And now I've had time! Gonna keep my thoughts brief, reviews are for chumps:
#1.
The Noodle Within
Feels the most like it's achieving what it's trying. Kinda broken (Had "Filing returns" pop up for stacking weights a few times, bar was closed but still let me do stuff, bar was closed and shouldn't have been closed) but the core concept is fun and the noodliness gets away from the trashy side of the dating sim genre.
#2.
Teekee
Really nice graphically. Would've liked the jumping onto the couch to be a little bit more exaggerated and cartoony. Crashed to desktop during the beer tasting. Think the CTD might've been related to the music looping, I had no idea what to do and opened the menu right as the song looped and a sound effect played three time and then CTD. Hits you with way too many options off the bat: What's the difference between biting and scratching? I got at least six special abilities, it'd take forever to try them all and I didn't even realize I had 'em 'cause most OHR games start your magic menu empty till you actually learn something. Sells the being a cat angle.
#3.
Gunpigs
Lots of good polish and great graphical style. I think it's weird that you can duck out of bounds to force a draw and restart a round. If someone was playing next to me and did that, I'd punch 'em in the arm which makes this the most dangerous game in the contest. Kudos for that! Nicely scripted, but the 3D on the title screen hurts my eyes.
#4.
Crusty's Heyday
Kind of a bait and switch with the RPG stuff. Those pirate NPCs who didn't say anything were bad and I don't know what you screwed up distributing this thing. When I unzipped I got some kind of encryption error and then when I ran Crusty.exe and gave me some kind of corruption message that seemed like it was a Windows installer. Runnin the RPG through Game worked just fine and the shooting was pretty nice. Could've used an end-point or some kind of indication.
#Me.
Who Left All These Clowns Here?
I always want to call this "Who Let All These Clowns In Here?" and had to double and triple check while I was making it. I'm really trying to turn it into a "REAL" game and not just another one of my shitty tech demos but the process of turning something into a game is longer and harder than the process of jumping technical hurdles.
I switched concepts a few times during development as I'm sure you all remember. Maniac Mansion would've been a fun idea, but adding the puzzles and story and descriptions and textboxes and cutscenes woulda been a nightmare within the confines of the contest. It's a game I'd like to play but not one I'm good at writing.
Then after the switch to a shooter, I had an idea of what I wantaed it to look like, what story notes I wanted to hit and what kind of enemies I wanted to have... and then I realized I didn't have an idea how ANYTHING ELSE worked. How is the story presented? Cutscenes? In-Game text? I wanted 4 levels, but how do you advance from level to level? Do you need a key? Juts find the exit? Kill all the monsters? And a couple of my problems I won't get into 'cause of spoilers, but long story short once I got the technical side done I had no idea how to polish the demo into a game. I'm hoping to use this as a means to teach myself that skill: It's a game I like, but not one I'm in love with. If I can't do it, I won't kill jump off a bridge or anything, but I want it done more than I want to quit.
No idea how it'll turn out, I'm a pretty unreliable guy, but I got some good advice from the dudes on here and in IRC so something should come of it. 12 games in a year is looking more and more like an impossible dream..