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clenel

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A member registered Jun 05, 2025 · View creator page →

Creator of

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(1 edit)

I see the idea, just lacks some polish. The UI is a bit clunky to use (way too many buttons, and is unintuitive). Couple problems visually, especially with the gift-wrapping mechanic which is a bit messy. There also isn’t a clear way to win or lose.

The art for the fireplace is fire, and I liked the song, albeit repetitive. Your interpretation of the theme was also fresh for the jam, and I wish you built more on that.

Great job on finishing the game and the jam!

ANG FUNNY HAHAHAHAH i love ung magtatago sya sa lamp mukha nya lang nakatago

Anyway, concept is great, and the room generation part is interesting too. It adds variety. The characters and sound design really elevate the humour of such a quick light-hearted game. The jokes like the oven surprise are funny too, and I wish you put in more. The music was a fucking banger too.

Some bugs and gameplay issues hindered me from fully enjoying the game. I should note the bug where I would still get found even while completely hidden (this happened at the fridge). The cat would also sometimes stay in one spot for what I feel to be an eternity (well probably like a minute or something), which forces me to stay in one spot for the game as well. I’m not sure that is the intended experience. But my biggest gripe is with finding the key. Where is the key? I think its location is supposed to be random, but when it is there I have no way of knowing. It forces you to hide and hide in EVERY possible spot, which gets tedious and boring.

Nonetheless, it was actually fun scramming for the safe when I did get the key. The stealing mechanic is genius and provided crazy adrenaline.

Overall, great game regardless of the bugs. Congrats on the jam!

Holy fuck is it creepy. The visuals, lighting, music, jumpscares all perfectly capture that horror appeal that makes you want to cry for your parents (haha). The simplicity of the main mechanic (i.e. the 3 plushies) forces you to focus on them and stay on your toes all the time. This was a great design decision that makes Hypnagogia extra scary.

However, the gameplay implementation itself was a bit lacking. Although conceptually amazing, being able to flash quickly between all 3 directions renders the plushies useless. That is my only gripe with this amazing game, which otherwise I would ask for more content.

Congrats on the jam!

Awesome game! I love the cute sounds, art, and feel you had for this game. Although a bit hard to play with a mouse, I highly enjoyed the rush of taking and serving orders.

I LOVED how the fishball sprite changes through time! I loved the cooking and gulaman pouring SFX, which made it all feel real. I would say this game had some good juice to it. The tutorial art was cute and well-made, and I found it highly effective.

Some issues though. For the art, I found it hard at first to distinguish interactable items, especially the fishballs themselves. Thankfully, I had the tutorial to guide me (which was really well done!) but I was confused at the start because I had no idea what I had to click and where exactly. I also had issues reading the orders, especially the ‘S’ symbol for the sauce, and I thought “is this 25 or 2S? In summary, my main gripe is with readability.

For the gameplay, I think that the customers spawned way too fast. It would be fine if I could serve orders just as fast, but I had some small but important hurdles stopping me. First, I find the gulaman circle where you put the cup to need way too much precision. I’d always be fumbling the placement of my cup in between spamming the fishballs. Same goes with the sauce areas– too small for me. It was also very easy to lose track of how much I’ve given out already to one customer, and I wish there was some indicator. I would also find myself losing track of how many fishballs I’ve already put in a cup before serving. When I get an order wrong (say I missed the sauce), I would get no indication of it other than the customer not leaving. In summary, considering the time rush, I would suggest making the interactables larger, more forgiving, and less precise. I would also like an indicator of what I’ve served.

But all in all, great game! Cheers to more game jamming with you.

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Creative mechanic. Finding out how it worked gave me that “OHHHH” moment. Execution needs some work though.

First the tutorial. The tutorial did a great job showing the parkour mechanics of the game. It did not, however, show the color switching mechanic at all, which is the core part of the game. Combined with the attack not working, this made for a very confusing start to the game.

Then the controls. I found it difficult and unintuitive to memorize which key to press to switch between specific colors. This made it harder to execute quick color switching maneuvers.

Level design. A crucial aspect of level design is communication– nudging players to go towards some destination implicitly or not. In the tutorial level, the last fall from the platform is not clear that it is even there. It is also sometimes easy to forget where obstacles will spawn when switching colors, making it easy to accidentally get stuck into objects when you forget where they will spawn. Making the direction to the goal subtly clear is an important, difficult, and interesting part of game development.

Overall, great game art and polish! Couple bugs, level design, (soulslike) tuning issues, but creative take on the theme and execution.

Hello! Says here the game is currently unavailable for download.