
Stamped
EXTRA CONTROLS
• ESC – Pause
• Backspace – Reset Player
GAME OVERVIEW
In this short prototype, you take control of a shape who can shift into any form necessary. A ball that rolls at top speeds, to a square who plants itself firmly upon a slope, to a tri-star that can hook onto any ledge, it's down to you to decide what's the best course of action.
On top of this, you'll be using stamps to help get your shape to the finish line. Block hazards, work around exclusion zones, and find the right strategy to get through unscathed.
BACK IN THE GAME JAM
This game has been submitted to the "Back In The Game Jam 2026" under the theme "Shapes". Pick you shape, place your shape, and shape your gameplay to find the right path.
CREDITS
"Fullscreen Icon" by Nendra Wahyu — Flaticon
"Seamless Paper Texture" — Textures4Photoshop
| Published | 6 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows |
| Author | Stop 214 |
| Genre | Platformer, Puzzle |
| Tags | 2D, Indie, Physics, Puzzle-Platformer, Simple, Unity |
| Content | No generative AI was used |
Download
Install instructions
- Download the Windows.zip file.
- Extract the game contents via File Explorer, 7zip, or WinRar.
- Run the Stamped.exe file and enjoy.




Comments
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I'll say right off the bat, the in-game instruction is already better than nearly every jam game I see. The "Hold A/D to rotate your shape" and "this way" arrow are much more intuitive than having to read a wall of text. It could still be better though. A simple graphic showing the WASD keys with A and D blinking will tell the players what to push, they can observe themsevles that it rotates the shape, and an arrow appearing after a few moments will let them experiment for a couple moments.
Noticed the same on the following rooms. The tutorial was better than most, but could still be more concise.
The jump cooldown is a bit tedious, and I'm wondering if it could have been shorter or eliminated entirely.
Holding F and R to clear the shapes is also pretty tedious, I'm not sure why a quick push of the button wouldn't have sufficed.
The jumping mechanics could uses some polish. Horizontal movement in-air is too floaty.
The first place with the killbox was a bit too frustrating and where I decided to give up. I completely found out on accident that you could rotate the stamps with scroll wheel. A simple mistake sending me back to the beginning of the room was too punitive and I didn't really have motivation to go over the wall just to fall into the killbox again. I think you were trying too many mechanics at once. First teach them to build a bridge over a killbox. Then teach them that ramps will make them fall. THEN teach them that a ramp can force them into a killbox.Then have the long climb in a different room so theres no chance of failure putting them into the killbox they already passed.
Last thing I'll say is that having platformer controls for movement and mouse controls for stamp placement isn't good for a focused game experience. I feel like I'm playing both parts of a 2-player game, or two games with wildly different mechanics.
Hi Dave, appreciate the extensive feedback. I'm happy to say a lot of the things you mentioned are already on the fix-list for things we'd wanna do better on a revisit. Unfortunately we ran out of time for an overhaul. If and when we do come back to it, we'll be sure to go through everything listed here and apply the big takeaways. Thanks a lot for trying our game, and hopefully you'll find something from us in the future you can thoroughly enjoy.
- Oliver
Sounds good. Yeah running out of time is always the key, it's the reason most of my jam submissions suck pretty bad.
Lately I've tried the 1/3rd rule. I consider how long I have to make a game, then divide that into 1/3rd. I assum it's going to take twice as long as I thought, so that's 2/3rds of the alloted time. The remaining 1/3rd I keep as buffer time for playtesting, bug fixes, and polish.
But yeah looking forward to seeing your pro-jam fixes and seeing what you make for the next jam as well.
While I've done a few myself, this is our first submission as a team, and I'd say your method is pretty spot on. While we started a bit late, we aimed for about a week but these things always find a way to become a race to finish lol. I think we just needed more time allocated to experimentation which would've allowed us time to polish and cut poor mechanics. Scope is one of those things you think you'll get down after the 1st blunder but it's a sneaky thing for sure. Anyway yeah thanks again for the feedback :)
- Oliver