There won't be as many games listed here as last year, considering I played just over half the amount as I did last year, but I still played over a hundred games. These are some of the ones that stuck out to me, and I've provided you some blurbs saying exactly why, as well.
Why: The simple premise and chaotic physics of a pendulum swinging wildly just go so well together for an entry to this jam. Literally all you need to do is survive for a minute and try to gather what points you can in the process, and somehow this game and its simple-but-polished presentation is still just mind-blowing to me. Chaos theory is fascinating stuff.
Why: This game pretty effectively sold an experience of my own life on a purple platter. A balancing act of moves, mood, and motive. Having to act on impulse if you want to get anything done. Misery naps. All here, and I love it for showing me my reflection as much as I hate and want to shatter the mirror it held up.
Why: The combination of goofy physics, great sound design choices, and an overall very playful aesthetic helped make this a game that left such an impression on me, I drew a bit of bad fan art for it completely unprompted. May not mean anything to you, but that means something to me.
Why: I play through a lot of narrative games because that's just kind of my thing right now, and you start to see predictability in where a story in a game is starting to go because of it. The direction this one took me somehow managed to catch me completely off-guard in spite of that.
Why: Even if you're not a fan of experimental games that require the use of extra resources outside the exact things provided in the game's download file, this experience is something I still don't really know how to put into words, and that wordlessness definitely makes this game interesting to me.
Why: One of the few games I gladly came back to play several times, Normal Diner is... well, totally a normal diner, I promise. A series of interesting minigames, and a visual aesthetic that sells a fascinating surprise right when you think you're getting the hang of everything. Had to include it.
Why: I don't know why the use of inertia in this game dug a hook in me so hard, but it certainly did. The art style and unusual vibes this game gave off when I played it made me feel like I'd be objectively wrong to leave it out of my collection, though.
Why: As someone who is willing to take a shot on experimental gameplay, including unusual systems of input, this game was a very pleasant one to try. Using the actual shapes and tones of sound waves to control a character is certainly not easy, but if that's not interesting, I don't know what is.
Why: Listen. I have many hobbies that I want to take up, but that I do not get the chance to because I have too many other commitments to procrastinating as it is. Some hobbies I've always been fascinated by are hacking, studying memory management, and studying security in computing. This game feels like it gives me a small taste of all three.
Why: There are many typing games in this jam, but the thematic consistency of this one just gave me too much of a chuckle when I played it for me to not include it here. Keys trying to escape the tyrannic rule of your fingers as you write about communism? Sign me up.
Why: Strange ways of telling a story and conveying that story to a player is always something I find fascinating. This game completely normal program that tells you fun facts about paper and things related to it certainly has a tale to tell in an unusual and non-linear way.
Why: With a strange fascination with manuals comes a strange fascination with Manual Override. A survival game that I spent an embarrassingly long time enjoying due to the unusually satisfying feeling of deciphering a terribly-written and verbose manual.
Why: For some reason, I really like doing paperwork. More than that, I really like sorting paperwork. More than that, I like having a clean desk. This game ripped my hopes of having a clean desk away from me, and I love it.
Why: Despite its limitation of working only on QWERTY keyboards, I like this game's implementation of a movement mechanic. You truly need to dance your fingers across the whole keyboard to play.
Why: A visual aesthetic that literally caught my eye from the first day of jam voting beginning but not played until less than a day of voting time remained, this game delivers on an experience I find cathartic as someone who actively works to be nice all the time - being presented with options to be nice, or to act normal, and having them ripped away from you. Chaos reigns here, and I like the change of pace.
Why: I'm always a fan of text adventures and strong narrative, and this has/is both. It uses repetition to powerful effect, and leaves a shattered illusion of control in the palm of your hands when you're finished with it.
Why: A very interesting way of doing a browser puzzle game - I can't decide whether it fully leans on the fourth wall, or tries to convince you there was never a wall to lean on. Whatever it does, it does it with style.
Why: It's one of my favourite mouse-only games I encountered throughout my time playing jam games. A nice difficulty curve, constant upgrades, and just overall a neat control scheme.