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A member registered Dec 09, 2014 · View creator page →

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This was an absolutely hilarious game! I appreciated how the level names tied into the design, and all the clever ways for me to win!

A classic rage game, where anything and everything can go wrong without warning!

I managed to get stuck at the 3 coin stack on level 2, but the movement overall felt solid. The wall jumping felt just a bit tricky to pull off.

Wow, creepy! I managed to get the key, but I absolutely got lost in the house, and apparently died to a tombstone(?). it would be really nice to have a UI element or map to help me find my way back. Or, if the rooms looked a bit more different.

I don't usually do horror games, and I really appreciate the lack of jumpscares.

Wow, what a great puzzle game! I really enjoyed how polished and well put together it was. My only complaint was that the music didn't loop, so I got stuck in silence a few times.


I had to come look for spoilers on how to beat the last level. I eventually managed it, but I'm not sure how. It might be a good idea to show an indicator for the path the block takes back for the undo. That would remove some of the trial and error for the puzzles where the number of blocks you push before reaching the exit matters.

This was an interesting game, I like the idea of having to rush through pretty basic bank tasks, but things like a missing negative or clicking the wrong loan amount could cause big problems! I'm not sure if it was intended, but about halfway through the game I started having the local thief between every customer, and apparently angry customers would get into (get back into?) line.

It's a fun concept, and I think it would work really nicely with an underlying story for the characters and interactions (e.g., do I give Robert ANOTHER loan after his third company fails??)

I thought the audio design was really nice and satisfying, and getting the sped up soundtracks gave me a bit of an Overcooked feeling. The chaotic bits at the middle and end of each level were nice, but I think the pacing could be improved. Maybe adding in a high score system, or algorithmically determining a desired "rate" of failures to adapt to the player.

I think the hitboxes are way too small on the first level, especially the top-middle pipe. I essentially lost the first game because I spent 20 seconds walking around trying to figure out what key to hit to fix things. I also noticed some inconsistency, where I could fix something without the UI popping up and prompting me to hit a key.

Overall it was a nice experience. 

The graphics are nice in-game, and the opening title sequence really does a good job of setting the mood/atmosphere!

I'm not sure the long cutscenes added so much to the game compared to how much effort they took. I actually ended up exploring the whole map, exiting the game, then coming back once I realized I had to press E to start doing things. I also mistakenly hit E a 2nd time on the crew capsule and it went through the entire loading bar again. This felt more like a story that I was pressing E to play through (which isn't bad), but the slow movement and big empty space meant that there were long gaps of doing nothing between the main story beats.

Thanks for streaming it, it's always exciting to see people actually playing the game!

I also learned from your game that we have almost the same morning routine...

I definitely understood the explanation you were going for after completing the game. It's kind of a boring sequence of events meant to mimic the boring sequence of events every morning.

I wasn't a huge fan of the screen drunkenly moving around, it made it just slightly harder to select things for no real reason. I think having to repeat the same sequence of tasks is interesting an interesting idea, and I think you could really play with the memory game aspect by moving things around slightly each day, or adding optional steps (did I put the bread in the toaster?). It's a clever idea and well-made for the short amount of time you had!

Cute game! You're up to 19 ratings now.

It's too bad the little astronaut is trapped in the battery room forever now. If only he had some ladders.

I liked this game! I feel like there are a few areas where the experience could be improved: an indicator that says when I've actually grabbed the wall (since the "launch" bar fills up even if I haven't), being able to control the direction of the wiggle (e.g., call it a little rechargeable RCS backpack), and highlighting which objects in the foreground/background are interactable. Whizzing around the rooms and trying to grab the batteries at a high speed was a fun challenge, and it would be nice to have a little more control, especially since the rooms are much bigger than one screen.

I think this would work very well as a metroidvania-type game, where you do some platforming then switch to 0G to solve a puzzle, then switch back. It might also help give the levels more interesting shapes.

Nice! I always like games made up of other, smaller minigames. I definitely got the panicked iron coffin vibes.

I like when games have little mini-games inside of them, and I got some real among us vibes from these ones. I found the game really hard, and it was easy to accidentally end up in the wrong part of the sub. I really appreciate the red guide arrow, and not having to guess or go off of sound to see where the damage was.

I think it would be nice if you could use the arrow keys/WASD to navigate between rooms instead of only clicking on the boundaries, it seems like that would be a lot faster than dragging my mouse and clicking.

Nice game! I found some bugs for you, but it was fun enough that I played around them and out-gamed them :-)

Nice game! The graphics are charming, and the description text has some good humor. The music was also somehow relaxing, and I was almost expecting a sassy narrator to remind me how expendable I am...

I thought the puzzles and mechanics were interesting and fit well together! I did manage to find some (almost) game-breaking bugs, but I powered through and finished it. I wonder if they came from me dying a ton of times on the level with two buttons on top/bottom that you have to press in a specific order.

  • Occasionally bodies would not press down the blue buttons, and even if they were pressed when I died, my body would fall and they would un-press.
  • In the last level the bodies would not block the laser, especially if I died close to the left/right side where it was emitted. It seemed like having 2 bodies in the laser line was fine, but 3 bodies caused issues.
  • On the spike level where you had to use the exploding body mechanic to get a corpse (nice puzzle design!) the spike pits glitched and I would die on them even if there was a body there already. I realized if I died to the explosion then pushed the body onto the spike, I could move over it again. I was also getting 2-3 bodies exploding every time I died, too.
  • The game ran pretty bad in full-screen, but at regular size it was smooth (Firefox).

I think the game was really nice... I probably wouldn't have tried to puzzle through the bugs if it wasn't!

Level 1 was tricky, and it took me a while! I actually went back to read the comments, and your tip about wind sounds/the window was enough for me to guess the right sequence. After that, the rest of the levels breezed by :-)

You definitely put the hardest level first! The remaining levels were a lot clearer, I think because both guys kind of looks like they're both dead in level 1, so I wasn't sure if I was reconstructing what already HAD happened, or if I was finding a scenario for something that WILL happen. I think the remaining levels took less than half the time that I spent on level one.

In level 1, finding a sequence of 3 objects out of 7 options gives 35 combinations. In contrast, levels 2 and 3 required a sequence of 3 objects out of 4 options, which is only 4 unique combinations. I think playing levels 3->2->1->4 would have made it a lot easier for me to understand what to look for, and they're reasonable to brute force if you get stuck.

The idea of a hidden object + sequence puzzle game has a lot of potential, and it was satisfying watching the animations play out. With a bit of polish and some small QoL adjustments (little animations, more environmental interactions) it could be a great casual puzzle game.

This was a fun little card game! I tried to play without the tutorial (huge mistake), and I was able to get the hang of it pretty quickly after reading it. The bear and bee with axe cards were absolutely hilarious!

I couldn't actually figure out why I was winning, but I essentially just focused on making combos to have the points to up. I think adding more interactions between cards (like bug spray, alarm) could add a lot of depth. Right now it seems like whoever goes second has the advantage, because you can just disrupt the opponent on the last turn (by stealing their axe for example). Adding more complex interactions could mix it up (like if the axe is between two bug sprays, I definitely don't want to put a bee down). Nice job overall!

I really liked the CRT effects and PS1 style graphics for the characters. I spent a lot of the time anticipating what the twist/horror/jumpscare was going to be. I absolutely got lost in the house multiple times, and I started to wonder if the rooms themselves were changing! So great job setting up the horror environment and expectations.

It wasn't actually clear to me who Tim was from the intro, and for some reason I thought it was me. I think if there was a bit more buildup/clues to put together, I would've been drawn in even more.

Hi All,

We're sitting at about 15 ratings with a few days left to go. If you could play our game and rate it, I would really appreciate it: https://itch.io/jam/brackeys-13/rate/3349169

Drop a comment here or on our game once you do, and I'll be sure to rate your game (if I haven't already!) and leave some feedback. I really enjoy the indie vibe of game jam games,

Wow, this is a super polished game that looks and feels great! I can't believe how much stuff you fit into this for a one week jam. The title screen meta-commentary was a nice touch :-)

I started with the (wrong) notion that I should focus on cooling to survive, and that didn't work very well. Once I realized how great the cooling capacity upgrades were, the game became a lot easier! The unlock system was a great incentive for me to keep trying to get all the endings. I guess one of the cinematics isn't implemented correctly?

I enjoyed the tactics/puzzle element of this, once I realized exactly what you meant by "surround" the enemies. I was also able to break the game in a couple of ways I think:

  • I was able to draw a circle around the other base, which captured all of their circles but one and soft-locked me (image below)
  • I was able to play long enough(?) that the blue circles completely stopped moving
  • I tried creating long snaking paths. and I could not get the blue circles to actually capture my pieces

The mechanics/concept are interesting, and I imagine it must be very difficult to write the AI for the game, congrats on that! I also wonder what kinds of strategies are the most effective... It seems like pushing deep into enemy territory would be too high risk to be worth it, unless you can use another piece or two to defend. That's the sign of an interesting system!

I came for the chill planting, and I stayed for the manmade horrors beyond my comprehension.

I like the feel of the game, it's wacky and mysterious and definitely surprising! I think the art + sound + lighting all worked well together.

The UI was a bit small on my screen, and it would've been nice to have a little more feedback to the player (what do the upgrades in the shop do?).  I think with a little more content (what if the plants grow more the longer you wait between uprooting and harvesting? What if there were different areas/overlooks/soils you could get to? What if plants interacted with each other in surprising ways?) you could have a real gem on your hands!

I also figured out how to do this by climbing some rocks, poor guy:

This was a really good looking game, and I think you could use the great humor to lean even further into the surreal/absurd vibe. I definitely wanted to explore every branch of the game!

I did have some trouble with the controls initially. I thought the 1/2/3 were a sequence of steps, and I was confused why I couldn't do anything with the mouse/keyboard. The UI for the fridge interactions were also pretty far off to the left of the screen, so I couldn't see the numbers at all there. Overall, nicely done!

This was a fun little puzzle, and I appreciated the orange paint. I feel like the user feedback could be a bit clearer, I had a hard time figuring out what I could/couldn't interact with. It would be nice if things I can't interact with (like the safe at the start) were greyed out, and maybe the text was lighter when you can (like the key). It would also be helpful if you could delete/cross off items from the list as they're completed.

This is a cute game, and the variety of minigames was interesting! I had some issues with the fire alarm as well, I think the UI might be bugged to cross out the wrong thing(s). I also managed to activate the "hit buttons and flip switches" in the middle of the fire alarm task and lock everything up. I think it would help if you had some kind of global variable to track what the active task is, then you can disable the others. Nice job!

I enjoyed this, and the music did a great job adding to the atmosphere. It took me a couple of tries to figure out how to use the Vorp. It also seemed like if I restarted without exiting the game, I would just never see anything and I would totally run out of energy and lose.

Once I finally got the hang of it and got some good Vorp collected I ran into... something else...

I  like the idea! I wonder if there are ways you could incorporate more of the platforming elements--like if coins didn't fall through the floor so you could hide in the bottom-right for example.

This is an interesting 3D platformer with some fun physics! I had a pretty hard time getting through the level itself, but I did find you can reset your speed boost by right clicking twice :-)

Also, why is the dragon carrying me off at the end, but I had to jetpack out? Did baby dragon need a nap?

This was a solid polished entry, and it felt like a reverse-lemmings situation. It would be fun/interesting if you could chain different combos together, maybe involving the doors and the crane, or electrocuting a specific human.

I'm glad you enjoyed breaking our game, it's definitely more fun to break a level than to hit an invisible wall!

The speed armor actually is in the game, but it's an optional puzzle. It might be a bit too hidden, but the door opens when you defeat the ghost in front of it. It's very nice when exploring the other half of the level. 

This was a fun little puzzle to figure out, and the cute graphics + chill music give it some nice charm. I think it would be even better if you left the instructions on the title page, and made the game UI more thematic and less instructional ("Next Year" instead of "Press to Age" and removing the "Place Buildings There (Dark Area)" text.

I did notice one dominant strategy from "market inflation"

  • Market is super good, at +4 econ, +1 happiness and +2 crime it gives you a net benefit of +3
  • Tavern, Shop, and Warrior's Gym give you either +0 or +1 benefit, they change a stat by +2 or +3 in your favor, with a penalty of -2 on the other stats.
  • Prison gives you a benefit of +0, but it does adjust crime by -5 which is big.

The result seems to be that building a Market gives you a big net benefit, while the other buildings essentially trade between your 3 resources while sometimes giving you a benefit of +1. The Prison is mainly useful to let you place more markets faster instead of building 2-3 Warrior's Gyms.

I think as a result of the "points inflation" the events are very punishing (+- 5 to a stat!) to create a risk for the player, but it feels a bit too random to be fair. I would also guess, unless you get unlucky, it's possible to play indefinitely by keeping econ/happiness at 6+ and crime between 0-4 once you get enough econ/happiness points built up.

I think, what would be really interesting, is if  buildings affected your stats based on what was nearby. That way each decision is not just "how can I convert my stats" but also "how will this building's placement effect a later turn" which is also interesting and could add more depth.

This was a really great game! I think it's really clever that the later puzzle solutions also act as checkpoints to get back to where you left off. 

This was a great take on the theme, and I really liked how meta the narrative was with the intro and ending sequences.

Woah, the puzzles here were a lot harder than I expected towards the end! The game has a really nice vibe between the colors, sound, graphics, and humor. The length right now is great for the mechanics you have, it would be interesting to play an extended version with more mechanics to interact with.

The game was really well put together! I am terrible at rage games, and I didn't realize it was a rage game until my second or third death...

Personally, it would've been a lot easier for me if it was just one level to learn... Dying to some random thing and having to restart with a fresh level was definitely rage-inducing. Oh wait, I guess that's the point :-)

This was a nice cozy game, and I played it for a lot longer than I thought I would. Right clicking to mass-grab objects was a great quality of life tool. It might be fun to include more shiny dopamine-inducing lights when you give capybara a big group of objects at once.

It's a nice little tech demo. It seems like the velocity of the ship isn't taken into account when the missile is initialized, so if I'm moving forward my forward range is much smaller than my backward range. This led to kind of a snake-like feeling where I wanted to move towards enemies, then turn away at the last minute so my missiles would hit them.

Wow, what a polished game! It was a really fun quirky vibe, and I enjoyed stomping around the shop to find the right orders. The procedural generation and similar items with different colors are a nice touch to make you stop and pause for a moment about whether this is really the yellow book... or if it's orange and there's a different yellow book somewhere else! (there wasn't)

The game ran fine on my PC, but it was a little blurry somehow (maybe motion blur?). It made it hard to see what items I needed to find while moving, and I got a bit dizzy if I was looking far away from Stumpy to find a specific item.

The game has a good sense of humor! From the top-down perspective and dashing, I was expecting something more chaotic in the beginning, and it wasn't until the fire started (and didn't spread) that I realized I was playing a story/tutorial. It was a chill experience; I wonder how the experience would change if the entire tutorial was a single todo list that I had to figure out instead of a sequence of individual steps?

Overall I enjoyed it!