My dreams of glory 
W1K
Creator of
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Very funny game and the most immersive piece of government management game I've seen to date. I don't know what argentina did to deserve such a dumb failsafe, perhaps there are some deep and complicated lore ramifications. I'm also glad there are no nukes pointed at italy specifically as we are already the equivalent of a nuclear wasteland and that would be double dipping.
I'm running out of jokes so lets just say the game is a funny concept, a funny gameplay loop for as long as you have patience for it. It's a funny anti-design game that's trying to give you a good laugh and accomplishes it quite well.
Incredibly cool game. It's funny that it primarily revolves around the pun but actively makes good use of the vampire theming in its actual investigation. It is very much on the longer side however and might not be everyone's cup of tea, but the writing and art are superb here. It deserves way way more attention than it's gotten quite frankly as it is a very charming idea and a one that would normally be very difficult to execute.
There is so much to say about this game. It is an incredibly interesting concept but perhaps a little too ambitious. The mechanics are very complex, not impossible to follow, but a nightmare to teach and learn. I'm not sure whether the complexity itself is at fault, or it might work just fine with a much more polished UI. Personally I would probably prefer that most roles actions are reduced to two options to massively reduce complexity while keeping most of the ideas and concepts, but more than anything the game needs better visuals to indicate what each action does and a cleaner tooltip showing you the likes and dislikes of each noble (also a shorter time to show said tooltip to speed up the gameplay loop). I was VERY intrigued by the gameplay as I do enjoy games that involve diplomacy in their gam loop and would love to see this game polished to a state that makes it much more accessible. Otherwise the aesthetic is nicem sounds fine, and the concept is incredibly creative.
Very enjoyable game from a gameplay polish perspective, it controls well, the upgrades are fun, the roguelike mechanics work. My main issue is the use of the theme is a little lacking, it is cool for there to be a countdown timer each level that loses you a life on timeout, but for the most you won't be running into issues with it and you're more likely to just straight out take damage instead (which also loves you a life and ends the level). Perhaps it might've been more enjoyable to turn the timer into a glorified health bar and have the player lose time on damage taken as opposed to ending the level altogether on a loss. I felt I outscaled the game a little bit once I got enough upgrades and there could definitelly be some nice balance pass. Otherwise I did really enjoy how fun the game is to control and is a competent roguelike in a vacuum.
Big fan of these kinds of stories! The theme isn't really in the mechanics at all *but* it is nicely used as part of the narrative. The way the narrative is interconnected between the different perspectives is very cool, I wish perhaps some cleaner writing could've prevented a lot of the repeated lines that might be adding a little too much word count, and some of the more fluffy dialogue lines could've been cut to condense the story a little bit, but it was a fantastic experience if you stick with it till the end!
Crazy cool game, the voice acting is phenomenal and the gameplay loop is pretty creative. I appreciate the compounds required changing per run as it adds replay value. Took me a second run to figure out what I was supposed to do but eventually figured it out, this *might* be problematic for onboarding perhaps? I did enjoy having to figure out what I'm supposed to do so I'm not sure where the balance between handholding and discovery lies here. Absolutely no complaints otherwise, big fan of horror games and this one had a super interesting setup.
Great game and incredibly polished. The idea of tying the countdown to the shooting is fairly creative especially when it speeds up later on. Trading health for upgrades might filter out some players I feel, albeit I didn't have an issue with it as most upgrades leading to more damage inevitably lead to faster timer regain from killing enemies faster so it flows very well. I feel the RNG of spawning enemies could be causing some problems (especially with the pufferfishes bodyblocking each others hearts) and maybe some fine tuning there could be warranted but I still beat the game fairly comfortably, another feedback is perhaps scrapping the projectile speed upgrade as there isn't really enemies that require tracking but a projectile size upgrade would be a great replacement to accomplish something similar but benefits you in a game where most enemies walk straight towards you. I *did not* have an especially challenging time and *did not* try all to many runs, so fair to say I loved the game!
I liked the game! It was chaotic and did try to do some neat things with the theme. It's satisfying to get in a trance and rapid fire all the tasks you're given. I do wish there was a bit more control over the RNG of the batteries and gears as getting multiple time stopping events in a row incredibly slows down the game and can be rather frustrating. Alternatively, it would've been neat if the bomb malfunctions caused damage to the bomb over time instead of freezing the timer, to differentiate them from the batteries and keep the timer going a little longer. I've had issues with my wrist hurting due to the sheer amount of mouse movements needed and the length of a single play session and I feel this could've mitigated a little bit by adding pauses at certain times such as when the texts show up to warn you of the game speeding up. Otherwise it was a neat idea, thankfully beat it second try (I think) so it didn't cause too much wrist fatigue issues and did have fun with it!
Silly premise and very amusing intro. The gameplay is a little janky as I felt a fair bit of the sprites felt offset, and while there is a *countdown* both narratively and gameplay wise, it's a very basic one that probably won't end up affecting the game much, especially since (I think) you can skip straight to the last door for the boss fight. I did like the idea of the boss fight but the weirdly offset sprites made it a bit frustrating to tell where the hitboxes were. Because of all the mechanical issue, I kinda wish it leaned into the humor more and pushed for a goofy humorous visual novel instead, but it still gave me a good laugh especially since it hit like a jumpscare as the first game I was given to rate that day.
Incredibly cute and very well made puzzle game, the vibes are pristine and the theming is great. The levels pace nicely and does a great job of introducing new mechanics as it goes without needing to explain most of them outside of the basics. The assets are fantastic and it's crazy to think this is (almost) all handmade *for* this jam. The only minor complaint is that the UI canvas doesn't properly scale for weird-er resolutions such as mine (I'm on 16:10) which is a very easy fix and only makes the UI slightly clip outside the screen, otherwise everything flows perfectly! I've seen many puzzles similar to this, but this one stands out for the sheer polish and variety of mechanics packed in one single game. Definitely a stand out for me.
This was an interesting play to say the least. I can't say I expected to read existential yuri today but here we are. The theme is applied nicely from a narrative perspective, obviously not much that can be done gameplay-wise as renpy only lets you do so much but the writing is pretty great and a totally valid way to express the theme. I enjoy this kind of stuff so it was a great read!
You're working on *what*? 👀
Yeah we made away with economy and instead made real estate into the primary resource, early levels just have plenty of space mainly to teach mechanics and encourage the player to swarm. We were heavily inspired by Buggos which does something similar. Ideally enemies should have been able to attack you, adding a time constraint and making time into a resource as well but we had to scrap that for all but the last level. There is a ton of stuff that ended up on the chopping block, such as pre-placed repairable structures that do unique things, defensive towers and so on. Right now the design just revolves around more real estate = more unit production or stronger units if you decide to invest into the buildings that buff all units instead, but there's a ton we can play with if we go full project on this.
Also thanks for playing the game! Your game cooked so much this year I hope it gets the attention it deserves
Not sure why the weapons didn't work for me, there's quite a bit of polish that can be done on the mechanics, the collision system is a little awkward when landing on platforms and enemies only walk towards you when... you're standing near the floor I think? There could also be some feedback on hitting enemies, for example particles coming out of them when they take damage. The enemies themselves are probably a little too tanky and might be more enjoyable if there were more enemies but less health to burn through. Pretty simple project otherwise and enjoy seeing these little games from less experienced jam-goers!
Incredibly fun puzzle game, I imagine it might be difficult for some people to grasp especially those that aren't super practical with logic gates, but I had a lot of fun figuring them out and the puzzles themselves are super well designed. The narrative framing and the artstyle are also great and complement the whole game. Real cool standout game!
Absolute cinema indeed. Truly the cinematic experience of a lifetime and makes me wonder why people even watch movies anymore when this is the kind of stuff game jams are dealing with. No hollywood movie can deliver this level of narrative AND give me a dope boss fight along with it.
Only issue I've had were some of the awkward hitboxes but no complaint otherwise for what this game is trying to do.
Interesting framing for the timer to health mechanic, I enjoy sandbox-y arena games with upgrades to keep the player entertained, but the enemies make this one a little awkward as they can attack from bizarre angles and the lack of feedback on taking damage makes it hard to tell you're being hurt or where enemies might be shooting you from. The resolution issues ended up hiding the money on my screen so I wasn't sure what actually causes you to earn money upgrades. With those rectified, it might make for a fairly enjoyable experience given how good the actual FPS controls are!
Last thing I expected to say this jam is that controlling a state of the art artillery gun is an incredibly zen-y experience but here we are. Truly one of the most unique experiences I've had this jam and maybe ever. The only nitpick I have is that I wish events didn't interrupt the feed of the strike for the extra satisfaction but the way they are not act as pseudo mini-jumpscares that hit different but are still great in their own way and it's honestly a nitpick because I can hardly think of any issues. The ratings for this being so low is absolutely criminal, this is the kind of dope stuff I expect to be FEATURED.
I love this game. The vibes are pristine, the forest and atmosphere are great for this kind of game and the diagetic map adds a big deal of immersion. The objective is fairly simple but might need a couple of tries to figure out how early you need to get back to camp and where the fuel sources are. The monsters design is fairly simple but used very well, the noises they make as you're exploring are fantastic but I wish they weren't dead giveaways of their location and instead were used just to spook the player a little bit to make them paranoid. Might be a fair bit too long of an experience for a jam showcase but one I'd love to fully play through in any other setting. Had a fantastic time with it!
Cool use of the looping mechanic, games that use an increasing time limit as a restriction for what areas you can access have their own charm, it's almost like a small bite-sized metroidvania. The writing was fairly amusing and the exploration is fun. The actual "puzzles" are fairly simple and the game is not particularly long but it's a fairly good amount of content for a solo dev! Only complaint is that I wish I could gift Bob a knuckle sandwich.
Very cool puzzle game with some cool potential! The aesthetics are great and the few puzzles that are there are well designed and scare in difficulty nicely. I just wish there was a bit more to it as the game ends before the puzzle design really starts kicking in full force, but as a showcase I had a great time. Also the controls for swapping which contradiction to draw are very awkward but I'm sure there's plenty of ways to polish it with enough time!
A true cinematic experience, and incredibly relatable (because that's just me every morning)
Game is a little *too* simple and the application of the theme is mainly just a "narrative" thing. Wish there were more mechanics revolving around the theme, maybe more concent like more weapons, maybe power ups that countdown and give you cool weapons, that sort of thing. Its a simple and nice little minigame otherwise!
Very satisfying digging game, a little simple but gets you thinking about how to efficiently dig your tunnels to move around and how to best efficiently hoard the gold around. Very addictive *numbers go up* kind of game. I don't really have any complaints outside of the camera being a little finicky when you get back on the surface from the edges of the map. Game was so good I struggled to put it down so that's about as high a praise I can give it.
As an italian, I can confirm we do in fact sacrifice pasta to the pasta goddess to appease her and keep the world safe, now if only she called me her little pogchamp and this would've been best game this jam
Jokes aside, fixing *the bug* on second stage is definitely a priority, and maybe a bit of RNG control to prevent it from screwing you over but the countdowns felt lenient enough. It is a very simple concept (maybe a little too much) but the charming narrative definitely carries it forward and enjoyed my time with it.
Great game concept and surprisingly a lot deeper than you'd expect at first glance. The "presentation" is wild which is funny to say for a game that looks this simple but you get what I mean if you played it. I'm not very fast with math myself so I feel I waste a little too long doing calculations in my head, having a preview of the resulting number by hovering on your cards would be a great feature to help a little bit with that issue. Also the shield mechanic of the boss is poorly conveyed, but everything else is solid and a very cool experience.
Game did in fact kill me twice (maybe thrice?)
Interesting puzzle game, it had an interesting application of the theme and was fun to play through! I feel it has a bunch of missing potential and levels could've definitely pushed the mechanics further, perhaps compressed some of the early levels and progressed difficulty faster to save on development time. Other than that, the swap and jump keys feel a little awkward on the default binds but you can get used to it. Still an enjoyable game in the end, just one that ended a bit earlier than it felt it should
Very nice and simple game, I have a bit of an issue with the application of the theme (as the game is likely going to be much of the same without the countdowns) but the game itself is fun and well designed. It's got a very basic artstyle but very cute nonetheless! Had a good time with it, maybe with some more time there could've been more complex puzzles and more interesting ideas to apply the theme could've come to mind.
Incredible game, the voxel magic goes hard in this one. It's a very interesting mix of games like civ and town management, got real boardgame vibes. The countdown theme is primarily in the countdown of the disasters, which might not be the most creative use of it since it's a mechanic similar games already have, but being able to see and judge the amount of months you have to prepare before a disaster adds extra strategic depth there otherwise wouldn't be so it ends up being a nice addition. Not an avid player of these kinds of games but it is fun and enjoyable, only complaint is there should be a more clear explanation of what generates pops and work. Shoutout to the "npc camera" feature, really reminds me of classic RCT and sim city's driving mechanic (albeit less camera spinning to avoid motion sickness would be nice). Very fun and incredibly well polished all around!
I feel there's a cool and fun game concept here to be had, especially once I understood the mechanics. The picture explaining the mechanics on the game's page is nice but I wish the game itself did a better onboarding process as while it's not a particularly complicated game, the various modifiers you grab inbetween "levels" can be fairly overwhelming. More than anything tho, the ingredients getting stuck in the pot is a bit gamebreaking and makes it hard to properly judge the gameplay as you might not get a chance to go deep enough. I enjoy the cozy aesthetics and it really gives me the vibes of one of those classic cooking/management games.
Very creative tower defense game, fun twist on the theme and very enjoyable and unique game all around. The artstyle is incredible and it sounds very atmospheric (albeit I have no clue why music defaulted to 10% and I kinda missed it on first playthrough). Only real feedback is maybe have the player restart before the build phase of a specific wave if they die (this is hard to implement so I understand why it's not a feature) and the ability to sell towers would be nice to have (perhaps at a lowered price to encourage people *not* to sell unless strictly necessary). Had a great experience with it and testing all the various towers and having to lure enemies in front of towers in a 2D platformer is a very unique experience.






