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mog13

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A member registered Sep 13, 2020 · View creator page →

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hmmm, what browser are you using? Its quite a big file, maybe you could give it an extra couple of minuites incase its just it being unoptimised? 😅. Thanks for leaving such a lovely comment even though you didnt get to play :) 

oohhhhh! ok that clears it up :) I would take my feedback there with a pinch of saltbecause ive been playign loads of games back to back so it is probably just my tired brain! (or i skipped something by accident in the tutorial!). I will try again with this new knowledge, but i will have to find something else to blame for my lack of skill :p 

WOW! This game was POLISHED!

I really enjoyed this experience and every aspect had so many little details that were a joy to find. It fel like a game that was incredibly simple to understand but had more and more depth the more you looked into it. 

The general premise of the mechnic was interesting, but i felt like you really, really leant into the designs of the bosses to explore that central mechnic in unique and interesting ways. It really made something that i assumed was simple into a deep and rich mechanic. The little bits of polish in the platform jiggle and sound effects also helped sell it.

I loved the way the boss's were presented in the little capsule machine. Each boss had its own personality that was realised in its unique move set and gorgeous animations. The graphics in general were great and the whole thing had a really well implemented  style that was incredibly effective. It was just very cohesive, everything had its place and was used to great effect. It was playful and bouncy and just lovelye to look at whist still being accesable (and even invcluding accesability options in too!) 

The sound design worked well with everything from the slightly ominous and mysterious music to the punchy sfx and the little half chatter noises. It really was the bow on an already outstandingly presented package. 

This felt like a masterclass in creating something apporachable but deep, simple but complex and beautiful but approachable. and above all else it was really fun. 

Absolutley amazing work, top marks, loved it! 

I found it really tough to beat any of the bosses but i kept getting so close that id just 'have one more go'

I thought the use of the theme was well done and each of the bosses had its own feel and energy. Picking up the ammo and health was a fun twist, though i feel like maybe it could be a bit more forgiving,
I liked the boss's had differnt phases as it meant i had to switch it up as i progressed throuhg the fight. It kept the fights engaging and fun. 

I thought this was a neat mechnic execute well. great job

I think you broke my wrist😅I had fun playing this but it was really tough! The only boss i managed to beat was the avacado but i died just as i hit the last strike. 

The take on the theme was good, although the controls were uncomfortable and a littl hard. The character moved well and the teleporting worked nicely making you feel good when you last minute teleport out of danger. 

I thought the boss design was good and varied, each differnt boss felt unique and was interesting to fight andf figure out the mechanics. 

The music fit the bosses well and matched the energy of what was going on witth the screen. The soundeffects worked well and i like the little intros for the bosses. 

nice work, well done!

This was really fun! I wasnt very good at it but after playing for a bit it kinda clicked and i started feeling more fluid and powerful! 

The gameplay was tight and the spin mechanic worked really well. I cant imagine that was easy to get working as smoothly as it does! I thought it was a bit gimicky at first glance but i really started to understand how it worked as a core mechanic and strategy as i got better at the game. Trying to conceptulize and plan with it was difficult, but i think it really added a great extra dimension to the rest of the fast paced action. It also felt super satisying when you denied a boss attack at the last minute by spining the block your on.

The controls worked and the tutirual was really helpful. The only critisism i had was there was a lot of controls and i want really sure why you needed to entry spin mode to attack? maybe i was just missing something, but it took a while for me to figure out why i couldnt attack at first. This is a minor point thought because once you get used to the controls and mechanics it all works great, so it could just be a skill issue or learning curve. 

The art was nice and all worked toghether to provide a really cohesive and unique style. I thought it was elevate by lots of bits of polish, from the curor changing color to show information off the flashes when you hit things or the laze trails showing where they would go if they wernt blocked. Everything felt juicy and grounded and really worked well together. 

The music was also great, it fit the rest of the game and was  funky fresh. It can be easy to over do the musics intensity in games like this but I think this walked the line well between ebeing engaging but never too much. The soundeffects were also well done and didnt become annoying. 

Really solid all round, great work! thanks!

Hmmmm.... i may have got a bit lost in playing this....

But seriously, congrats on something that not only grabbed my attention this long but also just held up to being pushed way past what i think its intended limits were! 

The mechanics of this were unique and fun and really well implemented. they worked well together and felt really tangible. Scanning the items felt good and the stress meter felt tense! Everything worked well which is a little surprising when physics mechanics are involved! 😅The upgrades felt varied and fun and allowed the player to try for differnt 'builds' 

The graphis were cute and nicely implemented and everything felt like it fit together along with the music and sound effects. everything felt like it was doing its job really well and all working cohesivley. 

The main star of the show however has to be the polish. from the music speeding up, the little flash of the items as you scan it, the customers faces, everything i did in this game felt good and had some feedback. even just the rare upgrades being a differnt colour was a nice touch. All these little bits of polish make for a really nice feeling entry that feels less like a game jam and more like a demo or even just a level of a finished game. Really great work.

I think any criticism or feedback i could offer would just be around balance and content, but i think given the context of the time frame you made that in its not particularly helpful because you did a great job on those parts when you consider its made in 2 weeks. 

This stole my attention and i think you own me a new mouse 😅 I ended up playing this for quite a while and was on level 3000 by the end. 

I really liked the way the mechanics worked together, i thought it made for an interesting sense of progression and was very intuative. Im not sure the autoclicker was balanced though as it never seemed to be worth it compared to upgrading the manual click? 

I think the level difficulty ramp was good with the game being fairly easy at the start but leaving it to you to ramp it up as you select which level you want to play. I really liked leaving it in the players hands as a sort of risk vs reward situation as to whether it was better to play a higher level for less time, or play it safe and say in the air longer. I also thought the portals home were a nice touch.

Graphically it was ok, though i think it didnt end up having a strong visual identify. What was there was nice and it was clear what things were and telegraphed mechanics well to the player but i think it could do with some more variety. I liked the fire effects on the rocket, and the bounce and squish of the fuel as you clicked it, these are the bits of the visuals that really shined!

This was a good implementaiton of the mechanics and is clearly fun to play I think theres a lot of ways to go forward with this or eeven just really focus on polishing whats already here to make it even more adicitng! 

This stole my attention and i think you own me a new mouse 😅 I ended up playing this for quite a while and was on level 3000 by the end. 

I really liked the way the mechanics worked together, i thought it made for an interesting sense of progression and was very intuative. Im not sure the autoclicker was balanced though as it never seemed to be worth it compared to upgrading the manual click? 

I think the level difficulty ramp was good with the game being fairly easy at the start but leaving it to you to ramp it up as you select which level you want to play. I really liked leaving it in the players hands as a sort of risk vs reward situation as to whether it was better to play a higher level for less time, or play it safe and say in the air longer. I also thought the portals home were a nice touch.

Graphically it was ok, though i think it didnt end up having a strong visual identify. What was there was nice and it was clear what things were and telegraphed mechanics well to the player but i think it could do with some more variety. I liked the fire effects on the rocket, and the bounce and squish of the fuel as you clicked it, these are the bits of the visuals that really shined!

This was a good implementaiton of the mechanics and is clearly fun to play I think theres a lot of ways to go forward with this or eeven just really focus on polishing whats already here to make it even more adicitng! 

I got the promotion 🥳🥳I ended up on 105 boxes with the best day being 19! I really enjoyed the 'aha' moment when i realised that the boxes you learn always have the same pattern..... though i sucked at remembering them. 

I thought this was an interesting premise and it had a pretty good difficulty/introduction ramp so that i always just wanted to do a bit more to see what i could get.

I liked the art, i thought it gave the game a fun and surreal sort of feeling that went well with the writing. It was made even better by lots of little bits of polish like the wiggle of the arrows and the way the boxes shrunk and flew out the other side of the machine. I also really enjoyed steadily seeing more people in the background just bopping along and there expressions were making me laugh. 

The music was good though it got a little repetative, but i kinda think that works with the premise of the game.

Id definitly be interested to see what you would implement if you took this further, though id be a bit worried cause i already ended up playing it more than i planned to 😅if you carried on that level of gradual mechanic introduction i think you could get me hooked! 

Great job, well done! 

Wow! i loved the vibe of this and the idea was so novel and interesting. 

I thought the mechanics were a cool idea. I had some difficulty at first because i was standing on the fulcrum instead of next to it, but once i picked it up I was unstopable! 7 deaths at the end 💪. I thought the mechanics were well introduced bit by bit and the way they interacted was good and made for some engaging gameplay. Repelling the geists felt satisfying and winning a level felt good. I wish there were more levels, but thats a good sign because i obviously enjoyed it. 

The art is lovely, the style is really fitting and everything works well together. The cutscenes were a great touch and it made the game feel super polished. 

The soundeffects and music were well balanced. they added a thick layer of atmosphere to the game and gave a strong sense of forboding. It really fit well with the graphics and gameplay. 

I liked that you provided options, its always nice to be able to tweak sfx and music and is much appreciated! 

Thew only feedback I would have on improvement is to tighten up some of the hitboxes (or telegaph them more) and more content! its a really cool idea with loads of potential! great entry, well done!

I completed this but the bandoleer came in clutch cause i made some _poor_ choiced before. 

I like the mechanics of this and everything seemed to work well and as expected. It took some trial and error to figure a few things out but in the end I opted for hyper agressive and just facetanking the defence round 😅. I wasnt sure what the differnt colour dice did? but it didnt matter because I managed to crush the skeleton army anyway💪

I liked the pixel art, the weapons and enemies all felt cohereant with each other ansd had some good designs. I think in the future being able to bring that same level to some of the UI and maybe backgrounds would really round the look off and bring the game visually together to have a clear artistic stamp/style. 

The dice rolling was a cool effect and made the rolling feel solid. I think if you brough that polish to some of the other parts of the game it would really elevate it. I did like how the dice sort of applied one at a time, I think addinf some soft of sfx or vfx would work really well for that. 

Overall i thought this was solid mechanic wise and an interesting starting point that has loads of potential to be expanded in a bunch of differnt directions. Great job!

This was a really nicely presented and fun puzzle game. I think the mechanics worked well together and you did a great job of slowly inbtroducing concepts to the player and exploring differnt ideas as the levels progressed. The tutorial text was clear and helpful. I thought the actual mechanics were well implemented and everything, at least on my playthrough, worked really well. I saw you put quite a few times about the 'Wonky physics' but i wouldnt worry too much about it, I think people expect some oddities with physics based games and its part of the charm! 

I found it a little unintuative that the distance of the mouse controlled the power. My muscle memory kept taking over and assuming that it was how long i help the mouse down for, so id just have to watch the ball pathetically dribble away out the cannon at no speed quite a lot 🥲.  That is on me though i think. However, i really would love to be able to just re-shoot without replacing the door! especially when i kept messing up.

I think the level select was a nice touch and you have a good amount to show off the mechanics and what the game is about. Obviously would have been great to have more, but I think you managed quite a lot for the time period and its better to leave people wanting more than rushing and having more but worse levels. 

The graphics were lovely. I adore the gold/orange and purple colour theme, it really made the game stand out and cemented its identity. The sprites were well made, clear and the subtle bits of texture on them were really nice. I think your game looked great! 

The sound effects were good and well implemented to give the mechanics some weight.  everything felt fairly well equilized with no effect being overpowering. It would be good to have some chill background music next time though! 

The little trail following the ball was a nice bit of polish as was the cannon animation when you shoot. I think even more things like this will go the extra mile to elevate what is already a really good foundation and a solid game loop! Shooting the cannon _feels_ really good, and if you could bring that same game feel to some of the other parts (like the level cleared popup etc) then this would be perfect! I think its really impressive you managed to get this much done to such a high level in the time frame, but it definitly just makes me hungry for more! 

Really solid entry, I had a lot of fun and id be excited to play more levels of this! great job!

This game made me feel really stupid.... and then really clever.... and then really stupid again 😅. It was fun and engaging and I spent quite a bit of time on it. Unfortunatly my best run was cut short because i clicked the "PEDMAS" title, not realising it would send me back to the menu! 

The mechanics were really well implemented and i dont think i found even a single minor bug in the whole time i played. I thought the attack & defence mechanic was really good and lead to a sort of risk v reward mechanic of choosing which to prioritize. Having the doom counter tick down in the background was a great idea to disentivice just sitting on the defensive!

The randomness was a little frustrating, however i think adding in the special dice/powerup mechanic helped counter that a lot. I felt like i coudl counter the RNG by strategically picking upgrades to enpower the player to try and mitigate it (I ended up picking a lot of extra maths dice cause the pesky '+' dice never seemed to want to show up!) 

The graphics were simple but complimented the game well and didnt distract from the gameplay. I thought the little effect of the dice shaking when you rerolled was great and really added some nice weight to the action. I think more bits of polish like this would be really impactfull and help sell the solid core you have here. 

Other than that you have already identified what would be great to tackle with this next in the settings menu :) I agree with most of them but actually think adding more functions (like brackets) would over complicate it. I think with some balancing and differnt enemy mechanics the core +=/* really provides enough, especially if you dial in the difficulty ramp! 

Great entry, i really enjoyed my time with it and am impressed you managed to squeeze making a roguelike into 2 weeks! nice job!


(Ohhh and i guess the other problem is im team BODMAS all the way! down with PEDMAS!!! though i liked what you did with the acronym)

Straight of the bat this did a great job at taking me back to 'Zapzone' and other laser tag places from my childhook. The map, layout, scoreboards etc were all spot on for creating that atmosphere. 

The enemies and the world gave a interesting fututristic impression that made me interested in the world. There was definitly a forboding atmosphere to it all and it felt very dystopian. I would like to see a little more variety in the enviroment if you carry this on. I think the layout was great but maybe some environmental hints at the story/world building? 

I though the glow/neon/effects were all very fitting for the setting as well as things like the healing stations see throuhg doors.  I also liked the way you chose to display health on their chests, It really kinda sold the robot thing and for some reason felt quite menacing .I would personally speed up the enemy dieing animations or remove the model and leave only the effect, as it felt a little slow compared to the fast pace of everything else. 

I could see work went into the AI so was trying to track them and see what they did. A good sign was I started to get a bit paranoid 😅. Im _sure_ i saw one climb through one of the holes, but didnt see it again so am not sure if i should trust myself. I did notice though that they patrolled and had aggro. Some of them seemed more verticaly inclined than others and the ones that ended up just staring down from atop the walls were menacing as hell, it reallly amped up the atmosphere. The biggest problem I had with the AI was it ending up trapping me in the corner and bunching up. Apart from in that scenario it was really effective at sort of selling the being hunted feeling, but when there were loads just milling around, that was lost a bit. It did give me a good chance to admire the models/effects and experiment on seeing how much damage my gun did. 

At the start the overheating mechanic was so frustrating. However, I think it was implemented kinda perfectly. It felt bad at the start because i was just using muscle memory from other shooters and feeling penalised. It left me feeling a little underpowered and spending more time running than shooting, but this ended up realllly selling the whole 'trapped by killer AI' feeling. I felt like a rat in a maze. Then when i stopped working against the mechanic and understand it I ended up balancing my shots and letting it cool manually a little between bursts. This made an interesting risk v reward mechanic where in some desperate situations I ended up choosing to just unload my entire clip till it overheated and then scurry away.

Using the health stations was a little confusing at first too. It sorta had the same effect as above where it sold the feeling and i was relieved when i finally realised i needed to enter them and not press a button or something. Seeing the door finally whoos open and give me some safety was a relief. I thought the effects of the transparent doors, timer and sounds were all really really well polished and kinda made th healing a bit of a set piece. Like it really felt solid to heal back up and the game telegraphed it really well. 

The music was good. I think for this sort of game you kind of want the music to add from the background and not take center stage, which i think this did well. It certainly added some atmosphere but i think there is room for some variety. 

The soundeffects hit the tone of the game well however i couldnt actually work out what some of them were 😅 some of the beeps didnt feel connected to things, or I wasnt able to link them anyway. 

The UI worked and the theme/styling fit the game. I think there are probablys ome accesability issues with yellow on pink 😅but personally I really like the asthetic and its a game jam so im not sure there time to worry about some things 🤷. Im glad to see an options menu and it was nice to be able to fiddle around a little, however cranking it melted my PC, so i think the default settings were probably correct, at least for me. Finally the highscore table was a great touch, especially for a game like this. Seeing it at the start gave me immediate buy in and really gets the player interested and invested. Unfrotunatly, it looks like im not great at the game.... but i did at least make it onto the leaderboards! 

Overall I think this is a really great foundation and pretty amazing to pull together in 2 weeks! I think theres a lot of exciting things to explore here and I am excited to see the story fleshed out, more mechanics for variety and even more polish on top of whats already there. good job!

I was not ready for how intense this got for how cute the art is! 😅 

I thought the mechanics were an interesting risk vs reward and worked well together. The first tim i played it felt way too hard, but as i gave it a few more goes and got into the swing of things it balanced out really nicley. it got to the point when i atracted the herons and managed to stealth away with perfect jumps I felt unstopable!

The mechanics were solidly implemented, it felt really nice to play and there was a lot of polish to things. The screens at the start and the win screen are so adorable.

I really enjoyed playign this and think it looks great, congrats on the submission and unique mechanics!

Interesting mechanic that worked well. I struggled to get the train moving but ended up in the flow of it. I got soooo close to the station, i could see the edge of it but ran out of fuel 😭

The art was nice and the combo of the art style and name really grabbed my attention. 

I think there is a cool base here that you could take in loads of differnt ways if you carry it on! nice work!

Interesting mechanic that worked well. I struggled to get the train moving but ended up in the flow of it. I got soooo close to the station, i could see the edge of it but ran out of fuel 😭

The art was nice and the combo of the art style and name really grabbed my attention. 

I think there is a cool base here that you could take in loads of differnt ways if you carry it on! nice work!

That was challenging! I couldnt complete some of the levels, but I really appreciated the level select because it meant i found myself coming back to it inbetween other games and giving it another crack. Still cant figure 2 of them out though, maybe after some sleep I will be able to solve 😅.

I think the mechanic is really interesting and its well realised in this game. Its intuitive to pick up, but quickly presents some fun problems and leads to 'aha!' moments. This is all really nice underpinned with some beautiful animations. The graphics and sound work well together along with some background elements to create an intriguing world that pull you in. 

I had a couple of resolution problems, but i dont think its anything that actually impacted gameplay. 

I would really love to see more of this, I think it could be expanded on to see even more levels with new mechanics or expanding whats already there.

nice work! 

haha no worries, I think thats half the fun! i prefer just giving it a go, but i put the rules in for the type of people who find that more stressful. cheers for taking the time, i appreciate it!

thanks for checking it out, i appreciate you giving it a go and im glad to hear you found it satisfying!

thank you for the feedback, its great to hear you enjoyed it so much! cheers for checking it out

This was a a fun concept that came together nicely! The core mechanics were unique and worked well together. The physics based action was fun, silly and chaotic leading the the levels being a frantic rush to tidy up. I especially liked the implications with the extension cord and giving the player a short time on battery was a nice touch to allow for some strategy!

It was cool to see a world map and have it revealed piece by piece and have each map use a new mechanic to compliment the already established gameplay. each level felt distinct and like it added something to the experience, which is such an incredible thing to accomplish in a game jam and such a short time period!

The visual style really suited the gameplay and added an absurdist twist that made the whole thing charming, but a little bit unsettling. (When the machines pooped out the coins was a hilarious animation). Everything felt like one coherent world and it did a lot to establish some world building in the background that really made me want to explore more!

I liked the rating system which pushed me to try things again although 5*'s did feel a little impossible. 

Really solid entry, thanks for making it!

nice idea and i think it was pretty well implemented. taking away some of the choice of the player on choosing when to jump adds for a fun mechanic that works well with the difficult platforming. 

It was difficult but had me replaying till i could get it and it felt good to be able to beat it  💪

I like the aesthetic and everything looked good together and it really drew me in to want to play. Id be excited to see where this could go as i think the two mechanics could create a lot of interesting scenarios! 

Great job, well done!

Well that was a really wholesome and nice experience! thankyou. 

The tutorial was charming, funny and well executed. I feel bad for anyone who didnt read the instructions to have the sound on. It was giving me a homage to the Stanley Parable sort of vibes.

The game itself was well executed i think. It was nicely paced and gave me several "ahah!" moments, which i think is hard to do with game jam games. The puzzles ramped up nicely and built of previous knowledge to present more and more complex situations to try and solve. im pleased to say I made it to the end, despite some of the parts stumping me for a while (i felt like a genius when i realised how to get things over the X's)

The art style was charming and coherant. The music was nice, though a little loud. 

I think my only issue is the reset room notice is a _little_ hard to read.... and its a pretty important notice because I ended up needing it alot 😅

Great game in a really nicely presented package that ties everything together, congrats on acomplishing it. 


(also..... I feel like i need to highlight this😅:

SFX done predominantly through noises I made with my mouth... Try not to picture how hard I tried for the bull noises...)

ohh wow, thankyou for such glowing feedback! Im really happy to hear it vibed so well with you! thanks for giving it a go.

Great entry, thanks for submitting it. 

I thought the concept was good and it was executed pretty well. It was certainly frantic and im glad you added the sensitivity option because i was _not_ good at it on the default one. I think the idea of seperating it into two stages fit the theme pretty well, i just wish i had more time to make nicer stacks. However, this made me realise on my subsequent playthoughs that i had to be smarter with my initial stacking, rather than just piling everything up into the middle. 

I think the art style looks very pleasnt and everthing works well together. 

I look forward to seeing how this progresses, great job!

This was much intense than i was expecting 😅I kinda expected to play around with it for a couple of mins but ended up getting a bit too into it and genuinly feeling the pressure when i only had one heart left! 

You really polished so many parts, everything feels polished and well implemented from the animated menu to the little adrenaline rush animations that play when you are sucesfull! You even gave the calculator buttons a really satisfying clunk when you use the buttons. 

I really wasnt expecting to be able to customise a gladiator in a Maths game but that was a fun way to start, and i loved the silly puns and trash talk from the competitors.

Everything seemed to work really well on my play through, though if im honest there were many times i thought it didnt. I was practically yelling at the screen when it didnt accept an answer.... only to realise I did not do the order of operators correctly! I love that you added multiple difficulties but am too scared to try the max one.... the mid one was enough of a brain stretch for me. 

I saw in another comment you mentioned how you would expand it and i really love the idea of having something between the rounds, if only just for a breather. Definitly excited to see where this goes. 

Great job, excellent execution and insane amounts of feel good polish! nicely done!

haha i imediatly jumped into the first pit before i knew what was going on! Once i got the hang of it it was a fun little core gameplay loop. The mechanics were obvious and well implmeneted creating a tension that built as you progressed. A good ecxample of this is one of the jumpes where you need to go left after the lift but there is a battery pack on the righ too. It a tense split second decision as to whether you should go for more life or risk it in the unknown.

The area names swooping in was a nice touch, though i think mine was bugged as it repeated a few times! 

I feel like there is a lot to explroe with this groundwork, the mechanics you have implemented could take it in a lot of interesting directions. 

I would die for the robot, he is very cutre and I was so happy to see him get his pile of batteries at the end.

hahah! Its always good to watch the money pouring in.... but then rubbish to see it taken at the end of each day 😟

Thanks for chekcing my submission out, tis appreciated!

Great submission! I was a little confused at first but the game was really goof for figuring new things out every time i played! Once i figured the loop out i was unstoppable! (untill i died). I played through a couple of times and got a little further each time. I think you said in a reply that you had lots of ideas and wanted to implement a shop system, I think this would be really good and build well on the core mechanics you have already implemented.

I thoguht the pixel art was very nice. especially the vines wrapped around the health bar and the pumpkins. The effects of the seeds turning into pumpkins was very satisfying too, especially when you had a bunch of them and watched them all change in a row! 

The enemies that shot you had just the right level of frustrating behaviour. They always seemed to just dodge away, but it was really satisfying when i finally managed to group them all up and mow them down.

The music was nice and fit the atmopshere well witout being distracting.

Great job!

Wow, what a delight. I love the stle of this game and how all the art really comes together. For some reason i really loved the representation of how long you had left being a wheel in the corner and it was cool to see the lighting change with it. 

A tutotorial is always nice in a game jam game and was happy to see you had one. It was clear, simple and did the job.... and then i saw there was an interactive tutorial level too!? AMAZING! It also really helped to add more charm and character to add to the art style. The tutorial bugs throwing shade was a lot of fun and i think it demonstrated the concepts well.

Having a couple of differnt levels really showed of how the scenery can switch up the dynamics of the game. They both played differntly and offered a slightly new perspective. They were both lovely environments that really felt like it grounded everything and brought it together..... which is not something i was expecting to feel about cartoon dung beetles!

I was also really impressed by the AI.... although i cant tell if its really good, or im just kinda rubbish. Like others have said, i feel like this would make a really funny multiplayer game, but that is a bit of a crazy ask for a game jam. 

Finally I also appreciated a full options menu, it was nice to be able to tweak things and really showed the extra effort you have gone to to polish the whole thing even in a game jam setting. Amazing job, well done!

Thanks for taking the time to play my game and give me feedback :) Its a good poiint that it can be a little overwhelming! ideally it would start off slow and then build up so once your more used to it you can enjoy more things happening. I do try and start the player off with less (and simpler patrons) and unlock more complicated ones later, but i think the balance is slightly off.  hopefully with feedback like this i can tweak it more for the future :)

thanks for the lovely feedback,  Im glad to hear it resonated so much with you! 

haha, thanks for playing and thanks for the feedback :) 

Hey, thanks for giving the game a go, im glad you enjoyed it! 

Adding a preview was something on my wish list, but time did not allow it.

As you play you can unlock rooms that are much bigger, so it should scale allowing you to eventually make much larger casinos and place many more patrons a day. you can check out the 'rooms' section to get hints on how to unlock.

57?! woooow😅 nice job! thankyou for playing and giving feedback. sorry a bug stopped you cracking 60!

thankyou 😁

ohhh nice! you were only a couple of points from my score and I made the game 😅 I guess I'm gonna have to keep practising my surgery skills