Thanks david!! I'm happy that you enjoyed it!
blastoisenn
Creator of
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Cute game, i loved the message. There isn't much interaction so I can see how some people might not like it, but it does well what it's supposed to do.
Only thing I can't say I liked is the "ending". The game kind of sets up the player to patiently wait, and having the game not tell you when it's finished feels like it can get people to wait for nothing for more time than they would want. Just a little "thanks for playing" message or something at the end would wrap up the experience nicely.
I won!!! Very funny microgames, the attention to detail for the references and the visuals, like the schedule, and concepts like the outfit reveal minigame were PEAK. The music, speed and the final day that makes you do every microgame one after the other made it a very hype experience, def one of my fav submissions!!!
Feedback: Those minigames where you had to drag, they are almost unplayable without full screen since clicking outside the game will completely ruin you, and even on fullscreen i had to use all my might to drag so quickly xD. Another thing i would do is giving at least one extra heart on the end section, since some games can be tough (like spelling/dragging minigames) and I can imagine people being completely unable to access the end of the game, which is a shame!
Very polished game! Wario Ware is kinda perfect for this theme, and the overarching context of the plot is also very fitting for the theme aswell. Since there isn't a speed up or level up mechanic, once you play all of the games once or twice, there is almost nothing stopping you from doing everything perfectly until you win, but it's just a nitpick. Good job on this game!!
Yeah i was reloading the page and playing custom levels from the menu, i tried all of them and will probably try all at the end of the testing period again!
the day 16 bug was a bit weird, i finished playing an online level and spawned in the "choose what to do today" scene but the day was 16. I clicked to watch streams and the game got stuck on an Ina stream lol.
Super fun concept!!! Very pretty and clean looking, amazing artist work. The only thing that was a bit frustrating was how some sculptures had a very low solve time: it's fun to play the game, so i wouldn't force the players to stop so quickly!! Aside from that, super clean experience overall, very polished, amazing!
HOLY PEAKKKKKK. I really love games like these. I created myth_bad_end, and had a blast. i wasted a day testing tho, since i needed to see how the jumping worked, but well, that's a jam for you, no second chances.
It has some weird bugs when loading files (sometimes, it puts you back in the game after testing a game, sometimes there are 2 characters spawned, overlapped with each other and can separate, one time i got teleported into day 16 (???) of the jam and started to infinitely watch Ina streams xD). But despite all that, it is one of my favorite games in this jam!!!!!!!
It would have been the indisputed number 1 spot if the character movement was properly programmed: coyote time, no sliding, being able to turn around mid-jump. If you had exact control of the character, we could have had a bunch of incredible levels, geometry dash style. That was the only dissapointing thing this game had, but the rest is incredible!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Very good entry!!! As someone commented before, the balance between text and levels is pretty much perfect, the art is super cute, and just the second frame for them talking adds so much!!! The puzzles and mechanics were interesting tho there were some weird things, like frozen elements being some times affected by belts/trampolines. 9.99/10!!!!!!!!!!!!!!!!!!!!!!!!!! Just a very clean experience overall.
The 3d ame pixelated looks very cute! It was quite an enjoyable game. I got the bad ending on the first playthrough and used that knowledge to get a good ending on the second one. It was a fun experience but it didn't say anywhere that the first instance of rooms was the thing that we had to remember, so it was a bit confusing at first.
Insanely cool game concept! I can proudly say i went in blind and finished it without watching the walkthrough, tho it costed me a bit to discover the "main gimmick" of the game. Super creative and really good ambience. I loved the 3d implementation of spinning the camera around a room, very clever and cheap way to inspect a 3D room without doing a first person character controller, as a solo dev I'm kind of super into these simplified solutions lol.
Issues i had:
The Windows version just gave me a white screen, and the browser version crashed every time i "jumped" to the room and picked up a few items, so sadly i can't say the gameplay was very smooth, i was costantly closing and opening the tab again while investigating through the game. Using the book made everything a bit laggy in the web version. If I hadn't trusted the comments praising the game, i might have quitted long before getting to the interesting part.
*PUZZLE SPOILERS*
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I managed to get to what i believe was the "good ending" (escaping through the vent), but there were a few items that didn't have any use? like the bottle, cloth and glass shard. Unless i didn't see everything the game has to offer, in which case i would appreciate if you told me.
Simple and fun game. I feel like some of the deadlines they give you require too much tho, and with them piling up in pairs and draining their timers both at the same time it can get impossible to fulfill some of them. If it always started with simpler deadlines, and as the match went on you could get something to speed up the work (example: the jukebox periodically activating by itself) it could be much more possible to tackle the tasks that ask you for several late-merges.
Amazing to see this being made in 2 weeks!!! I don't even have words to describe this, so I will procede to type some numbers: 15156341563418612563541941694523614856.
There is some jankiness to the game, moving around menus and the windows that pop up (eg: i did not know how to close the dialogue option nor if it was possible, so if i accidentally clicked cc i had to commit to a dialogue) but aside from those little details, everything in my playthrough went good.
Such an amount of playtime, the cinematics, the content!! How do you even test this in two weeks!!?? You all are insane!! Very nice work!!!!!!! Standing ovation!!!
Thanks for the feedback!! I added the limit in order to add a bit more challenge + base one or two levels on this mechanic, making it so that you have to properly plan your pathing. I never thought about it being a way to look at the other side while designing the mechanic, but it's a very interesting idea that didn't occur to me xD. I'll definitely think about a way to check the other side of the board, thank you for your comment!!







