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Enygmatic

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A member registered Jul 18, 2018 · View creator page →

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Thanks for playing!

I’m happy to hear you enjoyed the game despite FPS not being your thing. I really wanted the game to FEEL challenging but not be punishing, there were a few tricks I pulled to make that feeling come across and I wasn’t fully sure it would work. And combined with my attempts to make my games more accessible I’m really happy it worked out for you!

And the voice acting was fun, so I’m glad you enjoyed it too!

Well that was an excelletn bait and switch at the start, thought I was getting myself into an X-Rated version of The You Testament!

The game overall has a lot of good jokes, the dialogue feels like a mix of Disco Elysium and Cruelty Squad, and I love the little details like the commentary bubble and the character portraits. Also, did the Cool Knight make a FunHaus reference with NASCAR being a palindrome?

The issue I did find with the game is that the hunk only heals you once, despite the game saying otherwise. Not a huge issue but I do wish I could wipe the dungeon of enemies.

Being able to move while dialogue is playing may or may not be intentional but I like it, makes the game flow much faster!

This was an excellent SBIG entry, great work!

That was really cool, one of the best twists I've ever seen in a visual novel!

The art is a bit too good imo, though the end section has some parts that lean a bit towards bad.

If anything the game overall just feels more like a subversion of VNs or experimental than truly "so bad its good". But if need be probably better to trend towards good than bad, which this game does handily imo.

And I frankly appreciate the short length of the game, it has enough cool stuff going for it, doesn't need to be stretched out o half an hour.

Great work!

Just as brilliant as last year but with moar!

Again the loop is fun, the music is popping, the artstyle is a great mix of pixel art and stock photos. Though I admit in some cases I was Opposed to this level  of Force!

I still find the hook a bit slow at the start, but the upgrades really do make a difference, so the progression feels fun that way.

The one major complaint I have is the fish circles being the same colour as the water, I think it made them a bit too difficult to spot at a distance.

Aside from that this was a great SBIG-y adventure! Excellent work!

Another banger, another banger from Ja Wizardman IV's XCVG!

Now that I've properly looked at it, I definitely see what you mean by wanting to paly the game promised by the cover art lmao.

The opening and the menu were very well done! It really captured the Baldurs Gate look and feel in the classic XCVG style! I admit I did feel teased by the dice rolling sound though, genuinely expected the dice roll screen to show up at some point lol.

As for the gameplay itself I liked it as someone who 100%'d Papers Please, and I loved all the references to other games and IRL events. Though I admit I felt the text was too small to read on the passports at points, some form of zoom in function would've been great, but hey its a jam, and SBIG at that!

And the multiple layers to this thing really added to the experience, I was immersed the whole way through!

10/10, a new SBIG classic!

This was an interesting concept, but I admit I suck at chess and haven't played sokoban, so I sucked twice at this game lol.

A shame there was no sound, but the art was well done, frankly a bit too good for SBIG. Frankly overall I didn't find this to be "so bad its good", more like "so niche its confusing" tbh.

But, it is an impressive combo, good work!

This was a short but sweet one, the art is perfectly fitting, and I love the audio quality with it suddenly going from being in one ear to surround sound lol.

The story telling and gameplay progression is beautifully succinct. Not enough mechanics to be confusing, but enough that the gameplay changes up slightly. I was actually surprised by the boss fight presence! I honestly thought the dash was just for speed.

A great little "so bad its good" game, excellent work!

I was promised to meet cheese, and by gum I did!

I got a D and then a C, so I guess my taste in partners needs some adjustment. The opening was decently well done with the sound effects and visuals, and I really liked the loading screen!

The various little scenes were neat too with the various notes around the screen.

This was a short game, but for what's here it was pretty neat. Good work!

This was some supreme So Bad It's Good energy!

The ads are amazing and shockingly not fake, I thought they did get a bit tiring towards the end but I guess thats kinda the joke.

The clicker section was rough until I realized the ads weren't just art and I could skip the clicking, at which point I thought this was the best clicker game I've played all jam!

The art and presentation is brilliant, and the frustation platformer sections I thought were well done as someone who hates frustration platformers.

Frankly I haven't seen a game execute faked frustration so well before!

Overall this was an excellent entry, a certified SBIG classic, great work!

Thanks for playing, glad you liked it!

I intentionally wanted this game to feel challenging without punishing, hence the regenerating health and respawn points so I'm glad you still had some effort required.

Yes the overly stretched textures were intentional.

I though Ned set up the jam so team members could submit, but maybe not, I'll have to ask him about that.

Did you play only the browser version? For some reason after some point, seemingly after playing some number of sounds in a row, the players weapons don't make any sound at all. I think it's just a limitation of WebGL Godot. The sound pitch randomizer does require a lot of audio streams being created and removed.

I don't know if theres an actual end game or win condition to this game but I thought it was fun!

The cointoss mechanic was confusing at first, as I expected the drag to be the opposite direction, but once I got into it the platforming was interesting and kinda tactical. I think there could be more to it if this were a different jam with more polish, but I enjoyed playing around with it. And I say that as someone who is not a fan of platformers generally.

The game could definitely do with some sound effects, even just some basic ones for jump, collecting coins, launching with cointoss, etc. It would really help the game come alive.

Overall though, I thought this had some interesting stuff in it. Good job!

I admit I'm not a fan of clickers, and at the start I was really annoyed by the fact the click detection was really slow in this game.

But having now experienced it, I think it's fine not being as instant as other clickers, or have the text change every few clicks instead of on every click. I don't know, maybe that would make the game feel like some progress is being made?

I do like how it played into the game becoming spookier, with the monster or whatever appearing out of the corner of the players eye when you finally are prompted to turn around.

I agree with the other comment saying it feels like I missed something though, like there was supposed to be a big reveal but instead just kinda cuts to black and ends over some frankly too slow text cards.

The game didn't overstay its welcome, but I feel like there's something screwy with its scripting and pacing.

Good work!

A confusing experience but fortunately I am expert in pressing/clicking things until something happens!

Overall I didn't find this too bad, the one area I have complaints is in the final section trying to offload the workers. It felt like I had pressed every combination, and even when I found a valid combo it still took multiple tries to find success.

I actually found this pretty clever beside that, but then I also enjoyed all the Rise Of the Golden Idol DLC so maybe I'm a sucker for punishment and combining things until it works lol.

Ultimately I enjoyed this as a nice short experience, and in larger jams I enjoy shorter games. Good work!

Unfortunately I was too cooked to get to the final boss even on Easy :(

Not a bad little shooter, though I found it hard to focus with the moving 3D background. And it is possible to cheese most of the enemies by just staying near the top of the screen. Though this cheese does backfire with the bosses.

Overall not a bad little game though, good work!

A surprising amount of twists to this one!

The first two sections had some surprisingly polised mechanics for about 3 days work, especially for SBIG jam! The third and final felt a bit more in line with what I would expect, and while it was anti-climactic it was in keeping with the spirit of the game so I didn't dock any points or anything for it.

I agree with other comments saying the first section went on a little bit too long, but it wasn't excruciating.

The art I honestly felt was more cute than "so bad it's good", but the gameplay and progressions leans a bit more into it which is nice.

The music was also quite nice so good on your gf for that part!

Overall this was a neat, twisting experience, good work!

A BRILLIANT So Bad It's Good entry!

I know Crazy Taxi was the main inspiration but it really gave me the same vibes as Quarantine mixed with Simpsons Hit And Run. Which is to say I like it lol.

The setup actually felt like a setup for a Disco Elysium parody, and if that was the intent I think you knocked it out of the park! The french accent was the real cherry on top of that part lol.

Generally speaking, I love the attention to detail, the image in the mirror, the cans on the dash, the absolute unit of a forearm, and I really liked the radio and how many different tracks and in-between stages there are.

I appreciate both third and first person mode being offered, first person was great for feeling cool and dumb, third person for actually getting a good view of whats happening.

I think keeping the player on a track and not having them crash onto the sides of the road was an excellent decision for QOL and keeping the focus on the jank.

I sadly never reached the goal, currently $2000 would probably require an hour or more of grinding which I just dont have time to do lol. Really my only complaint is the lack of actual content in terms of an end goal and progression. If the goal was lower, or if there was a bit more variety to the surrounding city I think this would be a real winner.

As it stands though this is definitely one of my favourites of the games I've played so far. Excellent work!

This was awesome!

I loved how the player is absolutely LAUNCHED by damage rather than being killed, this alone not only made the game less frustrating but also much more comical.

I loved how there was some optional exploration and skips, I LOVE the art. The MS Paint spray can backgrounds are especially nice!

I thought the dialogue was decent, and the ending was genuinely funny, along with the MS Paint end screen.

This was a fun "so bad its good" platformer that managed to avoid being frustrating, and I say that as someone who is not really a fan of platformers.

Excellent work!

While the art is definitely SBIg, there's some genuinely neat ideas in here!

The items turning into bonuses in the later half is really cool, and I like that you let the player stay and farm more if they want to.

I sadly never made it further than wave 8, the giant is just way too tanky for me even with level 2 cannons and wizards. I think some healthbars for enemies would've been a real improvement, as it was hard to tell if some attacks did anything. With the spells in particular it seemed like the enemies were unharmed until they suddenly died.

Also I noticed the sound is REALLY quiet, like I barely noticed the sound effects in the latter half until I had my volume up 2-3x what it usually is on my headphones.

And the main menu doesn't fit on screen at all, while funny it does make it hard to tell that the player is supposed to do anything at first lol.

There's definitely some balance and QOL features that could be added here, but this is a neat idea I think could be expanded on. Good work!

Not a bad effort for a first published game, I admit I'm not a huge fan of RPG maker games, that might just be me being worn out from them over the past 6 years in jams lol.

But this was kinda interesting with the randomized rooms, though frankly I think the rooms themselves are too big and sparse. There are items to find, I found I think 3 drops, but that's across over a dozen rooms, several of which are pretty large.

And while this is more of an aspect of RPG Maker itself, the combat isn't that entertaining. It's not awful, it's rare I encounter an RPGMaker game with truly bad combat, but I've never been wowed by it.

Just overall generally I think this is a case where you should've thought smaller. By my count I saw the map names go up to "map 19", and I think that should've been the level count of the entire game, and even then you could've done with maybe half that and just focus more on the progression and having a defined ending. Maybe it's really easy to make lots of levels in RPGMaker, I'm not sure, but I know I've always found level design to be the most difficult part of game dev.

And frankly I don't know that I found this to be a "so bad its good" experience. It was tedious more than "bad," but the tediousness also held it back from being entertaining.

But back to the positives, I think there is more you could explore with randomized rooms, but I agree with the other comment it may be better for more of a roguelike experience. Or perhaps just have fewer, smaller rooms per layer.

I also liked talking to the various characters in town, with the buildup to the dungeon. Again I think the town level and buildings should be more compact, but it's more content dense than the dungeon which is good.

I think this is a decent start, and I like that you went a bit experimental with it instead of just a totally straightforward RPGMaker game. Good work!

Well stylistically this is a classic SBIG showing, the art and cutscenes especially.

As for the mechanics the attacks and movements are surprisingly detailed, except for the lack of walking animation but ya know.

I never did figure out the hidden mechanic though it sounds very impressive!

I do wish there was a bit more to the game though, like enemies being able to fight back, and more of an ending. But hey its only a little over a week so what can you do.

Overall I wish there was more to this game, but whats there is definitely So Bad Its Good.

I definitely feel you on the not playtesting thing, I’ve only ever had people besides me playtest my games before release ONCE. And that was for my capstone project in uni. Especially for my games, and I imagine this one as well, so much time is spent just getting everything together there’s no time for testing or more changes until after release.

I think there is something to be said for avoiding being generic, especially in this jam. But I find the most important aspect of how much I enjoy an entry for SBIG, and jams in general, is if I’m feeling frustrated by a game. Regardless of if the game looks or sounds great, if I’m being annoyed by playing the game then I don’t enjoy it as much as a game with say stick figures but the game loop is quick and snappy.

But yeah more playtesting is always a good idea.

I mean it may just be me, because I’ve never been a huge side scrolling platformer fan. And I think I submitted myself to it somewhat by trying to get all the collectibles, but I definitely think it’s a learning process. I’ve been making shooters since 2019 and I still haven’t quite got the balance right lol.

Well for starters, I love the idea of flipping the meme on its head.

I also really like the weird control of making V throw rather than a mouse button or spacebar or anything sensible.

I LOVE the character art for the gorillas, absolutely beautiful modelling and texturing work.

Unfortunately I ended up with 2 gorillas left, and couldn't find them anywhere. My major complaint with the game is that movement speed is too slow and bomb throwing distance too short for what terrain you have to cover. When you can see a cluster of 3 gorillas on the opposite end of the map and you KNOW you can't get there quickly it brings the game from "so bad its good" to just kinda frustrating.

So I gave up at the 2 remaining mark, frankly I think it would've also helped if the gorilla bodies disappeared after maybe 10 seconds. So you still get the fun of their bodies being blown around, but also their bodies dont hide any potential survivors.

I don't know if theres an end state, or at least one of any value. But I can't deny that this slots right into this jam. good work!

Always nice to see a scratch game in the jam, makes me nostalgic for my early game dev attempts lol.

While there isn't really a cohesive end-to-end game there's certainly the pieces of a fun experience here. The shooting actually doesn't feel too bad, and you managed to get dozens of NPCs in a single level shooting each other, which is certainly more than I managed to achieve in my entry this year!

The menu UI is a little janky, but it's Scratch, so in my experience it's always been like that.

I wish there was some set goal like each side having some set number of troops that need to be killed like the original Star Wars Battlefront games. But alas you submitted what you got done, and you did get a fair bit done!

The art was also pretty nice, and very fitting for SBIG, especially the level art!

I enjoyed the few minutes I played to try out all the classes, so I hope you're able to eventually reuse some of what you created here for a finished game. Good work!

Another beautiful sprite-based game from you!

The art is great as always, and I love how intentionally little of characters you showed in cutscenes! It still looks great, but it felt very Hanna-Barbera-esque with little of the characters is visible and how little movement there is of individual features. I loved it!

The sound was also very well done, had that old arcadey feeling, admittedly for the most part didn't feel very SBIG on that front with the exception of the stereotypical Japanese/Ninja trill notes that play every time you click in a cutscene. THAT was a funny little feature even if it was unintentional.

As for the gameplay, it is interesting having to play as a realtime character alongside turn-based NPCs. The closest I can think of as an analogue is switching between realtime and turn-based in Arcanum: Of Steamworks and Magick Obscura. And while it is neat, I admit it really starts to wear on the fingers. I did appreciate the whiplash ability allowing me to oneshot the small enemies though.

As for the big enemies I feel like they don't have enough hit feedback, sometimes it felt like I wasn't doing anything to them at all, but I clearly must have been.

I also had no idea at any point what the bars on the bottom right meant, I assumed they were some sort of powerup charge since it went up as I attacked but didn't seem to do anything?

I admit as someone who also sucked at explaining some mechanics in my entry, I know it can be rough to epxlain everything succinctly. But yeah some explanation of how those worked would have been appreciated.

But overall, the game functions well, and it has some good juice to it, if a bit obscure on how some of the mechanics work. First playthrough my party died at the end boss, second playthrough I did the same thing but my party memebrs somehow levelled up more than the first playthrough and we beat the boss. I don't know what the difference was lol.

Great game, but I agree with your response to other comments, you should work on tutorializing, or make the actions and related UI a bit more self-descriptive.

Overall though, another banger!

This is one of the most unique games I've ever seen in SBIG, and I am certain it is a 100% accurate recreation of dressage!

The main menu starts on a very SBIG note, and the character selection only improves upon it. And then the various horse types of course are a hilarious selection, I sadly never did too well and ended up actually doing the best with the giraffe.

The controls actually worked surprisingly well, and the physics were some nice goofy jank.

The visuals were perfect, the sound was perfect, all around this was very well done! Excellent work!

I admit I felt a little mixed on this one.

For starters I really have to congratulate you on implementing such a complicated series of systems for the combat sections! The various weakness, attack types, selecting individual enemies, and of course all the minigames. I can imagine how time consuming that must've been over the jam.

And I say this as someone who has spent a lot of time on combat mechanics in jams, I honestly think this game overstayed its welcome with the combat. I found it very impressive the first few run throughs, but each battle was quite long, and especially the last 3 fights that don't even result in a unique ending of any sort was just too much.

Also the lack of audio I think REALLY does this game a disservice, it made the lengthy battles more noticeable with just an eerie quiet. And just generally it would have made the minigames and combat more satisfying, especially the fruit ninja minigame.

As for more specific technical complaints:

The hit detection on the katana in the fruit ninja section isn't nearly generous enough, if you dont get the drop with the very tip of the katana it doesn't cut, which just doesn't feel fair or satisfying.

I was randomly teleported to the middle of the map after combat near the end, which made it even more tedious with the slow movement speed.

The minigames cap out at 3 per party member, meaning you can only really be punished in the minigames. If there was to be no upper limit I think it would make the game flow faster, and make the minigames more rewarding. Especially since theres a time limit on the minigames already, they can't go on indefinitely.

You really may as well have the music looping. I know its lampshaded in-game, but tbh it doesn't really come off as funny to me, just "oh great, silence!"

The bombs had some really cheap placements in some minigames, either right next to a drop that makes it impossible to reach the drop, or sometimes hidden underneath or inside the sprite of a drop.

Back to the positives, the art is very well done! I'm actualy kinda sad we didn't get to use the horror version of the characters but I'm happy you included them as optional side content. I think too often I've had to leave stuff on the cutting room floor, so maybe I'll steal your implementation of cut content in the future.

I also thought the DS style of movement was interesting, I think it would've been neat if the game could've been played on mobile with that setup, or at least allowed full screen in browser to see the game in a bigger picture.

Either way, I can tell a lot of love and effort went into this game, but I think there's some lessons you can take into your future work. Still, good job!

This was surprisingly cool!

The twists in the game were great, and I love the very meta aspect later on!

A small thing but what I really found funny is the audio player on the bus actually having some position audio to it. So you can hear the engine hum or the horn go across the screen and whip around to the start again. It's stupid but I found it funny.

Very well done, both simple and yet has some actual depth to it. The stop light fight in particular I thought was some outside the box fight logic.

Great work!

Short but sweet! The art was very much SBIG and the sound with the beautiful music was as well.

I loved just how many little details there were like the mouse wrigglying around, Bob squishing everytime you mouse over him, and the subttile box bouncing up with every new line. A surprising amount of SBIG polish as it were.

As for the gameplay, I mean its a clicker with dialogue, so nothing spectacular, but it didn't overstay its welcome.\

Overall a good short experience, nice work!

It's a shame this game wasn't finished because I thought this was a solid base for more!

This game actually already addresses some issues I've had with top-down hack and slash type games before. Namely that you aim and move separately, which makes it feel a lot better. And the sword has a fairly wide radius which makes fighting groups feel good, plus the attack pushing the slimes back helped. And the bow was neat with its wind up time and animation, I also liked again that you can fire in any direction instead of just cardinal directions.

It doesn't really feel SBIG yet beyond the NPC dialogue, the invincible sheep and it just looking like a stereotypical RPG, but there's something to it at least.

I hope you keep up with game dev because I could see this games combat system being fun with a wider variety of enemies and attacks! Good work finishing what you did!

This was really neat, all the little minigames and the art and sound came together very nicely!

I really liked the changing face of Smirk, especially Gigachad Smirk.

I admit I was cautiously expecting a scream game with the dragging the star through the maze. My 2000's flash game brain kicking in I guess lol.

But this was fun, and while the switch to the timer counting down across levels screwed me up the first time it was an interesting twist once I realized what was happening.

Overall, great work!

Another interesting entry in the Kevin series.

The graphics were nice and jank, the sounds were suitable, and the platforming while not terrible did make it near impossible to avoid damage and losing all my gears at some points. It grinded my gears. It especially didn't feel great with the flying enemies as they felt pretty unforgiving with how far above them your character sprite had to be to count as an attack.

As for the dating sims boss fights, I found it really hard at first until I discovered there was some rhythm to it. But then when I got to the rhythm based section I found it very unclear how well I was actually doing. I ended up having to lean on the IDK button just to progress. I admit I haven't played Undertale so I don't know how much of this was supposed to be intuitive or not.

Ultimately I think this was well made, and clearly it was created with love and effort, though I also don't think I'm the target audience of this kind of game. But that being said you did great work!

This gave very strong 2000's flash game vibes which I love, but I admit with the nature of the game and the placement of the UI I was looking more at the top of the screen than I was at the fight. I also wasn't able to tell if there was a distinct win condition or if the fights just end after a certain point.

The use of stick figures and the type of gameplay definitely feel kinda SBIG, combined with the lack of menu options especially.

The controls didn't feel too bad on controller, though I admit from my comment earlier about being focused on the top of the screen I never really could figure out any combos.

Overall though I think this is a fitting entry for the jam, good work!

This was hilarious, the weird camera snapping when looking around, the music, the enemies and the boss fight all-together was perfect!

I admit it took me a few seconds to figure out what to do for the boss-fight, but once I did it was quick to get through.

I appreciated the shooting section having generous aiming and hitboxes for enemies. I feel like it could have been improved with some more effects for the players weapons and the enemies being hit but it was suitable enough. And the high movement speed was definitely a good idea.

As for having a medieval FPS I really liked it, I get Hexen, Heretic and Doom The Dark Ages vibes from it which is nice! Almost makes me want to try another medieval/fantasy game.

I really have to applaud the music, animations and sound effects in the boss fight, they all tied together so well.

Great work, a very SBIG game!

This was nice!

First of all the shift was very well executed! The sudden shift in tone and gameplay style was a sudden surprise, and the dialogue was well done.

I admit I'm not a huge fan of frustration platformers, I find them more just "bad" than "so bad its good". Though I also admit this one had more to it than many others I played. Notably the progress wasn't reset with the collectibles, and the restart was instant.

The art is very well done and looks nice, though to be honest I don't know how "so bad its good" it is. I mean definitely the lack of animations and the constant dead stare from the characters is funny, but it looks almost too consistently cute (especially Jeremy) to be truly janky.

I ended up getting the beanbag ending which was very cozy and nice. Felt far more heartwarming than I expected for a SBIG game.

Overall, excellent work!

This was interesting, I mean admittedly the gameplay isn't all that interesting but it's fast-paced except for some slowdown going up/down the elevator. The dialogues are all on one panel and quick to read, and the concierge desk providing help is very handy!

The visuals are well done, I like the effects when mousing over an interactable object, and the little animations are neat. Though I admit even some basic music and sound effects would help with the game fell I think.

And I saw you mention in another comment that theres supposed to be multiple days, but after day 1 the stats screen just prompts to return to main menu and that was it.

Overall I thought this was neat, and cool that its a Leisure Suit Larry fangame, but admittedly I didn't find it "So Bad It's Good". Well, aside from the vibe coding and AI cover but ya know.

Good work!

This was really nice, I loved all the little interactions in the town, and the genre shift was definitely unexpected!

I admit I'm not much for decorating games, but I made a cozy bachelor pad!


I admit I found the game more charming than So Bad It's Good, but there's definitely some elements leaning into the humour. Specifically the out of place weight benches, the ability to walk wherever, and some of the ridiculousness of the town quests.

I do wish the movement speed was a little faster after the genre shift, or if the furniture delivery truck went straight to the door, but aside from that I have no complaints.

Overall I liked it, good work!

WOW what a shooter!

This was seriously impressive, the variety of weapons, enemies, visuals effects was staggering!

SPOILERS BELOW

The sections between combat were neat, the FAITH-like robo voice combined with the hilarious hiding spots and t-posing menace were great! I sadly only got the bad ending, I'm guessing the good ending requires knowing that code (which I'm guessing in hindsight is probably just "hide"?).

The boss fight was very impressive with its multiple attack types, though I admit I maanged to cheese it because it was fixated on a ghost ally I spawned with the katana special ability. Oh and btw the special bility variety is AWESOME! I actually wanted to try implementing abilities in my game like slow-motion, speed boost, etc. but these were much more exciting.

The screen effects I thought were interesting but definitely warranted that visual sensitivies warning at the start.

The only real complaints I have about the gameplay is that I thought the gun reloads took a little too long, and are especially hard to aim with certain visual effects, so I kinda had to lean on circle-strafing and the ally ability from the Katana. And also I found having to repeatedly click with the melee weapons made sense, but also got too close to clicker-type gameplay for me which gets tiring on the hand lol.

But back to the positives, the audio was great, the visuals were great, everything felt very juicy. Excellent work!

Well that was certainly something!

This is hands down one of the most stressful SBIG experiences I have ever had, and I mean that as a complement, but at the same time I admit I don't know if I find it to be a "So Bad It's Good" game.

Like I can see it leaning into the meme of "Biblically Accurate Boss" which is funny I grant you, and kinda leaning into an "itch PSX Horror game" that small youtubers would play. But quite frankly I think it is too intense and has too much trial and error to fully excel in what it's trying to do. And while I am genuinely impressed in how heart pounding being chased feels, I think it's to much for a good chunk of this jams audience. As other comments before me might attest. And while I don't think that's a knock against its quality, I think its a big point off its accessibility. I should clarify, I didn't take away any points due to it being scary, in fact it earned more points from me, but just an observation of the jam and the other comments.

Ignoring the horror side, the repeated deaths in a maze where the player quickly loses their bearings does not make for exactly engaging gameplay. This is for me where the gameplay loop itself feels less on the entertaining side. Now the actual visuals and transitions of the deaths with the variety of answering machine messages is great! No notes on that front, genuinely impressive, more just "good".

As for genre fakeout, I think you knocked it out of the park! And at the same time I feel you on how its implementation might have lost it some potential players.

Also once again, the rather cinematic intro credits is a good touch.

So overall I found this very impressive, but not "so bad its good".

Thanks for playing!

I have to admit I took that line from the classic FPS Rogue Warrior, which I can't recommend enough honestly. But I'm still happy you enjoyed it and its usage in my game lmao.

And I'm happy you enjoyed the rest of the game, I was a bit nervous to see how people would react to it and if the extra effort would be worth it. Thanks for the feedback!