I appreciate setting the reset point after each time you talk to the mushroom people so that it's not just gg if you mess up. Because after the 3rd mushroom family member, there's one particular flat rock that I couldn't quite get the grip on like 5 times in a row, and that's where I'm gonna call it for this one. I think the art style is really cute, and I also like how generous with how the climbing mechanic worked, like how you can basically stay climbing between crossing over pretty sharp angles between rock faces. And I'm sure if I put more time into it I could get it eventually. But I'm trying to get through checking out all these games. I personally had fun with it :)
orcadillo
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Cool minigame, once I figured it out. I liked the story, very realistic. Sometimes you'll just lose an entire month because bleh. And I appreciate that you ground it in reality after the naive optimism, then afterwards you say fuck it, what if we could just snap our fingers and be healthy gamers? Wouldn't that be cool? And then you just make everything go well lol. Also, groovy af.
I've played Doodle God, and it's similar, but what I like about your take on it is the objective of actually getting through themed levels by trying to form the necessary words. I'm not good at it, and I was using so much time slamming random things together through hint after hint, but getting the solution does feel good, and your hints are abundant, and I appreciate that. Cool game!
I like it. You already know it's not so interactive as a game because like you said you had more plans for it, but it's more an experience as it stands right now. And that experience is one of those cases where I'm learning something about someone through their art. In that regard, I guess you could say that the interactivity doesn't necessarily have to be a conscious effort of input on the end of the player to achieve some virtual end, but rather considering how the player resonates with what you shared, and how you've interacted with the people that play your game, and clearly based on the message of the game, how they've interacted with you - maybe not directly, but how the concept of our perception of your experience has manifested itself in how you made the game. Pretty interactive for a game with just a few choices, I'd say. Also, I like the music that plays in the end. Good stuff!
I won! It was funny feeling the spooky vibe, to get the 6th book on the pedestal and get the You Won! message lmao. I mean obviously you said it's a WIP so it's placeholder for something more fitting, but I liked your project. I was getting Slenderman/Devour vibes from the game, and I saw you were looking to add a potion mechanic in the basement. The only thing that I wish were more straightforward in this build was the fact that to go through the mansion, you literally have to walk through the closed door. Still a WIP thing, but it took me a sec to get that. I like the base, cool hand/tongue creature thing
I'm not going to touch on the ads, because that seems to be the only thing you're replying to in the comments, and I don't want you to condense my comment into just a critique of your decision to include monetization into your game. What I WILL add is the fact that team sizes for this jam are limited to 6, and I just checked your trailer, and it seems like you have 8 people listed for art, as well as 2 sound people, so that's 10, not including developers. I would say that potentially you could've also started working on the game before September began due to when you submitted, but again, I don't know how many people you had on your team. Have enough team members, and you can get quite a significant amount done while also submitting on Sept 13th.
EDIT: Or just check the submission page, they're credited there too. Didn't see that at first

I think it's cute. Though, I felt a very real lack of feedback in the game. I didn't know when the game started whether the store was open or not, then when I opened and I took a ticket, I didn't know which piece corresponded to which description, then I didn't know what to do with the pieces until after I read your description below the game, and it took me until just now typing this on the submission page to look at the screenshot to see I should be able to put the label on the box. I made a robot that I wasn't sure if it was right or not, it got all boxed up, then I left the workbench, and when I went back into the workbench interface the box was missing, so I had to guess whether it was intended design or if the box was just gone. If I got into the flow of it and learned what everything meant, I would probably have a better time with the game, as it's kind of in the style of the Papa's Pizzeria games as far as I can tell, and I like the idea of putting the toys together (It also seems to me this could be your interpretation of the "unfinished projects" part of the theme and I like your creative take), but it really just wasn't clicking for me at first.
After going back in and trying it again, it was fun once I knew everything, and like I've read in the other comments you already know about the parts going missing after finishing a robot or two, but the idea is there. Props to you for making things work enough to convey your idea - I imagine it's tough to code it to recognize when the robot arm is attached to the body, or when the body part is in the bin, etc.
It's cute, a nice reminder that there are many interesting things in the world if we just go looking for them. I didn't ever really feel compelled to press No on any of the nights because I wasn't feeling the character's exhaustion, but obviously I went back to check out what the game's like to press No on all days, and Yes on some days but not all. I even got to learn a thing or two about french architecture; thanks Morgan!
It's giving Freedom Planet lol. I mean yeah the game content is essentially a single platform with a crab, but the art is crisp and the control scheme feels fun to play around with. After putting more stuff in, I'd imagine it would be something fun to speedrun.
Also didn't read the controls, promptly threw myself off the platform with W 🙃 thanks for sharing your project!
The controls are tricky; I wish you could click and drag anywhere on the screen to move the ship. But I'm glad that you were forgiving enough to make getting hit not remove health, but bounce you away, because I ended up getting hit a lot. It made it more strategic, especially with the slowdown when you pull back to move the ship, and it was tough to get close because one screw-up basically meant back to square one in terms of getting close. But it was fun to try and get around the bullets and felt good once you finally get a good dodge and get to go closer, or like when you see your one opening between the attacks to slam into the boss - that felt pretty good. Good work! (Even though I have no idea what the boxes said after you finish the boss; I don't actually know if that was a congratulations screen or a game over screen)
I played up til day 3. Feel free to correct me if I just didn't play enough and there's more, but it really didn't feel like a normal sim where you get to use your money to grow and build things in-game besides like groceries, and I think that's kind of the point - it's more of a statement that that's how life goes. You work out. Why? So your health goes up. Why? So it doesn't hit 0 and you can keep playing the game. Why? So you can keep working. Why? To get more groceries. And it's not something that I'm going to spend a lot of time playing; you know, I like my actions to mean something. But I think that feeling of "Why exactly am I doing this?", you captured it really well, especially with the subtleties of every detail coming together: the persistent tired look in the player's face, the speed that the teeth-brushing microgame goes back and forth, the shower water still only inches out of the shower head while my screen is yelling at me that I'm late for work. It really put me in that place of like "This is how a lot of people feel", and you were able to convey it really well. Good job!
This is really creative, and has a lot of substance for a game jam. My experience so far has been that a lot of games have just a few levels, so coming into this I expected probably 1, maybe 2 days actually made, and then being like "That's what we got done, thanks for playing!" but you made a full experience from beginning to end. I was not expecting it, and it was really creative and had lore and depth and everything. That's really impressive, good work all around. I also appreciate the fact that you credited all the creators of the assets that you used.
.....Also no, I'm not gonna breeze past the fact that in crediting everyone, you ended up with credits in your game to a freesound user named "the_semen_incident" lmao
I like the idea; it's definitely unique, and the dialogue takes its time being fun without too much of the feeling that I just have to click through text boxes (as someone who isn't a visual novel person). The rhythm sections need work, as I try to press a note, and I think if I'm even just a hair late on a note, it tells me I missed a note halfway up the staff and deletes it out. Also, based on the dialogue, it seemed like the rhythm parts were supposed to happen during the cutscene, especially as the main character says in the third scene, something like "Because we already did the rhythm part!" when I hadn't done the rhythm part yet. I don't think that the game is supposed to end how it does, with a text box at the start of a scene that says "Indubitably Indeed bold bolditalic", and starting an empty song chart, but I thought it was funny. The rhythm sections are fun, I have respect for y'all for getting ambitious with the unique game mechanic mashup, and yeah I mean it needs polish imo but overall it's a good, fun game.
I liked the game! I liked the interactivity with the different actions you could do, and the sound bites you nabbed from HG streams/videos for the meditation. As someone who doesn't really do visual novels, I liked the fact that you immediately put a framework in for what to expect from the game from start to end so that I knew kind of where I was in the timeline of the game. I like how you're sharing the experience with Morgan throughout the length of the game, and at the same time, the ending felt very out of left field and unprompted. (I'm talking about the true ending, I don't know how many endings there are or how different it is from the other endings because I just played once.) Also IDK if it actually worked but I could manually adjust the sliders for studying and production with my mouse, and I think that progress remained in the bar. Overall, I enjoyed it!
From what I could tell, you can get all the robots by keeping your mouse in the corner of the screen where they spawn with the mouse button held down, but put something to stop that strategy + an indication of where your bullets are and ramping difficulty, and you got yourself a real challenge for the player. I like the art though; there's never a bad time to take a few moments to shoot down some robots
I enjoyed playing what I played! I feel like either I'm bad at the game, or I'm softlocked though. I beat the bunny boss, got the double jump, and I can't double jump high enough to get out from the part where you drop down to enter the area before the bunny. I see there's a platform sitting against the ceiling to the left, and I'm thinking maybe I needed to activate something before dropping down here so that the platform would move? Idk.. but the music is nice, the art style is really good, and yeah. Overall I'm sure it would be a lot of fun if I didn't feel trapped in this corner of the map.
EDIT: Upon restarting, I noticed 2 things
1: I did sequence break the game initially by dashing into that section into the bottom right before hitting the switch that activates the platforms
2: I think this game could make a fun speedrun
> Submission to Alberta Game Jam 2025
> Submission to UNIDOS Heritage & Latine Heritage Month Jam 2025 [$2k in prizes!]
> Rate for Bezi Jam #5 [$300 Prizes]
> Published Jun 09, 2025; Updated 6 days ago (Games for this jam needed to be made entirely within the time frame of the jam, basically just spanning the month of September)
> Literally does not play
> Uses Nintendo Assets
And the biggest sin of all
> Promises that I can play as kasim, golden kasim, cristian, and donke kong cristian. I don't know if the one available character is kasim or cristian, but I can't help but feel like you baited me with golden kasim and donke kong cristian. That's where I draw the line.
I don't even know if I can trust you about the best game is charing.
This is an interesting one because how I'm seeing it, the goal of this isn't ultimately to be a game, but rather to be a productivity log/tracker with a minigame cooked in. Also, you mentioned that you made it not only for others, but also to keep yourself organized. And with that, I think for me at least, I have to look at this through an entirely different lens of, how does this function as a planner? As a tool for tracking tasks, I like that you add side quests and also let people adjust the parameters for how often they plan to do things, how much the task actually counts for, so if you've got the time and attention to detail to break down a task and come back to the planner then I think it's a cute way to keep everything organized. And as a game, I didn't play too much but I very quickly felt myself getting swarmed by the enemies by around level 7 or 8 - maybe I should've thrown in more completed tasks to see how it felt to play from a stronger perspective. I think for me that's the thing about this is that yes, I can ultimately use this as a planner with a reward being built-in if I want to play around with the arena mode, though if I'm actually looking to play this primarily for the arena mode, the only thing stopping me from completing imaginary tasks and beefing myself up to infinity is myself. It's definitely a matter of "use this how you want to use it", whether it's to use it as intended, where you make tasks yourself to grow and get better, or create a bunch of random tasks, and check them off at 100% completion to get your attack up and mow enemies down. So at the end of the day, you can be someone who cares that you're not progressing in this as much as others might be because you're using it as a tool while they're using it to get beefy in arena mode, and ultimately it's up to the user, and part of the intention of this being made is that the intended user was you. All that to say, it's really tough for me to judge it as "good" or "bad" for the sake of whether it was a good submission to the game jam for voting purposes, but I appreciate that you shared +1 tool from your toolbelt for the community, if they want to use it.
Also you mentioned that the house isn't implemented yet - no idea what the house is supposed to do.
OK so y'all just made a whole game start to finish here, even the little touches like the things you do throughout the day tacking on to the journal and the fact that you had to come up with just a bunch of different posts you would see while doomscrolling. I didn't see if there was an end to it because I only did it twice, but it really captured the essence of doomscrolling to the point where I was scrolling like "What other Reddit posts did the game makers throw in there, don't you cut me off!" My grandma also used to have that plate so that made me laugh a little bit, as well as stopping being productive to learn how to be productive, really felt that one lmao. Very polished all around, doesn't overstay its welcome. This was really good!
The control scheme, yes it was awkward, but I did left hand on wasd, right index finger on z, right middle finger on x, and right pinky on space. That was what seemed to work for me. I ruined some of the experience of confusion for myself by reading the comments and knowing beforehand about how to defeat the enemies, but what got me was the purple things that they drop. I had no idea what they did, and what I learned was that after I picked a few up, the cutscene would start for a moment and then I would restart at the beginning of level 1. I learned that those are bad and to try and avoid them at all costs. I'm not sure what they are, when grabbing too many of them sends you back, if there's something else I'm missing, I have no idea. But weirdly enough, something about an indiscernible object doing something that I don't fully understand, gave it a bit of charm that old NES games have where sometimes they're just in a quirky world that has its own rules, and I think it works because it's all part of a dream or an isekai or something. And yeah, sometimes things felt unavoidable, but I like that the enemies were actually threats but don't make you sit there and mash them to death like some other platformers that have enemies with health bars do. Cute little platformer, good art - I like the little blob with the menacing hand, music was nice and chill, overall I enjoyed playing it
A few thoughts. I like the game. In gameplay the speeding up and slowing down kinda felt like lag at first, and maybe that's part of the point is to avoid getting hit so you don't get slowed down and feel like "Come on stop lagging". Took me some time to realize, idk if it's because of how high the ghosts are in the air, but hitting them wasn't easy for me, I kind of had to aim in front of where I thought I would need to. I tried a few times, got up to what I think was the 5th or 6th room (The 2nd room where there's a timed challenge), and appreciated that you made an X under where the character lands so that not falling into the sewage water or whatever the painful liquid is, was a lot easier. Unique mechanic, I liked the melancholy vibe that the music gave it, and overall I think you've fully captured your idea in a bite-size game pretty well. And then other things if you wanted to work on the game later, I think either making it possible to carry the item with you through the door, or maybe if not, there could be rooms where the weapon is in a hard to reach place, and you have to dodge before being able to grab it for that room. Also potentially being able to re-bind the heal key to something closer to wasd, but that's a nitpick, definitely not something anyone would expect to be the focus of a game jam. Thanks for the play! Really had me embracing my inner "Skill issue"
EDIT: I left the window open for a few minutes looking at other entries, came back, and it started working again. Unfortunately, the textures not rendering really work against it, I was really confused for the first minute or so, and didn't and still don't really understand why the fish kept disappearing under the ground. But I do like the quirkiness of it, and I can tell that a decent amount of effort went into the visuals and the environments when I see the geometry change as I move around; I think playing the game once the textures are back in would be a fully different experience. Glad I could get the fish back home :)
Original: It won't load for me either, I get the Unity symbol and the loading bar goes to like 90% and then stops