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Showing 51 reviews

Metamorphise IV
by wasd & push32
all reviews of Metamorphise IV

Review by amarillion all reviews by amarillion

It a puzzle game. Your goal is to move a disc to a hexagon.
* First level: straight line to the goal. easy
* Second level: down the stairs. Not much of a challenge either.
* In the 3rd level you have to jump. Jumping inconsistent - you can only jump some of the time.
* In the 4th level, we use the gravity turning effect to win the map. If you roll around a corner, gravity turns so stick to the block.
* In the 5th level, the goal is above you. The way I solved it seems to be more glitchy than how it was intended: if you jump up at the end of the horizontal bar, you glitch through the vertical bar and end up near the goal. It doesn't feel like this is how I should solve it, but I don't know any other way. If you make any movement while you are glitching inside a block, you lose all contact with the map and fall towards infinity.
* In the 6th level, the target hexagon disappears when you try to touch it. I tried jumping towards the hourglass, but this always ends up either with a hard crash or a fall towards infinity. I haven't been able to get further than this level.

Overall: 2. The glitchiness really makes it less enjoyable than it could be.
Art: 3. Nice art style, decent plug, and the link with Escher is clear. I think the art of the game is the best aspect of this entry.
Tech: 2. Hexagon is there, but it doesn't really contribute to a game mechanic. The game engine doesn't feel very solid, technically speaking.
Genre: 3. I like the idea of a game with a laugh track. Having said that, the made up Escher quotes aren't super funny...

Scores: Overall 2 Artistical 3 Technical 2 Genre 3

Review by marcdev30 all reviews by marcdev30

I don't know if it is just me, but I cannot open the game. Maybe that's what makes you laugh! :D Hope you reply me with how to play the game.

Scores: Overall 1 Artistical 1 Technical 1 Genre 3

Review by Kuros all reviews by Kuros

I see what you're trying to do, and I love it. The art style and the music make this game really surreal. The controls are not working well, but I see a lot of potential in this concept. The controls seem to flip when you're on another axis of an object. Not sure if that was intended? But that opens up a lot of physic puzzle implementations.

I was unable to play past level 4, with the stairs. Every time I jump into it, I get glitched out of the level.

I would definitely play a working version of this! Keep it up!

Scores: Overall 2 Artistical 3 Technical 2 Genre 2

Review by Tijzz all reviews by Tijzz

To start positive, I like the handdrawn artstyle. It is something that really gives that personal touch.

However, after playing the game for the first few minutes, a lot of the game's flaws immediately become apparent. The first level lets you move the ball with the arrow keys square for square, easy! But then the second level moves the ball automatically, which continues through the other levels, okay!
Then the third level breaks the game for me. It took me way too long to figure out that you can jump with spacebar, because you can only do this on very specific frames. I tried jumping when the ball was in the hole (so sideways) and it just bugged it into the wall next to it, hardlocking the game after jumping again. Also mashing the arrow keys stops the ball from moving automatically, which makes you wonder whether it was intended for the ball to move automatically.
The level after is easy, but the next one is where I gave up. After jumping into the spiral square and trying some other things, the game hardlocked over and over again, making you repeat all the levels before you get another try.

For the humor requirement, the jokes didn't really hit me. The implementation felt cheap and the jokes themselves felt more like filler content loading screen quotes.

I think the concept had a lot of potential, but the result was just unfinished due to the amount of gamebreaking bugs. These bugs could have been easily recognized and fixed and I would advise to playtest the game constantly during development.

Scores: Overall None Artistical None Technical None Genre None

Fight the Fluff
by amarillion, oliviags and donall
all reviews of Fight the Fluff

Review by marcdev30 all reviews by marcdev30

The concept is great but is a little bit repetitive and hard. Good job, anyways!

Scores: Overall 3 Artistical 3 Technical 5 Genre 2

Review by Kuros all reviews by Kuros

This game caught my attention during the gamejam in the logs. I like these kind of gridlike puzzle games. The goal is to create a pathway from point A to B, and enable your lemmings in the shape of banana’s reach their goal. Well in this case it’s precious cargo that two space adventurers, Fole and Raul need to secure. But there is trouble, fluffy bunnies destroying the path you created.

The game plays straight forward. Drag and drop tiles to create a pathway. You can rotate the tiles before grabbing them. The artstyle is easy on the eyes, and I like the weird story of the game. It’s clear that this game had to be compatible with phones and tablets. Because controlling the rotation of these tiles could’ve been made a bit more intuitive for PC players. But then you would’ve had two control schemes, two ways of playing the game. And a gamejam is just too short for that.

The game itself falls short in my opinion. There is one trick to beating it, and it’s an easy trick to find. Create a pathway fast, and from there on out it becomes a game of whack a mole. Drag and drop the bunnies before they blow up a tile. If you place random tiles next to the pathway, half of the bunnies won’t interfere with your path. And in some cases bunnies spawn very rarely. When not using this trick the game is still pretty easy.

There is a bug starting from stage 3 which make playing the game very frustrating. The tiles won’t always rotate in the preview top left, and when dropping the triangle shaped tiles on the grid, they get places with a random rotation. So it’s a gamble which way the pathway falls. Two missing gameplay mechanics emphasize this frustration. When you grab a tile from the previous, you can’t drop it back if you for example made a mistake with the rotation. If you want to drop it back, it gets placed in the grid tile underneath. You also can’t destroy tiles you placed. So in the case of level 3, when the tiles gets rotated randomly, you’ll have to wait and be lucky enough for a bunny to blow it up. There also isn’t a menu to restart the level.

I like the concept and general idea, but I think this is a game where there wasn’t a lot of playtesting. Most of the things I found during my first playthrough, and I think they could’ve been easily fixed.

About the code! Props to the team for making this game with Typescript. Code looks good javascript wise.

Scores: Overall 4 Artistical 3 Technical 4 Genre 3

Review by Joiltt all reviews by Joiltt

Fight the Fluff is an interesting submission, with gameplay not unlike old flow based puzzlers. Its hook is that it features nonstandard tile types that mix up the challenge with each stage.

The triangle stage caused me a bit of frustration at first, with the triangles coming into 2 different orientations.
If a tile is dropped on a tile not matching its configuration, the game will rotate it for you.
This can get confusing quite fast (and is likely intentional, intended as a challenge).

After a while I managed to find a quite interesting cheese strategy:
By dumping all corner tiles quickly around the edge of the map you can create little islands for the floofs to spawn on. Then you can use the multi-exit pieces to build an easy path in the middle with little effort.

Fun challenge, had a giggle, nice game

Scores: Overall 3 Artistical 3 Technical 4 Genre 3

Review by Tijzz all reviews by Tijzz

First of all, cool game! The concept is simple, but it works. There are no gamebreaking bugs and I was able to finish the whole game.

There were a couple of flaws however. The first being that you cannot put back a tile the moment you grabbed it, or rotate it after you grabbed it. This happened a couple of times and it just felt that I should have been able to do so.
The second flaw is that after a tile has been placed, it cannot be removed or replaced. You just have to wait until a Fluff has destroyed it, which sometimes just had you waiting instead of playing the game. What was cool though, is how you could manipulate the Fluff to destroy a specific tile, dragging the Fluff to that tile the moment it started shaking. I don't know if this was an intended mechanic, but it gives the player more control. Which is good!
A next flaw is that after the triangle level (I think), the shapes in the top right corner do not match all the shapes on the playing field, no matter how you turn the tile. If you want to place the tile in one of these shapes you can do so, because the tiles snap in place. However, this also changes the direction of the road seemingly random. (It is probably not random, but very difficult to predict) This made it so I just placed all the corner-road squares in random spaces, waiting for specifc tiles to easily build the road.
The fourth flaw is that after completing the road, it just became a waiting-drag-and-drop game until you completed the game. This just felt a bit boring, but it was fine.
Finally, it would have been cool if there was an ending screen. After the last level, it just looped around to the first level. I takes no time to make, but just gives this final touch to the game, rewarding the player for finishing the game.

The use of the Escher-shaped grids was nicely done in my opinion and I would be curious if it could be taken a step further by using his more complex Tessellation works. (Maybe it doesn't work at all, but that is something you'd have to try.)

The use of the humor rule was not really existent in my opinion. The dancing bananas where amusing, but nothing made me laugh out loud. Anyway, it is a difficult rule to implement.

All in all, I think you guys did a good job. The music worked very well and I enjoyed playing the game!

Scores: Overall None Artistical None Technical None Genre None

Escher Blocks
by MarcDev
all reviews of Escher Blocks

Review by Kuros all reviews by Kuros

The level transition effect caught me off guard, very cool. The gameplay itself is straight forward. Dodge the enemies and bullets. And try to shoot them. You can move by clicking somewhere on the playing field by left clicking, and shoot by right clicking. The left click move doesn’t always work. And sometimes something weird happens during the level transitions.

The game is interesting, and considering you're only 15, I really think you'll go far as a gamedev. Just keep creating games like this and practice!

Scores: Overall 3 Artistical 5 Technical 3 Genre 2

Review by Joiltt all reviews by Joiltt

An interesting and excellently stylized shoot-them-up, but suffering from some technical faults.

You are a block, on another block, shooting blocks at hexagons, that pelt you with even more blocks. The bright colors, simple lighting, and basic shapes mesh together well, creating a unified aesthetic. You right click to shoot, and left click to move, making of an easy to understand (albeit a tad spammy) movement and combat system.

Unfortunately, I did experience quite a number of issues.
The gameplay works on a base level, but a significant number of my movement clicks don't appear to be registering. Other than that, I fell trough the world mid gameplay once, had the movement on level two stop working, and had the transition bug out on me multiple times. The game is short as well, featuring 2 levels of about 30 seconds each.

However, when the transition works, the effect stunning, and the overall presentation is very well executed.

Scores: Overall 3 Artistical 4 Technical 2 Genre 3

Review by Tijzz all reviews by Tijzz

When I played the game for the first time, I had no idea that you could shoot with right click and thought the game was just infinitely moving around, dodging bullets. Then I found out you could shoot using right click. However, after shooting the first couple enemies, the player is teleported outside of the screen, the camera is zoomed in and the game just hardlocks.

The gameplay is simple, but boring and no unique gameplay mechanics are explored. I have no clue whether a whole part of the game is missing, but I can only review what I was able to play.

The color scheme is vibrant and matches the cool music that the game has.
However, the game lacks on multiple fronts. You sometimes have to click multiple times in order to move the player character. I am missing the implementation of Escher and the humor rule. You can control the player character after you died. There is this random black dot on the player character that starts floating upward whenever you bump into an enemy.

All in all, the game is just not finished.
Nonetheless, I am curious whether there is another part of the game that I have not been able to play due to the bug. Or if this is not the case, what the ideas for the game were.

Edit: I saw in a review that you did that you are 15 years old. This review has some 'negative' points and improvements for the game, but don't let that discourage you in future game development! Making a game and participating in a game jam at 15 years old is not something everyone can say. Failure and mistakes eventually lead to succes. Keep up the effort and you're going to do great!

Scores: Overall None Artistical None Technical None Genre None

We Lost The Beat
by Kuros
all reviews of We Lost The Beat

Review by amarillion all reviews by amarillion

Wow, this is a great entry. It's clear that lots of work went into this.

There is a lot of content to explore. The game is set in a series of rooms connecting in a hallway that is covered with hexagonal 'redrum' carpet. There is lots of witty, fourth-wall breaking dialog full of random pop culture references. I love the robot model, which you inserted as a plug for your own work, which incongruously occupies one of the rooms. The game starts with overhead view, but for some rooms the camera shifts to a different perspective (e.g. birds eye view) which is a nice surprising effect.

There are a few puzzles I haven't been able to figure out. I have found a key in a maze in the cellar, and there is a locked door in your apartment. When I leave the maze, it says 'got it', but I still can't open the locked door.

The puzzles are quite basic - the puzzles are sokoban-like, but definitly not as difficult. The game uses a real physics engine for moving the blocks, and you can move blocks in any direction: push, pull, and sideways. This gives you great freedom but makes most puzzles easy. I believe more restrictive tile-based movement of blocks would have worked just as well, actually felt more precise, and would have allowed you to design more interesting puzzles. In some places it's also possible to glitch blocks into the hallway. Even though you control two players, I believe every puzzle can be solved solitary. This seems like an idea that was left unfinished.

The game is very quiet most of the time, until the moment that you start playing with the beats that you've collected, which is the whole goal of the game. I don't know if it was a conscious choice to keep the rest of the game without music - I can understand it fits the storyline, but it does make the rest of the game feel a bit less atmospheric than it could have been.

Another nitpick: the game uses a lot of buttons to control. There is a helpful explanation screen, but a bit more contextual help would be nice. To give an example, sometimes a dialog starts while you're trying to solve a puzzle. You can keep playing the game while the text is showing, so you can ignore it, and then you discover only later that there is a lot more dialog waiting for your key press.

But what I'm really missing is some sort of progress indicator. I managed to score up to 10210 so far, but it's not easy to find out if this is good or bad. There is at least one sample clearly missing for me (behind the locked door), and maybe there are others I haven't found yet.

Overall: 5. Excellent game, really playable. Lots to discover. The puzzles could be harder.
Art: 5. The puzzles with the 3D stairs, and the constant shifting perspective, give this a clear Escher vibe. The plug is cool. The game looks good and is stylish.
Tech: 3. Hexagons are there but I feel they're not that important to the game. There is some glitchiness in the 3D environment. For example, pushing blocks into the hallway. Also the hallway walls sometimes disappear and I'm not sure if that's on purpose.
Genre: 4. The writing on this is really funny.

Scores: Overall 5 Artistical 5 Technical 3 Genre 4

Review by marcdev30 all reviews by marcdev30

Very cool!

Scores: Overall 4 Artistical 3 Technical 5 Genre 5

Review by Joiltt all reviews by Joiltt

We Lost The Beat features a truly astonishing amount of content for the time it was made in. Being a fully 3d experience, with multiple characters, a dialogue system, various interactive oddities and at least a dozen puzzles to solve.

At it heart, it is a block pushing puzzle game, where the perspective shifts around to make various interesting challenges for the player.

The menu mentioned something about a Music Composer area, which unfortunately I was unable to locate.

Truly a display of speed-hacking skill by its developer (or perhaps I am just an incurable slowpoke in comparison)

Scores: Overall 5 Artistical 5 Technical 5 Genre 4

Review by NiekZndt all reviews by NiekZndt

Very cool idea for a game. Overall it was very enjoyable, the art was cool and a great use of 3d space.
The game did have some bugs for example you could move blocks through walls and pull them out of the otherside to use them in other levels. At some point I could get my partner character stuck on a block and move him by moving the blocks. But overall the bugs didn't bother me too much.
The humor was basic but charming. I did find it annoying that the dialogue would prevent you from interacting with objects. So often I would just skip through the dialogue so that I could continue playing.
The controls were a bit confusing and it took me some time to figure them out. I feel like the game did miss some mechanics to fully utilise the game idea. I practically beat the game with only one character and didn't need to drop any items.
Another small design oversight was that you could finish all of the vertical levels with only the stairs. So you could just stick all the stairs in order from small to big and you would have your solution.

Luckily most of these points are easy fixes and I do think that with some more interesting levels and environments the game could be something bigger. Pretty good game.

Also I created this absolute masterpiece (pretty sure it's the highest score anyone can achieve): https://streamable.com/d55lcl

Scores: Overall 5 Artistical 5 Technical 4 Genre 3

Review by SiegeLord all reviews by SiegeLord

An interesting Sokoban-like puzzle game where you're collecting beat samples; while the puzzles were basic, I enjoyed the switched up camera angles, it reminded me of the old school PSX final fantasy games. I managed to collect quite a few samples (I missed the one behind the locked door because I forgot about it) and made a sick beat in the end (although it seemed that you couldn't edit the notes after they were placed). I ended up with a score of 3170, if I recall correctly.

I think my least favorite part of the game was the keyboard movement control scheme, as it was inverted (press left to move right etc). Otherwise, I enjoyed quite a bit!

The game authors inquired whether it made sense to push the game further... I'm not sure, the puzzles as they are are kind of basic. One interesting thing is that the different camera angles sometimes reveal what is harder to see in other rooms. Perhaps that can be leaned on more heavily.

Scores: Overall 4 Artistical 4 Technical 4 Genre 3

Review by Tijzz all reviews by Tijzz

My first reaction: Awesome game! You really did a great job, especially in the limited time of the jam.

The art style is really cool. I am a big fan of pixel art and have personally never seen it used like this for the player character. The changing perspective on the players was very interesting and provides a lot of opportunities for unique gameplay. I am already thinking of ideas, maybe you first play the room top down, after which it switches to a more isometric view, revealing that some blocks are stairs. Lots of possibilities.

The puzzles where not that difficult, but fun. I think you hit a good balance there.
The characters were sometimes a little difficult to control in the 3D space (especially when trying to go through doors and sometimes when moving blocks around), but it was not a big deal.

There were two elements that can be improved. The first is the explanation of the player controls. It was sort of explained in the dialogue, but sometimes I clicked too fast and missed some explanation of the controls. This had me ramming the keyboard until I found the correct key. I later found out (at the end of the game) that everything was really well explained when pressing 'Esc'. Maybe you could just have a pop-up at the start that tells the player to press 'Esc' to see the controls.
A second improvement is in the music. I get that the concept of the game is to find the beat, but a game without music and very little sound effects is a no go. Music makes or breaks a game. Maybe in this case the beats could have a different implementation, for example adding a beat to the background song everytime you find one (this would require some music composing skills). But I adding some background music would really benefit the game.

The Escher rule has been implemented well, but could potentially be explored further with impossible staircases etc.
I am missing the hexagonal rule. You can find a hexagonal in the robot room, but that's all.
I see how you tried implementing the humor rule, but I think you could have added some more. Maybe adding some more interactable elements such as the poster (that one made me smile).

Lastly, you could maybe have added some sort of ending screen. (It could be that there is one, which I haven't discovered) After putting in the beats it just tells you your score. Adding an end screen just wraps up the game in my opinion. (You can have a button that allows the player to go back in and search for the remaining beats)

All in all, I think you did a wonderful job and created a game that you can definitely be proud of!

Scores: Overall None Artistical None Technical None Genre None

SpaceFants
by elias
all reviews of SpaceFants

Review by Joiltt all reviews by Joiltt

SpaceFants is a delightfully quirky rts / lemmings-like that is a wonderful display of technical prowess.

The game starts with a cut-scene of a sunflowerseed space ship frantically steering over a hex-based (space?) archipelago. Next, a wave of cute space-phants is released onto an island somewhere in the uncaring void. From there, the space-phants will wander in random directions, and fall out of the map if they wander off the island.

However, this is the point I must shamefully admit that I do not have the slightest clue what is going on, perhaps in a good way.

You can build walls and bridges with the mouse. Walls can alter the walking direction of the space-phants, bridges can presumably be used to get to other islands. Lastly, there appears to be a virus (orb?) on another island.

I assume you must go collect the virus, but controlling the space-phants is quite difficult, as they seem go wherever they please, and had a bad habit of avoiding my bridges. I did also run into quite a couple of crashes on the windows binaries, for instance when clicking and dragging the mouse around, or when space-phants fell into the void.

In summery, SpaceFants is weird, a tad mysterious, and confusing, but made all the more interesting by those very qualities.

Scores: Overall 4 Artistical 3 Technical 5 Genre 4

Review by Mokkan all reviews by Mokkan

I find SpaceFants to be an amusingly quirky game. The graphics, music, and sounds all fit together quite well, and I particularly enjoy the Dogz/Catz-looking allephants. The gameplay seems to resemble Lemmings in that the goal appears to be to guide enough allephants to the goal. The tools available are pretty simple, but I think the concept is quite solid. It is really novel that the perspective of the camera affects the connectedness of the bridges, although I wish I was able to make more practical use of this mechanic.

I found the pathfinding to be a bit strange at times, which made the game a bit harder, as I wasn't able to reason about where my allephants would go when I placed a wall or a bridge. It also seemed a little strange to me that allephants would happily wander off of the islands, but they treat the edges of the bridges as walls.

In terms of how the game applied the TINS ruls:

## genre rule 143: Humoristic/Funny
Humor is subjective, but the goofiness of this game definitely appeals to me.

## artistic rule 147: Inspired by MC Escher
The aforementioned bridge-connectedness being affected by the camera angle is a great implementation of this rule. Also the tessellation of the hexes and the infinitely repeating map.

## artistic rule 94: Plug
I believe there is a plug for "Allefant 1" that pops up as an on-screen message.

## technical rule 113: Hexagonal
Hexes are everywhere in this game.

## bonus rule 13: Test of Might (include tests)
The readme alludes to some tests, but I did not see any test output when I ran them :(

Nice job, this is a great entry!

Scores: Overall 4 Artistical 5 Technical 5 Genre 4

Review by Tijzz all reviews by Tijzz

The game starts of cool, zooming in and revealing the play area. The controls are intuitive for navigating through the 3D space, which makes it easy to position the camera the way you want it.

Then, the elephants are dropped of and the game begins. The idea is to get the elephants to the end point which is basic, but fine. However, the moment you start building, the flaws of the game become apparent.
The building tool feels weird to use and it does not feel like you have a lot of precision in placing walls and bridges. It is also not clear on whether you have the walls or the bridges selected. The world is 3D and smooth, while the building tool uses a grid like structure. I found myself just building a huge wall around the elephants so that they could get to the end goal, but because the elephants behave seemingly random and don't really feel like going towards the goal, you find yourself waiting a long while (and quitting because of it).

The readme tells how the Escher rule is implemented by having bridges be connected if they look connected. I couldn't really figure out how this worked in the game.
The humor rule is difficult to implement in general and the elephants, sound effects and music where amusing, but nothing made me actually laugh.

Even though I describe a lot of flaws, I still think you did a good job. If the building mechanic would be made more intuitive and the behavior of the elephants would be made less random, you really have the start of a game going!

Scores: Overall None Artistical None Technical None Genre None

The Beehive Of Babel
by Joiltt
all reviews of The Beehive Of Babel

Review by Mokkan all reviews by Mokkan

The Beehive of Babel is a VN of sorts, and I found the writing to be engaging from start to finish. The setting was quite imaginative and fun, and the story was enjoyable to play through. I don't think the puzzles were too difficult, but they made me feel somewhat clever to solve, so nice job with that!

## genre rule 143: Humor/Funny
The humor in this game really worked for me! Very strange and random.

## artistic rule 147: Inspired by MC Escher
The tower had some Escherian qualities with its strange geometry. I think it worked well!

## artistic rule 94: Plug
The plug in this game was quite good and well-integrated into the gameplay.

## technical rule 113: Hexagonal
Hexagons were a definitely a core element of the game (the map, the rooms, the bees, etc). Well done!

Nice work!

Scores: Overall 4 Artistical 4 Technical 4 Genre 4

Review by NiekZndt all reviews by NiekZndt

The text based style didn't really hit me but that's more something personal. I have a hard time to get emerged in the game.
The showing of the rooms was a cool mechanic. And so were the items but it could have been utilised a bit more.
Overall the game was fine and the characters were definitely the most enjoyable part of the game.

Scores: Overall 3 Artistical 2 Technical 4 Genre 2

Review by Tijzz all reviews by Tijzz

I am personally not a big fan of text adventures. I just get distracted really fast.
However, I think you did a great job with your game. The game was not too long and I really liked your writing style. It made it easy to visualize the world that the character was in. The text font and visuals were pleasing to look at (something that is very important in a text based game) and I liked the small map. This made it even easier to navigate through the virtual space.

The hexagonal rule was clearly implemented.
The Escher rule was implemented very basic, but I think that it is fine.
The adventure had some fun moments, but I think that you could have gone a step further by adding some more jokes, weird stuff, references or I don't know.
Props for the plug of your other stuff. You are the first one of the games that I played that really made it a part of your game, instead of just having it pop up randomly.

About the story, I think you could have done a better job in the choices that the player makes. The story is very linear and does not provide any replayability. In my opinion, these games should provide choices that matter, not providing just one option that progresses the game. Next to this, the story you have created was interesting, but all the readers questions remain unanswered. Which is not really satisfactory. It is not necessary to answer all questions of course, but answering some can really make the world and story more interesting and beelievable. (See what I did there :p )

All in all, I think you did a good job and if you would improve on the things above, you could really have a fun and interesting game on your hands!

Scores: Overall None Artistical None Technical None Genre None

I Want to Go Home
by Mokkan
all reviews of I Want to Go Home

Review by NiekZndt all reviews by NiekZndt

I really liked the art style of the game. I think it could be used for something bigger and it definitely made it feel polished at first.
The gameplay itself is a bit lacking however. After finding out that the only the entire map is empty apart from the exit tile I just started mashing left click to find the exit as quickly as possible. Maby if the map would be filled with more objectives then just the exit it would keep the player exploring instead of focusing on getting out of the game as quickly as possible.
The rules should have been a bit more apparent aswell. While MC Escher does use tessellation in his art the technique does not originate from him. But the rule was a very difficult one so I get where the game is coming from.
The humor didn't really hit hard for me aswell. The music was kind of cool but it didn't have anything to do with the game. And I frankly don't see the humor in the title card.

Don't be discouraged, since you were only given a weekend to create the game its understandable the game is lacking in some places. You could improve the game by adding more stuff to explore. Improving player movement might also be a good idea, letting the player move further then 1 tile using an animation. The art style is cool and the game has been set up for something bigger then this. You just need some spice in the gameplay :D

Scores: Overall 2 Artistical 4 Technical 2 Genre 1

Review by SiegeLord all reviews by SiegeLord

A nice, somewhat incomplete game where your goal is to find the exit from the torture that is your character's existence. The pleasant music underscores the absurdity of the situation. It has nice graphics, which are certainly hexagonal. The only thing I didn't like about the game is that it required a few too many clicks to complete.

Scores: Overall 2 Artistical 3 Technical 3 Genre 2

Review by Tijzz all reviews by Tijzz

The art style is cool and gives the game a nice feel. However, the moment when you start playing the game, you find out that the gameplay is just lacking. The only thing you can do is just mash the mouse button to find the exit tile, after which the game freezes, telling you that you did it.

I think the random generation of the map is cool and the art style has a lot of potential, but without fun gameplay, a game is not a game.
There are a lot of possibilities that could be added to game.

The rules have no big implementation either, except for the hexagonal rule.
I did not see the humor and while Escher has used tesselation, I think this rule could have been used better.

I don't want to discourage you with the negative elements of this review, because I think that there is a lot of potential. However, in my opinion when creating a game, the most important part of the game is the gameplay. If the gameplay is inherently not fun and how good or bad the artstyle and the rest of the elements are, the game is not going to be fun/good. I would recommend you focussing first on this, the next time that you create a game!

Keep it up!

Scores: Overall None Artistical None Technical None Genre None

The City of Shapes
by Niek & Tijs Zandt
all reviews of The City of Shapes

Review by amarillion all reviews by amarillion

This game actually made me laugh. The writing is terrific. Dialogs are very witty, full of puns and jabs. Trashtalk cans? Pedestriangles? Hexagon square? I see what you did there! Hmmm, this guy is hard to reach, I wonder what he has to say. "Oh, you walked all the way around to talk to me? How nice!". There are inside jokes too (after all, how many people will know that P. Pils is an old nickname for his Royal Highness King Willem-Alexander of the Netherlands?) All the dialogs make the city really feel like a living place, with lots of culture and lore behind it.

The game plays like an old fashioned RPG. You have to do various quests for the inhabitants of the city of shapes. Moving items back and forth between NPCs to advance the plot. No combat mechanic though, as the game itself dryly notes.

The really cool thing is that the items you collect can change your shape! You start as a kite shape (At first, the inventory is a little confusing. The game seems to give you the option to use your kite, but since you are already a kite shape nothing happens. Only once you collect more shapes, the meaning of this becomes clear). Shape-shifting can help you reach places that you otherwise could not. So this is a really neat puzzle mechanic. It would have been even cooler if all citizens reacted differently depending on your shape! But given how much writing there already is, I totally understand that this was not achievable during TINS.

There is a bug with the inventory limit - you can run into a full inventory even though there seems to be space left, and the game can end up in an unfinishable state. It would be nice to see a fix for this.

The ending feels rushed and is kind of unsatisfactory. I'd really love to see a post-competition version with an expanded ending, or, dare I ask - multiple endings!

Overall: 5. The game is really playable and there is a lot of content to explore. It stays interesting for quite a long time. I'm docking half a point for the unsatisfactory ending. Luckily for you there are no half points and I'm rounding up.
Art: 4. Nicely drawn, everything is animated in tune with the music. The plug is well hidden and a cool discovery. I'm giving you 4/5 because I think the link to Escher is the weakest aspect of this submission.
Tech: 4. the Hexaking is a hexagon. There is a hexagonal square. The ending I was hoping for would have made a bigger deal out of the hexagon / Hexaking thing but it's still pretty good.
Genre: 5. The writing on this is really funny.

Scores: Overall 5 Artistical 4 Technical 4 Genre 5

Review by Kuros all reviews by Kuros

This game was very cool. A game full of small quests, funny dialogue, and a world filled with happy colors and cool music. The first time I played this, over two weeks ago, I thought the world was huge. I soon realized it was all one huge hexagon.

I've read the previous reviews, and I agree with most of the points. The ending was a bit underwhelming, the first time I made it to the king I thought there were more endings to unlock. So I kept playing to get (almost) all of the shapes. But this is still a limited time gamejam, so overall awesome job guys. Also I wasn't able to use the kite but later figured out that I already was in the kite form.

Talking about turning into shapes to reach new areas, really cool idea.

For future gamejams I would experiment more with the main mechanics and maybe expand upon it. Try out different things. The gameplay is pretty standard and feels 'save'.

All in all, awesome!

Scores: Overall 4 Artistical 5 Technical 4 Genre 3

Review by SiegeLord all reviews by SiegeLord

The world that you're thrust into in this game is delightfully fleshed out. I was really impressed how the technical and artistic rules permeated the entire game, from the quests to the story. The humor was well written, appropriately subtle without being overbearing. I particularly enjoyed the rectangular man's quest and the interactions you have with other NPCs as part of it. The graphics were good, with an appreciable amount of variety.

I managed to complete every quest in one playthrough (not an easy task, since it's easy to brick some quests if you fill your inventory up too early), but sadly that had no effect on the end state, which was a shame. I would have figured that morphing into every possible shape would have made you somehow stronger than you were before. Oh well, I still enjoyed the process.

Scores: Overall 5 Artistical 5 Technical 5 Genre 5

Review by Solver all reviews by Solver

A nice rpg that's interesting to explore. I love the pixel art and it suits well with the music and theme of the whole game. There is humor all over and very well done in such a short time.

Scores: Overall 3 Artistical 4 Technical 2 Genre 3

BladeBlade
by SiegeLord
all reviews of BladeBlade

Review by Solver all reviews by Solver

This is quite an addicting game in a good way. I like the look and feel and all the names of the monsters. You can unlock new abilities and improve your skills. The skills seem to be random and can become unbalanced. I ended up with a very low speed and had to go far too meet some monsters worthy of my blades. However when reaching level 60-something things escalated and the game crached. Overall a nice game.

Scores: Overall 3 Artistical 2 Technical 3 Genre 3

Review by Tharro all reviews by Tharro

BladeBlade is game where you roam around in a jagged wire grid and encounter wire frame enemies (reminded me of the Carcassonne figures). The controls are quite simple (mouse & space bar) but it took me a while to find you I should hit the enemies with the blades because I was too heavily trying to avoid the projectiles :).

There is some jokes when you level up and the enemies are supposed to be named in a funny way. Tastes differ I guess (I've opted out myself, this requirement is just too subjective IMO).

The grid tiles are repeated tiles that are continuously morphing in slightly different shapes. This nicely implements the Escher requirement. The grid is also hexagonal (but it isn't very clear due to the morphed shaped) and additionally the upgrade window contains some hexagons as well (rotated in an Escheresk way).

The plugs aren't very obvious (wasn't reading the jokes, then read the README and started reading them again) but if you keep checking the message often enough you'll see one appearing when upgrading!

The bonus rule is omitted (but there is also a single unit test in the submitted code).

The game was fun to play. Unfortunately when longer in the game, around level 40 I'd say, the game depended a lot on the RNG and in theory you could go for a negative mana e.g. if you weren't careful (not sure if this would actually happen, didn't try so). Finally the game crashed as well around level 50 with an out of bounds error (and lots of Bad query/insertions in the log). Which reminded me that it instantly crashed on Linux as well (add with overflow error)... I always believed Rust was trying to prevent these kind of errors.

Scores: Overall 4 Artistical 3 Technical 4 Genre 3

Review by Tijzz all reviews by Tijzz

When booting up the game, the opening screen and the music instantly catches your attention.

The controls of the game are clear and you are immediately thrown into the action. I think the art style is really cool and makes the game look really interesting.

The gameplay is somewhat one dimensional, since you can use the same tactics to kill all the enemies. Just circle around them and spam spacebar. This worked, because it was very difficult to die, especially after a few upgrades. If you just tried a little bit to dodge the bullets, you were never in danger. Next to that, your mana pool never ran out.
The upgrade menu looks really cool and allows for a lot of choices. However most of the time, the choice is easily made by just picking an option that does not have any negative effect. Not only is it very easy to pick an option, but it does not immediately feel like you have gotten an upgrade, since the enemies are also of a higher level. This makes it so that it feels as if the upgrades do not really have an impact.
Something that I also would change is that when you press spacebar, your character stand still for a short fraction. In my opinion, fluidity in movement is key in these kinds of games. You want to feel like a boss, killing enemies, becoming stronger and mastering the game. This short movement impairement just slightly kills the flow. I get that something should happen when you press space so that players do not just ram-spam the spacebar, but I don't think this movement impairement should be it.

On the rules, there were some funny quotes, but I think I missed a whole lot, because I was more focussed on the gameplay. The Escher rules has been implemented through the Tesselation and (seemingly) infinite space, which is cool. The hexagonal rule was implemented in the upgrade menu, basic, but okay. I personally missed the plug.

All in all, I think you can be very proud of what you created. It is a cool game and I think with just some minor expansions (such as different enemies and meaningful upgrades) you really have a cool little game.

Scores: Overall None Artistical None Technical None Genre None

Impossigon
by Robin Jernestrand
all reviews of Impossigon

Review by amarillion all reviews by amarillion

I played through until the end! It's a short but nice experience. It's a bit hard to get into, but if you persist you find it's well worth the effort.

I think the idea for the game is very inspired. What I really love is that you managed to turn Escher-inspired impossible objects into a nice puzzle mechanic. You have to create a mental model of the 3D objects in order to predict where the ball will appear next to solve the puzzle.

The art style is nicely done with nice gradients and a nice lighting effect produced by the dot.

The game suffers a little because the first level is seemingly the hardest, because it seems impossible to turn the hexagon quickly enough to hit the two dots based purely on reaction time. Of course, since this is a puzzle game, it's actually not too hard once you think about it: just point your stream of arrows downwards, wait until you hit the first dot, and quickly turn a few degrees to the right to catch the second dot. But I think many players would miss that this is a test of thinking, not reaction times. I suggest swapping the first and second level, to put players on the right track and ease them in the concept of the game more gently.

Overall: 3. I was on the fence about this one. Given that the game is quite short, and the first level is a bit off-putting, I decided to reduce the score slightly from what it could have been.
Art: 5. I think this is one of the better applications of Escher I've seen in this competition. Overall the game has a stylish clean look.
Tech: 4. The hexagon is nicely drawn and ever present. The game code seems pretty solid.
Genre: 2. Not a very humorous game

Scores: Overall 3 Artistical 5 Technical 4 Genre 2

Review by Tharro all reviews by Tharro

Impossignon consists of three levels where you try to shoot or try to avoid shooting a ball. The game features impossible objects like the penrose triangle as the playing field. The impossible objects also implement two of the game rules, one of them is a hexagon which implements the technical requirement and the penrose triangle was an object often used in the works of Escher.

Unfortunately my timing in the game is very bad. It took me already way too long to finish the second level and after trying the last level for about 5 minutes I gave up. So I never saw the implementation of the last requirements. After poking in the sources I found out that the end credits feature the genre requirement, a joke, and the plug to another game, the second artistical requirement. I didn't find any tests in the sources (nor a README).

To to sum up this game is a nice minimalistic game with cool graphics.

Scores: Overall 2 Artistical 2 Technical 3 Genre 2

Review by Tijzz all reviews by Tijzz

I think this game shines more in its artstyle than it does in its gameplay. The colors are vibrant and the shapes are very nice to look at. It is cool how the white dot in the second and third levels also acts as a light source.

The gameplay however is very basic and does not show a whole lot of creativity. It is just moving the hexagonal to hit or not hit the different dots.
Since the levels are not difficult, but sometimes easy to fail because of a misclick or something, this can really get on your nerves. In the second level I had done two laps, but tapped the rotate-key accidentaly, having to do it all over again.

The Escher and hexagonal rule usage is clear and is the part where the game shines most. The plug for another game is basic. The game lacks humor, apart from the ending screen, which, I am not gonna lie, I found a little funny.

All in all, you have a really good start for a cool little game, but try to spice up the gameplay a little more.

Scores: Overall None Artistical None Technical None Genre None

Qbitter
by Tharro
all reviews of Qbitter

Review by amarillion all reviews by amarillion

Qbitter is inspired by, and plays similar to Q-bert.

The game is nice, but too easy. It's far too easy to avoid enemies, and an arcade game like this needs to be challenging to stay interesting. Also, unlike Q-bert, it's impossible to jump off the field. I've played the post-compo version too, to see what it might have been, and that is definitely improved! But in this review I won't consider it.

This game is inspired by Escher, but also by Q-bert. In the README, you point out that Q-bert itself is also inspired by Escher. This is a neat little factoid, it's nice how it all comes together, so to speak. But Q-bert does it a little better: it has upside-down enemies that move as though gravity works different for them, just like in the Escher etch. I think you would have really killed it if enemies in Qbitter used the same inverted gravity idea, but perhaps it's hard to do that and keep it original.

What I would like to see is more variation in the levels! Sometimes, a block is inverted, which creates an interesting visual effect, but also makes you have to think more about how you navigate the screen. But these inverted blocks occur pretty rarely. As far as I'm concerned, you could easily add more. Or you could play with the shape of the field - does it always need to be a rectangle? Maybe the shape of the field can be a hexagon too!

Overall: 3. A very playable game, but the fun factor and replay value are diminished because it's little too easy
Art: 4. The relation to Escher is definitely there. Escher would have approved of the isometric style and the regular tiling. I like the choice of font, it makes the game look very stylish. You plug your own library in the credits.
Tech: 4. Hexagons are there in two ways: hexagons form the enemy, plus the isometric view of a cube also looks like a hexagon!
Genre: 3. You invoked the bonus rule here, so I'm ignoring the relative lack of humor and looked at the unit test code. I count about half a dozen tests spread over two modules. Not bad, for a game jam! But it's not exceptional either.

Scores: Overall 3 Artistical 4 Technical 4 Genre 3

Review by dos all reviews by dos

A solid entry which pretty much just needs some difficulty and stage progression adjustments in order to be a perfectly playable and enjoyable game. As submitted it's kinda pointless though :) Did not try the updated version yet to not skew my judgement, but I definitely will.

Sadly, no music or sounds of any kind. Graphics are perfectly adequate though. Artistic and technical requirements are fulfilled in pretty obvious ways. Very interesting technically - go look into its source code - although it lacks clear instructions on how to build the TINS version from the archive without reaching for updated code from git. Unit testing elevates the genre score ;)

Scores: Overall 3 Artistical 3 Technical 4 Genre 3

Review by Tijzz all reviews by Tijzz

The game idea is cool and makes interesting use of an actual work by Escher.

The gameplay is basic, just collect the stars and then you go to the next level. Simple, but it works.
The controls were very weird at the start and could maybe have been explained in a quick tutorial. However, after a short while, I got them under control and then breezed through the levels.
The difficulty went up when you finished a level, however, this only happened very slightly and was hardly noticable. I think this difficulty ramp up should have been much larger. I reached level 20 and it was as easy as level 1.
The enemies were very easy to avoid and there were extra lives everywhere. So getting hit by an enemy didn't really matter.

What is missing is music, just some background music would have done a whole lot.

As said before, the usage of the Eschers rule is very nice. The usage of the hexagonal rule is there, but very basic, this could have been better. I missed the plug for another game.

Regardless of the improvements stated above, I think you made a cool little game!

Scores: Overall None Artistical None Technical None Genre None

Water gun Monkeys Dungeon
by ItaJunior
all reviews of Water gun Monkeys Dungeon

Review by amarillion all reviews by amarillion

Wow, ItaJunior can draw! Already during the competition I was amazed by the sketches you posted in the logs. The pixel art is really well done. The gems sparkle, the water splashes, the protagonists hair swooshes.

Regretfully I can't really give this game very high marks. Even though it's pretty, it doesn't implement the special rules very well, and what's worse, it's not really that much fun to play.

So about the the fun factor. You have to shoot monkeys with a water pistol. The monkeys drop gems, when you collect four, you walk over to the hexagon and the game ends. It's really quite short. You don't have infinite ammo, instead you can reload your pistol in a puddle in the center. I understand that you had to add this to create some variation (otherwise you could just rampage around without consequences). But instead this just encourages you to camp in the puddle where you can reload.

Also, why four gems, and not six? It's a hexagon after all!

Overall: 3. The game is pretty, but not fun for very long.
Art: 3. I'm giving you extra points here because the pixel art is so well done, but you really didn't implement the rules.
Tech: 2. There is a hexagon in the game. But the game would not have been different if it was a triangle.
Genre: 2. I suppose the concepts of washing monkeys with a water pistol is a little funny, but it's not much.

Scores: Overall 3 Artistical 3 Technical 2 Genre 2

Review by marcdev30 all reviews by marcdev30

The game is very good but it doesn't follow the rules at all. Fun to play anyways!

Scores: Overall 3 Artistical 3 Technical 3 Genre 1

Review by dos all reviews by dos

Fun that lasts for about 15 seconds.

It doesn't reference the rules much. The hexagonal altar is the only thing I noticed that made it actually look like a TINS entry - other than that it could have been just as well done for an entirely different jam.

Graphics are nice! No audio though, which is always a let down. Even some simple silly music would have added some personality there.

I'm actually kinda frustrated with this game, since I've accidentally discovered how to make it much more fun! The core mechanic isn't really challenging and gets quickly boring - however, had you suggested to play it by two people, with one controlling the mouse and the other controlling the keyboard, it would have been a completely different story. Such a silly small change actually makes the game pretty social and fun - try to play it this way! :D I'm not sure whether that should influence my ratings though, it's not the author's idea but mine after all ;)

Couldn't find any GNU/Linux build or instructions on how to create it, so had to use Wine.

Scores: Overall 2 Artistical 3 Technical 2 Genre 1

Review by Tijzz all reviews by Tijzz

I am going to have to start by asking the question whether you have read the different rules that have been set out for the gamejam. I cannot find the usage of a single one of these.

That is too bad, because I think the concept of the game is good. It is still small and basic, only has one level and the gameplay is a little one-dimensional at the moment. But it is something that can be build upon. Adding more rooms, abilites, different enemies, you name it.

The art style is really nice and the player animation is cool!

All in all, it is difficult to review your game within the rules that have been set in this jam. So next time, read those beforehand! :)

Scores: Overall None Artistical None Technical None Genre None

DJ Escher
by dos
all reviews of DJ Escher

Review by push32 all reviews by push32

A simple and short game where you catch hexagonal vinyls thrown by DJ (in contrast to MC) Escher on empty spaces of movable turntables with a target amount of records to collect. The mouse controls work well, moving the mouse super fast left and right will catch many records. It is fun, but only for a short time though. Some interesting other items to collect or avoid would be a nice addition.

Turning M.C. Escher into a super cool DJ is humoristic and may make you laugh to some degree. So the reference to M.C. Escher is there, but unfortunately not to his interesting works. Design and graphics are neat and fit well. The starting screen is quite appealing indicates the author's website, which fulfills the plug requirement.

The hexagonal tech rule has been implemented, but is not part of the game mechanics. The game is cross-platform and compiled without problems under Linux, plus the game even runs in the browser!

In total a very decent entry to the competition.

Scores: Overall 3 Artistical 3 Technical 4 Genre 4

Review by amarillion all reviews by amarillion

Meet DJ Escher! DJ Escher jockeys hexagons instead of discs. He throws them around like Wart throws bubbles. But unlike Mario, you should try to catch these projectiles. Which isn't easy and isn't hard. No matter what you do, catching discs is pretty much random. Sometimes you luck out, catch all hexagons... and then nothing happens.

I understand from the logs that you actually didn't have much time during TINS, so kudos for submitting something anyway.

Overall: 1. You can play the game or not, it doesn't really matter :)
Art: 3. I like the stylish color scheme. And there is a plug for dosowisko.net
Tech: 2. Yup, hexagons.
Genre: 2. Escher is there sporting cool shades. That, and the music, makes it somewhat funny.

Scores: Overall 1 Artistical 3 Technical 2 Genre 2

Review by marcdev30 all reviews by marcdev30

The game is a little bit repetitive even though the concept is great. The music is repetitive. Keep it up!

Scores: Overall 2 Artistical 2 Technical 4 Genre 1

Review by Kuros all reviews by Kuros

This is a goofy little game. And I like the idea of DJ Escher.

The game is a little bit too repetitive. Also for me it comes down to luck to catch the disks Escher is throwing. My hand eye coordination is not fast enough to actually apply skill in this game. But maybe that's just because I'm getting old :)

Scores: Overall 2 Artistical 3 Technical 2 Genre 3

Review by Tijzz all reviews by Tijzz

When you boot up the game you get this very cool scene. After this, I thought I would be thrown into the main menu and it took me a few seconds to realize that it was the actual game.

I had expected more. The gameplay is basic and becomes boring really, really fast, because you do the same thing over and over again. No new levels, layouts, gameplay mechanics, anything.

Even though the concept of the game is very basic in itself, I think you could have done more with it. Created different scenes, different levels, spicing up the gameplay even a little bit.

The Escher rule is implemented by the DJ Escher character, who is cool and nicely made. The hexagonal rule is implemented through the hexagonal plates, which works, but is very cheap. Apart from the cool sunglasses that Eschers has, I don't really see the humor rule come back. I have also missed a plug for another game.

All in all, even though the concept is simple, I think your game lacks gameplay. The art is fine. Maybe DJ Escher could have been explored some more.

Scores: Overall None Artistical None Technical None Genre None

LittleTailRevival's entry
by LittleTailRevival
all reviews of LittleTailRevival's entry

Review by push32 all reviews by push32

The game is a 3D first person platformer, where you jump and run around in a few rooms to find and reach the red flag. There are two levels, which are both not too difficult to solve. The second level has weirdly placed stairs, plants and other objects setting the mood of an unreal world, with different gravity or perspective in reference of Escher. At first I thought gravity could change at some point or one could walk the walls or upside down, interersting puzzles could be made this way. Also the skybox shows Escher's works more directly. The starting screen is a virtual mobile phone showing a massenger conversation, which is intended to be funny. The phone menu allows to choose one of the two levels for playing, two hexagons and an "in-app advertisement" for another game. Unfortunately, source code and portability are missing. The implementation of the rules could be more reflected in the game's mechanics.

Scores: Overall 2 Artistical 2 Technical 2 Genre 2

Review by amarillion all reviews by amarillion

The game humorously pretends to be a mobile game, it starts with a mock conversation in a chat app, after which you open the game itself on this simulated phone. There is even an in-game ad, a hidden plug for another game by the author. Or at least it seems so, when you click on the ad, some text scrolls by that is too tiny and moves too fast to read properly. The 'report this ad' link is a clever touch, but it doesn't seem to do anything different, a missed opportunity IMHO.

As for the game itself: Moving around in the 3D world seems glitchy. There seem to be a lot of hidden areas that are accessible via stairs and high walkways between rooms. There are mysterious pipes connecting areas. I almost feel like curling up in a morph ball and rolling around through these pipes. But I haven't discovered this morph ball ability in this game, so that's just wishful thinking.
I took the stairs and ended up stuck in an area surrounded by a pipe, it was too high to jump over, so the only thing I could do was close the game.
There are only two levels. Your goal is to find a red flag and not get stuck, and not fall in lava either. Lava is just a red floor, when you touch it the levels starts over. You are literally surrounded with Escher's artworks, they form an infinite box around you.

Overall: 2. Two levels with not much to do in them do not capture the attention for very long.
Art: 2. The Escher artwork feels tacked on.
Tech: 2. Hexagon is there in the most minimalistic way possible. I also have to dock points for late-submitted source code.
Genre: 3. I like the presentation of the game as embedded in a simulation of a mobile phone, and using an ad for the plug.

Scores: Overall 2 Artistical 2 Technical 2 Genre 3

Review by Tijzz all reviews by Tijzz

This game turned out very different than what type of game I expected it was when I booted it up. I think you did a good job, diverting the players expectations.

It is too bad that the time of the game jam is so short, because I would have loved to see some more levels and interesting rooms in the 3D space.

Even though the gameplay in itself is not that special, the different stuff that you created in the second level was interesting to look at. I am not sure how long it would remain interesting, but adding levels in which you use platforming and other stuff could be very cool.

In my opinion, you should have closed of the rooms and put on a roof, instead of heaving the open space and the Escher backgrounds in the sky. These were of so low quality that it did not do the game any good. (I even think that if they would have been of good quality that they still should have been removed.)

For the rules, you have used Escher in the background, but have also tried to create these impossible rooms. I have missed the hexagonal rule and I am not sure if I have seen the plug (was that the add?). The humor rule was also not very apparent for me.

However, I think you have created something really cool and if you would have had more time, it could really have been something more!

Scores: Overall None Artistical None Technical None Genre None