This game was pretty good. Its very refreshing to see a submission that focuses on narrative! The countdown mechanic was well implemented and I liked how the knight gradually lost his powers as time went on , and that there was a lore reason for it. The 2D art in the dialogue and cover is this games biggest shine in my opinion , i could really stare at it for some time , it is really high quality. The music was beautiful and accompanied the events of the game really well. The story was easy to follow and wrapped up nicely. Im really suprised to see a submission made in Unreal Engine. My only potential issue with the game is that the font choice for the dialogue , while it looks pleasant , has some issues with readability. Other than that , the game is great!
Glumarko
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This game has a really interesting mechanic that I think ties into the theme really nicely. The puzzle aspect of the game was nice. The music was phenomenal! All of the parkour in the game felt fair and fun to go through. I wish there was perhaps a mechanic to increase your count to allow for more complex puzzles , but the ones already in the game are pretty good. I like the cute ghost. When it comes to the visual design of some of the elements of the level I think it is kind of unclear which object leads to victory and which ones don't. Anyhow , good job!
Fun game , with really nice 3D work across the board , but I have some issues. It's really hard to die , one melee basically restores your full hp , meaning you can literally stay still , let enemies swarm you and spam melee and you will easily stay alive. This removes all sense of edge for the phase before the boss. This problem is later solved by the fact that the boss doesn't heal you though , which I like , because it prevents you from focusing the boss , forcing you to seek out a normal enemy kill to continue doing damage. All of the three levels were essentially the same gameplay wise , the maps , while nice looking and varied , did nothing to change how you approach the levels , either through enemy variation or something similar , the same can be said for the bosses. I think some action music would've done wonders to the emptiness in the soundscape. I really think that the close-up pixel look of the goon in the cover art looks good , which is why I think the aerial view doesn't do the models justice. Good work!
I really liked the robot models and the music. Vibes were spot on. When it comes to gameplay , its fun to frantically reroll looking for a number that I need. I wish that you could make the numbers at the top go negative so that you could , for example , if you need a 4 and have a 2 , use a -6 to lower the the 4 to a -2 and then add 4 to make it a 2.
Really nice to see another fish-themed game. The gameplay is very chaotic and that satisfied my ADHD brain. I wish there was perhaps an auditory cue when the boat starts leaking , often a leak would occur behind me whilst I was rowing and I just never noticed it really. The 3D models all look very pretty.
Im a casual chess enjoyer so it was nice to see some chess in this jam. The game is fun , but it would be even more fun if you could perhaps choose where your pieces start from so you could make strategic choices about how you could checkmate/eat the king in the amount of moves you were given. Good job!
This game has an excellent gameplay loop. The design behind it is great. Going through every floor , choosing how to approach it was always fun. The upgrades all felt meaningful. In terms of the visual design behind the upgrades I have only praise to say. Using a hand for a countdown mechanic is brilliant , and the rotation of the hands during the upgrade section was really well implemented , it was really satasfying to simply rotate the hands themselves. Also , all of the decisions behind what each finger amount will represent as weapons are spot on. It was clearly well though out. I wish it werent so short , and I must admit I felt dissapointed when , for the first time , I entered endless mode and found out I couldn't get any more upgrades. Really good job all around , for sure a highlight for me in this jam.
Yep. This is Top 5 material. The switching between real life and video game is a really interesting mechanic i think shined best in the sewer level , in which , btw , i think would be really nice if there was a checkpoint!!!!!!!!!!! The music was lovely , the melody reminded me of Space Song from Beach House. Very polished!! Great job!
Good game. I like a good parry mechanic and this is definitely one of them. I played through a few bosses and had fun in all of them. I respect that you hand drew a running animation , and the art overall is very nice. A cool idea that came to mind when playing the game was that the flame you are during fights is animated , lit so that when you get damaged your flame can flicker! Great work!
Nice art and atmosphere! Im not sure if this is a skill issue , but in all of my runs i just end up breaking all the pots and using all the resources they give me to no avail. Its frustrating that to win , or atleast thats how i understood what you need to do to win , is to destroy pots that have a random chance of giving you an item that then also has a random chance to decide if you win or not.
Hi! Ive rated your game , heres my teams game : https://itch.io/jam/bad-ideas-game-jam-2026/rate/4438335
I've rated yours - heres my teams game : https://itch.io/jam/bad-ideas-game-jam-2026/rate/4438335
Love to see an automation game! The visuals are really good , but the lack of SFX makes gameplay feel a little empty at times. I love the gameplay mechanic of unlocking tiles to place that change the environment. I havent played factorio in a loooooooooong time , but I feel like the game might be a little... too similar to factorio? Anyhow , great job!!!
Really good game. The gameplay loop is fun and unique. This might be a skill issue on my end , but I swear that the mage boss ( im not sure if it is a boss ) is basically unbeatable/depends on RNG a lot. My best tactic was to pass turns until i got bombs with double damage and movement so that i could buff my bombs and then escape so I dont get damaged myself , however , the boss would always catch up and punish me for 2 damage if i played that way , meaning , no matter what , i would eventually lose to not getting heals because you need , im assuming , atleast 3 movement items to dodge an attack , therefore , it is impossible to not suffer 1 damage per turn because the boss will always be able to close the distance after turn 1.
Pretty cool game. I found that it was really easy to beat it by just getting 2-3 additional reflectors and then just rotating them in a small circle around the player so that it would rotate really fast , basically making the player immortal. It would be nice if the audio was a little more varied. All in all , good work!

