Overjammed by Nachodlv
The Game Jam has started. You must make sure the devs keep on working until the end. Bring them what they need, take care of what’s annoying them and motivate them so they don’t give up.
Keep the team alive!
Instructions
- Move using the arrow keys
- Press space to interact with things (or cancel the interaction if you are in one)
- Keep playing after you win :wink:




| Youtube | https://nachodlv.itch.io/overjammed |
| Youtube | https://github.com/Nachodlv/overjammed |
| Original URL | https://ldjam.com/events/ludum-dare/46/overjammed |
Ratings
| Overall | 366th | 3.882⭐ | 78🧑⚖️ |
| Fun | 268th | 3.857⭐ | 79🧑⚖️ |
| Innovation | 1675th | 3.055⭐ | 75🧑⚖️ |
| Theme | 963th | 3.773⭐ | 79🧑⚖️ |
| Graphics | 970th | 3.799⭐ | 79🧑⚖️ |
| Audio | 474th | 3.684⭐ | 78🧑⚖️ |
| Humor | 249th | 3.822⭐ | 75🧑⚖️ |
| Mood | 800th | 3.625⭐ | 74🧑⚖️ |
| Given | 77🗳️ | 110🗨️ |
Played on stream: https://www.twitch.tv/videos/598149787
I think I like the guy constantly dropping his blue ball thingie most.
My only remark is the movement is a bit floaty. If you make a game where the only mechanics are moving and pressing space, the movement should feel a bit better.
All in all, good job guys!
It's a good game, what can I say.

email:m.shahiri.m@gmail.com
my LudumDare Game:
Social Distancing For Ladybugs
Greato Jobu! :smile:
I made it up to Overjammed 3. Very fun gameplay, and beautifully put together. This game has a lot of heart. I liked how sometimes the devs just wanted someone to talk to, and how they each had a unique "thing" that they'd get upset about. I especially thought the guy who kept dropping his blue thing was funny. And when the internet goes out and everyone freaks out in synchronicity... too real :laughing:
Very polished game. I had a blast playing :smile:
Only the movement speed of our hero seemed somewhat too fast, was hard to stop where I wanted to at times - but I guess he should be fast if he's going to satisfy everyone :)
I have one question though - what is the blue thingy you pick up from the floor are why does the guy want it? Is it a lost pixel ;)?
Thank you for the feedback!
Also, feels like this was very similar to developing during the weekend, with so many people overloading the network and the connection dropping out constantly XD.
When it said "Play the game you helped create", I was interested to see what would happen - but then the cyclical nature of it was revealed XD, making a game about making a game about making a game ad infinitum.
It might be a bit frustrating when all of a sudden everybody needs something at the same time so it is near impossible to help them all.
Man, this blue stress ball had me gone crazy xD
The graphics, animations and music are great, well done!
Some similarities with our game this year but I love how different teams take even similar mechanics in different directions! Good work.
I liked the animations on the devs, especially every time the guy lost his blue thing and had a little meltdown, or when the router died and everyone panicked.
It was also good how sometimes people just got sad and you had to talk to them to cheer them up. The variation in the mechanic here was good too.
A few more varied mechanics (other than just "press space on a thing" or "pick up a thing and take it to someone") would be a great way to extend the game post-jam.

1 - Mecânicas, Aprendizado e Fluxo:
Você atua como o assistente de um grupo de game jam. A mecânica de apoio à produção é interessante, especialmente porque faz refletir um pouco sobre as necessidades de quem produz (o que permitiria expandir o escopo do projeto de vocês, em caso de continuidade pós LD46).
As interações em geral foram fáceis de aprender (exceto a bolinha azul, que foi menos intuitiva um pouco, ou eu tive dificuldades de enxergar).
De resto, ficou ótimo (ainda mais com comandos simples e a explicação das interações antes da sessão de jogo).
O jogo realmente foi ficando mais difícil conforme eu aprendia (perdi uma vez, antes de vencer três consecutivas).
Não tenho certeza (apesar da impressão), mas parecia que o jogo ficava mais difícil a cada vez que eu jogava (talvez seja só eu cansando de jogar, hahahahah).
2 - Gráficos, Áudio e Narrativa:
Gostei bastante dos gráficos, especialmente da escolha da equipe em evidenciar os objetos com os quais se poderia realizar interações.
A trilha sonora ficou divertida. Os efeitos sonoros ficaram adequados (para o tempo de Ludum Dare).
Há pouco sobre narrativa além do que já conhecemos bem (um projeto em andamento durante o tempo limitado).
3 - Cultura:
Nossa própria cultura (em participar de game jams, além da paixão por jogos, jogar-fazer-jogar-fazer).
Creio que encontrar amantes de jogos como Game Dev Tycoon possa favorecer (em caso de continuidade e polimento/desenvolvimento do projeto).
4 - Monetização:
Creio que o jogo possa vender, especialmente se o objetivo for viver várias jams, não apenas uma (repetindo num looping eterno).
Acredito que (fora do tempo de evento), seria interessante (se for o objetivo) focar em algo assim.
Creio que renderia narrativa e boas sessões de jogo (com uma penalidade diferente para a derrota).
1 - Mechanics, Learning and Flow:
You act as the assistant to a game jam group. The mechanics of production support are interesting, especially because it makes you reflect a little on the needs of those who produce (which would allow you to expand the scope of your project, in case of continuity after LD46).
The interactions in general were easy to learn (except for the little blue ball, which was a little less intuitive, or I had trouble seeing).
Besides, it was great (even more with simple commands and an explanation of interactions before the game session).
The game really got harder as I learned (I lost once, before winning three in a row).
I'm not sure (despite the impression), but it seemed that the game got harder every time I played (maybe it's just me getting tired of playing, hahahahah).
2 - Graphics, Audio and Narrative:
I really liked the graphics, especially the team's choice of highlighting the objects with which it could interact.
The soundtrack was fun. The sound effects were adequate (for Ludum Dare's time).
There is little about narrative beyond what we already know well (a project in progress for a limited time).
3 - Culture:
Our own culture (in participating in game jams, in addition to the passion for games, play-produce-play-produce).
I believe that finding lovers of games like Game Dev Tycoon can be beneficial (in case of continuity and polish / development of the project).
4 - Monetization:
I think the game can sell, especially if the goal is to live several jams, not just one (repeating in an eternal loop).
I believe that (outside the event time), it would be interesting (if it is the goal) to focus on something like that.
I believe that it would yield narrative and good game sessions (with a different penalty for defeat).
Had a couple of bug, if you pick the blue (ball?) and then pick up a coffee or apple, the ball gets deleted and you can never get it back. Lucky this do not cause lose state, since the happy bar of the owner stops working, he also stop asking for stuff.
During the talking events you need to press the arrows twice, not sure if this is a bug or a design choice, but feels like ti should be only one press so it feels more responsive.
Last thing is not quite a bug, but thought I mentioned it anyways, you can move your character around with WASD, but you cannot to the talk events with it. I do not think about this as an bug since the game tells you to move with the arrows, but would be nice to do the talking with WASD as well.
Overall a fun game with, nice art, would like to see more levels with different layouts and object to get.