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theioti

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A member registered Jun 14, 2020 · View creator page →

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Nice work! I love minigame collections and having multiple minigames you play at once is a really neat implementation. They work really well with the theme, too. I would've liked the UI to be a little tighter so it was easier to keep track of the different meters at one time, but once I took it out of fullscreen I had a much easier time. Also pretty impressive that the twist totally got me even though I knew there was one coming, lol. Congrats on completing your first jam, too!

Aww, thanks so much! I had a lot of fun putting it together, and it was probably my lowest-stress jam game yet, maybe with the exception of the last half hour before deadline, lol (I accidentally exported and uploaded a version set to start you on the boss fight with like seven minutes until the deadline and only caught it because I tested the game in the browser before submitting).

Thanks! I was a little worried what you were supposed to do at the end wouldn't be clear, so I'm glad to hear it seems like it came across for people. And yeah, remapping controls and sound options were still on the to-do list at deadline, unfortunately. Even I didn't like where the bomb ended up, but it was one of the last things I did and somehow I hadn't really thought about needing a button for it.

Ooh, that's a really great idea about the temperature thing, I'll have to give it some thought! I have to admit I basically just swiped the gun heat system from the first Mass Effect (you know, the system that nobody but me liked and they immediately changed in 2 and never went back). Thanks for playing!

Thanks so much! I had a good time tinkering and fiddling with all the little bits and pieces.

Listen, I loved this game. I tried to play with strategy and meet my customers' needs, but I can't pretend it didn't very quickly devolve into making sky-high pickle-pineapple sandwiches and seeing how big of a pile of only sauces I could serve. The fact that both of these playstyles work and are fun is a real accomplishment, which is to say nothing of the third one I attempted: totally random clicking six or seven times (which once even got a perfect result!). I loved how chill and easygoing it was, and even when I went totally off the deep end the game felt like, "it's cool, you do you." Really loved it.

After a hilariously bad first run to get the hang of things, this was so much fun! Really nice sense of progression as you get more and more towers and start to be able to build the cooler ones (it took me til wave 18 to build the laser, but it was worth it). The art was really fun and the music set the mood perfectly. I did have some slowdown on the later waves, but I'm sure that was the potato I'm running it on. Still got through all the waves with 100 health with some exciting close calls. Really great work!

This is one of those games that I'm very bad at but still really enjoy. Really clever combination of the theme and the wildcard and just enough story to ground the idea in a fun way (though I feel like I may have singlehandedly ruined the war effort). I will always be super impressed by anyone who can make a puzzle game for a jam, it just hurts my brain to even think about it. Also that music is super catchy and a great fit. Excellent work!


This is really next level. So much atmosphere, down to even the little touches like the echo-y footsteps, super fun art, great writing, and the mechanics are so impressive. I was really expecting to have one or two possibilities for body parts, but there were so many and they all had their own exciting traits! Swapping was simple and slick, combat was easy to understand but allowed a lot of strategic approaches, and it was all just so fun. Really, really great job.


Really impressive scope for a game jam! Everything looked great and played well, and managed to be really immersive for how minimalist it was. The only thing I noticed was if you get killed by the laser on the boss fight it doesn't reset right away so if you run back fast enough you get hit on your way down before the fight even starts back up. Still had a great time though, excellent work!


I would not have thought a game with the word "parliament" in the title would be the most thrilling thing I played in this jam, and yet here we are. It's unbelievably impressive how much energy you squeezed into such minimalist art and such a ridiculously funny premise. I absolutely need to see more of this story.

I'm really floored by how fresh this idea is combined with how well it's executed. I really love the idea of games where you don't play as the hero, and this does a great job with that concept with such a fun sense of humor. I did get three stars, but couldn't help but try again and put the knight in the most useless getup I could think of just to see what would happen, and it really made me laugh. Great work!

Apogee! Yes! Commander Keen, oh that takes me back. Now I just want to make a game consisting entirely of ascii characters like Kingdom of Kroz...

Aww, thanks, and thanks for playing! I knew I wanted to do some sort of space shooter and when the theme was announced I felt like it was perfect. It ended up becoming sort of a love letter to an old DOS game called Overkill I played a lot when I was a kid, because I am old.

Thank you so much! I was going for small but polished, and that makes me feel really good about what I managed. Also glad to hear you liked the music. I had wanted to get the gameplay done early and spend like two days on really rad music, but lost too much time to other things and had to write and implement all the music in two hours right before the end of the jam, so I had no sense of if it was any good, lol.

Oof, this ones got some VIBES. Excellent use of the palette limitation, and the artwork all around just feels really impressive, especially for a jam game. Combined with the music and solid gameplay it all makes for a very slick experience. The concept is great and well executed, and having a more tense section of vulnerability followed by a smash-everything-in-a-giant-mech section has a super fun balance. (Also I love that you can smash the signs. I don't know why I love that bit so much, but I do.)

I did find that if you interact with something while walking, then let go of the movement key, then stop interacting, you keep your velocity from before and just kind of slide away. Which is something I've done in my games so many times it was actually kind of nice to see it in someone else's, lol. Great work!

Thanks for playing! And yes, one of the bugs I didn't catch was if you restart after reaching the end I forgot to set your scrap back to 200 so you can build a ship at the start, so if you do you end up with negative 200. I guess that makes for a more challenging replay, lol?

Yesss, thank you so much! I really wanted that feeling of accomplishment at the end of each level. And I actually only planned two or three enemies, but it was so fun making them I just kept adding more. I think it's the first time I ever exceeded the planned scope of a jam game!

Thanks so much! I think I might actually finally be getting the hang of sticking to manageable ideas for jam games (...maybe).

Aww, thanks! I definitely had "go back and rewrite boss conversation" still on my to-do list when I had to submit, so I'm happy to hear that what made it in the game was still appreciated.

Thanks for playing! I had dreams of difficulty levels, but just didn't have anywhere near enough time to implement anything like that. I'm happy to hear it seems like it came out with a reasonable balance.

Oh, how I love a good minigame collection. The intro scene was super charming, and the aesthetic is so much fun. The fact that you can change and even unlock palettes was such a nice touch and really swept me right back to when I first got a Gameboy Color (and the bubblegum one swept me even further back to old CGA games on my parents' first computer). The minigames themselves were really fun and easy to grasp once you got into them. I was best at the first one, but enjoyed the third one the most. I followed the instructions but still got the crash at the end, but was happy to replay because it was such an enjoyable game, and it gave me a chance to check out hard mode. Great work!


This game has the rare distinction of being one I'm happy to just sit and watch without touching anything. The minimalist art and ambient music are great fits for the concept, and it's just a really nice, serene time. I'm struggling a bit to define what I like so much about it in words, but ultimately it just feels good. I want to compare it to a Rothko painting, but don't want to sound like that big of a tool, lol. Nice job!

I made it to the end! Though I have to admit I didn't quite grasp the conveyor belt segment until halfway through, so I ended up with a tank super protected against guns and fire...with no protection from cold, lol. Also had only kind of skimmed the game page so I wasn't prepared to actually mount the tank assault, but it was really fun! The concept is great and I think the construction and tank sections balance each other really well. Cracking open the vault definitely had me laughing out loud. Great work!

Short, silly, fun, all killer no filler. An impressive amount of personality crammed into this little game. It was a nice touch that you could push the mochis around and make little piles to hit more than one at a time, like some sort of strange combination of soccer and whack a mole, which are not two things I would think would go together, but I loved every second of it so there you go. Also I'm obviously not the only one but really appreciated the text to lean extra hard into the mochi-whacking sound effect. Great work!

Really excellent work! It's impressive how many upgrades and customizations you managed to include in such a short time, and they all have their own distinct playstyle, and combine in interesting ways. I feel like it almost doesn't even need to be said because it's so clear but the visuals were great and I love little touches like the cracks that develop in the forcefield. And even an epic boss! It all reminded me of doing solo runs in Mass Effect 3 multiplayer, which I hope comes across as as big of a compliment as I mean it.


This is honestly incredible. It took me a couple tries to get my head around the controls, but once I did they're super slick and responsive. Really great use of the theme and the wildcard, and impressively polished for such a short time. Also, just...the VIBES! The music and the visuals are perfect for the concept and all together have so much personality. I think I'll be coming back to this. Loved it, no notes.

Really nicely done! I'm a sucker for resource gathering and crafting so this was right up my alley. Really cool (...no pun intended) weather system, the art was great, and the music set the vibe really well. I loved the touch of leaving footprints in the snow, then tracking snow around inside the buildings. I think I missed the instruction on how to open the crafting screen, so I was a little lost for a bit, but I figured it out and it was satisfying to get the generators fixed up. Great job!

Thanks so much for playing and taking the time to comment! I have to admit I scaled the difficulty back like four times because I never have any idea how hard my games are, lol.

(1 edit)

Hey everyone, hope you all had a fun jam! This might be a silly question but I had to submit at the very last second and forgot to add a cover image. Also the game page is just super ugly because I didn't spend any time on it, lol. What's the vibe on making additions and changing the page, but not the game itself? (I did already notice a bug in the game, but it only affects starting over after you finish, so, I guess that's something?)

EDIT: Yep, okay, I'm a doofus. Uploads are disabled on the edit game page during the voting period so there's no funny business, while still allowing for page edits. Sure, I could delete this post now, but I'm just going to embrace the embarrassment.

I'm unreasonably pleased to find another game besides mine where you attack the sun at the end. Took me a second to figure out I wasn't supposed to be avoiding the hook, but then I was, er, hooked? (I'm sorry.) I love a twin stick shooter and this was really fun and played well for such a small screen area. Great work!

That was SO COOL. Excellent combination of dynamic music and trippy visuals into something you can really sink into. The main mechanic definitely had that element of the best puzzle games where once you got the hang of it you could get in the zone and just play by reaction, not really thinking. Really impressive for such a small project. I loved it!

I won't pretend I'm not terrible at this game, but it was fun! I loved the voice work and the puns, and the surreal story. My longest time was 41 seconds spent running in terror in a circle until I got hung up on some rocks and presumably ripped to pieces. The most scared I was was when I realized that there was a 20 foot tall monster (presumably my deceased arch rival) at the center of the pack of lions I was still at that point trying to fight. The shooting felt great, even if I think I only managed to hit something two or three times...FPS might not be my strongest genre lol. Really impressed at how well this worked with the size constraints, great job! You should feel a lot of...pride.

Oh wow, I loved this. It took me a minute to wrap my brain around the different abilities of the characters and the telekinesis, but the mechanics are so clever and the puzzles are really sharp. Once I figured out there could be rooms I didn't even know about it really blew my mind. The art was super charming and the music and sound design was great without being distracting. I generally like jam games to be really short because there are always so many I want to try, but I would play a lot more of this. Way to go!

I can confidently say this is the first game I've ever played with a ribbit mechanic. A true pioneer. But in all seriousness, a really neat little game! I hopped along for a minute doing just fine and then the wind picked up and I was like, "oh, oh no". Really clever concept that I could see being expanded into a bigger sort of survival endless runner (hopper?) type of experience. Also, a real sucker punch of bleakness I wasn't at all prepared for. You made me feel genuine emotion for a half a dozen slowly reddening green pixels, how dare you. But really though, good work!

Thanks! That background was something I whipped up in a few minutes, totally meant to be a placeholder but ended up sticking around and honestly, I don't think I could have improved on it much even if I had tried. I had hoped to add a few more parallax layers, but I think it might have just been too busy, so it was probably for the best I didn't spend time on it. Thanks for playing!

Thank you! This makes me so happy, because I basically had that vision for the ending and my enthusiasm for it gave me the momentum to build the rest of the game to support it. I'm really glad someone else appreciated it too. I also felt very much like a "real" dev having made a game with an end cutscene, as silly as it is. Thanks again!

That's a really good point about the location of the block button, thanks! Towards the end of the jam in the word file I was using to keep track of development "customizable controls" moved from "to do" to "there's no way" (along with the boss fight I wanted so much), but I think it would've been a big help to have gotten them in there. Thanks for playing and all the kind words!

Thanks so much! I think the game feel is probably what I'm most proud of. I spent more time than I had hoped to squashing bugs in the attacks and blocking mechanic, but I'm glad it seems like it was worth it!

I repaired my ship but didn't want to leave empty handed, then almost ran out of O2 in my maze of tunnels filling up my inventory. But I loved the game! All the mechanics felt great, and I think having the unlimited jetpack really helped maintain the flow of the game. Also appreciated the design acknowledging how terrible an idea mining upwards is, lol. And the moody chiptune soundtrack was perfect for the experience. I played with a controller and everything was very slick. Great work!