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mjncetera

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A member registered Jul 28, 2025 · View creator page →

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Thank you very much!! Your game was up pretty soon in my to-do list actually, I can definitely get to it within the next couple hours or so

Surprised at how much you were able to put together in a week! Bloddie is friend-shaped and nobody can tell me otherwise. Not even the part of me that's legitimately scared of her.

I think the game gets away with explaining very little--obviously as an analog horror game you wouldnt give out the story, but through trial and error I think for the most part the game explains itself quite well. The two exceptions are the Act 1 Part 2 puzzle, which I had to look up, and the Act 2 Part 1 puzzle (I think it was? The one with two health doors) in which there isn't anything that tells you what you can do with the hammer, let alone some interact text with the object where said hammer is used. I almost threw in the towel on that puzzle, actually, since (1) the final requirement being to make your way around a hostile robot makes it really, really frustrating to mess up, since you have to do all that waiting all over again (2) I had an instance where the power cylinder robot got stuck on a deactivated robot and it just genuinely wasn't possible to win after that point. There's too much time between attempts, I think a checkpoint would be great.

Those two do unfortunately drag the game down for me, alongside the admittedly mundane gameplay of Act 2 Part 3 (which i get is probably of some story significance, and the tonal whiplash is done very well, it's just... a lot of walking lol.) That all said, I was definitely into it by the end and was sad to see it go. Will absolutely play the finished product--good job with this!

I quite like the colors you've used for the city and I like the animations on the rats. I unfortunately don't have much more to say--as you've noted, one of the core mechanics is broken and the rats seem to only spawn in one spot. If you patch this after the jam, I'd love to see it!

The addition of a "sing" button is perhaps the most important game mechanic since we invented the game over screen. The only thing inaccurate about it is that you continue to hit all the notes once you've had all your beers.

Short, wild, and funny. Admittedly not the most engaging game in the world, but the presentation carries it through to the end. I love that it just does not explain anything beyond "but you woke up somewhere worse." Yep! Sure did! Good job overall :) as a lightweight though this feels like a frightening amount of alcohol dear god this'd probably kill me

What the hell, sure. It's Lemonbotomy dawg, it's lit.

It's great to finally come an entry that takes the jam's overall "weirdness" factor seriously. It's funny, it's bizarre, there's so much that's just strange in an intentional way that I can't help but completely adore. I have to lock my computer every time I beat the game though since I get stuck in pointer lock and that's the only way it lets me out--I would also have loved a volume slider for the incredibly bass-heavy main song. Like wow there's way too much bass on that thing. Besides that, thoroughly enjoyed this one. Good job!

It's pretty difficult to construct my thoughts on this one, because I do have a few of them. I'll lead with the game's strong suit: going with Blender visuals in a non-3d game gives it a seriously surrealist vibe, and I had wish you had leaned into it for completely for the backgrounds and such because it's made this entry feel far more weird and out there than the others I've played, and I love that for this jam. There's nothing that looks like it and I think it overall works in your favor.

If there's any one point I want to send home, it's that the instructions on this itch page are way too long for things that could be in the game. There could be instructions for each boss phase when they come up. There could be a prompt that tells you how to void dash. The doors could say that you press Z to proceed. Instead that gets lost in a wall of text on the itch page itself that makes the game feel far more foreboding than it should, especially when the bulk of the game uses WASD and X only. The instruction for X is particularly too long. It all needs some tweaking--what should the player know before they hit play, and what can they learn when they get there?

Besides that, the camera in Level 4 seems to be broken and won't scroll past the door, rendering it incompletable. I did finish every other level though, and I wish you were able to get around to the other mechanics since they were sorta just going to point B then back to point A. I have more to say but I will leave you with those two. I'd be very curious why the browser version for this game doesn't work, considering you and I both used the same engine (presuming you're on 2026 LTS?) and I never had an issue like this. Let me know if you figure it out!

Keep at it. Keep up using Blender for sprites, I think that's honestly awesome and it's how you stick out. Looking forward to where you go from here :)

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I'm unsure how many of my issues can be attributed to the lack of delta time, as you've stated in these comments and on Discord. I tried moving the game window to another monitor (my main one's 180hz, I have one that's 60hz) and it didn't change anything but I could be mistaken about how browser games work internally.

In any case--the gameplay loop ended up being staying in the dead center, getting one light show up on the left, waiting a few/several seconds, getting an attack where 3 lights come at me from all directions but left, banish them, collect, wait a couple more seconds, rinse and repeat with the same two attacks. I figure that the attack variety might also be impacted by said delta time bug, and it's a real shame (1) in general! I feel massively for you, as someone who commented out a critical QoL feature in my own game (2) because I like your take on the theme and think this could be a lot of fun if there were more, but slower, lights. If you're planning a patch I will happily revisit after the jam!

Ok with the power of hindsight my comment below is funny because I got walled at what was the last level LOL

My main thought is still that it is much too dark, which is a shame because I do really like the core mechanic! My main issue though (besides that I would've loved more levels) is that the mechanics are generally inconsistently applied. In the first room, the bat enemies chase you when you flash, but in the rest of the game they simply go about their business. In the second level, you have walls you can dash through in the light (really cool idea!) but is absent in the last level, which doesn't really telegraph its solution to you in any way. I'm also just completely unsure what the skull does.

There's a lot of great ideas in play here, and I do honestly mean a lot. The visuals are all around good and I don't think they need any tinkering. Given even a little more time in the oven, I can see it coming together really well! As of now though I just don't think the execution is there. Would love to play a longer version if you ever want to make one!

Thank you very much!!!

Thank you very much!! I'll give your game a look once I'm off work (it'll be a few hours)

The idea of the room lighting up every time you fire is one I really, really like, but there's unfortunately have a few issues that bring it down for me.

I think my biggest one is the shop--most of the items are not particularly enticing, with its side effects vastly outweighing the positives. Of my two runs that made it to Medic, I had one with two Health Packs and one Swift Moves, and another with a Health Pack, Stronger Lights and Sourcherry. Point is that health is king and you're kinda just screwed without another way to heal if you don't want one, or if you buy all 3 items from the shop, which is rough going when you occasionally lose like half your health in a fraction of a second. (Strikes me as a bug? When I try to recreate it, I lose like... less than 1 a second.) My only other big one is that I'm not completely sure Medic is possible? Maybe I'm missing something, but on one attempt he spawned something like 30 enemies before hitting me with the (really!) fast crosses and I just could not dodge a single one of them. 

I think you have a great core idea of a blackout roguelike that can be developed into something much larger, and I'd encourage you to rock on with it! But in this execution, it's difficult for me to vibe with it enough to complete it. I will definitely keep tabs on where you go from here, though!

AHAHA I'm glad someone found it funny!! A streamer played through it last night and was entirely unamused and I was soooo worried it would come off in a mocking fashion. I could definitely serve to have the tutorial emphasize that being away from lanterns hurts you a little more since it seems to be a common point of confusion. I'm glad you vibe with it so much!!

Thank you very much!! 

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Thank you very much!!

I'd be careful about binding keys to anywhere on the numpad, not all keyboards (mine included) have one.

All in all, considering you joined halfway through the jam, this came out quite well! It's damn hard and I'm very thankful for the lenient hitboxes, but I can come out of it saying that I have beaten the greatest enemy. The bullet hell genre usually requires a far smaller player sprite than what's here but to be honest it works with the patterns you've given. It's definitely basic overall, but there's enough flair (the game has a good sense of humor) (I love the chairs) that it works and I was happy to see it through to the end. Good job!

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It's pretty much impossible to play this one during the day because of how dark it is when you're not flashing. I'm squinting my eyes and getting close to my screen and even then I can't make out enough of level 5 to figure it out. I'll give it another whirl when the sun goes down but wanted to get these thoughts out here now

Thank you very much! I'm hoping to release a post-jam patch to make it a little less challenging, as of right now it is (entirely accidentally) more RNG-based than I had ever intended for it to be ^^

I echo what everyone's said about the visuals, and I'd like to also extend that to the cutscenes. The game has a visual identity strong enough that I'm really surprised about there being no store assets here!

The gameplay loop is pretty solid but I find myself wanting more out of the level design. I did have the key spawn in the same place twice in a row, I'll admit, but the gold key being in the same place and the game ultimately ending right after has me wanting a larger level to explore, and perhaps another key. I certainly get it makes sense within the story, but if nothing else I would've loved a larger level, especially for a factory.  There's also a little too many batteries, I found myself basically never worrying about my flashlight. There's definitely a solid base here though, and I'd readily play a sequel :) good job all in all!

Oh I'm completely sure my PC shutting off was a bug with my computer. I have an AMD GPU and it's been giving me an incredible amount of trouble, it's possible it failed to cool itself down after running the game and three monitors off an iGPU instead and it just cut power then and there. There's no chance it'd have been a bug, it's on me.

Sound design is tough! I don't blame you for having one real loud sound, the other games I've played so far have all had at least one as well. Glad to have helped :)

Thank you very much!! The audio is easily the part of the project I gave the most care so I'm ecstatic at it being such a standout for you! I gave your game a look, a rate, and a review :)

Hats off to the visuals, both your FMV animations/outfits and all the arts. Without a doubt that's the standout part of the game, short of the title screen music (I, in particular, love the saxophone soundfont you've used. I've gotten so much mileage out of that one.) I don't have a lot of specific nitpicks or notes--the reload sound is definitely a little loud but like, that's it! Might be nice to have an indicator on what endings you've gotten, similar to The Majesty of Colors or Deterministica. Really well put-together little thing, good job!

Thank you very much! It is not just you--there was a function in the game that had the nearest lit lantern chase a newly unlit lantern that I commented out for debug reasons and never uncommented. So it's far harder than I ever intended and that's on me!

This one's great and an extremely creative take on the theme. Shoutouts to Alexander Nakarada also, probably my pick for favorite royalty-free composer. I don't really have a lot of notes because to say what I liked would be to basically describe the whole game! It's simple and incredibly effective.

If I have any nitpicks: one is that it would be nice to go back to the title screen to see the rules from the game screen. I figure "Exit" is meant to close the game, since it otherwise doesn't do much. Further: the assumption I made personally when reading "The word WORDY is not in this round" was that anything that wasn't explicitly part of the five words scrambled in was invalid, and other real words would not be taken in. It wasn't until i was left with the letters B E E B E (funnily enough, considering your user!) that I realized getting a blackout is a bonus, not the goal. Might be worth clearing that up?

But really: this is an all-timer. Considering your background I was really looking forward to what you had in store, and my expectations have been thoroughly exceeded. Great job!

Thank you very much! I did leave the initial tutorial intentionally vague, as I felt it fit with the general aesthetic/jam weirdness factor to have a tutorial you'd have to interpret from visuals and vague clues. But I get it, and I'm glad the better tutorial fallback seems to have worked out. Sorry about the difficulty, that's due to a bug where I commented out the function that games the game much less RNG-reliant!

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Quite liked this one! It took a while for me to really wrap my head around but that's in part because I can't read, I had to give the tutorial a few looks, but I got super into it once I did. I loved closing the Bridge door on a hostile signal and mocking it. It feels like a completely new angle on Among Us and I heavily appreciate what it brings to the table and the gameplay loop overall. Feels like it could very easily scale into a full game and I'd definitely buy it!

I think the initial brightness setting screen could use some tinkering--make the right square a little brighter and have the text always show. I had "you should NOT see this" as "as low as it could go without being invisible" and as a result could not tell when I was in an unlit area. Also, I would make the death static sound much quieter, especially with the default settings of music volume at half and SFX volume at full. Not to nitpick too much though, this is really cohesive and is overall put together very well. Good job!

also fun fact, once i beat the game my computer randomly cut its power LOL no windows shutdown no nothing (i am completely sure this is a driver issue and not the game, that'd be wild)

to any future commenters! please be warned that the game, in its current jam state, is far more rng-reliant than it's supposed to be. i had written some code to be sure that at least one lantern would actively chase down an unlit lantern... and then commented it out for debug reasons, never to be uncommented. this does unfortunately mean that you can lose a game due to factors completely out of your hands, and i'm sorry about that. thank you for giving the game a try anyway!