This was a very relaxing experience. I enjoyed watching the paintings reveal themselves as I selected colors. Panning over the gallery at the end was really nice. Good job!
adafish
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This is a remarkably well-realized concept for a game jam and I think it's something I'd love to see expanded into a longer game. For constructive feedback I do wish there was a timer and maybe some indication of turn direction on the screen to help me plan out my moves a little bit, but those are really minor points. Well done!
I like this concept and the commentary and I think there's a lot you could do with the idea of moving around these benign real world objects to affect the other world in the AR goggles. The art and audio were great, too. If you decided post-jam to revisit this idea and make more scenarios, I think there's a lot of people who'd be interested in a game like this; I know I would be. Good job, and congratulations on finishing a game in a week!
This was fun! I really enjoyed the concept, the art, and the boss fights. The idea of splitting to get height was really creative, too; I don't think I've ever seen something like that in a game before. If I had a bit of constructive criticism it would be that the movement feels a bit too slow; I think it would be really fun to try a sped up version.
All in all, good job, and congratulations on making a game in a week!
This was really fun! The visuals and combat were both chaotic in a really fun way that echoes the theme. I loved swinging my face sword around and how it kind of threw the enemies up in the air when I hit them.
FWIW I saw some comments from other Firefox users and I wanted to say I played in browser on Firefox just fine. I had to sit on a black screen for a bit on launch (like honestly almost solid minute), but after the initial load I experienced no hitches or problems or anything like that. I've had to do the same thing for several 3D Unity games for this jam, so I was prepared to just wait it out; maybe there is some issue with Unity 6 3D and WebGL, but I couldn't say for sure. Either way, it's not just a your game thing and the browser version of this game does work on Firefox for me.
Congratulations on a great jam! This game was a joy to play.
Hey, we also made a rat game! Ours has a very different tone, though, haha. I liked the story in this and I love Alfred. I think there might be something going on with the flyer on the desk--I kept getting sort of stuck in the dialogue window after opening it, and left click wouldn't advance it. Not to spoil anything in the comments but if you expand on this I think it would be cool to offer a couple of different endings; there's an action I'd like to opt out of if I played again. Congratulations on completing the jam!
This was really nice and original, like a choose-your-own-adventure-book crossed with a board game, and I've never played a game as a tour guide before. Given the Lovecraftian setting and the CYOA-ness of it, I think I would have liked to see some of my choices end in steeper consequences or even a game over; I made a couple of risky moves where I thought FOR SURE the tour guide was gonna get it, and I would have enjoyed that honestly. Also a really minor note, but I found the font on the letter very hard to read, so I'm sure I went in missing some of the story details. I still had a great time. Congratulations on completing the jam!
This is such an original take on Tetris, and I love this interpretation of the theme. I did indeed make some very strange places--although maybe my two-oven, one-toilet apartment could work as a commercial kitchen? If you do revisit this after the jam I think it'd be fun to do some different challenges like that, where you have to design the interiors differently to fit different needs or zoning restrictions. Overall I really enjoyed this; congratulations on a great jam!
Wow that gave my mouse a workout, haha. Congratulations on finishing your first game in a week, that's really impressive. The background shapes and shifting colors added an extra layer of difficulty, too. I agree with the other commenter on the hit feedback. I think it might be nice to see the enemies change color or shrink after a hit (as like an indicator of how much health they have left) if you keep working on this.
This is a bit sparse, but I really like the idea of just having the rooms be on top of the hand drawn map, and you obviously had a lot of systems planned out that would be cool additions (judging from the granularity in the room status readouts). I think this has the bones of something very cool, and I hope you expand on it in the future.
Congratulations on completing the jam!
This is such a creative take on the theme! Definitely not gonna use Chit GPT for any of my reports. I loved the character portraits and thought it was very cool when the ship started to tip upwards and the water rose; it gave everything a sense of urgency. The movement was a little fussy, but that worked well for the "walking on a sinking ship" feeling. I got the book but I don't think I ever encountered any rain forest parts; I think I maybe skipped the part of the ship where those were.
Well done, and congratulations on completing the jam!
This was very fun, and a unique take on the theme! I enjoyed finding strange places to tuck things away (if I tuck the bread in does the bedroom become a breadroom?). I did also find the tray a bit hard to use, so mostly I just grabbed things individually. Also sometimes it was hard to see the label for things, so I had to put them down somewhere and just kind of see what they did to my score to figure out where they were "supposed" to go. Overall I had so much fun, though. Congratulations on a great jam!
This is a great effort for your first game, especially considering you made it in a week! I liked the story, and I found the sword swing very satisfying.
I played the web version, and I will say that the size/resolution of the window kept me from seeing some of the instructions all at once or when I was supposed to. For example, I encountered the first bat and then saw the "this is an enemy!" text after he was already dead. I wasn't able to figure out how to make the game fullscreen if there's already a toggle for that. I think adding the full screen button toggle in the itch game options might have fixed this for me (though tbh, I don't use Godot, so there's potentially a better option in your build settings).
Congratulations on completing the game jam!
Ahh, okay. You're right that missing that distinction caused a lot of my confusion. I don't think there's a bug with dialogue, I think it's just my playstyle mashing up against the UI.
I went back and played a bit again and I think what happened with normal dialogues was that I would see "1/2" or "1/3" and think, "okay, so there's two/three dialogue sections in this response" and not "I can click on this item two/three times and get different responses each time." So I'd read the first section, click (coincidentally on the item), read the second section, click, and so on, thinking that I was advancing through one response and not initiating separate responses each time that I clicked. If I still had my mouse over the item when it got to the final response, I would try to click to dismiss it and wind up back on the first response; if I didn't have my mouse over an item at any point during this process, I wound up wondering why the dialogue wouldn't advance or go away.
Adding an option for the normal dialogue to work like persistent dialogue instead seems like a really good idea to me. I read a bit fast and I do just kind of instinctively want to get rid of text as soon as I'm done with it. The option to intentionally dismiss or advance text might also be nice for people who read more slowly, so dialogue doesn't disappear as they're reading; here it would save them having to make their way back through all the other responses if the last response happened to time out as they were reading.
Regarding persistent dialogue, I think what happened to me (and I was able to recreate this in the intro dialogue in the car) is that I would click while the text was filling in and accidentally advance it. I think a lot of games where clicking as the text fills in letter-by-letter will cause the entire dialogue to appear in that window and will only advance if all the text is already on the screen; I'm just primed at this point to expect that to happen, even if the button says "continue." I've played a couple of text-heavy games that have an option for that as something you can toggle on or off in the settings menu, so that might be worth considering if you want to make sure players don't miss that information.
So no bugs! Just me misunderstanding and a couple of usability notes for you to consider.
This was really great-the puzzles were satisfying and the atmosphere was mysterious and spooky. I fumbled around for a few minutes on the safe, but ultimately found the last clue I needed before I became too frustrated or went looking for hints. I was a little upset when the demo ended because I was excited to keep snooping around, haha.
If I had one bit of feedback it would be that I sometimes had a hard time getting the dialogue windows to go away; I'd accidentally click on the thing again and get stuck in a loop. I played in browser so maybe that was part of it? I also would accidentally click through some dialogue sometimes and had to click the object again. It wasn't so bad that it kept me from enjoying it, though.
Overall, I had a great time and I'm excited to play the full version. I'm wishlisting it on Steam right now.
I love this; I can't stop eating brains. This is such a clever and well executed take on Snake. I do wish the candidate graphic on the right was maybe in a different spot (or that he only came on screen when the game was paused or something) so that I could read what he was saying without losing my focus; I peeked a couple of times and it was pretty funny, so I felt like I was missing out on that dialogue. Really well done though, and congratulations on a great jam!
This was so good! I enjoyed the constant pressure of maintenance and the eerie surprises at the picture sites. I did get stuck pretty in the walls/off the map every so often so I wish there was some mechanism for getting out of that. Overall this game was really well done-congratulations on a great jam!
As a nearsighted person I really liked the intense pixelation/low resolution-it felt a bit like walking around without contacts/glasses, which is always unnerving. It made the subway level with the trains rushing past feel very tense. I do agree with some of the other feedback that changing the controls up might help keep that tension up in the office. Good job!
I loved this! My catgirl reflexes did not stop me from panic flailing when the rocks started flying everywhere but I still had a lot of fun. There were so many great stylistic touches in here, too: the apple grenades, the skeleton at the start, the distressed meowing when I missed and the little purr when I (finally) caught one. This was a great entry, well done!










