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CuriousBlobfish

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A member registered Sep 16, 2025 · View creator page →

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Really enjoyed this game! Fun to play, pretty nicely balanced, very polished VFX and really nice visuals and artwork! The leaderboard at the end is a nice touch to add re-playability, made me want to come back and beat my high score. Cool, well designed cards and I like the mini-bosses that occur as you progress! Great job team!

Great idea! Reminds me of Baldur's Gate 3 and into the breach , fun concept and really well implemented.Noticed a bug where the sprite sort order occasionally got messed up, but didn't stop me being able to play, when moving the order seemed to fix itself, I like how you have to avoid hurting them directly, but if you do, you they turn orange and may attack you, but still also attack enemies and pushing them about to redirect attacks to your advantage, really cool!

Really creative and interesting idea! I managed to cast a couple of spells, I found the verbal components with the leaver the hardest, partly from working out which words applied, but mostly working out which levers corresponded to which words. I think if the levers themselves had the words and lights on them, or they were buttons, you could also then have the button itself light up, currently you have to parse the word, work out if it applies to the components, look at the colour, look at the levers and work out which one matches it and then click it, then check the colour of the square light under the word you were looking at, That's a lot of steps where something can go wrong for the player, not through them getting the wrong word, but getting mixed up elsewhere, which is not a great user experience. The verbal and somatic components inputs I thought were both fine and a nice level of difficulty. Found it quite fun to puzzle out the solution and run about to see the spell cast on the slow motion goblin!

Cute short platformer, in terms of what could be improved, I think it would be better if there was some active way to maintain the balls balance instead of just getting to a flat platform and waiting, waiting never feels very engaging as a mechanic, it's better if you can give the player something active to do, adding in some more mechanics as the levels  progressed would have added interest too if you wanted to make more levels. Having said that the levels in the game were well planned out to be doable and I liked the art, it felt very cohesive!

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Really fun game! Reminded me of final fantasy 14 boss fights with the area denial and positioning and Sekiro with the timing of blocks, which gives the game a really nice rhythm element, also the visuals are great and SFX pair really well with the game, sound track is a banger too! Great game! Oh and the stats screen after your run telling you how many phases you got through, how many hits you took and how long you took is a great touch that aids re-playability but also shows you how close you were to winning when you lose, making you want to try again, great stuff! 

Really great game! The UI feels just like an older windows PC, felt very realistic (almost too realistic, haha) hectically balancing the different resources while also managing incoming events from elsewhere felt really relatable and reminded me of when I've been running important code in the past and running out of compute resourcing and having to free up space as my program nears 100% disk / ram usage. Really creative idea to turn that balancing act into a game, I also liked the narrative around wanting your epic raid loot! Great job! Only critical feedback otherwise is it's a bit hard to win. 

Really enjoyed your game! The pixel art graphics are charming with a nice colour palette, the animations, VFX and SFX are really nice, and it feels really well balanced and tuned for difficulty, I know that can be quite challenging when you're the one that made the game, so well done! Played this for quite a while and found the gameplay loop really satisfying. Adding in some extra mechanics as the game went on would really make this a banger! Great job!

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The walking was a bit slow which means you spend a lot of your time walking backwards and forwards through the room and most of the working and socialising tasks did not result in anything interesting happening, I think if events happened more frequently at work and during socialising you could tell some interesting stories through little vignettes and add more story to the game. I like the idea of multiple endings as well, I started seeing how low my cleanliness and hunger could go and got the died of hunger ending in my sleep on day 20.

I'd recommending adding some pitch randomisation on your talking audio to make it less repetitive and nicer to listen to. I'd also suggest making the tooltip show up instantly rather than animating before displaying as you have to display lots of tooltips to see the numbers, actually if the numbers were displayed next to the pipe that would make it easier to add up if you want people to have to do the maths, if you don't then displaying the current total number in the top left as you place pipes would mean you don't need to do the maths to add up the totals for all your pipe pieces. Cool spatial  puzzle game where you have to consider the time cost as well. I like that all noises were made by you as well.

This game is da bomb (ba bum dis), seriously though it's an interesting idea for a platformer! I like how you can break obstacles, your path forward and even the checkpoints you're trying to win, which means you have to use an earlier checkpoint, it felt kind of like losing a bonfire in dark souls, or a shrines in Salt and Sanctuary. The art style was simple, but charming and fit the game's vibe well, a good choice with limited time. I enjoyed it! Some simple sound fx and maybe a nice bit of ambient background music would really bring this to life. 

Interesting idea, reminds me of rimworld's world view and a bit of dwarf fortress, very hard to pull off in  the limited time available in a game jam. Needs some more time cooking and some gameplay mechanics to make it fully flourish. Was interesting to see what you got done and what influence different starting locations had on events.

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I Really like the visuals and premise, I found it pretty hard to get all the switches, maybe longer between robot questions would make it easier? Was surprised how hard it was to spot the light blinking faster. I like the music and how it speeds up and gets more intense as you play, really established a feeling of tension and stakes, really felt like I was on a crashing ship! 

The way you've composed and used the visuals is really cool, and the story seems intriguing, can you give me a hint about how to get the power on in level 2? I was struggling

The mouse capturing on the web is a bit tricky in first person games, I had a similar problem in a past game jam and it took a few iterations to get it right 😊 

Glad you both enjoyed it! That's some fun ideas to add more complexity

Cool idea, felt kind of like portal, I liked the addition of an optional tutorial level. I had a couple of small issues, if I pressed ESC in the browser to allow my mouse to escape the game I couldn't then continue playing, the mouse stopped working to look and use the hands. Also a tutorial prompt had the wrong icon, see screenshot.

Definitely has potential for lots of cool puzzles!




Cool idea, lags a bit from level 3 onwards for me in the browser, also I failed level 3 after the boats left the screen with all the blocks on the board. Enjoyed puzzling out how to avoid the boats. 

Thanks so much! I'm glad you both enjoyed it, I woke up Saturday and looked at the theme and it just popped into my head and I had the vision of people stacking things up on the scale and putting stuff on the other side of the scales to mess with each other by making stuff fall off, and I knew I had to give it a go.

Really cool idea! I like how the cards abilities get more interesting and complex as the game goes on, I did notice if you use the lighting card to steal a card it doesn't hide the stolen card so the next card gets placed over the top of the stolen card's sprite. Really fun and could definitely see this having to potential to be developed into a full game!

Thanks! Yeah, didn’t fancy tackling multiplayer networking with such a short time window. 😅 

That sprite turned out better than I thought for a quickly drawn sprite near the jam deadline at 3am 💀 

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I like the pixel art for the spiders, didn't bother me particularly but I know pixel art enjoyers can care a lot about mixels (differently sized pixels), font choice was a bit hard to read,  Camera rotated a bit fast for comfort, and I sometimes fell off a wall when walking in a straight line  - could maybe add a bit more leeway before you fall off. I liked the sound effect when walking and the platforming with the spider silk was interesting. Gravity felt a bit heavy, felt like I fell really quickly which made doing tricks with the web shooting tricky to time. Great job for your first jam! Getting cameras right is surprisingly tricky, mine was worse on my first jam.

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Great idea for a game, my wife and I had fun coming up with headlines together to match the story. Would be cool if it showed you all your headlines at the end, maybe with some sort of reaction to the headline from the public? Idea for if you had more time than just a week perhaps.  Visuals and sound effects were great and fitted in with the game setting.

Nice art and visuals, great work collaborating with such a large number of contributors, the mazes felt a bit lacklustre in terms of mechanics and I felt it lost the tension as I was slowly walking around a maze with no time pressure or assailants. The quiz felt a little easy at the end. Also randomising the mini-games ordering would help re-playability. The story felt a little short with an abrupt end, but not surprising given the length of the jam.

Noticed a few bugs:
- particles on Fol's feet appear on top of the curtain as it closes 
- after the end quiz you can still click the answers through the curtain
- if you skip through the dialogue it starts appearing offscreen on the far right out of alignment 

Great puzzle game with interesting to solve puzzles and interesting mechanics that build as the game progresses. Nice audio and visual design. Scoring system does a great job of making you want to try again to get an A score after puzzling out the solution.

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Awesome art and visuals, simple and engaging gameplay that builds on itself as it progresses and a fun loop that makes you want to come back for more and keep playing to improve your highscore, fantastic! Great use of colour to provide striking visuals with monochrome sprites.

When I had the idea I thought it would be silly and kind of hard to control, I was surprised how quick I got used to it, glad you like my art! ❤️ 

Resting squirrel face 😆 I love it! I’ve kept the squirrels gender ambiguous, glad you like them! 

Thanks! Glad you liked the art ❤️  it’s my first time making all original art for a game (and my first time in years doing any sort of drawing). I could have done with adding a sensitivity slider. 

Thanks! That’s a  good idea! Hadn’t thought about that, would add more depth to the controls

Great game! Really like how you combine the dancers in a sequence and have to take account of the direction they will spin, nice strategy game of buying your dancers and setting them up to maximise your points and different ways and strategies of combing different types of dancers to get points. I had a little trouble picking up pieces after putting them down on the board and minimising the menu so I could see the right edge of the board.

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Glad you liked the art! My first time making all my own art so I’m glad people like it! Definitely going to add silly helicopter noises after voting, wish I had more time to add sounds, submitted it at 4am when I had a flight to catch the next day 😅 

Great puzzle game with creepy horror elements, really atmospheric and tense, got jump-scared by you-know-what when going around a corner. Great job!  Mouse sensitivity option in a menu would be good as my mouse was a little sensitive on the web build.

Fun game and nice use of spinning in the controls of the game, I had the same idea for mine. I crashed every single time first playthough (almost made it a couple of times), the story that unveiled in the consequences was really interesting and funny, love the way you wrote it. "Spin to win, Spin to win, Spin to win...". I did find it a bit tricky to land without crashing, maybe having a accessibility setting to give a bit more leeway would help? 

This is my favourite game I've played in the jam, I think it took me about 45 mins to an hour to open the door and I really enjoyed solving all the puzzles. Really nice game and level design, sound design,  music and minimalist art style that looks beautiful! The only constructive feedback for improvement would be making the wheel rotate a bit slower (or slow down a bit slower so I have longer of it spinning at a slower speed to select the character I'm after) as I found it a bit frustrating trying to get the character I was looking for. I really enjoyed this my time with this game. 

Great idea and I really liked the visuals, I found the gameplay a little tricky, I found it a bit difficult to remember what spin I used to fill different orbitals and which ones I'd filled, so some way to represent this visually would be great (unless I missed a way that's represented?) Also love including an educational element of physics / chemistry (although a lot of artistic license was taken in the accuracy of the science).

Love the art style, and the fun dialogue and vignettes of stories, working out the drinks they wanted was fun, poor brian. Gameplay could do with being more engaging but a charming little game.

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Cute little game, I like it, the computer has personality and interesting to explore different paths through the dialogue. Also, like the different emojis of the machine to display the different results. Also, very serious :) 

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Love the art-style and contrast between the colourful game and grey environment, game juice felt good and I felt it really captured the atmosphere of slacking off in an environment where you don't want people to realise you're doing so. Fit the theme of the jam really nicely!

Some feedback: the spinning felt kind of unnecessary to maintain situational awareness due to the way the game prompts you, it felt like I could ignore the spinning mechanic, actually I was actively incentivised to do so, as smashing space slows down time but spinning doesn't, so I'd be better spamming space and using shift instead of spinning to see whether anyone can see me. Also, I might have been unlucky but the timing on the final level felt pretty tight.

Thanks! Definitely more of a prototype as I didn't have much time to work on the jam due to work commitments, I want to update it after the voting period to finish adding all the things I originally wanted in the game but didn't get time to add, I've got a lot of To Dos still sitting in my game design document that never got implemented due to time constraints. Glad you got the cute vibes I was going for, it's my first time fully making the art for my games from scratch rather than using assets made by others.