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Crumb Crisis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #214 | 4.143 | 4.143 |
| Overall | #393 | 3.464 | 3.464 |
| Audio | #399 | 3.357 | 3.357 |
| Innovation | #415 | 3.321 | 3.321 |
| Gameplay | #539 | 3.250 | 3.250 |
| Enjoyment | #548 | 3.429 | 3.429 |
| Theme | #666 | 3.286 | 3.286 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
It's all about Biscuits
What code and assets did you not make from scratch during the jam (if any)?
Unity assets documented on the game page
How many people worked on the game?3
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Comments
Very polished look and gameplay. Took a moment to get used to the controls. Then I died, and had to redo, and I don't enjoy that, and that is entirely on me. I do like pushing-boxes-around puzzles. Overall, great job!
Very polished look and gameplay. Took a moment to get used to the controls. Then I died, and had to redo, and I don't enjoy that, and that is entirely on me. I do like pushing-boxes-around puzzles. Overall, great job!
Thanks for playing our game. The controls aren't everyone's cup of tea for sure, sorry about that. They're the classic "Legend of Grimrock" style Dungeon Crawler controls but given that this isn't that kind of jam we should probably have gone with a more familiar player/camera controller. Glad you liked the puzzles. We had to include death in there somewhere, otherwise there was no "risk" contribution to the jam theme! We find moving the push box puzzles satisfying to make too. Hope you had a good jam.
Wow what a polished game. And multiplayer? Amazing how much you got done.
The game crashed when I went through the portal at the end, but I think I completed it? I got 6 biscuits, is there supposed to be seven?
The browser wouldn't go full screen, which was a bit annoying when paired with the control scheme, but it wasn't that much of an issue.
Really well done, congratulations
Thanks for playing our game to the end, very much appreciated. Yes, it does crash right at the end as you go through the portal. It was one of the last bugs we didn't manage to fix in the post jam 2 day bug fixing period. It's a shame because that's where stats about how many deaths you had and how many biscuits you retrieved would have been shown and also where our online leader board as supposed to be. Doh!
There were 7 biscuits and we show them all in the YouTube play through video we added to the page. You might have missed the one right at the end that is behind the portal. Our artist and level designer Dan loves to put in those curve balls, expecting you to be focused on the shiny thing in front of you and not noticing the small archway in the distance hiding the last biscuit.
Sorry about the full screen thing. We did have Unity's default full screen button support but we found that sometimes it wouldn't go into full screen properly or come out of full screen properly. It happened often enough that we tried to hide it behind the itch.io full screen button (which isn't really full screen as you saw). It might have been because we decided to go bleeding edge and use Unity 6.3 alpha (my bad).
The multiplayer was a real stretch goal and nearly broke single player, but we'd not done any multiplayer before and we wanted to dabble with it for this jam. It was a real learning curve in how state is sent over the network and shared between clients and what works cleanly and what was a real pain in the "engine" (FishNet does not like you reparenting things it seems).
Thanks for all your feedback and for playing so much of the content we made for jam. Hope you've had a good one.
Great entry and enjoyed the game very much! The camera movement took some time to get used to, but overall a well made game! Good luck
Thanks for playing our game and for the feedback on the game on the camera movement. You weren't alone on having issues with the way the camera moved. We'll definitely have to look into it past jam. Hope you had a good jam!
Don't really like dungeon crawlers, but game looks nice. Starting menu works some strange, buttons are kinda "uniteractable" and i've needed to click several times on it for launching.
Thanks for playing our game, even though you're not keen on the genre. I completely get it, the grid based movement can feel very restrictive and anachronistic given the controls and camera movement on most modern 3D games. We were trying to appeal to that niche community who like the classic style but probably for this game jam we should have made that an option and defaulted to a more modern player/camera controller. You might be right on those start menus. We never noticed a problem in testing but I'll bet the raycast targets ended up being individual letters after we added the animation effect to them, instead of the region of the virtual button. Anyway, sorry it got in the way of playing our game and we're thankful you persevered. Hope you had a great jam!
Well made game. Good puzzles, hard to get used to the camera rotation controls at first. Great that there is a possibility of co-op play. I liked the atmosphere of the game and the visual style. Good job!!
Many thanks for playing our game and giving us some feedback. The controls are the classic "Legend of Grimrock" style Dungeon Crawler controls and you're right, they're not 100% familiar to most out side the genre, especially with the resetting/recentralizing camera when you stop free looking. Maybe we should change things up a bit with that and not reset the camera, or have it as an option, either way thank you for honest critique on that. Glad you liked the atmosphere and visual style. We were going for a Sci-Fi Moebius look and we're happy with the result. Best of luck in the jam!
I really enjoyed this game I enjoy walking around the environments.
Thanks for that and for playing our game. We love making games where you explore the environment and solve puzzles and it sound like you enjoy playing them too. Hope you had a great jam.
Cool game! The graphics and sound design are amazing.
Wow, thanks for that. We spend a lot of time on our graphics generally in game jams but this time we did spend a fair amount of time on the audio design too so your feedback is very much appreciated. Hope you had a great jam!
Wow, this was a joy to play! Loved the puzzles and the game is so polished! Reminded me of the Legend of Grimrock games. Amazing job!
You're spot on with the Legend of Grimrock analogy, that's exactly what we were going for. It's not everyone's cup of tea but it works well for us and lets us focus on trying to do some level design, innovate on mechanics, or do wacky things like adding in multiplayer! We really appreciate your feedback and for playing our game. Hope you had a great jam!
Wow, great job!! Loved that you had a 2 player option, really interesting concept, I really enjoyed playing!
Thanks! The 2 player option was a stretch goal but we'd never done any kind of multiplayer before and that's the kind of opportunity game jams give you. The deadline forces you to try to finish something instead of procrastinating about it for weeks on end and never actually finishing anything. This time we squashed our online multiplayer anxieties by forcing ourselves to try to make something work. It may not have been the best gameplay addition but it added an extra layer that of gameplay that isn't there with just single player. Thanks again for playing our game and hope you have a great jam!
Nice game, the visual and gameplay is perfect i like it ;)
Thanks for the great feedback and playing our game. We're glad you liked it!
Wow! alot of work. Nice layout. Clean graphics. Enjoyed trying it out :) Great job!!
Thanks for the feedback and for playing our game. We did put a lot of time into getting the graphics to look the way we envisaged, probably to the detriment of other things, but in 7 days something always has to give. Best of luck with your jam entry.
Very cool, very fleshed out game! Only made it to 3 gems though, want to get to other games as well :)
Thanks for playing our game. I completely get that need to rate other games too. We tried to keep the the complete game content so you could finish it in about 15-20 mins if you were keen enough and we added the play through video in case you just wanted to skim to see the mechanics later in the game without having to play through any deaths/restarts. Best of luck with your jam entry.
Great puzzle based dungeon crawler. I think the puzzle designs were well done. Took me a little bit to realize the controls were a classic dungeon crawler style. I think the free-cam actually through me off at first. Additionally I think the key gems would be a bit clearer if the key slots either matched the gem in color or if the gems had different shapes. Visually the game was themed well and definitely did a decent job of setting the atmosphere of an empty space station. Great work!
Thanks for playing our game Cranberry Ninja and it's great that you liked the puzzles. It would have been great to have some enemies and combat in there as well but we just ran out of time and something had to be dropped. Sorry about the lack of information in-game about the control scheme. It is the classic Dungeon Crawler control scheme, but with the modern Legend of Grimrock/Vaporum style mouse free look. Glad you figured it out. Good catch on the slots not matching the color of the key gems and also you're right, we should probably have gone for different shapes too to make them stand out more. Thanks for the comments on the visual theme and atmosphere too, we really tried to bring it all together in as self-consistent styling as we could, given the time scales. Best of luck with your jam entry and we look forward to playing it very soon!
Nice game! I had the same issue with firefox but can confirm it works in chrome for anyone checking. The atmosphere is great but maybe something to add to it, like background sounds based on the area. The puzzle mechanics worked well but I struggled a bit with the control scheme but that's on me. Great work!
Thanks for playing our game and sorry you got caught out with the Firefox issue. We must test that out next time. Good shout on the different sounds based on area. We're considering putting in a much more immersive environment based sound system post jam, but we'll have to see how it goes. We're glad you like the puzzles too. Sorry about the control scheme. If you like Grid-Based Dungeon Crawlers it will be very comfortable for you but that is a small niche of gamers we've realized. We'll see if we can put in some kind of free movement system and make the old-school gridder movement system an options extra for the old-school fans. Best of luck with your jam entry and we look forward to playing it soon. Rebello.
First of all, I had to switch from Firefox to Chrome because I had a black screen after loading on Firefox. Did you use WebGPU? Firefox supportof it is very "meh", so maybe that's why. Now the real reviw^^:
Very cool game! The atmosphere, with the graphics and sound design, is absolutely amazing. The game is beautiful (probably the most beautiful I got to play so far), and I'm not even mad about the lack of music, because it's clearly part of the ambiance: you worked enough on the sound design to show that it's not just a "we couldn't/didn't have time to put a music in", so congratulations on that.
You did a mutliplayer game in a jam, that's extra points for you. Damn, I would love to have that level of confidence xD. Just out of curiosity, what service did you use to host the lobbies and games? Is it peer-to-peer or is there a server somewhere that hosts the game?
The level design is pretty good, even if I would have liked a way to know what the buttons did. I managed to find out in the end, but something like a cable going from the button to what it does would have been convenient ^^'. Other than that, the little puzzles were well made and enjoyable =)!
The controls are... Really weird ^^'. I'm really not a fan of the grid snapping, so it made the game feel quite clunky to me. Not unbearable, I'm used to it now, but still clunky ^^'.
And now, I have to address what is, for me at least, the elephant in the room: the theme is absolutely not respected. Yeah, okay, we have to collect things that looks like biscuits, so you made a little story about that, but that's it. It really feels like you just made the game you wanted to do, and then, last minute, you remembered the theme, put a couple of biscuit models in there and called it a day (and honestly, any other item would have made more sense to find in a spaceship). There is no risk/reward involved, no gamble, no min/maxing, and no other gameplay mechanic that the theme could push you towards. In fact, that game looks like... Well, all the other games you made, just with a different skin. Personally, I like it more when you can feel the theme in the gameplay, and not only the visuals.
Now, don't get me wrong: this doesn't remove any qualities your game has. It's still a good game, with beautiful graphics and sound design: you're very good at dungeon crawlers and it shows. I had fun playing it, and, in the end, that's what is important. So, for me, this is not a good "Brackeys Game Jam 2025.2: risk it for the biscuit" entry, but it's a great game, and you can be proud of what you did in only 7 days. Congratulations!
Hi MeralFoxDioxymore, thank you so much for playing our game and the huge amount of feedback you've given us. We really appreciate the time and effort you put into this.
> I had to switch from Firefox to Chrome because I had a black screen after loading on Firefox. Did you use WebGPU?
Doh! We only tested Chrome on Windows unfortunately and we did add in WebGPU (it seemed like a good idea at the time!) but as a fallback option with WebGL 2 being the preferred choice. The console on Firefox says R16_UNorm is not supported on this platform. Probably a request from one of the Post Processing steps in Unity URP. Thanks for trying that out and sorry it didn't work for you in Firefox.
> Very cool game! The atmosphere, with the graphics and sound design, is absolutely amazing.
Wow. Thank you so much for that. We really spent a lot of time trying to get things to look and sound the way we wanted. We deliberately went for a background ambience track instead of music for the atmosphere as you noted.
> You did a multiplayer game in a jam, that's extra points for you.
This was a stretch goal for the jam and we focused on the single player experience just in case we had to pull the multiplayer at the last minute. Rebello is normally a two person team (Programmer+Audio Designer and Artist+Level Designer) but this time we joined up with another member who is working on his own networked multiplayer game. It seemed like a good fit to try to work through all the problems with networking and release something with the deadline of the jam but knowing it wasn't key to shipping or not.
His experience is with FishNet for Unity so that's what we went with. Because we wanted to have WebGL clients (you tend to get more visibility in a game jam that way) we couldn't go with Peer to Peer so we had to have a server in the mix. We went with PlayFlow who will host a Linux Server build of your Unity game, almost as a one touch upload from within the Unity Editor (almost!). Part of the reason we went with PlayFlow was because they offered free hosting, or so it appeared. It turns out that they stop your server after 1 hour of uptime and you have to manually login to restart it. We found this out a few days into the jam but it was too late to change tack so we punted up the $20/month fee for it and got on with the game (while grumbling about bait and switch tactics).
PlayFlow has support for multiple lobbies and for leaderboards, both of which we implemented. Unfortunately they were implemented in a separate branch and just before the deadline our networking guy was, by no fault of his own, unable to get online to merge the fixes into the build. So we have a single lobby for everyone in the world currently! If the game hangs when you press single player it means someone else is playing in the one and only Room!!! Ah well, at least we gave it a shot.
> The level design is pretty good
Thanks for that. We did spend a lot of time trying to get the right balance of mechanics and upping the "risks" for the biscuits as the level progressed. We would have liked to have had some form of enemies and combat but in the end there was no time and we decided to stick with puzzles only. We also timed it so there was probably no more than 20-30 minutes of game play, so it was possible to finish the game during the jam but let you then play some other jam submissions as well.
> ...something like a cable going from the button to what it does would have been convenient.
That's an interesting idea and something we should definitely consider adding. Thanks.
> The controls are... Really weird ^^'. I'm really not a fan of the grid snapping, so it made the game feel quite clunky to me. Not unbearable, I'm used to it now, but still clunky ^^'.
We completely get it and it's a very valid point. We have a history of doing the annual Dungeon Crawler Game jam so our experience is with Legend of Grimrock (originally Dungeon Master on the Atari ST) style games. We didn't want to deviate too much from what we know for the jam but free movement would have been nice to have. We might experiment with it post jam and maybe have "old-school grid-based movement" as an option you can enable.
> ... the theme is absolutely not respected. In fact, that game looks like... Well, all the other games you made, just with a different skin.
We did spend a great deal of time planning out how the levels could have two alternate paths, the "risky" path (biscuits are to be found) and the "non-risky" path (no biscuits). But as we got into actually play testing this idea we realized that we always took the risky path. By then we were so far into the jam, the "non-risky" path was dropped in favour of setting up the level so you didn't necessarily collect all 7 biscuits unless you took a risk with a retractable bridge, some laser traps or other potential risks. Add to that the fact that Player 2 had access to lots of the mechanics and could trigger them on you if you tried to take the biscuit from the vault, like turning stairs into slides and making you fall back into a laser beam. The Sci-Fi settings was part of the lore of the game but also allowed us to use lasers without them feeling out of place. Rotatable mirrors for those lasers were a puzzle mechanic we had to drop in the end due to lack of time.
Unfortunately, the game hangs at the end so you never get to see your death/respawn count or how many biscuits you collected and how many times Player 2 activated mechanisms. So the risks were there and you could skip them and not pick up the biscuit, but it might not have been obvious that that was how the level was planned out. However if you finish without all 7 biscuits you may not have taken enough risks!
We'll do a DevLog soon but you'll be able to see that all the 3D models for the game were created from scratch during the jam week, apart from the Player Avatar (Synty Studios) and the final Stargate (Created by Dan but a couple of years ago and we needed an ending!). Here is a rendering of all the artwork Dan made in those 7 days in Blender:
We stuck with the game genre we knew, and added the extra dimension of multiplayer, and did try very hard to fit with theme, but it sounds like we might have missed the mark for you. Sorry about that, but we're still glad you enjoyed the game.
> So, for me, this is not a good "Brackeys Game Jam 2025.2: risk it for the biscuit" entry, but it's a great game, and you can be proud of what you did in only 7 days. Congratulations!
Thanks again for playing our game and taking the time to give us honest feedback. We really, really appreciate it. We look forward to playing your game soon and wish you the best of luck in the jam!
Thank you for your extensive reply! We did have the exact same problem with WebGPU so when I got the black screen, I got PTSDs xD. But that's okay, I'm just mentioning it so you can warn Firefox users =).
Aaaaah yeah, I had the exact same experience with playflow when I wanted to learn multiplayer, fortunately for me it was just for a side project of mine ^^'. I wanted to try Normcore, the free tier seemed promising, but I as far as I understand, you also need to use their own network solution (instead of fishnet or Netcode for GameObjects) so I don't know.
Oooh, I, okay, I see what you wanted to do with the "risky/non risky" path, and I can understand why you dropped it =). I'm really curious about your devlog, so please, ping me when it's out ^^! And, don't get me wrong, I'm not saying that you just copied/paste your old games, not at all, I can see all the work behind this one ^^! It's just that I didn't see the influence of the theme in the gameplay. But, to be fair, I didn't realize that the biscuits were optional and that reaching them required more dangerous, but skippable puzzles, so I will correct my stance on the theme. It's maybe too subtile (or probably just a brain issue on my part ^^?), but that fits more in the theme that was I though, thank you for explaining =).
loved the graphics
Thanks for the feedback and for playing our game. We really wanted something close to the comic book Moebius look to the game, hopefully we came close. We look forward to playing your game soon.
Very cool game! i loved the puzzle design, maybe i feel a bit random about the red barrel bombs, don't looks that they will explode
Thanks for taking the time to play our game. We really enjoyed putting the puzzles together. The red barrel bombs can be triggered by the second player if they're in the game but they're only proximity based if there is just a single player in the game. It's was our experiment on a mechanic that could be experienced differently by the different player roles. Not sure we nailed it by far but it was a fun thing to try out! We look forward to playing your game soon. All the best, Rebello.
The puzzle designs were really good and I never felt too lost or like things were too easy. The only issue I had is when respawning, the camera would get tilted 45 degrees offset from the tiles but it would snap back if I turned the camera so it wasn't a major issue. Great job!
Thanks for playing our game. That respawn tilt was something that crept in at the last minute. We put the animator for the Respawn Point Crystal on the top level instead of a child object so when you respawned it was at the rotation of wherever the animation was at the time! Ah well. Glad you enjoyed the puzzles. We look forward to playing your game soon. All the best, team Rebello
Oh interesting! As far as last minute bugs go, that's not too bad though.
And thanks, I appreciate it!
Nice graphics and tight audio, controls are a little finnicky via HTML, sometimes the camera is snapping/snipping strangely but otherwise pretty cool, nice work!
Thanks for playing our game and feeding back on the controls. We'll try to polish a bit more after the voting period. It's rare we get a complement on our audio so that is very much appreciated too! We look forward to playing your game soon. Rebello.