I appreciate the bright and colorful art style. Thank you.
I found out that I could stand at the right side of the screen and exploited that to be closest to the mouth. Maybe it is not supposed to be like that? Not sure.
Good luck!
well done! This is a great foundation on which to build further. Keep going.
One suggestion is - when you use text inside the virtual world it breaks the immersion. I would avoid it unless it's stylistic like for example in Tom Clancy Splinter Cell Conviction where it is positioned properly instead of hovering above.
It seemed that the movement hit box is larger than the sword which resulted in the character pushing the ball and hitting the air. That happened a lot to the point of being annoying. It can use some tweaking.
Correct, there are tree types of actions (basic, advanced and special which is revealed in the locked off part of the game).
Whcih of the 4 types of intent you select matters because when you chose the correct one you get +Power or you lose one power. If the power of your character drops below zero. That triggers the emotional state of worry which restricts the available intents for the next turn to Defend only. You play a mini game and if successful the worry is removed and the restrictions are lifted.
I'm still developing the system - there's a lot more to do. I'm participating in the jam in the hope of getting some feedback. I don't care about the competition. And I try to make the game useful in more than one way - hence you get the historical setting. I hope you found the history interesting at least.
I wish you a bright day
Hey, thank you for playing. I'm sorry it was not fun. I'm interested to know - what did you find confusing?
There is a soft lock - I'm aware of it. I fixed it and I'm going to upload it on the 17th.
There is more to the game after that point - building relationships. When you are (trying to be) closer to an NPC the flashing spheres on the body which you need to repeat make sense because they increase/decrease a Mood variable which you use for special actions that increase the depth of the dialog.
Interesting - you did create a feeling of being in a void. I mean - more than just making a level with an empty space around. Can't point at exactly how you managed to do it but good job!
I did not understand how I am supposed to go to the center of the black hole. Some more guidance would be appreciated.
I gave the cracker to Polly. I think that's a Blue (the animated series) reference right? :D Great series. Anyways...
It took me a while to realise that there was a banana on the floor :D
It's kind of annoying that the terminal gives prompts and ask twice for confirming - there is nothing else to do. And it's not possible to say no. Not sure if that is intentional design or accident.. Can't say I'm a fan of that decision.
Not sure what happened after the engine started - sounded like it fired some projectile in some direction.
It's an interesting game - the best way to make a narrative is to give just enough information that the player is asking himself questions. Then the player wants more story. That's better than giving too much information and the player pushing it away.
Good luck!
Ah, I wish I had seen your message before I made the max damage and exited the game. Yes, it makes the ending... anticlimactic. The opposite of what it is supposed to be I guess.
Anyways - the game is very high tech. I guess you can think about making it funnier... or maybe that's not the correct word... Let's say - more engaging? I guess it needs some more juice - the seismogram is nice but since the main attention is on the globe that is where the main feedback should be.
I guess the skybox could be made with starts, not clouds - right now it's breaking the immersion.
I learned how interconnected the plates under Australia and Antarctic are. Thank you.
Good luck!
Awesome polish! Thank you. I really like how the music reacts to the gameplay.
One suggestion from me - I don't understand what those colorful tiles are for... I don't think I saw it explained somewhere in the game. At first I thought those were the only places where I could place the pieces.
The automatic placement of the tiles make it a bit too easy - at later stages I was just clicking wherever there is free space. That reduced the logical part of the puzzle. Maybe it can be implemented as a power up? Like a temporary boost?
Good luck!
Great execution! Thank you.
The one thing I can comment is that the view of the black hole makes it easier to see when asteroids are coming from the sides. But if they come from up/down the visibility is lower and it's much more difficult. I'm not exactly sure how that could be handled... The naive solution would be to zoom out - that may decrease the difficulty however. The other option is to make the view round too? I guess it would also be zoomed out but that way the visibility would be the same in all directions (360 degrees). Anyways, the game is great as it is.
I guess you made the voice acting for all the characters, right? The Italian accent, the "woman"'s voice - for me you have a talent for this!
The writing includes a lot of references to different famous universes, there is forth wall breaking. It makes it interesting to interact with the characters.
Great entry! Good luck!
Thank you for this aesthetic experience! I'm going to show it to my daughter. :D
One suggestion I have is - to include other channels of feedback besides audio. I got stuck with the mushrooms - I see in one of the gifs that the mouse reacts to the actions (an alternative way to give feedback) but in the session I played it did not. Not sure if that was a bug.
Good luck!
Dear organisers,
I have a few ideas about historical settings. I know that the jam is "interstellar" - would it still be appropriate for the game to be set on Earth without anything... spacey about it?
Or I could make an alternative version of history which could be about the politics of two inhabited planets from different solar systems...
Please advise
Aesthetically it's a fantastic experience. Thank you.
I don't usually play card games so it was very strange that I build a deck and the whole interaction unfolds automatically afterwards. It's an interesting design decision. It may be better to somehow telegraph/mentally prepare the player. As a new experience the choices at the start can be overwhelming while the execution can be underwhelming - too much control then none. Does that make sense?
I managed to win by a lot (20 years) but honestly I have no idea if it was because of good choices or chance. I guess the game was not clear enough (to me).
It's an interesting idea and well executed. There's potential to expand it. Good luck
Dear hosts,
When I click on this Discord link https://discord.com/invite/szept9D (on the main page of the event) I get an error. There is also some additional text: "This invite may be expired, or you might not have permission to join."
Please advise.
Thank you
Hey. I'm developing a social simulation engine and I'm trying to make narrative driven games. You can see my first attempt here: https://beseda.itch.io/conversatio-machina and a shorter one: https://beseda.itch.io/aubrac-more-than
Now I'm focusing on the RPG genre - you can check out my attempt here: https://beseda.itch.io/gmtk-2026-jam. I rebuilt the engine from scratch so this game is focused entirely on the gameplay. To get a feeling of what the story could be please check out the attached PDF. Basically if you decide to join you can see what the player actions are going to be - explore maps, communicate with NPCs. Combat would either not be represented or it would be simple/automatic.
The ambition is to make a game which combines (internal) psychological stories and macro sociological stories. I'm emphasising the internal states and how they can be regulated via mini games. For example - the character is surprised and the player may express that surprise, or try to regulate it and express something different. I don't like dice rolls and dialogue choices being un/available based on stats (Charisma > 5).
Not interested in horror that much but I am open to including horror segments in the story.
Let me know what you think
First update is available now. I am going to continue updating it throughout August.
https://beseda.itch.io/gmtk-2026-jam/devlog/1608125/1-post-jam-update
Next jam I'm participating in is Brackeys Game Jam 2026.2. Maybe I'll see you there...
Hey, glad to see you're updating it! I tried it on mobile - it is much better now.
I did have an issue on level 3 with the result 6 - not sure why...
A lot has happened in 3 months. I invite you to check out my new game - https://beseda.itch.io/gmtk-2026-jam
Take care
You have made a lot of characters for the jam time! My apologies if my first comment made the opposite impression.
Thank you for sharing the inspiration behind it. I understand now what the idea is.
What I mean is that at the beginning I picked only a few characters. Then the comment from God (:D if only the communication would be that easy) was that there's a lot of invitations left so I understood that I can select one character more than once. Because the characters repeat so much and there are so many invitations it broke the immersion for me. Initially it seemed like a busy street but then it is just flat 2d images going from side to side. Does that make sense? My personal opinion (which you can ignore, up to you) is that it would be more interesting to reduce the time per round (from 2 and a half minutes) and have characters "walk" from side to side once per round. That would be more engaging maybe.
Thank you for reading. I wish you a bright day.