This has to be the most perilous shopping trip ever. Died to goofy goober overload after getting my bread (wizard, why?), will have a go at it again.
Play game
Don't say it again's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #23 | 3.267 | 3.267 |
| Creativity | #26 | 3.667 | 3.667 |
| Overall | #31 | 3.183 | 3.183 |
| Presentation | #37 | 3.200 | 3.200 |
| Impressiveness | #54 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- "Clever twist on the feedback loop theme - turning your safe jumps into future spikes creates genuine strategic tension and surprise. The wizard reveal moment is nicely executed, and adding enemies that follow Mario-style mechanics in later rounds shows good escalation design. The core concept of ""your success becomes your obstacle"" is really interesting. Main issues are spike visibility (too small to see clearly) and inaccurate placement detection that breaks player trust in the system. Fix the spike tracking and visual clarity, and you'd have a solid puzzle-platformer concept that could work well as a longer experience. Great game idea. Simple but very charming art and sound desing. The twist is definitely fun and I can see how it could be expanded upon. It would be great to find a narrative explanation to contextualise what happens in the world, while preserving the nice humor. This is an interesting and humourous concept, presented in a way that emphasises the humour. The slowly winking Goober, in particular, was humourously cute and charming. The most important area of this game to pay attention to improving would be quality of life features and tweaks. Even the developer recorded demonstration playthrough shows frustration with the long, unskippable dialogue that must be experienced on every replay/retry. The fact that the developer could not complete a playthrough of their own game for the purposes of this demonstration is strong evidence that the difficulty level is pitched too high for a jam game. This is a common mistake, and most jam games should feel trivially easy to their makers in order to feel enjoyable to other jammer/players at the end of the jam period."
- Good concept fits the theme.
Number of team members
2
Please credit all external assets you have used.
https://www.dafont.com/ all fonts I used, forgot to save original links
What engine or toolset does your game use?
godot
Please provide a full playthrough YouTube video for your game.
https://youtu.be/9Tt-C6ovPO8
Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtu.be/5EpHYRmHops


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