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mjk303

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This game walks in wearing an 80's style jacket with matching aviators and absolutely owns it. From the first level, it’s giving strong old-school 'Kickle Cubicle' and 'Pengo' energy but instead of feeling like a nostalgia cash-grab, it feels like a clever remix. The minimalism works beautifully; nothing screams for attention, yet everything feels deliberate. It’s charming, smooth, and somehow manages to make sliding blocks feel like a classy design choice instead of a cry for help.

The NES/MSX aesthetic is clean and wholesome, like 'Kwirk' went to therapy, had some happy pills and came back emotionally balanced. Your artwork is simple but very polished, and the atmosphere is so calming you almost forget you’re aggressively shoving blocks across frozen floors. The music deserves a slow clap. It is soothing, cozy, and just artsy enough to make you feel smarter while solving puzzles. Honestly, pushing and merging boxes shouldn’t feel this emotionally fulfilling, yet here we are.

Now let’s talk mechanics, because this is where it slides (pun intended) from “nice little puzzle game” to “oh wait, this is actually kinda genius.” The merging mechanic is surprisingly satisfying, and the twist of controlling entire rooms or using blocks as platforms keeps things fresh. It nails that sweet spot of 'Sokoban'-like but with personality. Each level throws in just enough new ideas to keep your brain engaged without making you question your life choices. It’s short, yes, but it never overstays its welcome, which is more than we can say for certain ice caves in classic 'Game Boy' RPGs with weird creatures.

If there’s one thing holding it back, it’s that you can feel there’s more potential lurking beneath the ice. Think about 'Adventures of Lolo' and it's sequels. Some mechanics barely get time to stretch before the "Thank you for playing", and honestly, they deserve a full training arc. With more levels and expanded ideas, this could evolve from “very cool jam game” to “why is this not on every puzzle lover’s wish list?” The foundation is slick (pun fully intended), and with more development time, you could push it straight into puzzle greatness.

OH YEAH!!

Playing as a trick-performing ice cube in a neon-soaked bar dodging all kinds of flying bar props is already peak game jam energy, but the sheer confidence of it all sells the vibe. It’s chaotic, flashy, and proudly over-the-top, like someone dared you to an impossible challenge and without reading any specs you said “Bet.”

Let’s talk about the real MVP: that soundtrack. JUMP AROUND!! The music doesn’t just bop, it spikes your drink and drags you onto the dance floor. Visually, it’s a laser show wrapped around a mid-2000s edutainment fever dream but in the best way possible. Yes, the flashing lights and camera zooms occasionally makes it feel like you're testing the player's eligibility for astronaut training, but honestly? It kind of works.

Underneath the chaos is a surprisingly tight roguelite-rhythm-based-bullet-hell-platformer, to bad you missed out on including turn-based deckbuilding mechanics as well, for the full package. Movement feels responsive, dodging is satisfying, and the permanent upgrade system gives the player that delicious “one more run” energy. But you also allow the player to just not do anything, let the screen fill with points while they vibe to the entire track uninterrupted. The immortality bug might be unintentional, but it’s also the most generous DJ in gaming history. AND IT'S OVER!

SIKE!! Okay, reality check: no-tricks-bugs and no-damage-bugs do ice-skate dangerously close to “core feature malfunction,” and a toggle for visual effects would saved several kids from unnecessary trips to the hospital. The ideas are absolutely there: new levels for tables, stands, toilets, dance floors, etc. together with new songs, maybe even a side-to-side ping-pong-scrolling mode with extreme DOF parallax. Think about the ice cubes in the nightclub sequence in Temple of Doom.

But start simple. First include some polished tutorials, clearer trick mechanics, and maybe scripted patterns synced tightly to the music would elevate this from “chaotic cult hit” to “actual rhythm legend.”

LET'S GO!!

Holy crap!! Some game jam titles are exceptional, and then there’s this game. 'Getting out of Hand' didn’t just “work,” it cooked. The core idea, “Throw stuff, reposition yourself, outsmart the room”, sounds simple on paper, but in execution it made you feel like a galaxy-brained puzzle god.

This game is minimalism done to perfection. You gave the player one character, two toys, and three mechanics, and with that somehow managed to build a whole world. A world where everything feels cohesive, intentional, and way more “Share this steam page?” than “Compiled at 3 AM… the F**K debug messages still in there.”

The ZX Spectrum-era look was called clean and stylish. The cutscenes and formant voice were just hilarious little developer flexes. PyGame FTW! But what brought it to the next level was the music. While I’m writing this, the end credits are still playing. I had a couple of times when the music stopped, but for me it was more of a reminder that I took longer than the average player. “Focus, dammit, focus.” In short, even the presentation screamed “showroom shine” rather than “please ignore this duct tape.”

The puzzles felt fair, never too hard, and the learning curve was smooth. That’s a big deal. The weapon mechanics were obvious, deterministic, and satisfying. The difficulty mostly hit that sweet spot between “Ah… I got this” and “Eh… maybe it’s not that obvious.” My main critiques? A few setups leaned a bit hard on the same trick, spike hitboxes were occasionally out for blood, and the boss showed up like it really had somewhere else to be. But that’s not damage-control territory… that’s opportunity knocking with a battering ram.

All you need to do now is add a couple more weapons, a couple more puzzle elements, waaaay more levels, meaner bosses with phases, save games, and customizable controls. But my guess is that you already have that in mind.

Please sir, I mauled the witch. May I have some more levels?

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From a design standpoint, full-keyboard control scheme games are genius, with 'Keyboard Sports' being the absolute GOAT of the format. And here comes Blobbert, making a valiant attempt to come as close as possible and that from a game jam title!!

The art is unique and charming. The physics spectacle is fun to watch even on the first couple of screens when you’re not fully in control. There was one point where I mashed out “ouijhyghvcfddbcdvcdcdcbvnnmnkjioo089786” followed by “12dfr56987yuhghbvcdxsssw” in the next screen, which was really hilarious.

The soft-body movement and momentum feel are strong enough that once it “clicks,” you stop looking at the letters and start playing by hand shape (“Monkey Paw,” “Tiger Claw,” and “Hulk Smash”) and keyboard geography. The sync-up with what’s happening on screen is inventive, memorable, and bold. 

In addition to the visuals, a lot of effort went into building a finishable story with structured level design: corridors interluded with puzzle screens. The build-up is gradual enough, and the punishment of rolling back to previous screens is genuinely painful.

At some points accidental movements against objects make a sound, which is nice. What it misses, however, is some form of feedback or guidance through visual cues for all the other possibilities. Dripping water, glowing lights from the room above, or similar subtle hints are easy ways to help the player without feeling like a “GO HERE DO THIS” tutorial. Adding seemingly useless but reoccurring objects (like a companion cube blob) in rooms also encourages experimentation and happy accidents when placed strategically.

The only real catch is that the mechanic depends entirely on technical stability. When it runs well, it feels intentional and slick. When it doesn’t, it feels like Blobbert has unionized against the frame rate. The ambitious “press the entire keyboard” system also allows for brute-forcing edge cases, so input desync or stuck keys become very visible very quickly. But because the game is so visually and tonally joyful, it earns a ton of goodwill, enough that most players will overlook those issues. At least I did, even when it crashed at the end. Twice.

The core idea absolutely works. For a game jam, this is one of the most original entries, and despite the technical stress-test-layer doing its best impression of a hidden difficulty setting, it’s one of my favorites of this jam so far.

For a full version, the priorities are clear: stabilize performance, clamp the physics behavior, and add feedback. Then Blobbert stops being “funny but volatile” and becomes “brilliant and reliable”, which is a much more dangerous creature altogether.

Ps. I didn't test it, but do you support Dvorak, Azerty, etc.?

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What a unique concept: Ratatouille's Remy as a gambling-addicted deadbeat dad with Tony Hawk skills. I'll have what the developer took to come up with this, please. Or maybe this is someone's elaborate way of remembering their 12-word Bitcoin key phrase?

The world-building is weird, done with a lot of "dirty" and "toilet" humor, but the visuals match that style completely. The characters are drawn with thick cell-shading, giving a nice cartoony feel. The music was funky, with an exceptional slapping bass.

The skating is fast and easy to pick up, and the skate park is nicely designed. My biggest suggestion would be a real tutorial area to learn the tricks, or to buy them one by one in the store. As amazingly fluid as the gameplay was, I had no idea what the hell I was doing or why it worked.

The other part was the gambling side, with a simple slot machine that has an extremely high chance of giving a return on investment. This makes it possible to buy everything in the store.

But you buy all that swag and then only see it when you go down the toilet or get shooshed away, not in-game or when you pay off your woman. Behind all that fuzz, it still mimics daily life for most people.

All you need to do now is commit to the visual style, add arenas, and create a bigger story about needing to pay off some criminal over an X amount of days to raise the stakes even more. Do I pay child support, the criminal, or gamble? Based on the feedback here, there should be massive potential. 

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This was a surprisingly well-structured mini ARG disguised as a collection of joke “games.” Each stage follows a simple pattern: explore the files, find a link, and uncover a code to progress. What makes it fun is how it constantly looks more complicated than it actually is. There are red herrings, dramatic audio, fake emotional bait, and chaotic filenames but the real solutions are always hidden in plain sight.

The puzzles reward attention more than technical skill. I had my trusty kali image booted up, but no heavy cryptography, no obscure steganography tools required, just careful reading and pattern recognition. The repetition of themes (number ordering, file structure, obvious-but-easy-to-miss clues) gives the whole experience cohesion.

The ending is simple and fitting: no grand twist, just a clean “The End.” It feels intentionally meta.

Overall, it’s a clever, accessible ARG that balances humor, light mystery, and good structural design without becoming frustrating.

Does it belong in a videogame jam? That's a totally different story :)

This game stands out with its unique “avant-garde” vibe thanks to a super creative developer. The look and feel is miles above games that pour loads of effort into their visuals. This minimalist style fits the game perfectly; it’s clean and just works.

By focusing on dialogue, overall story, and the experience, you created something genuinely refreshing in a game jam full of fast-sliding objects or games that are suddenly “slick.” The world breathes a relaxing, immersive ambience and encourages exploration.

The physics are smooth and responsive, and the soft-body controls feel like chewy candy. Together with the fun mechanics, everything gives a polished feeling.

The writing for each character is distinct; humor here, functional there. On my second playthrough I could finish most of the level with almost no interaction and just pressing Z or X to fast-forward where needed.

The potential here is huge. As you can see, loads of people are drawn to it, so keep iterating on the brevity (world, colors, story) and you could easily create the next winner.

Personal note: You’re highly engaging, which I commend, but please stop apologizing. “The commenter is always right, but didn’t do anything wrong.” Keep that in mind, take the lessons learned, and just focus on improving. You clearly prioritized vision over scope. If you had gone the other way, it might have ended up half-baked in both directions. This was the way that worked best.

Everybody understands the limits of a game jam, and you still delivered more quality than most five-person teams in the entire jam. Think of it like this: everyone immediately got the idea you’re going for (“Ah… this is the direction/goal”) and can now give spot-on feedback. That means they want to see more. What more could you wish for?

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Those eyes!!

This game feels like you took the best from Kirby, Gish! and Globdule and set them loose in a James Pond world. Everything matches everything. The character is cute, the music is catchy and the huge visuals are distinct. This aestetic is so well done. And the fact that eyes always face the right way up. Such a genius move.

I love it when there is no explanation whatsoever and within a minute you're only held back with by the puzzles. Everything makes sense. Each level has own small thing that is new, and than the next level stretches that to the max, while introducing some small new thing. That style of level design is almost perfect. The fail rate matches the interest to keep going. This is enhanced by restarting the whole room instead of using checkpoints. You force the user to get better and better in part they're not stuck, and use that skill in the part they are stuck.

Did I mention those eyes always face the right way up? Implementing physics (and the corresponding correct sound effect) is something every game should aspire. The more real they are, the more you brain starts to predict paths correctly and you start enjoying long intricate chains of actions. 

You can extend this easily with loads of other forms, but I would keep restricted to a couple and doing those well instead of introducing 311 different shapes. Adding playable areas is way more worth the effort. As well as making the idea/story work with both the washing theme and what you're actually doing in the game. Bouncing goo, buzzsaws.. eh? The only thing you should never change are those eyes. ;)

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If you ever want to show your kids why you should never go out driving when it’s icy, let them play this game.

If you ever want to know why people still go out driving when it’s icy, you should play this game.

The game is essentially a variation of the Crazy Taxi format, but made in the graphics style of early non/low-textured 3D games. If this was the idea, which I assume based on the skills in this production, then fully commit to that choice and include the fake shadows and fake lighting from that era to complete the aesthetic, plus it allows you to ramp up the fps even on less powerful systems.

The twist on the Crazy Taxi formula is twofold. Instead of picking up and dropping off people, it’s food. The seat that holds the food package is shown on the second monitor, so you hilariously watch the packages get flung all over the car as you drift from side to side trying to maintain the car in the center. That alone is worth a play.

The second twist is the ice road itself: it causes uncontrollable sliding, and when that’s combined with the flying food, you get an “Euh” score. But as you play, you actually learn how to circumvent the slips and even use them to your advantage. There’s a satisfying moment when you go from just holding down the gas to switching between long presses and quick tap-tap-tap-tap inputs on the four control buttons, maneuvering perfectly around corners and between buildings. That’s when you get your first “Slick” score.

These mechanics work so well, that even in a game that no other goal then going from A to B, you can't even spend your cold hard cash on useless stuff that would appear on the on-board monitor, time really flies by. This shows the power of a good concept.

If you were to continue with this, which you should, remember to always keep the car 'indestructible', this gives the biggest sense of flow and keep the time limit lenient enough to feel different from the usual clones. Let the stress come from other things: maybe the monitors glitch when you bounce or crash, so you can’t see the navigation app because the customer keeps calling and demanding an ETA, getting more and more annoying. Or you have the phone in your hand when the call comes in, creating a brief delay in steering. Or have different food types that affect how you can drive — for example, a temperature bar (“Must be delivered hot”), a flavor bar (“Contains two servings that should not mix”), or a filled bar (“Contains liquids”).

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Even though it is more 'Mask' than 'Slick', it is another highlight of this jam. 

There are only a handful of rooms, but what is there really really impressive. Everything feels very polished. It has perfect room-chaining ("see all this harmless/hard stuff, just wait when we get back") and it even includes small things like "Star Wars"-swipes, "exploding Lemmings"-particles on death and environmental destruction of the wall and floor. A reminder of how often you failed ;)

The graphics are very clean and at exactly the right resolution-spot between pixelated and sharp. And the adaptive music, which I assumes crossfades between synced tracks and pitches up/down when needed, is both innovative and shines in simplicity.

But the "choose mask" AND "slowdown" mechanic is the real star. Basically you implement the normal controls we've seen hundreds of times but force us to use them indirect by adding a switch step, that is also a whole mechanic by itself. Defeating an enemy uses a mechanic that is opposite of what you use to get to the enemy is really smart. But also gives stressful situation. I like. But being sad.. I don't like ;D

The initial feeling was that the walking speed can be a tad faster or better have a dedicated 'run' button, especially for rooms you've been multiple times. But this addressed by progressions later in the game.

My biggest gripe would be that keyboard controls ain't the way to go, like I said in the chat: "my brain isn't braining the sequence x-shift-down-x-shift-left-x.  Kept dying on super obvious bits.." ;) Either have way more built-up rooms to force learning switching or try to look for something that would do the same (like using the cursor keys that implement the shift mechanic at the same time, so you get left hand: WASD+X and right hand: up/down/left/right/space) 

What could work in the next playthrough is adding a some mask budget per room, like 4 changes but you still get to choose with ones. And keep decrementing that value each playthrough. So different people will have different solutions, need to be more thoughtful and you mentioned TAS but speed runners really love that stuff.

TL;DR Looks legit like something that storm the steam charts if it was a full game. 

This game reminds me of the old game 'Abuse' both the extremely clean and functional graphics, but even more the wonderful gameplay. The run & gun feels easy to pick up, 'wasting' or trial-and-error is forgiving and the amount of deaths/respawn is just enough to give to make you feel like you accomplished something even though it is just a simple jump that you mis-timed. Thrice..

Like I said, the graphics are really well done and together with the music give a instant sense of really dystopian environment. This shows that world-building can be easy, without literally saying anything, by having people who understand their arts. 

For a game jam game alone that would've been quite the achievement. But no, these guys then go and extend it with the mechanics/concepts that made games like Portal and Pedro go from good to great. Some polish can be added to make the visuals work more into your advantage (this stays, this moves, this was, this will be) with those mechanics. Amazing deliverable for such a short time and shows what a team with dedication can accomplish in a pressure cooker environment.

Whacking you character around and shifting the momentum somewhere else is spot on. Maybe you could add some more Canabalt-style sections to raise the "Weeeeeee" and "F**k Yeah!!.. Look at me" feeling while at the same time (travel) keep the flow high.  

Take this game (or it's concept) and built this into something bigger. Shouldn't be to hard for you, if you just commit.

Okay, this one was fun. The presentation was simple but effective, but the gameplay was spot on. The driving felt smooth and the enemy intelligence was perfect. Annoying enough to hit you when you need it the least, but dumb enough to let you slide just in front thought the corner.

Definitely keep the 3d-rendered esthetic. Maybe look at 'Super Skidmarks' for some inspiration, that game had a higher POV / smaller vehicles which could allow more players. But more importantly, it had a caravans that you could hitch behind your car, maybe you could implement that you carry the oil drum/powerup behind you once picked up, then waiting for the moment to blast someone in front of you literately becomes a drag, which then should change the sweeping around the corner physics, like really flung the back and some slow down through the oil. (powerup/trade off)

If you really want to pursue this maybe change the focus from  solely targeting BP and more like take all the big ecological disasters as each stage and educate the player before the stage what crap we did and the impact (and name BP there) and the after the race the state now/what happened afterwards. Edutainment is much easier to get funds or sponsors for. I just hope that if that works out, that there will never be a sequel or DLC. ;)

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The top -down perspective with a large tiled playfield and big sprites gave the game an old skool overhead Amiga shooter 'look and feel'. The tracker style music helped with this as well. 

It is extremely easy to pick up, but the mechanic is much deeper than it seems. One thing is to have blobs of ink behind you, but because the ink blobs stay, you can preplan an escape route (slide yourself quickly away or slide the crabs against the wall) while entering an enemy hotspot. This add an layer of depth which is quite original.

You could take this to the next level with having multiple competing Octo's or teams of Octo's in one arena, so you can drag the crabs towards each other. And have the WASD shake expel the treasures to steal while they are busy escaping. I think that would be extremely fitting as a couch game.


Nice twist on the Vampire Survivor-genre. And I love the MagicTek-style visuals from FF6.
Simple but very effective. Nice upgrade paths and weapon have enough variety. 

This may sound counter-intuitive, but one thing that would greatly improve the idea is to remove the mini-map. You're too dependent on the small map and you specifically choose this opposite 3rd person view. Maybe replace it with 270 degrees wide rear-mirror. Or have the map/mirror as "weapon" with power up, so you choose visibility over damage.

I couldn't map the theme to the game, but that would be only big gripe. The name is funny, but gameplay is hilarious. It's sooooo frustrating when things get hectic, and that's not because there is not oversight or things are complicated. It's due to you brains inability to not screw up such a simple task.

You could easily expand this with  2 crocs across each other (one waits till the other one calls), emergency auto-crocs or dial time-outs when you repeat the same number to make it even more hectic, but then I would opt for a different control scheme. 


One of the most original games I have seen at this Game Jam. Or any for that matter. The name, the graphics and gameplay mechanics are all both fantastically thought up as well as theme-fitting.

My only gripe would be, it's a bit on the short side. So take that as a positive!
If you would add a whacky story and expand this to several themed groups, like the tribes in lemmings 2, of say 10 rooms each, this could really be a winner.

Simple but devilish gameplay. The tutorial starts out simple, but with each level we go from 'animal crossing' to 'bloodborne' to 'battle toads' real quick. Which might not be everybody's cup of tea, but I liked it. Every time you crash, it is 100% your mistake.

The game isn't just adding waaay more cars to crash.. it increases the road content as well, like jumping ramps and ducks, loads of ducks. 

The description says, steer with A and D, but I found it way easier to to use the left and right keys with my right hand and brake and spill with the left.

The music is really good but more important exactly what you need for a focus oriented game like this.
And the same goes for the visuals, it is bright, really colorful, but never distracting. And the rear mirror popping up is genius.

I thoroughly enjoyed playing this entry. The 'ice slide'-mechanic, with a tongue-twist and the speed of VVVVVV-room discovery is both fun and addictive. The gfx and sfx are simple but extremely fitting the experience. Bonus points for the CRT-look&feel.

You can get stuck at some point, so some more polish is needed, but for a game jam pressure-cooker deliverable this is understandable, speaking from experience ;)

Would definitely play this if you end up making a definitive release.
  
ps. Did you use the Quintet font (Soul Blazer)?