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Mediocre-Mr-Fish

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10
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A member registered Oct 19, 2025 · View creator page →

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The visuals of the phone (and the background) kinda reminds me of the Impossible Quiz.

This game kinda reminds me of the opening text of Star Wars, or the End poem in Minecraft. The text being slowly printed is reminiscent of the slowly scrolling text.

I also like that the payout is random. Success is often determined by interactions beyond reasonable control. I got $9983 once though.

This game reminds me of a lot of console/terminal applications. The black screen with white text and single-key inputs at the middle-bottom of the screen is highly reminiscent.

I think this is a great representation of what a dog might be thinking.

Not just ambient sounds, but adding background music would really tie everything together I think!

A very nice simple game. However, the formatting of the text and options makes it a bit hard to read quickly. I would suggest that the textbox be about as wide as the screen instead of about half of it. The position of the two options could also be separated into their own textbox in a fixed position, and the prompt ("Press A" vs "(A)") should be consistent.

Great game! I don't know if this is a web-only thing, but the "Quit" and the "Quit to Menu" buttons seem to lock the game.  The buttons also cover the text in one of the endings, and the capitalization on them seems a bit inconstant.

Maybe I was messing around too much with the infinite money loop, but the money management aspect reminded me of of an old IOS app called Hobo Simulator.

I think this game makes great use of the text-based format. It keeps track of many persistent variables across multiple screens and changes what options are available based on the current situation.

An interesting little game with great challenge. The questions all follow the same format, but with different numbers. It likely uses a random float value generator to fill in these numbers. The difficulty seems to only affect how narrow the range of answers are, probably by computing the real answer and offsetting it by a random value for each option.

It very much feels like this is a ploy to get people to read important documents that they would normally skim or ignore.

This game appears to be illustrating grievances with coding projects, possible of the game itself. The strange  choice of button prompts and lack of hidden routes seems to reflect on a disconnect between what makes code work and why it does. Overall, it feels like someone who codes more out of obligation than for entertainment.

A cool little game with good replayablity and room to hone your skills. However, the test of skill always being 10 seconds every time tends to get a bit tedious. Also, hitting 10 seconds exactly still produces the "so close" message.

This is a neat little game with a good amount of screens. It seems that there is a puzzle to get different endings, but because of the limited interactions per-screen, there doesn't seem to a way to get a "good" ending.

Very nice and funny jokes. There's a good mix of puns and double entendres.

I really like the sound design in this game. The ominous humming in the background subtly adds tension into the scene without being too non-diegetic. The snoring and the soft footsteps add a lot of realism as well.

I really like the slowness of the character. It is a common feeling in dreams where you feel sluggish. The dream-like atmosphere is complemented by that effect and the yellow tint.

Aside from the alarm clock, most of the sounds could be classified as "background noise" (like ticking and humming) thus they are significantly less aggravating than the description seems to suggest. The name "Sounds of Life" implies that these are common everyday sounds, which people would would likely be more accustomed to.

Though it seems like it is unintentional, I like that you can climb on the chairs. It allows you to see the entire table in one view.

I really like how you leverage the darkness and the emissive effects. It's often really difficult to make dark spaces in video games without just making everything unseeable.

The atmosphere in this game is immaculate. The cloudy sky and low-angled light visually set the mood really well. 

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Absolutely brilliant use of fish.

I like the organic quality of the maze. The bumpy geometry and textures really sell the theming of the game. It isn't often that mazes are made in such a style.

The space is quite cozy but maintains to not be too cluttered. The scaling implies that the protagonist is a small child, which adds a nice bit of  environmental storytelling.  The objects seem to lack collision, though. Even in this small of a space, I don't think collision would block too much.

I like the simplistic character design, the duck(?) especially. Something as simple as tilting a cube is able convey so much personality.

Interesting concept! I think the way the player is bounded within the play area is well crafted, and there is a good variety of rooms. However, there seems to be an abundance of the square room. It may be worth looking into random generation to expand the area and avoid obvious bounds.