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(+1)

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.

Thanks so much for playing! I'm so glad  you enjoyed the playthrough!

Yeah in terms of the ending, I was originally planning a complete anti-ending ๐Ÿ˜… (I find that sorta thing kinda funny) but settled on something slightly more wholesome. As with pretty much every level of this game I used it as an excuse to cram extras in I couldn't find a use for elsewhere, but yeah I can get why  it's very underwhelming when I lie about there being  a grand conclusion that links everything together lol.

I guess in terms of gameplay I wanted to make something that was slightly more of an experience than a  challenge. I feel like in previous entries I did, some questionable design decisions on my part made some sections frustrating (especially platforming sections ๐Ÿ˜‚) so my aim this year was to make a game that no-one would ragequit for the most part ๐Ÿ˜„.I guess it's an interesting challenge for me next year to see how I can put more of a gameplay focus into my projects without making things overly difficult for a jam game.  

I'm still trying to work  out some of the kinks with the unity animator, and  I'll see if I can fix the specific dialogue bugs. I think it's caused as the unity PlayableDirector sometimes skips frames without calling signal tracks when   tabbing out, but I've found it a fairly difficult issue to replicate. Maybe just yoloing and turning  off pause in background might be the best way to resolve it ๐Ÿ˜† (but then     I would definitely  need to implement a pause button which doesn't play nice with timelines ether ๐Ÿ˜‘).

Hope you  had a great time with the game, and thanks so much for writing such detailed feedback!