Kofferpacker by Satyre
This game is more or less packing your luggage before the travel. Be aware that you slept too long and only have 1 minute to pack up things, otherwise you'll miss your flight ;D
Controls: - WASD for movement - Shift to run - C to crouch - Space to jump - Left Mouse to activate, grab or throw things
Goal: Grab objects you think will fit and put them in your suitcase. When you feel ready grab the suitcase and leave the appartement. You have 1 minute.
Credits:
Game Design & 3D Models were made by me
Music: - "Run Amok" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/
"Holiday Weasel" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/
Off to Osaka Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Software: - Magica Voxel - Unity Engine 2020.3.20
Unity Packages: - Magica Voxel Toolbox - UFPS
AI Tools: - Midjourney for 2D images
| Original URL | https://ldjam.com/events/ludum-dare/54/kofferpacker |
Ratings
| Overall | 817th | 3.283⭐ | 25🧑⚖️ |
| Fun | 660th | 3.326⭐ | 25🧑⚖️ |
| Innovation | 437th | 3.5⭐ | 25🧑⚖️ |
| Theme | 390th | 3.891⭐ | 25🧑⚖️ |
| Graphics | 579th | 3.609⭐ | 25🧑⚖️ |
| Humor | 376th | 3.283⭐ | 25🧑⚖️ |
| Mood | 612th | 3.478⭐ | 25🧑⚖️ |
| Given | 143🗳️ | 9🗨️ |
Cool idea, but controls are kinda clanky, could be much better without camera clamp with item in hands. Also, mouse sensitivity is too high, even with fully dumped dpi it's too much.
Overall fun experience, if you polished it more I am sure it could be a nice little game on steam :D
What I would change in it:
Make it so you don't need to leave the house with your suitcase, make it a stationary thing in the middle of some room that you can't move. When the timer ends you get scored on how many things you got inside the suitcase and the importance of the items. Items could be randomly scattered across a house :D. I am thinking of something similar to 60 seconds.
Anyways good job and good luck with your ratings! :D
The suitcase blowing up confused me at first, because it seemed to be random. Then I understood that it showed signs of bursting as I added more items -- that was smart feedback! I think you could take this idea even further. By adding some sort of scoring, and rewarding more points for the kinds of objects, I would be motivated to find the "right" things to pack.
But anyway, for a jam game, this had the right mix of game and silly for it to be pretty fun! :D

First of all, this game page is absolutely boring. You don't provide screenshots, videos or anything at all to make visitors get interested in your game. Why would I download it? Certainly not for a short and uninteresting instructional text that is followed by a way longer list of credits and software used.
Post screenshots. Show gameplay. Deliver something that makes me want to play what you worked so hard on.
Next, I see you used Unity. That's great, because it's a box of tools. Utilize them! Why only provide a (presumed) Windows build when Unity lets you easily build for Linux and Mac systems too? Sure, the biggest part of players run Windows, but not all by far. It is no extra work, so just supply us. We would like to rate you, please let us.
Which brings me to the next big point: Why no web build? Unity can do that easily. Obviously, web builds have certain limitations as of rendering and complexity, but from the description I presume it's a pure voxel graphics game which I suppose doesn't rely on high end rendering features. So this game can very likely made to run smoothly in WebGL.
Why WebGL you may ask? Easy: it runs easily on most OS and I don't need to download some sketchy zip. I can comfortably just start the game in my browser with no work included. Web builds are my favourite for jams and I can always fit another web game in my schedule. A download, not so much.
Last, though neither necessary nor actually an influence on reviews: You may want to put your game (especially a web build) up on itch.io. Players there may not necessary leave a review, but it may get you total number of players up, which is just good for your wellbeing to know someone actually enjoys your work.
Obviously, you don't have to listen to any of this. But keep it in mind for your next jam, maybe it helps :)
Btw to get more ratings you need to leave comments on the games you rate
I agree about the facts to improve the page layout, using more build types, more information and images for the page, to give a better overview as well as giving textual feedback to games played.
This time I just wanted to participate after a long time, and didn't had much time left for improvements :D
But keeping the feedback in mind for future entries for sure :)