19
    ball that slowly bounces around the screen.
  • 18:19 - 18:23
    Protecting it from yourself, that is, because
    the only way to break it is to shoot it.
  • 18:23 - 18:28
    But you can't just spend your entire time
    trying not to hit it the ball: because the
  • 18:28 - 18:31
    game has a "control" gauge that's always ticking
    down.
  • 18:31 - 18:34
    And when it hits zero, this happens.
  • 18:34 - 18:39
    You turn into a bullet hell boss monster and
    spew ordinance in every direction with only
  • 18:39 - 18:40
    a hint of control over your movements.
  • 18:40 - 18:45
    Good for killing lots of enemies, but it puts
    your green friend in a lot of danger.
  • 18:45 - 18:47
    So how do you keep control?
  • 18:47 - 18:51
    By killing red enemies and picking up their
    yellow eggs - and thus putting yourself at
  • 18:51 - 18:52
    risk of shooting the green ball.
  • 18:52 - 18:56
    Oh, and the red enemies multiply if they touch,
    so you'll want to kill them.
  • 18:56 - 19:00
    And the eggs hatch into more enemies if you
    don't pick them up quickly enough.
  • 19:00 - 19:04
    Basically, the developers have managed to
    mine so many interesting ideas out of only
  • 19:04 - 19:06
    a few simple elements.
  • 19:06 - 19:11
    And they all aim in the same direction: to
    force you to play loose and fast and reckless,
  • 19:11 - 19:14
    but always with one eye on your bouncing green
    charge.
  • 19:14 - 19:18
    It just feels great, and I can't recommend
    it enough.
  • 19:19 - 19:25
    Okay. What about a game where you have full control
    over your character - but the world itself
  • 19:25 - 19:29
    is out of control: like the raging rapids
    of Pink River?
  • 19:29 - 19:31
    That would totally fit the theme.
  • 19:31 - 19:35
    So take the wonderful Between a Clock and
    a Hard Place, by Kira and co.
  • 19:35 - 19:40
    This cute and claustrophobic platformer suddenly
    gets super interesting when the entire world
  • 19:40 - 19:45
    spins around in big chunky increments, every
    few seconds.
  • 19:45 - 19:49
    Suddenly the wall is the floor, the floor
    is the ceiling, up is down, down is left,
  • 19:49 - 19:51
    and now we're flying towards spikes.
  • 19:51 - 19:56
    That idea alone would be fun enough - just
    look at the similar Rotato Ship - but where
  • 19:56 - 20:02
    A Clock takes it to another level is by introducing
    physics objects that still have normal gravity
  • 20:02 - 20:04
    even when the level itself is spinning.
  • 20:04 - 20:09
    So this giant pendulum will always swing towards
    the bottom of the screen - which means you
  • 20:09 - 20:13
    can trap it between some boxes, wait for the
    room to rotate back around, and now you've
  • 20:13 - 20:15
    got a path to the exit.
  • 20:15 - 20:19
    It's like a teeny tiny sidescrolling Zelda
    dungeon - I love it.
  • 20:19 - 20:23
    The devs squeeze a lot out of this idea in
    the game's short run time, but there's definitely
  • 20:23 - 20:28
    potential to take this idea even further.
  • 20:28 - 20:31
    Okay. One more game.
  • 20:31 - 20:35
    This theme came bundled with something of
    a trap.
  • 20:35 - 20:39
    Many developers would be tempted to make the
    character itself be out of control.
  • 20:39 - 20:42
    Maybe dragged around by a manic dog.
  • 20:42 - 20:45
    Or hopelessly attracted to the very bullets
    you're supposed to be dodging.
  • 20:45 - 20:49
    Or just every now and again, your buttons
    stop working.
  • 20:49 - 20:53
    These games can be a lot of fun - hence them
    all being in the top 100 - but you have to
  • 20:53 - 20:58
    be very careful to not introduce frustration,
    tedium, or just the sense that the player
  • 20:58 - 21:00
    is, well, out of control.
  • 21:00 - 21:03
    Unless - you just lean right into it.
  • 21:03 - 21:06
    Cleaning the System, by Nasheik, shouldn't
    be any fun.
  • 21:06 - 21:12
    You play as a stick with a spring on each
    end, and all you can do is slowly rotate the stick.
  • 21:12 - 21:17
    This means your character is constantly bouncing
    all over the place and springing out of your control.
  • 21:17 - 21:22
    It should be the most frustrating game and
    yet, I've finished it four times already.
  • 21:22 - 21:26
    There is an incredible source of satisfaction
    from getting this crazy double-ended pogo
  • 21:26 - 21:31
    stick under your control and manipulating
    it into getting through the level.
  • 21:31 - 21:35
    Every successful bounce is a cheering moment
    of glory - every busted bounce that sends
  • 21:35 - 21:39
    you flying back through the level is a hilarious
    sight to behold.
  • 21:39 - 21:44
    And there's just enough room here for speed-run-style
    mastery: you can learn more about the physics
  • 21:44 - 21:47
    of the game and improve your ability to get
    through the level.
  • 21:47 - 21:52
    There's a Snake Pass-like quality to wrangling
    this nightmarish control scheme and becoming
  • 21:52 - 21:57
    a true master of the pogo.
  • 21:57 - 21:58
    And there we have it.
  • 21:58 - 22:03
    All of these winners winners will be given
    some free GMTK merchandise - I'll be in touch.
  • 22:03 - 22:05
    As for some honourable mentions?
  • 22:05 - 22:06
    Sure, why not.
  • 22:06 - 22:11
    Remember that these games are only from top
    100 for fairness.
  • 22:11 - 22:17
    So… Jukemeister mixes up a stealth game, Superhot,
    and kiting enemies in Dark Souls.
  • 22:17 - 22:22
    One Last Game is an affecting vignette about
    playing checkers during a war.
  • 22:22 - 22:27
    Chess Dungeon is a roguelike with the tricky
    movement restrictions of chess pieces.
  • 22:27 - 22:31
    Bonsai Fairy is about nipping at branches
    to make the perfect tree.
  • 22:31 - 22:34
    Press Ctrl is a mind-bending meta adventure.
  • 22:34 - 22:38
    Pongeon has you simultaneously playing a dungeon
    crawler and Pong.
  • 22:38 - 22:44
    Don't! Heroes is a Paper Mario-inspired RPG where
    your heroes have a suggestion and all you
  • 22:44 - 22:46
    can say is "Don't!".
  • 22:46 - 22:51
    And Inefficient Deliveryman is a funny game
    about delivering boxes in the most roundabout
  • 22:51 - 22:52
    way possible.
  • 22:52 - 22:58
    You can browse all 5,000 games over on itch.io
    - and you can also now see the rankings for
  • 22:58 - 22:59
    all the games.
  • 22:59 - 23:04
    Thank you so much to everyone who took part
    in the jam, or chatted with us on Discord,
  • 23:04 - 23:08
    or watched my streams where I got increasingly
    manic as the hours ticked past.
  • 23:08 - 23:11
    Mark on Stream: "Bob, I'm not even doing anything.
    Bob!"
  • 23:11 - 23:13
    "Bob stop"
  • 23:15 - 23:16
    "Bob"
  • 23:17 - 23:18
    "Bob, no..."
  • 23:19 - 23:21
    "Bob. Bob! No..."
  • 23:22 - 23:26
    "Bob! Bob!
    You stupid Bob"
  • 23:27 - 23:32
    If this looks like fun and you're sad you
    missed it, the jam will be back in 2021.
  • 23:32 - 23:37
    Subscribe to this channel to see the date announcement
    sometime next year.
  • 23:37 - 23:38
    Thanks for watching, and goodbye!
Title:
The Best Games from GMTK Game Jam 2020
Description:

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Video Language:
English
Duration:
23:57

English subtitles

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