Thanks very much for the kind words, and congrats on your top 100 Enjoyment!!
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This was really fun. I liked the fact that there were "builds" you could make (although sometimes it felt a little OP - I stacked a couple cauldrons and couple of the other one that gave me 2 Gold for Drinks with a million Lightning in a Bottle a few times for enough gold to basically get me through all three weeks). I really enjoyed the art and puzzle of rearranging things. The music loop was a little short/repetitive but that's super minor compared to how much good is in here. Nice work!
Got stuck on the level where you needed to get the 3 box in the goal with a purple 4, two 2s, and a 1. But enjoyed myself nonetheless (and probably could have gotten that solution if I came back to it later). The only super minor nitpick was the movement sound, which got a little repetitive and grating after a while. But otherwise really cool use of the theme and very clever puzzles, I liked it a lot!
I liked most of the minigames - the ones that were pixel hunting in the dark were my least favorite, but the good ones made up for it. The fact that it gasps if you make the hands make a middle finger is one of my favorite details in all the game jam games I've played. xD Really cute pixel art and good sound design across the board, lots of satisfying clicks in this one. Good job!
The spritework was fantastic! I thought "basically everything has a countdown timer" was a cool pitch, but in practice the enemies dying and bricks breaking in one bullet basically meant none of them ever had time to count down, so really it was only the blocks you stood on and the final boss (who was a cool little bullet-hell challenge, to be fair). I wished the enemies were a little tougher, and/or if the blocks you shot through needed to be shot the number of times that their number was with walls of 9's or something, to keep you in range of enemies and make it a little more challenging. Or just longer levels, perhaps. Basically boils down to "I had fun and wanted more of it/it to last longer". Good job overall!
It was a fun twist on the classic Concentration game, but some of the positive/negative powers apparently caused me to get to an odd-number state, where I had only one apple tile at the very end and couldn't do anything about it, causing me to just sit there for 50 seconds and lose. I was having fun up until that point, though, and several of the little drawings are pretty cute and the animations (especially the matching anims on the menu) are very slick. Good job!
One of the first games I ever played as a kid was Lander: https://classicreload.com/lander-full-game.html. This was like a perfect encapsulation of what made that game fun, without some of the more finicky bits. I appreciated the generous health - ended up running out of fuel on Level 5 and dying but it probably was my fault for being too reckless piloting. The sound and graphics were simple but very clear. I think it's really cool that you figured out procedural generation for this in such a short time - that's very impressive!
This was such a blast to play. The puzzles were really creative, the art was adorable, and the sound design was extremely charming. I loved the fun little touches like the different things the alarm clock would say ("Green time!" surprised me and made me chuckle) and the creative use of the physics. The last level was really hard but I stuck it out and got there in the end! Awesome interpretation of the theme and an AMAZING job for a first jam entry.
Really fun game. Simple mechanics that added up to something better than the sum of their parts. I appreciated that as you got higher, everything sped up and got more hectic, forcing you to think on your feet and play less optimally. The only super minor complaint I had was that it felt unfair for offscreen cannons below you to keep shooting up at you, and for their bullets to effectively never despawn - more than once I had to wait for snowballs from multiple screens below to pass once I finally reached a screen with no cannons. I thought the art was clear and cute, sound design was good as well. Really polished work, you guys did a tremendous job!

I thought it was a delight - my only complaint is that panning back and forth for me was really slow and felt jittery, and since I needed to do it a LOT and under time pressure, that kept me from really getting into it as much as I wanted. But I liked the WarioWare-esque minigames, and also really enjoyed the outro cinematic. Very good job.
The number characters were super cute. I found it really fun to run around, felt like playing hide and seek. A couple of really minor critiques: I would have used something other than Shift for the mini-boost as I kept enabling Sticky Keys, I think the last level was much easier than the second to last level, and sometimes the hit detection with the tiny numbers was a little difficult - I wished that was more generous. But it was really fun and incredibly charming, and the later levels (with the shades of gray and the tiny numbers) were genuinely surprising. Well done!
"Speedreading: The Game" xD
I had a lot of fun - died to lack of rations my first voyage (I didn't account for how important they were given that they're the only resource that naturally ticks down), but made it by the skin of my unpopular teeth the second voyage. Really fun scenarios and I thought the consequences were generally clear enough while being complex enough that the calculus of what to choose on a quick timer was really satisfying. The art was really charming as well. Great game!
Interesting that so many other comments are saying this is too easy. Both times I died on day 3 with what felt like little to no recourse. The guns I equipped my villagers with the first run seemed like they always missed, and the walls and jail I invested in the second run didn't matter when the enemies ran so much faster than my allies did to the rally point (and when there were 2-3 of the speedy warlock-looking enemies and I could only lock one down). I'm not sure if I just got back luck or what, but it felt insurmountable - like Rally didn't get my humans to the areas where they could defend themselves quickly enough. I think the day/night cycle and abilities is a really cool concept for a game so I'm a little sad I didn't get the experience everyone else did.
I had a playtester who really struggled and the change to make buying more time cheaper was one of the last balance changes I made. In hindsight I think I overcorrected, as several people have pointed out the same issue. Live and learn! I'm glad it didn't detract from your enjoyment, and if you want to up the challenge, try to get all the acorns - I put an easter egg in for getting them all that I don't think anyone else but me has achieved yet!
I thought it was fun and mechanically it worked really well. Maybe almost too well - I didn't really get messed up by any of the items and kind of got bored of doing the same thing 20ish times in a row. I wished there were more frequent effects that intentionally would try to trip me up like the trombone, the cat jumping up, the item that made me hit the button twice, etc. and fewer opportunities to get rid of those negative items (which kind of felt like cheating). The sounds were sometimes a little harsh as well. But the atmosphere was weird and cool though, especially when random stuff like the bloody scratch across the screen showed up!
Flew all over the place, felt awesome when I got stuck up against a demon and could just wail on them. The slow homing nebula attacks were vicious - the last boss with two of them was incredibly tense, and I barely got a hit off with 0-1 seconds remaining several times. Really epic feeling with the combination of tons of stuff going on, the banging music, and a surprisingly dialed-in balance between all bosses feeling more and more challenging but each still being very surmountable. Loved every second (pun intended) of it!

It felt like I was programming a little robot. :) I was a little confused by the rabbits and thought they were enemies, not additional food, so I struggled to find a solution to the last level. Also, sometimes I got stuck on objects that didn't seem like they lined up. But I ended up managing to finish and enjoyed playing it. Nice work!
I found the pacing to be a little too slow. I also struggled, like others, with the visuals being overwhelming, though I get that it was partially to keep you from being able to scan everything as easily. I think a faster, more dense waterfall of (slightly bigger) numbers might have been better? Another minor complaint was that accidentally left clicking when you meant to right click instantly ends your run and forces you to start over - would have liked 3 hearts or something to give you more room to mess up without having to go back to the start (at least at the current pace). I really liked how it fit the theme and the math controls (cycling through the equation types) felt really good.
AsaraBaenre's comment is basically how I felt. Like Asara, I thought the cat story was cute and funny and would be considered positive news, and it also ended my run. Similar finicky trash can issues as well. The concept is really unique and cool though. Very cool interpretation of the theme to find, essentially, an entire alternate universe in it!
Couldn't believe how many new games showed up just when I was like "surely NOW I've seen them all". Really great variety for such a sort game jam, and each of them were fun/interesting microgames. Art was fun, sound was great, and lots of good humor. I especially liked in the cult recruitment game the non-believers giving you the finger. F* you too, nonbelievers!! Got to 3000 points for the secret message and probably would play more if I didn't have so many game jam games to try. Really good job!
The core idea here I think is really solid. I think it could've used some randomizers of some kind - it seemed pretty straightforward what choices to make at any given time. I wonder if there's some way to adjust the rules such that this would work in paper - seems like it could spawn an interesting solitaire variant with a little work (not that you necessarily need or want to do such a thing :D ). Very cool to see a very different spin on the "Winter is Coming" theme versus my game.
Jeeeeeeeez. What a way to end a game jam game. Heavy stuff.
The gameplay was really fun and the art was spectacular. I loved the tutorial intro of the wolves - their sprites are so cool.
I maybe would have liked the poetry sections to be a smidge sped up, but maybe I'm just impatient because there are so many game jam games to try. xD
Really good work here!
I really enjoyed this game! I felt like the progression was really nice, and although I didn't discover placing level 2 and level 3 tiles for far too long (maybe I just didn't go to the right hex or click on the right thing? I'm still not sure why I got the popup explaining it when I did...) once I did things really took off. I enjoyed the risk/reward of fighting the stronger enemies, although I do wish there was some kind of retreat option for when fights started going sideways. There were enough learning moments to keep me engaged and the art/sound design were fabulous. Really, really polished entry, major kudos.

Definitely was a fun, chaotic vibe - like others, I wasn't sure what to do at first, but when I read some comments and saw your explanation, things went a lot better. I'd consider updating your game page to have a small explainer about what you're trying to do right below the game window - I think a lot of people would enjoy this if they knew how to play! The Devil popping out to talk to you was a really nice touch, as was the shuffle animation. I'm not sure how much skill depth there is to getting 21s (it seems like it tends towards being luck based, though noticing if your score is a multiple of your card count above 21 is definitely a skill) so I'm not sure there's a ton of depth/replayability, but for a game jam game it was a fun time. Nice one!
I was able to finish with that information, thanks! I liked the sprites and the bomb minigame worked great. I was a little confused finding where I was supposed to go next, but that was actually kind of fun with the time pressure. Some ideas for making it more fun would be making the fuse timers be randomized, and having UI show how many bombs are on the current map that you need to find & defuse. Nice job for your first game!


