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The Best Games from GMTK Game Jam 2023

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    Earlier this month, I challenged 23,000
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    game designers to create a 
    brand new game - in just 48 hours.
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    And, what's more - the game had 
    to fit a very difficult theme...
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    That's right. Roles reversed.
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    I wanted to see games that let us become a 
    character that we don't normally get to play.
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    Like, instead of controlling 
    the buff knight in a suit of
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    armour - what happens if we get to play 
    as the army of enemy skeletons, instead?
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    As always, the community rose to the challenge.
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    They submitted over 6,800 games.
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    Making it, once again, the 
    biggest jam in itch.io's history.
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    Sorry about the servers.
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    I played through the top 100 rated games, 
    and picked out my 20 absolute favourites.
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    These games are clever, creative, inventive,
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    and annoyingly good for games 
    made in a single weekend.
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    As always, the results are in 
    no particular order or ranking -
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    and this year, I've bundled them into groups 
    that show off different takes on the theme.
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    Okay. So, a very popular take on the theme 
    was to make a game with a hero character,
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    who moves through the level by themselves.
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    And you've got to help or hinder them, 
    by taking on a completely different role.
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    Take, for instance, Princess Paladin.
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    Here, the titular princess is 
    very much the main character
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    as she takes on waves of demonic 
    bats and slime-spitting snakes.
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    You, on the other hand, play 
    as her measly minion sidekick.
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    So you dash around the level to 
    pick up weapons and health potions,
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    which you can then yeet towards 
    to the princess to help her out.
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    Which means you're basically playing 
    as Elizabeth from Bioshock Infinite.
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    But it's surprisingly fun 
    to play in the support role.
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    For one, while it can be tricky to 
    work alongside an autonomous AI,
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    these cute thought bubbles help make the 
    princess's decision-making more transparent.
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    And there's some clever design here as you juggle 
    your own needs with those of the so-called hero.
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    When you pick up a health potion, for instance 
    - you have to ask yourself: who needs this more?
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    You or me?
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    Another take on this idea 
    can be seen in LedgePainter.
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    You're a game dev making a fancy 
    3D shooter but - alas - your
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    playtesters can't seem to navigate 
    the level without some assistance.
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    So, it's time to do what all 
    triple A games do and paint
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    the way forward with bright yellow splotches.
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    The game's split into two halves:
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    you've got the editor where you lay 
    down your paint, from a limited supply.
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    And then you can hit play to see how the 
    AI-controlled character handles your stage.
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    You can also look at The Tutorial,
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    which is also about painting a level layout 
    to give commands to an autonomous hero.
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    So those are games where you help the 
    AI-driven character reach their goal.
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    But plenty of games went the other way, and 
    instead pitted you against the protagonist.
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    Bready or Not is clearly inspired by 
    the breakout hit Vampire Survivors.
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    But instead of playing as the whip-wielding 
    hero, you're now commanding the army of enemies.
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    Each one is on a different cooldown timer,
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    so you need to bounce between the 
    different birds to create a varied team.
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    When you do enough damage, you can pick 
    from a random selection of upgrades -
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    from faster cooldowns, to twice-as-many spawns.
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    Now I have to admit, the similar entry, Vampire:
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    No Survivors, is probably a little bit 
    smarter as you must carefully spend a
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    limited pool of resources to build 
    the most effective army of enemies.
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    But I slightly preferred playing Bready or Not -
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    probably because there's something wickedly 
    fun about spawning such a massive pool
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    of pigeons that it literally 
    breaks the game's audio system.
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    Another popular approach for this 
    theme was to take a well-known game,
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    and completely flip it on its head.
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    So, Inside Job is an upside-down tower defence
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    game where you place down the 
    minions, rather than the towers.
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    You've got a bunch of different baddies to 
    pick from - each on different cooldowns -
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    and you have to carefully deploy them 
    to overwhelm the opponent's defences.
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    Sometimes that means making 
    sure many enemies arrive at
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    the towers simultaneously, 
    so some slip by unharmed.
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    Or using a costly power-up to 
    temporarily shut down the defences.
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    Bonus points to Tower Attack, which also 
    toyed with the "tower offence" concept.
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    Another genre that's ripe for 
    reversal is the stealth game.
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    In Sneakerdoodle, we actually want 
    to be spotted by patrolling guards.
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    You play as an attention-hungry pooch 
    who wants to be chased by humans.
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    But not caught and cuddled.
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    So you need to intentionally trip 
    these wandering view-cones...
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    and then make a dash for it 
    before you're actually caught.
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    This leads to some surprisingly clever levels as 
    you dart under tables, squeeze through tight gaps,
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    and carefully choose the order in which you get 
    spotted, so you don't find yourself trapped.
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    Retro games also provided a good 
    opportunity for role reversal.
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    In Bricker Breaks Free, the game 
    starts with a very familiar set-up:
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    a paddle firing a ball towards a bundle of blocks.
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    But then things change: the camera 
    swaps into an isometric view and
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    you're now controlling the entire field of 
    blocks as a single, amorphous character.
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    Now you're moving through corridors 
    of enemy paddles and wandering balls.
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    You can shoot at the paddles to destroy 
    them, but this actually uses your blocks
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    as ammo - making you a tiny bit 
    smaller with every shot you take.
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    And the smaller you get, the more 
    vulnerable your core becomes.
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    However, it's not all bad being small - you can
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    use your slimmed-down structure 
    to sneak through tight gaps.
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    This is a fun, frantic, and very 
    clever twist on an arcade favourite.
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    I just love games that use the 
    character's shifting size and
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    shape to organically change 
    the way you play the game.
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    Kinda like... Snake, which actually 
    inspired two games in the top 100.
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    My favourite, though, was VERSUS SNAKE,
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    which turns the sedate Nokia phone favourite into 
    a legitimately scary first-person horror game.
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    So you need to find all the apples in 
    the room and feed them to the snake.
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    Or you can throw them far away 
    from you to distract the giant
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    cobra and give yourself a chance to get away.
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    It plays on the familiar AI 
    patterns of the original game,
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    but turns it into something completely fresh.
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    Real-world games were also at the 
    mercy of our clever game jammers.
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    Descriptionary is a really 
    imaginative rethink of Pictionary.
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    Basically, the character tells 
    you what to draw - just squares,
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    lines, arches, and circles, with vague 
    directions for where they should go.
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    You can then doodle that in the box below.
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    Your job is to guess what you've just drawn.
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    It's a bit like translating the same message 
    through 4 languages on Google Translate -
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    you know, things start getting a bit wonky, but 
    you can still figure out the original intent.
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    This game is super polished and well worth a play.
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    I also want to give props 
    to The Last Piece Standing,
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    for being a rare chess-based 
    game that I actually enjoy.
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    You play as the king, and have 
    to destroy a bunch of enemy
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    pieces that are slowly marching towards your army.
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    However, you can borrow the powers of the other
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    pieces to make massive jumps and 
    diagonal leaps across the board.
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    This turns each bout into a 
    careful positioning puzzle.
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    Good stuff.
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    Another way to interpret the theme was to look at 
    the different roles in games and relationships,
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    and let us take the side that 
    we don't usually get to play.
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    Take, for instance, Get Packing where we become 
    the shopkeeper NPC from your typical RPG.
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    In each round you have a limited amount 
    of money to spend on the weapons, shields,
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    food, and potions, brought in by the 
    brave and copyright-dodging adventurer.
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    You then flip to the store room where you 
    embrace your inner Leon S. Kennedy and
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    try to squish all this stuff into 
    the cramped confines of a crate.
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    What's more, certain items can 
    affect their surroundings - so
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    don't put a magic flame sword next to 
    your bananas, because the fruit will go bad.
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    Sure, we have seen games about being a shopkeeper,
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    but this was still a cute game, 
    and is worth checking out.
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    Another game to do this was Crabjuice.
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    It's clearly inspired by the horrible headcrabs
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    from the Half-Life games - those mutant 
    chicken nuggets who pounce on your face.
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    But here, it's used to make 
    a excellent puzzle game.
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    Playing as the headcrab, you have to get around
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    these cramped levels by leaping 
    from one human's face to another.
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    Soon you'll be flinging yourself into switches to 
    open doors, narrowly avoiding enemies with guns,
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    and ricocheting yourself off 
    walls for a better vantage point.
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    Pets and Pokemon were also 
    common targets for role reversal.
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    We're so used to playing as the human that
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    we don't stop to think what 
    it's like to be the animal.
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    Not so in Walkies - a game where 
    you play as a bone-hungry dog,
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    who is cruelly constrained by a 
    tight leash and a strong owner.
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    So the owner wanders around 
    the town automatically,
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    giving you a small radius to explore for bones.
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    And also ways to gain power - you 
    can get pets from passing humans,
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    say, or use fire hydrants as a handy toilet.
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    Once you're powered up completely, the screen 
    zooms out and now the dog is totally in charge.
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    You can zoom around at double speed 
    and the human is powerless to stop you.
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    It's a fun back and forth 
    of power and powerlessness.
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    Meanwhile, in One Day Better, you play as a 
    cat who tries to help its depressed human.
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    The dude wakes up in a funk - a fuzzy 
    fog of thoughts clouding their mind.
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    Left to their own devices 
    they'd happily sleep in all day.
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    But their faithful moggy can use 
    a few tools to get them going.
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    So you can meow to get the human's attention.
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    Scratch at stuff to make 
    them move towards objects.
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    And even headbutt the human's legs 
    to get them to move between rooms.
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    Using these three commands you can make your owner 
    tidy their room, have a shower, and eat breakfast.
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    It's a heartfelt and touching little game
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    about the restorative power of 
    animals, and I really liked it.
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    Another take on the theme was to 
    give you a pretty standard game.
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    and then pull the rug from beneath 
    your feet by reversing the roles.
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    Take UVSU.
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    It's a platformer where you have to get 
    the angel to the goal before time runs out.
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    Seems simple enough? But 
    then you replay the level,
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    but now as an imp who has to kill the 
    angel before they reach the door.
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    And then you play it AGAIN, but as 
    another angel who now has to reach
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    the door while dodging the imp and its bullets.
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    Hopefully that made some sense.
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    Basically, you're simultaneously 
    killing and dodging yourself and
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    must think several steps ahead so you 
    don't screw yourself over in future runs.
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    I think you just need to 
    play this to really get it.
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    It's a wonderfully clever game.
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    Not surprising, when you learn that 
    it was made by the developer behind
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    Toodee and Topdee - which also 
    started life as a game jam game.
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    Reversal Rooms also begins as a basic platformer.
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    But then, in level two, your jump 
    button actually controls the spikes.
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    Then you control the spring.
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    And then the door.
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    It's a manic context-switching headscratcher that
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    basically feels like Wario Ware as 
    a platformer, and I really dig it.
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    And then Ragdolf looks like your average 
    putting simulator - but then this happens.
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    Oops.
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    Turns out you need to use the ball as a 
    bounce pad to get you around the level.
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    It's actually way more than a 
    slapstick sight gag, though:
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    it quickly turns into a tricky platformer where
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    you must carefully time your swings 
    for the correct power and angle.
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    I played through this entire 
    game with a big smile on my face.
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    Highly recommend this one.
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    And then the final twist on the 
    theme was to go completely meta.
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    Let's start with Pause to Play, which makes the 
    pause menu an active participant in the puzzles.
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    So pausing the game doesn't actually 
    stop the action - but it does flash
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    up some buttons which can be 
    used as platforms to get around.
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    Then, the options sliders 
    can be used as lifts - but
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    they change the settings as you go up and down.
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    You can zoom the camera, for instance, 
    to turn your character into a tiny speck.
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    More ideas are explored as the levels go on.
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    It's an inventive puzzle platformer with 
    plenty of room to grow into a full game,
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    if the designer wishes.
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    A tip of the hat to The Adventures of Raddish Boy, 
    which also uses pause as a game mechanic.
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    We also saw games that reversed the 
    roles between player and designer.
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    In Making the Game, you start with 
    a platformer that is far too easy:
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    just a brief stroll from start to finish.
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    So you have to choose the next avenue for the 
    designer, from a list of three random choices.
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    Each time you expand the game, 
    it gets harder and harder,
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    but you've got to complete the level to carry on.
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    When the game gets so difficult that 
    it's just incredibly tedious to play...
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    it's time to hit release.
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    Maybe a little dig at your humble host? I 
    dunno - but I still liked this game a lot.
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    We also saw games that reversed the roles so hard,
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    that they actually incorporated 
    the game jam into the game itself.
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    There was, of course, Video Editor's Toolkit which 
    lets you play as me, editing this video right now.
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    AI MARK: "A brief interlude for our 
    sponsor, please check them out".
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    But I'm gonna give the win to Our Dearest Player,
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    which emulates the experience of being 
    a game jam judge, in this exact jam.
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    You play through a handful of simple 
    reversed-role games - including a
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    surprisingly good Flappy Bird clone - before 
    handing out stars in different categories.
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    There's even a broken Web GL page, which 
    makes the whole thing super authentic.
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    And then finally...
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    Streamer Screamer is a wonderful 
    fourth-wall-breaking meta comedy.
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    This game features a jibbering Twitch streamer,
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    who is showing off some low-rent 
    horror game with a spooky villain.
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    But then... the screen pans up to reveal 
    that you are actually playing as the villain.
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    You're carrying an iPad showing 
    the stream, meaning that you can
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    triangulate the location of the streamer 
    and sneak up behind them for a jump scare.
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    You don't want to make the 
    game too scary though - you
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    want to vary your approach to build 
    tension - and raise viewer numbers.
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    Plus, you'll want to hold 
    back to hear the streamer's
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    inane babbling about Disney World and dreams.
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    This is a genuinely galaxy-brained game 
    idea and needs to be explored further.
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    STREAMER: "Oh my god!!"
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    So, there we have it! By reversing roles,
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    these clever game designers found 
    fertile ground for brand new game ideas.
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    We helped and hindered AI-driven heroes.
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    We turned classic game ideas on their heads.
  • 14:29 - 14:31
    We took on unfamiliar roles.
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    We saw surprising twists on familiar concepts.
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    And we went so meta that the fourth 
    wall shattered into a thousand pieces.
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    As always, I want to shout 
    out some honourable mentions.
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    Firehose is a manic score-chasing
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    arcade game where you play as a 
    firefighter... who starts fires.
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    You can only move as far as your hose 
    will allow - so you'll then need to
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    hop into the firetruck and drive somewhere else.
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    The Contrarian Press sees you make 
    the judicious use of censor bars to
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    rewrite newspaper headlines, and make new stories.
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    It's all presented with 
    arty cut-out collage images.
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    And Spared is a bowling game 
    where you play as the pins.
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    You've got to dodge at the last 
    minute to avoid being struck down,
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    and different bowlers with special 
    powers are introduced to mix things up.
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    To be honest, I can easily recommend a dozen more.
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    So you can now head to itch.io and find the full
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    list of games - and the public's 
    rankings for all the entries.
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    Have a look through the top 
    100 titles, at the very least.
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    Thank you so much to everyone who took 
    part in the jam, or rated some games.
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    Thanks to all the mods on Discord,
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    to everyone who made our awesome Team 
    Finder app, and to Leaf over at Itch.io.
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    An extra huge thank you to my Patrons 
    who fund GMTK Game Jam - and mean we
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    don't have to get corporate sponsors involved.
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    The jam will be back in 2024.
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    So subscribe to this channel to receive 
    the date announcement next year.
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    AI MARK: "And that's a wrap 
    for 2023. See you next year".
Title:
The Best Games from GMTK Game Jam 2023
Description:

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Video Language:
English
Duration:
16:05

English subtitles

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