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Some critics have slammed the press for allegedly downplaying Dean’s role in the production—but the journalist-turned-TV creator would much rather talk about her show’s majority-female creative team, and what Gypsy Rose Blanchard’s real-life ordeal tells us about the justice system.
Dee Dee Blanchard likely suffered from Munchausen syndrome by proxy, in which sufferers feign or induce symptoms of physical or psychological illness in another person—in this case, her daughter, Gypsy Rose. (Dee Dee was dead by the time the story made national news, and thus could never be officially diagnosed.) Throughout Gypsy’s childhood, her mother drugged her with an unknown cocktail of medications, forced her to use an unnecessary wheelchair and feeding tube, and subjected her to multiple painful surgeries. All of this plays out on-screen in The Act, making the show at times sickening to watch—but due in large part to the performances of leads Patricia Arquette and Joey King, it’s also nearly impossible to look away from.
In an interview, Dean said that Hollywood expressed interest in her story within days of its publication—“and it sort of came as a surprise.” This signaled to Dean that someone would adapt her story regardless of whether she was part of the process herself. Obviously, certain elements of the tale would have to be dramatized—but as she said, “it was important to me that somebody who knew about the case be heavily involved.” In the end, Dean and co-creator Nick Antosca collaborated on a series that can be tough viewing—but only because its characters are so completely, undeniably human.
Vanity Fair: You’ve said you wanted this adaptation to be grounded in emotion, rather than taking a more lurid approach. What specific choices did you and Nick make to achieve that goal?
Michelle Dean: We both made the decision that certain things that came to light in the reporting weren’t integral to the story and didn’t need to be focused on. So there’s a certain amount of just picking and choosing the parts of the story that we thought were more emotionally resonant as opposed to just shocking.
And then, a really direct way that it happened, and this is credited to Laure de Clermont-Tonnerre, who did Episodes 1, 2, and 6—as our pilot director, she got to set a lot of the tone of our show. She went into [the Blanchards’] house, which is very colorful, obviously, in real life, and she elevated the palette in a way that I really admire. She made it possible to an audience to see why they found the world that they lived in so beautiful, and I feel like that choice about the set design informed a lot of what we were thinking about: how do we dramatize this so that people can see the situation in the way that the people who lived it did, as closely as possible?
How did you decide which aspects of the Blanchards’ inner lives would be ethical to imagine, and which wouldn’t be?
It’s a really interesting question, and I think we did this as thoughtfully and consciously as we could under the circumstances. But I think part of that is just being thoughtful about it at all points, right? I don’t think that Gypsy, the real person, was far from the minds of anybody on the production throughout the time that we were working on it.
I think ethically, it’s less about drawing a line at a certain situation, or a certain fact or visual, and more about asking yourself, Are we doing this in a thoughtful way? if we are choosing to depart from fact—and where we have to depart from fact because of pacing, or tone, or lots of other demands that television makes on us. The question is, Are we aware of what we’re really doing?
How did the writers’ room discuss how to handle Dee Dee’s character? Obviously, she committed a lot of monstrous acts, but as you’ve noted, she was also likely suffering from Munchausen by proxy. How do you convey that without painting a possibly mentally ill person as evil with a capital “E”?
Yeah. Well, and also the things that she did are unquestionably evil, right? I mean, that’s one way to do it. So I had the writers’ room read Rachel Cusk, who had, it’s called A Life’s Work: On Becoming a Mother, and Adrienne Rich [who wrote Of Woman Born: Motherhood as Experience and Institution]. And Vivian Gornick wrote a book about her mother called Fierce Attachments. I had them all read those books in part because I wanted to have a more wholesome discussion among us about the trope of the Good Mother, which was obviously like a fantasy that Dee Dee was trying to live out. She really strained to be the good mother who somehow ended up to be the exact opposite, and I think that that is an interesting duality.
We don’t know very much about Dee Dee because she’s gone, and she never really spoke to this experience. We had to guess pretty much everything. But a lot of that was informed by that intellectual work on mothers. It’s not to say that there are any mothers like Dee Dee in those books; it’s more about the cultural constructs of motherhood, and the way in which it can be really damaging to women to [seek] this kind of validation without mediation.
What was it like to transition from telling this story as one person to collaborating with a writers’ room—especially one that included so many women?
It was great. The thing that I most enjoyed about this process—and Im so grateful to Nick for introducing me to it—is the collaborative nature of the writers’ room. I was initially a little bit like, it’s going to be weird—I’m not sure how this is going to work out. And Nick insisted that I was going to find it helpful. We had a blessed writers’ room that was able to move very nimbly and very quickly, but was also filled with deeply intelligent writers. We chose very carefully, and we ended up with writers who had worked on Mad Men and Better Call Saul and Westworld, and had really a good, strong backing in prestige television and prestige storytelling. Which, I kind of hate the word ‘prestige storytelling,’ but the truth is it meant that they were into a sort of complexity. And that we really needed here.
It was great to not feel alone, especially because it’s really dark subject matter and it can be a really intense subject to just sort of live in for a really long time.
There has been some discussion on Twitter about certain articles in which it seems your contributions to the show might have been downplayed. Did you initially feel like that was the case?
I think what I really want to focus on is just the fact that we were a show, and Nick was also the leader of the show, but it was produced by so many women. And that we had a majority-female writers’ room, we had majority-female directors—and we also had some great men working on the show, don’t get me wrong—but, you know, it’s still like a little bit rare to have that achievement. And it was really gratifying in terms of shaping the show that we have into something that gets into pretty dark and deep subject matter. A lot of that is tied to budding female sexuality. And it was just really gratifying to have all of these people participating in it. And I’d love to be talking about that more.
As somebody who has now seen so many sides of this story—you have a legal background, you’ve reported the story, you’ve adapted it—what do you take away from it all?
Well, because you alluded to the legal background: I don’t really think that the best place for Gypsy is prison. I think that what this case shows us is that the justice system isn’t prepared to apprehend cases at this level of complexity. She got a sentence of 10 years [because] at least she pled out to second-degree murder, but nonetheless, it’s still a long time in jail, or in prison, and it’s a long time without possibly appropriate treatment. And that seems to be how the justice system works. It’s a blunt, one-size-fits-all solution for people in very complicated cases.
And that goes for Nicholas Godejohn too, who just got sentenced to life without parole in this case. Again, it feels like the justice system had no way to apprehend his own challenges and talk about them, and so he wound up in a situation where he was convicted and that was it.
What are you hoping viewers will take away from the show once they get through all of the episodes?
I hope that they understand that these are people. It sounds so dumb and reductive in a way to say that these people are human beings, but I think that we all have a tendency when we hear a story like this to just sort of shut down. Which is how I interpret a lot of the “this is crazy, insane,” commentary that I hear all the time about this case. I think it’s easier for people just to shut down and have that reaction than it is to actually engage with what the real human experience of this must have been like—and the real human experience was wrenching, and really, really difficult. And that still deserves to be engaged with, even if we’re uncomfortable about it.

industry_corpus2: Film & Entertainment


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One of Minnesota’s fastest growing cities, Woodbury is now the state’s 9th largest city. The population of close to 70,000 (26,000 households) is projected to reach 88,000 by 2040 and is expected to continue attracting new residents for years to come. It is in close proximity to major employment centers, as well as the St. Croix River Valley, providing a beautiful natural setting and year-round recreational opportunities.
Woodbury is known for its attractive residential neighborhoods, which are connected by more than 140 miles of multi-use trails. The city contains approximately 3,100 acres of parkland and eight small lakes, most with public parks and pathways. The city has consistently been recognized nationally as a great place to live, work and thrive.
Community scale facilities include the Tamarack Nature Preserve, Carver Lake Park, Ojibway Park, Eagle Valley Golf Course, HealthEast Sports Center and Central Park, an indoor park which features a play structure, meeting rooms, amphitheater, and coffee shop and is connected to the Washington County Library, YMCA and a senior housing facility.
Woodbury is recognized as a well-educated, stable and professional community with a significant workforce in the medical and high-tech fields. According to the 2010 U.S. Census, 60.5 percent of residents age 25 or older are college graduates.
non-whites is now among the highest in the Twin Cities.
Woodbury schools are often among top ten lists in the state. The majority of the city is located in the South Washington County School District 833. The Stillwater Area Schools (District 834) and the North St. Paul-Maplewood-Oakdale (District 622) also provide service to the community. There also are private and charter school options for students.
One of the city's goals is to ensure professional employment opportunities exist within the city. One of the major job sectors within the city is healthcare, including employers such as HealthEast , HealthPartners, Summit Orthopedics and Allina. Woodbury also is home to a number of major employers, including 3M, Assurant, Dean Foods, EcoWater Systems and Target.com, plus many other smaller businesses and retail shopping enterprises.
Residents and visitors alike can take advantage of the numerous cultural and recreational amenities of the Twin Cities area. Museums, galleries, zoos and nature conservatories are abundant in the region. Numerous historic sites, professional sports (MLB Twins, NFL Vikings, NBA Timberwolves and NHL Wild) and world-class dining and entertainment are available nearby.
HealthEast Sports Center in Woodbury offers more than 30 athletic fields as well as a 90,000 square-foot indoor field house and two indoor ice sheets. The complex also has an outdoor refrigerated recreational skating rink.
An active and engaged citizenry partakes of local events such as Woodbury Days and the community Fourth of July celebration. Residents take tremendous pride in their neighborhoods and are active in local neighborhood groups, as well as civic organizations, such as the Woodbury Community Foundation, the Rotary Club, Lions Club, and local athletic associations.

industry_corpus2: Real Estate & Construction


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If you’re hungry, we’re here to help.
Hope for Hunger Food Bank is an outreach of the Phoenix Rescue Mission that can provide you with healthy food and staples once a month, and can provide life resources to help you get back on your feet. Our food bank is open Monday through Thursday from 8 a.m. to noon.

industry_corpus2: Others


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Hangmen Also Die (Cohen, Blu-ray, DVD) is Fritz Lang’s fictionalized take on a real-life historical event: the only successful assassination of a major Nazi commander by the underground resistance in occupied Europe. Reinhard Heydrich, who earned the nickname “The Hangman” for his brutality as Reichsprotektor of Czechoslovakia, was attacked in 1942 and died of his injuries, an action that was met with terrible reprisals against the population.
For the film version, Brian Donlevy (one of the stiffest of Hollywood stars) is the assassin, a doctor working in the resistance who is forced to hide out with a Czech family when his getaway driver (Lionel Stander) is arrested and he is forced to find his own escape. The actual assassination takes place offscreen in the opening moments, which keeps the focus on the plight of the citizens under the boot of Nazi tyranny, and the message of the film follows in every scene: never inform, no matter how many die in reprisals. It’s a hard lesson for Nasha (Anna Lee), who misdirects the Gestapo soldiers during his escape and hides him when the area is cordoned off at curfew, then chooses to turn him in when her father (Walter Brennan), a scholar who clearly knows more about the resistance than he voices, is arrested as a hostage. Her very intention to go to Gestapo headquarters brings the boot down on her family and she watches one innocent after another sacrifice their own lives to protect the assassin’s identity. The lesson is clear: the only victory is in denying the Nazis any form of victory.
Lang fled Germany after equating a criminal mastermind and his organization of thugs with Hitler and the Nazis in The Testament of Dr. Mabuse (1933). When America went to war and Hollywood was given the word to twist its message to war propaganda, Lang sunk his teeth into the assignment with a conviction matched only by fellow European exiles. Hangmen Also Die was the second of Lang’s wartime trilogy of anti-Fascist—making a nice companion piece to Lang’s earlier Man Hunt (1941), released a couple of months ago in a beautiful Blu-ray edition by Twilight Time, and later Ministry of Fear (1944), which Criterion put out on a terrific Blu-ray edition last year and the most overtly political—and the most politically driven. Lang wrote the original script with Bertold Brecht (though John Wexley, who translated the script and rewrote the English version with Lang’s input, took screenwriting credit on the film) and pretty much took over shaping the film to his own desires once shooting began, which infuriated Brecht and led to his break with Lang.
Hangmen Also Die is, frankly, the least dramatically compelling of the three. It’s a sprawling story that leans heavily into the propaganda. The stolid Donlevy is a flat and uninspiring hero who barely changes expression and Anna Lee seems always on the verge of unraveling in panic. Where it’s most effective is when it plays the up to the heroism of everyday citizens, driven less by altruism than hatred for the enemy, and in the telling little touches strewn through the film, like the carefully sharpened pencils lined up like soldiers on the desk of a Gestapo officer, or the crates of beer from the collaborator’s brewery stacked up at Gestapo HQ. The mixture of patriotic drama, detective story and espionage thriller knits together in the second half and pays off in a climactic bit of poetic justice that is a fantasy, a kind of con caper played on the Gestapo, yet is oddly satisfying despite the terrific cost in innocent lives.
Though it’s been on disc before, this edition is mastered from a 2013 restoration, which uses numerous sources (including the original negative) to create a mostly beautiful and fully complete version of the film. There are a couple of rough patches from sequences taken from lesser source material but for the most part it is clean and clear, with sharp images and fine black and white contrasts.
Film historian Richard Pena provides the informed commentary and there is a 30-minute featurette with historian Robert Gerwath on the real life history of Reinhardt Heydrich and the differences between reality and the film’s portrait of events. The accompanying booklet features an essay by Peter Ellenbruch on the production of the film and the falling out between Lang and Brecht.


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Bell Memorial Presbyterian Church, 610 Line Ave., Ellwood City. Monday: Church office closed; 10 a.m., Prayer Group. Wednesday: 6:30 p.m., Women�s Bible study.
Berean Presbyterian Church, 229 Dutch Ridge Road, Wayne Township. Today and June 30: 8 a.m., Men�s breakfast and Bible study in church kitchen. July 1: Fellowship dinner will follow morning worship service (families are reminded to bring food items to share). There will be a brief DVD presentation detailing Women in the Church Love Gift to benefit Gonaives Children�s Home in Haiti.
Calvin Presbyterian Church, 615 Crescent Ave., Ellwood City (office and sanctuary entrance off of Beech Way). Tuesday: 6 p.m., Weight Watchers. Summer church office hours are 9 a.m. to noon Wednesday through Friday.
Christ Presbyterian Church, 325 Spring Ave., Ellwood City. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival).
First Christian Church, 110 Ada Drive, Franklin Township. Wednesday: 6 p.m., Bible study and prayer. June 29 and 30 and July 1: Children�s craft booth at Ellwood City Arts, Crafts and Food Festival. July 23-27: 6-8 p.m., Vacation Bible school.
First Church of God, 1862 Mercer Road, Franklin Township. Tuesday: 10 a.m. Young at Heart outing. Wednesday: 6 p.m., Bible study and ice cream. Thursday: 6 p.m., Coordinating Team meeting. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival), no service at the church.
First United Methodist Church, 416 Crescent Ave., Ellwood City. Tuesday: 9:30 a.m., Quilting. Thursday: 8 a.m., Setting up booth at Ellwood City Arts, Crafts and Food Festival. Friday, June 30 and July 1: Booth at Ellwood City Arts, Crafts and Food Festival. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival).
North Sewickley Presbyterian Church, 106 Chapel Drive, North Sewickley Township. Monday: 6-7:30 p.m., Girl Scouts; 7 p.m., Fellowship/Evangelism Team meeting. Tuesday: 7 p.m., Praise Band practice. Wednesday: 3 p.m., Sound system training with Vince Steed.
Slippery Rock Presbyterian Church, 258 Slippery Rock Drive, Wayne Township. Tuesday: 6:30 p.m., Presbytery meeting at Westminster College.
Trinity Evangelical Lutheran Church, 207 Spring Ave., Ellwood City. Sunday: Family day at Waldameer Park, Erie; 11 a.m., Youth Gathering meeting. Thursday: 7 p.m., Women�s AA meeting. June 30: 1 p.m., Memorial service. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival).
Wurtemburg Presbyterian Church, 291 Wurtemburg Road, Wayne Township. Monday: 1:15 p.m., Esther Circle. Tuesday: 6:30 p.m., Presbytery meeting. Wednesday: 9 a.m., Quilting. Thursday: 7 p.m., Jazz Band rehearsal. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival), no service at the church.
Wurtemburg United Methodist Church, 1244 Portersville Road, Wayne Township. Monday: 7:30 p.m., Alcoholics Anonymous. Tuesday: 6:30 p.m., Sewing group. Wednesday: TBA, Loading items for food booth for Ellwood City Arts, Crafts and Food Festival at Ketterers� Barn; 7:30 p.m., Alcoholics Anonymous. Thursday: TBA, Setting up of food booth for Ellwood City Arts, Crafts and Food Festival. Friday, June 30 and July 1: Booth at Ellwood City Arts, Crafts and Food Festival. July 1: 10 a.m., Worship in the Park (Ellwood City Arts, Crafts and Food Festival), no service at the church.


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Discussion in 'GMC Jam' started by Alice, Aug 1, 2016.
I played 10 entries, and that's all I can do right now. Here are my reviews.
This was the funnest entry I played. Level 6 had a HUGE difficulty spike, but I still had a lot of fun! Graphics were OK, mostly just circles, the environments felt really nice.Sometimes the view wouldn't cooperate the way I wanted it to. The enemies were either very stupid, or very much wanted you dead. They gave a good challenge though! The minimap was nice! Even though I never really looked at it. (Unless I was standing still) This game was great! I had a lot of fun!
This entry was pretty fun, very unforgiving gameplay however. I felt some of the hitboxes were a little tough to get around, and some of the AI timings were very... hard to get around. It was hard to control, not a fan of mouse controls in general for this type of game, would have preferred arrow keys, or better yet "WASD" control. Graphics were superb! I liked them a lot! The ending was a pretty nasty sucker punch, I'll tell you that! But it was good because of that, in my opinion. Great job!
First thing's first, I dislike mouse controls. I died on numerous accounts of clicking off of the screen. There might have been a fullscreen option, but I didn't check. The graphics were terrific! The animations were nice, there was a few graphical glitches where I had to "guess" the level until I died, then it'd load graphically. The gameplay wasn't bad, some of the levels were a tad hard. Overall, it was okay. Good job!
-Very fun. Actually wouldn't mind seeing a little more.
-Gorgeous presentation. Music, Graphics, and text effects.
-The only game that really had a story.
-I'm assuming devlog means "Development log". I didn't follow any of those.
All 10 games. Rated by how fun I thought it was.
-I found this one very fun. Level 6 was a difficulty spike the size of a mountain.
-Very hard to control. Sucker punch ending. Fun.
-I had trouble with the mouse. The graphics and animations were terrific.
-Very slow walking speed. I thought the game was really funny.
-The controls should have been on the "WASD". I loved the voice work at the end, and the "good" ending.
-The game crashed when I was able to go "up". The graphics were very nice. Cool text effects.
-Seizure inducing lighting effects. Very simple to the point gameplay.
-Slightly clunkly feeling. Controls did their job. Had some fun.
-Painfully slow gameplay. The concept isn't bad though.
-The game crashed whenever I pressed "Enter" (couldn't get past the first menu). I was unable to play it. I tried it after I patched it. Maybe there's another patch?
That's all I got. Sorry I didn't have time for more.
rui.rosario and Alice like this.
It's an interesting puzzle platformer game, using the corpses of the deceased and their abilities to reach the end of each level.
Why do I get Undertale vibes from this game?
I'm a little sad to see that there is no ending programmed into the game but that's just about the only thing I can complain about.
I was happy to find a short, and perhaps humorous, story when not expecting one. Although I wish there'd been a little less text and more audioable or visual ques, I can understand that timeconstraints and the small size of the game made it a better call to tell the player through text messages and objectives.
It's a good if slightly confusing bullet hell game.
Either I'm having really bad luck or this game hates me.
I'm not sure what kind of constructive advice I could give, it is a nice idea but it feels unfinished.
No idea what this game is really about, simple puzzle game.
I can see that this was supposed to be story & puzzle driven, and it is, but aside from one quick playthrough I feel no interest in playing it again.
It feels kinda rushed, like too much of the developpment time was taken by either drawing or programming.
In all honesty, I'm not exactly sure as to what you aimed towards.
I really like the arcade style of this game, although sadly I don't have time to play it to the end.
1. There's no explaination about the controls, at all.
Had to trial & error a bit to figure them out. I recommend at least a readme file to come with it.
I mean, yeah. I liked it and really enjoyed the game but I wish there'd been more content, a continuation of the story.
But I can understand, time constraints makes it difficult to finish in time so this might've been the better choice.
Well, it kept me playing past the time restrictions I estimated.
I gave it another 7-9 minutes, backtracking my steps to find the missing one before I had to give up and move on to the next game on the list.
So, without going into detail on the story, it is intriguing and kept me thinking. I'll only say that everything isn't as it seemed at first.
Music/ambient sound - Could loop a bit better, it cuts of at the end before looping sometimes and is quite noticeable in the machine zone.
Walking sound - Could be a bit refined I think, walking on grass sounded a bit off as if I trampled on something akin to dry plastick grass. Not to mention when walking on metal, it's as if the character is occassionally skipping forward instead of walking.
Collision detecting - When standing still and rotating on the spot I noticed that the players collision hitbox was actually offset from the center of the rotation, meaning that if I stood by the edge of a platform and decided to turn around on the spot I'd suddenly find myself having stepped off the platform by rotating the player.
Otherwise I really enjoyed it.
Ok, this game kept me preoccupied for a while. It reminds me quite a bit of roleplay during Cluedo, a murder mystery where you have to find the suspect to win the game.
I love the premise you set up, it works entirely well with the Theme and gives the player an idea of what their role will be in the game.
Aside from the fact that I couldn't find a story, or anything relating to the theme during the time I played, it was a nice game which soon made me want to quote an old favourite game character from Red Alert 2.
A platformer with "zombies" as enemies.
Nothing to complain about, gonna play further once I get the time.
I'm not quite sure about this game, had to figure out the controls on my own and all, but it is an interesting "evolution" game.
This rucked some of my old memories, really liked the idea behind it.
Of course, I couldn't kill that last survivor.
He asked me nicely, he had a small flicker of hope, he will live on until his time has come.
A topdown defense/lone survivor game with "building" elements added to it.
Once again the theme have caused there to be zombies, which annoys me, as the main enemy.
The game itself looks great, it handles nicely and I really like how dark it is in the unlit areas.
Sadly the one lone soundtrack I heard makes me wish for a larger selection or at the very least a change of tempo every now and then, especially once the zombies break through into the main room where the player is.
Ok, I'll be honest here. I half expected a troll game for some reason but this was a rather nice shooter.
Don't have much to say other then that.
Ok, so the Jamplayer couldn't launch this game for some reason, but I managed to play it anyway.
I liked it, though I wish there were more maps I could play on.
That one map does get a little boring after a while.
The art is nice, the feeling of being alone on an alien planet is conveyed quite well.
I can't find a story other then what is visible during gameplay, that is, what I can puzzle together from seeing the environment.
Getting caught by the enemies however seem a bit bugged, I managed to escape once on what I later found out was the verge of death.
But I kept bugging back and forth on either side of the monsters every time they caught me and it was difficult to figure out just what was going on, and I have no idea how I survived the first time.
Other then that it's enjoyable.
Short but well done, got nothing else to say.
That music is quite catchy.
Despite initial trouble due to advancing through the text messages too quickly and pressing a debug button for it, I managed to play through the game and finish it.
Interesting use of theme and pleasant as a shooter, though I would like to have a slightly bigger field of view with the way the camera handles.
Anyway, it's a fascinating idea to build around and it makes for a story on its own although perhaps not the most sane one.
Got some issues with the window but it was already mentioned in the Readme file so other then that I got nothing.
Overall good but it gets a bit repetetive after a while.
Ok, interesting and nice platform shooter.
That one single music soundtrack became rather annoying after a while though, some more variation would be nice.
I liked this one, partly due to the pleasant surprise of a story when the readme file gave me a "No story" vibe.
While the game itself could do better graphical wise (I'm not complaining about stick figures here, only the lack of animation. Particulary for the dragon.) it was rather nice and simple, a bit like a game I'd expect to find on a flash site a few years ago.
Not much more I can say at the moment, I enjoyed it.
It's a cute little game but it feels repetetive after the 4th day and kind of unfinished.
There were hints of a story but I was too busy figuring out the controls and killing the hordes of enemies suddenly charging me to read it.
It also didn't help that it was a pure white text against a bright background which made it a bit more difficult to read as well as the speed it moved in.
Some kind of Readme file with both the story and a control scheme would be nice, especially if the game is going to start up like that.
Well, from what little I could play it was nice.
I also noticed that I could just spam attacks and "turns" by holding down the button, might've caused the error but I'm not sure.
Old School style platformer. Short, simple and slightly difficult if one isn't used to old games.
Something is either blocking this game or it didn't download properly, I'll look into it later if given time.
got nothing to say on this one.
Enjoyable & good use of theme.
Well, I found a few things to be annoying but otherwise it was okay.
Collisions are a bit chunky, there were many times when I jumped up to land on the edge of a platform and simply got stuck either in a wall or on the edge itself.
Ok, I'll admit that it's an interesting/creative take on the theme.
It's a nice puzzle platformer and an interesting idea, though sadly there's only one level and it feels a bit unfinished with those tile blocks and that one singular background throughout the level.
A decent reaction type game.
It didn't hold my interest very long but from what I saw it was fairly good.
Umm, I'm not sure what to make of this one.
First of all, that is not quite the theme. It's a try to work around it but not truly THE theme.
Secondly, I feel kinda limited in my movement as I can barely jump 1 block and even then only if I'm really lucky.
The idea behind the mechanics might be good but it would need a little more work and perhaps be better explained to the player.
This game isn't appealing to me, Sorry.
Well, I guess it was rather good.
Didn't play too far so I haven't unlocked the whole story or finished the game yet but it was rather nice for as far as I played.
I don't have much to say other then that it was nice to solve some puzzles for once and actually use my head instead of muscle memory.
Time based logic puzzle game.
Hmm, I found the game to be interesting at least.
I'm not sure if there's anything I can really point on, except maybe being stuck in a corner and continiusly smashed.
The M, rui.rosario, Alice and 3 others like this.
LADIES AND GENTLEFOLK; I MANAGED 30 GAMES DESPITE 14 HOUR SHIFTS, SCHOOL STARTING AGAIN AND MOVING.
not that anyone really cares too much, but at least I can sway the vote a bit, even a little, because 1/31st is a very small offset and I can rest easy knowing that my first place vote matters 15 times as much as the votes I didn't give out: That's something!
Without further ado, (or whatever the phrase is): here are my top 30!
Genius. Pure blooded genius. And I'm not talking about the equation for life either, just overall genius.
Fun gameplay, kicking music, wacky animation, and entertaining concept. well done.
Great concept, very lovely graphic design, a bit clunky to control but I really really love the concept and the great execution.
The game opened. I saw a DOS bootup. I was intrigued. Then the metal started and a skeleton appeared. I was all but ready to call it a day and award you first place. heck: I even started the game again just to listen to the awesome song.
The game itself is simple, entertaining and while silly is exactly what I wanted from this competition without ever knowing it. You get this score based on awesomeness alone and the incredible replayability of a game that really shouldn't have any based on the mechanics. Well done.
Very heartwarming. I liked just walking around and chatting a bit: the atmosphere was soothing and while it was short I liked this game.
I feel we need more games about crushing things with hammers. A short but solid entry with an eeary athmosphere.
Music: solid. Action: fast. but unfortunatly it was a bit hard to control and wasn't exactly a looker.
While I appriciate the concept that went into this, there really isn't much to view here. Trough the bitcrushed graphics and button-mashing to solve the puzzles I couldn't really pay attention to the script that was judging me fin vague hints that didn't explain too much.
A very interesting artstyle. pretty, a bit slow to repeat all dialogoue when you mess up and die, and guesstimating where the rebound will land gets a bit hectic and uninteresting. Otherwise a very cool entry.
I'm extremely facinateded by this game. the concept it represents and how it is represented is a very classic "solve the murder" mystery you might find in a newsletter. I loved the game and while it isn't a winner I think the concept is fantastic!
didn't see much theme in it, or at least didn't play long enough for it to become clear. I know "Nobody can hear you in space", but some sound would have made a world of difference.
I'm sorry, but a silent platformer which doesn't handle properly isn't really my cup of tea. Avoiding the zombies was, at best, a hinderence to the game and often at times near impossible.
after digging for a while, nuking my people several times, cutting a few trees and being dead all the time I realized.... I have no idea what I'm supposed to be doing and it isn't immenently clear how to do it. The concept is there and it's a fun little sandbox for a bit, but lack focused direction.
What we have here is simply the greatest piece of voice acting I have heard in a Jam game. It was clever, entertaining, looked great, script was refreshing: I'd half expect this to be a "real" game being offered for sale. One caviate I found was that in fullscreen it wasn't clear how to exit the game. I know it's hell, but I'd like to leave. Great job!
Ahhh, the quarter-annual Meta-Jam game. Lovely.
The game was very fun, albeit balancing was a tad off. After a few levels you could mostly just bulldoze over everything. Soon the "COMBO" announcement was blocking my view of the game making it hard to dodge bullets.
It's astonishing that Grim Reaper, keeper of souls, harbringer of eternal peace and master of death is perplexed by a ledge higher than half a meter. Joke aside; the game was entertaining. Simple, cute, mobile-esque. It was in lack of some minor polish, but otherwise a good entry.
A very interesting idea. The game might have benefited from more variety as it quickly got stale, but overall with some polish and more engaging gameplay it could be a great game. Picking up items would have been nice as well, I often pressed wrong buttons by accident.
lovely concept, but it's fairly slow to progress.
My Dragon Pal and I destroyed everyone in a minute and a half. that was good fun.
Interesting concept, but fairly simple. not much to do after a bit.
Very simple, bit crowded with enemies, not much to be done after the 100th kill.
The giant "YOU ARE DEAD" raining down is a bit on the nose. the content wasn't really there: the entire experience consisted of holding down the left arrow key and waiting until you got to the meaning while saying sorry to everything you met. Might have needed a bit more substance to it.
after getting past the slighty disturbing setting (I don't like parasitic insects) I found that while the gameplay is quite enjoyable it's fairly simple and does not engage the player enough. After a while you get stuck on "Where is that god-damed last worm?!".
For future projects: remember that dark gray foreground is not very visible on light gray background. gameplay was a little slow for my taste. I appriciate the somber mood. collision boxes were a bit wonky at times.
I don't mean to be rude, but is the music randomly generated? It seems to often go out of tempo with itself or have many instance playing at the same time. combat works fine, but is a bit stiff. The hammer range is a few cm too short meaning that monsters have an easy time to get to you while you are swinging. Artstyle is georgeus. repeating the same intro every time I die gets a bit boring though. Also, turns out defeating pogo monsters with 1 health = impossible.
The scaling effect is quite lovely, but otherwise I didn't find much enjoyment of the game as it was fairly rough around the edges and simple.
The game is very cute, soundtrack adorable, but it just isn't my cup of tea. It runs a bit slow (gameplay wise) for my taste.
It seems that it isn't possible shooting mummies from the side. A shame.
aside from the clunky hitbox detection the game could have used polish, it felt a bit stale in a while.
The concept was brilliant: and something I always admire people doing as it is hard to do well and requires a bit of bravery. however beside the clever angle there really isn't much to this game. it's mostly walking around, searching for letters, and seeing what others found. It is a few coats of polishes away from a full set.
Interesting design, but inconsistent mechanics. In the first level I had a blink ability and small pea shooter and then I had just a missle; and it wasn't entirely clear why. The theme was rather vague.
dadio, Alice, Detective Pixel and 1 other person like this.
I knew I'd like this one. I love everything about it. The only criticism I can give is that some parts in the beginning felt like they were just a tad too slow with introducing new mechanics or new situations. Also, it could have been even better if there were some more puzzling situations that took more effort to figure out. But, the truth is you did incredible work, and I'm having to try pretty hard to find things that could've been improved upon. Also, it's not like I'm only saying it's awesome soley because the game's graphics are nice and juicy, but it's because the mechanics are solid and the story is interesting., and the world design and mechanics makes a lot of sense, given the circumstances. Everything works together for a brilliant little game.
Exceptional fun. If only there was a proper ending as opposed to just coming to an empty area with nothing but the HUD and background. Even a message popping up saying. something like,"Sorry, the developers ran out of time, so this is the end. Just press ESC." You guys did awesome though. Love the colors, the music is good, the weapons are varied and interesting, the creature design is cool, etc., etc.
I thoroughly enjoyed this. Such quaint feels were had. And the final challenge was actually challenging enough to be satisfied with winning.
Pre-comment note: You might want to use your browser's "find" feature (usually ctrl+f)) and type in your game's name to more easily find what I said about your game. I commented on EVERY game and tried my best to be critical in a constructive way, though for some I definitely failed on this. Sorry if anything seems to harsh. In any case, DO NOT BE DISCOURAGED.
Hmm, nothing comes to mind for comments on this one, but it does seem fairly creative with the mechanics, so that's cool.
I'm sorry to be so harsh, but it just didn't interest me. I wanted more "game" in the game. More interactivitiy.
Awesome game, feels fairly polished, despite the 4 bugs I personally encountered. The art style is very nice, and there are some nice "feeling" moments even. A really pleasant experience and the game managed to draw me into the world, making me care about things that happened in it. I wouldn't mind playing a full length game in this world. Well done.
This was surprisingly enjoyable. Your sister makes awesome music. I played through the game twice. The second time around, I turned off sounds and left the music on. The gameplay is fun. Even though it's sort of a typical zombie shooter, it's good.
Really unique and awesome. I was experiencing some strange problems with drawing, not having the screen clear properly and also not drawing some levels, which is a pretty bad glitch. Without that issue, this would be perfect. It's a nice challenge, has the perfect amount of content for a jam game, imho, and it appears to have an end (I almost beat the final part, but had to give up for the sake of trying other games. I'll come back to beat it another day). The concept and mechanics are genius. Awesome work.
Very simple, super "filthy casual" friendly. There's not much to do and sometimes you can get blank spots in the text where there should be a word generated, but overall it's a fun little idea that was executed pretty well.
The gameplay wasn't all that fun for me, but it was very nice and smooth.
Seemed like a bit of a mess, to be honest. Felt like I didn't have the control I should. The graphics were pretty cool though.
Definitely unique from the other entries. It's kind of fun to attack everyone..... I'm a horrible person when gaming.
The theme isn't expressed very clearly. The concept and gameplay are okay. Nice job with the level design.
The mechanics are pretty broken in the word puzzles.
The text in the beginning is far too slow. I was dying for a skip button. I encountered a glitch on one playthrough where I was hit and got pushed out of the room's boundaries. I could not get back in to the room. Had to restart the game. The bullet hell mechanics are done nicely, it's all pretty smooth, the graphics are nice and the game style is fairly interesting and the music along with the art made me want to party, so it must mean I was having a good time.
I would've rated this super high if it weren't broken. You get to that one room, the skull appears and you can't kill it or get past it. Then if you die, the skull is still there, just very... seperated. And still I am blocked by this 'you shall not pass' situation. Nevertheless, the game is glorious and plays on my nostalgia very impressively.
The abilities you get are chosen well. The platforming aspect was a bit too unrefined. Pretty nice use of graphics.
Unfortunately, the lag kills any hope for this game. I have a pretty high end gaming PC that runs most anything currently on the market at full settings with little to no trouble. It would be beneficial to for you to learn the cause (if you haven't already) to avoid the problem in future games. I'm sorry if this is too harsh, but no game should ever lag like this; it's just unacceptable. Therefore, I feel it's only right to give this a low rating, despite what awesome content it may contain, this issue is so big that it overshadows it all.
Runs very smoothly, when walking on metal I felt like I was playing a Zelda game and it made me really nostalgic for OoT, MM, and TP. The world is big, which is cool, but it's also not cool, because there is too little variation spread over too much space. It would've been better to keep the world smaller. Just because you can do something (like making a large world), it does not mean you should. The notes are written pretty well though, sparking an interest to figure out the whole story. Though it did not interest me enough to find them all, because I got bored, due to the world size and its general emptiness. Overall, a very nice accomplishment for a game made in 72 hours.
Pretty interesting idea. The humor is definitely the high point of the game; some great humor in there.
Pretty cool. A little hard to see stuff. Deliciously dusty.
Honestly, I have to be in the mood for a game like this and I just wasn't at all at any point during the game jam, and even more so because of feeling rushed due to all the entries and my goal of playing them all, and this kind of game requires analysis. Still, it's a good concept. It felt a little cluttered though. Perhaps I'll come back and play this one more thoroughly another time.
Fun and definitely gets challenging, though I did feel like I didn't quite have the control I should have over my ship.
On a random note, has anyone ever played Zone 66 for DOS? If you liked this, you might like that game. A good chunk of my childhood went to that wonderful game.
It does present a little challenge trying to figure out how to make the zombies move and fall, but it's quite rough around the edges. But congrats on actually having a playable game done in time, and the level design is actually pretty well done in terms of making it a puzzle to solve (it's an action puzzle, ofc). Each situation requires some different movements to lure and dodge around the zombies. You actually did this very well. Many people make the mistake of repeating puzzling aspects of games without changing it up enough to require the player to do something new, but instead they just repeat something that requires the exact solution as a past puzzle, and that's not good game design, as it presents no challenge and it's just mindless filler. So whether you planned this or if it was just happy coincidence, a job well done on that aspect.
This game really needed to give the player some kind of reward and/or incentive for keeping everyone alive for as long as possible. The problem is that there is no reason to stay alive for any length of time, yet the game mechanics are built as if there is reason to. It would have been better to have the player last a certain amount of time in order to progress. And further stages would require that more and more people stay alive and for a longer amount of time. Something like that would have made it a lot more fun. Still, I enjoyed it a bit.
Despite my low rating, it is hilarious and I thoroughly enjoyed it, but it wouldn't be fair at all to rate this very well, as it obviously didn't get as much time and effort put into it as most other entries, nor does it have any gameplay, and this is a GAME jam, after all. Despite the simplicity of the art, the drawings give off a great wacky toony character. Well done, and thank you for the laugh.
I played it through and it's a really great entry. Nice style in many regards. The game's got a surprising amount of character. The way the music works throughout the game is definitely worth noting, as it is awesome. Of course, I wasn't aware of what the music does until I read about it and played it again, and I heard how it adds new stuff. It's actually one of the professional tricks of handling game music, intertwining it with the game to create a better gaming experience, so I was very impressed by this. I know a little about this, as I produce music myself, and I've had the privledge of learning a few things from some experienced people.
My only sadness was when I got stuck in a wall once, but I just used R to reset the level. Not a big deal. This game is a gem.
To be fair, I couldn't play this with anyone to see how it plays with two people, but I did get stuck inside a guy when my controlled guy got bigger, and it's also obviously quite incomplete. That said, it does have a certain charm to it.
Gameplay-wise, nothing really stands out, except that it plays well and it's enjoyable. You did good. I like how the reaper sort of creates a narrative, sort of. Props for voice acting. The game feels pretty well-polished.
This ended up being a lot more fun than I thought it would be. A zombie shooter is a bit unimaginative, yet the gameplay is still loads of fun. THe balance and difficulty escaIation is pretty good too. Not overly hard to win, but also not so easy that it's no challenge at all. Nice work.
I played twice and the most friends I got was 113 for a score of 6100 I think. The game is a bit buggy. I somehow made an officer glitch out and become unkillable and other times I blasted people through the floor and the fell into the deep endless abyss. How far you get is also a little too dependant on the luck of the draw. Sometimes you get a hill and the other side has a ton of officers and it's nearly impossible to survive that. Still, the game was a lot of fun. Miniguns (or whatever the correct term is) are always a joy. Well done, and thank you for the experience.
Nice game, but oddly enough, it struggled to hold my interest, and it is not without bugs either. I was able to make a dead member enter a dungeon. A ladder can be placed in unreachable positions in the dungeons (discovered by hugging the wall, making a full circle; double checked, triple checked - there was no way in and death was inevitable). Honestly though, it's really well made. I don't know why I didn't enjoy it more. It just gave me a feeling that it was lacking in some important way, even though it is quite nicely featured. Not sure. The text is hilarious and clever in many cases though and I really enjoyed that.
Seems like it was too ambitious of a project to go for in under 72 hours, so it's really rough around the edges and gameplay isn't as it should be. Obviously full of potential for a fun game though (and I saw that this was continuing in development, so that's pretty cool).
I got up to 1000 points without any difficuklty and didn't see it getting much harder, so I decided to end it by angering the customers, giving the wrong order to them and ignoring them. It was oddly entertaining to watch a customer become enraged due to being ignored. Overall, a nice entry.
Pretty fun horizontal shooter with a fair amount of content. Well done. I had a top ranking score, until I didn't.... dang, people really went to town.
Fun to play for a bit. It really needed mouse sensitivity settings though, or maybe it's just that the code should be different for that aspect of the game. It was way too low and my mouse has 3 settings, and even on the highest (i.e. fastest movement) it was just barely okay, but I still couldn't turn as fast as I wanted to. In every other game I've played - GameMaker games included - I've had far more range available and I was easily able to get the sensitivity I needed. The lighting in the game is pretty cool, btw. Overall, quite nice. Well done. Props for the voxel usage.
The biggest issue with this game is that your bullets often don't hit the enemies. What's up with that? Also, there is way too much to collect and it gets tiresome fast. The music sets a pretty good mood and the graphics are good though. Honestly, I would've ranked this much higher if the mechanics worked better, but it just felt a little too broken and it gets boring fast with the collecting.
Pretty nice but maybe just slightly too short and it is a tad clunky. It's also possible to die and win at the same time, though it just continues to the next level. The art is quite nice.
Got to level 6 and had to give up due to wasting tons of time playing it over and over again, taking on the challenge. I'd play more, but I've got more jam games to play before the voting deadline. But I shall return to this game and I WILL claim my victory.
But yeah, awesome concept and gameplay. Very fun and definitely challenging. I love this.
Really unique idea and pretty enjoyable to play, and some good humor. A job well done.
Impressive work. It doesn't feel like it's missing anything and it's quite fun to blast buildings and ships away. It's quite polished as well. I was not able to beat it (I'm not sure there is an ending?), but what I saw of the game was really good.
Truthfully, I didn't enjoy this, but don't be downhearted. You completed your game in time for the jam. Not everyone can say the same. Well done.
A bit too unimaginative and incomplete feeling and traversing the stairways takes a little too long. Nevertheless, the game was still a little fun for a while.
Not extremely fun, but still fun. The art is nice. Difficulty is good.
I didn't have time to find out if there is an ending that doesn't end in death, but it's an interesting concept and presented pretty well.
Really fun! The hitbox for the drone is a bit annoyingly big, but that's really my only gripe. The graphics are really good and they have some character. Even when lacking sound and music, I'm impressed! Nice work!
Nice way to look at "everybody is dead", but unfortuantely the game just wasn't fun for me at all; it wasn't challenging, etc. I like the message of the game though. Technology is awesome, but people are everything.
Pretty much a Snake clone. I didn't feel like it was a very good use of the theme, though it plays fairly well and it's somewhat enjoyable.
My goodness but it is fun to light things on fire. If you hadn't of put the reference to the video in the readme, I would've mistaken this for being inspired by Trogdor. BURNINATING THE PEASANTS!! AND THE THATCHED ROOF COTTAGEEEEEESSSSS!!!!
Not having enough control over the weapon makes it all up to luck whether you kill them or not. I understand it's incomplete, but it's missing some pretty important things like this. Still, it does have potential.
Feels pretty rough around the edges. The weapons all appear to function too similarly to each other. The hexagonal grid usage and overall layout is pretty cool though.
I found myself reacting multiples times with "WTH is this?" So it was interesting and sort of fun in that way I guess.
Gameplay isn't bad, but it's not super interesting or extremely fun to play either. Turning the guys is a cool feature though, and the graphics aren't half bad.
Oops, got to level 7 then died due to being too tired from playing too many jam games. So I can't speak for the ending (I'll have to beat it another day), but this game was really enjoyable. My biggest gripe is that the shots should've been a different color to make them easier to discern from the parasites. More than once, I found myself hitting a shot because I thought it was a parasite to eat. The graphics are pretty good, btw.
Pretty rough around the edges, but it seems fairly large scale for being made in under 72 hours, so it's understandable. And I say it "seems" fairly large because I didn't get to finish it, so I don't really know. I found the large amount of info boxes to be annoying. Major props for trying for a Metroid-like though. Er, I guess that's what this is? Sorry, I didn't get far enough to really know if that's accurate or not. I just got the higher jump, then ran off the side of the map and had to quit because I couldn't come back.
I feel like I'm being harsh, but it really just doesn't stack up against many other entries. I must also note that the pressure plates are very hard to see. The ending was a little interesting, but it still felt too lacking. However, it is an awesome thing that if you run the game again after the ending, you get that message adn the game closes. Very good idea there. I loved that a lot.
Nice little game. Would have been even better if it had randomly-generated content to change the puzzles, but I expect that would've taken too much time. Nice art style, btw.
In all honestly, the hitboxes are not good. The animations do not do something that is part of their basic job, which is to let the player know what is actually happening through the visual. Despite these things being really rough, the game is still kinda fun and presents a good enough challenge to make it interesting.
Sorry, the gameplay isn't all that enjoyable to me, and it's impossible to win, and there is no score, meaning the player really gets no reward for anything they do. It would have been a lot more enjoyable with a score that you can try to beat each play, especially since it's impossible to win. That said, the toonish graphics are pretty awesome. Nice work on that.
Awesome. This actually presented a challenge and some pretty good mechanics. I kind of cheated the system though and pushed bodies off of the edge of the screen, as I discovered it would cause the guys to run scared toward the opposing side as soon as they entered the screen, heh heh. I loved the ending fight too. Uh, but I played it a second time and wanted to quit before finishing and realized that there is no quit, so I had to alt-tab out. A proper means of exiting a game is definitely something that should not be overlooked. But yeah, really fun little game.
The graphical style was very fitting and moody.
The random generation is kind of neat, though there isn't enough to the core gameplay to make me want to play it multiple times, even if the world will be different next time. Even though you said to not mind the bugs, I can't help it, I got stuck in the sides of blocks a number of times (though I was always able to get out super easily), and the landing is honestly handled quite noobishly and/or lazily, but I expect you just had to zip through some things to focus on others, so I understand. I really like how you did those "locked" box things that require you to get a certain amount of souls to open, btw. The music may be old, but it's not that bad. Overall, a nice game. I enjoyed this more than I think I should have. I must really like the satisfiaction of collecting things when there's a percentage left shown and stuff, or maybe it just reminded me of Seiklus and brought back some of that nostalgia, or perhaps it was a little of both.
Ugh, I only scored 34492, but just tried it once. I guess I'm used to rhythm games maintaining speed. To be absolutely honest, I thought it was just okay. I think I made the mistake of expecting it to be a little different when looking at the posts made during the jam. Aw well, it's still pretty good, and the graphics have nice style and character.
Feels far too unpolished. The gameplay suffers so much from this that it's not really even fun to play for me. Sorry for being so harsh. That said, kudos to you for doing all the photography and recording nature sounds. It shows you have some creativity and can think more outside of the box.
Very nice, very casual. I did expereince a bug that froze the game on two occasions, but had trouble reproducing it after those two times. Besides that, the game ran solid and felt really nice. Kinda wish there was "right" and "wrong" answers or something, though, because it sort of feels pointless. Still, all the graphics and sounds go very well together and the ending is quite clever. Major thumbs up for a great ending.
Hah, gave up on the desert level. Interesting mechanics, but maybe a tad too hard. Could've given the player more time to think. It's not too bad if it weren't for the things that totally kill you and make you start all over if you don't find the necessary combo.
Love the 8-bit feeling and old school Zelda vibe and just the NES feels in general (not sure if it was inspired by anything like this, but just saying that's what it reminded me of personally), but it feels like some of the mechanics drag the game down. It would've been better to make it shorter.
Ragdoll physics are ALWAYS a pleasure. Always. I did occasionally experience the bodies being thrown right after picking them up, even though I didn't press the button again. But yeah, ragdoll stuff is so fun. Why is it so fun?
Simple idea, excecuted well enough, though I would have liked to see the difficulty escalate a little better. The graphics are interesting. Nice work.
I'm sorry, but this one is definitely lacking. Bullets sometimes don't hit enemies when they should, passing straight through them (and yes, I understand the hit box is more toward their feet; I'm not talking about the bullets that pass behind them). Also, the great number of close walls make it annoying trying to shoot enemies, especially for horizontal halls where you can't really see anything, due to the perspective. Enemies spawn in walls and they get stuck. It's not all that enjoyable to play. But, on the bright side, the graphics aren't half bad and the game feels really smooth.
Short and fairly sweet. I really like the graphical style.
Not really fun to me, but kudos for trying something different.
It may not have been executed well, but the concept was actually pretty good. Points for creativity.
It's fairly fun, though it's confusing knowing why you can't shoot sometimes (??) and what pick-up items do what. Also, the explosions are a bit harsh-sounding. It is quite satisfying blowing a lot of guys up at once via a chained explosion. I love explosions.
Oops, almost beat it, then hit reset by accident because I was multi-tasking and I apparently failed at it...... no time to do it all over again for now, but I'm sure I'l come back to play it all the way through later, because I really like it.
Too bad there wasn't an "are you sure?" prompt when hitting reset, though I'm not saying it's the fault of the game... well, actually, you did put the back button in the lower left corner sometimes, then right after pressing back, the reset button would be where the back button previously was and then the back button is at the top left, so that honestly is a menu design flaw. But yeah it was mostly my fault. I understand that. Just saying the back button should remain consistent.
Oh yeah, did I mention that I love this game? Wonderful puzzles, even though many of them are too easy and can be solved in too many ways. But that's to be expected with so much content in so little time. Spectacular job guys. I like the humorous text as well.
Wow, gotta think quick. I got 303 points on first try, and second try I got 396. On my last try when doing final reviews of the games, I got 697. Not sure if that's all the great, but I had a surprisng amount of fun with this, so that's cool.
The story told by the signs kept me interested. The biggest killer of this game is the slooooooowww movement. I found myself especially bored when walking distances were long. The slow movement unfortuantely really sucked a lot of the fun out of it, making it more of a chore than a game. But I really enjoyed the puzzle aspects of it and overall it was enjoyable. I played the entire thing.
I love you for the pool of acid giving me superpowers. The game is pretty solid. I only experienced small oddities with the physics. It was fun to shoot acid at the alien monster whatever-they-are things. I like how parts of the game have a sort of cinematic vibe.
Wow, barely made the post in time! Everyone did awesome and it was a ton of fun to play all the games you guys made. I already can't wait for the next jam! And I'm determined to complete a game next time too.
The M, rui.rosario and TehPilot like this.

industry_corpus2: Gaming


text: 7 Now we pray to God that you will not do anything wrong—not so that people will see that we have stood the test but so that you will do what is right even though we may seem to have failed. 8 For we cannot do anything against the truth, but only for the truth. 9 We are glad whenever we are weak but you are strong; and our prayer is that you may be fully restored. 10 This is why I write these things when I am absent, that when I come I may not have to be harsh in my use of authority—the authority the Lord gave me for building you up, not for tearing you down.


text:
British architect David Chipperfield’s Barcelona City of Justice and the Neues Museum, Berlin.
The 2011 executive research tour was organised by the Court of the Future Network in Australia and New Zealand and the French Institut des hautes études sur la justice. It brought together judges, architects, court administrators and academics to visit significant court buildings, debate key issues in spaces that illustrate responses to these issues, and strengthen mutual understanding between participants from different jurisdictions. The tour was the fourth in a series.
The tour began with the memorable Ciutat de la Justicia in Barcelona by British architect David Chipperfield in association with local firm B720 Arquitectos, plus two other smaller imaginative courthouses in Catalonia. There was also a repeat visit to Luxembourg to see the completed buildings of the European Court of Justice, guided this time by architect Dominique Perrault. If the two small local courts in Catalonia illustrated careful management of scarce resources to produce striking modest buildings, the European Court of Justice, like the European Parliament proclaimed a more opulent vision, with a ceremonial courtroom that dazzles and towers that glitter.
The second week began with two more pragmatic courts located in Dusseldorf – the new local and district court, designed by local architect Andreas Rau, and a new high security court for counter-terrorism cases. While the buildings were perhaps most distinctive for the quality of their planning and their low energy use, they also contained significant works of art.
The visit continued in Berlin with a visit to the only new courthouse built in Berlin since the war, a family court by architect Oswald Mathias Ungers, most famous for his preference for his repeated use of basic shapes like cubes. In Berlin the tour also took in the famous Kammergericht, which provides a microcosm of Germany’s troubled twentieth century history, plus a former courthouse that, with an imaginative addition by Daniel Libeskind, is now the Jewish Museum. A modest but memorable building on the tour was a building that on the surface is nothing like a court. It is a social therapy workshop, using Steiner principles, to provide useful work for people with disabilities. The building, full or rich colours and light, was designed in close collaboration with the users; as a result one side of the building bears an uncanny resemblance to a pirate ship.
A visit to Berlin is not complete with going to the Reichstag building, and walking up the spiral walkway to the tower. The tour concluded with a visit to a second Chipperfield masterpiece, the Neues Museum. Museums, like courts, try to strike a balance between remembering the past and engaging with current issues. This museum, badly damaged by wartime bombing, bears its scars proudly, with exposed walls paying tribute to the original 1850s design.
The various themes explored over the two-week period are summarised in the form of images and text in this Report. Some of these reflect the buildings we chose to visit – security for example was illustrated most dramatically in the fortress-like high security courthouse in Dusseldorf, while history was deeply – almost painfully – inscribed in almost every space we visited in Berlin. Other themes, like equality and transparency, reflect principles that inform in different ways the design of modern buildings, while history and ownership speak to the way the buildings engage with local communities and national stories. One theme, that is as old as the ‘bar’ that has delineated justice spaces from the time of medieval kings, is the concept of the threshold. In the new courts in Dusseldorf, the transition across the skyway from Landgericht to Amtsgericht is marked by a change in colour. In the family court in Templehof-Kreuzberg the transition from court to a children’s waiting area is a magical glass corridor.

industry_corpus2: Law & Justice


text:
Workshop DIC./Tema: Democracia e instituciones informales en A. Latina/exponen: Dres. Barozet, Espinoza y Sehnbruch/ Lugar: ICHEM, Stgo.
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Fecha: 01 de diciembre 2017/ 10:00 – 11:30 hrs.
Profesora Asociada del Departamento de Sociología de la Universidad de Chile. Doctora en Sociología de l’École des Hautes Études en Sciences Sociales de Paris.
Profesor Asociado del Instituto de Estudios Avanzados (IDEA) de la Universidad de Santiago de Chile. Doctor en Sociología por la Universidad de Toronto.
considering how these institutions shape politics at different levels of government. Our research reveals that the nature and function of informal institutions in Chile shift and change not only according to horizontal dynamics over time, but also according to vertical dynamics, depending on the level of government at which they operate. We combine a review of existing literature with the analysis of official and legislative documents, newspaper coverage and 80 interviews undertaken in six regions of Chile.

industry_corpus2: Subject Education


text: All Souls’ Day is to commemorate the faithful dead and is celebrated by special mass by Catholics and other Christian denominations. Some Christian churches celebrate it on a different day. It is not to be confused with Día de Muertos (Day of the Dead) which does remember friends and family who have died but is not a Catholic or Christian religious event(though it takes place from 31 Oct through 2 Nov which coincides with Halloween, All Saints’ and All Souls’ Day).


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As the calendar turns to September, the weather on Mount Washington is abruptly turning winterlike with freezing temperatures and near-hurricane force winds.
According to the Mount Washington Observatory, a cold front is moving across New Hampshire’s White Mountains today, ushering in below freezing temperatures to begin the popular Labor Day Weekend.
High summits are expected to be shrouded in clouds into Saturday, and any rain this evening could potentially mix with snow.
Winter conditions will be present above treeline tonight with strong winds, fog and freezing temperatures.
On Friday, temperatures will struggle to get higher than the 20s and near-hurricane force winds will keep wind chills in the single digits.
Temperatures in the region are expected to get back into the 40s on Saturday.


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Just how to Compose a Greate Research Paper?
Term papers could be a significant boost to pupil’s grades because they carry significant marks. Understanding how to create work that is superior consequently quite significant. Generally speaking, term papers are acclimatized to enhance knowledge in a particular part of study along with to build up the student’s critical writing and analytical abilities.
Players sited during the bench believe they may be pulling stunts in the pitch scoring goals. Similarly, people judge our writing abilities through the sort of essays we deliver. Nevertheless, they truly are naive of quintessential demands to create a term paper that is on-point. If they’re however in our footwear, they’re going to face two problems; not enough appropriate writing abilities along with picking the appropriate subject.
Well, we did mention earlier in the day that term documents are designed to evaluate pupils writing abilities. Because of this, having critical, technical and analytical abilities since well as in-depth research skills will impact the standard of work favorably. The very good news is that these skills could be discovered arms own as you fumble over very first task. By the time you take a seat to draft the 2nd assignment, you will be best off!
Selecting the most suitable subject for the term paper is the key to creating quality work. You must certainly not choose topics that are technical a begin. Next, the subject should really be understandable much less broad to give space for the comprehensive research.
They should be coherent and clear. You must conduct detailed investigations in the matter that is subject. Draw out the aim truly and guarantee that the writing flaws from the beginning to your end.
The term paper must be well investigated, together with topic must be extensively explored. Don’t neglect to cite resources of your data or information.
Term documents are typical about expressing a specific standpoint. And that means you should manage to advance the precise perspective informed by the topic and thorough research supported by factual proof.
Don’t just lump plenty of evidence. Better scores come using the cross-examination of evidence about your goal.
It is vital to know the entire process of writing a phrase paper. It may vary institution-wise or based on various teachers not the maximum amount of. Follow this task by step guide to show up with all the most useful term paper.
As previously mentioned earlier in the day seeking the correct topic incentivizes the entire process of curating a excellent term paper. Select less technical yet slim sufficient subjects to allow you to investigate extensively. You need to be clear as to what you need to achieve while selecting the subject.
It is currently time for you to explore your matter that is subject through. This will be most likely the lengthiest process in your term paper endeavor. You should utilize various approaches like engaging both primary and additional sources. Primary sources entail likely to the field getting raw information and analyzing them logically to generate significant conclusions. Secondary sources encompass the world wide web, books, journals, magazines, pamphlets, and many others with information that may inform your subject material.
Maintain the facts you arrive at and evidence properly as you will require them later to justify your claims in your body of your term paper.
After performing research that is in-depth obtaining the facts for the material right, begin to develop your projects outline. The outline is very important since it does inform of this direction your term paper shall simply take. Craft this outline remember your target audiences history and their viewpoints.
The fundamental format starts with an introduction, declaration of this issue or the subject material under research, supporting your arguments within the body and drawing a conclusion that is logical. Tips result in sentences. The sentences must interconnect to give paragraphs which must fuse incredibly to give essay writer your paper the required flow.
As always, the introduction must certanly be attractive to your reader. It should exactly point out of the function of this term paper together with subject material. Give little information on every part associated with project which is talked about in your body. It will lead your reader towards the next level.
This is actually the human body of your paper. Each paragraph should discuss ideas that are different supporting proof that may be confirmed.
Draw a conclusion that is firm the declaration associated with the subject material as well as other appropriate details.


text: We train and equip local churches to tutor and mentor youth after school in their troubled areas of the city. This will give these children a fighting chance to graduate school and go on to become successful men and women. We call these locations Life Centers.


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Rudy Giuliani emerged as the clear winner in the Republican debate for two reasons: He showed strength and determination and made clear that he was the guy who could deal with terrorism. And….he demonstrated, convincingly, that the issue of the day is not abortion but is terrorism. By his answers, and by assuming once again the mantle of savior of the City on 9-11, he looked like a president and talked like we would hope one would. When he said that he was the most experienced candidate on security issues, he was obviously correct. His put down of Ron Paul not only captured the soundbites but it showed him at his outraged, indignant best.
McCain showed that he has “gone native” in Washington, adopting an insider mentality that led him to compromise on immigration and on campaign finance reform. His defense of his opposition to the Bush tax cuts was weak and even he had to acknowledge that the cuts stimulated revenues which closed the deficit.
The big loser was Mitt Romney who was exposed for the flip flopper that he is. When the Fox News reporters walked him through the history of his pro-life to pro-choice conversion in 1994 and his reversal in 2006, he had no real answer. And when McCain noted that these were all “even numbered year” conversions, the crucial blow was struck.
Mike Huckabee showed that he was the class of the conservatives in the field. His answers were excellent and he brought down the house when he likened Democratic spending to John Edwards at a beauty salon. He defeated not only the other right wing wannabees but he also dealt a blow to the maybe candidacies of Fred Thompson and Newt Gingrich, showing that there was a real live, true blue conservative already in the race and there was no need to wait for Mr. Right to arrive.
Duncan Hunter deserves honorable mention for his forthright answers.

industry_corpus2: Politics & Administration


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Keystone Retaining Wall Systems®, a worldwide innovator and leader in concrete wall and hardscape products, strengthened its line of landscape retaining wall systems with the introduction of Murino®. Uniquely designed with three finished sides on each unit, Murino® offers almost endless design capabilities including retaining walls up to 3’ high, parapet walls, pilasters, columns and stairs.
Each unit in the two-piece Murino® system is manufactured with both a 90° angle and a tapered angled side making the wall system ideal for fireplaces, fire pits, kitchens, benches and other outdoor living features that require 90° corners, tight-fitting straight-line walls, and curves. Textured sides interlock, aligning the installed units and creating tight joints that block daylight on a freestanding wall. Murino® combines a striking aesthetic with the strength and ease of installation provided by the Keystone pinned connection system.
For more information including designs, local availability and installation instructions for Murino® and other Keystone Retaining Wall Systems® products, visit www.keystonewalls.com.
The first segmental retaining wall company in the United States, Keystone Retaining Wall Systems® provides the preferred product solutions for the residential, commercial, institutional, retail and government markets. Keystone Retaining Wall Systems® develops, markets and licenses concrete hardscape products to manufacturers across the globe. Keystone is a division of The QUIKRETE® Companies, which manufactures and distributes products from more than 200 facilities in the U.S., Canada, Puerto Rico and South America. Keystone Retaining Wall Systems® is committed to helping engineers, architects, specifiers, contractors and homeowners bring projects to life. For more information on Keystone Retaining Wall Systems®, visit www.keystonewalls.com.


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In the last 16 months, Salem Housing Authority’s Housing Rental Assistance Program has helped more than 109 homeless individuals move into safe, affordable housing.
Because of you, each month about 10 housewarming boxes plus emergency food boxes are given to people transitioning into housing after being homeless for many years.
For anyone moving into a new home, having enough food to create meals and stock an empty pantry and refrigerator takes a significant amount of time and resources. According to SHA, this is especially tough in the initial weeks after someone has moved into housing after an extended period of homelessness.
Inside these housewarming boxes is also a food resource guide with a list of food pantries. Each client and their caseworker look over the list and highlight the pantries nearest to their new home.
A basic supply of food to get started and access to a nearby pantry is critical for these individuals and couples. Only when there’s enough food to eat can our vulnerable neighbors gain stability and work towards self-sufficiency.
You make it possible for our newly housed neighbors to re-learn how to make a variety of healthy meals on a very limited budget, enjoy cooking and eat their meals with loved ones at a kitchen table for the first time in many years.
“We had a client who was about to move into a unit call us and say, ‘Last night I kept dreaming of how I was going to fill my cupboards with food,’” Sonya said.
This gentleman had been homeless since 1984. Because of you, he has the food he needs and can fulfill a dream 34 years in the making.
Housewarming boxes are more than a collection of foods and spices. When you help fill the cupboards of a new home, you’re making our most vulnerable neighbors feel welcome in our community and giving them hope for a healthier future.


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The Acrobat HD Ultra LCD 22″ system is a low vision aid that has a remarkably wide 12.5″ viewable field. Even newspaper widths of 12″ fits on screen. Why is this important? Users can see much more on screen at one time, reducing back and forth movement of magnified text, increasing reading speed, reducing fatigue, increasing personal productivity, and most of all, increasing feelings of accomplishment and satisfaction.
Convenient carrying cases are available for your Acrobat in a variety of configurations, making setup and transportation even easier.

industry_corpus2: Computing & Telecommunications


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About us-Shandong Jienuo Thermostat Equipment Co.,LTD.
Shandong Jienuo Thermostat Equipment Co.,LTD. is an exhaust fan and hot air generator manufacturer that was founded in 2001. Our primary products include standard exhaust fan, butterfly cone fan, greenhouse circulation fan, electric airflow window, coal fired hot air generator, oil fired hot air generator and gas fired hot air generator. Other products such as air inlet, fan controlling box and gas fired carbon dioxide generator are also　available.
In order to better serve our customers, we at Jienuo invest substantially in expansion and new facilities. Covering an area of 30,000 square meters, our manufacturing unit is outfitted with advanced equipment such s automatic CNC shearing machine, CNC punch press and CNC bending machine, and more. With more than 150 knowledgeable employees, our team works closely with customers to better understand their challenges and provide superior exhaust fans for their cooling and ventilation applications.
Since our inception, we at Jienuo have been consistently focused on providing innovative exhaust fans and hot air generators to keep up with customer needs. Backed by our experienced engineers and technicians, we are able to regularly develop new products while continuous.
Improving existing ones. Our continued dedication to innovation has enabled us to patent many products, such as automatic coal fired hot air generator (patent No: ZL20042 0064616.7).
Reliable quality, economical price, long life and easy installation have resulted in Jienuo exhaust fan and hot air generator becoming popular with customers from the United States, Thailand, Vietnam, Korea, Japan, India, Pakistan, Iran, Bangladesh, Kuwait, United Arab Emirates, to name a few. If you require further information, please don't hesitate to contact us.

industry_corpus2: Manufacturing


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After another quiet day of trading on Friday within a narrow $10 range, gold opened down at the Asian open today before bouncing back sharply and is now trading at 1296, above the 80 and 200 hour MAs again and inside the uptrend channel.
The dollar has rebounded powerfully after testing critical support at 79 last week and is now trading just below 80, whilst the S&P remains near all time highs, albeit stuck below solid resistance at 1885-1895.
Oil remains above $100 a barrel amid continuing tensions in Ukraine and Russia though in general, markets are calm and volatility is low. There is little in the way of news today that could affect markets and we could see another quiet day of trading ahead.
Support can be found at 1285-1287, 1277, 1273, 1267, 1250-1255, 1237-1240, 1220-1225, 1210, 1200 and 1180. A break of 1180 would have serious bearish implications for gold and suggest a decline to 1000-1050 in the short term, though this now looks unlikely unless we break below 1250.
Today's video for subscribers looks at the recent trading in more detail and our strategy for short term trading.

industry_corpus2: Finance & Economics


text: Browse all the Aicon Multihull Motorboats that we have advertised for sale. We have Multihull Motorboats for sale in regions all over the UK. Simply use the filters on the left to narrow your search.


text: Allyn & Bacon, Inc, Boston, MA, USA, vol. 2. (ISBN: 0-205-16869-8 (hardcover)).


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Email marketing is the constant in the fast-growing world of digital marketing. While social media platforms are increasingly influential, email marketing has remained the top ROI channel for over 10 years. Keep up with the trends of social media, but know that they fade in and out of popularity. Conversions boil down to lifetime brand loyalty, which is measured in email clicks- not views on this month’s social app.
Open rates, click through rates, conversion rates… these are the major metrics that unlock a strong ROI. So, how do you optimize your email marketing campaign to increase these KPIs?
Less is always more and enticing subject lines are a must.
While these are great foundational principles to see email open and read rates skyrocket, stopping there is a massive mistake. The next piece to the conversion puzzle is finding and optimizing strategies that impact click through rates.
Your email marketing must have a clear messaging layout with consistent CTA’s. Clear messaging means that your reader’s eyes should be guided to the links. Consistent CTA’s reinforce the same link destination, which will increase your click through rate. More than one CTA link destination will cause confusion, slow down the reader and reduce email clicks.
Sending emails that align with your customers’ interests will increase click rates. Not all who wander are lost – you can re-engage those users who didn’t convert with a real-time lead collection tool. Upsellit’s PreCapture Technology gathers email information, without the shopper needing to press submit. Upon abandonment, a triggered email series with escalating urgency (or incentives) lures the shopper back to the checkout page.
While a clear layout and an interested audience is a strong first step, increased click through rates requires the perfect dose of persuasion. Persuasion shouldn’t sound obvious or desperate; your marketing efforts should subtly guide to the consumer to conversion. Here are 4 principles of persuasion to get your customer to click through.
Information gaps give your recipient a reason to click through.
Information gaps are a lot like cliff hangers in your favorite TV Show. Information gaps are why Netflix is such a hit and you click “continue watching” after 2 ½ hours. Information gaps are best exercised in the email copy – and not in the subject line. Invoking curiosity in the subject line is crucial to get the email opened, but that isn’t the place for the big question. If you have satiated curiosity in the email body, why would your potential customer click-through?
In the subject line pictured above, Refinery29 starts the email conversation with a bold, intriguing statement.
After opening the email, the reader is shown a teaser photo of the promised ‘haircut of the season.’ The caption below the disguised photo promises ‘3 EASY Ways to Style this Tricky Haircut’ but still doesn’t reveal the cut itself.
No tactic is more effective at getting people to act than providing a solution to their FOMO (for those of you living under a rock, that means ‘fear of missing out’). “People are more motivated by a possible loss than a potential gain” and that’s why capitalizing on consumers’ FOMO is so persuasive.
FOMO tactics are aimed at leveraging scarcity, deadlines and time-sensitive language. These strategies not only send the message that they will miss out, but more importantly – that other people aren’t.
Limited availability, limited supply and limited time are highly motivating factors, but only when employed with credibility. Think of a babysitter who threatens time-outs… and continuously re-threatens timeouts. The child will learn to not believe the babysitter. With marketing emails, “for a limited time” can be convincing, but not if it’s seen in your recipient’s inbox too many times. Also, it’s best to place incentives towards the end of your email series, so that way you customer doesn’t learn to expect a discount upon abandonment.
On the heels of employing scarcity tactics, a positive solution can be refreshing. It’s human nature to respond to positivity; positivity increases motivation. Similar to how the informational gap evokes curiosity and a click, positivity elicits engagement and a desire for fulfillment. Utilizing positively-framed messaging can increase click-through rates significantly.
While some may say that our media is controlled by the presence of negativity, some major companies have reshaped their brand identity through positive campaigns. Extra, one of Wrigley’s chewing gum brands, recently released a video about how having a piece of gum ready to share might just change your life. Everybody knows the pain of being spotted in a classroom with a pack, getting called out to share 1 piece and eventually giving away your entire pack of gum. In “The Story of Sarah and Juan”, Extra took this classic school situation, put a positive spin and turned sharing gum into a heartwarming, viral story.
While not a formula, these are 4 persuasion principles based on human behavioral tendencies that can be highly effective in marketing emails. Emotions are a dominating factor in choice, whether it’s face to face communications or through the Internet. Shifting language to elicit an emotional response is a great way to keep your customers engaged and clicking through your marketing emails.
If you are interested and want to learn more about mixing technology and persuasive marketing ideas to increase conversions, contact Upsellit!


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Red Belly enforces a strict a “No Dickheads” Policy.
Essentially this is a self-policing policy whereby the ‘Dickhead’ is not given access to our hard work, or is prevented from existing use.
‘Dickheads’ or people involved in ‘Dickhead’ behaviour will be firmly but politely informed that their ‘Dickhead’ behaviour is not admired or appreciated.
The ‘Dickhead’ will usually realise they are being a ‘Dickhead’ and pull their head in, however many Dickheads are often oblivious to their behaviour.
Our staff will make a less than discreet intervention to bar fools from the service.
So if you are a Dickhead, this service isn’t for you.
Click below to purchase any of our products now.


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If you’re a successful business owner, you understand the importance of getting background checks on employees. Checking on the background of a potential employee allows a business owner to get an impression of the individual. Of course, background checks on employees must be done in the proper way so everyone’s rights are protected. Consider some important tips to follow when it comes to conducting background checks on employees.
An employer must be careful to follow the appropriate steps when considering any job candidate. For instance, the EEOC (Equal Employment Opportunity Commission) states that an employer can’t immediately disqualify a potential employee because the person has a criminal record. If a potential employee has a criminal record, the employer must consider the nature of the offense, the punishment and when the crime was committed. The nature of the available job position is also a consideration. As long as an employer who is conducting background checks on employees follows the appropriate laws set forth by the EEOC and the FCRA (Federal Credit Reporting Act), then an employer should be safe.
A release form that’s signed by a potential employee allows an employer to check into the person’s history. For example, the employer can check the person’s driving record and look for any criminal history. The release form is proof of a potential employee’s consent for this sort of background check. Consequently, if the employee raises any objections, the employer can present this signed release form. In short, this form gives an employer some measure of legal protection and makes the potential employee aware of his or her rights as well as the kind of background check that’s being performed.
When an employer rejects an application, he or she is taking what is known as adverse action. One requirement of an employer is justification for his or her actions. A potential employee must always be aware of his or her rights. If an employer follows the proper steps when rejecting a person’s job application, then he or she will have no reason to worry about repercussions.
Finally, an employer who conducts thorough background checks on potential employees is not likely to stumble upon some negative information about the history of an employee after he or she is hired. A thorough background check allows an employer to hire or pass on a candidate based on a collection of pertinent information.


text: How To Get Clomid Generic Pills. Generic Clomid (clomiphene citrate) is a well-known and commonly prescribed drug for the treatment of female infertility. Generic Clomid works to stimulate ovulation in women by boosting the production of necessary ovulation hormones. Generic Clomid is also marketed as: Clomiphene, Clomiphene Citrate, Clomifene, Serophene, Milophene.

industry_corpus2: Biopharmaceuticals


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Been watching the tv and the complete idiocracy of what has been done with a swipe of a pen in the hands of the “wannabe” leader. So needed a breakfast I could make and eat easily, and still have leftovers for the week. These crustless (gluten free), “Egg-ffins” (yeah its just what call them..) where the perfect low drama fix.
They couldn’t be simpler to make and easy adapt to what ever you have in the house.
Crack 12 large eggs in a bowl; 12 will fill a regular muffin pan.
Using a fork, blend, add a splash water or cream, salt & pepper to taste, stir and add in 1 teaspoon of dried parsely. Note: you can use any fresh or dried herbs you have available. This is a great way to use jarred herb blends as well.
Dice up cooked meat, leftover vegatables, deli meats, set aside. In this case I used stir fried chicked & broccoli from earlier in the week. Hint: this works great with leftover steak or beef. You will need about 1-1 1/2 cups, depending on your taste.
Use cooking spray on the pan, then pour the eggs mixture into each cup. From half to 3/4 full. Then add the meat & veggies. Top with shredded cheddar cheese.
Using the back of a fork, poke and gently stir each egg and cheese mixture, then top with more shredded cheese.
Bake 12-15 min at 365 degrees until set and solid and it pushes back to the touch.
You can also pop these under the broiler for the last few minutes of cooking if you want the top more crisp. Hint: Especially good if you add some grated parm cheese on it just before hitting the broiler.
FYI: if you use mini muffin pans, this same mix works great for appetizers or for a party. It can be pre-mixed and kept in the refrigerator until cooking (take out 30 min before) at the last minute or even better cooking them earlier in the day and serve room temperature.
Hint: no time to make dinner? Pair the larger Egg-ffins with some fresh greens or spinach, diced tomatoes, pear etc and toss with a simple vinegrette and you have dinner.
This entry was posted in Recipe? What Recipe? and tagged recipes. Bookmark the permalink.
← 65 mins to quick biscotti!

industry_corpus2: Hospitality & Catering


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The Marionette Museum in Cesky Krumlov is placed in the ancient building, formerly the church of St Jobst.
The exhibition contains a puppet theatre with stage designs and curtains from the half of the 19th century. The set is completed with recent gems of puppetry design from The National Marionette Theatre collections in Prague.
You can find a gallery including items for sale in the museum - original marionette created by ancient Czech artists - puppeteers and wood-carvers can be bought here.
Find more about Marionette Museum in Cesky Krumlov.


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You will get your results the same day and a full copy of your report.
Our Manchester clinic has some of the UK's most experienced experts in Natural and Mild IVF. All team members have been trained in CREATE’s approach and continuously deliver excellent results for our patients.
Want to know more about Manchester clinic?

industry_corpus2: Health & Medicine


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1. Happens the same in all List References, for example, Product window --> Product Type, but at the same time behavior is different (no highlight) if it is TableDir reference, for example Product window --> Product Category (btw in 14Q2 even in Product Category the behavior was the same - red highlight till the selection is finished).
2. IMHO red highlight till selection is not finished is too much but for David to decide.