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Enygmatic

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A member registered Jul 18, 2018 · View creator page →

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This was a cute, visual novel, but to be completely honest it didn't really feel "so bad it's good" more just kinda humorous in the vein of a more wholesome Hatoful Boyfriend.

The artwork is very well done, with a surprising variety and detail in the player character sprites. The writing is also quite well done and gets across the different personalities effectively.

And I like that the game doesn't have a proper fail state and just keeps going with the flow like Sidd. Reminds me of Disco Elysium in a way (my frame of reference for visual novels is jam games and CRPGs I'm sorry).

I also like the game took a different direction with the shipping theme than the most obvious one.

This is a very well made game, by some devs who clearly know what they're doing at least somewhat (kickass websites btw) but it just doesn't come across as "so bad it's good" to me. But better a game that's lean towards too good than too bad!

Great work!

I managed to get the key and to the door and outside!

This genuinely brought me back to early 2010's internet horror games, the repeated maze of walls and creepy childlike decorations really evoked memories of Slender fan games, FNAF and Baldi's Basics! By any chance were the chairs a reference to the chairs in Slender The Eight Pages or am I overthinking it?

I like the design of Mr Mc Prolapse, and the repeated robotic voicelines, and the fact he has no animations whatsoever and his AI is horribly broken.

This was a simple but neat little game, I think it could benefit from being less mazelike and a little more guidance as to what you're actually supposed to do. But for what's here I had a decent few minutes with it.

Good job!

What a twist!

The other comments didn't lie, i did NOT see the change coming, really well done!

I also laughed out loud when I saw the parents, one of the best dialogue trees I've seen/

Great work!

The light of nobility has arrived!

I have to admit, there's only a handful of visual novels I've enjoyed, and I'm happy to say this is one of them!

Everything from the artstyle and the writing, to the minigames and audio was all perfectly SBIG!

Getting a band of misfits together to take down the dragon honestly felt really neat and like it was building up to a big dumb event. This was a long VN, but tbh I barely noticed because it kept me engaged and the pacing was really well done!

Amazing work, great job!

This was an amazing experience with one horrifically frustrating and tedious boss fight that took me about a dozen tries to defeat!

The visuals are superb, the sound effects great, and the animations and dialogue are also hilarious, A+ work on the walk cycle!

But man that boss fight is BRUTAL, and not in like a fun challenging way. There's no hinting as to when a box is coming at you, which box will actually hit you, and sometimes the clicks don't register on the cubes. Add on top of that the button to attack is well away from the boxes, so there's a lot of strain on the hand. I've also just never been fond of individual-click-heavy games.

But all in all the good well outweighs the bad, the date scene is amazing, the manager art is great, and I love the cutout stock characters.

Good job!

Another year another wacky tortoise game!

Man this one had some whole new level of jank to it, having to reply to emails at work is bad enough, but having to type with qwop controls and restart on every typo is a whole new level of hell I didn't previously think possible!

The mix of frustrating controls, wonky physics movement, and tasks requiring fine inputs would usually be enough to turn me off, but in this case it didn't prevent me from progressing so I quite enjoyed it!

I managed to get to 53% at the cost of over 7k pointeronis!

Excellent work!

As a long time SBIG enjoyer this was a wonderful little unfinished send-off for a remarkable jank career!

It was really neat getting to walk (and drive!) around the town and through buildings, seeing all the little details and various characters was a cool walk down memory lane. It made me feel very nostalgic and tickled parts of my brain that hadn't been activated in years!

I loved the mix of buildings in different states of completion, and especially the untextured museum and stacked apartment buildings! Just the slapdash feel in general really comes through lol. And the various little interactions with characters were fun, I really hope we get to see an XCVG game with physical dice as a mechanic someday though!

Frankly just the idea of a janky small town feels oddly cozy to me, and I don't think we've had nearly enough walking sims in SBIG so this was a very nice experience on that front.

As others have mentioned, this made me feel very sentimental as someone who has played and referenced all these games, it's a kind of bittersweet moment. Like the last day of high school or university, it's the end of an era and no one really knows what's coming next but you can at least look back fondly at what was!

It's been an awesome ride over these past several years, and genuinely thanks for all your art and feedback to both myself and many others in the SBIG community and beyond. I can't wait to play the finished product, and I hope that whatever you do outside of game dev will be even more fulfilling!

Excellent work, so long and thanks for all the fish!

Thank you for the windows build, I managed to beat the game! Always feels good to see a sequel to previous SBIG entries, and I can tell your vertical shooter skills have improved since last!

But man this frankly feels almost too GOOD to be so bad its good! The number and types of upgrades is cool, the quick turnaround on the time loop makes the game feel very quick and it feels great once you level up enough to one shot enemies.

The music and sound effects are on point, and almost sounded on-beat? Really well done!

I think for me it doesn't lean enough into the janky side for my personal tastes. Mind you, I prefer a game that's too good than a game that's too bad.

I sadly didn't find the secret mode😢 , but I feel happy knowing that you managed to add one!

Overall I thought this was a very fun entry, and I'm happy you've contributed to SBIG once again! Great job!

Thanks so much for coming back and replaying!

For all the feedback in helping squash bugs you earned the patched spot in the credits lmao, thanks!

Thanks for playing, glad you liked it!

Short but sweet! The missing texture particle effects, spring and stretching sound, and cat breaking its back to jump were all fun!

Also the music in the background I found suitably upbeat but not overbearing.

More could've been done in experimenting with the mechanics, but I think it's better for a jam game to be too short than too long.

Great job!

As someone who really doesn't play platformers outside of jams I appreciate how this one really leaned into SBIG without becoming solely focused on frustration!

The MS Paint art, the horrible quality voice lines for enemies being killed, the visually aggressive level designs, all perfectly SBIG!

Great job!

This was a really interesting experience, I'm kinda sad it isn't a complete entry but congrats on releasing your first game!

The art is great, I love all the little jokes like censored feet, and the biblical layer bringing in gnosticism combined with modern Anime style is very fascinating and SBIG imo. Possibly the most spiritual SBIG game since The You Testament? I don't know but I liked what was here.

I hope you make something next year!

I like the idea of this game, and it's surprisingly polished but man, it really needs to be at least 2-3x faster than what it currently is. Packages take too long to launch, the planet takes too long to spin, and new orders take too long to arrive.

I get the glacial pace is supposed to be humorous, but tbh I've become a little tired of wasting the players time being a joke.

Which is a shame because I can tell a fair bit of talent went into this, the little fading trails of the packages, the orbit physics, etc. all really cool, but the pacing kinda kills it for me.

Still, you all did some good work here. Good job!

I am incredibly jealous at your ability to ship something as quickly as you did!

Love the art style, the banana, the alcohol meter, the meta-ness, great stuff.

Excellent work!

Wow, what a journey!

My first attempt at floating was an unmitigated disaster, I don't think I slowed down even a little bit after a certain point.

But my second attempt shot me to the moon one might say! I was really impressed with the "secret" ending, and I just kept thinking "Oh neat they added that... Oh wait they added MORE?!" it was great!

The presentation here is great, and I loved the little random outfit pieces and voicelines, the soundtrack was fun too!

This honestly felt like a nostalgic flash game, and that's never a bad thing!

Excellent work!

Thanks so much for playing and all the kind words!

I've felt a lot of my past games didn't have enough little details for my tastes, so I threw in just about everything I could with the time and mental energy I had. I loved putting all the little in-jokes in and I'm happy you enjoyed them too!

I'm happy you liked the new systems too! I'd been tinkering away on them for over a year now and never had a game that made sense to put them in, and I figured if they didn't work well then SBIG would be the perfect place to try them out lmao. So I'm really glad you found them neat as well!

And yes they are doing the "6 7" thing! I thought it would either be suitably funny or suitably cringe/annoying depending on the player.

I swear the player experience seems to swing wildly, it runs fine for me, but others have reported some bad issues with the AI, so I'm really happy it worked for you! Only took 4 rounds of patches🤣🙃!

Yeah the post-credits section was something I KNEW I needed in, it's the tenth anniversary of the jam, it's a long-awaited sequel to my first game (as well as 2 others now), and it just generally felt like things are changing so I wanted to celebrate what was and the people who made it great before looking to a hopefully bright future! I mean quite frankly your name could've easily been in there if I had time to expand it out further!

And yes I love calling back to past stuff, and this sequel in particular is 7 years in the making (in some form at least) so you can imagine how I feel finally getting it out. Thanks again so much for playing and the feedback!

Thanks so much for playing! And thanks again to your friend for streaming it!

Yeah getting the anti-car field I thought would be a funny way to explain the mechanic and also force the player back out of the car at points.

I'm glad you liked the ending! This jam has always been special to me, it's the first game jam I've ever submitted to and spawned the first game I've ever created (the first episode of this) and wanted to make sure I gave some noticeable thanks on the 10th anniversary. So I'm really glad that came through, and thank you for participating in it as well!

In some ways this game almost feels TOO polished to be in SBIG jam, but I agree with other commenters the comical logic of what items bring you to the next day is quite funny and like old school adventure games with trial and error.

The art was all very well done, same with the interface, sound/music and just the writing overall. I was genuinely impressed at the combination and number of items and how many effects each could result in.

If this was your first game this was VERY well done! Excellent work!

Honestly this one felt more like just a fun game, but I guess the optional gramophone, kinda slippery controls and minefields make it a little more cartoonish.

I do like the character in the main menu having custom animation sequences for starting and quitting!

The gameplay itself is a little goofy but never frustrating, and I think it would've been an easy thing for this game to fall into, so congrats on that! Having to navigate with the map is also kinda neat, but maybe my experience in playing games with no map marker for the player came in clutch because I never got truly lost.

Also I have to say for an Unreal game I am amazed it doesn't run like garbage, so extra points for that!

Great work!

For a first game I think this was a fitting entry for SBIG! As someone who started out with it many years ago, I always love seeing  a Scratch game, we usually get at least one each year!

The artwork and sound effects are perfectly SBIG, and I appreciate there being several of them to break up the monotony of the gameplay itself. That being said, the "ending" of getting all upgrades is reached before the game gets stale so the pacing and length is just about perfect. I always appreciate short but sweet games in a larger jam!

I hope you continue to make more beautifully weird games!

This was a simple but fun game, the controls feel decent and it never felt like I was getting hit by some bs hitbox!

The twist on level 3 was pretty fun too, and I thought the whirlpool or rock gave a fun dynamic of not causing damage but taking control away for brief moment.

I don't know if I'd really call it So Bad It's Good, for most of the game it honestly just felt like a half-decet flash game from back in the day. Though the third level I think throws some SBIG into it.

A shame there isn't a proper ending, but one could potentially call that SBIG in and of itself. I enjoyed my time with this short but sweet game, good work!

It's definitely not polished and has a fair bit of jank to it, but it feels honestly just kinda boring without any threat from enemies or any wacky sound effects or visuals beyond the finger gun and slwo moving bullets.

This game feels like there should be a gunshot sound of a guy just saying "bang" into a crappy mic, and enemies with a poorly drawn face on them or something. But instead it's empty levels with no real threat and the ending just zaps right back to the menu.

And I can see the argument that an ending like that and levels as they are would be SBIG, but to me just kinda feels hollow.

I DO appreciate the fact you had some level of tutorial in game though!

Congrats on submitting!

A neat little game that has some cool ideas but drags on a little too long for my personal taste.

I love the items being thrown off screen, and I love the stamina bar and effects for the hand, but good lord I hope the upgrade price was a joke lol.

I got up to level 8 before I got blocked by a needed item being thrown off screen, I don't know if there is an end but I wasn't able to reach it.

I think the pacing could be sped up a fair bit but this was a neat little game, good work!

I really like the loop of this one and I have to appreciate the levels of "ship" implemented here.

The level feels oddly cozy with the giant book shelves everywhere, and I love the crummy looking conveyer belt in the middle whilst multi-coloured test dummies wander around.

The one QOL feature I wish the game had was a simple indicator for when you're close enough to put the ships in the ships. But the game isn't that difficult so it's not a huge issue. Though, yellow characters can be harder to distinguish from green or orange than I'd like sometimes.

Performance wise though the game starts to chug after a certain number of ship mates spawn. I think the fact each NPC has their own audio player for their footsteps also gives webgl some grief.

But just the general loops of having to sprint across the room as you have to look for members of an increasingly complicated polycule is fun and very SBIG. Good work!

It's a shame this game wasn't finished with a proper ending because I like the premise and stylistically I think this fits perfectly for SBIG in the vein of the janky Unity walking sims of the 2010's.

I loved all the character art, especially the cursed Unity bean speaking in wingdings and morse code!

And I just loved the environment, the cursed textures, the wildly inconsistently sized props, the sheer number of things laying around, and the little variations between each floor and bedroom was really neat! I would've loved to have played a proper murder mystery in it, as I just love me some largeish detailed levels!

For future work though it should be noted the collision detection on the interactable passengers and environment items is borked. It's possible the interaction raycast is fighting with the players own collider? Either way that's the one thing I think can be fixed and saved for another game if you don't plan to ever finish this.

A part of me hopes it was the vampire girl or the candle.

Good work on submitting what you did finish!

This was an interesting little game, I liked how it felt like a throwback to old adventure games or flash era escape room games.

I did finally manage to make it to the end credits, though I admit I have no idea HOW. Which is both a point for and against the game for me personally.

The sound and visuals are nice, music is very well done, and graphics are fittingly simple. I liked all the details in the UI though for the various states of subsystems being enabled or disabled.

This was a neat game, just confusing lol. Good job!

Honestly for the first few minutes palying this game I thought it was very polished but going to waste my time. But having played it all the way through I can say this was a really fun one!

Though, I still think the ramp up of skills could be a little faster, I spent over 35 minutes on it but it didn't feel like there was over 35 minutes worth of game. If it were me I think I would've made the shield cooldown much faster so the player can recover, as it is now you can reach a point of no return if you get the wrong boss pattern and used the shield cooldown too early.

That being said, once you fall into a rhythm the game mechanics start to feel really good, and I was surprised at just how many attack patterns Kevin had!

And the art I honestly found to be just stylized rather than So Bad It's Good, though the overexaggerated anime moments and the fawning girl were kinda fitting for SBIG.

And the sound design is great, most of the effects are just good, but the soundtrack is definitely SBIG. It gives me the same vibes of the whistling song from Deadly Premonition.

Overall this is a little hidden gem of the jam I think, excellent work!

I didn't expect to see a my little pony fandom ship building game but I guesss I'd expect nothing else from a jam like SBIG.

I admit I have no idea what the hell I was actually supposed to do after I hired a single pony. I had to either accept or decline a bunch of contracts, no option to exit out of the menu, and then select options for the ship with buttons that all had the same icon. And then the button I thought confirmed the ship did nothing at all so I don't think I ever completed a single ship.

So uh, yeah concept wise decent start I guess, but as for actual gameplay it just feels very unfinished. Maybe next year if you get a 6th team member it will fully work?

In any case, great job on submitting what you did manage to finish!

This was a neat little game, didn't get to play multiplayer but tried the single player out.

I'm surprised by the number of physics based games this year, and I thought this one handled it pretty well.  The act of grabbing the items, sticking them in the box and shipping them off was all neat. But I admit I was entirely confused as to if I had completed an order or not. Because I feel like I completed order #001 at least twice but it was still on the tablet?

And yes, same thing as everyone else regarding the weights, too heavy lol.

Oh and I think the FOV should be upped from it's current level, feels too claustrophobic for me.

Overall playing this by myself it felt like a chill kinda janky game, a little bit of SBIG when solo but could easily seeing this getting chaotic with friends lol. Good work!

Congrats on your first 3D game!

I let a lot of pizzas go cold and I didn't expect to be immediately thrown into delivery, but I had a good little time with this game.

The driving felt surprisingly nice, and I think I've tried using the same building asset pack in a game project once but I thought the environment looked decent. Though I did reach a hard lock at one point and had to quit because a delviery square spawned on an empty void that I couldn't reach.

Also if I had to make a recommendation beyond plugging the level holes, and the delivery location logic, but having the triangle be an arrow pointing TOWARDS the destination would be a solid quality of life improvement!

Also I think even just a simple bike sound loop, a delivery sound effect, and a kevin macleod music track looping in the background would add a lot to the game. As it is now it feels kinda eerie in a way just silently moving around the nighttime streets.

I don't know that the game really feels so bad it's good, just more kinda felt like a first attempt at a 3D game. Which maybe could be SBIG by some definitions?

In any case good work on your first 3D game and second jam!

i really love this idea and I think it's a perfectly janky idea but my enjoyment was REALLY weighed down the first time by just how poorly this game ran. Like I didn't get ANY of the cargo into the plane.

Then I decided to redownload and try enabling vsync in the nvidia control panel and lo and behold it was much smoother this time!

The mechanics themselves are very sbiggy, and the extra little random events really add to the janky atmosphere. Oh and I love the little forklift and the endign cutscene of all the bags spilling out!

It took me a long time to get used to the overhead throw, and I kinda hated it at first but now I almost think it works better than some of the throwing in the Amnesia games lmao. I do respect anyone who tries to do something with physics interaction in a game jam though, having worked with it once it gave me enough of a headache to not risk it again without prior testing.

I can say after my third attempt I quite liked this game and it fits perfectly into this jam, excellent work!

I really like the idea behind the core loop of this game but it has some flaws preventing it from being enjoyable for me personally.

As others mentioned the pace of the boat is very slow, which is an issue but one I think could be fixed by upping a few numbers in the code. But alongside that, there appears to be a timer for the levels? Those two combined with having to avoid icebergs, which I can't tell if they're randomly placed or not but I had some very close to the end point and had to make some wild turns to get back on track, meant I failed a few times just due to not delivering despite having little to no boat damage.

I also think some things can be improved like just having some interaction prompts so the player knows what they can do and kind of how to do it.

Just in general signposting needs improvement, because there's a lot of cool stuff you can do in this game: steer the ship, tighten screws, move boxes around to avoid them going overboard, upgrade pallets(?), tape up leaks, smack beavers, and avoid icebergs!

But, it's not clear in-game how to use these things or that you CAN perform the actions. There's no explanation in-game of how to handle the screws, or that they're a problem you can fix. At first I thought the pipe icon was for water leaks, and I thought the steam was just some background visual effects. I read the description so I knew how to tighten the screws, but wasn't sure what it referred to at first. But having to manually move the mouse around ala Amnesia or something to tighten the screws back up I thought was a really neat implementation and worked well!

The pallets however I never understood how they worked, they didn't seem to keep boxes in place at all, so I don't know if maybe they're unfinished? Just generally the game gives unfinished vibes, which I think makes sense since it does seem pretty mechanically ambitious. Having messed with physics interaction in Unity before I know it can be quite difficult, so kudo for even attempting!

I think there's some cool stuff here but it's buried under a layer of non-explanation, so rather than feeling like a janky shipping game where you're scraping by, it feels like I'm losing due to rules I don't know exist and are never clarified. Congrats on getting as much done as you did though!

This was a beautiful and charming entry! For one the voice acting is very expressive, the movement is very dynamic and well animated, and the replication of real-life cooking in digital form is par excellence!

I love how this game feels like it's put together with scotch tape, crayons, and an assortment of magazines. Combined with the simple but oddly varied little gameplay elements made for a janky little cooking game that was a feast for the eyes.

I liked the free roam aspect of wandering for recipe ingredients and the process of going through dialogues, little miscellaneous interactions and the planting seeds (which were just pixels of the full items, brilliant example of work smarter not harder btw) were all really endearing and fun I thought.

The final section I thought felt a bit off in a different, but in a way I didn't mind too too much. The bullets being shot felt almost off rhythm for most of the section, until the boss spawns (great implementation of history btw) and then it becomes normal. I don't know if I would be impressed or a little confused if the inconsistent projectiles  was intentional.

I am curious overall though, did this game build off the base of one of your existing horror games? I always find it interesting seeing devs reuse existing setups for wildly different purposes (myself included), so discovering the bear was originally a horrific monster would be a fun little detail lol.

This was an awesome entry, great work!

This was amazing! Exactly the kind of fun unique and janky game I like to see in SBIG!

The sound, music and art are all SBIG perfect, and I really love the cursed claymation characters. And the F result scream is hysterical lmao.

I completely sucked at the mechanics of cutting, but the mechanics themselves suck just the right amount, and since sucking doesn't block progress it just makes you want to get wacky with it or thematically throw up your hands and say "good enough!". I don't think I'd want the cutting to be any more or less janky than it currently is, its just controllable enough to get some intentional shape but not enough to cut out a trapezoid, perfectly clunky!

Excellent work!

Thanks for giving the game another shot!

Ok I have absolutely no clue what the issue is then because yeah it works for me on web and windows, and no one else has had the same issue since Friday seemingly lol.

Yeah the third level was the last one I did, so it is a little too sparse. I thought of having a wave defence kinda scene similar to the end of the highway level in half-life 2, but alas didn’t have time and energy for it.

Thanks for playing again!

As someone whose played the original Fallout and part of Arcanum I can appreciate a good "whiff simulator" lol.

I actually thought this was a very interesting and unique SBIG game. Of course I also read through the GDD and was stunned at the page count (it maybe a joke it maybe genuine, but the best part is I can't tell which so great job), and I actually like the idea mentioned for the illiterate trait. Sounds like a more intense version of illiteracy in Kingdom Come Deliverance.

The visuals are good for a SBIG CRPG, and the sounds are I think fitting.

I only finished the game as Minister Maxx but I briefly tried all of them. And I liked the rules lawyer unique GUI for Todd the Godd. But I was genuinely surprised the stealth mechanic actually worked, so I was able to get the drop on all the enemies and sneak past the gatekeeper. So well done on that part!

As for the combat itself, it's almost the worst kind of the genre as it's very RNG and slow and requires clicking manually each time. And while I imagine that's fully intentional to replicate the jank of those older games, and also a way to allow the player to have multiple abilities to attack enemies, it does make the game feel more frustrating. And for me personally a game being frustrating takes away from it being so bad its good.

This game didn't lean too far into that territory for me personally as I'm more used to the genre, but definitely can see it scaring off or annoying a lot of other jammers.

But, I do appreciate that the player can parry a lot of attacks, so even if they aren't killing the enemies as quickly at least it's not as lethal as it could be.

I've actually been considering experimenting further with an isometric game, and this game really makes me want to try it lmao.

Great work on a sbiggy CRPG, not a common genre for this jam but one I think is rich territory for sbiggy goodness!

This was really well done, it really distills the essence of trying to get a game done in the final hours lol.

I got a score of 37 and am surprised I even got that high lol.

All the minigames are neat, as everyone else mentioned I loved the sleep minigame (and actually enver got caught by it!)

The artwork, animation and sound design are all REALLY well done and feel incredibly snappy and satisfying, but it still has that layer of humour and jank to make it fit perfectly in SBIG.

Another banger!

This was pretty neat, the artstyle was perfect for SBIG, same with the rather interesting audio design.

Some of the minigames I liked more than others, but congrats on implementing multiple minigames! I do agree they felt like they went on a little bit too long, but tis a hard thing to balance. Despite what you may think from the length of my own entry I like short but sweet jam games.

I didn't make it through the lights out game but I did survive the others at least, the give up button was a good idea lol.

Great work!

I admit I'm not a big player of platformers, but this felt REALLY polished movement wise, maybe too good for this jam.

But I love the overall concept and I found the new game + really neat! And dear god do I empathize with the sentiment of "works on my machine" from both sides of the conversation 😭😭

A shame you only had 30 hours to work on this but it was well done. Good job!