Thank you for your kind comment!
wTheos
Creator of
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That's exactly right! There are 10 different crises, each with 8 possible responses, and every response is associated with 5–6 keywords. My original plan was to connect the game to a real AI using an API key and train it for this purpose. However, since I found out that any kind of AI was prohibited in the jam, I decided to implement this system instead.
I'm planning to play and review as many jam games as I can today!
If you rate my game, I'll return the favor by playing yours, leaving a rating, and writing genuine feedback. Just post your game in the comments.
here is our jam game: https://wtheos.itch.io/netrunners-vs-corpos
The Corpo section is actually the hardest part to understand, so I completely get why it might be confusing. Here's how it works: the real netrunners' gameplay is replayed on the screen in the top-left corner. The four buttons in the bottom-left are each linked to one of the mini-games currently active on the netrunner's screen. If you open the correct mini-game and solve it before the netrunner does, you earn points.
First of all, I was genuinely surprised by the variety of upgrades! I've never seen a clicker game introduce this many creative ideas to the genre. It was incredibly fun to play. My progress is pretty slow so far, but I'm sure it's going to look and feel amazing once I've unlocked all the upgrades. I also loved the physics of the little guys—the way they have weight when you grab and pull them feels fantastic. I'd honestly say this is a near-perfect game for its genre.
I really loved the game's visual style. The UI feedback felt polished, and the screen shake when firing did a great job of making every shot feel impactful. I think the wave pacing could be a bit faster, with waves starting and ending more quickly. It would also be great to have more events or things to do during the daytime. With improvements like these, I think this could easily be one of the best bullet hell games in the jam!
This is definitely one of my favorite games in the jam. Every character feels like they have their own personality and soul! Also, even though it may not feel completely "juicy" yet, the foundation of the combat system is really well designed. I can't wait to see what happens as I make my way to the end!
The tutorial was really well designed. As someone who uses Unity, I know firsthand that creating a good tutorial system is one of the hardest things to get right, so great job on that. I also didn't expect such a simple core idea to be executed so well. Watching the character happily walk to wherever I clicked was oddly satisfying—I found myself just enjoying the animations. The best score I managed to achieve was 93%!
A polished and stylish game in every aspect! It’s based on a classic idea, but it has some creative additions that make it stand out. I really liked the lighting, and the music also helped create the right atmosphere. It would be even better with more things like growth-inducing food and some instant power-ups.
I really liked the character and background artwork! I tried all the levels, but I haven’t managed to finish them yet. In platformer games like this, there is an important mechanic called coyote time, where the player can still jump for a few milliseconds after leaving a platform. Adding that would be a really nice touch. That was the only thing I felt was missing.
The character design and punching animations were really great. It turned out to be a fun game — I haven’t managed to finish it yet, but I’m going to do it! In games like this, having something like a timer for scoring would make me feel more motivated and immersed. That was the only thing I felt was missing.



























