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The easiest way to describe it is probably as a frantic hybrid between Avoider and clicker games. I managed to win but still do not understand what the exact consequences of the glitches are in terms of progress. Plus, they seem to speed up after some condition is met (perhaps a timer after spawn or proximity to mouse?), but I am also unclear on that. For posterity, the way I won was by paying only mild attention to the glitches and focusing more on constantly & rapidly clicking while dragging the cursor around to close the pop-ups until I got down to just a few. Basically a button-mashing approach. I don't really understand how I won, to be honest.

The visual and contextual theming is well done. The overall aesthetic vibe leans on the cute side and reminded me of Beglitched on iOS. The game states and UX/UI are all there as well, menus and win screens and all. If the audio was not using pre-existing assets, I would have given the presentation 4 stars instead. Everything was very fitting, save for perhaps visual distinction of the glitches, which got a little hard to see in the clutter.

It's a cute message-in-a-bottle sort of game. It's the type you play once, appreciate the idea/motif, and are done. Not every game has to have great replayability or offer lengthy playtime. Some games, like this one, are mainly about executing the one punchline well. In that regard, I think it did pretty well (minus needing some balance tweaking perhaps).

Overall, a solid and very complete experience. I liked it well enough, as I prefer games that have a clear identity, and this one captured exactly what it intended to be. Good work, but I won't be playing again.

P.S. Now come and take your pop-ups away, please. They are like a relative's kids: cute initially but turn annoying from the first half-hour onwards.

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Thank you for your critique! When the glitches hit you they scramble the pop-ups around and lower our health, if your health goes down entirely you'll lose (your computer will fry). The glitches spawn at a low speed and then accelerate at different rates based on how many have spawned, and how many tabs have been closed (same for how often they spawn). As stated in the instructions (and many times in these comments unfortunately) you win by clicking on the CTRL key advertisement when there are no pop-ups (except heals) on screen.

I unfortunately couldn't compose my own music due to time constraints but I feel what I found fit the design of the game well. The glitches are supposed to not be entirely visible to 'sneak attack' you and hopefully divide your attention but I understand how that can be confusing.

It's a simple browser game, so it's not really made to be played over and over unless you want to get a new time record. 

This is my first game jam game (and first game at all) so I appreciate your honest feedback. Thank you for playing!

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I meant to convey that the consequences of getting hit in terms of progression in particular was unclear to me. In my case, I thought the penalty for getting hit was that many pop-ups would respawn, thereby costing me progress rather than depleting a separate health stat. And in the midst of the frantic gameplay, I couldn’t quite split my mind to figure out what the speed-up criteria of the glitches were, which may mean that part is not very intuitive to the player.

That said, I’m going into these games with just a quick glance over controls and descriptions, partly as a way to gauge how well the game communicates or “introduces itself” to the player. I like how some games are able to just get the player going from the first moment and teach you via gameplay (i.e. Bastion, Super Mario Bros., Megaman X, etc.), and so I look for that. IMO, the burden of educating he player should mostly lie with the designer, not the player. It’s a high bar, but I do feel that it’s something significant to look for when it comes to game design.

And yes, as mentioned, apart from the minor gripes, I felt like your game was pretty much everything it needed to be. It has a clear identity and focusses on being exactly that. Being a one-time experience is perfectly fine. Stellar Smooch and Grow Cube are both very nice games that are like that as well. For this game, I also think it’s better for it.

This is rather impressive for a first jam, and even more so for a first game. I think most of us don’t even manage to finish on our first attempt. Please stick with it. Great job!

P.S. Now, for the love of Mark Brown, please... Have your pop-ups back. I don’t want them.