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Blue-Eclipse

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A member registered Jan 08, 2026

Creator of

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Yeah, unfortunately the calendar is the only measure of time in the game. The original concept was to have the world more fleshed out and immersive, giving the player the agency to interact and learn on their own. But I had to reduce the scope massively to finish it for the jam.

Still, thanks for checking it out!

It's a hilarious concept. I love the design of the birds, and the simple animation really gives it a stop-motion feel. Love the attention to detail when removing items from the character too.

Also, there's something familiar about those birds... I guess you could say it's Beaky Blinders.

OK, I'll see myself out.

Nicely done! It's a beautiful narrative.

I find it amusing how our games are somewhat similar, yet they couldn't be further apart.

We're both building up (counting down) to something in the narrative. I also used the same trash can and soda assets! :)

But I took a very different direction regarding the theme and story. Emphasis on the VERY. 

P.S. Ran it on Linux with Proton-GE. Worked without issues.

The art is gorgeous! The trailing ribbon from the hat reminded me so much of Alto's Adventure. 

Sorry about the text getting cut off. I messed up the anchoring in Unity, and it currently only works in proper fullscreen.

Also, the text cut and no-clipping have been brought up enough that I think I have to honor it as easter eggs in the real deal :)

Still, I'm glad you enjoyed it. Thanks for checking it out!

Glad to hear it!

I'm glad you enjoyed it. I wanted that vibe to really hammer home the theme.

Thanks for checking it out!

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It's a wonderful take on the them and I wish there were more of these in the jam. The game is short yet sweet, and the artwork is great.

My only suggestion is for the conversation UI. I think the chosen dialogue options not being "spoken" by the character made it harder to follow at times.

The punch slide combo was so overpowered and fun that I just defaulted to it. I could move faster, AOE attack enemies, and watch them fly off.

One suggestion I have is is to add slow motion and show a contract as complete when you take down a red-masked enemy. I actually missed that I fought some red masks in combat. Maybe it could act as a little breather in the middle of combat.

P.S. Tried it on Linux with Proton-GE. It ran without issues.

Thank you! I'm glad you enjoyed it.

For the countdown, I can see the issue with this particular build. The original concept was to flesh out the world and learn different things on different days, but it never made the cut. As for skipping text, that's definitely a case of quality of life features being cut for time.

It was a rush to get this as-is across the finish line, but I hope to get the chance to finish it properly one day.

The game and its presentation are so charming. I don't know what to call these miniature-setting games, but the idea of a literal bug driving the show is very creative.

P.S. It ran well on Linux with Proton-GE.

I could barely make a dent, but I enjoyed it a lot! The art is great and I like how death is incorporated with rewinds. Almost makes it feel soulslike. 

Thanks for checking it out! The irony of working against the clock wasn't lost on me.

And yes, Stanley's Parable and the Backrooms were influences to some degree for the liminal feel. 

I did surprisingly well, considering I'd normally just bring up nuclear physics while talking to women—maybe the sequel takes place at a nuclear plant? 😳

Jokes aside, it's a very unique take on the theme, and the art is gorgeous. I loved it! 

Simple yet effective. And I love the aesthetic. 

The mechanics were pretty interesting, but balancing them, especially in a jam, would always be a challenge. I found myself gunning my way through without using the abilities much, but it was fun to play!

Simple yet effective. I also love how nonchalant the player character looks. As if taking on the disco god is just another Tuesday for him.

Honestly, this game is being slept on for the jam. I really enjoyed playing it through to the end. The aesthetics are clean and gorgeous. And there's so much detail, like the conversations with AION after the upgrades. It's also a very creative take on the theme.

Great job! Really well done.

P.S. Tried it out on Linux with Proton-GE and finished the game without issues.

Awesome work! It was lots of fun to play. The game just has so much character, and the posters on the main page are great too.

Also, that's an insane amount of devs.

P.S. Ran the game on Linux using Proton-GE. It mostly ran well, but kept crashing at the cutscene after the third level. 

Really creative take on the theme, and the aesthetics are perfect. It also reminded me of Monkeytype. 

Great game! It captured the competent IT guy vibe perfectly. The character animations were a really nice touch.

My favorite task was the UPS fire. I've actually been around one before, and the display just cracks me up because I know for a fact it won't be fine.

Got it running on Linux to give it a try. The only issue I ran into was the end-screen menu not responding.

I'm guessing the 3-item limit and pick-up timer were meant to balance the smaller map, but I'd love to see more "natural" mechanics down the line, like heavy items actually slowing you down and have more movement speed outside of it. 

But all in all, its pretty cool concept. I can see the potential. 
P.S. I think it will be hilarious if you could steal everything. Just take the tables and chairs with you :)

That's a pretty massive map and a lot of sprites for a 4 day jam. Really impressive. 

The post-apocalypse setting is one of my favorites for media, and I think you captured the melancholy of the situation really well. It's genuinely well done.

P.S. I think the meter really has it in for me. It was dodging like Neo at one point.

I love your take on the theme and the art style. I can't put my finger on it, but it reminds me of the some of the games I played as kid. I really enjoyed it.

I loved this for how it takes something simple and manages to turn into a lot more. Its one of the more interesting and unique takes on the theme I have seen this jam. And the art is very charming. 

Seeing other corporate setting games this jam is like finding wild alternate timelines.

The final level was a bullet hell, but I managed to clear it (the sniper rifle is very strong). Unfortunately, the elevator didn't open, so I missed the ending, but it was fun to play nonetheless.

Yeah, a lot of the problems came down to just running out of time. I realized too late that the colliders made the space too cramped, so no-clipping isn't a surprise. Also, the original sequence was supposed to give you a reason to try the switch, but it didn't make the cut.

Still, thank you so much for trying it out!

Pretty interesting. I've actually been in the same boat of not being an artist and  going with ASCII. I imagine it gave you more time to make the world feel lived-in (like the NPC routines and chatter).

I couldn't get past the tutorial cause I was vibing too hard to the theme :)

It reminds me of Yu-Gi-Oh 5D's, especially that one part in Z-One's Battle Theme. 

Keep working and nobody explodes (I failed).

R.I.P. Perfectly Average Secretary (2026-2026). You were not average to me.

I think it's a brilliant take on the theme. You really captured the desperation of searching for something in the mess that's my room. Points for authenticity.

I had a lot of fun playing this. I have a soft spot for retro aesthetics and runner games, so it was the perfect blend. Also, that intro sequence was chef's kiss.

Thanks for checking it out. I'm glad you enjoyed it.

That analogy really hit the nail on the head. It's exactly what I wanted to show with the themes.

As for the gameplay, I had plans to change the office slightly based on the day to flesh out the world more. Unfortunately, they had to be cut for time, but I hope to deliver the full scope one day. 

Ah no worries, I know what went wrong. The text cut-off is an issue with Unity anchoring, and the ESC crash is the game trying to exit. I was rushing towards the submission deadline, so a few things got overlooked.

Still, I'm glad you managed to enjoy it despite the hiccups.

P.S. If you’re trying it again, using the Unity button for fullscreen and F11 to exit should help avoid the ESC issue.

Well, you’re not alone. As you can see, I’ve been debating the same thing myself. 🙃

Thanks for checking it out! I'm glad you enjoyed the experience.
It's still early, but I'd love to keep working towards a full release.

I loved the atmosphere. The skeletons and tight corridors reminded me of Pathways into Darkness by the OG Bungie.
Don't know if the other weapons fix this (I might have been a bit too preoccupied hunting down skeletons), but the combat might feel even tighter with attack timers as low as 1 or 2 seconds. I sometimes felt like I was waiting in combat in the later levels, so I think it could help reduce that.

I really enjoyed it. It's a very fun game for casual play. The mechanic of reusing paths really adds a lot to the game. 

Thanks! I think part of the loneliness actually stems from the emptiness. There were plans to flesh out the office and make it feel lived-in, but it unfortunately had to be cut due to time.