Spectacular work 👏
dotwogames
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I absolutely love this interpretation - a simple premise done well, and balancing those up-and-down meters is such an under-explored mechanic.
I’d genuinely love to see a more expanded version of this concept, I think it has legs.

I won’t post my second ending, but I scored -1,997. I know you know how.
This is a cool concept, hampered a good bit by the lack of information - it took me a while to figure out what was going on (although I got there eventually), although it started to click eventually.
I think the game could do with being shortened a bit, once I realised what was going on (and that I could click on screen was well as joystick to move), I found myself repeating rounds without much happening while thinking “I wish picking four weapons meant all four were active at once”. (I don’t think four weapons would actually be good, but by that point I was going through the motions a bit because each round was a bit samey)
Overall a neat concept!
Agree with theChief, the performance was extremely poor (and if caused by the platform, it should have been a sign to rework the design to compensate). It’s really hard to fairly evaluate the game because of it - I was able to shoot enemies, but they’d teleport behind me and kill me quickly; I didn’t get to experience the upgrades I unlocked, and the lack of juice and impact feedback meant I wasn’t really clear on when I’d done anything.
Maybe try a much smaller arena with less visual fidelity?
I got more performance than theChief did when I played, but I agree on some of the gameplay hitches; twice I spawned in and was batted off screen before I had a chance to find where I was and move around.
The concept fits the theme well (although shooting is sort of pointless with how small the bullets are in scope of the players/arena), but it does feel very close to the implementation of other minigames from Fall Guys & Mario Party games, it’d be nice to see the idea fleshed out with more unique design.
It’s hard to rate some of this without bots in game, because I never managed to play with a group of 3-6 as recommended.
Art and audio very cool, but the lack of tutorial and slightly unclear UI (it took me ages to realise there was a dark circle for movement) meant it was a bit of a frustrating experience.
I like the vibes of the place, but I think the game needs more work to get it into shape.
I like the potential concept, but the implementation is a bit too rough for me to get a handle on things. Extremely struggled to fight against the bot, aiming and shooting was a challenge.
Very little information was telegraphed, I wasn’t clear what I could/should be aiming for, and what was just part of the arena.
Classic 2d arena fighter, but wow I must suck as arena fighters - the game (or possibly just the AI) was too hard for me to meaningfully engage with the systems. 80% of my playtime was being stunlocked by the AI, 10% stunlocking them instead (and the other 10% falling off the platform)
It’s a neat concept and I think it was sort of clear enough to play (I don’t speak Spanish, so couldn’t do more than press buttons and hope), but definitely a high learning curve!
I like the concept but the difficulty is really high. I played every round as the kaiju, but even with trapping the bots in the corner with stuns, I could not land more than one or two hits!
Matches the theme, and I like the overall idea, but yeah really hard to get to grips with I’m afraid! Would like to see a version with a smoother on-ramp.
Very neat little puzzle game concept (again, how dare you), I can easily imagine this going on to be a full release.
I’d love to see the game explored with variations - maybe some levels let you see a few pieces into the future, some let you rotate the next piece/placed pieces/the board, etc etc. Nice work :D
I loved the concept, but I also struggled with my poor client’s migraine - I collected a whole bunch of herbs, but couldn’t figure out what to do with them! (The book said they’d need drying, but possibly that was flavour text?)
Glad to see you’re going to continue development, would be fun to see where this ends up :)
Really liked the concept, I’d love to see more of the idea - switching between styles felt really smooth, and you can’t convince me that arpeggio/poison is anything below top tier.
Definitely took me a while to get the hang of it, but I’d love to see the concept developed further with a more approachable resistances/weaknesses system. Nice one!
Morning beanc16, thanks for playing our game!
Yes, sadly the images broke a few hours after the jam finished, that’s why the game is disqualified - we’ve uploaded a working version here, if you’d like to play the proper game! https://dotwogames.itch.io/squarepinski-temp
Hope you enjoy!














