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MegaMelone

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A member registered Mar 02, 2022 · View creator page →

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Thank you for the very kind comment!

Wonderful to hear that our atmosphere translated so well, thanks for playing!

Honored to potentially be your last rating for the jam!

We're currently in the middle of discussing post jam updates and major overhauls, thanks a lot for your kind words and motivation!

Thanks! 

It's very reassuring to hear that our detection system is slightly exploit proof because you used to be able to get a perfect score on "Movie?" by drawing a straight line lol before we put in the work balancing it on the final day. Thanks a lot for playing!

This is just phenomenal, I honestly struggle to even put into words what makes this so phenomenal but I'll give it my best. I think it's such a difficult ask to task players to engage with their inner psyche. It's a task that to many people who view the medium superficially, is at opposition to what they want out of games. Yet through stunning presentation, dialogue, and narrative design, that task feels so seamless in this game and it's aided by the fact that the game is undergoing that same process alongside you. This is just brilliant, massive enormous props to everyone who made this a reality

Loops within loops was a fun way to contextualize a clicker game, gives a really strong sense of satisfying escalation

This is an utterly delightful game! Screen-looping was one of the initial ideas we had, and I was overjoyed to see it executed in such an excellent way filled with so much love and fluffy charm. I was so into the game that I 100%ed it twice over, it was just pure fun to play through from start to finish, and the adorable music in the background was a wonderful tone setter. 

Awesome concept, I can't believe it took me until the final day to see someone do a mobius strip based game, and one that's this excellently realized at that! The puzzles here were all so clever and pretty mind-bending at a certain point, perfectly fitting the mobius strip theming. It's visually stunning and trippy as hell too, really fantastic interpretation of the theme, great work!

I love adventure games like this, they're really satisfying to progress through! It's not about challenge, it's just about exploration, and in that sense these kinds of games live and die by the aesthetic and intrigue of their worlds, a metric that this game absolutely succeeds in. The macabre and fantastical world I was thrust it felt super immersive, and it perfectly aided the loop integration. Great stuff!

This is a bizarre mix of themes and genres that somehow comes together quite nicely. Adding the interactivity and replayability of a snake game to a cookie clicker type economy and end goal is pretty brilliant actually. It ensures that you don't lose the player at any point, and also combines idle and time waster games into a single package that can be played without focusing or for something to unwind to. It's also a wonderfully absurdist concept that a game of snake is responsible for shaping reality as we know it, which is the kinda absurdity that I'm always seated for. Great work!

Fantastic jam entry all around! The artwork was gorgeous, the music wonderfully reflecting the tone in its casual monotony, the emergent narrative was very compelling and personalised to each player, and the theming was just spot on. Huge props to everyone involved for the great jam!

This game is utter madness in the best way humanly possible. The ungodly contorted monstrosity that I was transforming into on the dance floor was a truly beautiful sight to behold. Although it wasn't the best sight for my fellow dancer who kept getting beat up by me as collateral damage. This was incredibly fun, silly, and ingenious, amazing job to everyone involved!

Great job on not letting visual/audio polish hold you back from bringing a really interesting system and concept to life. The movement here was genuinely quite compelling to play through, and the scoring system had quite a satisfying sense of escalation to it!

The main worldbuilding concept here is ludicrously awesome, and very well realized, I don't know if this is something you've been thinking about for a while, but if this is something you came up with in the jam time limit then that is crazy impressive! I liked the two phases of gameplay, both felt nice to play, in particular the hotline miami vibe of the on-foot gameplay with the weapon cycling and the pretty tough difficulty. Excellent job on this one! 

This was utterly adorable! There was a lot here that emulated the magic of Florence to me, with the way the simple gameplay evolves and changes to match the changes within the main characters' emotions. As the relationship develops, the player is able to say more words, yet it gets harder to say those words, it's such a real depiction of that paradoxical stage in a relationship where you feel comfortable, yet are driven by anxiety nonetheless at not wanting to say anything that might make you lose the person in front of you. I'm honestly just floored at how beautiful this was, incredible job to everyone involved!

Very lovely stanley parable-like game! I did experience a lot of camera issues in the web version, but that's usually the case with 3D web builds unfortunately. I loved the narration, but the audio was way too low, however, that's enough minor critique because this game was a ton of fun! Just like its inspiration, it felt like I had agency as a player because of the way my actions were directly responded to, and the way the narrative unraveled was very engaging. This is some great work!

Excellent entry! The sheer amount of game feel considerations here really is what makes this work. The way the tiles animate on idle gives the game such a bubbly feel, getting scores feels great too (although it could be punched up even more if you wanted to sacrifice a bit of the relaxing vibe for the sake of added player satisfactions), and the hint system is super clever. The way tiles move together if you hover over a valid click is such a great way to onboard players. I am very impressed by this, you did an amazing job!

This was cute! I like meta games like this a lot, and this was a nice version of that. The eerie death state was very effective, it set the tone nicely. The audio could use some balancing though, the sound effect for collecting items was incredibly loud. All in all good work! 

This is a cute concept that I definitely think can be improved with more tweaking. First of all, I definitely think the audio cue for the player dying should be in a lower pitch, because the high pitch of the sound doesn't make the dying have weight. Aside from that, this was a very enjoyable little game, with some  nice and simple puzzles. Really solid work!

Honestly two positive outcomes, great job and thanks for playing!

Surprisingly the first looping track board game that I've seen in the jam, this was fun! I think it could definitely use a lot more juice in the form of audio for dice rolling, and audio for the pieces tapping the board for example. I enjoyed the aesthetic a lot, and the AI actually felt pretty nice to play against. Great work prototyping a game like this in such a short time!

This is a surprisingly in depth puzzle platformer, the level layouts are really clever, and the way the same levels continue to evolve based through each loop as the player gets more and more capable. I love the voice acting, it's a great way to tutorialize systems  without forcing the player to read copious amounts of text. If I did have one critique however, it's that the one way doors can sometimes be a bit too punishing. I had instances where I went through one door, went into the following room, and realized that I actually wanted to be in the other entrance, and had to wait a whole loop to do so. Other than that though this is some very good work, great job!

This was an interesting puzzle game that I actually found exceptionally difficult to wrap my head around for a while. I was struggling to provide any tangible value to the spinning nodes. It's definitely a tricky line you have to walk when doing a jam game in terms of tutorialization, because you want the pace of your game to be quick and inviting, but there are certain things that do need explanation so your audience can feel fully in the loop (hah) with your mechanics. Player onboarding aside though, I felt very engaged by the puzzles here once I figured out how all the nodes interacted with each other, the sheer volume of puzzles were very impressive, and they ramped up in difficulty at a very natural pace. Great work!

Thanks!

Thanks! We'll look into different modes we can add for sure

We really appreciate the feedback, thanks for playing our game! I definitely get writing the words as big as possible haha I still do that no matter how many times I play the game because it just feels good to write massive words

Thanks for the very in depth feedback! We've definitely been talking already on how to give the player more screen space such as making the paper on the bottom right slightly transparent so the player can draw from underneath it, and also making the plane even farther would help players as well. 

Thanks!

You may have gotten 2 stars on every job by you still got like 10 dollars out of it which I'd say is an absolute win! 

Thanks! I'm sure everyone was very happy with your writing no matter what rating they gave you

I REALLY wanted to implement a free drawing mode but we just didn't have enough time unfortunately. Thanks a lot for the kind feedback!

Big fan of the cheesy noir narration, it set the tone wonderfully! A lot of people will scoff at the minimalist use of assets and in turn the empty environments, but I think that actually sells the noir tone pretty well with the focus being solely on the grimy crime at play. This was fun!

WOW this game is utterly fantastic, like just brilliant. This world is so surreal, horrifying and absurd, with every element of the game working in perfect harmony to bring that atmosphere to life in a way I can describe as nothing short of flawless. The dialogue, the way the objectives change, the almost philosophical nature of the puzzles, I just adore everything about this game. 

The detection system was a package we imported and kept tinkering with to fit the game. What it essentially does on a base level is allow you to enter symbols into the database under an ID, and then the code uses a mix of stroke count, curvature, number of points, and the general motion of drawing to see which input was the closest to the database. We messed with that so that there's a base level percentage of accuracy the player has to hit to get a drawing right, and we also had to draw several versions of every message so that the judging would be fair and account for the different ways players would draw every message. It was definitely the most challenging part of the game to get working. Also you did in fact get a perfect score, I don't think any of us managed to get a score that high, great job and thanks for playing our game!

Wow I am so thoroughly impressed by how well thought out and unique this is, it perfectly blends the line between absurdist adventure and puzzle game and it just WORKS. Consistently fun to explore, and most of these puzzles/ciphers really had my brain working overtime to figure them out. This is the kind of abstract and experimental game that makes me love playing jam games, excellent work!

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I'm currently developing a detective game myself outside the bounds of this jam, and this game is genuinely an invaluable resource for inspiration in thinking about the genre and the ways for players to do complex deduction. This is a fantastic jam entry, I was very immersed for my entire playtime, amazing job!

Big fan of the general layout and font of all the dialogue, it really sold the legitimacy and immersion of the branching narrative paths. Having the branching paths be presented in dialogue narrative format is a pretty novel approach to roguelike narrative design, and it has the potential to make for some very cool emergent narrative experiences. I do think that the game could do with more juice during combat however, particularly when hitting and getting hit. The attacks feel quite flimsy, and I think adding things like a screenshake, particles, and UI animations could really help liven up the combat. This is some very good work, great job!

Can confirm this is how it feels to work an office job. Lovely little troll game with a lot of personality on display! It's a shame about the original upload being inaccessible for those without Godot, but that's the kind of thing you learned the more jams you do. Good job!