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fawfle

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A member registered Aug 25, 2020 · View creator page →

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I also forgot to mention, but the camera is a bit too zoomed in and doesn't follow the player fast enough. With some speed, it's pretty easy to walk offscreen and run into enemies you can't see.

Super creative idea! It was pretty hard to match the some of the faces due to how distorted some of them were since fixing something usually distorted some other part of their face. It also felt like they didn't fully match the reference like the woman's earrings not being circular. Funny and fun with a good premise!

Most realistic day trading simulator. Pretty fun, I've never been more annoyed to make money

Great little deckbuilder! The theming was fun and you taught the player how to play really effectively without any text by showing what actions you could and couldn't take. The UI felt really polished and every action was clear easy. The deckbuilding aspects were also great and it was fun trying to create an effective build by removing and adding cards and effectively using wilds. I wish there were more rare cards that impacted what you could play next, like the wild, but there was enough variety to be entertaining.

As for criticism, some of the cards looked very similar, like the paw and the paw grabbing a mouse. Making them more distinct so you can't mess them up would help the game feel smoother. I also think there should've been an indication that playing a rare card kept the color the same as the previous card since all the rare cards were black, like maybe having the rare card change color to match what was last played.

An incredibly clever concept executed really well! Each puzzle managed to make me come up with a new Rube Goldberg machine to solve a novel task, and you managed to make them all feel unique and fun. Finally getting all the bombs to go off in the right order and having everything fall into place was awesome. I managed to beat every level except penguins, partially because I don't fully understand what qualifies as saving them. Every other level was great, and fruits was probably my favorite since it was really fun working out how to get each fruit one at a time until I got them all. My only complaint would be that the physics didn't fully reset when you started so you had to wait a second before attempts or it wouldn't work right, and there was no way to change the default time on a new bomb so you had to scroll a bunch for the longer puzzles. Other than that, this was a really great game! (but ice cream is evil)

Good game! Well made and had a good amount of enemy and upgrade variety. Combo was a bit too strong (and the axe throw overall) and I ended up having over an hour since more enemies spawning meant I could get even more time, but with a few balance tweaks the other builds could definitely be viable. Nice job!

This game was really fun once I got the hang of it. It was satisfying to decode the message and decide whether to guess or use intel. The balance was a bit off since rng meant the odds of a symbol being in a row or column were relatively low. Stuff guaranteed to reveal something in the solution, like Theorist Theory, were really strong in comparison. Despite that, it was fun figuring out a strategy. For what I didn't like, a tutorial could've helped telling you how guessing worked, and I didn't like that your row/column got reset when you added a symbol. My best score was 690.

This is one of the most creative entries I've seen so far! The robot has a ton of movement options so choosing what to delete actually felt meaningful while still letting you beat the level. There were even cases where you could still win getting rid of left or right near the end which felt super satisfying. My only complaint would be some abilities are significantly stronger than others (the move and wallrun felt a lot weaker than the boost) so I'd usually get rid of them early, which is a shame since they were pretty fun to use. Super fun game!

This game ended up being a lot of fun! Keeping track of the timer in your head was a really interesting mechanic and the ticking was a good way to help me keep track of time without actually telling me. I think the sport shoes are misnamed but every other object fit and it was fun learning the layout of the store. My best score was around 18000, but I had a lot of time.

Thanks for playing! It's supposed to be musical counting for 8th notes which you usually count as "1e&a2e&a...". There was a hint for it in the files.

That would have to be my fault. I forgot to make the input box resizing account for the answer, sorry about that. You had the right idea. I'm glad you enjoyed it!

To answer your question, this game was probably too hard. I only managed to find 2 people and I couldn't find a rescue point. Not having anything to guide you towards survivors meant I was just wandering aimlessly. The water effects and ambiance were nice though and it felt claustrophobic and stressful. I also liked the intro segment and the tutorial at the beginning being given over the phone was a nice touch.

The reset button also didn't reset the timer for me so it just immediately ran out again.

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Great little rougelike! The game has a simple elegance and it's super satisfying clearing all the tiles. I don't fully understand the tickets above a tile since they seemed to just act like normal tiles, but everything else made sense. I also think you shouldn't immediately win if you clear every tile (maybe you get some sort of bonus) since getting a good perk (like you are special) could let you win really early. Maybe you could add an overall layer countdown so that each run lasts a similar amount of time but that's just my opinion. Very fun game!

The parry timing was really tight, but it felt super satisfying. It's probably a skill issue, but I feel like there wasn't a lot of feedback to figure out the timing. I got pretty good at the square timing, but I couldn't figure out the star looking symbol at all. The enemies also went into combo strings really fast and it was hard to react if you missed a parry. Really fun game, just really hard!

I love art style and general vibe. I don't know if it's intentional, but the idea of a kid making up a game about counting down after the incident is kind of realistically dark. From the screenshots, it seems like you have a bit more done and it seems really interesting and like you have something to say. I really hope you finish it!

Cute game, but I wish there was more time pressure. The cooking mechanics are there, but I only ever had one customer at a time so I never needed to manage multiple tasks. I could see this game being fun and frantic if you had to make a bunch of dishes at once.

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The smoking rat on the title screen goes so hard. The game was pretty fun, but a little short. The platforms moving up and down slightly made some jumps weird, but the controls and movement were tight. The controls at the beginning also disappear too fast. Also, having the same screen for beating the game and dying was a bit confusing. Really cute game and really nice art!

This game is awesome. You managed to hint at the solutions to each puzzle while not giving too much away, and figuring everything out at the end was super satisfying. It was also surprisingly educational while still being entertaining, and seeing the story through logs and text files was great. While I'm pretty comfortable with the terminal, I've never really used the network commands so it was really fun needing to figure them out. The visuals and text glitch effect also added a lot, especially towards the end when everything started going haywire. The terminal was also really usable and had most of the features I'd expect. The biggest thing I noticed was lack of a "clear" command since I use it instinctively all the time and the screen could get a bit cluttered. This is definitely of my favorite entries so far!

I got 163.21. The platforming was fun, but it was a little buggy. I liked the ghost that chased you down, and the timer incentivized platforming quickly. Nice job!

The visuals and atmosphere are great, and the minigames were initially pretty fun. Having to switch between the computer and bombs also made the game more immersive. The minigames started to get tedious after a bit, especially since most of them involved waiting. I got to day 7 but lost my cursor when a bomb exploded while I was in a minigame.

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Neat game, each minigame was unique and they were actually made more difficult by the popups. Trying to do everything quickly under the time limit was surprisingly fun. I didn't experience any issues, great job!

This is a creative idea. From what I can tell, there are only 3 levels, but the final level had an interesting solution. The lack of a mirror preview makes it hard to tell how exactly the player gets mirrored so its harder to plan. It's also unclear that you can win by having either you or your mirror win.

The main issue I have with this game is the upgrades. Increasing the click window is actually detrimental since it means each cycle takes longer. Having all the other upgrades get more expensive when you buy the multiplier also makes it make progress harder. I think you could make the game more satisfying if each upgrade scaled on its own (like in cookie clicker) and made the click window decrease the timer instead of making the time to click longer. Nice job for your second game in three days!

Interesting idea with a great presentation. The game is a bit too easy and the strategy devolves quickly. I think it's mostly due to how easy time cards are to get. Once you have enough time cards to live forever, the rest of your build doesn't matter and you can beat any score. I went until 200,000  but by that point I couldn't lose. The early game was pretty fun though and the time pressure worked well.

This game was super unique and well executed. When all the mechanics work together to clutter your screen while you're frantically trying to delete everything it really makes you feel like you're deleting illegal files from your computer.  All the work you put into the silly diagrams, pictures, and text documents made each desktop feel more real, especially the ones with the stories like My Beloved and the fact that they tied together makes it even better. Using screenshots and other files to convey information and getting the player to engage with it using passwords is really smart. After a while,  I became paranoid and just started deleting every file I saw. I'm also not sure if you specifically timed it, but I finished multiple levels with under a second to spare which felt great.

There's also some quirks with the randomness like the  "reBobot" and extra "are you sure?" popups. and the span I liked how they could stack and sometimes the reBobot would fail, but some attempts didn't have any spam or stacking effects. Increasing the frequency of random events in the later levels or having some rng weighting could make the experience more consistent.

There's also an "indirect call to null" error that happened to me multiple times when deleting a file on the web build. I think it has something to do with chained popups being created when the folder containing the original file to be deleted is closed (deleting a file, then closing the folder, then getting an extra popup like a "reBobot" or "are you sure?" and confirming it). I could be wrong, but I reproduced the bug by doing that and it probably affects both builds? Not a big deal, just something to maybe fix after the jam.

You can delete the tutorial. Very silly, 10/10.

The milk mobile controlled surprisingly well, and the song at the end  goes way harder than it has any right to. This is the definitive MilkMan experience.

Apart from not understanding perfect lands initially, this game was a lot easier than I initially thought. Almost every jump I made I did a perfect land, so I'm not sure if making it a unique input instead of the default was the right call. On the other hand, it was fun to do the input and made movement more interesting so I'd probably keep it, just make it more clear that you're doing something "wrong" when you land and get hurt. The bounce felt like it had a big skill ceiling for saving jumps, and I started using it to save them on runbacks. I still don't fully understand the spike jump input (I was pressing space and a direction when landing on them), so I think it would help if you included an explanation in the description like you did for perfect lands.

I guess this game was, uh, nevermind...

You managed to keep each level feeling fresh, each station's gimmick felt like a unique twist on the walking mechanic. Going from your description, I think you managed to convey each line pretty well, the inputs changing to represent a maze was clever. The visuals were cute and juicy. You left me wanting more stations, so good job!

The theming is relatable and pretty funny, especially procrastinating by playing video games. I'm not sure how to do the coffee minigame, I think it breaks after using it once? I can't tell if you're only meant to be able to use it once since you can always select it. I still managed to pass the test though! The extra timer on the studying minigame was a nice touch and made it more stressful. I think you should've mentioned the time the game ends before so the player knows how long the countdown is, but that's minor.

Nice simple puzzle game. I wish there was a bit more to it, but it was still fun!

This game is surprisingly deep! Once I figured things out, it was pretty interesting working out how to get to 0 with the fewest moves.


The hint screen was initially a bit confusing, and it being more or less indistinguishable from the main number didn't help. The primary number could be focused or centered more. Also, mod is a bit overpowered.

This has potential! The timer felt like an afterthought. Maybe you could give each question its own shorter timer and maybe have running out of time act like a different choice. I wish there were more branching paths or your previous choices affected the outcomes of later decisions, like your first choice affecting your career as an indie dev. The writing is also subjective, but it felt uniformly negative. I respect what you're going for, but having no moments of levity makes the story a bit heavy.

The idea is unique and makes it feel like more than just a simple timing game. Being able approach the levels how you want which is nice, but the freedom also means it's hard to keep track of when to do what.


The indicators help with timing subsequent attempts, but losing them when you mess up makes failure more annoying since learning the timings is trial and error. I don't know how to fix it, maybe let the player mark timings on their own?


Still enjoyable, maybe just a bit too hard for me.

The physics are jank, but not always in a bad way. It's satisfying getting to bomb to actually do what you want. Could use more feedback.

This is good enough to be the first video game

#1 blood bartending simulator. I wish the guest order was randomized so replaying it had a little more variety but all of the guests were unique. The vampire theming was super fun and the character designs were great!

I wish you pivoted around the actual pogo point and not the center of the character, that made the game a lot harder. I couldn't beat level 1. Too hard, 10/10.

Genuinely beautiful game. I wish there was a way to go down faster when looking for the later fish.

I got 444. I wish there was more enemy variety. I also think there should've been more feedback for getting hit. It was kind of hard to tell when I was taking damage and adding some screen shake or other effect would've helped a bit. Neat though!

Neat, this would've been fun as a multiplayer game! I hope you get around to adding more content.