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FlowerBunny05

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A member registered Jun 20, 2024 · View creator page →

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Thanks for your thoughts. Yeah, the lack of consequence for getting hit was a pretty huge misstep.

Absolutely FANTASTIC music and artwork!

Unfortunately the gameplay was kind of unfair. Sometimes it didn't feel like I was even hitting anyone, meanwhile the enemies smacked me like tons of bricks. The ones that were ultra-fast were overkill and always ended my runs. I think that, overall, the enemies should've just had WAY less health.

It's alright, though. I got like 70 points.

Absolutely beautiful art and music. The gameplay felt very stressful as I had to find the dirtiness basically immediately or else the meter wouldn't have time to go down. I wish the broom and clippers were a little faster, and the hit-boxes were more generous.

Nonetheless, I beat all 7 days. I don't know if the nothingness of the ending was intentional, but the lack of closure felt kinda sad. That's okay, though.

That's a good way to put it, actually. This game has a sort of sorrowful emotional aura to it that really makes stands out from the rest. I like that.

Challenging but fun; I beat all the levels and got the gold medals. This is really good in all aspects! I only wish the master volume went up to 200%, I had to turn up my computer volume just to hear the music.

As for difficulty, I thought it was fine, but an "easy mode" that makes the timer decrease way slower would help make the game more accessible.

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If you want to export the .EXE file alone, you must embed the .pck file.

Click this button in the export menu.

For Mac and Linux, just upload the .ZIP file the export gives you.

Ignore the yellow text when exporting to Mac, it's unimportant.

Though it heavily lacks in visuals and sound design, it makes up for it with VERY charming writing and voice acting, along with satisfying gameplay. Having to get your minions to craft different materials is a very interesting take on idle games which I haven't experienced before. 

There was a point where there was no need to buy minions anymore, since they could just craft robots over and over again to do the work instead. This could be perceived as a flaw but I like to think of it as commentary on robots replacing people's jobs.

The whole time I was playing, I was thinking "Man, it'd be so cool if this game had adaptive music." That may sound strange, but imagine when you start the game, it sounds mysterious and dark, as the scientist begins scheming. Then, as you build more and more, the music becomes industrial and menacing, with factory sounds and heavy drums. Finally the music reaches peak intensity as  you start building the final thing, with loud trumpets and even louder drums, hammers hitting steel, screwdrivers spinning... and then, once you finish building, it all suddenly ends and gets replaced with nothing but distant air raid sirens, explosions, and screaming.

Just a thought. I like musical storytelling. Anyway, this was a fun little game, which would benefit a LOT from better visuals and audio. Also, the pink background was a kinda strange choice considering the game's topic.

Thanks! It was originally going to be much shorter but I decided to add a few filler rooms so there's time to build tension. 

The whole ending part of the game was DEFINITELY rushed; The reason the end cutscene looks so different is because I didn't have the time to color and shade it. Heck, the original plan was actually to FULLY ANIMATE it. Nope!

I also understand the want for voices, reading can get tedious sometimes. Thanks for your thoughts!

Thanks, yeah true I really shouldnt've skimped on adding health. I didn't really prioritize the losing aspect of the game until it was too late, with even the hurt animation being done at the last second. Oh well, I'll remember for next time!

Thanks, yeah I had plans to add health but I decided not to because of how little time I had by the end. In reality it was a really necessary mechanic and I should've prioritized it early on, I'll keep this in mind for the future.

Hey thanks! That's fair, I actually added in a few filler rooms because I was afraid of the game not having time to build tension. Seems like I overcompensated a bit... whoops!

Thanks! There were actually 3 different re-writes of the intro, with the final one being hastily done at the last second since I was unhappy with the first 2. Thankfully, it was also the shortest of the 3.

And yeah, I focused way more on atmosphere than gameplay. Oh well, I'll try my best to strike a balance between those next time.

Appreciated! I was fully planning to add health (I even had an idea for a game over screen), but unfortunately I just put it off for too long and didn't have the time to. I agree that it lessens the fear quite a bit. Heck, even the hurt animation/sound was done at practically the last second. 

The (mosly) lack of knockback was my attempt at making the game a little less boring, as you have to back away for some enemies instead of just sitting there and holding the button.

Would it have been better if you had combos and stuff, instead of a simple hold-to-spam move? And on top of that, would it have been better if the enemies were refined and had actual attacks instead of just walking towards you like goombas? Yeah, I think so at least. When I get to remake the game I definitely gotta rework the whole combat system.

Also I'm really glad you liked the atmosphere! I LIVE for making spooky stuff, so it's not surprising I put 100% into that instead of the gameplay. Thanks for your thoughts!

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THE FINAL BOSS OF THE GODOT WILD AND PROUD JAM 
A Doom-style shooter where instead of fighting demons, you fight someone's INNER demons... and they're UNICORNS!

RIP AND TEAR... UNTIL IT IS DONE!

The gameplay was absolutely great, with this being the only first-person-shooter (if I'm recalling correctly) in this jam, it had big shoes to fill, and oh boy, did it fill those shoes near-perfectly. The gameplay is much like Doom, except you've got high jumps and can hop around to get speed. After getting thrown into the very first room and getting ambushed by a horde of angry unicorns, I defeated them all perfectly, barely wasting a single bullet. 

And then I didn't know how to get past the first obstacle. You're supposed to wall jump.

That may be obvious to some, but I've never really played any of the fancy movement shooters on the market nowadays, so I expected it to just mostly be like normal Doom. The game absolutely should've taught this mechanic through a tutorial, or even just a line of text in the description. 

What's up with that, anyway? There's nothing on this game's page; no description, no screenshots, not even any instructions. The player essentially has to go into this game completely in the dark, with no idea what the game is or how to play it. Sure, that makes the game interesting, but if the player doesn't know how to play the game, and the game has a necessary mechanic that they might not figure out on their own, it's incredibly impractical.

And while I'm talking about the flaws, the Volume Mixing is not very good. The opening cutscene is only about half as loud as the actual game, and when it starts it's WAY too loud so I un-capture the mouse to go adjust my computer volume, but then I end up getting soft-locked since there's no way to re-capture the mouse due to the lack of a pause screen of some sort. Is this nitpicking? Yes. Sorry about that.

With that out of the way, once I actually figured out how to play the game, it was indeed very fun. The hitboxes for the projectile enemies' projectiles were actually really fair, making them fun to fight against. I wish I didn't have to manually reload every time I shot, but that's fine.

I also LOVE how the main bad guys in this game are a bunch of unicorns, that's so silly and fun. Especially how they're apparently some old lady's "Inner Demons", like WHAT?? That's not only funny, but parallels the original Doom, where you fought "Actual Demons".

Not much else to say; once you know how to play, it's just a fun shooter. A pretty pleasant surprise to end the jam off with. There's no ending, which kind of invalidates the presence of an intro, but that's alright since time must've been pretty tight by then.

I've ripped and teared, and now I am truly done. Hurrah!

With this, I have played and left a comment on every single submission FOR REAL THIS TIME. Thank you all so much, this has been a wildly fun experience!

Ohhh. Okay, that makes more sense. It’d be great if the controls and gameplay mechanics were listed in the games description to avoid confusion like that. I’ll be sure to play through it in a little bit.

THE FINAL BOSS OF THE GODOT WILD AND PROUD JAM
A Doom-style shooter where instead of fighting demons, you fight someone's INNER demons... and they're UNICORNS!

RIP AND TEAR... UNTIL IT IS DONE!

The gameplay was absolutely great, with this being the only first-person-shooter (if I'm recalling correctly) in this jam, it had big shoes to fill, and oh boy, did it fill those shoes near-perfectly. The gameplay is much like Doom, except you've got high jumps and can hop around to get speed. After getting thrown into the very first room and getting ambushed by a horde of angry unicorns, I defeated them all perfectly, barely wasting a single bullet.

Nothing happened afterwards.

...

Well... I ripped and teared, so I guess I'm done now?

With this, I have played and left a comment on every single submission. Thank you all so much, this has been a wildly fun experience!

A healer sim where you need to HEAL your party, DUMMY!

The tank told me to follow them across the land, defeating foes along the way, and when we finally made it through, they found a white rectangle on the ground and started walking into it forever. Better love story than Twilight.

Really though: I love the concept and the art is nice, but it seems like this one wasn't able to have much finished in time. It's fine, though; I still like just healing party members to full, so they can beat up slimes. It's a tiny enjoyment, but an enjoyment nonetheless.

An arcade survival where you need to keep throwing potions at your friends no matter what!

I was surprised to see that this was actually a 3d game, the lighting looks really cool. I really like the idea of not fighting alongside your allies, but instead giving them helpful power-ups, or in this case, potions. The gameplay was pretty tough, but fun as well, especially when using the attack power potion to deal devastating damage to a bunch of enemies.

I will say, the magic character's mana runs out especially quickly, and is very tough to manage. Considering how that seems to be their only method of attacking, I think that they should either use less mana, or mana potions should be buffed to restore much more mana.

And speaking of managing, when all the enemies get really close to your allies, it's pretty impossible to tell where anyone is. Maybe the enemies shouldn't have HP bars so your allies' stats can stand out more? That, or maybe an arrow of some sort could float above your allies' heads.

This is a really good concept that could be super cool if it gets expanded upon.

A computing sim where you're a little gnome who works inside an engine...... A game engine, that is.

Oh boy, a WarioWare-like! This one was pretty entertaining, the concept of gnomes running a game engine is silly and fun. The few minigames were neat and clever, and it was fun doing them as fast as possible to get a good score.

I did notice a couple flaws with this game, but instead of structuring this part like all my other comments, I'm gonna make it bullet-points instead:

  • The game does not restart properly, and instead makes you lose again after only one minigame, even if you win it. This also causes the Bugfix(); minigame to become a crazy impossible-mode version of itself, which was cool and silly.
  • The game runs at an uncapped framerate, which is very unoptimized.
  • The Select_Visible_Objects(); minigame is a little too tough. You need to click very fast and precisely, as the timer is very tight. It would me much more fair if you could just click and drag to turn on many squares quickly.
  • The same minigame can play multiple times in a row, which can get a little tedious.

Overall, though, the gnome brigade wins in the end! Go, gnomes! Go, gnomes! *computer explodes into flames*

A flower shop sim where you only have one customer, and their cousin has very picky flower preferences.

In came the Owl, with a skip and a hop.
Shopkeep: "Oh, owl friend! Why do you return to my little shop?"
Owl: "Hoot, hoot! My cousin needs flower, more, more flower
!"
Shopkeep: "Silly owl, you've already been here several times within the hour!"

Shopkeep: "Perhaps your cousin would like something more?"
Owl: "No, no, no! It's flowers they adore!"

The Shopkeep sighed, and turned to the side.
Shopkeep: "Alright, which color did you come for?"

Owl: "A bright yellow bouquet would surely make their day!"
The Shopkeep wrapped the pretty gift, and sent them on their way.

In came the Owl, like many times before.
Shopkeep: "Ah, owl friend! You've already returned to my store!?"
Owl: "Hoot, hoot! My cousin needs flower, more, more flower!"
Shopkeep: "Just how many times will we go through this encounter..?"

Shopkeep: "If you'll be done soon, could I ask when?"
Owl: "No sir, no sir! I need more for them!"

The Shopkeep looked down and let out a sigh.
Shopkeep: "Alright, then, could I at least ask why?"

The Owl's frantic-ness suddenly went away.
Owl: "My dear cousin has had such a sorrowful day."

Owl: "I thought I could cheer them up, by finding the perfect bouquet,"
Owl: "Though, now I feel as if my panic has led me astray."

Shopkeep: "Did they not enjoy the flowers you had?"
Owl: "No sir, they liked it, but remained very sad."

Owl: "Do you, perhaps, know a gift so great, it could free them from despair?"

The Shopkeep pauses for a moment, before looking back at the worried owl.

Shopkeep: "Maybe all you need to do is... just be there."
Owl: "I just need to be there for them? No need for a perfect bouquet?"
Owl: "With a gift-less helping hand, does simple support go that long a way?"
The Shopkeep chuckles.
Shopkeep: "The greatest gift of all is knowing that someone cares."

A milk-making sim where you make a vow to flood the market with gay milk.

Pretty, pretty cow- Pretty colors on the cow. Feed it and watch it gay-ify right in front of your very eyes. It's like magic- magic milk, magic gay milk. Make it and sell it and make it and- wait, no, you can only make it once. Still great color cow- I've always wondered what would happen if cows became colorful, this satisfies that thought very much. Satisfies the thought of making- making the cows, the... the cows the many colors and- it's the best one! 100/10 would cow again.

...Okay, anyways, this one's pretty barebones gameplay-wise, but the art is really lovely and definitely worth playing this for a quick minute to see, even though the cow on the title screen spooked me slightly. Plus, it actually IS a little amusing to make the cow's spots turn to many vibrant colors.

A passively-supporting sim where you sit around and get infinite headpats.

yess yes this is the best one 100/10 best gaem evar!/ super cute awesom experience, do recomend. will play in 2 windows to double headpat efficiency

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A survival top-down shooter where you must shoot fireballs at demons to make them rainbows.

This one's fun, the gameplay's done really well. Gotta shoot the demons, but be mindful of your slow shooting interval, and try not to get backed into a corner.

The temporary power-ups are handy, and honestly probably better than the permanent upgrades I'd expect from a game like this. I like how the health power-up is a doggy.

I really love the 8-way directional sprites for the protagonist, I don't see many of those nowadays.

There's no feedback when you get hit, so sometimes it feels like you just died randomly. A hurt sound, sprite flickering, or even just text saying "ouch" would make deaths feel fairer. Invincibility frames might be fair as well, seeing how fast your health depletes.

A metroidvania where you have to collect three keys (adventure).

The platform controls in this are really good, the wall jump especially feels great to use. 

The air boost is a REALLY good mechanic, it's so much fun to go insanely fast with it. Though, it is a little off how there's no visual feedback for it. That's perfectly fine, but something like a sprite or a burst of particles would make it feel much more satisfying.

Speaking of visuals, I like the little character you play as. I also find it a little funny how the helper that follows you around is just a big yellow circle.

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A score-attack game where you DIED! ...but it's okay, because you're a teapot.

This was a silly one. The whole story section was a charming detail, though the music startled me a bit.

In the main game, the camera was a little dizzy-inducing, but it was still fun.  I loved how smoothly the teapot bounced around.

I noticed a couple issues with optimization. Namely: the lack of proper loading screens and an uncapped framerate. Because of the former, it doesn't look like the tea kettle spawns in properly on the browser version, even after waiting for about a minute.

A two-player puzzle platformer where you can BECOME the platform.

This is a nice little game. The puzzles were good and simple to understand, and the mechanic of stretching your character into a platform was neat.

That double-diamond thing that represents the end-goal honestly looks REALLY cool, and fits the game really well. Such a cool detail for something that could've just been two half-circles.

Also, this isn't really related to the game, but I really like the whole "development story" section on the game page. Super charming.

(Revised) A robot doctor sim where you surgically get rid of those pesky glitches.

Okay, with the new version, the game now works fine and I was able to play it normally!

This was a nice, tranquil game. The gameplay requires you to not only look closely at files, but make sure you don't accidentally skip any folders. When I was doing it right, it put me in a sort of "flow state", just carefully removing glitch after glitch. I sort of felt like a machine, similarly to the actual machines you're removing the glitches from in the first place. This gameplay loop was nice and satisfying for me.

I was right in saying there was a lot here. Although it is really impressive how much playtime this game has...... oh goodness gracious. The later levels take FOREVER to beat. I'm fine with long levels, but I feel like the last couple could've been at least 15% shorter.

Also, at one point I missed a single glitch inside a folder inside a folder inside a folder (folderception) and had to spend minutes backtracking through them all just to find it. I think a great way to fix this would be to have the folder make a frowny face if it has a glitch somewhere inside of it, even if the glitch is within another folder inside it. That might cause a couple problems if there's not any glitches inside the folder when it spawns, though.

Another idea is to have a mechanic where you can right-click to mark folders, maybe by placing a flag on them like Minesweeper. After searching a folder's contents, you put a flag on it to let yourself know that you've already searched it. That'd probably work a lot better, and might make the game a little more relaxing.

Anyways, I really liked the writing and the overall message of accepting yourself for who you are. The music was great as well; really helped the game feel as tranquil as it is. 

All the art in the game was really pretty, especially the background for the whole game. The gradient coloring on the tiles is really nice to look at, and all the computer-y popups are super charming.

robot

It's okay, I'm glad you're willing to fix this. I'm using a Windows computer.

A robot doctor sim where you surgically get rid of those pesky glitches.

There's a lot here. The writing seems great, there's a ton of really unique gameplay, multiple difficulties, beautiful artwork... if I played this without any distractions, I bet this would easily be one of my favorites.

I'm really sorry, but I just couldn't play much of this one. It's nothing to do with the gameplay or anything, though.

This game runs at forced full-screen and at an uncapped framerate, which is EXTREMELY unoptimized, and turns my computer into a loud unstable jet engine when I try to play it for more than a minute. Because of this, my experience was massively hindered.

At one point in a later level (one with 80 glitched files), I experienced a glitch where a file got stuck on the mouse cursor and I couldn't get it off. I pressed the back button at the top left, which DID remove the file from the cursor, but now I couldn't interact with anything. After a moment I decided to pause and return to the title screen, and when I went back into the game, I was pleasantly surprised to find that not only had the game saved my progress, but the glitch was now fixed and I could interact again.

By that point, though, the loud high-pitched whirring from my computer genuinely became too maddening and I had to quickly stop.

If a small patch to optimize this game releases, I'd absolutely love to give this game a fair shot, but as of right now I literally can't hear the nice music playing in the game because my computer's whirring is infinitely louder.

A friend stacking sim where you have to round up all your possum buddies to beat up that dirtbag jerkface star over there.

This was a cool, charming, and slightly surreal platforming experience.

Since you don't have wings anymore (thanks to the aforementioned dirtbag jerkface star), it's clear that the only conceivable way for you to achieve any form of vertical elevation... is by having a bunch of possums stack up and throw you.

This leads to some pretty fun climbing, and even with the bit of jankiness (namely, the camera), luckily for me all the movement worked as it should with no big glitches, so I had a good time.

The models in general look really nice, it's low poly but has a nice style and pretty colors. I also really like the cute animations the possums have, the yellow ones look funny just standing around. Oh, and the cutscenes are super silly.

I also really like the world design here, it was interesting going from a creepy, silent underground tunnel to a bright, surreal dreamscape with floating stars and bright pink housing. Trans burger.

No notable gripes with this one, just a bit of jank here and there, which I personally don't mind at all. Another point for the possums.

A tiling puzzle game where you must connect irregularly shaped interlocking pieces, each of which containing a portion of a larger picture.

It's a few pride-themed jigsaw puzzles. I suppose, if you don't like small puzzles where you slap pieces together until it forms the Mona Lisa, you may not find much enjoyment in this one. I, however, have a lot of fun with this sort of thing, so I inevitably ended up really liking this.

About the gameplay: While it is very odd how you're able to randomly slap any piece on the board and let it automatically attach whenever, I chose to not do that and instead only place pieces when I was 100% sure of where they'd go. 

Because of this, I made the game much more fun for myself, though I can easily picture someone not bothering with the puzzle and just throwing all the pieces at the board to solve it in 1 second. A theoretically easy way to fix this would be to only snap the pieces themselves together, instead of being on a set board. I imagine that would be a little tough to code, though. Just an idea.

I really liked the end poem, though it went by a little fast and didn't convey itself as the ending point very well. But either way, I do think it's really cool and sweet to end a game with the text "Strength found in soft touch". Very lovely stuff.

A sorting sim where you need to put all the queer people in their respective queer train car.

Choo choo! This one was relaxing and simple. There's something so satisfying about properly sorting a large array of things, especially when the "things" are little people who say silly things and need to ride on the pretty colors train.

There's no winscreen or anything here, you just sort the peoples til' you're done. That's perfectly fine, but nothing beats the immense gratification of being sent to a pitch-white screen and seeing a single line of text saying "You've completed the game! Good!" (/j). Really though, I don't mind it.

The ambience was REALLY nice, and is probably what made this game feel so relaxing. The little noises the people make were fun, too.

Nice train, nice train game.

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A platformer where you're a dog running through sad world collecting happy coins to help your hooman.

The sprite animations in this game are surprisingly fantastic, really fluid and pretty. The backgrounds and tiles look nice as well, I really like the use of different palettes/colors for different sections.

The physics are good, but could really use a coyote jump mechanic to prevent some silly-looking deaths. Ignoring that, though, I really like the level design. There were some dangerous close-quarters moments that were really fun to escape from.

The coins are a great addition. I know that's a pretty default and expected thing to have in a platformer, but that's because it's just inherently satisfying to collect shiny things, and this is a great example of that.

Other than that, the sad mask enemies are very clever, considering the game's topic. The sound design is good, but the sound effects (the coins) are MUCH louder than the music, and may startle the player. The ending was really sweet too, of course.

Overall... DOG GAME bark bark bark bark bark--

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A platformer about not even remotely understanding the hype behind teacups.

I like this one. The metaphor of you balancing a giant teacup, and it essentially making this a really laid-back rage game, is very clever.

The spritework is nice, the dialogue is cute, and the levels are just short enough to not feel too frustrating.

Jumping across gaps was a little tough, especially with the lack of coyote jumps (which is something I think every platformer dev should really look into) and the strong gravity; though I may just be used to games with easy, floaty jumps. It wasn't that big a deal, as, once again, the levels are short and getting back to where I left off took no time at all.

In the end, it's a good game with a good moral. I like to think the size of the teacup just represents the pressure the main character feels.

To set a one-size-fits-all resolution, find the Window Stretch settings. Set the Mode to Canvas_Items (or whichever works for the game) and set the Aspect to Keep. Now, the game's resolution will be perfectly fixed to the camera.

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You're a dog. You're a dog undergound. You're a dog underground delivering dog supplies to your dog friends. To get to your dog friends, you need to destroy dirt to travel deeper into the dog caves. You're a dog that digs. Dig Dog.

This has a lot of potential to be a great, open-ended puzzle game.

The physics (moving, falling, jumping) are a little fast for me, especially taking the camera size into consideration, but that's just my preference for slow, floaty physics talking. I got used to it very quickly and the game was really fun to play.

Though I did manage to basically master it, the wall jump could be a little better (my game had a finicky wall jump too lol), maybe instead of having to be right on the wall to jump, it could be decided by a short Raycast that shoots in the direction the character's facing. It's always good to have movement mechanics be generous and easy to pull off, so I'd bet something like that to increase the wall detection area would work nicely.

With all that stuff out of the way, I absolutely LOVE the main mechanic, that being the Platform, Rope, Trampoline, and Bombs. They allow for such great gameplay ideas, and I don't think I can portray that any better than with the next paragraph.

On the main level, after replaying it a few times after I beat it the normal way, I figured out that you can trampoline up through one of the earlier gaps and land at the upper section much earlier than usual. After that, you have to use your platform to climb up the big wall, and then you reach the last gap. While you CAN get up there with a really precise jump, most of the time I just fell down to the little ledge underneath on the left wall. One of those times, I decided to try using the spare bomb I had to blast-jump myself up, and it actually somehow worked. Absolutely fantastic.

The game does briefly lagspike whenever I equip one of my tools or when a bomb goes off. I don't know how the game works, but I think that would be fixed if the graphics for that stuff was preloaded. Probably.

In conclusion, bark bark bark bark bark bark bark barkbark bark woof barkbark bark bark barkBARK bark bark bark

(Also, I found the cute little easter egg in the tutorial level. Just call me Sherlock Holmes. Detective. Dogtective. Sherdog Holmes. Hounds. Sherlabradoodle. Dog.)

A very short, but very nice little experience.

There's not much. There are no stakes, no conflict, no drama... It's just a single, calm, well-written conversation between two friends who need to build a house. And I love it for that.

Not a lot to say. I just found this one very calming, despite the simplicity. There's no music or sounds, but that's okay. I'd imagine that a chill, low-pitched guitar track would work really well over it.

It looks like the window scaling settings aren't set properly, so there's some unwanted grey area. In the future, I suggest setting the Window's Stretch Mode to "Canvas_Items" and setting the Aspect to "Keep".

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A MAGIC tech support sim where you fix the MAGIC problems plaguing these MAGIC objects like the incredible MAGIC tech wiz you are.

This one's a big thinky game. At first it felt really overwhelming and confusing, but I managed to figure it out after a bit.

Very gorgeous artwork that felt just as magical as the concepts the game presented. The music is great, I love how it seamlessly changes based on who you're currently helping.

I thought it was a little harsh how you can lose health just for asking the wrong questions, instead of just failing the instructions like I first expected. It was also stressful not being able to regenerate health, as I lost 2 hearts on the first one and had to play the rest of the game without making a single mistake.

As for the writing, I really, REALLY like the characters on display here. Each of them feel different than the last and are wonderful in their own ways. The differing ways they speak are a great way to keep the game from feeling tedious or same-y. I don't think I got all of them, only 5. Didn't see that little red mage guy on the left of that image over there. The dog was pretty funny.

It's a real smartie-pants kind of game. Gonna need a lot of brain power (and notepad) to play. May cause headache.

A time-attack shork-em-up where you deploy heat-seeking nuclear shorks from your shork-copter.

Hey, this one's pretty fun! It requires skill, it rewards fast precision, it has satisfying sounds and music...

Honestly, this is a pretty complete and flaw-free package for something that was made in only 4 hours. Bravo!

An endless defense sim where you need to shoot incoming misfortunes with your GAY RAY.

The gameplay loop of shooting stuff out of the sky is fun and requires precision. That ghost enemy was a great constant threat to keep the action going.

The art style of this game sort of reminds me of old flash games, which is definitely a compliment, I find it super charming. I also like the customization, that's just a really cute detail.

It's a little sad how the date is destined to be ruined no matter what (unless there's a win screen at some point, IDK), I would've liked, maybe, different messages at the end depending on how many points you got. For example, at under 100 points it could say "The date was ruined", and at over 200 points it could say "The date went very well, thanks to you."

Yeah, this one's cool. Nothing more awesome than using your handy dandy GAY RAY to shoot meteors, ghosts, and everything that moves. Except for the penguins. Do not shoot the penguins.

A tech support sim where you fix the problems plaguing these Computing Machines like the incredible tech wiz you are.

I really love this concept, it's basically a simple little tech-based puzzle game. For a bit, figuring out what all the buttons do and solving the problems was pretty amusing.

As the game progressed, though, the solutions got more and more silly. Most of them ended up being like this:

"Help, help! My computer is broken!" *turns on computer* "Wow, you've fixed it! Bravo!"

I think that some more complicated problems and less easy solutions would make for something really entertaining.

Also, I like the visual style; it reminds me of old interactible-enviroment flash games.

A fun little helper sim where a bunch of people are getting beaten up and you have to heal them so they can beat other people up.

This one's just outright nice and super charming. I really love how the "war" is just portrayed as a big cartoon fight cloud hovering around the meadow, it's so silly.

You have to keep an eye on the war, and stay vigilant in case a soldier collapses. Once that happens, you must nurse them back to full health by either using health packs or leading them over to a bed. The cycle repeats once they're healthy enough to fight again. It's a really fun gameplay loop, and feels good when you do it right.

I really love all the collectable health pack pickups. This could've easily just been a game where you lead people to beds, but the health pack mechanic works with it very well. Plus, while the last few soldiers of the wave are sleeping, you can take that time to pick up all the shiny spare packs laid around the meadow.

Other than that, the art is really good, and the sound design is great.

I was pleasantly surprised to see that this game actually has an ending; after the last few submissions I'd played, I expected it to just get increasingly difficult forever.