Great game! I would have liked to be able to be able to move around more for a lot of the rooms, since there is a lot of downtime if you want to listen to all the audio, but the writing and voice acting is awesome.
CandlestickDev
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It's a shame that you can only buy the S-piece in the shop, because this is a really cool idea for a game! I have never been the best at playing Tetris, so I have no issues with someone else playing for me...This is definitely worth revisiting once the fixed version releases. For now, my only minor complaint would be that the Tetris board clashes with the background image a bit, so it's not obvious where the grid starts and ends.
Best looking game I have played so far for sure! The amount of polish in the game's menus and models is nothing short of extraordinary. I also ran into the bug another comment pointed out where spamming the spacebar after a round ends messes up the next round. As much as I love the narration, I wanted to see if I could skip the intro dialogue. Another minor issue is that the game does save my high score on exit (a respectable 14.3m), but the audio settings are reset after quitting to desktop.
Compared to something like Jeopardy!, it was nice to know almost all the answers for once (I loved the Rickroll question especially). The power-ups were also pretty neat, but I didn't get to use them much. My main criticism is that it's not super obvious how the furniture will fall. For example, the stuffed animal bounced off my stack, almost assuredly leading to a game over, but it just didn't bounce again and rested perfectly on the blender. Similarly, a tilted, mostly horizontal fridge should probably make my skinny tower lean more, but it plops down perfectly fine on a small TV. Especially for something like the painting, I am very curious to know how the physics are handled for everything.
Incredible work overall!
I might be biased, since I have been an Ace Attorney fan for over 10 years now, but this was an incredibly fun game, one of my favorites for sure. Really makes me want to see what other cool fan cases there are now after not checking the fan sites in a long time.
Anyway, the game itself id very charming and witty. Maybe it's a bit too topical/meta at points, but the writing largely stands on its own and isn't solely spoofing Ace Attorney. I'd imagine it was pretty hard to make this engine in a week, too, so hats off to you for making this all from the ground up. Even if there aren't crazy animations, the characters are still plenty expressive, and the camera work, sound effects, and music all add to the experience. I would totally play more Harold Fathom!
Dougie Jones got nothing on Gooby...Very charming game! The cutscene at the end was a nice touch. I would have liked to see Gooby himself spin a bit more; his physics-based movement didn't add much other than rolling into spikes sometimes on level transitions/restarts. Overall though, I thought the puzzles were clever. I think there's a lot of potential for the puzzles were the player can't move Gooby directly. I'm not sure if I enjoy the "maze game" (don't touch the walls) level at the end, but the crank mechanic could also be used for some cool gimmicks beyond opening passages.
Referring to other comments, I thought the visuals, menus, and timing were perfect. There is a ton of polish here for a jam, and I appreciate the Options menu in particular. The game itself is very fun, and I like how intuitive everything is to control/edit. Some of the slice descriptions could be a bit better, but overall I had a great time playing!
This was incredibly fun! I was skeptical about 90-degree turns at first, but it ended up working very well with the physics engine; I just wish the turning was a little quicker. I was impressed by how many levels there were, since they all expanded on the core mechanics progressively. The game especially starts to excel once you aren't confined inside the walls anymore. The only minor gripe I have with the levels is that the difficulty curve is a bit uneven, since it gets progressively harder before getting easier by the end. That's only a mild inconvenience in a single sitting where you don't know when the game ends. With a level select/world system, it doesn't really matter much.
I could imagine this being in a Zero Escape-type game; kudos for really making a serious atmosphere for your game. To speed up the game a bit, I think there should be a way to forfeit your slots time or speed up the roulette (if there's a way to do this, I wasn't able to find it). I think a tooltip explaining what each colored card does would also be helpful, since relying on picking specific colors in a dark room is not super accessible. Simple graphics for each card could achieve the same effect. Overall, this is very promising! I look forward to seeing what the complete vision will look like.
Fun game! I would definitely play more levels of this. One gripe I have is that the precision platforming by one of the early checkpoints doesn't work very well. You have to squeeze through a one-tile gap with almost no speed, or you'll hit the spikes (or maybe I'm approaching it wrong). The hitbox for the spikes is also a bit harsh from the side; if you hit a solid wall and fall straight down with some spikes to the right of you, you collide with the spikes, even though you didn't really hit them. That's pretty minor though, since I would usually find spikes to touch anyway if I wanted to respawn.
Fun game! I did find it a bit hard to see where to go sometimes with the heavy shadows (made some passages look like walls). One minor (maybe) bug is my mouse disappeared on the end screen, not sure why. I think the spinning to reorient yourself could be a bit faster, but the actual movement system is very fun and intuitive. The visuals are also pretty great!
Good game! The enemy spawns when you're being chased are a bit unfair though, since they can spawn right on top of you. The coffee minigame feels just a bit too fast with how far apart the drops are usually spaced, too. Still, I like the wheel mechanic a lot. Something typically useful like more time could make an "avoid the enemies" challenge harder, while that same challenge actually feels a little easier when the game is sped up. I also appreciate that WASD work, even though the instructions only list the arrow keys.
Neat concept! I'll echo the same sentiments from the other comments regarding the nice animations. Since the wheel itself seems to imply the chance your shot makes it in, you could add elements of gambling to the game by adding wagers for yourself or your team as a whole. Maybe more skill could be involved if you knew beforehand certain players were more or less likely to make specific shots (e.g., how/where they'll kick the ball).
Pretty cool idea for the theme; it reminds me of movies like Rollerball and Death Race 2000 (minus the murder anyway...). Having finished all four stages, I got more of a feel for the spinning mechanic over time, but the actual visual of the player really does not reflect where he goes when you launch him from a bar. With all the bouncing, the first level actually feels harder than the others. I also found a softlock in the second level, but style points for "Sick Beats" at least.

I think there is a lot of potential for fun movement with more robust physics-based movement (at the same time, the way the player course-corrects autonomously is pretty neat). The backgrounds are pretty cool, too!
Very beautiful game! This type of game is not something I usually play, so I unfortunately do not have much insight on whether mechanic X or Y is fair or not. This might speak to my lack of creativity here more than anything else, but I found myself making similar formations each round, so it would be useful if you kept the same pieces on the board each time, so you don't have to click and drag dozens of pieces over and over. Granted, this strategy did not pan out for me in the end (turns out you can't mainly use the receivers in a single chain and expect to win), so I like the idea of tutorial stages that force you to use more pieces (the instructions at the start are quite charming, though). Maybe another way to achieve a similar reduction in building time is to force the player to start over each round with limited receivers or limit the number of pieces they can move to the next round (before the shop).
Good game! I didn't know about the OpenBoR engine before, so I think it's neat to use a less common engine. My main suggestions would be to increase the movement speed and make it easier to dodge the spike obstacles; maybe I'm just bad, but it felt like I could rarely squeeze through them. Overall, I think the spinning mechanic worked well, and I like that the game punishes you for trying to spin too late.
Cool idea! The control scheme is pretty unique and makes you work harder to get far compared to other endless runners. The visuals are also charming. The obstacle placement is a bit unfair though. I feel like most of the time, you either get a lot of speed but there are too many obstacles back-to-back, or you stop in-between obstacles and don't have enough room to get enough speed to clear the next obstacles.
I'm not much of a Freddy Five Night guy, so I wasn't able to finish the day, but good execution all around! I certainly appreciate that there are no jumpscares anyway...The spinner is very slow to stop (perhaps by design), so I would recommend making it stop faster, so it is more clear when you should spin again. The presentation is also very nice, so the whole game is pretty charming.
I'm glad you enjoyed it! The final round is a bit unfair in its current iteration, since the letters you get are entirely luck-based, so it's good that you were able to beat it. The actual show is also a bit twisted in how they pick the final puzzle, since they'll often use rarer letters the contestants never guess, but I'd like to add a bit more skill to the final round (perhaps making the letter-picking a timing game) in the future.
Super fun game! I wish you had a bit more control of the character in the air after hammer-bouncing, but the physics/movement are overall very satisfying (and rage-inducing in a perhaps masochistic way). I wish there was a way to go back to the level select, since I was stuck on Level 4 for the longest time. I didn't think to press down while spinning to make the character's arc more vertical on the last jump. Funnily enough, this means I beat the last level before the fourth.

This is a cool idea! One suggestion to make the mini-golf aspect better is to add more realistic physics to the ball. This might be harder to do in 2D than 3D, but the ball shouldn't be able to get in the hole at max speed without ricocheting off somewhere else. Would also be cool to see some hazards or maybe a stamina/cooldown system on the spinner, so the serious job application gets to you sooner.
Also, a minor bug is the "Back to Menu" button does not appear to be working.
Fun game! I will echo the same sentiment as the other comments about not understanding the wager slider on the right at first, even though I did read the "Tips" section beforehand (so sounds like a me problem). I did notice the wagering gets lower the more you play the endless mode even if you have enough money. That's probably intentional balancing though, but I wasn't sure.

Also guessing this wasn't supposed to happen, but maybe this is just a web export problem. Happened when I rerolled with one card in the shop.

The only other minor bug I found was that it feels inconsistent when the numpad Enter key works/doesn't.
Overall, this was very fun, and I loved the presentation and audio!
Great game! I enjoyed cheesing levels 3 and 4, but it feels like there's much more incentive to quickly go through what I think is supposed to be the "harder" path than go the long way around. For example, you can quickly go through Level 4 by just holding forward at each checkpoint, so there's no point to go around. Being able to turn the camera would also be convenient. Overall, I am a sucker for this type of game, and the gravity gimmick is really cool at the end, so it leaves you wanting more in a good way!
Wasn't able to make it past the last round on Extreme difficulty (lost worse there on Hard mode somehow), but very well-made game overall! More articles would make the game more replayable, but the ones you chose scale with the difficulty very well. I only bring that up, since I had to play a few times to get to the ending.
