thank you! i'm so glad you think it's faithful to the original, that was one of my main goals with this project!
roobem
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big spoilers ahead
nice little game! i enjoyed the concept of the fakes. and i actually have a theory... i think the protagonist (the player) is a fake... he doesn't seem to care about anything or remember a lot of stuff... idk... i don't trust him...
i'd add some more music, or at least add some silence in between loop and loop, and also make it so that you can't get the same coworker two times in a row. but, other than that, i don't have any more complaints.
the writing is on point too, were you inspired by scp stories? cause that's the vibe the game gives.
congrats on a very solid game :)
oh! so you played twice then. thank you for the dedication!
i don't see being unable to pay your debt as losing, necessarily. it's just an ending, a bad one, but still an ending. that's why when you die it says "THE END" and not "game over" or anything like that. i didn't want to make it feel like you were losing losing. but that's just my interpretation and i think it's totally valid to think of that as losing the game and feeling compelled to play it again.
there are actually 3 "endings" (it's just the final dialogue that changes). one if you can't pay, one if you pay (more than $800) and a sort of "special ending" if you get more than $1200.
ohhhhhhhhh yeah!! the tutorial reminded me a lot of those instagram reels that give you instructions on how to act in horror scenarios. that's true, i forgot mentioning that.
and yeah, i could tell you were inspired by resident evil, but you gave it your own touch. keep working on it and i'm sure it'll become an amazing game!
thank you! and yeah, agreed. i actually didn't focus on replayability that much on purpose, and the game's meant to be a one-time experience (one or two playthroughs at most). i decided to put all my effort into the characters and haggling system instead, but there are probably ways to add more replayability value if i keep working on this! thank you for the honest feedback :)
hey!!!!!!!!!!! i loved this game so much!
i have no idea if you invented this concept of you having to fight your previous group on every level, but i think it is absolutely genius! it makes you want to make an okay group that's enough to defeat your rivals, but also think about not making them too overpowered so that you won't be able to defeat them! i made it to day 12 i think and i had so much fun!
i hope you continue working on this game, and here's some things i'd personally like you to add:
- more sound effects and polish in general. i think they would make the combat experience even better (and don't worry, i know you didn't add that kind of polish cause of the severe time constraints of the jam, and it's very understandable)
- i'd like it if you made it so that you can advance the battle text when clicking (for example when it says: X used Y ATTACK on Z ENEMY). it didn't bother me a lot but i would have preferred it if you could skip these with a click, cause right now they advance automatically and i think that's not ideal. on the one hand if you do want to read those maybe there's not enough time, and if you just wanna skip them, they make you have to wait every time.
- like another person said, i'd like to be able to win even when sacrificing my last bomb at the end.
other than that, the humour's really really good. i really enjoyed the game overall. congrats!
Very cool game! I like how the difficulty curve progresses slowly, but surely. By the time my run ended, the game was already relentless!
I liked the artsyle very much, and the music too. It was a great call to keep the bills simple, but giving you little time to decide if they were real or not. It allows for a faster-paced gameplay.
Also, somehow I really ended up feeling like an expert in detecting counterfeit, similar to what happened to me with another game on this jam. I really think it's an accomplishment when you can make the player feel like they're actually experts at a certain game mechanic. My congratulations to both of you!
thank you! a lot of people have told me about the selling stuff situation. not having made it clearer how to sell stuff is my biggest regret with this game.
i'm thinking maybe a small tutorial could have helped, even though i refused to add tutorials to kind of add a sense of "discovery" for the player. but i went too far, of that i'm certain now.
if it's not too much of a bother, could you tell me if maybe making it mandatory to sell something before the second seller arrived (as a kind of disguised tutorial) would have been better? or would you have prefered maybe a simple tutorial, with text telling you that you can sell stuff on the computer? thank you in advance if you decide to answer this little survey :)
thank you snip!! this comment means a lot. coming up with a credible and fun haggling system was a challenge, but i'm so glad everyone seems to be liking it so far!!
and working some more on this game is not out of the question, i really enjoyed myself with this project. even though, if i continued, i'd probably have to introduce some new mechanics, like a way to inspect objects maybe, or some other things to improve the experience, in general. but it'd be fun undoubtedly so who knows!
thank you for playing!
selling stuff isn't strictly required to win, actually, as your playthrough demonstrated. it's only really necessary if you need more money, cause when the debt collector shows up at the end of the game, he takes into account the price of everything you have in stock, and not just what you have in cash.
however, i surely could have added some sort of small tutorial to make sure everyone figured out how to sell stuff from the get-go, that's totally on me! thank you for the honest feedback!
hey! thanks a lot for playing and for the feedback!
i'm glad you had fun playing.
about the radio, deciding if it should be on by default was actually a tough decision. on the one hand, i thought maybe people wouldn't notice it right away (like what happened to you), but i also thought it would be more cool for players if i gave them some sense of discovery by rewarding them for walking around and exploring (even if it's just a tiny bit of exploration that's needed to find the radio).
i also think having it be off by default helps make clear that you can turn off the music at any time, just in case anyone was so bothered by it they couldn't even finish the game!
but even with all of that, thank you for pointing it out! i'll try and find an even better solution in the future!
amazing game! it truly reminded me a lot of danganronpa!
the mystery is written fantastically, sound effects and music are on point, and the characters are pretty charming!
SPOILERS AHEAD:
my favorite parts of the game were the detective saying: "victim's a jerk" (i laughed out loud at this)
and also the whole wife character, she was so funny the whole time accusing lucy.
really good work, kudos and keep it up!
cool persona-inspired ui. the plot twist's fantastic, and what you have to do is pretty intuitive despite the lack of tutorials.
however, it could use some sound effects and maybe some music. also, closing the tablet was very difficult for me, and most of the times i didn't even understand how i was closing it. the last time i just literally started pressing enter until it closed.
character design is great too, btw!
i'm on a quest to play every pawn shop game submitted to this jam, and yours was an interesting take.
i liked the artstyle, though i didn't like the lack of consistency in the levels of detail of sellers. some seem like placeholders and the seller who appears on the cover of the game's just much more detailed. i think it would've been better to leave them all as polished as the placeholders, cause that way, they wouldn't really feel like placeholders. though i think i understand why this happened, cause one week is indeed a short amount of time and this game was probably pretty demanding in the art department.
but good job! making a good haggling system is complicated and yours is really good. also, the ui is extremely polished.
your game reminds me a lot of mine! i found the characters really amusing and cute. overall, i love it!
the art itself is very cute. i personally liked what you did with the sky, the way it serves as an indicator of how much time's left till the end of the day in question. my favorite character (and the one i found funniest) was the flea.
the only thing this game could use would be some music and a way to skip some dialogues, cause sometimes npcs come back and tell you the same things again, and it'd be useful to have a skip function. that last thing's just a quality of life improvement, though, so, for a week, this game's impressive! congrats!
*don't read this if you haven't played the game, and go play it. it's short and cool*
visuals and audio are amazing. that dithering effect was on point. a very polished game, overall. i enjoyed it, well done!
the atmosphere you built is probably what i liked the most about it, along with the very interesting depiction of mental illness.
fantastic! it took a bit of work but i was able to beat the game in easy mode now! and i could consistently beat the first section in normal mode too. it feels so good when you actually start getting the hang of it! i like the game even more now.
that being said, not being able to win in normal mode is totally a skill issue and i'm sure if i put a couple hours into the game i'd be able to do it just fine 'cause in this last run i almost went through the first section without making any errors, which is something i would have deemed impossible before.
not sure if there are any other dancing games like this one, but i think this is an idea worth pursuing. congratulations!

! this review contains spoilers. if you haven't played yet, please don't read it and go play it (it's a lot of fun)
i really liked the game. it somehow manages to be cozy and relaxing while its only mechanic is literally blowing up stuff.
i also found the dialogues very funny.
the only mistake i made was destroying balloons (i never trusted those balloons!)
by the way, i think it's really ironic how we are supposed to be against that evil spy agency... and yet at the end of the game we do the very same thing we are trying to prevent them from doing, which is blowing up the whole park essentially. i think there's some deep social commentary hidden in there... very well done!
only thing i missed was some sort of sound effect when the dialogues appeared, though the explosion sound effect being extra satisfying kind of made up for it.


