Great job, really simple but intuitive. I loved the mechanic of getting max time and when restarting you keep the max time to try again. I also liked how each section had its own vibe and small mechanic, keeping the journey down fresh. The music got a little repetitive, but was overall serviceable.
Syliris
Creator of
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Amazing work! The art was amazing and unsettling, I loved the unique designs of the monsters. Each had a personality that really came out. The writing for determining the count was well done, but some of the responses felt a little on the nose and formulaic after the first few days. It is also technically very well done with the monsterpedia and note taking, great job.
This was awesome. I loved the challenge of holding your breath versus trying to find out more. I was expecting to figure out a way to fix everything, but having to come to terms with it instead is deeply more interesting. The audio design is uncomfortable in the best way possible. I would have liked to have had a little more agency before things reached the end, but it will always have been for naught. Great narrative game, a unique experience for jams.
Cool game! Mechanics wise it works really well and is smooth to play. The UI was most intuitive and I enjoyed all the little details like the way colors worked. The biggest thing this needed was more oomph behind moving things around and zeroing out numbers. The entire bottom lighting up red was a good start, but sound effects, moving parts with principles of animation would have done wonders. Great job.
Great concept, I really enjoyed figuring out what I needed the older generations to do to help the younger ones, even though they could make it to the end very easily. The movement was ok, but losing all momentum while in the air while not holding a/d was jarring, and the rope was really frustrating to interact with. The audio on a victory was also pretty obnoxious with the slide whistle. Still had a good time and everything else was solid outside of those thing.
This was sick, the music was easily my favorite part along with the slick visuals and designs. For gameplay, it was hard to get into a rhythm because it felt like the game kept ending before I had a chance to do things. There was also some finicky camera moments on the bottom part of the area where I couldn't see anything. It was super stylish and when it was hitting, it hit.
I like the idea, but it is very unpolished and the blur made it unpleasant to look at for long periods of time. The mini games of tightening screws was hard to master and the panel placing was really mundane in comparison. I loved the timer getting quicker based on how badly the sub was damaged, and I enjoyed the humor, even if the text in the opening flew by.
Lots of juice! I got to win as the outlaw, but did so accidentally just shooting and running along the edges of the map. On one run I couldn't shoot my gun anymore and was swarmed constantly, basically soft locking me. I think the slow down after choosing my power up should be quicker for the round changes. Solid job.
Art was cool, and the second phase of the boss was expected, but I lost on my playthrough. Getting weaker overtime is interesting, but enemies never threatened me so I gave away all my healing abilities. I also didn't really look at what the attacks did, I just clicked the one that did the most damage and it mostly did the trick. Some of the numbers were absurdly high. Solid job, had a fun time.
Great puzzles, really got me thinking about gears for sure. Loved the different heart shapes and the stories that came with them, but I would have liked to see those narratives tie into the gameplay more. There were some tough puzzles and easy puzzles, but I never got too frustrated to quit. I didn't really see the countdown theme really applied though. Music was solid and the art was fantastic.
Fun game, visually distinct and playful, all the weapons have different personalities except when it comes to gameplay. Being forced to run toward enemies with certain weapons stripped the control from me at times I didn't want control taken away because of the changing landscape. The game was also very laggy as more and more enemies appeared, making it hard to play. I like how the roguelike is done with upgrades by standing near the statues, and some of the upgrades were fun to get like throwing 3 spears and running faster weaponless, love upgrades like that over simply buffing stats, which can be necessary.
Had a lot of fun playing! Loved the piercing bullets, they felt so nice to pick up. Music was stellar and the art style was cute and coherent. Running into objects like the robots or terrain was really sluggish and a little frustrating. And getting swarmed at the end with little to no build up sucked because I was starting to get some cool upgrades! I think the gimmick of 100 bullets was pulled off well, great job.

