32D by Préda
We are still working on it!
You are working at a computer repair shop and you have to fix your costumers laptops, but not in an ordinary way. You have to fix them with the help of minigames, in which you travel inside the computer to destroy viruses. 





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Programming: Newokmyne, Préda
3D modeling: Préda
2D graphics: Hindbodes
Music: Brodux (@broduxofficial)
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If anybody is interested in the updates come on to out discord server and talk to me! https://discord.gg/RjZqJr
Ratings
| Overall | 932th | 3.078⭐ | 53🧑⚖️ |
| Fun | 992th | 2.811⭐ | 55🧑⚖️ |
| Innovation | 917th | 2.858⭐ | 55🧑⚖️ |
| Theme | 1154th | 2.548⭐ | 54🧑⚖️ |
| Graphics | 942th | 2.896⭐ | 55🧑⚖️ |
| Audio | 645th | 2.75⭐ | 52🧑⚖️ |
| Humor | 522th | 2.731⭐ | 54🧑⚖️ |
| Mood | 865th | 2.784⭐ | 53🧑⚖️ |
| Given | 93🗳️ | 11🗨️ |
Though I assume the lack of instructions is simply because you didn't have enough time.
Anyway, awesome work!
Nice you enjoyed it and thank you for* your review :)
I feel like the whole idea of the game is rather fun, our character being this bored computer repair man, and having to fix computer by just playing them. I liked how you put some fun in the shop, that's a rather basic but still solid idea to get the player in the mood :D !
Yet, I really didn't feel like I was "running out of space" most of the game. I felt this during the mini game where you have to guide this mouse cursor in a dark maze, because there isn't enough space to turn back, but the other parts of the game didn't really got me. I think your game would be really good if you added something else than just "waiting for the customer to come". Maybe they could wait in line, and this would urge us to finish mini games faster to get more cash for instance ! I played 4 mini games in a row, and just when a customer leaves, another one enters; which is great because otherwise we wouldn't have to do anything, but this doesn't feel like I have to quickly repair their computer ! So that's my take on your whole game design, I think you can implement more ideas and make this game a really funny one, with a lot of cool minigames in it !
Also, props for creating many soundtracks for your game, this is good and it shows you actually cared to make us feel like we were doing something else each time.
Anyway, thanks you for this game, and I'd be glad to play a postjam version, as your game sounds promising :) ! Good job !!
1 - Main Mechanics:
The main mechanics would be customer service and the start of minigames. At first there are no problems with how the mechanics were implemented (some actions could be taken to expedite the service of new clients). I think the main thing would be to increase the possibilities for the main mechanic, having a type of menu of acquisitions for the "iddle" part of the game (if you like the idea of the establishment generating a profit beyond manual service).
2 - Secondary Mechanics:
I played for maybe insufficient time, but I felt a lack of difficulty increasing in the minigame of walking in low light until reaching the flag.
The minigame to find viruses and destroy them could grow in difficulty (gradually in special cases), adding movement to the virus or even multiplying them.
The minigame of catching viruses with the mechanical hand can be hampered if there is movement between files, but this can make it very tricky to play.
In general the secondary mechanics (which I here called secondary) form the real mechanics of the game.
3 - Curve of Learning:
It was not difficult to learn how to play, so I believe that this is appropriate. I only felt a lack of visual feedback when something is done right or wrong (also sound). In that sense just receiving after work seems to tell me more or less if I could have been better in some way (if that can be made clearer, I think the player's experience can greatly improve).
4 - Flow:
As I said before, I felt some lack in the growth of the difficulty of the game (which in my view would have to be slow). I have not played for so long (I played a few times every minigame), so maybe I'm suggesting something already implemented and not noticed.
5 - Love Points:
Although I can not control with the arrow keys on the search and delete part of the virus, I really enjoyed this minigame in particular. For remembering other games (including Chess and Bomberman). The modeling was also quite nice, and putting it next to pixel art turned out to be nice.
6 - Presentation of the Narrative:
I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this.
7 - Polishing Artistic:
It is always possible to improve in terms of artistic polishing, but I believe it is not the initial focus (in terms of suggestion). Possibly the menu and gear for visual feedback (mentioned earlier) could be the first suggestions in that regard. Ah, yes ... and the addition of sonority.
8 - Monetization Attractiveness:
Although I was not the target audience for monetization for this game, it would possibly sell (directly or with advertisements). The way I think it would be more appropriate would have to edit the store itself, maybe this would open the range of possibilities for someone to play longer and have an interest in spending within the game.
9 - Community Generation:
The greatest possibility of generating a set of players in the sense of community would be in the case of creating a social network (page or something), where players could put prints of how the "stores" stayed. But I'm not sure if it would fit (maybe if there was a lot of effort in generating customization possibilities, then I do not know if it would be worth much (compared to learning this project and applying to new projects)).
10 - Cultural Dialogue:
I believe that the game playfully visualizes the dynamics of extermination of computer viruses. Because I do not have a narrative focus, I believe that there is not much more in terms of cultural dialogue (game and culture, culture and play).