If I had a dollar for every time Tetris control muscle memory kicked in and I pressed Up to rotate the pieces...
I'd have too many dollars. It's a neat puzzle game, though!
Quite a unique word list you have for this. Both times I played I'm pretty sure it gave me words I've never seen before.

It felt to me like if I didn't hit the wrong keys a couple times that I could just keep playing practically endlessly - but maybe the timer speeds up over time?
Personally, I'd ditch the lives mechanic and give a time penalty when the player mistypes. And then if you gradually decrease how much time the player is given or gradually make the words longer, you'll have a bit more of a difficulty curve to give the player a sense of progression - compared to right now where you might get a 12 letter word and then a bunch of 4 letter words in a row just by random chance. Could also have a fixed timer replenish a few seconds for every completed word. Lots of options to spice it up I think.
Unique puzzle game! I think my biggest oversight was underestimating how strong the move-multiple-spaces-at-once power was. Once I started doing that, the chess pieces were no match :)
I think it might be easier to understand if the chess pieces highlighted the entire danger squares rather than just the arrows. The arrows work okay for the rooks and bishops, but it's very noisy when the knights get involved which squares are actually a threat to the player.
A good start to a little platformer game! I like the little idle animation the player has.
I would recommend blocking off the right side a bit more until the player learns about the shrinking power. Otherwise, they can accidentally go to the right at the start and not know which buttons trigger that power :)
There were a lot more levels than I expected! You did a good job of presenting the player with simple tutorial levels to explain mechanics. A lot of people struggle with this in puzzle-like games.
I think the enemy type controlled by the same movement beacons as the player was a neat twist, but by the last level, it felt like there was a lot to keep track of (as well as timing button presses to). Mouse controls further complicate the input scheme where I think even multiple keyboard key presses would have been challenging. If you were to expand on this, I think some sort of keyboard input scheme would help a lot.
Neat little puzzle game! I like the different types of chain reaction blocks you came up with for the player to work around.
I did seem to run into some cases where all of the light blocks turned on, but the door didn't open until I cycled them all a second time. Maybe because I hadn't pressed all of the buttons yet? Not sure. But I felt like my cleverness was not rewarded in those cases :P
Definitely a silly concept for a game. Really causing chaos with an oversized truck haha
I was a bit confused by the vehicles with red circles around them. Was I supposed to be avoiding them? They didn't seem to do anything different, but maybe I didn't pick up on it. And after a point, there are so many that they can't reasonably be avoided (especially if you got + truck size).
I don't like how RNG can just end your run if it decides not to give you any oil refills even after your rerolls. I probably got rather unlucky to have a string of like 9 in a row without a refill option, but I think it would've been better if oil was something you acquired actively outside of the upgrade menu.
But overall, I hope your junior game designer had fun seeing the idea come to life :)

Conceptually a pretty fun game to mess around with. It's like an asymmetrical auto-battler... though maybe don't think too hard about killing all of the pacifist aliens...
Floating point and negative number weirdness aside (look into string formatting 😉), I had fun with this one, but it did start to get a bit slow for me after level 5 or 6. Might've picked the wrong types of crosshairs and been underpowered because of that. Not sure!
Incrementally more things to worry about :D
And yep, having a failure condition on top of the chaos felt a bit too punishing for the jam, so the only way you really "lose" is closing the game without sending the SOS Message :)
And from the range of times I've seen it take people to beat it, I think that was the right call haha
This is a fun concept! Made me feel like I was really good at poker for a while because it felt like the bar was hardly draining... and then all of a sudden I'm playing with eyeball suit and wizard hat suit, and I'm wondering what is happening haha
I don't think there was a score or timer anywhere, but I wish there was one so I knew how well I did (or didn't do :P)! And some sort of indication of how good the different hands are refilling the bar would also be helpful! I mean I assume a Royal Flush is better than a Full House, but kind of hard to keep track!

I really like the environment you put together for this one - just enough atmosphere but not too much that it becomes distracting from the game itself.
I think the different weapons were just cosmetic, but it probably would've been nice to have a coin counter on screen to know how close I was to the next unlocks :)
I think this touches on a very fundamental game design lesson that you can learn a lot from. Because the player and enemies both scale at approximately the same rate, the end result is that the player feels equally as strong 1 minute into the game as they feel 10 minutes into the game. They're never given an opportunity to really "feel" powerful as there are no low-level / easy enemies that they can wipe the floor with once they've gained all that power. To make the game feel engaging, you need spikes and valleys in the difficulty curve where the player gets to feel strong and where they can be challenged.
I'd definitely recommend you experiment with that :)
I really like the style of the game here, and embedding the Sparknoids into the environment makes them fun to find and interact with. I think my biggest issue was the difficulty of triggering the puzzles. I had to give up after the (first?) coin one because I couldn't get the one in the next hallway to trigger.
I think it might also be more immersive if after you complete one of the puzzles, the wall environment updates, ex: if it goes into a pipe, it should disappear rather than reset to its spawn point - but that's just my thought!
Haha, I actually turned off the loss condition(s) in favor of a time-based result screen because I felt like it was too punishing. Puzzling out what actions to take in the right order to keep all of the modules happy is a challenge on its own!
Glad you liked the authorization questions! I had fun writing those :)
Sometimes jams don't go as planned, but you still made something in the end that you should be proud of!
Could definitely use a few more features to help the player out (like minimizing the number assign screen to view the board again!), but you've got a solid start to a puzzle game here! I'm sure there are more level gimmicks you could explore too :)
The second level took me a bit to figure out what exactly I was doing, but after that point, I enjoyed figuring out the right way to move to solve the puzzles. And good red herring numbers strewn about! An undo button would also be helpful with the amount of times I accidentally went the wrong way lol
But of course- game jam, not enough time to polish everything :)
The sound effects when clearing numbers makes this really satisfying!
I keep accidentally moving the numbers past where they needed to be for the matches to score which makes the late game pretty difficult. And one time the combo somehow made the sun move faster and instantly game over - not sure what happened there haha
Some of the other comments explained the exponential scoring mechanic to me, and I'm not sure if I played better before or after I knew how that worked lol
I've always enjoyed match 3 games, so this was fun to play around with for sure :)
I didn't understand at first that the food tiles refilled the entire meter, so I was picking them up as soon as I saw them and then losing because I didn't see another one spawn in the next few tiles. But once I had that figured it, I had no issues!
I think you could easily expand this to include more tiles types and resources as well as add some sort of goal the player is ultimately working towards. I'd also like to see a right click or middle click mouse panning aside from just edge-of-screen scroll.
Simple, easy to understand exploration game!
Adding little combat minigames into a runner game is an interesting idea, but I kinda wish they were more integrated with the running rather than becoming their own little thing which pauses the main gameplay. I'd also say that a lot of the hallways felt pretty barren with just a few things to avoid. You may consider adding a bit more to them.
I also like the idea submitted by b4ux1t3 regarding adding a map that fills in over time. When playing, it almost felt more like an endless runner which never ends rather than a maze with an exit somewhere that I need to find.
Interesting little adventure for a wizard to find himself on! I wandered through the forest to the west and then the rest of the world to the east after getting some potions from TownA. I did notice a few things seemed a little off. Everything seems to be drawn above player, so like if you walk up to a tree from the south, the player looks like they're underneath the tree which seems a bit silly. And some of the enemies when they move towards the player seem to get stuck on the walls (especially in the forest) which made them easy targets for my magic.
I would also suggest adding some sort of animation to the chest opening. I opened a few and wasn't sure what I actually got from them! I figured out it was more money, but it wasn't clear to me at first if there was an item in some inventory menu somewhere that I wasn't aware of.
Thank you for providing a map to the player. The world is rather large and easy to get lost in without one. Also neat background track!
Very silly barrel character! I like them :)
Exploring the unknown tiles is interesting, but besides avoiding spikes once you see them (and memorizing the maps), survival kind of feels out of the player's control which makes the game seem less fun to me. I think I'd prefer if there was some way to strategize your movements to avoid the spikes rather than blindly walking into them (maybe they're timed for example and poke up an down every other turn for example).
Might also be easier if the camera was a little bit more top-down. It can be hard to see the tiles behind pillars sometimes!
Great fun, and very cute little bird companion throughout the exploring. I enjoyed discovering the different landmarks in the environment and trying to place them on the map, but there were a couple I just couldn't quite seem to find the correct location for. The 30s delay between tries does deter just spamming it, but I got to a point where I knew vaguely where they needed to go but couldn't quite seem to line them up. As others have suggested, some sort of snapping or way to tell which way they need to move would be very helpful!
But marker placement issues aside, this was very fun!
Kind of reminds me of Spelunky which is cool!
The player moves pretty quick which isn't necessarily a bad thing, but since there's no run button, there isn't really a way to slow down and move more precisely. I think something like that might be needed. Also since the player moves so fast, it's a little hard to accurately hit the enemies with the sword swing. I'm also not sure if the corner grabs are intentional or just a collision but, but they didn't seem the most consistent for me to determine either way.
But cool start to something! The generation works really well.
That cyclops is strong!
This is a really cool game! The concept of stitching together rooms of a dungeon and collecting gear along the way is really engaging. And placing the rooms so you don't get stuck is a tricky puzzle depending on the pieces you get.
For some reason, I kept wanting to drag the rooms out of the hotbar at the bottom onto the screen rather than click and place. Maybe that'd be a good alternative control scheme? I'm also not sure if they can be put back after clicking on the wrong one. If not, that might be a good thing to add.
Thanks for making this! I had a lot of fun :)
The best part of this was the shopkeeper dialogue lol
I found the controls a little difficult to work with. The player didn't seem to move the way I expected with WASD, and I struggled with the middle mouse roll since it kept putting my browser into scroll-the-screen mode (even when fullscreen) and un-focusing the game. I'd really appreciate a rebind for that one!
I kind of played the game in a semi-stealth fashion and snuck up behind the enemies to strike them which mostly worked well! I'm not sure if I was supposed to be able to open the chests, but I never figured out the one at the start if so.
And you said you didn't have time to add it, but I would love to see some music and sfx added to this :)
I was jamming for a while, but then the music stopped. Seems it didn't have looping enabled :(
Unfortunate game-breaking bug aside where the map came pre-explored, you had a nice mechanic of stealthily taking out the guards throughout the world. I'm thankful the wizard gave me an extra light source because it's certainly pretty dark at night time!
I would suggest making the health bar a little bit less intrusive in the screen, because it takes up a lot of screen real-estate when moving to the north. And I see there's a score panel, but I don't know if it's really necessary for this kind of game. But that's just my opinion on it.