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WhatIdoToday

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A member registered Oct 29, 2022 · View creator page →

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Sorry about that , we could probably optimize it even more. Thank anyway for the kind words!

I'm really glad you enjoyed !

Thank you so much !

Really fun and charming concept! The dossiers and characters were probably my favorite part some of the descriptions genuinely made me laugh, and the hand-drawn style gives the game a lot of personality.

I also liked having hints/options for what to type, since it makes the deduction part much easier to follow. My main issue was the amount of dialogue at the beginning; it can feel a bit slow before getting into the actual gameplay, so shortening it or letting the player speed through it more easily would help a lot.

Overall, a very creative take on the theme and a fun jam entry!

Here u have it :D https://elatermusic.itch.io/no-rush

Here u have it :D https://elatermusic.itch.io/no-rush

Here u have it :D https://elatermusic.itch.io/no-rush

I'm gonna test it ! It seems fun ! If u'd like to test our here it is: https://elatermusic.itch.io/no-rush

Here u have it :D https://elatermusic.itch.io/no-rush

Glad you enjoyed !

Thank you !

Glad you liked the game ! Your feedback is really usefull, I'm totally gonna consider it for future release 

thank you ! Yes we're gonna look at it 

thank you it was a pleasure !

Really cool concept and probably one of the most fitting interpretations of "Trust No One" I’ve played so far. The whole idea of cheating under the table while trying not to get caught creates a surprisingly tense feeling, and the atmosphere, visuals and audio are really well done, especially for a solo jam game.

My main issue was clarity at the beginning. It took me a bit to understand when the other players were watching, what was happening during the blackout, and how some of the cheating mechanics worked. A short in-game tutorial or a few clearer visual cues would help a lot.

Once I understood what was going on though, the gameplay loop became really fun. Great job!

Really fun and original concept! I loved the idea of growing your own enemies, and the first time the vegetables came after me was pretty funny :D

The visuals and music also create a really nice atmosphere. I think the main thing that could improve the experience is clearer onboarding and a bit more feedback during combat, especially sounds or hit effects when attacking enemies. The stamina/hunger balance could also be slightly more forgiving.
Overall, a creative interpretation of the theme with a lot of potential. Great job

Thanks a lot! Glad you liked the aesthetic and Mirror’s Edge vibe.

You’re right that the movement instructions are too easy to miss especially sliding, since it’s actually important for building and maintaining speed. The platform mechanic also needs clearer onboarding and some tuning around wall-runs/landings.
We also agree the Corpo AI can get repetitive, so more voice lines and longer pauses would help. And controller support would definitely fit this kind of game.

Thanks again for playing and for the feedback

Thanks a lot for taking the time to write such detailed feedback!

Just to give a bit of context, the game was made for Brackeys Game Jam 2026.2, so it’s definitely not a finished or fully polished game. We already know there are several areas that still need work, especially the ending, UI, level design, feedback, and general polish.

Your point about maintaining speed and momentum is very useful. The intended idea is that the player can build and preserve speed mainly through sliding, while the temporary platforms can be spawned mid-jump as a recovery tool or, for more experienced players, as a way to create faster routes. That system isn’t particularly easy to understand at first though, and we definitely should have explained it much better. The same probably applies to some of the movement tech in general.

The control issues are the part I’m a little surprised by, especially sliding and jump + slide, since we haven’t been able to reproduce those consistently. We’ll definitely investigate them, because if they feel unreliable on your side then something may be wrong or the movement itself may simply need more tuning and clearer feedback.

About Q specifically: it’s timing-based. When the AI activates an obstacle, there is a limited interruption window where pressing Q can stop, deactivate, or roll back that obstacle. Outside of that window, Q won’t affect it. So it isn’t intended to work at any time, but if it feels like a dice roll then we clearly didn’t communicate that window well enough. We should have added much stronger visual and audio feedback to make it immediately clear when an obstacle can actually be interrupted.

The temporary platforms are also meant more as a recovery / advanced movement tool than something mandatory for basic progression. If the current level makes them feel required too often, then that’s definitely a level design issue on our side. Your point about having different routes depending on player skill is especially interesting and is much closer to the direction we’d like to push the game.

Regarding the elevator, there was actually an intention behind the waiting time. If you fail to interrupt the AI correctly, losing some time was supposed to be the consequence. However, in hindsight, making the player simply stand still and wait probably isn’t the right way to punish a mistake in a game focused on movement and speed. A better solution would have been to open a longer/slower alternative route, so you still lose time for failing the AI interaction but you can keep moving and playing instead of just waiting.

The level ending is honestly very rough. We ran out of time during the jam and basically had to leave it as it is. Even something simple like a proper "Demo Complete" screen and returning to the main menu would have been much better, so thanks for pointing that out.

For the Corpo AI, we probably also pushed the frequency of the voice lines too far. Increasing the delay between lines and having a larger pool of dialogue would likely make it much less repetitive and exhausting. The voice volume setting not affecting the AI is also a bug that definitely needs to be fixed.

And no worries about not enjoying the game criticism like this is still extremely useful, especially when it explains exactly where the experience stopped working for you. Thanks again for giving it a proper try and for taking the time to write all of this.

totally this evening i'm gonna it!

There u have it : https://elatermusic.itch.io/no-rush

I'm gonna rate yours too 🔥

There u have it : https://elatermusic.itch.io/no-rush

I'm gonna rate yours too 🔥

There u have it : https://elatermusic.itch.io/no-rush

I'm gonna rate yours too 🔥

There u have it : https://elatermusic.itch.io/no-rush

I'm gonna rate yours too 🔥

There u have it : https://elatermusic.itch.io/no-rush

I'm gonna rate yours too 🔥

Yeah, I can see why the theme might not be super obvious at first xD The Supervisor AI acts like a really smart navigator that’s there to help you, but it’s actually trying to make you late. That’s where the "Trust No One" part comes in you have to decide when to listen to it and when to shut it up and trust yourself instead. There’s also a small metaphor in there about the current state of the game industry and the job market, where even systems that are supposed to help you can sometimes work against you. Thanks a lot for playing and for pointing it out!

Thank you so much !

The "Trust No One" theme comes from the Supervisor AI pretending to help you like some super smart navigator, while actually trying to slow you down and make you late for work. Since you’re not supposed to trust anyone, you can choose to silence it and rely on yourself instead. So the whole idea is figuring out when to listen to it and when to ignore it if you want to make it to work on time :D It’s also kind of a metaphor for the rough time both the game industry and the job market are going through right now, where even the systems that are supposed to help you can sometimes end up working against you. Thanks a lot for playing and for the feedback!

I JUMPED OUT OF MY CHAIR! Guys please!!!!! XD Ok so, the mood is creepy as hell, sheep everywhere that keep screaming... this isn't a normal situation. Now I need to take some time before going for a second run! Great job!

Thank you!! Hope you find our game a "little" gem too xD

I loved this one, the whole PSX style and late night atmosphere feels amazing and the bargaining mechanic is actually really fun, especially when you manage to get a really good deal lol. Sometimes the text was a bit hard to read and I got slightly confused about who was buying or selling, but overall I had a lot of fun with it!

Really cute game, I loved the characters and the art style a lot, and the time limit actually made me think more about which clues were worth checking. Sometimes it was a bit hard to understand what I could interact with and I got confused with the controls a few times, a dialogue/clue log would also help a lot. Still really fun and charming overall!

Really liked this one, the whole atmosphere is super cool and I loved how the menu is actually part of the game, it makes everything feel way more immersive. I was a bit confused at the start with the controls and what I was supposed to do, but after figuring it out it became really fun. The art and music also fit the game really well, really nice job!

Really fun idea, I loved the pawn shop theme and trying to find problems with the items to get the price lower was actually really satisfying. The art also looks great and everything feels pretty polished. After a while it does get a bit repetitive though, I think more items and different customers would make it way better, but overall I had a lot of fun with it!

Really enjoyed this one, the atmosphere and sound design are probably the best part and it actually made me feel tense in some moments. I got a bit confused a few times on what I had to do next, so maybe some clearer feedback would help, but overall it feels really polished for a jam game and the theme works really well.

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Artwork really good made , Game loop really addictive. Maybe initially the progression is a little bit slow. Overall great work !!! 5 STAR ON ENJOYMENT

I loved the spray mechanics really cool idea. The game needs some polish but the overall eastetic is really coherent. The movement needs some tune , especially the jump. Overall , great work , keep going !

Cool ! a pumpking who flyes ? that's very funny and enjoyable. There's a problem with the object collection and it need to be polished. Overall good work !

Thank you ! i'm gonna try your too !

amazing words thank you so much !

Thank you so much! I totally agree with you, the goal isn’t very clearly defined. Maybe we’ll be able to refine it in the future!