The scope of this is insane for a jam! The intro made us laugh out loud ("oxygen was now a premium feature" is brilliant), and the Rover Command terminal with the rotating Mars globe looks super clean. Dice deciding who faces sandworms and space junk is a fun way to bring luck into a strategy game, and "Captain ReCAPTCHA" got us too. Huge effort, well done! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)

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Such a wholesome and original idea! Helping a friend build her first game and upgrading the game itself as you go is a really clever meta concept, and as two friends making games together ourselves, it hit close to home. The hand-drawn art of Emily, the coffee and the sticker-covered laptop is so charming. Great job, KelvinHM and fanngaipui! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
So cute! The Pips with their little eyes and speech bubbles ("3 and 4 make 7! tie us together!") are adorable, and the gumball-globe look with the soft pastel palette is super polished. Tying pips together to match the Fate Dice is a fun, quick-thinking puzzle that fits the theme really well. Impressive for a solo dev in one week! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
Wow, this is one of the most polished entries I've seen! The witch's lab is stunning, the character art is beautiful, and signing the contract with the Little Mermaid's voice on the line is such a great hook. Using the 22 Major Arcana with upright/reversed values to reach a Lucky Number is a really clever take on the theme. Amazing work, team! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
What a dark and original take on the theme! The intro hooked us right away ("Do you remember your lucky number?"), and the booth with the stamp, the window and the bloodied hands has a really unsettling Papers, Please vibe. Paying with fingers is a wild idea, and 4 endings is impressive for a jam. Great atmosphere and writing! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
Such a brilliant idea! Running a hotel elevator where every guest has their own lucky and unlucky numbers (4 in Asia, 13 vs 17 for the Italian grandpa, as Italians we loved that one!) is a super smart and culturally rich take on the theme. Doors open = floor judged, doors close = headcount judged, so simple yet so deep. The pixel art city at night is gorgeous too. One of our favorites of the jam! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
The hand-drawn art is gorgeous, the office setting and the alien enemy have so much personality! Pulling dice from the sack and rolling them to split between attack, speed and defense is a really nice risk/reward loop, and it fits the luck theme perfectly. Great job to the whole team! - Andrea & Alessio, Bamboccioni Games (Zero and the Lucky Numbers)
Lucky the cat is adorable! Love the bold black-and-yellow style and the title made out of numbers. Picking my own lucky number (8) and then hunting all seven of them in that colorful number soup was fun and a bit frantic, I found the last one with just 9 seconds left. "I was starting to think you couldn't count to seven!" made me laugh. And TIL Portuguese cats only get 7 lives. Great job!
The presentation is incredible: the demon looming over a glowing rune slab, the green lightning cracks across the table and the "A Pact of Data" consent screen fitting right into the fiction. Dice-as-pinball where colliding faces add up to the table's lucky number is such a clever twist, and cursed 4 and 13 sums feeding the demon's Hunger is a great touch. "I give you the 7. Don't disappoint me." Brilliant atmosphere!
The art direction is stunning: that sepia, hand-inked look with the gothic lettering makes it feel like an illuminated manuscript come to life, and the title screen with the d12 glowing over the prophet is gorgeous. I love the core idea too: instead of being handed a lucky number, you invent one by proclaiming it to your followers. Father asking little Clover about her "heavy heart" was a charming start. Amazing work for 5 days!
Haha that makes total sense! We actually wanted the Black Cat in Italy to act as a stepping stone to teach the pickup-and-throw mechanic before the final showdown in the US, so it's awesome to hear that clicked for you on the last boss! Also super useful feedback that the golden yarn ball wasn't immediately obvious at first—we'll definitely keep that in mind for visual clarity. Thanks again for chatting with us and playing through the whole game!
Super atmospheric! The dark room, the glowing-eyed ghost across the table, the loaded crossbow machine and the chalkboard with LUCKY / UNLUCKY written next to the numbers set the mood instantly. Physically dragging the dice and throwing them into the bowl feels great, and the little CRT monitor tracking hearts and turns is a lovely detail. My first roll was a dud and the ghost started picking its items... tense! Great job!
Love the vibe of this shady bar! Picking a table from the room map, reading each rival's quirks (Cautious Amos, Patient Pat, Passive Lou) before taking a seat, then playing Tycoon with a lucky 10 that glows in your hand... it all feels really polished. My pair of 4s got me on the board before Lou answered with a pair of 6 for 36. The pixel art is gorgeous. Great work!
What a moody opening! Detroit 1984, a found Super5 ticket, rent due tomorrow... and then the TV starts talking to Steve. The deep-blue hand-drawn apartment looks fantastic, and the "Keep playing / Stay away from the TV" choice instantly made me uneasy (of course I kept playing). Really strong atmosphere for a jam game!
Walking around a whole casino where every game revolves around tonight's lucky number is a great idea! I sat down at the roulette, bet on my lucky 12 and watched 15 and then 18 come up (bye bye 24 chips). The FATE meter promising that 12 will land within 12 rounds is such a clever way to build tension and tell you to bet small until it's due. Nice work!
Bingo + card combat is such a fun mix! Drawing a 14 and deciding whether it goes on EVEN, <40, <25 or the WILD cell already feels like a little puzzle, and seeing that board feed into the fight against the clover goblin ties the luck theme together really well. The hand-drawn sketch style (and that lovely title screen) gives it a ton of charm. Nice work!
Such a cozy, polished little incremental! The roulette wheel looks fantastic, and leveling up pockets by clicking right on the wheel is a lovely touch. Went from $2/sec to $3/sec with a multiplier, then the lucky number sets (Lucky Sevens, Fatal Fours) and +1 Ball unlocked and I could feel the "one more upgrade" pull kicking in. Great job!
Ha, the premise alone got me: bingo, but with ONE number. Sitting at the table watching 5, 43, 27, 25, 28, 6, 62, 38, 37, 8 and 70 roll past while my 49 refused to show up was weirdly tense, and the granny glaring at me from across the table doesn't help. The pink bingo hall and the big ticket on the table look great. Fun little joke game!
Love that this comes from a real classroom game! Watching the whole class scramble to the number cards, then a 2 + 6 = 8 roll knocking out half the room, is great fun. I wasn't fast enough in round 1 and spent the next rounds trying to sneak back in while Miss Even wasn't looking... very relatable. The relief teacher names (Miss Even, Mr Nevens...) are a brilliant touch. Great job!
Clean and satisfying! The tutorial gets you rolling in seconds, and I loved watching the token bills pile up in the corner as the score climbs. Cleared round 1 and then hit 30 against a 28 quota in round 2, close one! The upgrade tooltips ("Let the Steel Die Run begin!") are a fun touch. Would love to see more upgrades if you keep working on it!
The hand-drawn art is gorgeous: the painted wheel of fortune, the poker chips and the box-headed dealer have so much character. Easy to pick up and tense right away: I missed my first two picks in round 1, nailed the 2 and then the 11, and lost the run on round 3 with a single attempt left. Keeping the coins to buy upgrades for the next run is a great hook. Lovely first jam game, team!
What a hilarious and original take on the theme! A Korean back-seat license plate game where you slap your brother, yell "LIAR!" when he cheats and try not to wake Mom... love it. The trip select from Corner Mart to Busan and the blocky car interior (with the little dog on the dashboard) look great, and reading a lucky number as "whatever someone believes in" is a really smart take on the prompt. Great work!
What a creepy, stylish setup! The Numerophile is a fantastic villain (that grin!), the patient intake form asking my age with "It matters. Probably." is a perfect opener, and spotting a cake with twenty burnt-out candles while looking around the room got my detective brain going right away. Great atmosphere for a one-week solo game!
Such a charming idea! Running a divination shop as a not-so-psychic is hilarious, and the pixel art is gorgeous (the bunny customers, the candle-lit shelves, the starry cup). I got Bnuuy Danny's lucky number right from the context clues (seventh in the litter, born on July 7th) and loved watching the karma scale jump up. Then the "cursed bunny" with the lightning scar walked in... great writing. Lovely work, team!
Really impressive presentation for a solo jam game! The "Select Your Lucky Number" screen is a brilliant idea: picking 1 to 13 as your difficulty ties the theme into the whole run, and using +1, -1, x2 and /2 gates to turn enemies into your number is such a clever math twist on tower defense. Love the cosmic Void atmosphere too. Great work!
Love the clean pixel-art casino dungeon, and the How to Play panel right on the title screen makes it easy to jump in! Having the dice re-roll your weapon every 15 seconds keeps every run fresh (I went from Golden Hex-Nova to Chain Railgun in my first one), and the 777 slot reels sitting above the arena are a great nod to the theme. Nice work!
Gorgeous title screen, the elegant casino style really stands out! Putting a slot machine right into the HUD next to the playfield is a great way to bring luck into a bullet hell, and naming the hardest difficulty "All In" made me smile. A Touhou-style shmup with a casino theme is a great combo, nice work!
Trash cans as slot reels is such a fun idea! Putting the 13 right next to the 7 is a clever risk/reward twist, and the tutorial callouts ("stop it here", "13 = bad luck") made the rules clear right away. I hit two 13s in a row on the first house and dropped back to zero food, so it's punishing, but I wanted to spin again immediately. Cute raccoon too!
Clever tabletop take on the Lucky Number theme! Having each player and CPU bet on their own Lucky Number while charging physical dice throws across the island board works really well. Small heads-up on the WebGL embed: the fullscreen button wasn't working on the page, so I had to tweak the HTML/inspect element a bit to resize the viewport and see the full board properly (enabling the fullscreen checkbox or adjusting the canvas resolution in the itch.io embed settings should fix it easily!).
