Thank you so much for trying it, and for your kind words!
FallingWallGames
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The central mechanic of luring enemies around is solid, and has some interesting results. I liked the hourglass in the HUD changing as time goes on, rather than using a more precise, modern timer--this felt very thematic!
Note that the main character's background was black, rather than a transparency. Also, I couldn't help feeling that all the action was just a bit too slow. I wanted the main character to move a little faster, the enemies to move a little faster, the timer to run out a little faster.
A very clever idea to light a fire under the player. I really felt panic when I saw the first clone/ghost of myself chasing me!
The visuals are bare-bones but suitably clear. The controls are very responsive and crisp.
The level is well-designed, with several mechanics that integrate with each other intelligently. However, as is common in jams, it gets a bit too difficult a bit too soon.
This is an ambitious project. Sound is pretty good. The character art looks quite nice, although I generally disapprove of AI-generated art in principle.
I had fun going around the desert, trying to avoid the bandits. That said, I think the way the battles resolve feels a little undercooked.
It was clever to make the player go through that exercise before the game begins. (You don't want to be figuring that out for the first time in the middle of a battle.) However, I think an explanation of how to tighten the wrenches ("Click on the wrench and rotate it to tighten") would have been helpful.
I had never played Othello before, so this was an interesting experience. I had to look up the rules here (it would have been helpful to include a link in the game description): English :: World Othello Federation
The game seems to be an effective implementation of Othello's rules, which is pretty impressive. Note, I couldn't figure out how to forfeit on a turn when I had no valid moves available.
Animation and sound would have made the game somewhat friendlier, but I had no trouble figuring out what was happening.
Brilliant little WarioWare-style adrenaline-fest. The music is excellent, the graphics do the job, the minigames have a delightful variety (but always a fly theme). I loved how your player ages between minigames.
The "Score a Goal" game was very hard on this timer! I tried like 5+ times and couldn't score once, haha.
A solid puzzle game with a rather interesting twist, keeping attributes from one level to the next. Grahics are clear and sound is also good. The early tutorial levels do a good job of explaining the concepts.
My only criticism is that the difficulty ramps up very fast at Level 5. This is of course common in jams, where we don't have enough time to balance and playtest (I have the same issue...).
I love the exotic setting and the nonsense words; it really evokes a wacky world. Interesting use of cellular automata (I think?).
The compass pointing to the next house is very useful, but there probably also needs to be a second compass pointing to the place where the gorbs are waiting to be transported.
I wasn't getting any sound; that would definitely add to immersion.
Very clever approach to the 1-bit limitation. The simulation of being a rover on a moon feels reasonably accurate. The control of the machine makes perfect intuitive sense.
My only reservation is that hunting around this stark landscape in search of a rare man-made feature is not the most compelling gameplay loop.
On the other hand, I actually appreciated that the rover can scale any rock wall. This is because the best way to explore the landscape is to attain the highest possible ground, just like real life. :)
A stellar entry. A really well-composed scene, completely legible even in black and white. Superb writing and environmental storytelling. Solid soundscape.
Fundamentally it's just a point-and-click adventure, an established genre, but we don't see enough of them these days!
I will say that it was a little frustrating (if perfectly logical) waiting for the travel animation while the clock continues to tick, ha.
Interesting idea. And props for adding mobile controls!
I can think of a few improvements that could make this work more smoothly. 1) Many of the collisions are not quite flush, resulting in the player snagging and needing to jump or wiggle to proceed. Example: that downward slope after the house. 2) There should be a head-up display identifying the different keys and locks. This could be as simple as giving them numbers (since, in this case, we can't use colors). 3) There should be a key on the keyboard that replicates the function of the Hide button.
The game looks beautiful--not an easy thing to do with 1 bit and low resolution, but everything is clear and elegant.
The central mechanic of reaching your goal by climbing a staircase made of your own corpses is brilliant. I'm not sure I've seen anything quite like this before. (It reminds me a little of Lemmings, yet the mechanic is different.)
That said, the timing windows in some cases were very unforgiving.
A fun little platformer. The soundscape is quite effective.
It looks like you used some colored assets and converted them to grayscale. This works (not perfectly, but it works), but there is some inconsistency between the assets used (e.g., the giant skeleton has a far less realistic style than the player character).

Nice backgrounds, with an attractive dithering effect. The enemy models were very unusual and quite attractive. The main character looks decent enough, but as others remarked, blends in with the dark backgrounds.
A little more "game juice" (e.g., sound and visual effects when enemies are hit or destroyed) would have gone a long way.
The mechanic of phasing into another world when the timer expires is interesting, but it took me several tries to figure out that was what was happening. I think explaining that a little more clearly would have helped.
Lively little protagonist with an interesting central mechanic. The sounds come together quite well, and there is a decent variety to the puzzles.
I would say that some of the timing gets a little too precise, a little too soon (like, in the second level). It wasn't bad enough to drive me away, but it was very difficult for so early in the game.
The lighting is done very well. The soundscape is also rich and immersive. The controls are smooth.
One critique--it was very difficult to read the flavor text while simultaneously platforming on a strict timer. Under the circumstances, it would have been preferable to either 1) use voiceovers or 2) pause the game while the text is onscreen. Additionally, at one point some of the text was outside the bounds of the game, so I couldn't read the whole thing (this was on the far left of the screen).
Question--how did you achieve the lighting? Is it just a 3D game with sprites? A 2D lighting system? Some kind of raycasting system you came up with?
Well-done on making this big, interconnected level.
It would be helpful to have a head-up display so the player can see the keys and documents collected so far.
Note that X is not a good key to use for the dash move, because it's so hard to press at the same time as A or D.
From time to time, I was unable to go through a door, even though it was open. Below is an example.
A great implementation of the theme. Using the timer itself as an obstacle and hazard is one of those ideas that seems utterly intuitive in retrospect, but I have not seen it before!
The challenges escalate appropriately and keep things interesting, but it would be great not to have to start over on Goal 1 every time you lose.
A very well-done entry. Even with only a couple of mechanics (jumping and wall-jumping), I was impressed by the number of interconnected areas and the variety of puzzles. The game requires you to actually strategize by choosing your path after trial and error. Music is catchy if a tad repetitive, graphics are solid.
An all-around great entry. Cute graphics, good sound, proper pacing, decent variety of things to do around the house.
The cats are adorable, and I love how they're constantly getting in your feet until you feed them, just like real life. (But remember, the maximum number of cats one person can have without it being weird is three.)
One thing that maybe could use improvement is the cursor: I found it took some effort to swing it around to the right position. I would recommend either allowing the player to move the cursor freely on the screen, or just doing away with the mouse-controlled cursor and only checking the character's facing.