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

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Most of the adventure games I've played were built with Adventure Game Studio, which is loosely inspired by Sierra and LucasArts games mechanically. In those, you'd select an item in your inventory, it would become your cursor and you'd click on things with it to interact with them. Interacting with something "out of reach" would usually result in your character automatically walking to it, and then running the interaction as normal.

I definitely get why you decided to limit scope like this. While it feels a bit thin to play, what's there is quite polished, and setting a smaller goal is probably a lot healthier as a developer.

There are some interesting ideas and some great art here, but it's so, so rough around the edges to the point where it's hard to get a handle on what it's trying to do.

The opening scene of the game was a really strong hook that got me interested right away.

Sadly, it kinda lost me as soon as I got in game. I couldn't wrap my head around what was going on or what I was supposed to do. NPCs reusing the same sprites didn't help, nor did what seemed to be placeholder models.

The third-person free-roaming feels like it should have camera controls, but it didn't seem to have them. It felt really awkward, especially going behind buildings.

I managed to initiate a battle of sorts by going to the right; I still don't know why this initiated a battle. I don't know why I'm fighting musical instruments, and it took me a while to figure out I could attack. There isn't really good feedback about your attack range; I know I have an attack range, but there's no visible projectile or effect that indicates clearly what it is. I accidentally skipped through the result, so I'm not sure how the battles are scored, either.

The biggest killer, though, of all things, was the dialogue speed. The type-on effect is painfully slow and can't be sped up or skipped without skipping dialogue. I got the sense that there was quite a bit of story in the text but I just couldn't stand waiting for it. Honestly, if you can't get the quality of life parts in for this effect, it's better to just omit it entirely.

I really like the concept of a magical girl returning to their hometown to find the whole thing FUBAR, and I really like Abby's design and a lot of the other art. I'm hoping this gets polished up a bit to be a bit more playable because there's potential here.

PS: Not sure where to fit this in, but check your texture compression settings on the character sprites. It looks like the default texture compression is being used, with colour blocking visible in game. It's probably worth changing to High Quality or None.

I don't get on with bullet hells well, but I found the first line of the game hilarious. It feels pretty janky overall, but I think the only thing I'd call out as a potential issue is the tendency to have enemies shooting at you from offscreen.

My first thought on seeing this was wow, this is a bold step for the series. I think it has toyed with these themes before, but this is deeper, darker, more real, and more serious.

That line about not being able to go back in particular hits hard.

I love the setting of the ruined dream city. We barely got to explore it in this game, but I'm excited to see more of it.

The graphics, animations, and FacemeltingSolos soundtrack are, as usual, spot-on. I like the mirror effect on the water in particular (being vague, because spoilers).

The UX... it breaks from adventure game conventions and I'm not convinced.. Having to be close to objects to interact with them is annoying, and it isn't helped by June's glacial movement speed. Clicking and dragging items to use them just feels weird, and it's not helped by the pop-in inventory panel. None of it kills the game, but all together it makes it feel awkward and kinda janky.

The hinting on what can be interacted with and how is much appreciated, though, and it feels immediately intuitive without needing explanation.

For better or for worse, my biggest complaint about this game is its brevity. It's a demo, but feels short even for a demo. I'm definitely excited for future updates!

The art is really pretty and the visual style is amazing! Sadly that's about all there is at this point, as you've said it's very unfinished. But I'm excited for future updates.

I like the idea of this one, but the execution kind of feels halfway there.

It feels like it should be a platformer, but at least the first level is basically hold down fire, hold down right. Movement is floaty and the fireballs have no weight or impact to them.

The puzzle between levels is a neat idea, but I couldn't figure out the first one in the time given and that was the end of the game for me.

The graphics on their own aren't bad- I especially like the fox- but the wide variety of different styles clash. On top of that, the red background on the page is eyeball-searing.

No complaints about the music, though, that's an absolute banger.

 

It's definitely rough at this stage, with a few bugs and visual issues, but I had a lot of fun with it! The balance was surprisingly good, although fast enemies feel a bit overpowered and those were my downfall.

Maybe I'm too much of a philistine to enjoy this, but, well, I didn't. It feels like it's supposed to be high art, but it also comes across as pretentious.

I clicked through it a while, reached a point where I went "yeah, okay, I see what you're getting at", clicked a bit more to see if there was anything more to it, and then checked out.

I don't know if I'd even call this a game rather than an interactive art piece. It's harder to critique art, and like I alluded to at the beginning, I'm not an art expert. At the end of the day, though, this was submitted to a game jam as a game, so that's how I'll approach it.

The thesis seems to be, more or less, that everything is inherently political to some degree or another and that an "apolitical" world is conceptually absurd. I think an argument could be made that the minimalistic styling, linearity, extremely dense prose, and total lack of audio or graphics help drive that point home. It's monotonous, it's boring, it's lifeless, and that's the point.

Unfortunately, that doesn't change that it's a (completely?) linear sequence of dense, hard-to-read prose with no graphics or sound to go with it. It's monotonous, it's boring, it's lifeless. It's not enjoyable, engaging, or even particularly interesting.

And that's the crux of it. It makes its argument, and it might even be convincing for some, but it could have made that argument in a much more interesting way. Making a point doesn't preclude making a fun game. Exploring a theme can be much more nuanced than bashing the audience over the head with it. This feel very utilitarian in a way, very minimal, and there was an opportunity to do so much more with the idea.

Finally, yes, I do realize this could be trolling, or a shitpost. I feel it's better to give the benefit of the doubt rather than make the wrong assumption about someone's earnest work.

This is described as a prototype, and you really weren't kidding.

The game is way too big, physically. I had to zoom out to 50% for it to fit in my fairly large browser window.

The opening cutscene is painful. The type-on effect is way too slow and can't be sped up. Frankly, for a prototype I wish it was just omitted, because having to wait forever is much worse. It's skippable, but I wanted to read the dialogue. The dialogue itself feels like a rough translation, with some weird terminology used. I'm not sure where POV1 came from, and there's a lot of telling rather than showing. I think there are some interesting ideas here, but it's really hard to follow.

Eventually, I gave up and just skipped through the dialogue hoping there would be some gameplay. There is, but it's also super rough. 

It's enough to sorta get an idea of how the game is supposed to play, but it's super clunky and opaque at this point. I strafed around, couldn't figure how to turn, ran into something, stopped, and after a few seconds entered a battle. That was at least fairly straightforward. I did like the UI concept with the buttons near the character. I softlocked it, though, maybe because I tried to open the (unimplemented?) skills menu.

There's music credited, but I didn't hear any. Not fully implemented, or bugged?

The one thing that I can really comment positively on is the art. It's cute, it's bright, it's colourful, it drew me into the game in the first place. I'm not sure if the screenshots shown on this page are in the game but they have a 90s-cartoon energy to them which works great for the genre.

I don't want to be too harsh on this. It think this could be a great game someday. But it's just not there yet, not even close.

Thanks for playing!

It's a bit obtuse on purpose, but there aren't that many exemplar images in the set so you can sort of learn what matches up with what.

It's a neat idea, although I'm unsure how so bad it's good it is. I did have a controller, but didn't have a second player to really try it out with.

Thanks for playing!

This is definitely a game by a dev who likes to tweak for devs who like to tweak, and you're right that it's probably a swing and a miss for a lot of the audience. I like having a meta element to my SBIG entries but I underestimated how intimidating being thrown a bunch of config files and a couple pages of horrible documentation would be (for better or for worse that's something I'm very used to).

I'm curious about the console window you saw. Could you provide a picture or describe it in more detail? There are a few things that could be described as a console window, but none of them should be showing up in normal gameplay, so it's probably a bug.

I liked the MSPaint visual style, which totally fits for SBIG Jam. There are a lot of confusing UI elements- why do some buttons have unexplained icons on their frames- and some things that just don't work, but whatever, it's meant to be so bad it's good, not flawlessly executed!

I do wish you could click once to show dialogue and then again to skip rather than just once to skip. And it would have been nice to have background music. These aren't deal-breakers, but they're definitely weaker points.

Unfortunately the humour really didn't land for me, and given that this game is really centered around the narrative that pretty much killed the appeal for me. I can't specifically point to why it didn't resonate with me; it punches down a bit, and it works off cliches, but I've enjoyed other works that do the same thing. I did finish the game and get what I think was the good ending, but I don't have much desire to play it through again.

Thanks for playing!

The documentation is deliberately bad, partly because I didn't have time to make it good but mostly as a parody of actual bad documentation that one sometimes runs into.

Definitely looking forward to the postmortem!

Shipping without a crucial quality of life feature is rough but it's a position I've been in before.

It wasn't clear that the game would always be completable, but I was also worried about stepping off the critical path and slamming into some game-breaking edge case. As I said, I don't think I could stomach having to restart and claw my way back to where I was.

The ending credits was pretty impressive!

Thanks for playing!

I think I've done another entry that is either going to land on two feet or totally miss the mark depending on who's playing it. It's definitely game by a dev for devs, with layers of technical complexity and a dose of office satire. We'll see if that pays off or not!

I was going for a specific kind of diegetic UI where everything that can be done in the game is accomplished by interacting with an object in the game world, but I agree that being able to mash the keyboard would be funny enough to be worth breaking specific adherence to that paradigm.

The graphics and sound are almost too nice for a So Bad It's Good game, but the gameplay is super cursed. I got to the second level and gave up after launching myself halfway off the screen a few times. The fact that there's no bottom is weird and awful, but hilarious.

That was... well, I was expecting it to be crazy, yet somehow it was a lot crazier than expected. QWOP meets stickman abuse simulators, but with the modern twist of P H Y S I C S. A few times everything exploded and I went flying off the screen. Eventually it reached a point where the framerate dropped to the single digits, which seems like a fitting enough end for this game.

The one gotcha is that it's possible to miss the game completely. The button you have to click to start the game isn't clear, I ignored it, and I thought the weapon selection screen was all there was to the game until I checked the comments.

Thanks for playing!

Choosing to accept all modifiers is the safe option and it's not a bad strategy. I didn't really tweak the parameters from the first ones that sort of worked, but more on that below.

Your music folder setup sounds extremely cursed. One thing I knew that would be a problem was that some people just don't keep music locally anymore, preferring to rely on streaming. It only occurred to me much later that weird music folder layouts would also be a problem.

I agree that it would have been cool to have some "silly" parameters. My initial thought behind exposing everything was that I knew I wouldn't have time to tweak them so I figured I'd just dump that on the player. I started to think about silly parameters like you mentioned very late in the jam, but by the time I did I was pretty tired and more or less feature frozen so the chance of developers burning down the office is the only one that made it in.

Early on I thought about putting in mechanics to prevent players from just sitting there with no devs, but I couldn't think of anything that would work well and be doable in the time I had.

Definitely a lot of charm here, it reminds me of some old Flash projects which is always a safe style for SBIG Jam. Lack of audio is definitely a downside, though. I couldn't be bothered to actually finish any of the tasks; after playing around a bit I realized it was going to be super tedious and I'm not sure there will even be a payoff. Each of the games was good for a quick laugh, though.

That was definitely an experience!

There are some literally familiar faces here, but with new outfits, and it feels simultaneously new and familiar. The outfits, animations, and general character design are peak uncanny valley, and the awful voice acting (including a completely botched line) completes the ensemble. There are lots of hilarious fun little details like how you bend your neck to look at things. The humour is top-notch too, and blends the expected and the totally out of left field well.

Every one of your submissions has been hugely ambitious, and this one is no exception. I can't help but feel you've reached too far this time, though. It's a janky mess, which is on point for SBIG Jam, but possibly because it was pushing it even more or maybe just because of the general design, it has some issues which take away from the fun. The whole thing has the feel of a ship that's about to capsize, which is never a good feeling, and it's compounded by slow, unskippable dialogue that's fun the first time but quickly gets tedious the second or third time around.

Because of this, I always tried to take safe options and feel like I might have missed part of the game. Fortunately, I was able to complete the game, but I don't think I would have tried again if I'd hit a game over or dead end. I did run into some minor bugs, but nothing that ended the run. I might have even hit a glitch that saved the run; I eliminated everyone, but I could still talk to Marvin even after he was supposed to be dead and arrest him.

Another issue I'd file under the "actual issues" category is the camera, at least in the dialogue system. Third-person camera in a cramped house is questionable, but wasn't really a playability issue. The dialogue camera, however, was a really cool feature rendered almost entirely useless because it would always end up behind one of the characters. To be fair this only was a problem for the Marvin dialogues which you really need to see the animations to understand; in the other cases it covered up the animations which is a bit of a shame but didn't affect the gameplay.

I have no idea if I solved the mystery correctly or whether it's meant to be solved- I have my own theory on it- but I did finish the game, I think handle the agents correctly, and got the spiffy ending cutscene.

I'm not sure this is really a so bad it's good game, not because it was bad but because it was pretty good. Okay, it was rough around the edges, with middling graphics and look sensitivity way too high, but it's cute and charming, has a wonderful concept, and even has brilliant little details like the hand holding the protagonist.

I didn't figure out the murder mystery right the first time, but my second guess was correct. I'm not sure how the logic is meant to work, but I'll freely admit I'm not good with puzzles.

This is like Super Monkey Ball, except incredibly cursed. The gameplay is kinda dry, but the aesthetic and especially the audio (seriously, shout-out to the audio, it's some of the most SBIG in the jam) are hilarious, and it doesn't drag on or overstay its welcome.

Sat through a surreal cutscene, spawned into an expansive valley. Turned around as suggested, gate was closed. Talked to the amogus guy beside it. Died. Tried to go the other way. Hit an invisible wall.

Not sure whether that's a 1/10 experience or a 10/10, but maybe for So Bad It's Good Jam that's perfect.

It's an interesting concept, and I was actually super excited to try this one. I'm not sure if this is a game... it's a weird, sanity-draining experience. I think there was quite a bit of potential here, but there doesn't seem to be any goal or noticeable progression, and after a while the charm wore off, the joke got stale, and I got bored.

Well, it certainly has an SBIG feel to it, although the Grimace Shake thing is a meme that's kinda going over my head. I'm not sure if the game is broken or if this is deliberate, but a massive amount of Grimaces spawned in, enough to drop the framerate to single digits. And then I slid over a wall and fell out of the world.

This is a really interesting approach to the modifier that makes perfect sense and I'm totally not kicking myself for not thinking of it myself. Too many ideas? Smash them all together into a clone pirate cart of shovelware!

I don't know how well it works, though. The games in the collection are at best minimal, at worst not really games at all. All of them are good for a brief laugh but none of them are really enjoyable beyond that. There are only a few different kinds of gameplay, which fits with the idea of a pirate game cartridge but gets boring fast.

Having only 68 games for a "172-in-1" is completely on point for both SBIG Jam and clone carts, but I wish there was something else as a placeholder instead of a "sorry ran out of time" message which breaks the facade a bit. Maybe doing nothing, opening an unrelated game, or just restarting the whole thing.

All of that being said, getting even 68 minimal games together in a week is impressive!

I have to admit that the concept of this game was pretty offputting and I initially ignored it.

This definitely fits the "so bad it's good" ethos. The gameplay is equal parts surprisingly fun and hilariously broken. You go flying in insane directions, but it's fine, that's totally how you make it to the end of the level.

I never finished the game, though. Levels 1-3 went well and I had a lot of fun with them. Level 4 I kept triggering the out of bounds detection even though I was well within the level. I tried the level select but it didn't work until I restarted the game. I tried Level 5, and after a few tries to get going sent myself flying off the end of the level.

I think the one issue other than the out of bounds thing in level 4 is that it's hard to tell if clicking is going to stop you or send you flying- it's not clear what the dive really does.

I tried loading this into Scratch but I'm not sure if it worked right; what I got wasn't really a playable game. I think I figured out the intended logic. Start as the blue cube, avoid the spikes because they'll turn you into the red cube. But what happened was a lot of red cubes spawning which appeared as a trail behind the blue cube, and it took me a while to figure out what was going on (at first I thought it was a rendering glitch).

I love the retro aesthetic and oldschool feel here. It feels like a 90s first-person shooter. Is that really so bad it's good? I don't know, but I like it!

I feel the enemies are way too bullet spongey, though, it takes forever to kill them. It doesn't help that they have no pain state and the effects don't make it clear that your bullets are actually hitting and doing damage. They can kill you far, far quicker than you can kill them, which just makes the whole thing feel tedious.

I feel the fish in particular is really overpowered. It's not quite hitscan, but it's fast enough that I was never able to dodge its attacks.

I could never get the hang of the gauss weapon, but I didn't find enough ammo to really get a feel for it.

I made it to the big pool, then I fell off and died.

I didn't see a lot of modifiers at play from where I got to, but the ones I did see (exploding butter, vending machine takeover) were well done.

I saw this on stream today and figured, this looks super cool, but there's no way I'm going to be able to finish it. I was right about that, though I got further than expected. I made it about halfway through the second level (platformer) before giving up.

I love the concept of this and the meta narrative, but the difficulty and frustration factor are both way too high for a jam game. I've played first person shooters and platformers before; someone without that experience probably won't even get a far as I did. Which is shame, because from what I've seen it gets more interesting later on.

I'm still not sure what to make of this one. Like the first game, it's cute, cartoony, and super janky.

There quite a few playability issues. It's hard to tell what you can jump on and what you can't. Having to jump on top of the ideas is super awkward. It's heavily RNG because some approaches are much easier to defend than others. 

I'm just still not sure whether those are actually a problem for a deliberately janky game like this. It definitely cut into the fun a bit, but at the same time, also made it feel a lot more like a so bad it's good game. Once I figured out some of the tricks it became more enjoyable but it still was frustrating at times.

I did snoop around and see if the leaderboard was live, and it, impressively, is! So props for that! I do wish it was viewable from the main menu, though.

Definitely an interesting use of the modifier as well.

The core mechanics are solid- it's unusual that you literally hit enemies with the stick but it's pretty fun once I figured it out. I couldn't remember the dash key the first time around, but the second time I did and it worked well. The idea behind the theme implementation is really interesting, though... 

The game is really RNG-heavy, which I hadn't expected and wasn't a fan of. I made it to the boss the first time around, ran into some kinda glitch which made my character fall to the bottom of the screen and become basically uncontrollable, and lost. The second time around, I got bad modifiers including "double enemies". I'm not sure if it was that one or another RNG thing but I ended up facing off against an absurdly large amount of enemies and didn't make it past that round.

The graphics and audio aren't good, per se, but they're about right for SBIG Jam.

That was a real tour de force!

The callbacks to earlier SBIG games were brilliant, but kinda made me wish that all the sections were callbacks to earlier SBIG games.

It's hard to pick a favourite section. The blatant Britishness of the Town With No Name section contrasted against the American setting was hilarious. The Alfred section was probably the funniest, but I loved the banality of Hotel Mario as well. I think the weakest section was the cats one which was just kind of meh, the last button one was hardly a game but it was funny enough to get away with it.

As a side note I want the SBIGBox to be a thing now. 

This isn't really a critique of the game, but this looks like a lot of effort for not a lot of runtime and very little actual gameplay. I enjoyed it, but I'm still not sure how you managed it in a week.

The choice of third-person roaming plus QTE for gameplay was smart; it was never amazing but worked well enough in every setting.

The ending was a bit anticlimactic to be honest. The meaning of the "epoch time overflow" twist got me chuckling (was that one of the modifiers?) but the game built up a lot that didn't really come together except in the most literal sense and I'm not a fan of Monty Python-esque anti-endings.

The idea of breaking things up into chapters was smart, but it's really missing that connection at the end.

The style is a bit different from previous entries but still feels along the same lines. Uncanny valley goes a long way toward SBIG-ness because it isn't as immediately weird as some of the blobby creations of the past.

I only noticed two bugs, both fairly minor. The dialogue bugged in the votebot sequence, with the subtitles a few lines behind. Maybe because I briefly tabbed out? And the green glow on the money in the menu is not quite right, fading out toward one side.

I think the only thing that really annoys me is the ending. Other than that it is one of the longer entries and it's a bit of a slow burn; I put aside time specifically for it but could see myself getting frustrated if I went in blind.

I really love the premise of this game. It incorporates a lot of themes brilliantly, and the story blends serious and silly quite well. I do wish the opening text didn't take so long to go through, but that's a relatively minor issue.

But...

It feels about three times longer than it needs to be, starts to really drag around the halfway point, and what might have been minor, forgivable flaws really start to become a problem. The three sections of the game vary in design and graphics, but basically play the same. The long, mazelike dungeons got repetitive. The fact that things shot at you from offscreen and you could spam fire back went from funny to tedious. Running into objects that look like they can be walked by and having way too big a hitbox for anything resembling a bullet hell turned frustrating. The fact that you don't auto heal after a boss fight, along with the difficulty ramp in the bosses, became grating.

None of these things are deal breakers, but they're all the kind of minor annoyances that are plenty tolerable on a short and sweet game but become infuriating as time goes on.

I did finish it, the storyline was engaging enough and there was a bit of sunk costs on my part, but by the end I just wanted it to be over. I did not enjoy having to slog through a village full of enemies, and the reveal at the end was soured by how tired I was by that point.

Throughout the whole thing I kept pondering whether this game felt So Bad It's Good or not. And I really don't think it does. The gameplay is conventional and although it has flaws in the details, is by and large competently executed. The graphics and sound are simple, but nice. The storyline is silly and quirky and weird, but doesn't really hit the notes of janky goodbadness that I was expecting.

I think what's most telling, though, is that I'm very much approaching this review as if it were an earnest attempt at a quality game. 

Weirdly, it does a great job with the modifiers, possibly the best of any of the games I've played so far, while completely missing the boat on the core theme of the jam in my mind.

I think the premise of a dragon hiding their ~~smut~~ fics is going to be at least somewhat divisive. I'm pretty ambivalent to it, it didn't push me away but didn't really appeal to me either. I could see people being totally into it, or completely turned off by it.

Gameplay wise, I like the idea but I don't think anything quite comes together. It took me a really long time to realize the I Can't Believe It's Not AO3 landing page was supposed to be the implementation of "Pick the best pairing of characters to corner an untapped market"; it's not clear what this screen does and there's no clear feedback that a character is selected. There's a beep, but it could be interpreted as positive or negative.

The minigames are a really mixed bag. The best one is probably the Flappy Bird clone. The stacking one is so simple I thought it was broken. The spaceship one took me forever to figure out and the train one is just completely baffling. The "hide your activity" mechanic clashes with the minigames; the minigames here really demand concentration which you can't really give them without throwing the metagame. This was probably deliberate, but I didn't find it enjoyable personally.

I don't understand, narratively, how "play minigames" translates to "write fics". Going from hammering text into a page to random minigames seems arbitrary.

I kept going back and forth on the art and style, whether it was good, bad, or both, but ultimately I decided that it's a brilliant take on so bad it's good. It's mostly well done if simple, and the mixed simple 3D and hand-drawn look is pretty nice, but the jittering hurts my eyes. It's SBIG in a kind of "it's almost there but this one thing ruins it" way.

I'm not sure if it's just me but I was never really able to hear the family coming.

Something is very wrong with the itch page; it looks almost like it thinks it's on mobile. It could be a browser issue on my end; zoom was set to 175% and I don't know why.

The graphics are actually pretty nice, as is the audio. This kinda 16-bit pixel style isn't really my thing, but it's (surprisingly?) well done.

Gameplay-wise, it's a straightforward vertically scrolling shooter, but it's, frankly, a pretty bad one. The movement is horrible. Not only is it slow, but it has the most inertia I've ever felt in a shooter. The UI really needs labels; it's not clear what any of the bars actually mean. It's also not clear which things are bullets and should be avoided and which things are powerups that should be collected. Yes, all of that is explained in the help, but by the time I'm actually in the thick of it I've already forgotten the details.

This was probably all done on purpose, but at least for me it misses the mark on So Bad It's Good and either sits in So Okay It's Average or crosses into So Bad It's Bad.

There's potential in the tongue-in-cheek cliched story, but it's just one screen and then it's over.

However, I didn't get very far in the game; I lost the fight to the comedically large spoon. Based on the description and a few Discord comments I think there's supposed to be more modifier-based, sillier content up ahead. Unfortunately, if it's there it comes too late; my experience with the game was 90% that of a conventional scrolling shooter.

The warning at the beginning is something. It set the tone, but it did not prepare me for what was coming.

You patch one bug, now you have two bugs... Interrupted by meetings, strategies that sorta work but don't... yeah. I found the meta-humour hilarious, and I think this is going to appeal to a lot of devs while maybe being lost on others.

If there's one thing that's missing, it's a clear scoring mechanism or defined end to the game. I ended up having a massive pile of bugs overflowing over the top of the screen, no available modifiers left, numbers going through the roof and the "in meeting" flashing on and off several times a second (this should probably be a seizure warning). That seemed to be an end state, but there wasn't an explicit game over.

It was pretty funny to see the bugs literally overflow over the top of the screen though.

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I liked this one, but...

I just don't know if this is So Bad It's Good at all. It's humorous, and makes a few odd design decisions, but overall it felt way too cute and had way too much charm to fall into that narrow band between good and bad. It was quirky, sure, but not in a way I associate with so bad it's good.

I did find the asteroid sections to be annoyingly RNG-dependent, but that's just annoying, it didn't really make it feel SBIG.

It did make creative use of the modifier, though.

That was... something.

It has an aesthetic and overall style that's perfect for SBIG. I don't want to spoil the intro sequence too much, but it was hilarious. The blocky models, butchered storyline, and flat text-to-speech work well together.

The soldier models are surprisingly good and stand out a bit against the very blocky helicopters, but between that and the inexplicable alien enemies it does give it a sort of "lazy asset flip" feel.

If there's one complaint it's that it's a mediocre at best FPS at its core and it doesn't always do enough to distract from that. While the weapon animations are amusing and your allies are hilarious if useless, and there are some surprises, for a big chunk of the game I was just taking potshots at aliens from beyond their attack range.

I made it to Nixon Hell and survived a while, but then fell off and died. Not sure if that sequence is meant to be winnable. It was definitely a neat twist to see after falling through the ground in what I initially thought was a glitch, but then it became a slog of horde survival with no clear goal.

Overall, though, it goes a long way on initial presentation alone.