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Hey everyone! welcome to the voting thread for GiTD 103. This month's theme seems to have been quite popular with 7! entries vying for your votes. So there's no time to waste, play each game and get voting, it'll only take 60 seconds!
# How to Vote:
**Reminder: The theme was "Each individual session, match or run of your game must last exactly 60 seconds!"**
Each person may vote for a first place entry and a second place entry as well as the game which game they felt used the theme most creatively.
* Each first place vote will earn that game 2 points
* Each second place vote will earn that game 1 point.
* The Game(s) with the most votes for **Most Creative Use of Theme** will earn an additional 2 points.
------------------------------
Example Voting Post:
First Place: Game A - Dev A
Second Place Game B - Dev B
Most Creative Game: Game D - Dev D
------------------------------
In addition, each entrant who made 3 (or more) progress update posts during the development period will also gain an extra point.
* The game with the most points wins.
* You may not vote for your own entry, and choosing not to vote in order to increase your chances of winning is frowned upon (and repeat offenders will be punished)!
* Please feel free to give feedback about the games as you vote if you wish.
# Key Date
Voting Period: Now Until June 30th
# Entries
* 60 Second Solar System Survival (by Golden Pi Games) [Click to Play This Game on GitHub](https://goldenpigames.github.io/60SSSS/)
* Ghost Painter (by Clearline Games) [Click to Play This Game on Itch.IO](https://hiryujupiter.itch.io/ghostpainter)
* 60 Second Shop (by Nicecoolguy0) [Click to Play This Game on Kongregate](https://www.kongregate.com/games/Nicecoolguy0/60-second-shop)
* There is a Bomb (by Say892) [Click to Play This Game on Itch.IO](https://rdkrause.itch.io/there-is-a-bomb)
* City Rush (by Svartskogen) [Click to Play This Game on Itch.IO](https://svartskogen.itch.io/city-rush)
* Pongball (by Enzee Prod) [Click to Play This Game on Kongregate](https://www.kongregate.com/games/enzeeProd/pongball)
* Zero to Sky High in 60 Seconds (by Senshisun) [Click to Play This Game on Kongregate](https://www.kongregate.com/games/senshisun/zero-to-sky-high-in-sixty-seconds)
As always, the bonus points will be added to your tally after voting is complete.
Good luck to all entrants, get voting everyone!
First place: There is a bomb - Say892
I was hoping someone would run with a groundhogs day loop type thing, and this game delivered. the quiz puzzle could use improvement, but everything else, from the plot to the presentation to the design was a lot of fun.
Second place + Most creative: Ghost Painter - Clearline games
Well done. I don't have anything to add about the actual game. The concept and execution was just plain cool. the UI is a bit broken, I can't seem to quit in the middle of a stage.
other games:
60 Second Solar System Survival (by Golden Pi Games). Don't think this kept to the theme. You can go around more than once, leading to longer than 60 second gameplay. a "You win!" would fix that. the game itself is a bit bland, but hey, you actually made something, so who am I to talk, good on you.
60 Second Shop (by Nicecoolguy0). I like the idea on this one. Right now the game feels a bit random, like I'm just wandering around the shop not nowing where I'm going, hoping to encounter some food, and crashing into shoppers who come out of nowhere. perhaps zooming out the camera a bit could help with that? other than that, well done.
City Rush (by Svartskogen). This was a cute game. I like the looks and feel of it a lot. It did feel like it needs more, but I have no idea what. it's the sort of game I'd play once, go "ok, cool" and then never play again. could also use some music.
Pongball (by Enzee Prod). this game is well made. I can't say much more than that though, I feel like there's not much reason for me to replay and upgrade. maybe an end goal would help, like a certain score I need to beat?
Zero to Sky High in 60 Seconds (by Senshisun). This game is a bit of a mess. The lighting and camera don't tell me where I am right now, or where I'm meant to be going. It's very confusing and frustrating to play. the music also doesn't seem to fit IMO. The trail effect seems to be broken too. I dunno what to say about this one. Kudos for making a game!
> *Originally posted by **[YehudaEdelstein](/forums/1021798/topics/1915264?page=1#13414400)**:*
> 60 Second Solar System Survival (by Golden Pi Games). Don't think this kept to the theme. You can go around more than once, leading to longer than 60 second gameplay.
...no, the round is always exactly 60 seconds. You can go around more than once in 60 seconds. Each planet is exactly 60 seconds unless you die.
Votes:
First Place: There is a bomb - say892
Second Place: Ghost Painter - Clearline Games
Most Creative Use of Theme: There is a bomb - say892
Other games
There is a bomb - say892. Short and sweet, engaging and winnable.
Ghost Painter - Clearline Games. Interesting, but the difficulty could use some adjusting - on the second, I got over 80% within the first 20 seconds, while on the third, I had only 44% by the end.
City Rush - Svartskogen. There's not much going on here. The city is too small and the viewport is way too small to really plan out a route.
Pongball - Way too grindy. Not much going on.
60 Second Solar System Survival - goldenPiGames. Feels more like a demo for an unfinished engine than an actual game for the competition.
60 Second Shop - Nicecoolguy0. It's too luck-based - with combos, small view size, and angry shoppers you can't outrun, you may get either hundreds of points or 0 points depending basically only on luck. I also clipped out of bounds after getting only two speed upgrades. There also seems to be no reason not to be sprinting, so the sprint button is an unecessary strain on my pinky.
Zero to Sky High in 60 Seconds - Senshisun. Unplayable. The tiny, zoomed-in camera (with the ball at top, no less), lack of camera controls, and shadows make it nearly impossible to see what's going on.
First Place: There is a bomb - say892
Second Place: Ghost Painter - Clearline Games
Most Creative Use of Theme: Ghost Painter - Clearline Games
Great games this GiTD!
First Place: There is a bomb - say892
Second Place: 60 Second Shop - Nicecoolguy0
Most Creative Use of Theme: There is a bomb - say892
Comments:
There is a bomb - say892 A very original and memorable adventure. The explosion animation, the time rewind animation, intro and outro animation, and the variety of puzzles are masterful.
60 Second Shop - Nicecoolguy0 A gem in the rough. Along with a space shooter game by Nicecoolguy0, the game is deceptively simple on the surface but has so many gameplay subtleties (e.g. clustered can spawn locations) that made the gameplay very engaging.
60 Second Solar System Survival - The clock maze and running away from the needle and eventually escaping the clock are so fitting and artful for this jam's theme. I'd give it a tie with Most Creative Use of Theme.
City Rush - Svartskogen. Technical award! 10 days gives us just enough time to explore new technical challenges and I'm glad you took advantage of that. An impressive foundation to build on towards large projects.
Pongball - The visual was elegant and I'd say daring, considering so many games nowadays can't wait to pile on colors and gamejuice. It's inexplicably special to play an elegant game like this.
Zero to Sky High in 60 Seconds - Senshisun. A game that reminds me of life - You play a ball that is difficult to control, inside a world that is difficult to see, surrounded by aggressively blocks that are pushing you around, while wearing an ugly purple cape. This game has perfectly captured my daily existential crisis lol.
Impressive amount of really great games!
I will leave a small review of every one:
**60 Second Solar System Survival (by Golden Pi Games)**
The gravity system works perfectly, controls are smooth, overall nice game
**Ghost Painter (by Clearline Games)**
Impressive one, I cant imagine the amount of work put in this game, the UI looks awesome, just like a stand alone paint program.
Also the percentage detection works really great!
**60 Second Shop (by Nicecoolguy0)**
Simple and cool gameplay, it delivers a lot with simple mechanics
**There is a Bomb (by Say892)**
Awesome game, love the art style, the only bad thing in the game is the need to explore the game in the 60sec time frame but it think its more or less justified.
**Pongball (by Enzee Prod)**
A lot of features in this one, you can play for a while with this game.
However its a little slow the first stages until you start to place buy things
**Zero to Sky High in 60 Seconds (by Senshisun)**
Interesting idea, love the music. However the camera being fixed was a little uncomfortable, and the controls (using Rigidbody.AddForce?) where a little unresponsive, I mean it takes a little to much time to switch directions (maybe if the input would change the Rigidbody.velocity would have been better)
**VOTES**
**First Place**: Ghost Painter - Clearline Games
**Second Place**: There is a bomb - say892
**Most Creative Use of Theme**: There is a bomb - say892
First Place: Pongball by Enzee Productions. It turns an easily-understandable concept into a tricky puzzle by adding the upgrades.
Second Place: There is a Bomb by say892. This is a great idea, and the execution is brilliant. After a while, the trial and error nature got to me - I had no idea what to do with the quiz fences, even after reading all the signs.
Most Creative Use of Theme: Ghost Painter by Clearline Games. I really was not expecting a painting game!
60 Second Solar System Survival by Golden Pi Games: It's fun and intuitive. It took me a little bit to figure out the controls.
60 Second Shop: This is an interesting idea, but the fact that my character seems to run at half the speed the AI walks and the cost of the upgrades made me quit after only three rounds.
City Rush: This is a cool idea, and it definitely works well. I think the random generation could have a lot more potential. You might want to keep developing this.
Zero to Sky-High in 60 Seconds: Boy, did I learn a lot making this. Svartskogen is correct in guessing that I used rigidBody.AddForce to do the movement because I didn't understand what rigidBody.velocity did. I definitely should have added some sort of camera control. As I usually play games on a laptop with a trackpad, I was hesitant to use mouselook. I need to learn more Unity theory, as my lack of understanding of basic Unity engine concepts definitely held me back. Honestly, once voting is over, I'm going to take it down.
But I made a game and it doesn't crash. I'm pleased at that.
> *Originally posted by **[ClearlineGames](/forums/1021798/topics/1915264?page=1#13414625)**:*
> First Place: There is a bomb - say892
> Second Place: 60 Second Shop - Nicecoolguy0
> Most Creative Use of Theme: There is a bomb - say892
>
> Comments:
> There is a bomb - say892 A very original and memorable adventure. The explosion animation, the time rewind animation, intro and outro animation, and the variety of puzzles are masterful.
> 60 Second Shop - Nicecoolguy0 A gem in the rough. Along with a space shooter game by Nicecoolguy0, the game is deceptively simple on the surface but has so many gameplay subtleties (e.g. clustered can spawn locations) that made the gameplay very engaging.
> 60 Second Solar System Survival - The clock maze and running away from the needle and eventually escaping the clock are so fitting and artful for this jam's theme. I'd give it a tie with Most Creative Use of Theme.
> City Rush - Svartskogen. Technical award! 10 days gives us just enough time to explore new technical challenges and I'm glad you took advantage of that. An impressive foundation to build on towards large projects.
> Pongball - The visual was elegant and I'd say daring, considering so many games nowadays can't wait to pile on colors and gamejuice. It's inexplicably special to play an elegant game like this.
> Zero to Sky High in 60 Seconds - Senshisun. A game that reminds me of life - You play a ball that is difficult to control, inside a world that is difficult to see, surrounded by aggressively blocks that are pushing you around, while wearing an ugly purple cape. This game has perfectly captured my daily existential crisis lol.
Wow, a single vote is more than I expected to get! Thanks so much! I'm glad to hear you like my games. By the sound of it, you enjoy them more than I do haha. Anything cool is probably purely by accident more than anything, but I'm happy to hear that you found it to be entertaining regardless.
All the other criticisms levelled at my game this month are fair and I agree. It needs to be less random, the sprint button is pointless and the speed of both the player and enemies needs a rebalance. I had some trouble trying to find a sweet spot where the enemies are still a threat when you're fully upgraded but not too powerful when you have no upgrades. I think zooming the camera out so the game is played kind of like Pac Man could fix a lot of these issues and I'll keep it in mind if I ever update it or make a sequel. Though that's unlikely because I dislike it probably as much as all of you haha.
Alright, here are my feedback and votes for each of the games!
**60 Second Solar System Survival (by Golden Pi Games)**
Neat idea, but it has quite a few issues. The game is just far too easy and not all that engaging. The idea of running from a giant clock hand that's part of the planet is really cool but it was never a threat and eventually I just ended up getting to the outer side of the planet and waiting for the round to end. The other level where you have to dodge meteors is a bit better, but still too easy and kind of dull. As for how it could be better, I imagine balancing the platforming and the clock hands speed is pretty difficult, but I think it could be done with some more work. For the meteor level, you could try randomising layouts and adding more planets to jump between maybe? Also, the addition of some music and maybe a couple sound effects could make the game more fun to play.
**Ghost Painter (by Clearline Games)**
Seriously amazing! I simply can't comprehend how you managed to get such a smooth, well-designed game working in just ten days. The interface is great, the variety of ghosts to draw is great and it's just overall, calm, relaxing and fun to play. There is one thing I think could be improved but take it with a pinch of salt because I suck at art and by extension suck at a game revolving around my art skills lol. There needs to be more explanation on how the game works. I don't know what the score ratings at the end mean. There's a grade for finishing but I don't know how to finish? There doesn't seem to be any button to let the game know that I'm done. Is it just calculated based on how accurate my drawing is? How is speed calculated? How fast I finish? Again, how do I let the game know that I'm finished? What's efficiency? How much I use the tools? Or is it just how accurate I am? Shouldn't there be a grade for accuracy? I'm probably just dumb but I found the game to be pretty confusing. Are there even extra levels or do you go back to the main menu no matter what? I never got more than a minus number in efficiency and 0 in the other 2 lol.
Upon playing it some more I've also found it to be a bit glitchy. The quit button doesn't work and pausing seems to softlock the game and prevent me from doing anything until the round is over. With some more work though, I could see this being a commercial game on Steam or a similar platform. As well as levels you create, maybe you could also add the ability for players to share their drawings in some sort of sandbox mode as a user generated level? That would be really cool and make the game endlessly replayable so long as enough people play it. Really nice work on this!
**60 Second Shop (by Nicecoolguy0)**
Trash game, worst of the jam. The dev must really suck! :^)
**There is a Bomb (by Say892)**
Really nice entry that's a little rough around the edges. I've already gave pretty much all the feedback I have on the game's Kongregate page so I'll just copy paste that here.
Really neat game! I love the graphics, the music fits really well and the idea is really nice. However it's lacking quite a bit in execution. Collision is extremely awkward in places like between the fences and behind the tree to the left of the hedge maze entrance and you can glitch the game out by stopping in between the area transition up and out of the quiz area. The part I really dislike though is the quiz. I know the answers to the questions but the method of answering the questions through the buttons is really confusing. I still have no idea how one of the buttons is supposed to symbolise 'George' for the 2nd question. Am I just missing something obvious? And not getting a second attempt at the quiz just sucks. I suppose it's sort of needed to stop people just guessing but the time is so tight that it wouldn't matter much. At least make it so the game still runs while I'm doing something else in another tab. Despite those issues, great job with this! It's a great entry!
**City Rush (by Svartskogen)**
Judging by the posts you made in the Theme Reveal thread, you spent most of your time on the random generation. Random generation can be pretty hard and I'd say you've done a pretty good job with it, but I think the game could actually be better without it. There isn't enough to the game for random generation to really do anything interesting and the game feels pretty dull and uninspirted as a result. I think it would have turned out better if you'd designed the levels yourself and focused more on making interesting mechanics rather than a good random generation algorithm. Apart from that, it could also do with some music. I think people really underestimate how much music can improve the feel and appeal of a game. Regardless, nice work on this.
**Pongball (by Enzee Prod)**
Good effort. The interface looks really nice and the game is solid but it isn't all that interesting. Bouncing the ball off your pad and the walls gets old fast and you accumulate points for upgrades so slowly that there just isn't much reason to keep playing it. You could try and make the gameplay loop more interesting by adding enemies and other stuff to try and hit. Also, a minor nitpick but the music is far too quiet haha.
**Zero to Sky High in 60 Seconds (by Senshisun)**
Not a bad idea but the game doesn't really work. I didn't have any issues with the controls but the camera angle is awful and it's really difficult to see your surroundings and make a plan because of it. I'm not sure why the camera just couldn't be directly behind the ball pointing straight ahead. This combined with the weird lighting and graphics make the game harder than it should be to play. It could also benefit from some more levels that are better designed. Set up a few levels that are bigger and more sandboxy and maybe have a requisite height you need to reach to progress? The idea's good but it needs a lot more work. Nice effort regardless.
So with the feedback out of the way, here are my votes!
**First Place: Ghost Painter (by Clearline Games)
Second Place: There Is A Bomb (by Say892)
Most Creative Use Of Theme: There Is A Bomb (by Say892)**
I'm really impressed with the amount of games and effort put into them this time. Great work everyone!
> *Originally posted by **[Nicecoolguy0](/forums/1021798/topics/1915264?page=1#13415076)**:*
> All the other criticisms levelled at my game this month are fair and I agree. It needs to be less random, the sprint button is pointless and the speed of both the player and enemies needs a rebalance. I had some trouble trying to find a sweet spot where the enemies are still a threat when you're fully upgraded but not too powerful when you have no upgrades. I think zooming the camera out so the game is played kind of like Pac Man could fix a lot of these issues and I'll keep it in mind if I ever update it or make a sequel. Though that's unlikely because I dislike it probably as much as all of you haha.
Have slower AI to start with, then add faster types as the player gets faster. The basis of the game is good. The balance is off.
> It could also benefit from some more levels that are better designed. Set up a few levels that are bigger and more sandboxy and maybe have a requisite height you need to reach to progress? The idea's good but it needs a lot more work. Nice effort regardless.
That's actually a really good suggestion. I might try that if I remake it.
Thanks everyone for your kind comments and votes for my game. Now that a lot more people are playing it (which is always fun for me to see) I wanted to update the collision to give a more fun experience. I've uploaded the version I submitted for GiTD to itch.io and nutter was gracious enough to allow me to update my game here on Kong to address the issues. **Please continue to make your votes based off of the version thats now on Itch** since that is what I made in the time given. You can see the link to that in the main post. But, if you did want to just enjoy the game in a more fun way, then you can find that on here. :)
P.S. my votes + feedbacks are coming!
> *Originally posted by **[say892](/forums/1021798/topics/1915264?page=1#13416040)**:*
> Thanks everyone for your kind comments and votes for my game. Now that a lot more people are playing it (which is always fun for me to see) I wanted to update the collision to give a more fun experience. I've uploaded the version I submitted for GiTD to itch.io and nutter was gracious enough to allow me to update my game here on Kong to address the issues. **Please continue to make your votes based off of the version thats now on Itch** since that is what I made in the time given. You can see the link to that in the main post. But, if you did want to just enjoy the game in a more fun way, then you can find that on here. :)
>
> P.S. my votes + feedbacks are coming!
Damn, really cool to see it get an update! Also just noticed your game has over 2k plays now. That's pretty awesome!
60 seconds solar system survival - A good prototype for some planet gravity games. I think if you wanted to add a scoring element to the first part, you could add some replenishing coins, that way you have something to do while you wait, and can incentivize going around quickly + more than once. The second part was a good dodge em game, the only complaint I think is the brown on black can be a bit hard to see.
Ghost painter - I liked it! I'm not artist, but you definitely made it easy to trace/mimic what was there. I wasn't sure if this was an endless thing, so I refreshed after 3 goes, and then in redoing it, I lost and saw some arrows on the bottom, and I clicked the right one? The game just barely fit into my window, so there might have been something there labelwise, idk. But if this wasn’t there already, maybe have some way of reviewing the ones you made, and how they compared to the actual? You only get a few seconds to admire your art, and if you wanted to save it you’d have to be quick. But overall, I think it was a good game! I think the system you built could translate into a lot of different things to draw, so you could probably end up making a larger game out of this. Since I haven't mentioned this yet and I was really happy about it when I found out, the scroll wheel to change the brush size was a nice touch. :)
60 seconds shop - Red shopper is out to get me man... but still an enjoyable game! Would have been nice to have arrow key controls so it wasn't too cramped, but easily worked around with my right hand on WASD. The music + rushing feeling makes it fun, and the upgrades are nice to get. Without any speed upgrades though, the red guy just kept slowly gained on me... and then stole my food! That's not keeping 6 feet apart at all.
City Rush - Impressive procedurally generated maps! A pretty fun simple game, and has a bit of replayability because of the randomness. Played a map that had a very compact layout, managed to get them all, then played a more spread out map, and STILL managed to collect them all (I think?). Then played the next map, and missed quite a few. :P Maybe allowing the player to replay that specific seed would be nice to have? That way they could optimize their route if they wanted to, rather than go in blind every time. The dirt/mud piles are nice, if you wanted to grow on this, adding other cars and maybe pedestrians in order to add more obstacles, you could subtract points if you hit any.
PongBall - An interesting take on Pong! I must be missing something, since I can't seem to place down any of the items that I buy, and it also turns out you can just buy the upgrades without needing the points. Sometimes the physics act a bit wonky too, if the angle into the wall is too shallow, it'll "bounce" but then just kind of slide along parallel with the wall. Managed to keep it on the left wall, and by leaving the paddle at the left I can just rack up the points. Similarly, with a big paddle, if the ball hits closer to the edge, the ball will go up, then go back down a frame or so later like it hit something, and then the ball will be out of play so it resets. It sort of reminds me of an idle in a way, since you can just let it run and shop to upgrade.
Zero to Sky-High in Sixty Seconds - Neat little physics environment to roll around in. Definitely zooming out a bit and maybe giving control of the camera to the player would have helped. Also adding a jump button? There did seem to be enough ramps and slides that this might not have been needed. But having a more direct path to go might have been better, and instead of how high, it'd be a how far. Since my highest heights were 32km and 36km, and those only happened after getting picked up by one of the spinners and knocked into the air. The other time was 18km as I was just exploring around.
Great games everyone, I feel like we haven't had this many entries in awhile!
First Place: Ghost Painter
Second Place: City Rush
MCUoT: Ghost Painter (Like come on, the theme is do something in 60 seconds and you come up with "paint a picture." no contest here.)
> *Originally posted by **[say892](/forums/1021798/topics/1915264?page=1#13417568)**:*
> 60 seconds shop - Red shopper is out to get me man... but still an enjoyable game! Would have been nice to have arrow key controls so it wasn't too cramped, but easily worked around with my right hand on WASD. The music + rushing feeling makes it fun, and the upgrades are nice to get. Without any speed upgrades though, the red guy just kept slowly gained on me... and then stole my food! That's not keeping 6 feet apart at all.
Thanks for the feedback, it's pretty helpful! I'm glad to hear you found it enjoyable. I didn't do a very good job of balancing the game admittedly. I didn't want the game to feel unfair but I also didn't want people to be able to breeze through and run past all the enemies without any effort or it would be too boring. I'm glad to see the red shopper is doing its job though. I gave each of the enemies slightly unique AI to try and give them a bit more personality and the alteration I made to red was to make him actively pursue you. All the others move around mostly randomly until they spot you but the red shopper deliberately tries to take a route that will lead it to you or try to cut you off. I didn't test this much but it seems like it worked in your case at least!
> *Originally posted by **[say892](/forums/1021798/topics/1915264?page=1#13417568)**:*
> City Rush - Impressive procedurally generated maps! A pretty fun simple game, and has a bit of replayability because of the randomness. Played a map that had a very compact layout, managed to get them all, then played a more spread out map, and STILL managed to collect them all (I think?). Then played the next map, and missed quite a few. :P Maybe allowing the player to replay that specific seed would be nice to have? That way they could optimize their route if they wanted to, rather than go in blind every time. The dirt/mud piles are nice, if you wanted to grow on this, adding other cars and maybe pedestrians in order to add more obstacles, you could subtract points if you hit any.
Glad you liked it! Im currently working on adding some more features to release it here in Kong, replaying same seeds is definitely a possibility, also other cars would work great!
> *Originally posted by **[senshisun](/forums/1021798/topics/1915264?page=1#13420322)**:*
> Nutter666, given the closure of Kongregate's upload system, will we be doing a GITD in July?
I am not sure yet... looking into options.
I advocated for adding GiTD to the list of jams on Itch (https://itch.io/jams) last year in hopes of bumping the number of participants because I'm a huge fan of longer more relaxed game jams.
If anyone needs to contact me after the forums get nuked, I'm available best on Discord:
rava#4045 / http://www.discord.gg/MaD2
> *Originally posted by **[0rava](/forums/1021798/topics/1915264?page=1#13422081)**:*
> I advocated for adding GiTD to the list of jams on Itch (https://itch.io/jams) last year in hopes of bumping the number of participants because I'm a huge fan of longer more relaxed game jams.
>
> If anyone needs to contact me after the forums get nuked, I'm available best on Discord:
> rava#4045 / http://www.discord.gg/MaD2
I'm in favour of this too.