Really cool game, and it takes advantage of the fact that in video games it is really to tune one setting and it's a completely different game, I loved it! I did manage to softlock myself, on the level where you fall out of the celling if you go offscreen to the left it becomes impossible to come back onscreen to the right (presumably I went outside whatever was catching me before). Overall great job though!
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No Commit's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #63 | 3.909 | 3.909 |
| Gameplay | #152 | 3.636 | 3.636 |
| Overall | #206 | 3.626 | 3.626 |
| Audio | #259 | 3.485 | 3.485 |
| Enjoyment | #283 | 3.576 | 3.576 |
| Theme | #478 | 3.576 | 3.576 |
| Visuals | #542 | 3.576 | 3.576 |
Ranked from 33 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?
You chat with PATCH, an AI that builds your game in real time from your requests — but it starts lying somewhere since you misuse it. You can't trust what it tells you, only what you find when you actually play and finish what you two together made.
What code and assets did you not make from scratch during the jam (if any)?
Kenney's 1-bit art pack and input-prompts pack for tile/UI sprites, and the VCR OSD Mono font for the terminal-style UI text. All code, dialogue, and level design were self-made during the jam.
How many people worked on the game?1








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