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SudTheBud

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A member registered Aug 16, 2024 · View creator page →

Creator of

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Thanks!! I'm really glad that all the aspects of the game contributed to the feeling of stress, that's definitely what I was going for. The strings thing was not my work, I just downloaded a Unity package 😅 but thank you so much!

I wasn't able to complete the game due to getting stuck and falling under time constraints, but wanted to leave a review and comment anyway. I really enjoy the aesthetics of this game! You really nailed the early 2000s web look, and I loved some of the websites that the player gets to visit - getting that down seems especially hard to do in Unity, so kudos! I do notice that some of the touch targets are kind of janky, but I feel like that's to be expected with implementing this in Unity. Narratively, I think it would be great if there was more of like a hook that gets you immediately invested in some sort of mystery - I think a lot of great web ARGs really excel at making you feel like there's something off or something that must be discovered by you once you jump in. Really great job on the game and its presentation - proud of you!

The presentation of this game is really great, I'm really surprised this doesn't have that many reviews! I love the theming in this, and the way you incorporated the mechanics such as the curses. The art, music, and animations are fantastic as well! My criticism would be that the game feels a bit too punishing - the slippery movement, the one hit kill, the low ammo, and the need to swing your sword for some enemies means you will die a lot in this game. If at least one of those aspects were changed to compensate, I think the game would feel less frustrating for players. Really nice and fun game to play, great job on it!

I think the lightning / thunder timing mechanic is honestly pretty creative - that's a great way to incorporate the theme. I also like the MS Paint style graphics at the intro to the game lol. Biggest issue was definitely the lag - it could be that I have a slower computer, but the game was extremely laggy for me, so any way to optimize it would be nice. Also, I think have the UI be more custom built, rather than the standard assets (like give them a unique look with some images, making it look less just like plain text on the screen and the default Godot sliders) would go a long way to adding identity to the game. Overall, though, nice work - keep it up!

This game is really fun, and it's so satisfying to play! The movement is so creative with this one, and you nailed the feel of it via the controls and the sound effects. It's got a really cute artstyle, too! The scene transition are a little awkward - if you could find a way to make the transition more seamless or give them a better transition, that would make the experience feel smoother. Great job!

Thanks for playing! I'm glad you felt that way, that was exactly what I was going for.

Thank you very much, I appreciate you leaving a review!

Thank you so much!! Yes, aware of the bug, haha.


The world would 100% be safer if u were running it 😤 give this person unlimited control of our nuclear stockpile immediately

Really unique game! I loved the theming and implied narrative of this - basically the most depressing clicker game ever. It isn't a classic clicker game exactly though, since you have a deadline that you're counting down to - great twist that makes the player consider their choices in a more thoughtful way to maximize their resources by winter. The interface looks really good, I think you've improved on your post processing effects skills a lot! The main things I think the game would benefit from is more variety, i.e. a mode where you get a different amount of days until winter, or a different starting amount for the number of resources used per day. I also think maybe an occasional rare event, like a disease comes through that wipes some of your food, would spice things up and be an opportunity to sprinkle in some more lore. Great job with the game - would love to see you expand on it!

I was very proud of lasting 42 days but after looking at these comments I feel like a chump haha.

Thanks so much for playing! Awesome that you had fun.

Haha thanks, I'm glad the humor was good! I'm really grateful!

Thanks, I appreciate it!

Guess we'll have to find out in the sequel 👀

Thank you! I really appreciate the kind words :)

Solid and addictive game with nice art and sound effects! I think making it clearer what the counter is for, because I believe it mattered both for time but also how many cards you did incorrectly, would be nice. Great work!

Really creative and well executed concept! There were really smart ways here that you made it difficult for the plyer to keep track of where each gnome needed to go, from the fact that the icons were more abstract and kind of similar, to the gnomes not showing their destination until you hovered over them, to the darkness in the station that occasionally happens. Very creative ways to spice up the gameplay! Well done!

This was a pretty creative game! The concept is pretty simple but really difficult to master. It did take me a hot sec to understand what I needed to do, even with the description, so I think a tutorial would've gone a long way. Also, I think the game is just a bit too random - while there's definitely the makings of strategy here, because the die changes so fast, you're basically gambling as to what number you'll get whether you're picking add or multiply mode - I think making the die a bit less random, like perhaps making the die 3D and roll realistically so the player can kind of try to time where it's going to land, would improve the mechanic. Additionally, would be cool to have some way to get the rage meter back down (such as if you get multiple on time notifications in a row or one full screen of on time notifications, something like that), and it might've been good to give some leeway for how on time a notification can be, like 1-2 mins (because let's be real, that's how on time our notifications are IRL too sometimes). Great job making this really unique concept!

I loved the atmosphere in this game, it's so haunting. The mechanic is really unique too, you kinda fall into a strategy of breathing, then interacting with the interface while you exhale. The narrative is interesting too - while it's not the main focus, whatever is implied to have happened to the ship and its crew seems to be some sort of cosmic horror which I am always down for. If this game ever got expanded a bit, I would love to see maybe a more in depth user interface with a basic GUI and some more involved apps that you have to navigate through. Good job!

Really neat game! The concept is a really unique twist on clicker games. I love the theme, as a big space geek, and I loved that you could spin around the earth and see space all around. I liked seeing all the animals and stuff moving around on the Earth, too! I think my main criticism is that the meteor as it is is a bit punishing - I think players should still be able to keep the creatures they have in some form. For example, I think it would be interesting if you could evolve the short grass into the tall grass or the smaller dinos into the bigger ones (instead of buying them separately and having them coexist); then, when the meteor hits, those creatures get devolved (since bigger creatures with more needs tend not to survive), but they're not gone completely, so you can still evolve them after some time. I also think it would be interesting to have the meteor give something special that helps you progress that you can't get anywhere else, like some resources or raw materials that help you evolve or something - when I think to Cookie Clicker, it reminds me of the wrinkly creatures that reduce your CPS while they're there but give you more overall cookies when you pop them. Something similar, where the big bad meteor that hurts you in some ways but also gives you something valuable in return, would definitely make the game really interesting. Great work, awesome job on the game!

Wow, that means so much to me - thank you! You're so kind 🥹

Thank you, I'm glad you found it a good take on the theme! And yes, very aware that that glitch is present haha

Nice score ( ͡° ͜ʖ ͡°) I'm glad you enjoyed it! Great to hear that you found it funny. Thank you so much for the praise!

so true. this is why we should legalize nuclear bombs 😤

Of course!

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Thank you, that's really nice of you to say! And yes, I've realized that's a problem - that's what making  a game on 5 hours of sleep gets you 😅

Thank you! Really appreciate it :)

Thanks!! Hope it was a good kind of stressful  😅

Wow that's really high praise! Thank you!

Thanks so much! I'm glad you found it funny :)

This was a fun and goofy one. The theming of this one is the highlight, it's so on point and I love how certain tasks are represented via different programs and screens. Could potentially have a bit more unique tasks to do, but for what is is, its quite quirky and fun!

Solid game! It's nice to just have one level that you perfect over time. The movement felt a little hard to master, but I think that was probably necessary for a game like this. This def would've done numbers as a classic early 2010s mobile game.

Neat artwork and theming! It was cool seeing the beat represented in different ways through different time periods. I also liked the fact that the arrows appear in different places, it keeps you on your toes. Simple but nice!

Came for the 10/10 trailer, stayed because the game is actually pretty solid and fun. The tension between carrying the fish or letting it get dirty, but also having more free movement without it, is a really simple but smart game design decision, and it adds some haste to your movement decisions. There were a few glitches that prevented me from playing at some point, like in the tutorial when I fell into the pit and it didn't reset. Fun gameplay and nice premise!

The gameplay is really fun and a unique concept! It felt really satisfying to play too - I think you got the game feel down well with the animations, art style, and sound effects. IMO biggest hurdle was not being able to understand what each effect was doing in the moment - I know there's some text in the description and the menu that describes what each potion effect does, but I think it would've been great if there were some distinct particle effects / visual changes to the enemies to show the player what each effect was doing, as well as briefly showing the icon for each potion effect as it gets activated so the player's knowledge of which symbol maps to which effect is reinforced. Also, I think the difficulty could've been ramped up just a bit slower so the player gets introduced to the effects a little more gradually. Neat game, great job to you all! I'd love to see it get expanded on in the future!

Dude this is amazing. The gameplay hits that sweet spot of being easy to learn, hard to master. The fact that you added dogs even at the beginning that throw you off by not saying the number, and eventually everyone else also starts saying something other than the actual number, so you have to keep track of it yourself, is really genius. Presentation, both in terms of art and sound, was really fantastic. A++!

indeed :)

Thanks a bunch!

Cute little game! Fun, creative representations of the stuff you do when creating your games.

Fun fact, I pulled an all nighter making my game, and I was so tired that I accidentally took a nap while my game was building. When I woke up, it was 30 minutes before the deadline - I got so lucky there haha.

Really creative idea that felt like the perfect game loop - simple to understand but hard to master! I found it really engaging. I love the fact that I'm able to hit some of these at once. I think maybe some background music or melody (that went along with the beat) might have elevated the sound design? Overall, great work!

Thanks so much! Really happy you found the jokes good. 

I'm so interested to know what idea your team had originally.

Yeah I agree that the gameplay is a bit repetitive - I just wanted to focus on the core loop for this jam, and I do have some ideas on how to expand in the future, but I'll consider those after the jam.

Honestly didn't expect this game to be a serious talking point for IRL global disaster, but glad it is! Appreciate you leaving a review!