I think there’s a pretty good game hidden somewhere in here. As it stands though, the 10 second time limit is just far too short. I understand that it’s in there so you don’t go solving all the different pieces at once, but it leaves very little time to read the room to see what needs to be done. After getting the sword I couldn’t exactly figure out what to do with it. It seems like maybe there’s some way to extends the amount of time I have left but I couldn’t figure out what to do next.
Ninkolas
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Like a lot of other people, I feel a bit lost about what exactly to do. I think the game is interesting enough and I usually enjoy games in similar genres but without really knowing what I’m dong or really working towards it feels like I don’t really have any motivation to move on much further. I’ll try again in a couple of hours though since there’s a save button. It’s very handy, thanks for that!
I think this could be a lot more fun with a little extra work. The balance between taking a loan and just using your money is really nice. Taking the loan can be really good to buff up some of the upgrades to reach even higher totals. Purchasing all the balls was a but much every round lol. I also wish there were some other upgrades or ways to change the bottom percentages a little more.

Check out the credits in game or scroll to the bottom of the game page for a link to the source code. It’s really ugly because I focused on just getting stuff to work, but there’s probably a few learning opportunities in there for anyone who cares to look. It’s just a React webpage with some css styles applied to it, and a bunch of logic for manipulating different arrays and state. Thanks for playing!
Not bad at all for your first jam. It reminded me a little of vampire survivors or megabonk. One thing I think might be helpful is to have a signal on the edge of the screen for where the rush or the tank is coming from. I was thinking it might be useful to have little markers for the regular enemies too but that might end up being too much on the screen. I got to the 200 enemy level and allllmost beat it. Unfortunately it took me a few attempts at the 175 level and I don’t quite have the patience to keep trying to get further. Well done can’t wait to see what you come up with next year!
I really liked the narrative of the game. The controls were a little jank and I had some problems with wall jumps but other than that it wasn’t too difficult which was nice. During the looping tunnel I ended up accumulating a TON of time, I think I had over 100 minutes, so when it came to the end, cutting it down to 0 took a lot of time and clicks. I was hoping for something after the timer hit 0, I should have listened to the narrator );
RIP Violins. I couldn’t figure out how to keep them so they just went in the bin. Otherwise I had a lot of fun with this. I love inventory management games that have real shapes for different items. The game felt pretty polished but at times it was hard to tell the shape or size of the item I was holding.
Thanks for the play, I really appreciate the feedback. About how long did it take you to finish? I was thinking that after the game jam the time should be an hour instead of 15 minutes.
Thanks for the feedback about the commands too. I’ve gotten a couple of nits from linux users about things here and there which I could have done but didn’t really know about since I really only use some of the more basic stuff. Like I could have incredibly easily aliased ll to ls if that were something I was more aware of.
This is really good. The games are short and snappy, provide good feedback and are at least to me immediately understandable. I love the polish on the terminal and the crt filter. My original jam idea was something very very similar to this, and I think you pulled it off very well. I shifted my idea towards longform puzzle instead of loosely connected short games.
At first I thought it would be a bit boring, but since there is a shift in how the timer works every round it keeps the game a bit more exciting. I feel like it gets really tense near the end which is fun because it makes it harder to click at the right time.
Played against 1 other person (the developer I think?) the first round and we both clicked too late in a very late round. I stuck around for another against all bots and eked out a win

I really love the style of the angels you depicted, the rings, the feathers, the eyes. It’s spot on. Be not afraid. Unfortunately, the gameplay felt a tad bland for me. Too few units and you get steamrolled… so I found myself making far too many and using them as fodder which kind of trivialized it a bit.
The game definitely runs a little rough in the browser, but I appreciate having that around. I think it vibes pretty well with the horror theme, especially that the user can’t run. One thing I noticed was that after the torch was thrown I could sort of guides the ghosts over the torch and they would catch fire.
I think the concept is very interesting. I couldn’t figure out how to really time the cpr, so it felt a little random whether or not the person made it or didn’t. Some sort of visual indicator to help me stay on beat or some sort of indication that what I’m doing is working would have helped me a lot. I liked the little narrative up front it was cute!
This is a really nice concept on a deck builder. There are some really nasty card combos though, primarily with clicking in the first half since its a little difficult to also get an eye on the next card especially if there are a couple in a row. It’s pretty fun overall but i think a slightly faster standard go-round would be my preference.
Holy moly this game is my kind of jam. I love incremental/clicker games. This one is really good. I appreciate the length for the game jam. The sfx are on point and the background soundtrack is really good. I feel like I see inspiration from Gnorp in here, is that right? Were there any other games you took inspiration from? I’d love to check them out.

No worries, there are hints at the bottom of the game page that might be able to help if you’re a little stuck and want to keep trying. Absolutely no pressure to keep playing though since I know for a fact that my game can take over an hour if you aren’t as familiar with terminal applications or get a little lost on connecting some of the dots. Thanks for giving my game a shot!
I really like the concept of this. But there are a couple of things that I find super frustrating that really reduces my enjoyment of the game. I think it might be a bit of mad ‘cus I’m bad, but it is what it is. The first thing is some of the odd shaped end points. It’s really frustrating making a small (actually massive) mistake making it impossible to fill in the whole area after playing the whole level, then needing to restart. It was really bad inside the eye of the needle. The other thing, and it’s compounding is that the levels feel a bit long especially if you need to retry them because you’re no good at the game. Took me about 10 tries to do the eye of the needle, and probably half of those were me failing right at the end because of the odd shape at the end. I love the idea, but some of the execution just makes me mad. Absolutely love the music though.
This is a really cool game, I love the rock paper scissor element to it. I got to a point where I thought it may be a boss but I ran out of time at the exact moment I got them down to 0 health, unlucky me. I plan on going back to give it another try since it was fun to play. There’s a lot of polish to the game, my only major complaint is that it would be nice to be able to speed up through some of the animations a bit.
There’s a couple of commands that are revealed later through the game that might not be visible right away. I could theoretically add more, but I don’t think it makes sense to expand the scope of the game any more for this jam. It’s relatively easy to add commands though even if the code is a bit of a mess. Everything that’s needed to solve the puzzle exists which keeps it pretty tidy.
Thanks for playing. I can see how it would be difficult to understand what to do. I’ll work on leaving some breadcrumbs for the player to discover early on to try and nudge them in the right direction. I’m still working on fleshing out the surroundings of the file system as well so it’s not as barebones. Right now the player would need to just explore the file system a bit aimlessly. Check back after the jam ends and hopefully I’ll have come up with something to help with this!
I really wanted to like this game because sudoku, picross, and minesweeper are all games I really enjoy playing. After making sure my brain wasn’t just misunderstanding how to play, I think I’ve come to the conclusion why this game is so frustrating for me. The previous games (perhaps except minesweeper via 50/50s) all have the player build towards a solution using specific logical moves, given some subset of starting information. For example all sudoku with 17 squares filled in are uniquely solvable with certain tricks and clever logic. Picross has similar sorts of logical jumps you can make, and minesweeper lets you build the grid out and around existing known spaces. This game largely feels like I’m placing down some pieces and then jiggling them around hoping that the numbers make some sort of sense. I think the idea is very nearly there, you just need to work on logic framework for how to solve these in a step by step process that isn’t essentially guess and check. If you’re able to figure out how to fix this, I would gladly give it another play because I desperately want this to be good!
I don’t know why, but I had so much trouble on the penultimate level. My brain like completely shut down even though the solution was a single block-move right in front of my eyes. I was trying to shove a tall block against the wall but little B-0 just wasn’t quite small enough to fit in the gap. I sat there stuck restarting again and again for like 10 minutes. All I needed to do was move the tall block out of the way because I didn’t need it. Other than that colossal brain fart, I thought most of the solutions were pretty straightforward and had a good bit of fun throwing the boxes around in build mode.
I don’t do well with scary games but wanted to check it out for the jam. You already had my anxiety heightened walking through the corn field so slowly to the house. The buildup there felt pretty good. I think the game captures horror pretty well without using jump scares and loud noises. The end seemed very anticlimactic and not very scary. I kind of expected to be more afraid so I did come out of it a tad disappointed.







