I guess the joke is a bit confusing: But the compliment shouldn't be left unsaid, but instead, well, said!
That's all!
Some things are better left unsaid....
Well the fact that this game has a strong message is not one of them! I like the topic of dealing with an "internal turmoil" caused by being thrown around despite being the nicest person alive and coming to the conclusion that it really is better to just talk to someone about it.
Bottling negative emotions and not talking to people (let alone psychiatrists) about it is sadly a very common thing nowadays, with myself included.
Great stuff! I wish it was a bit longer though
Oh yeah about the whole theme thing, this game's concept wasn't actually based around the theme but rather an idea that I wanted to execute for at least half a year
...And the idea happened to be incompatible with the theme 😅
Anyway, the plot of the {STATIC} saga games isn't very well fleshed out I admit, but I did want to create an explanation for everything.
There was supposed to be a "limbo" of sort which would be a hub world for NPC dialogue and their lore drops. I have made the map itself 2 months prior, but I couldn't implement it in any way.
Essentially, {STATIC} - The first game in the saga, was set in an infinite loop of killing enemies that you were breaking out of, you kill STATIC in the end (the TV-headed mech in this game's intro) and put an end to the endless cycle. {TIME-STATIC} takes place briefly after that.
The ruined city is the aftermath of the ending of "The Driver Never Forgets" (TDNF) from February's Brackeys Jam, which has a Serafim looking eldritch being chasing you as it wreaks havoc in the city.
The city isn't necessarily real, but a product of "some greater illusion". Before the aftermath, it was a functioning city - The previously mentioned limbo was supposed to have shops and NPCs based on the shops seen in TDNF - The mechanic I had in mind is that their souls are lost in the ruins and you have to take them to the limbo, piecing together an explanation.
The "Digital Worlds" (or DW) are in the same plane as {STATIC}'s arena (which even reappears in this game), the only difference is that you can travel in and out of them instead of keeping you trapped.
The keys scattered around are the key to breaking out of the illusion entirely and killing the vessel of it in the final boss fight, before revealing what the illusion actually is and realizing that you've been screwed over.
That's it for my convoluted lore drop. Thanks for taking time to play and review my game!
This game is super atmospheric and I like the narrative. My only issue is that the colliders for the items are very off. It was hard to press the Log book and the map.
Canvas scaling issues I assume? You might be using the "Constant Pixel Size" setting for the Canvas instead of "Scale With Screen Size", which is the default (and a very stupid one at that in my opinion).
Otherwise great stuff! This was very interesting
The visuals, voice acting, especially the monologue writing strongly reminds me of Alan Wake, which happens to have one of my favorite narratives in gaming. This game was absolutely no slouch either - I loved the optimized visuals and the use of parallax mapping for windows and the furnaces, the voice acting and audio in general are absolutely crisp and just the plot of self reflection was very interesting. It's like the character was in disbelief of his own actions.
I was intrigued from the first moment I saw the page to the very ending.
Great job!
Being interested in the theme of neurology (not that I'm studying it), I was instantly intrigued when I saw this game in the promo Discord channel and I must say: I absolutely dig this idea as a game. This really puts to show how important each sense is when traversing an environment this hostile. I liked the Trial and Error part of the gameplay and it was very engaging.
The audio and graphic design is no slouch either - The visuals look great and the audio is very detailed. I also love how using sight or smell aren't dead silent, which would've drive me insane.
Great stuff!
This is a super heavy and ambitious narrative-driven game. I love the plotline, the charactes, the artstyle - It's a very polished and intricate game. My only issue is the story pacing - I've essentially been sitting on my laptop for 20 minutes with the story barely moving, but I have to admit, I'm not a fan of story-driven games.
But overall your team did a great job. Awesome stuff!
This game has everything: Buffoons driving normally, buffoons crashing into buildings, buffoons driving in circles, buffoons driving off road, buffoons brake checking you and buffoons hitting you in the oncoming lane!
As an avid driver I could not have asked for more. You really can't trust the drivers
Thanks for playing!
Honestly I agree! - when I also noticed that the movement speed is too slow, I had already laid out level design for the first 2 DW levels and some of the city, which meant that making the player faster meant breaking the level design and having to spend even more time redoing it, so I resorted to doing so slightly. I also wanted to avoid making the game nauseating for casual players
Thanks for the detailed feedback, glad you liked it!
The photos part was neat, but what sold this case solving for me is the interrogations - As someone who likes watching crime cases on YouTube, I like how the killer obviously acts psychologically accurate to how a normal person would act in an interrogation room (especially the paranoia part)
Overall, this game is pretty intriguing. Good stuff!
I was confused at first but I was hooked - This is a really cool game where you have to think critically to succeed and I love a thinking challenge or two. What also makes this game is the pressure to call bluff on your opponent since making bets too high is bound to fail you.
I have no issues with this entry whatsoever - I would only expand on on it. Maybe some more artistic elements like a backround pattern or anything to make the visuals feel more complete. The artstyle itself is still very strong thanks to its simplicity one way or another.
Eitherway, this is still a very polished entry
Great job!
Even though I haven't been sticking to SBIG nearly as long, it has a special place in my heart for enforcing creativity by essentially taking a step back (which I admit I suck at doing so). This is a really cool tribute to the jam history also packed with references - Can't wait for the finished product!
I noticed you saying that the game is unfinished and it shows.
I actually liked the graphics - It reminds me of Half-Life 1. The atmosphere was pretty neat too
Gameplay wise however, I was pretty much even more confused after reading what I'm supposed to do. The item system is also janky in an annoying way. I can see the potential in a deep gameplay, but without a comprehensive tutorial or objective system, it doesn't work.
I however liked the in-depth system of the server personalities - Connecting them together and checking their connection status was interesting in a good way.
For this reason, it's better to make the gameplay simpler in the question of Game Jams. Not only would it be more accessible, but the general risk of running out of time is much lower.
Eitherway, I wanna see you keep working on this game - As I said, this has potential and I like more complex games.
Good stuff 👍
I've been wanting to play this one for a while and I was not dissappointed - This was really fun and challenging - Got to the end and scored $574
I was confused at first, but having to do precise cuts using the shear (pun intended) clunkiness of controls was somehow super entertaining (Though I'd normally prefer push-to-cut instead of a toggle). It is so easy to screw up too, I ended up cutting everything out but the single section I wanted to cut out - Or even just everything
I absolutely love the bizarre, weird shaped characters (which secretly also own bakeries) - I even got caught off guard when I saw their buttery smooth animations, and their F-rank reaction is the cherry on top.
The game is generally super polished too - the artstyle has great consistency and so does the sound design.
Overall, I love this stuff! Great job!
Yep, I initially wanted more "what the fuck" type stuff mid-game, then I ended up being short on time after I spent too much of it actually making the gameplay (I guess that's the 'just ship it' part)
An idea I had in mind is a low effort minigame where you have to protect a baby in a cradle from attacking enemies - Which then would spiral into the "remind me to feed the baby" -> "defeat the baby" meme and then a boss fight. I'll probably make this a thing in the big update
Anyway, thanks for playing!
"Hey You went to see you went to see you went to see you went to see you went to see"

I have to make a beat out of this ts so fire
Anyway, as much as I loved the atmosphere, it was pretty hard to figure out what am I supposed to do. Spent a whole minute trying to figure out if the game even loaded (it did, I just needed the flashlight) then I spent minutes wandering around, found a key but couldn't find the alleged door.
It's a simple premise, but the execution is absolutely not mindless. The fact that you have navigate using a map and just the slippery controls added to the challenge.
This is also the first UE4 game in a while that I played that doesn't run like dookie. I adore the Low-res, low poly graphics and just the artstyle overall feels consistent.
Good stuff!
I'll say this straight - I'm not a fan of CRPG - But I think this is a very neat game. I like the Black and Cyan graphics and the detail in this game, but I think the battles are too RNG based - It's not a hard game from my experience, just incredibly tedious.
I got to the guardian in the hallway (I already forgot its name🫡) and spent about 10 minutes of exchanging parries, while the enemy would occassionally fumble its own attacks, before Alt+F4-ing out.
I know there's more to this game, I just don't want to wait the RNG out (unless I'm doing something wrong)
Good stuff!
Since I played the Out Of Order reboot (?) last year, I instantly knew I had to check this out! I was NOT disappointed
This game expands upon the last one with new mechanics - Like the inventory system, the allies and new enemy mechanics. Though I think both should be polished more, I think it's an interesting addition. After looking at your portfolio, I noticed that all the new characters were taken from your past projects.
While the gameplay feels mostly the same, I noticed that the Assault Rifle hits enemies maybe like every 10th shot? when I spray them with bullets - But otherwise the game is pretty playable and feels nice!
Speaking of the allies, while their dialogue was borderline hillarious, they didn't contribute at all to the gameplay - Most of the time they just spend time standing in one place after attacking once. I noticed that there's a command button but I couldn't get it to work, so again, I don't know if I'm missing something.
I liked that this game is much more story focused than the last - It has cutscenes akin to Half Life and RPG-like dialogues. The comedy has absolutely stepped up as with the unhinged humor and references to real people - Even Ned Reid himself has his own cell! I also found funny how each ally casually had a Cell Block security switch in their cells.
To conclude this, this game deserves to win again despite some of the shortcomings - It has everything that makes it so bad it's good.
I AM OUT OF ORDER.
(also your web build is fucked)
>Red needs enlightenment drugs
>Send drugs
>Drugs bounce off and seemingly escape the orbit
>Sends more drugs
>Success
>2 orders later
>The first box of drugs returns and hits Red
I was confused at first but I got invested despite the slow gameplay (and I'm already pushing 1:30am). This is pretty much Kerbal Space Program but more stressful and somehow intense - You should have seen me watch in pure anguish as my boxes *slowly* missed their targets
I've also noticed that each box has different properties but I haven't explored that.
Other than all of that, the game is very polished and all around playable.
Great stuff!
I love the "grotesque" vibe the environment gives! The texturing especially makes it look absolutely disgusting. Shame that you couldn't finish the game, reading the description, there's definitely some thought put behind the game's design.
I saw that you had a devblog teasing an update - If you manage to put that out I'll return to play it once again just because I'm curious what's on your mind. Usually, you won't get nearly as much attention post-jam than during the voting period, which is also what provokes me to do this.
Good stuff!
The visuals and atmosphere of this game are awesome! It creates a really surreal vibe that's unsettling in a way. I see that this game is also heavily inspired by Karlson, with wall running and sliding. The movement could be a big tighter since it was unneccessarily difficult to make it to the jump pad on level 2. Great job eitherway!
I love the visuals of this game! The CRT and the camera shake really creates an intense vibe here. The concept of different squares with different "what collides and what doesn't collider" stuff in it is pretty cool and the gameplay feels good. I think the only main issue here is performance in general, the game often spikes in lag when enemies are around. Eitherway, this is a pretty cool "quality over quantity" type submission, well done!
I got intrigued by the art cover and had been longing to play this game the whole time. I love the visual effects and the artstyle in general! the camera dude taking photos of stuff is a nice spin of interacting with objects - I also liked the fact that you collect clues in form of objective!
The part where you run is actually pretty terrifying and the jumpscare is absolutely amazing. The jumpscare art looks and feels as off as it should and that's what makes it creepy. I didn't play the game with my headphones on, just left them on my table with volume maxxed out to act as a really quiet speaker, so I couldn't really feel the full effect of it and the horror elements alone.
Anyway, the biggest weakness in my opinion is the scale of this map compared to what's in it and how fast you move or how far you see - It makes moving between sections feel like eternity.
Eitherway, this is an awesome submission, great job!
As a Soulsborne fan, it's nice to see a Souls-like in a jam and I knew I had to play it! Knowing how complex a souls game is, this is really impressive. I liked the concept of having to go through fog gates to unlock rooms
However, I think the biggest weakness of this game is the enemy design, well, the attack animations specifically - Both the normal skeletons and the big skeleton have one attack that hits right when the animations starts, which is really unfair for reaction time and can only be mitigated with the shield. The mid-air sawblade attack from the boss fight hits when it doesn't make sense for it to do so. These are kind of a nitpick but the instant attack hit especially is why I kept dying at the boss fight. This type of stuff is critical to get right in a game like this.
Eitherway, this is cool stuff and again, mad impressive for 7 days and one guy. It's great to also have full controller support so I could catch up quickly, the gameplay on top of that also feels nice. Great job!
I absolutely adore this game's wackiness! The artstyle has to be one of my favorites from this jam - If I could give 6 starts for visuals, I fucking damn would. I loved the combat too, it reminded me of the weapons in REPO, where you have to manually swing them to attack.
This is a really fun submission, great job!