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XCVG

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A member registered Jan 03, 2016 · View creator page →

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I absolutely love the visual style, sound design, and and overall presentation of this game, and it feels so perfect for SBIG Jam. The weird, backwards parallax sky is a particular highlight.

The humour, to be honest, didn't land for me personally- in particular the sarcastic "you suck" after losing the fishing minigame just made me not want to play- but I think others will love it. 

There's quite a bit of game here, and despite (or perhaps because of) the frustration factor I think you could amuse yourself for a good while, but I think ultimately its length will work against it. I'm not even sure how to get to the boss lobsters, and getting all the upgrades feels like it's  going to take forever. I'm speculating, though, because I didn't have time to play more than a few minutes.

I still have never played Vampire Survivors, but I've played a lot of clones. This one was pretty fun and definitely hits the right notes. I think the brevity works for it- there isn't a ton of depth here, and the simplistic graphics and silly sounds might get annoying in a game that drags on, but in something short and sweet they stay amusing.

It's an interesting concept, though I'm not sure if it really fits SBIG Jam. It really feels more like a kind of experimental art game than something so bad it's good.

As for my experience, I didn't make it past the first minigame. The bullet hell battles were my least favourite part of Undertale, and the version here seemed even more brutal than those.

I can immediately tell this is an instant-classic SBIG Jam entry at a glance. The art style, sound design, and overall jankiness hit the perfect notes.

Honestly, I think the length and complexity is perfect as-is. It sticks around long enough to be a good bit of fun but not so long that it starts to drag on, and the difficulty hits a solid balance of having some challenge and tension but not devolving into a tedious chore.

I think my one criticism is that the modifier implementation feels weak to me. I see what the intent is, and while it's certainly extensive, it doesn't really cross into excessive territory in my mind.

There's no question this game is clunky. The WASD+E controls are awkward, the dialogue system is at best clunky and at worst outright bugged, and there are no niceties like a quest log or visible inventory. Yet I was drawn in by the weird, wacky world, bizarre concept, and biting humour. It seems to be a game consisting entirely of sidequests, which is brilliant. I think the only real issue I had was that the audio mixing really crushes the voice lines, which is a shame. I really wish I had time to give this a proper playthrough, and I might come back to it after the jam.

This one is a weird one for me. It's so close to being amazing, with just a few minor things holding it back, but I'm not sure if it's so bad it's good at all.

A music-driven infinite lane runner is a safe bet, and the core mechanics work pretty well. It's not really the kind of game I go chasing down, but I enjoyed my time with it. I do have trouble with eyestrain in certain kinds of games, and unfortunately this is one of them and I couldn't play for very long. The excessive postprocessing definitely made it worse. I found the view angle unnatural and I wish it was a bit flatter and lower down, but I'm not sure if that contributed to eyestrain or not.

For some reason, the music would sometimes cut out and the score stop counting up. I think this is a gameplay mechanic, but I'm not sure exactly how it works. I think it needs to be just a smidgen more clearly telegraphed.

After thirty seconds I remembered why I use nano.

It's an interesting idea, but I'm not sure if it makes for a fun game. It is, if nothing else, suitably cursed for this jam.

I didn't, but I just looked, and it didn't really give me anything I hadn't figured out myself, other than putting a few names to thing. I think the biggest issue is that the game is so lo-fi I can't really make out what's a turret and when I'm being attacked.

I like the concept of this one, I'm not sure if it's been done before but a piano clicker game just seems like such a natural fit. There's a few issues with the execution: the upgrades feel unbalanced, the last two seem to do the exact same thing, sometimes upgrades don't go through, and (perhaps most significantly) the autoplay just plays all the notes every second instead of playing something music-like that increases in tempo with the upgrades (what I thought it would do). Despite its flaws, it had my attention for a lot longer than I thought it would.

Really neat idea, but I don't have anywhere close to the level of coordination to play this game. It definitely has a puzzle element to it; is it right to call it a puzzle platformer?

This feels more like a parody of rhythm games than an actual rhythm game to me, but, y'know, it kind of works.

The graphical style and general concept is a perfect fit for the jam, although the specific humour didn't quite land for me. Unfortunately, I found the game to be literally unplayable because of the crazy high look sensitivity.

For a demo/wip, it feels surprisingly polished. I'm not personally a fan of the score attack style, but it works well enough.

I'm not sure how much of a so bad it's good game this is. The art style is unusual, but it looks really good, and the same goes for the sound effects.

It does make an interesting use of the modifier, though, and the audio cues work great in practice.

It's simple, minimalistic, and very easy to cheese, but somehow the jank and weirdness just works. The (homemade?) sounds are especially standout. Although the scoring seems to be broken, adding up runs rather than displaying the last run.

Thanks for playing!

Did I accidentally make corporate satire again?

The playback feature is something I wanted from the very beginning. Unfortunately, I couldn't really find a way to integrate it with the actual mechanics, and its kind of an "it's there if you want it" feature.

The missions were definitely designed in a hurry, and in hindsight I should have spent more time with those concepts. The game mechanics were built first, and the missions were tacked together around them.

Thanks for playing!

Items not being recognized as placed shouldn't be possible, but this has hardly gone through a full QC suite, so who knows. If I recall, the rapper level requires sufficient system power (ie more amplifiers), so that might have been an issue as well.

I kind of went back and forth on how janky I wanted the physics and controls to be, but in the end it was kind of decided by what was fastest/easiest to do. It seems that it somewhat worked out- there's definitely a spread of opinions in the comments.

This game is in a weird spot, because what's there is certainly impressive. Decent graphics and sounds, a big, detailed world to explore, several weapons, sidequests, sound mechanics. At the same time, though, it feels unfinished. The world is big and detailed, but there's not much to do in it. There's the beginnings of a gameplay loop with the safe zone, but nothing to do in it. The game is pretty open-ended, and I'm not sure what the end goal really is. I'm not sure if it was a deliberate game mechanic or not, but there was one enemy that kept chasing me that I couldn't kill. And there doesn't really seem to be any disadvantage to just switching to the assault rifle and laying into enemies, noise be damned.

Honestly, though, I think the only thing that's "so bad it's good" about this game is the absurd premise. It really does feel like a proper game that's just not quite finished.

It's a weird, experimental game. Is it so bad it's good? Not sure, to be honest. It has major art game vibes. I managed to get the dynamite, but then got stuck. I think there's definitely more to discover in this game, I just didn't have the time or patience to (sorry).

I'm not sure how much of a rhythm game it is, and it's bizarre in both concept and execution, but it definitely hits that niche of so bad it's good.

It's really buggy, for better or for worse. The first time I played, I got through the Easy level (with a score of F) and then every time I tried to play Medium it would After refreshing, it worked, and then I found out that I could rack up crazy scores by just mashing the keyboard.

I love the concept and style of this game, and though it's janky, the core mechanics work well and the weirdness doesn't take away from the game. I suck at platformers, though, and I didn't have the perseverance to keep going after repeatedly dying to the death throwers in the second level, then falling through the jumps at the top once I got past them.

What the actual hell is going on with the huge number of different downloads? I'm not sure if this is meant to be part of a bit, or if you guys are actually that disorganized. They're all horribly named, too, so I have no idea which one is which once I've downloaded them. Honestly, between that, the wall of text on the game page, and the 40 devlogs, I was starting to get soured on the game before I'd even played it. I can see why you guys though this would be funny, and I've done similar things in the past. The reality, though, is that I'm not invested enough in what to me is a random jam game to really engage, and that likely rings true for most players.

So, I gave up on all that and just played the version on the jam page.

I honestly have no idea how the game is supposed to work. Clicking cards would play them, but only sometimes, and I have no idea why. The card stats panel on the upper left doesn't seem to change. I lost one round, lost the second, and I have no idea why.

Unfortunately, I think this one falls on the "so bad it's terrible" side of that knife edge between that and "so bad it's good". The visual style is perfect, as is the audio, and the general concept is solid, but the gameplay is just too opaque and confusing. It's not clear how my actions as a player are mapping to things happening in the game or what any of the animations happening mean. I'm just left to randomly click buttons to maybe get an ending.

It's a neat concept, but I forgot what was what within about ten seconds of actually starting. I think the first level really needed fewer ingredients, maybe even just two or three, at least for me.

It's mildly amusing- I won't spoil it- but it's mildly amusing. The best thing I can say about it is that it's short enough that the joke doesn't wear out its welcome. That sounds like damning by faint praise, and in some ways it is, but it's something critical that a lot of SBIG jam games get wrong.

At first, I didn't realize E isn't jump, and kept dying. I'm still not sure why E does work as jump, but only sometimes. To be honest, I found the controls horribly awkward. I wish it was arrows to move; trying to play a platformer one-handed is incredibly awkward.

It also doesn't seem to have any audio. The weirdly realistic graphics work for SBIG, though.

Thanks for playing!

I think this game is going to be a one-off, unfortunately. I have a lot of other projects on the go, and I've done most of what I reasonably wanted to do here.

Thanks for playing!

I don't suppose you grabbed a screenshot of that setup? I probably should have mentioned the screenshot key in some of the documentation somewhere, which I don't think I did unfortunately.

Thanks for playing!

I kinda went back and forth on how janky I wanted to make the controls. In the end a lot of decisions came down to what was fastest/easiest to do.

The key to positioning things is to use gravity to drop them into place. I did at one point have collision enabled in move mode, but it was much worse than the current setup. There's a console command to enable it.

Actually scoring on how good the setup was is something that was out of scope from the beginning. It does somewhat kill the challenge once you realize that, but it's meant to be more of a chill building game. Which in and of itself may

The snake oil was a late addition, but I think it works. There were a lot of snake oil type products I thought about specifically parodying, but it was quicker and maybe funnier to just put in the literal thing.

Thanks for playing!

Thanks for playing!

The wonky controls were an idea that didn't quite work out, I think. I thought it would be funny, and I didn't have a ton of time to tweak them, but it seems they ended up often frustrating. It's worth noting that the wall brackets were a late addition, and they're kinda wonky in and of themselves.

As for the channels, I think the issue is with the source material. Big Buck Bunny just doesn't have a lot going on in the surround channels. There's some logic to fill channels from similar/adjacent channels, but at the end of the day each speaker plays a source channel- there's no true upmixing or downmixing going on. Subwoofers are particularly useless since they only play the LFE channel. In hindsight, I could have done some trickery with the source files instead of just splitting the provided audio into individual channels.

There's a diegetic, in-universe reason why there's no music past the second level. Think about what you sold them...

The media helper is something I personally would want to see in the game like this, but I can't help but feel I should have spent my time elsewhere. It's one of those things where few players are going to engage with the game enough- and be technically minded enough- to go through that kind of effort.

My first try, I didn't even make it out of the starting crescent before being confronted with a quite rude game over screen. Trying to turn around with wonky physics and a horrible camera angle was... an experience. I did a little better the second time, made it up a hill with extremely wonky physics, and managed to deliver a few more packages. I ran into the side of a hill and got a game over, but I don't think I would have stuck it out for thirty packages, because I was already getting sick of it by that point.

This game really does sit on that knife edge of so bad it's good versus so bad it's terrible. The graphics can work, and so can some of the janky physics and the awkward camera angle, but I'm really not a fan of how punishing it is, and with thirty packages to deliver I think the joke is going to go on too long for just about anyone. It would be better if it were a bit easier, a bit weirder, and shorter.

I'm pretty lenient about optimization, especially in a short jam, but this game is nearly 6GB, which is absurdly large for a game with lowpoly graphics and a single music track.

It's a perfectly competent clicker game, but there's really not much to it. It's very minimalistic in style, which puts it on the back foot to begin with, and then there are only two things to upgrade. The title and some of the naming ingame hint vaguely at this being some kind of satire on marketing, but it doesn't really take that anywhere. I had some fun, but got bored of it very quickly.

As a platformer, it's pretty rough. Movement is weirdly floaty, the camera is horrible, attacking is awkward and between all those issues and the punishing level design it's almost impossible to destroy the speakers without getting hit. I died pretty quickly.

For a first jam, it's not bad, though. The game is functional, and the only real issue is the packaging one that's already been mentioned. The overall feel, visual and sound design are a good fit for this jam.

I never did find my keys; I accidentally closed the game trying to make a jump. But I did have some fun with this weird, janky physics thing while it lasted. I think the only complaint I have is that the extremely loud physics sounds make it almost impossible to hear the brilliant narration.

The driving physics really aren't bad, though the camera controls are janky and the graphics are definitely SBIG fare. There doesn't seem to really be a game here, though- it feels like a mechanics test. I can drive around and run into stuff, but there are no objectives as far as I can tell.

While the sound effects are pretty comprehensive, it doesn't really feel excessive to me.

It's a neat idea in theory, but I do question how this game is packaged because it put me off from the get-go. There was no way I was going to blindly run a VB script, and few people have Java installed in 2024. Fortunately it's pretty obvious what's going on, but I nearly didn't even bother looking.

The game itself has a pretty neat aesthetic, but I have no idea what's going on, even with the game window stretched way bigger than intended. I figured out that I could switch items, and that I could attack when prompted, but I still kept dying (to turrets, I think?). It's really hard to tell what's killing me, where it's coming from, or what I'm doing.

It may be on a totally different engine, but this is a classic Enygmatic shooter through and through. While I'm not familiar with the source material, a lot of the humour is general enough to still be pretty funny. It's terribly overscoped, to the detriment of you the creator and the benefit of us the players. There's a wilderness section, an interior section, a car chase, and TWO boss fights.

It's incredibly janky, and it's a mix of good jank and bad jank. It has ugly environments, weird looking enemies, and strange sound effects, which is all good jank.  Some of the distorted voices are impossible to understand, and only some of the game has subtitles. The HUD and menus are tiny, and some cutscenes and the credits are confined to a small portion of the screen (I'm not sure if this is a bug). 

Gameplay-wise, I had fun with it but there a few things I feel should have been tweaked differently. I really wish the player character was faster and more nimble. I learned pretty quickly that spamming dodge roll is critical, but I hated using the dodge roll because it's clunky, ugly, locks you onto moving a certain direction, and locks the camera while you're using it. It's funny at first but in practice I'd rather have almost any other dodging mechanic. The other issue is that ammo is extremely scarce, and I'm not sure if this game even has a melee fallback or if you can softlock yourself. I also feel the rocket launcher is underpowered, though I didn't get a ton of use out of it.

Given that this was released halfway through the rating period, I personally feel it isn't fair to the other entries to leave a rating. I'm still very happy that it was released, though, because I enjoyed it a lot, and it's giving me a few ideas for my own games.

I'm not really sure why this is called "Sunny Side Doom"...

It was a funny little experience. I think the short length works for it, to be honest, because it's pretty thin and the visual style is a bit eye-searing, but because it's short it stays enjoyable and never gets a chance to become annoying.

I suck at rhythm games, but I was still pretty excited to see one here. I'm kinda surprised there aren't more of them given the modifier. The concept and aesthetic are a great fit for the jam.

Unfortunately, there's a lot of little flaws that take away from the experience.  Missing notes doesn't seem to have an audible effect. The notes are in one corner of the screen, so you can't really see any of the action that it's supposed to be linked to. The end of the song isn't the end of the level. The difficulty ramp on the fourth (third?) level is insane.

It also didn't seem quite synced, but there are a lot of factors potentially at play so it might not have been the game's fault.

I love the style of humour here, and I think it hits a great balance of so bad it's good with the sound and graphical style. I got to the greedy ending, which was pretty funny, but to be honest I wasn't really into the game enough to start it over from the beginning. I did also get the joke ending in the first room.