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SupermuttGames
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Holy cow, what an experience. This was definitely rage-inducing but in a funny and almost meme-able way? This kind of fits into a category like "Getting Over It" or "Jump King" where the absurdity of the challenge is what draws people in to play it. I think if you were to finesse the sounds, and tweak the physics and player controller a bit, this could become a really interesting prototype for a rage game. Great connection to the theme and the concept is oozing with potential. Nicely done!

Wow! This was awesome! Incredible concept, flawlessly executed. Lots of really great puzzles, and this was a really refreshing twist on a kind of traditional roguelike combat. The puzzles were balanced, fair, and clever. Every time I died, I immediately had an idea on what to do next. I don't really have any feedback, other than to maybe try and push the visual aesthetic a bit more, but for a 72 hour game jam, this is an incredible entry. Could easily see this being blown out into a full game. Nicely done!

For a 3D FPS entered into a 72 hour game jam, this is incredible. It runs smoothly in browser. The gun has great feel. There's a cohesive visual style, a clear vibe and mood, and the upgrades felt meaningful. There's a lot to love here!
The visual effects were a bit too crazy for my eyes. To me, it felt a bit like driving into the sun more than something that would meaningfully affect the way I play. But I get you needed a connection to the theme.
Some other ideas for improvement (and possibly all things you already thought of but just didn't have time to implement):
- Weakspots on enemies (like headshots). While I understand each enemy had different attacks and movements, I generally approach every enemy the same. Run backwards and spam bullets. So having weakspots where you have to get behind them or aim at a certain position would maybe help vary the gameplay a bit.
- I never really found reason to use the sword. Getting close to the mob of enemies chasing me felt like a death wish, but maybe that's a me problem and I was a bit too passive in my playstyle.
- A bit more level design love. I think things like weakspots in enemies would help create more of a reason to use verticality.
All-in-all, this is an incredible achievement. A 3D FPS in 3 days that has good feel is not easy by any means. Well done!
Thank you for the very detailed feedback! It's interesting, because a lot of this is stuff AtumTheCreator and I had kicked around at some point in time or another. More enemy variety, how to handle onboarding, legibility of the UI, tuning the difficulty, these were all things we talked about in detail, but just never got them solved in what little time we had. We also made a lot of snap decisions in the final hours of the jam that I think may have hurt the flow, to your point. Oh well, hindsight is 20/20. Appreciate you taking the time to play the game, and type all that!

Whoa that was trippy. Felt a bit like a fever dream. It definitely conjured up lots of different emotions for me. I was equally scared, confused, and curious. I think I made it to the end, although if I'm being honest, I'm not sure I really knew what I was doing at any point in the game. And maybe that's the point? This feels like an experimental interactive art exhibit in a lot of ways, and I'm here for it.
Great vibe and mood paired with some interesting special effects and some curious gameplay all leads to a very unique experience. Nicely done!

Very unique game! As others have pointed out, I really like the vibes and mood. The glitch effect paired with the music and palette works well. There's some really clever puzzles here but without the hints I don't think I would've figured them out. With the hints, they may have felt a bit obvious. It's a delicate balancing act for sure. All-in-all, this is a really clever game matched by some great mood/vibe, and with a bit more refinement of the puzzles, could become a really promising prototype. Well done!
Thank you for taking the time to play and leaving such detailed feedback! Have you ever played Dandara? That was our inspiration for the movement system, and might be what you're picking up on. Agreed that the balancing needs some work. We spent all our time building this thing that we wound up nudging a bunch of numbers last second. Plus I think we were both too focused on wearing our programming and artist hats that we never took time to put on our game designer hat. Thanks again!
Fun twist on a clicker-style game! Nice and juicy and really well executed. The upgrades were meaningful, the increasing speed and erratic tendency of the button felt well-tuned, and the progression felt really balanced as well. My only complaint is the color palette. My mouse would get a bit lost against the light blue, white dot background, and it felt hard my eyes after a while. But incredible work overall for just 72 hours!

Amazing! This is an immaculate platformer. Once you get the hang of the controls, I was blown away by how buttery smooth, yet easily controllable, the quick dashes actually were. The levels were flawlessly designed, and just when I thought you were out of ideas, you'd find another way to throw a new puzzle at me. The lo-fi pixel art works really well thanks to a clean and readable palette, and I think this is a masterclass in how to perfectly balance the difficulty in a game jam game. Well done! My only suggestion for improvement would be to continue to push the visual aesthetic and game feel. But I get there's only so much you can accomplish in 72 hours. Nicely done!
I think I got the best time so far at 3:23! This is a super creative twist on a platformer. I've never played anything like it. The controls were tight, and the level was really well designed. The springy purple platforms were a lot of fun, and I felt like the flower checkpoints felt fair. Incredible work! I think if you push the visual and audio design a little further you could have an amazing prototype on your hands. Can't wait to see where this incredibly promising project winds up!

I'm going to be 100% honest. I'm not sure I fully get it. That being said, I spent a long time with it just typing in lots of random words and laying back down the bed clicking through prompts. I was attached to my screen wanting to figure out what this was all about. The dreary pixel art. The rain drizzling past the window. The depressing (and sometimes optimistic) text pop ups. The music (at least at the beginning. It eventually changed to something really bizarre?). The vibes. The mood. It all sucked me in. Eventually I got to a point where I just let the timer expire and watched as a million different random words scrolled on the screen, but I think you absolutely nailed something not many story-driven game jam games do which is create atmosphere. This game oozed atmosphere. Well done!
Nicely done! I love your take and execution of a "Desktop gone haywire" idea. This was a great approach for this theme, and I think the puzzles were really clever. My only complaint is to maybe have a bit more visual variety, a changing background, different shaped and colored UI, playing with different icons, etc. But I realize this was only a 72 hour game jam, and that's likely all stuff you thought of already. Great work!
Really fresh concept, and I think it was very well executed. As some other developers have pointed out, I think once you find the strategy of alternating between the multipliers and the bombs, it feels like you can just keep wracking up a higher and higher score without any real consideration. That being said, I thought this was an incredible entry with tons of style anchored in a refreshing concept.
I love this twist on a classic platformer genre. This would make for a really nice Metroidvania style platformer where you unlock abilities like the collision bug and then return to prior areas to explore them with the new ability. Definitely some legs on this idea. The game was a bit challenging for me but I'm willing to admit it's a skill issue. Nicely done!
Thank you! Appreciate you playing and leaving such detailed feedback. The enemies do have a 4-5 frame wind up in their animation, but to your point, maybe a flash or visual glow could help make it extra clear and give some additional cushion for the player to position themselves. Totally agree with you about different scenes, maybe a boss fight, etc. All things worth exploring in future iterations.
Whoa, the worldbuilding here is phenomenal. I get Severance vibes in a good way. I love it. The rubber ducky scared the crap out of me in one of the levels but I won't say where to avoid spoilers. Some fun puzzles and great immersion. These types of games aren't always for me, but I went all the way to the end with it. Nicely done!
Holy cow, an autobattler for a game jam! Well done. I'm sure this took a tremendous amount of effort. The art style was nice, the deck mechanics were great, and I think you have the bones of a really nice prototype here. Well done. My only complaint is I wish there was a bit more of an onboarding process. It was straightforward enough to figure out the mechanics, but it felt a bit overwhelming at first reading all the different cards and trying to grasp exactly what was going to happen. Nicely done overall!
Unique mechanics! I love the idea of only dying at 0 HP, but it felt very RNG as to whether or not you will land at 0 HP. Sometimes I felt invincible, other times it felt like I died in 1 hit. The upgrades were fun and varied, the general progression felt good, and the core gameplay loop worked really well. Nicely done! I think I got a good score?

Really fun and clever puzzler! Some of the best level design of any game jam game I've played. Really well done. The art was simple but readable, the controls were responsive and intuitive, and I think everything worked well to service a really smart puzzler. Nicely done! My only complaint is I wish there was more.

This art style works really well for a platformer. Gives me Celeste vibes, in a good way. The level design worked well too, and I think you have a fun concept layered in with all of this, but it needs a bit more of a warning when the controls are about to switch. Like a timer or a visual que. I think the controls currently switch every so often, and my strategy was to just wait until the controls reverted back to normal to continue haha. Maybe that's an intended strategy? I made it pretty far but then I think I jumped out of the level?
All-in-all, nice work! 
I love the world building here! Putting the player into a computer and bringing to life things like a DNS server is really interesting. The AI voiceover worked really well, and I think it helped boost the immersion. I get Portal vibes, in the best way. I struggled without the clues, so I'm really glad you added those into the page. I'm not sure I could've figured out the puzzles without them. Nice work!







