The visuals of this game are really well done. I like how cute and comfy the scribbled out artstyle looks like, and I think it adds to the charm of the game. The game itself is fun and I enjoyed trying to figure out what combination of words would make the most trending tweets for my account. While it is unfortunate that you weren't able to add sound to the game, the fact that you made this in a round 3-4 days is still impressive, and overall I enjoyed your game!
newexp
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This was nice. The use of "1s" as the enemy to implement the theme was pretty witty and the gameplay loop was simple but left a lot of room for mastery. I was a bit confused though on how the upgrade system worked initially as I didn't realize that I had to click on one of the slots to add the upgrade, but overall this was neat!
This is a really interesting spin on these deceptive type games in this jam so far. The way you turned the idea of the game working against you into something that feels like a puzzle makes things interesting and fun as you go through each run playing around with all the elements on the screen, trying to find out which one can lead you to the end of the game. Good job!
While it is unfortunate that you weren't able to finish the game, I do think the concept you made for it is interesting and I like the art you made for the ghost & the arrow. I still was able to get the idea behind what you were going for from the demo you posted, and if ever the team decides to pick up the game again I do hope to try it out sometime!
This was a neat game. It was fun trying to figure out which settings worked per level and which didn't, making me really think about how the logic of each level worked. The only thing though is that the collision physics can be a bit imprecise and unresponsive at times, like I think in the third or fourth level I couldn't open the door. I'm not sure if that was by design, but overall this was still a really interesting game!
It was really fun trying to avoid the buttons using my mouse and I like the idea of needing to stay still in order to avoid getting detected. I think what might benefit the game more in the future is more variation with regards to the enemy and how one should approach it (I.e. Maybe an enemy that won't hurt you if you are moving perhaps?). Eitherway, nice game!
The idea you came up with for this game is quite interesting, and I think you executed it quite well. It was kind of fun trying to aim my shots in a way that no enemy would get hit by them, and it was also a bit exciting seeing what the new spells would do. What might help improve the game though is if maybe the movement of the enemies were more varied such that it would take advantage of the need for the player to really aim their shots correctly so as not to "alert" any of the enemies nearby. But overall, this was a pretty solid game!
This was a really challenging & fun game! The mechanics offer a lot of challenge both in terms of decision making & timing, and the story itself was engaging to go through. The only thing for me though is that maybe the timing for both the parries & the attacks can be a bit more forgiving, but overall this was great!
The way you added in the misleading elements in the game reminds me a lot of Catmario, in the sense that you really have to replay the game a lot to not get fooled easily & be able to reach the end. It's nice, it has that fun and quirky feel that is often present in a lot of flash and indie games from the 2000s.
This was a nice game! The need to chase people around & other people becoming suspicious of you as soon as you infected your first victim made for a fun experience. I think by adding more hurdles to deal with in order to infect everyone & maybe making the suspicion system require you to be more careful of where you infect people (I.e. Like maybe you can encourage players to infect others away from everyone else to not raise suspicion), this game would be even better. Good job!
Very fun game! Putting the player in the role of a "food tester" I think is quite brilliant as a concept for a theme such as "Trust no one" and you executed it quite well. The game's difficulty spikes up quite well even if you have all the upgrades, and the mechanics are quite engaging, really forcing you to pay close attention and be careful with the food choices you pick for the king. The only thing I'm unsure about is the end goal of the game, as the game kept going no matter how many kings have passed since the start. I'm not sure if there is an end, but either way it was still a blast playing!
This was pretty fun! It reminded me a bit of Mike Tyson's Punch Out from the NES with the controls and mechanics. What stuck out to me the most was the graphics, as I think you perfectly captured the Flash-era vibe with the art you made for the game. As for the mechanics itself, it was pretty fun trying to chase your sparring partner around in the game, but I do think maybe the reaction time needed to avoid getting hit could be a bit more forgiving as sometimes the opponent can be a bit relentless. Overall though, this was fun!
The concept for this is simple and interesting, and I think you do a good job of misleading the player with the instructions. During the wall jump section however, I had a bit of a hard time sticking to the wall in order to jump from it, so I think it might be better if there was more consistency when it comes to the physics in that area. There also is a bug where I can fall through the world if I don't make the jump, but I wasn't able to note which parts of the ground specifically led to this issue. I can send a screenshot of this if needed.
In general though, this was pretty fun to play!
I think the idea you have here is quite interesting: an infinite runner where a certain force (In this case, the wind) is working against you. It was fun trying to figure out a way to keep consistently reaching the next platforms but it might help next time to add more instructions or guides so as to not make things too difficult at the start. Overall, this was solid!
This was an incredible game, from the concept to the gameplay and most especially the story. I won't spoil how the game progresses but I really liked how well you weaved all these 3 elements together to craft an experience that has you hooked, both due to how fun the mechanics are & how the story hooks you into wanting to see how the town will turn out. Incredible job!
For how devious and tricky this game can be... I think that speaks to how well you executed the concept you were going for! I like the various ways you tried and mislead the players throughout the game and the use of an instructor I think helps add to the experience you were going for as well. There are times though where the platform physics are a bit rough, whether it would be me getting stuck on certain gaps or not being able to jump even when I had landed already. But overall, this was neat!
This game was really fun, creative, and even educational too! The use of ads as the enemies in the game fits the theme well & the elements of the ad that you needed to target also is a bit informative of what one might want to take note of when viewing an advertisement online. The mechanics as well were simple but really fun & allows for a lot replayability as well, whether it be trying out different upgrades to learning more about what to target in each run. Good job!
I like how the game builds the horrific atmosphere quite well by making the world look normal yet unsettling enough with the mix of the graphics & the audio. Despite everything looking normal, the music just felt silent and foreboding enough which helps establish the fear that you might run into a mimic.
The game is also quite fun and forgiving! I like how you can restart each part really easily while also not giving away too much hints, allowing the player to really try and explore/interact with everything around them. Good job!
Finally, a game where I get to appease shareholder interests.
I really enjoyed this game. I like how the game eases you into its mechanics by having your boss teach you first, it made things really immersive. The gameplay itself was also quite stressful but fun, it really captured the difficult experience of keeping a turbine running. Good job!
First off, pear guy would make for a really good marketable plushie. The game itself is pretty fun but it can get a bit difficult to get used to the controls, especially since it can be quite difficult to steer the pear into the direction you want it to go to. But I think that's understandable since I'm guessing that is where the challenge of the game comes in. Neat work!














