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CuriousBlobfish

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A member registered Sep 16, 2025 · View creator page →

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The way you've composed and used the visuals is really cool, and the story seems intriguing, can you give me a hint about how to get the power on in level 2? I was struggling

The mouse capturing on the web is a bit tricky in first person games, I had a similar problem in a past game jam and it took a few iterations to get it right 😊 

Glad you both enjoyed it! That's some fun ideas to add more complexity

Cool idea, felt kind of like portal, I liked the addition of an optional tutorial level. I had a couple of small issues, if I pressed ESC in the browser to allow my mouse to escape the game I couldn't then continue playing, the mouse stopped working to look and use the hands. Also a tutorial prompt had the wrong icon, see screenshot.

Definitely has potential for lots of cool puzzles!




Cool idea, lags a bit from level 3 onwards for me in the browser, also I failed level 3 after the boats left the screen with all the blocks on the board. Enjoyed puzzling out how to avoid the boats. 

Thanks so much! I'm glad you both enjoyed it, I woke up Saturday and looked at the theme and it just popped into my head and I had the vision of people stacking things up on the scale and putting stuff on the other side of the scales to mess with each other by making stuff fall off, and I knew I had to give it a go.

Really cool idea! I like how the cards abilities get more interesting and complex as the game goes on, I did notice if you use the lighting card to steal a card it doesn't hide the stolen card so the next card gets placed over the top of the stolen card's sprite. Really fun and could definitely see this having to potential to be developed into a full game!

Thanks! Yeah, didn’t fancy tackling multiplayer networking with such a short time window. 😅 

That sprite turned out better than I thought for a quickly drawn sprite near the jam deadline at 3am 💀 

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I like the pixel art for the spiders, didn't bother me particularly but I know pixel art enjoyers can care a lot about mixels (differently sized pixels), font choice was a bit hard to read,  Camera rotated a bit fast for comfort, and I sometimes fell off a wall when walking in a straight line  - could maybe add a bit more leeway before you fall off. I liked the sound effect when walking and the platforming with the spider silk was interesting. Gravity felt a bit heavy, felt like I fell really quickly which made doing tricks with the web shooting tricky to time. Great job for your first jam! Getting cameras right is surprisingly tricky, mine was worse on my first jam.

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Great idea for a game, my wife and I had fun coming up with headlines together to match the story. Would be cool if it showed you all your headlines at the end, maybe with some sort of reaction to the headline from the public? Idea for if you had more time than just a week perhaps.  Visuals and sound effects were great and fitted in with the game setting.

Nice art and visuals, great work collaborating with such a large number of contributors, the mazes felt a bit lacklustre in terms of mechanics and I felt it lost the tension as I was slowly walking around a maze with no time pressure or assailants. The quiz felt a little easy at the end. Also randomising the mini-games ordering would help re-playability. The story felt a little short with an abrupt end, but not surprising given the length of the jam.

Noticed a few bugs:
- particles on Fol's feet appear on top of the curtain as it closes 
- after the end quiz you can still click the answers through the curtain
- if you skip through the dialogue it starts appearing offscreen on the far right out of alignment 

Great puzzle game with interesting to solve puzzles and interesting mechanics that build as the game progresses. Nice audio and visual design. Scoring system does a great job of making you want to try again to get an A score after puzzling out the solution.

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Awesome art and visuals, simple and engaging gameplay that builds on itself as it progresses and a fun loop that makes you want to come back for more and keep playing to improve your highscore, fantastic! Great use of colour to provide striking visuals with monochrome sprites.

When I had the idea I thought it would be silly and kind of hard to control, I was surprised how quick I got used to it, glad you like my art! ❤️ 

Resting squirrel face 😆 I love it! I’ve kept the squirrels gender ambiguous, glad you like them! 

Thanks! Glad you liked the art ❤️  it’s my first time making all original art for a game (and my first time in years doing any sort of drawing). I could have done with adding a sensitivity slider. 

Thanks! That’s a  good idea! Hadn’t thought about that, would add more depth to the controls

Great game! Really like how you combine the dancers in a sequence and have to take account of the direction they will spin, nice strategy game of buying your dancers and setting them up to maximise your points and different ways and strategies of combing different types of dancers to get points. I had a little trouble picking up pieces after putting them down on the board and minimising the menu so I could see the right edge of the board.

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Glad you liked the art! My first time making all my own art so I’m glad people like it! Definitely going to add silly helicopter noises after voting, wish I had more time to add sounds, submitted it at 4am when I had a flight to catch the next day 😅 

Great puzzle game with creepy horror elements, really atmospheric and tense, got jump-scared by you-know-what when going around a corner. Great job!  Mouse sensitivity option in a menu would be good as my mouse was a little sensitive on the web build.

Fun game and nice use of spinning in the controls of the game, I had the same idea for mine. I crashed every single time first playthough (almost made it a couple of times), the story that unveiled in the consequences was really interesting and funny, love the way you wrote it. "Spin to win, Spin to win, Spin to win...". I did find it a bit tricky to land without crashing, maybe having a accessibility setting to give a bit more leeway would help? 

This is my favourite game I've played in the jam, I think it took me about 45 mins to an hour to open the door and I really enjoyed solving all the puzzles. Really nice game and level design, sound design,  music and minimalist art style that looks beautiful! The only constructive feedback for improvement would be making the wheel rotate a bit slower (or slow down a bit slower so I have longer of it spinning at a slower speed to select the character I'm after) as I found it a bit frustrating trying to get the character I was looking for. I really enjoyed this my time with this game. 

Great idea and I really liked the visuals, I found the gameplay a little tricky, I found it a bit difficult to remember what spin I used to fill different orbitals and which ones I'd filled, so some way to represent this visually would be great (unless I missed a way that's represented?) Also love including an educational element of physics / chemistry (although a lot of artistic license was taken in the accuracy of the science).

Love the art style, and the fun dialogue and vignettes of stories, working out the drinks they wanted was fun, poor brian. Gameplay could do with being more engaging but a charming little game.

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Cute little game, I like it, the computer has personality and interesting to explore different paths through the dialogue. Also, like the different emojis of the machine to display the different results. Also, very serious :) 

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Love the art-style and contrast between the colourful game and grey environment, game juice felt good and I felt it really captured the atmosphere of slacking off in an environment where you don't want people to realise you're doing so. Fit the theme of the jam really nicely!

Some feedback: the spinning felt kind of unnecessary to maintain situational awareness due to the way the game prompts you, it felt like I could ignore the spinning mechanic, actually I was actively incentivised to do so, as smashing space slows down time but spinning doesn't, so I'd be better spamming space and using shift instead of spinning to see whether anyone can see me. Also, I might have been unlucky but the timing on the final level felt pretty tight.

Thanks! Definitely more of a prototype as I didn't have much time to work on the jam due to work commitments, I want to update it after the voting period to finish adding all the things I originally wanted in the game but didn't get time to add, I've got a lot of To Dos still sitting in my game design document that never got implemented due to time constraints. Glad you got the cute vibes I was going for, it's my first time fully making the art for my games from scratch rather than using assets made by others.

Thanks!

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Look pretty nice and I like the idea of building your spinner. I think it may need some balancing as I was losing the 1st match up every time until I prioritised power and then I won 4 matches back to back. Also, some explanation / tutorial about what the different properties do in game so it is more clear would really help make the game easier to play. 

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Took me a few tries, but I beat him and got the choco milk. Love the art style, animations and sound effects, and the gameplay was really fun! Really great job from everyone involved!

Love the art style and theming of the story and the use of the spin to win theme, I think the mechanics could use more depth, for example enemies having weaknesses at different body parts, or being able to destroy enemies upgrades.

Nice idea, needs some work. It took me a bit to workout where on the arrow I needed to click to move the direction and I couldn't find a way to move where the arrow starts.  Also the area to click was very small, being able to click anywhere on the back half of the arrow to move the start point and the front half of the arrow to move the point would make it easier to aim.

Cool idea! I found it a bit tricky to extend the yoyo while moving around dodging enemies, if I'm correct you have to move spin the mouse around the player model so the player model spins? So you can't just spin it in a circle anywhere on the screen? That means you have to move it to the right point on your screen while you're actively moving around and avoiding enemies, which I found a bit tricky to manage consistently. I feel it might feel better if you could spin the mouse pointer in a circle anywhere in the game window, so you don't have to focus where your mouse is in the game window.

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Thanks! Glad you enjoyed it! The idea of a squirrel raised by birds learning to fly by spinning its tail came to me Saturday morning after watching the theme announcement video the night before. Wasn’t planning to participate because of the overlap with my work trip, but thought the idea needed realising and I wanted to try making a game with all original art for the first time 😀 

The flying pigeons were actually drawn while I was flying in the plane for my trip 🐦 

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Interesting idea of spinning out the cars to take control of another, I initially misread the description and thought the point of the game was to destroy all your sister's toy cars by smashing into them, once I worked out it was a racing game where you switch cars when yours are damaged so you can continue racing it made more sense. The controls took a bit of getting used to, I didn't realise for a while that the arrow keys steered you in the direction they point and though left and right were steering the car left and right, once I worked it out I kind of got the hang of it. Using Esc for getting into menus doesn't work well on the web, where Esc exits full screen, also the game window doesn't resize nicely, as it's a fixed size, also the road graphics could do with being a higher resolution to more closely match the resolution of the cars and blocks! Well done on making so many different game modes in such limited time! 

Thanks for the feedback! 

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Great little incremental farming game, enjoyed playing it on the train, make the time speed by.  Also, I liked the fun little flavour text in the quests.

I have some suggested UX improvements that would really polish the experience of playing: 

- Keeping combined items in the combining slots e.g. I want to compile 10 ice spinach and 10 normal spinach, I have to keep putting them in the slots, if I have some left in my inventory if would be nice if the another would populate the slot automatically, so I didn't need to keep adding them.

- If I have seeds selected on my hotbar and plant one sometimes it would be deselected after planting one, and sometimes it would stay selected so I could plant many without clicking on the hotbar, 

- Being able to see a tooltip with the names on hovering on a type of spinach or seed would be nice, as I started to forget the combinations I'd already found when trying to unlock crystal spinach. 

- When picking up spinach from my farm, every other spinach I picked up, the spinach is added and then removed from my hotbar, that doesn't seem intended? 

Really enjoyed this puzzle game, working out the interactions between the tiles and how to rotate them to get the resources you need was fun, and the gameplay of going and getting the resources, fighting off the critters and getting back with all the resources and some health was great, really nice gameplay loop, also the pixel art looks really charming, great job! 

Great effort! I like the visuals and sounds. Movement feels a bit hard to control, I think more snappy controls with lower inertia and a faster rotation speed would feel better.