Yep! Sorry it took a while. I kept the same choice of swapping Marcus and Jade as my first blind play days back and then continued from there. I didn't change any other labels except for invisible to not be invisible since I didn't want to do it unless I feel its necessary and I like the direction of the ending I got. I might misinterpret but I like that Marcus is no longer a bully, Jade I'm not sure if I could interpret more from her not posting anymore(There's probably some other ending for her that I would like better), Priya found a friend in the MC without the need to change any label, and unless I skipped it I don't see an option to change Val's label, but I think she is content with herself so I don't feel the need to barge in and change things without being asked.
From what I've read on the replies, I find it interesting that this is inspired by Life is Strange, cuz that is the fist impression that I got right of the bat from the very first scene being a combo of slice of life, superpower, an ensemble of cast to influence their story of, and the music. you nailed that life is strange-esque feel! That game and its story is also the very first thing that makes me want to make video games, Happy to see it inspires you too!
SimplyCuriosity
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Yess, some of us got busy and some burning out so we didn't get far with the polishing. Hmm the music is designed on a per character specific first and their theme before we go with using it as a background music for their entire level. I suppose I could see that perhaps if the music during level 1 doesn't quite fit it may be better to go with a neutral background music and play those character music only when you talk to them or in a cutscene involving them. Out of curiosity though what type/genre/vibe of music do you think pair well with the sketchy aesthethic? Thanks for playing!
Thank you for trying it out! There is regular jumping and charge jumping, if you hold spacebar and release it within 0.2 second it is regular jump with a set height, but if its more than 0.2 second, the charge meter starts. This means the jump don't occur on the press but the release. That I suppose is the downside of having the two types be tied to a single button. Since that prevents me from making the type of jump where releasing the button makes you fall instantly present in other games for precision movement. Noted, when I make changes I'll rework regular jump and find a different button/way to trigger charge jumping.
This was the first visual novel I tried in a long time, so I can't quite judge how well it is in that regard. I encountered the infinite loop error around the time after I swap "The Bully" and "The Victim" label and the protagonist questions if its the right thing to do, not sure if its the same one as someone else but here is the detail in the picture. Now from what I get to experience I do like the music and while the art could be improved, the essence is in the writing. I could picture the scenario playing in my head while reading the dialogue/script as if I'm reading a novel so I enjoy the experience!
This is the best and most polished game I've played in this game jam yet! Dialogue system is really great and thematic, not just in both its art style and the bug like sound, but each character has their own font/color scheme and expressions as well. The upgrading mechanic alone is satisfying, but when combined with the game play loop as a whole it is a pretty fun experience. I think this game knows the level of difficulty in its combat mechanic that it needs to have for first time players, It's there in sweet spot of not being easy but still challenging enough specially in the fight against Francis. Music and SFX is great, art in general is amazing as well, its indeed a good polished game. My favourite character here is Josef!
That was fun! The record didn't even make it to the top 10 lol. There was a couple of falls that were tragically triggering earlier checkpoints in succession XD
So yeah for some reason I thought the tutorial text was refering to switching the gun as a cosmetic thing only as oppose to shoot the wall with the same color. I enjoyed it! 
I played on the browser using mouse and keyboard on single player. I seem to get instantly stuck at the first level facing the blue button thing, not sure what I'm missing XD. I tried the recoil jump using the gun but it wasn't high enough and the bat has nothing to grab to either in that section. Also the music seems to not loop after it ends, but I like it!
Alright! Once you know what's going on it's actually pretty fun! Right clicking to turn around, the minimap at the top left. On my first few tries of the tutorial I thought turning around was just going to the next turn and encountering new enemy as the level sprite looks the exact same. Once I realise what's going on I could navigate and find those pots, unlocked the main game and get to the end of that returning to the main screen again. Additional review then since now I saw more, I like the camp site cutscene at the beginning, nice art indeed! And dialogue system as well!
I see, the part where the camera moves after interacting with the bench. Yeah that definitely could be made better, one blackscreen at the beginning was due to being unsure if I wanted the rest of the animation to trigger by something else. While for the obstacle in need of animation that is actually my shader masking skill diff at play lol. As the tiles are on top of the notebook paper background, having them to move into position or to retract would've make the image collide with the other tile image, both being on transparent background it doesnt look good. With some masking with shader that could probably be done somehow. Things like obstacle/tiles to be shown only on top of the papers with their collision also inactive if outside the paper but turning on if they move past the edge and into the paper, I couldn't quite figure out how to do that yet in time. I might explore that some more now that the due date is over, thanks for answering :D
First thought, I did not know you could create custom loading screen with godot that is cool! As is mentioned in the short video I do get softlocked, I couldn't pull up the settings menu during the tutorial once I get to the room behind the wall with the key card in it or interact with the key card it self. Due to that and the "Begin" option being grayed out, there isn't much to experience yet. That said there seems to be a bunch of gameplay mechanic that is thrown at the player to understand very quickly in the tutorial, that did get a little overwhelming(could just be me) so maybe it would be better to introduce that bit by bit if it can fit in the structure of the planned main gameplay run. The art of the game is good but the text for the card doesn't look well when its not in focus/enlarged. I think adding more music will be nice also. Overall cool concept! Just need more time in the oven.
Some of us on the team got really busy irl, some experiencing burn out, however we still somewhat got to the halfway mark! (2 level out of the planned 4 is playable)
If anyone is willing to take a look it would be appreciated:
https://itch.io/jam/bad-ideas-game-jam-2026/rate/4348968
Short Video Pitch:
Hi there, we now have enough composer on the team. We are still looking for any more 2D artist that could do sprite sheet or 3D artist for animation. I'm learning vfx atm so If by chance anyone wants to be another godot game engine programmer, I'd be open to focus more on the vfx side with someone helping me on the non vfx side.
here is my discord as well "simplycuriosity"

Not gonna like at some point I was starting to wonder if the cookie is a myth XD. I'm impressed with how big the dungeon is, I question if it was endless and thinking would you do that? make it procedurally add more room after the first view rooms. Tried a couple of runs without breaking the portal but alas I destroyed the portal and just risk it for the biscuit, seems like the play in the end as it gives so much boost to your stats.
Things to improve wise it seems the other comments have mention what I want to mention, like the UI could indeed be better.
Hey thanks for trying it out! Ooh you are playing silksong so I would like to hear your opinion even more if you decided to play this again after the post rating period as I have an update ready to go. The gravity is definitely greater than hollow knight for sure, I haven't change that yet(will play around with it but not in the next update). But I-frames are now visible and a tad bit longer, multiple jump attacks are now possible & also added the knockback when player got hit so hopefully its closer to that kind of feel. Thanks for the feedback! :D
I've played with both keyboard and controller, Its cool to see those options. From my subjective experience not being able to move while being stuck in the attack animation do feel stiff as other have mentioned, But even so the boss fight experience are still fun! The art style reminds me of the game Hades, I like it. The thematic title & UI for buttons, health bar is also a nice touch!
On a side note it is indeed cool to see another boss rush as you put it Choclified XD
Are you all planning to update the game after?
Thx for playing! Yeah till the end the mentality is that these are placeholder arts so I focused more on the gameplay instead whilst hoping to find a 2d artist. Hmm so far as I can tell the inputs shouldn't be eaten up except for perhaps coyote time being broken, so no grace period of jumping being allowed a short period of time after falling of a platform. Working on an update tho so hope you try again post jam, perhaps even on mobile(itch still but on mobile) and see if the control is taken up there too XD.
Thanks for trying it out! Yeah, planning to implement a parry for a post rating update but dash sounds fun too, perhaps the dash is actually a dash attack. So I've found that I made an oopsie on the incorporation of delta time to the minions in a ridiculous way, that may have made it seem even more impossible as their speed is determined by speed times delta time on instantiation. Everyone who played the game have different minion speed as a result and you might've gotten a minion thats way quicker than intended XD
I enjoyed playing this game, the risk it for the biscuit part being whether to go on depending on if you think there is still enough offensive card on the deck is a unique take for the jam. I see that retreating gives you money based on your score to gacha new cards and thats cool as well. I'd say if possible implement a save file mechanic so that refreshing the page doesn't reset your deck/money from the start since the game relies on progression and the gameplay time would be high if you want to have repeated run & buy new card cycle.
I played on my phone on the itch app and can't seem to find a way to close the score menu (exit button don't work?). For my improvement suggestion I'll mention bone2d node on godot, for the type of shooting that you are going for you could use that to have the arm of the player rotate 360 degree as oppose to the 8 direction if you would like. Good job on the submission & goodluck on your godot journey!
What a curious game! Confused early on as I did not see that losing happens by not reaching a certain score each turn. There is def potential to go analytical with this game considering the power ups and placements. While not my cup of tea, I can see this game to be addicting to others. Nice visuals, good stuff.










