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A jam submission

Fanfic PanicView game page

Try not to get caught, 'lest you die of embarrassment
Submitted by CE Studio — 8 minutes, 12 seconds before the deadline
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Fanfic Panic's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.1824.182
Gameplay#63.5453.545
Overall#83.5003.500
Overall Good#103.4553.455
Sound#113.4553.455
Modifier#113.5453.545
Overall Bad#292.8182.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
there are lots of them hidden in there

Any additional information for voters?
hehehehehe shipfics

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Comments

Host

Wow this game was actually quite frantic! Having to constantly play through a  variety of minigames while keeping anyone from peaking in is actually  a really interesting gameplay loop that keeps you engaged!

I love the art style! The moving drawn outlines make add a lot of movement to the screen, which works really well at making the game seem alive!  Character design are really good! (not that I saw any of them as I am a pro gamer and definitely never got caught 😜) 

Eventually I  reached my dream shipfic between the Jazzasaur and the taxman, my OTP. There were lots of great references in the  character lists and a large selection with amazing drawings! I liked the minigames and the quick switching between them (though possibly some tutorials/explainers would go a long way for some of them!)

Overall yeah this was a really fun entry, that made the most of the modifier! Well done!

Submitted

Well the concept of this one is uh, interesting, but it was a kinda fun almost FNAF clone in a way.

I only managed to try out some of the minigames, since I never made it to more than a score 350 or so, but I mostly enjoyed the ones I played.

Though I will say as someone who lives not too far from freight trainyard, in my experience the only rule is that the train is gonna go ahead and stop so its perfectly in the way of traffic, and then back up and drive forward multiple times until eventually just letting people through after about 15 minutes. But maybe thats just a local thing.

I found there was too little warning for when family members were going to walk by, and the door closing was annoyingly slow which lead to them phasing through the door. Maybe that was fully intentional and true to life but it meant I was never realistically going to get through all the options.

As for the other aspects of the game, the art was very well done, and I love the shader making the vertices of the meshes go everywhere, it kinda reminded me of like a cheaply animated cartoon from the 90's or 2000's. I liked how the mouse hand moved with the players mouse, and it was kinda funny seeing all the little icons on the website.

The sound work was also quite good, with the minigames having their own SFX and all the clicks and taps of the mouse and keyboard. And the door opening/closing sounds of family members walking past.

So overall I like the idea of this one and I think it implemented the modifiers very well. And I can respect anyone in this jam who tried to go the route of making multiple minigames to fit the modifiers. I think for me it fell kinda flat, but I know from both playing the game and seeing the posts in the discord that it wasn't for lack of trying.

Good work!

Submitted (2 edits)

that was rather fun ~~and a mood~~

although it wasn’t very clear at first what I was supposed to do for the tower minigame, the train minigame effectively just being RNG, and the ‘do nothing’ minigame occasionally catching me completely off-guard (causing an instant loss for that minigame)

Developer(+1)

We had planned to add short button-prompt instructions for each minigame, but didn't get around to it unfortunately. The "do nothing" minigame is actually a "click when the bar is as far to the right as you can get it" minigame. Sorry you had troubles with some of them lol

- Epsilon

Submitted

So relatable...........

Anyways, I thought the concept was really good and I had fun playing it. The minigames were fun and I had no major bugs, aside from me getting caught trough a closed door. Also, I can't seem to close the door on certain mini games, especially the train mini game which takes ages, and that's where I got caught the most. Speaking of the train mini game, I didn't quite get it, my country has little to no trains so I don't know anything about them.

It was overall a really great experience.

Developer

Glad you enjoyed!
The door does not function on a per-minigame basis, but rather works on a cooldown after it opens. Remember that you can close your laptop too when you hear someone walk by, and you won't get caught while your laptop is waking up.

- Epsilon

Submitted(+1)

Great entry imo. The artstyle is both good and consistent (personally I liked the hand-drawn-looking style with that effect I don't know the name of), and I think the crunchy explosion PNGs and accompanying SFX really help make it SBIG rather than just good. It's also mechanically sound, with the minigames all being unique and fun to play (well, most of them - I couldn't figure out what the pink line game wanted me to do, personally, and the train game felt like a sadistic use of information most people wouldn't reasonably know, not that that's a bad thing of course :P). The hiding mechanic was also fun (though, it was a bit annoying at first to click the door and have the character shut it only for their family to phase through anyways because I was too slow and not using audio cues). I liked how there's an actually impactful risk-reward factor to it, with closing the door having a cooldown and longer windup and also requiring you to mouse all the way over to the side (which some minigames might punish you for), while closing your laptop is easier and faster, but costs time - I ended up getting good use out of both of them, and it didn't feel like closing my laptop was just a 'backup plan' of sorts for when the door was on cooldown. I also liked how this mechanic let the player use their IRL paranoia skills for an in-game advantage. Overall, I think this entry is a tad weak in the "bad" department.

Submitted

I think the premise of a dragon hiding their ~~smut~~ fics is going to be at least somewhat divisive. I'm pretty ambivalent to it, it didn't push me away but didn't really appeal to me either. I could see people being totally into it, or completely turned off by it.

Gameplay wise, I like the idea but I don't think anything quite comes together. It took me a really long time to realize the I Can't Believe It's Not AO3 landing page was supposed to be the implementation of "Pick the best pairing of characters to corner an untapped market"; it's not clear what this screen does and there's no clear feedback that a character is selected. There's a beep, but it could be interpreted as positive or negative.

The minigames are a really mixed bag. The best one is probably the Flappy Bird clone. The stacking one is so simple I thought it was broken. The spaceship one took me forever to figure out and the train one is just completely baffling. The "hide your activity" mechanic clashes with the minigames; the minigames here really demand concentration which you can't really give them without throwing the metagame. This was probably deliberate, but I didn't find it enjoyable personally.

I don't understand, narratively, how "play minigames" translates to "write fics". Going from hammering text into a page to random minigames seems arbitrary.

I kept going back and forth on the art and style, whether it was good, bad, or both, but ultimately I decided that it's a brilliant take on so bad it's good. It's mostly well done if simple, and the mixed simple 3D and hand-drawn look is pretty nice, but the jittering hurts my eyes. It's SBIG in a kind of "it's almost there but this one thing ruins it" way.

I'm not sure if it's just me but I was never really able to hear the family coming.

Submitted

It's a fun game, my main issue (maybe it's just me), but the controls weren't always clear. Other than that, it was quite enjoyable!