Great for one round, sadly not enough for more. I do like fast paced games where you need to make quick calls, but this doesn't quite pose a challenge when every instruction is easily recognized as true or false. A bit more spice would have been good. But for a concept, it fits the jam.
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dont blow up's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #118 | 3.688 | 3.688 |
| Enjoyment | #167 | 3.750 | 3.750 |
| Theme | #351 | 3.719 | 3.719 |
| Overall | #387 | 3.417 | 3.417 |
| Innovation | #470 | 3.219 | 3.219 |
| Audio | #544 | 3.156 | 3.156 |
| Visuals | #994 | 2.969 | 2.969 |
Ranked from 32 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?
the commander telling you what wire to cut sometimes lies and you have to choose to trust him or not
What code and assets did you not make from scratch during the jam (if any)?
the sfx and music were free to use off of pixabay and/or free sfx websites
How many people worked on the game?1



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