* Princess alexander :
  * The scenario is fun and really interesting (awaiting the suite)
  * No classic dungeon element, but a quiz and a tic tac toe demo
  * I like the humour in here
  * Displaying pictures at the upper screen for illustration is something I don't remember having seen in any hack.
  * Sketchy custom background is sometimes fun (thought they tend to get borring sometimes).
  * for the awards/domain specific stuff :
    * hack quality : just cutscenes, but these cutscenes are pretty good. Some fun interective stuff too.
    * use of topic : It's a solid use of the theme : Instead of following Ariane and Skemple as in MysteryMail, we instead follow Alexander after his trip in a strange world.
    * use of gimmick : (time to play to "where is the custom object sprite", so, VIP juice... And tic-tac-toe tile.) The Juice is not particularly interesting, but the use in tic tac toe is a pretty good one (this may be better left for the technical side of the stuff)
    * gameplay : not a lot of gameplay. I won't call the quiz gameplay, but tic-tac-toe seem nice (althought not probably very fun gameplay-wise, at least for me).
    * narrative : Very good (and fun) narrative. Tell the story of alexander after drinking the girly Juice (or whatever it's called) and being abandonned by Skemple and Ariane. It turns out the juice is magic and make the chosen one the princess of some country I forgot the name of. They then go to the quest to save otages to prevent Queen skemple from destroying the world by knowing Obama's last name (which all the otages knows). In particular, it involve saving the messenger's girlfriend from a funny oshawott
    * single cutscene : If there is one cutscene that stand out (not calling the quiz or tic-tac-toe a scene, althought that's something I'll maybe choose to change later) is the Oshawott and leafy meeting scene
    * dungeon design : none
    * custom graphics : Some simple drawing here and there. Special mention for the drawing with the water gun of oshawott with leafy
    * uniqueness / creativity : Pretty creative, or at least different to what is usually seen (I'm bad at jusding this pls don't judge me)
    * technically impressive : A tick tack toe is indeed quite impressive. And having a code to get out of the quiz too. That's indeed surprising (except the tic tac toa opponent AI, that were unable to prevent me to win. Is it even possible to win in tic tac toe against a perfect oponent ? I know it's not with a 3x3 combinaison at least, but with 4x4...)
* Turnabout Dimension :
  * The scenerio here is quite interesting, and I'm awaiting the suite too.
  * Technically very impressive
  * Really good cutscenes (like with Tainted's first jam submission)
  * Having ace attorney gameplay in those game is pretty interesting. In particular, it showcase the possibility to transpose 2D games in the PMD engine (like he did for his previous tech demo).
  * It also took me quite some time to finish, althought this may be due to my play style of translating and reading dialogue (and had to use the walkthought for pretty much all part of the trial too).
  * Maybe fewer dialogue would be better ? Not sure, thought.
  * for the awards/domain specific stuff :
    * hack quality : It's really good. The cutscenes are really good, the story too, and of course there is this impressive trial stuff.
    * use of topic : Good. We face the viewpoint of someone, with which we are opposed (the usual ace-attorney stuff)
    * use of gimmick : I haven't studied exactly what is custom sprite and what isn't (it's very confusing for what is object sprite, and what isn't). I can at least say for sure it was used for occlusion in the scene crime presentation). (actually, let me open the rom in the editor... Some decompilation fail...) Seems like they got used in someplace, in particular with the evidence menu. It's a really good one, althought I'll probably take that into account for the technical side.
    * gameplay : The dungeon gameplay is not really interesting (but short, althought dungeon gameplay never really interested me). The ace-attorney phase was actually pretty good, at least technical side (not much a fan of it's difficulty, althought I don't really appreciate a lot the gameplay of ace-attorney in general, were it's easy to get stuck on one question).
    * narrative : Really good, althought a bit slow. The logic of the ace-attorney section feels a bit strange sometimes, but that's the case with most trials I played in ace-attorney. (and for the story, althought there are still some unresolved question at the end (those who are actually exposed by Palkia).).
    * single cutscene : I'll try not to call the tribunal phace cutscenes (althougt this could probably be done. and they are pretty good at copying ace-attorney themed scene). Not sure what I could put as the best cutscene here. Most of them are pretty good, but I don't remind of one being particularly better than the others. I really likes the two final cutscne, thought, for their originality. Maybe the introduction of Darkrai ? Sprite used during the crime scene presentation was also really interesting, as well as a few other things here (sadly, the content was bit boring here).
    * Dungeon design : The dungeon used here seems to pretty uninteresting, althought it fit well in the story, and is a good break from those cutscenes.
    * custom graphics : The Palkia and Bidoof in the credits are really good. The crime scene room and the title screen are quite good too. The afraid chimecho portraits was also very fun to see (not sure if it's a custom graphic thought).
    * uniqueness / creativity : Really good. Of course, ace-attorney gameplay (I mentionned it for most point, actually), and other element (althought I'm bad at preciselly pinpointing those)
    * technically impressive : A lot. I mean, transcribing ace-attorney gameplays, animations and co in Mystery Dungeon is indeed extremmelly impressive. And seemingly without custom special process !
* Future of Hope :
  * The scenario is really good too. I personally prefer it over Princess Alexander and Turnabout Dimension
  * The cutscenes are pretty good too.
  * The dungeon, on another sides, are too long.
  * The ending scene looks awesome.
  * Having a custom intro and menu art is really good too.
  * The animation of the eclosion of Togepi surprised me
  * *hahaha, there is a tree that seems to have bad antialiasing... (or something)*
  * Also, good work for the various interaction in Arcanine house
  * For the awards/domain specific stuff :
    * hack quality : Really good from the cutscene/scenario point of view. However, dungeons are too long. Overall still really good.
    * use of topic : Really good. First playing as one pokémon, then as their opponent is something I expected, but the way it is implement is pretty good.
    * use of gimmick : (well, the usual I can't tell for sure what is a static object and what isn't). I suppose that Togepi's egg is one. In which case, it constitute a good use of the gimmick (in particular when she hatch).
    * gameplay : The difficulty of the dungeons are good, but I consider them to be too long (and having TMs was good. I should probably have spend a bit more time have a better planning of my moves). Also, not sure if dungeon tileset is custom or not, but at least I never saw them. If they are, good work then !
    * narrative : Really good. Having a post-future-darkness story is really good, and the various characters are really interesting. The telling of the story was really good too (and cutscenes weren't too lenghtly, unlike with Turnabout Dimension. Or they were more interesting. One of the two. Or maybe both).
    * single cutscene : Humm... Again, hard to pick one. The custom intro cutscene is a good textless presentation on how Arcanine got the egg. Togepi's eclosion was really good, as well as the ending scene for it's background.
    * Dungeon design : Hmmm... The dungeon layout was good... The difficulty was good, althought they were too long... Having PM avalaible was good... I was sad when I discovered that Murkrow couldn't use the healing move... (dungeons are particularly hard to judge for me...)
    * Custom graphices : Splendid. The main menu background, the ending scene image, the hatching of Togepi, Arcanine getting ready to attack, Togepi's egg itself, and probably more I forgot.
    * uniqueness / creativity : The scenerio is unique and really creative. There was good use of custom graphics too !
    * technically impressive : Doesn't seems to be a focus of this hack, althought there are some good use of some technique during cutscenes. Cutscenes are well animated here.
* Psychic Puppets
  * The scenario is good here too, thought with more focus on humor.
  * Kinda remind me of Fragment 3 (which I kinda expected coming from Adex)
  * Ohhhh ! Special Process and assembly :)
  * The free roam phase in the city are really good too
  * A lot of comical things here
  * Dungeon gameplay was actually interesting an important time of the dungeon gameplay !
  * *there is a lot of good things here*
  * So, for the awards and domains specific stuff :
    * hack quality: Really good (too). Story is interesting, cutscenes are surprising, and dungeons gameplay is also surprising
    * use of topic : It's a good one. It's the different perspective of Mew and MewTwo, but it's also Mew tricking MewTwo.
    * use of gimmick : Object sprites are used for a variety of effect As Far As I Can Tell. I can at least remember the timer and the location name scrolling stuff, and probably the fire explosion.
    * gameplay : Original. Of course, the magic of assembly strike again. I like the idea of having to control a pokémon to correctly progress in the story. The second and third dungeon are a bit too long for me thought.
    * narrative : Really good (we really have of competent writer here on SkyTemple overall. Or it's just me that's a bad writer). The two main characters are really interesting. And the way they interect together is... Fun to see ?
    * Single cutscene : There are lot of cutscenes, and it's (as usual) hard to select a few ones, but I'll try : Mew meeting MewTwo, the fire explosion was fun. As with most hacks the ending cutscene is particularly good too.
    * Dungeon design : The difficulty was well handed, dungeon were approximativelly of the right lenght (for me), and... The difference, and in particular brainwash and frienship was a really fun change.
    * Custom graphics: Good. The scrolling title for area is good. The fire explosion is good. And there are probably other custom graphics I forgot. However, they really shine with how they are used with scripts (Oh ! And the timer too)
    * Uniqueness / creativity : The scenario is pretty unique (but hey, it's hard to say a scenario is not unique). The usage of patches to change the gameplay was really unique too.
    * technically impressive : Do I even need to explain ? (*yes, I do*) : The change in dungeon gameplay is really good (and certainly really hard to implement correctly). In particular when it impact cutscenes. Having to choose the specie of Mew enter into this category, for example. Having a timer in a dungeon is impressive too, as well as fighting team member (so this was that that all those discussion I read some times ago was about ? Good use of it !). Whiscash quiz, and certainly a lot of other stuff I forgot. Even without Assembly, it is still impressive, like those area name section at the top of the bottom screen, or the displayed timer. Or the use of SetOutputAttribute to put pokemon in front of text and portraits.
* Gegenspieler
  * Take of "part of the main scenario from an enemy POV"
  * interesting idea
  * Well... Reading the original dialogue is not really a lot of fun, but the extended scenes are better. In particuar in regard to the branching scenario depending of result of boss battle
  * 1 item inventory is not always the funniest thing that exist
  * notation stuff :
    * hack quality: good. 4 scenario possible, with a branching scenario post boss battle. The new cutscene is a welcome extention of the game
    * use of topic : A good one. It tell the story from your enemy point of view, this time taking the enemy of the base game.
    * use of gimmick : Hummm. Where object sprite ? Will need to return to look at this later
    * gameplay : The base game dungeon. Actually not too long, and the diversity of controlled character is interesting. Boss battle are too, but I might have prefered to have a bigger inventory.
    * narrative : Good. Exploring alternate point of view from the base game is a good idea, and despite changing content is rather short, it is still really interesting.
    * single cutscene : post Dialga win, end credit, crystal puzzle in the future
    * custom graphics : Hmmm... THe human ? Fill that later
    * uniqueness/creativity : The originality of taking the base game content and extending it is good
    * technically impressive : Not a lot, despite the fact I've heard the partner for the team in the crystal lake were random, which I should take a look at
* City of light
  * Really good looking
  * First UB focused hack
  * Meet a good quota of technically impressive too !
  * The scenerio is really good too, and original too
  * Oh... Custom music not in a void and in overworld... Coool... And sound effect too!
  * The characters are really interesting.
  * That's quite a lot of reviver seed that I actually never had to use. *You have a balanced inventory. I have a bag full of reviver seed meme here*
    * I've heard this was a bug that the UC didn't attacked.
    * Rewatched my gameplay, and it actually attacked (with it's fun attack name)
  * good original dungeon tileset too
  * background for boss battle !
  * Every characters interaction is fun
  * notation :
    * hack quality : Really good. The story is captivating and dungeon are just a bit too long for me (and kinda fun too).
    * use of topic : The different POV between Poipole and Fomantis with Poipole's caretaker is a good use, Or the idea that Rotom was here to defend their people against UB (and in particular Poipole's caretaker again)
    * use of gimmick : Hmmm (rha. This gimmick is so hard to notice). *Oh no! Can't notice it!* Labo door ?
    * gameplay : Dungeons and bosses are good. Except the simulated dungeon which was too long (and why are there so much reviver seed ? I had collected a lot of them, without having to use any of them afterward).
    * narrative : Good scenario. I really liked it.
    * single cutscene : Hmmm... First outside scene with the city background. Of course the ending is cool too... Actually, every scene is good here *Yay! Difficult judgement!*.
    * custom graphics : While not made for this hack, all the use of all of those UB sprites is cool. Same for the city background and the mother computer's one. The water in the virtual dungeon surprised me, and the other (actually original) labo tileset is good too.
    * uniqueness/creativity : As usual, really creative. Liked the interaction between the two world, the overall scenario, use of sound effect and a lot of other stuff...
    * technically impressive : Really good. In particular the use of text syntesis (no idea if there literally is a speech synthesis embedded in the code, or if it's just pre-recordeed audio). Also, having the good background for boss battle is a bonus point (did anyone used a straight ugly room too ? I remember how long it took for Delusion). (Marius from the future here. BLORG did)
* Operative Labours
  * Nice (and different than usual) scenario that is actually interesting
  * Some good graphics effect, in particular for the show ! Good idea to use the background to put a lot of actors !
  * It actually have French translation ! Turlututu ! (well... Alexander is still called Alexander instead of Alexandre, but that's a very minor nitpick where the basis of it may be discussed)
  * Dungeon are good too
  * First time there is multiple ending I can remind of. Althought theses were a bit... Insulting ? (not sure it's the right term)
  * notation :
    * hack quality : Really good. The story is really good, and it's presentation too !
    * use of topic : It's good. It's the not really unexpected of characters. Having the player have a choice at the end is pretty good take, thought.
    * use of gimmick : Again... Probably the music notes during the spectacle, Dewdrop's Pizza, Probably the stuff that turn when selecting a charcter (thought it's animated. May also a pokémon sprite, but I'll probably count them too. Technically speaking, they are basically the same, and from a usage point of view too).
    * gameplay : Pretty good. And not too long. I quite like them.
    * narrative : Good scenario too (having to make a choice will be hard. Thank for saving soon before).
    * single cutscene : The scene when the character sings is really impresive, and overall, every scene here are good.
    * custom graphics : It have a custom title screen, and that's cool. (it also reuse the main menu background from our first hack). Overworld background are also really good !
    * uniqueness/creativity : Really unique. Starting with the scenario structure, which feel more open, even if it's not (probably by being able to move in town regularly, and being able to interact with a bunch of stuff). I really like this.
    * technically impressive : Not as much as others, but it still have some nice effect. In particular the scene when there are a lot of Pokémon sit down in the background, and there are singing notes. I really like how it look.
* Merchants VS Pirates
  * looks good, but it's difficulty is too hard for me.
  * Yeay, not feeling really good, will keep that short :
  * notation :
    * hack quality : look good
    * use of topic : Well, there are different team. Guess that's a good use of it.
    * use of gimmick : Herm. IDK. Probably nothing outstanding. Should come here later.
    * gameplay : It's too hard. Not the kind of thing that interest me.
    * narrative : A bit small, but not totally uninteresting. Only Made one of the marchant branch, thought.
    * single cutscene : ...
    * custom graphics : Hrmm... branch ? UB ? Necrozma ?
    * uniquness/creativity : I guess the gameplay is really unique, as well as the notation system. And Branch too. Scenario, Choice of controlled character, objective...
    * technically impressive : Well, this side is really good.
* Templum Machina
  * Fun story
  * Doing the dungeon a second time wasn't really fun, but the first time was good (except the last dungeon that was maybe a few floor too long for me to not be bored)
  * I liked the addition of the Relics
  * Good work on the tileset !
  * notation :
    * hack quality : good, even thougth there are various visual glitchs (shadow, black square..). Maybe realated to the emulator (I personnaly had some code that worked with No$GBA but not Desmume). Also, seing cutscene with no movement, just a black background, is a bit unusual.
    * use of topic : Good use. There is the thing that we go on the same path with two different team.
    * use of gimmick : There is not a lot of sprite object I see. Just the note and the weapon.
    * gameplay : Pretty good the first time. The relic added an interesting change. Doing them a second time was less fun, thought.
    * narrative : The scenario is rather good, and fun to watch. (that's something I'm bad at judging, sorry).
    * single cutscene : There are not a lot of cutscene that I see worth mentioning here. Maybe the final one ? Or the credit. They were simple, but surprisingly good.
    * custom graphics : The custom dungeon tileset is really good ! Same for background. Good job on that side.
    * uniqueness/creativity : Hmm... IDK... 
    * Technically impressive : not a lot technically impressive, but the relic shop is really good gameplay idea.
* Shrine of Seals
  * Too hard for me (and too few time left to judge). I've finished it by watching Argonian's video (also, being able to name three Pokémon was really cool. Taking random french wikipedia page, and named Pokémon over the name of the presented charcter)...
  * notation :
    * hack quality : gameplay is certainly good, the evolution mecanics and the few cutscenes too, and I'm sure dungeon would be fun if I had time to enjoy them
    * use of topic : Hmmm... The perspective of the different evelution is an interesting use of it.
    * use of gimmick : The animated circle/evolution/save stuff looks awesome. Maybe the best use of it in the jam !
    * gameplay : Hmmm... It seems good, but can't say for sure.
    * narrative : short, but rather intersting, and certainly well told
    * single cutscene : there weren't much of them, but they all looked really good
    * custom graphics : Well, first, the gimmick stuff, and second, the door in the shrine. They are few, but they are good.
    * uniqueness/creativity : Chosing a pokémon to evolve into is a really good idea. *of course, you know I enjoy scripted evolution. Not so much the level reset...*
    * technically impressive : well, the evolution !
* Probopass Last Quest
  * interesting scenario.
  * The first tower dungeon is a bit too long for me, but otherwise, other dungeons are fun. Special point (not literally) for the use of pitfall traps in the last dungeon (however, it would be even better if an ally falling in one of them doesn't result in KO).
  * The original art are few, but they are well integreted. Good work on this.
  * notation : 
    * hack quality : good, fun to to play (except, as said above, the first tower level)
    * use of topic : Hmmm... It's present as the various team that does the exploration, but probably not something that is suprisingly good.
    * use of gimmick : good ! (even if most of the stuff seems to just be sticked over an existing background, and so are not technically static sprite). The game title after the intro, the key and the blueprint (that's literally blue, haha)
    * gameplay : It's good. Except, as said before, the fact the first tower level it too long, and the pitfall trap of the second tower level when it's an ally that walk on them (at least chansey) result in a KO.
    * narrative : Pretty good too.
    * single cutscene : That's hard (again)... The scene of the first discovery of the tower ? Or when we first see Probopass enter it's guild ?
    * custom graphics : Good for the probopass's guild tent, the tower, the title screen and the custom guild interior.
    * uniqueness/creativity : The story is pretty unique (quite a lot of dungeon too). Maybe the best use of importing custom element on existing background.
    * Technically impressive : no
* B.L.O.R.G
  * Fun story
  * The shadow of those Pokémon looks awesome ! (the egg bomb too)
  * I really like the "change" in the dungeon mecanism
  * notation :
    * hack quality : Really good !
    * use of topic : Good. It feel strange we don't see more of Team Tiny (not enougt time to finish ? If you do an update that add this part, I'll play it again. Actually, will play it again anyway cause I forgot to save the video). This is actually a literal "different point of view". Very good (rha. That's not a really advanced comment)
    * use of gimmick : Good ! I have no idea if the shadow are object sprites or not, but they look anyway really good ! (they aren't. But I'll still count them as this, just cause... Idk. It's really good). And there is the giant egg too. And the gem. And the honey too.
    * gameplay : Whoa ! Surprising change in the 2 of the last three dungeon ! Having to avoid enemy in the last ! and the boss with trap ! (that was a bit less fun due to me not usually trying to do complex tactics to control enemy). And having to dig thought wall was also interesting (are these static rooms ?).
    * narrative : Really good too ! Fun, original, interesting. Everything I love in here.
    * single cutscene : I don't really know. They are all cool. Maybe the initial scene with the gates and the pokémons with Marshadow ? cracking the egg bomb ? The initial cutscene ? The hero reunion ? The cutscene that play when lose against (what's her english name again ? Leuphorie ?)
    * custom graphics : Good. See use of gimmick
    * uniqueness/creativity : Really good
    * technically impressive : yes
