Ty!
CutieMonica
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This is the last game I'm rating this jam, and fittingly the first one I'm giving 5/5 in everything. Usually, in rhythm games, I get really confused and disoriented because I can't process the direction I'm supposed to press in time, but somehow recontextualizing it in the way this game does, making me move in the same direction as the line in front of me, made a world of difference and made it possible for me to actually do well. This is so creative, the art is gorgeous, the story is simple but effective, and everything around this is so lovely, it's the perfect jam game and a fitting end to my ratings. Great stuff, to everyone who worked on it!
This game is so sick. The constant health loss gives such a good incentive to keep pressing on and not let up for a moment, the attacks feel incredibly satisfying to land, and the art is absolutely incredible. My only gripe is I wish there were checkpoints, as dying feels incredibly punishing, and I wish there was more, as this feels so incredibly sick that it's a bit addicting. Absolutely love it.
Incredible style, and quite funny writing, though with the gameplay I feel like it gets a little samey pretty quickly, the bar scenes do nicely to vary it up, but for the most part you can get by entirely by clicking the longest response since that was almost always the correct one. That said, it's more about the experience of reading it, laughing, and seeing all the great art, and I really enjoyed it for that. Good stuff!
I didn't wanna kill the rats :(
Absolutely phenomenal art, music, and presentation all around. One note about the gameplay is that I think the timer system isn't great, it kinda overly punishes you by slowing you down when you're already doing poorly, and if you're already doing well then it overly rewards you by making you always continue to do well. Sorta feels like getting kicked while you're down, I suppose. That said, damn if this isnt one of the best jam games I've ever played, that one nitpick is the only negative thing I could possibly say. The whole team cooked super hard.
I like the story and the narration a lot, really worked well and had me hooked through the entire thing. I will say that I found the first two gameplay segments a bit confusing, and the third was mildly infuriating because my mouse kepts moving ever so slightly and completely throwing off my aim. I believe the deadzones could be set a bit better with the gun aiming. Still enjoyable, I had a nice time with it!
Really fun, learning the exact right timing to press in order to get just over (or under) the 1 second interval felt really good. I always saw those youtube videos of people competing to stop the timer on the dot and thinking that would be really easy, but I have been humbled today. For some reason, the web version said WebGL did not work on my browser (firefox) despite every other web game so far working fine, so that was strange. That said, super solid game, got pretty hooked on it for a while.
Fun concept, though I found it a liiiiittle on the cluttered side with all the things going on, considering I was able to just hold Q, W and E in succession, press whatever button was on the popup, and win without thinking. The rest of it just kinda felt like a bit of noise, and I'd rather there be something more to do, like things I need to click on, or if the alert meter came into play a little more. Still fun and left me feeling pretty frantic by the end
Super difficult starting out, but very fun to learn and get a hang of. Once I started richocheting my shots off the wall to clear out the letters I didn't need, I got into a flowstate where I could rack up points and get immensely stressed from every bomb coming my way. I kinda wish the tiniest movement didnt seem to have like a 30% chance of throwing my entire tower off, but I learned to get used to that eventually. Great stuff, best word game i've played so far!
Really fun game once you get past the tutorial (which was incredibly difficult, at least for me), I really like how it's like a bunch of different puzzle games bundled into one thing. The dialogue got a little repetitive (I get the alternate universe premise, it would have been nice if it had more variation regardless), and some more audio could have been good, as it's a little empty, but I really did enjoy my time with it. The one where you play Snake and surround the bomb with boxes was my favorite.
it's a shame I didn't go with the initial plan of making my game Soggy Cat clicker, our rivalry could have been epic
Very good and extremely silly clicker game, I really love that the autoclickers are a swarm of flies i send out to eliminate all cats in a 200 mile radius. Honestly not much else to say, it's shrimple and I love Glumbus
Really awesome twist on both a typical murder mystery and minesweeper! Took me a couple tries before I got it down (I was trying to play it like normal minesweeper at first before realizing I wanted to hit the "bombs"), but once I got it, solving the rounds and finding contradictions with testimonies in the turns I had was pretty fun.
Really cool concept and some awesome worldbuilding, the writing is really vivid and helped me imagine exactly how grim this reality is, one where you can see the exact value of your life and sell it off. That said, I wish it weren't as slow, as others have pointed out, as that's the main reason I didn't feel a particular draw to replay it and see other endings. Would love to in the future if it's made a bit more manageable, though! Cool stuff.
Very neat and creative concept for a platformer, the need to put yourself in danger in order to change the level design was really cool, reminded me of the Mirror Temple in Celeste. The controls felt a little sluggish (but I suppose you play as a slug so that makes perfect sense actually), and it made more precise platforming a bit frustrating when it feels a bit like trudging through thick water. That said, it has lovely art, and very neat mechanics. There's definitely something very cool here.
Thank you!
The game was slow to start on purpose, to sort of give the feeling of doing a challenge run in a game like Breath of The Wild, going right into the final boss with almost nothing then gearing up on the way there to try and take on a behemoth.
Settings and Saves were things I really wanted to include but just didnt have time for, unfortunately. I definitely would have had ones for autoclicker speed and volume at least. Also, you should be able to disable the autoclicker by just pressing C again, not sure why that wouldn't work but there's a lot of random bugs with that thing so I don't doubt it lol
I was going to have stats displayed, namely DPS and your current time spent in the fight, and make the point of the game about getting those stats as high/low as possible, but again, time constraints unfortunately. The upgrades are all buyable as long as they dont heal the boss above its max health (100 Billion HP), I could have made that clearer, yeah.
Skipping dialogue lines would be pretty difficult to do with the way I have it set up, but I'll consider trying to make a system for that. I believe one of the lines not playing is a really odd web-specific bug with Godot's AnimationPlayer, I've been trying to fix that cause it bothers me a lot.
Glad you enjoyed despite the issues!
I tried it again now after restarting my computer and it seems to be more responsive, I assume it was some strangely targeted browser lag on my end then, no clue why it only applied to that one thing.
I used keyboard, with shift specifically and don't have sticky keys on, so I assume it was just something strange with my browser in particular
Cookie Clicker was the main inspiration! I really like how that game does progression and has you always doing something new every so often, and wanted to make something that felt that way too! I tried to make all the upgrades feel unique instead of just being strictly damage increasing things. Thank you so much!!
The auto-clicker is a bit odd when it comes to the upgrades, particularly in the web version, yea. I think it requires a little bit of manual clicking on them before they'll start working properly, but I'm not entirely certain why it happens, though I'm probably gonna rework the thing entirely to work more consistently across the board since it's had issues for a while. Thanks for playing!
Also, the ending scenes went by fast due to having the autoclicker on, I kinda didn't think of that, I should probably force-disable it during that since you progress the scenes manually by clicking!
Really really great puzzle game, made me think of my 2024 GMTK entry and I enjoy it quite a bit. The puzzles are really well designed and made me think about my resources and how I can get across each gap with the boxes I have. There was a lil bit of jank with trying to place down boxes on other boxes (like in the image) but I had a fun time whenever I wasn't getting inside walls!!

Fun game, reminds me of the minigame in Smash 4 where you destroy all the boxes on your platform (if anyone remembers that), and I had a lot of fun with the Wario Land-like controls. The shoulder bash did feel a bit unresponsive at times, not really sure why (may have just been the web version), and I would have especially liked if the platform tilted a bit in response to the weight on it, as that would make the whole thing a lil more dynamic and fun. Still great regardless, and the spritework is very clean.




