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| Timestamp | Since previous | Game | GrooveMan's comment |
|---|---|---|---|
| Apr 29 02:14:00 | Defy Hades | This game has some serious style - though the organic style to the levels doesn't fit the jumping mechanics well. The interactions and character designs obelisks are my favourite part - upon getting stuck in the room with all three, I contented my self with just bouncing between them~ | |
| Apr 29 02:23:00 | 9m 00s | Space Wizard | The coke-snorting microgame makes me laugh every time, I love it. It's a shame the audio came out so compressed though, considering the rock star theme. |
| Apr 29 02:38:00 | 15m 00s | Beneath the surface of colorful bricks | When it kicked in why you referenced Puzzle Fighter, I got super into this game. Making a chain of breaks is just as satisfying, and you made the breaks sound nice and meaty. I hope you go back to this later and add VFX/SFX for chains and combos, it'd look so dope. |
| Apr 29 10:06:00 | 7h 28m | Sewer Rat Racer | For a game about sewers and rats, this was really cute! The way the jumps work was a bit janky, but in a fun way. Add some sound effects (rat squeaking on collisions?) and you'd be golden. |
| Apr 29 10:58:00 | 52m 00s | Paddle Battle Pegasus | The idea of sacrificing your score in a score attack game is really cool - it both allows me to save a run gone awry and dares me to push an already successful one a bit further. |
| Apr 29 11:09:00 | 11m 00s | Breaking The Waves | The shounen anime-style story was amusingly goofy, and the map design is nice, but the constant typos really pulled me out of the experience. Proof reading game scripts is lengthy and boring, but it's so, so important. |
| Apr 29 11:16:00 | 7m 00s | Ramen Master | Playing is quite fiddly (partially because the game window is so tall, but it was amusing to play. It might have fit the theme better if the order of the ingredients mattered, so some are BELOW THE SURFACE, and some rise above. |
| Apr 29 11:47:00 | 31m 00s | Hi It's Julian | Who knew Microsoft Sam could be so haunting? The ending was a great piece of interface-screw, though I can see it scaring off people! |
| Apr 29 11:53:00 | 6m 00s | Reaper | The concept is really cool, but I found the tank controls to be awkward, making stages a little harder than need-be. Having a swing to your weapon instead of a stab would be both a little easier to use, and more thematically appropriate for a reaper~ |
| Apr 29 20:31:00 | 8h 38m | Charly's Psyche | As said, the sense of style is great, and I can see a glimmer of where the game goes, but more instruction than just 'collide with objects' is needed to enjoy it in full, I think. |
| Apr 29 20:47:00 | 16m 00s | Cases | A great mystery game! I love how new cases are randomly generated. The way the text was handled was a bit awkward - the gradual text can't be skipped, and the text that you want to keep on screen vanished automatically! |
| Apr 29 21:35:00 | 48m 00s | Persona | The idea was really solid, but for a game this text-heavy, proof-reading is essential. The message was good, but it made the choices before feel false. I think having an implication of what you would say at the mask select screens would make playing feel less like guesswork. |
| Apr 29 22:12:00 | 37m 00s | I Contemplated the Sun of Limbo | While I was not able to find either of the endings in the time I played, I was content just following the sun as it floated around the island. The skybox and colour use are beautiful. |
| Apr 30 17:50:00 | 19h 38m | May I help you? | Hah, being the murderous butler is a lot of fun. Trying to juggle all the residents is pretty difficult at your walking speed, the ability to run (at the cost of the trust meter, maybe) would be a good way to build upon this. |
| Apr 30 18:02:00 | 12m 00s | Sub Rosa | Ooh, I love the gothic style of this (though the hero feels a tad out of place with his superhero physique and goofy run). Props for taking on a mystery game, too. |
| Apr 30 18:23:00 | 21m 00s | Beneath the surface | It was really interesting getting to know each of the crew members as you approach the mission. It took me a few tries to make significant progress though, and it sometimes felt a little like trial and error to make the correct decisions. Having some kind of counter to tell you how close you are to landing (at least before you play the game enough times and can tell by the size of the planet) would be helpful. |
| Apr 30 18:44:00 | 21m 00s | Aeronautical | The above/below water thing is great graphically. While the absence of music gave a certain atmosphere, I think something minimalist would have also fit well. I don't think I noticed if the handling changed when submerged, but it's probably because I'm not very good at this type of game. :v |
| Apr 30 19:01:00 | 17m 00s | Trufflehunt | Aww, this was really cute. And deceptively hard to play well. But then, cute and challenging is a great combination~ |
| Apr 30 19:08:00 | 7m 00s | No Eyes Willy | I love the restricted colour choice and arcade-y feel. Sometimes the collision detection bugged, so I started a stage in the floor, or kept walking after I finished a stage, but nothing excessive. |
| Apr 30 19:31:00 | 23m 00s | Go! Go! Purgatory! | You really have the Japanese creepy-cute aesthetic down with the character designs - I especially like Aguaron. However, the script could do with a little refining - some of the dialogue felt a little stilted, which made certain parts hard to follow. <br/> <br/>There's a lot of polish in how you handled the act transitions (The night club opening was good in particular). There are some faint seamlines on the characters for the different heads and mouths - I'm not sure if that issue's unique to my computer. |
| Apr 30 19:45:00 | 14m 00s | Cognitive Dissonance | The concept is really neat, but a mixture of even the first set of typing sets going at a decent clip, and punctuation being unresponsive (for some reason, using an apostrophe de-prioritised the game for me, making some sets impossible) made it frustrating to play. <br/> <br/>Even if it would have broken 'character' for the game, having both a warning countdown that a typing set is going to start, and having things like capitalisation and punctuation auto-complete (with the game telling you this beforehand) would make things a lot more playable. |
| Apr 30 20:15:00 | 30m 00s | Wireside | The style of this is incredibly slick - both in how the game graphically and musically handles dipping in and out of meatspace, and the peppering of style cues from the GBA Fire Emblems, right down to the style of the mugshots. <br/> <br/>I'm not sure if something went wrong on my side, but I was unable to unlock the second security door - you're unable to jump to wirespace next to it, and going back and defeating the first security gem again seemed to do nothing. Ah well. |
| Apr 30 21:12:00 | 57m 00s | Seven Souls | Despite the interface being a tad fiddly, everything else is incredibly on-point. I love the juxtaposition of such a calming soundtrack and pastel visuals in a game about making people drown themselves. |
| May 1 14:25:00 | 17h 13m | A Bank Heist on Christmas | I burst out laughing when I reached the part on Dadification. Really enjoyed how punk this game is. |
| May 2 02:09:00 | 11h 44m | Ice Hop | This is certainly a daring engine to make a jam in, but as a result it feels just a tiny bit stiff. There's something about the animation that makes the walking speed feel too slow. The style of the models and music is cool - I think you could use bolder and less realistic textures to match. |
| May 2 02:25:00 | 16m 00s | Beneath the Surface | I get what you're going for in how the gameplay works, but the short range and cluttered playing field is not so much challenging and irritating. Always starting at the beginning (for as far as I played) upon death pushed cheap deaths into dealbreaking terrirory. =( |
| May 2 02:33:00 | 8m 00s | Big in NY | The style of the buildings and the mirrored city are pretty cool, but the spacing of the coins feels strange. On one playthrough, coins were really far apart and would have been impossible without the run; on another they were all within 2 screen lengths. |
| May 2 02:37:00 | 4m 00s | Metro Delivery | Fiddly, but in a fun way. I enjoy how clean everything is, like a real tube/metro map. |
| May 2 02:43:00 | 6m 00s | Firefly | The light effects are really pretty, but the hitboxes on the fireflies feels way too small. I think having the different colours be different instrument notes or different shapes would both add variety and be a nice concession for the colourblind (though I can see the latter not mattering once enough are on screen). |
| May 2 02:58:00 | 15m 00s | RGB - Beneath the Surface | Visually wonderful, but the controls need not be so slippery and floaty. Was music intended? The atmosphere could be even better with the appropriate music and some gentle bubbling sound effects~ |
| May 2 03:03:00 | 5m 00s | Radices | This concept is really neat, but for some reason the framerate was very stuttery for me, making controls way harder. The music choice was... brave. I didn't know there was a site for procedurally generated music though, that's rad. |
| May 2 15:31:00 | 12h 28m | tell my story | The concept is nice, and the music choice is great, but the abrupt, short loops and slow walk speed make things harder to sit through. |
| May 2 15:40:00 | 9m 00s | The Show Must Go On | The controls were amusingly fiddly, though I was startled by how loud the sound effects were. Being able to watch in spectator mode is a really nice touch. |
| May 2 16:10:00 | 30m 00s | Agent Thursday | Hooray for mystery games! I enjoyed interrogating the bar staff and collecting clues, but it sometimes felt like the conclusions it tried to draw you to were vague. I would have expected a more sombre piano jam, considering the aesthetics, too. |
| May 2 16:26:00 | 16m 00s | The Westport Independent | Being a journalist, the idea of balancing what higher ups want with personal politics is a feeling I know all too well! Wonderful atmosphere and style. The font choice was initially a little murky to read, but I managed to adjust quickly. |
| May 2 16:32:00 | 6m 00s | Surface Of The Skin | Ah, this is very touching. I really like your interpretation of the theme and the idea of it being a music video. I also like that the messages you shoot down reflect the main line of text, but since those messages are both positive and negative, it muddies the idea of shooting down the negative vibes to retain sanity. |
| May 2 16:45:00 | 13m 00s | Necronomicon | Oh man, the graphical style and dynamic music were awesome. Sometimes the attack range was a bit fiddly, but nothing insurmountable. More games in future should star hipster cat warriors. |
| May 2 18:30:00 | 1h 45m | Digging up Daisy | I love the art direction here. For some reason I couldn't use the detonation function, but I had fun nonetheless. |
| May 2 18:47:00 | 17m 00s | Patient 283 | The graphics are stylish, but definitely need to come with an epilepsy warning. |
| May 2 18:49:00 | 2m 00s | Switcher | The transformations, and the endlessly pursuing mobs are a nice touch~ |
| May 2 18:57:00 | 8m 00s | Hey, you!! | A surprisingly tricky game, but entertaining to get right. There's some unintentional humour to staring at this train carriage filled exclusively with white guys, some in dorky hats. |
| May 2 19:50:00 | 53m 00s | Earthen Terror | Oh man, I love Tetris Attack! Playing it on keyboard is a bit fiddly (or maybe I'm a tad rusty) but all the basic strategies still work like a charm. <br/> <br/>Adding in enemies is a nice way to freshen things up, locked blocks are frustrating in just the right way (I wish killing an enemy released all the blocks it locked, though). |
| May 3 05:53:00 | 10h 03m | Soulitude | Having the flickering bypass gaps too far to jump was a cool idea, though if the metaphor (would that be the right word?) for the forest area is what I think it is, that there are gaps at all is a bit weird. |
| May 3 06:07:00 | 14m 00s | Kitsuni | Excellent audiovisuals and mood! The mash-up of animals that could in no way survive together in a winter landscape gives it this Aesop's Fables feel that I really like. |
| May 3 06:16:00 | 9m 00s | Journey Through Memories | The jumping mechanics are incredibly rough and finnicky. I eventually could feel that there was meant to be some kind of timing to jumping, but with such a featureless character, determining jump height was difficult. Mostly I just grinded my face against walls to ascend. <br/> <br/>I appreciated that it was a Lucille that was helping their wife, but apparently they're male, which is less exciting. |
| May 3 06:21:00 | 5m 00s | Whistle | I don't know if point and click lends itself well to jump scares (though suspense and dread is harder to write), but I like the style of this. The whistle-as-mouth thing was genuinely creepy~ |
| May 3 06:25:00 | 4m 00s | An Ode to Violence | The slow-mo closeups was really neat and satisfying (though maybe best reserved fer passing certain kill count thresholds for best effect) |
| May 3 06:34:00 | 9m 00s | console.enable(); | Messing with the debug is such a great idea, if a lot twitchier than I'd prefer. You're given a whole lot of variables off the bat, but then the experimentation is also fun. |
| May 3 06:40:00 | 6m 00s | Underline | The idea is a fun one, but I don't know how enjoyable it is to execute in practice. The character's control is very twitchy (I appreciate the increase in speed from standing, but it feels way too fast for small, precise jumps), and sometimes jumps failed to execute, which may have been the collision detection or just how my comp wants to respond to simultaneous inputs, I can't really say. |
| May 3 06:46:00 | 6m 00s | The Spyware Who Loved Me | The character design for the spyware is super adorable! The MegaMan influences are definitely appreciated (I'm getting a bit of Battle Network here, considering the theme and background animation~) |
| May 3 06:58:00 | 12m 00s | Beneath The Surface: A detective story of video game conspiracies. | Meta ideas like this are a bit love-hate. While I enjoy the idea of meta detectives in video games (After all, the Thursday Next novels are meta detectives in written works, and that's cool), the knock-off versions of existing franchises felt... cheap. Meta humour about classic games is well-trodden territory, y'know? |
| May 3 07:11:00 | 13m 00s | They Beep | I love the style of this game (and the music, though it didn't loop for me), but talking to the other staff felt a bit aimless. Dialogue trees repeated between characters often, so I wasn't sure what kind of direction I should have been taking. |
| May 3 07:33:00 | 22m 00s | Franz Kafka's A Hunger Artist | I like the ambitious approach to the theme, but from what I understand, a lot of what A Hunger Artist tells is as much the artist's reaction the the crowds as the crowds themselves. But since the game character doesn't emote, and there's not much information to put ourselves in the artist's place (beyond watching how tired and thin he gets), I finished the 40 days somewhat passionless. <br/> <br/>Which may even be the point, I suppose. |
| May 3 07:37:00 | 4m 00s | Lounge Lord | This will be on my tumblr! <br/> <br/>Wonderfully cute. I /sorta/ wish the percussion samples were a little more musical, but that would probably spoil the fun. |
| May 3 17:56:00 | 10h 19m | UNDERQUEST | Although the game explains none of the rules, it was easy enough to learn the ropes (Though I spent the first room intentionally dodging the monster for 20 seconds, heh) |
| May 3 18:09:00 | 13m 00s | Inspector Badass | The style of this is great, and it has a damn funny premise. <br/> <br/>It feels a little off that the characters don't turn away from the screen when moving upward, the punching felt a little clunky (If you were able to cancel the end of the animation into moving/jumping it would feel so much tighter), and that all the thugs were black felt kinda... unpleasant. |
| May 3 18:16:00 | 7m 00s | ScubaBear | Wonderfully polished. So many classic video game callbacks (both in treasure and design decisions), but it's working for me here. That there's a dynamic soundtrack change for above/below water is just magical~ |
| May 3 19:11:00 | 55m 00s | Heaving of the Depths | This feels really ambitious for a solo project, great job! Some of the coolest games are born from personal experiences, and I'm happy you turned something you fear into something creative. I really enjoyed the cute little romance subplot, too. <br/> <br/>If I was to change anything, I think your key choices are all over the place. All the action buttons could be just mapped to Space, and X to cancel. |
| May 3 19:50:00 | 39m 00s | Just Your Typical Dating Game | Shit got incredibly real incredibly quickly. At first the meta-ness didn't really grab me, but as things escalated, I just went along with the madness. <br/> <br/>I really like the style you did the characters in! And I can tell you gave Ren'Py a serious work out of its different features. <br/> <br/>However, background music would have helped a lot for fitting (and intentionally breaking) the mood, and the font was both a little hard to read, and didn't play nicely with the gradual text effect you're using. |
| May 4 17:08:00 | 21h 18m | Wunderheilung | Amusingly gross. Everything was wonderfully neat and polished, great job! |
| May 4 17:27:00 | 19m 00s | The Day After | While I know it's hard to make graphical assets on your own, good writing can make up for that. Sadly you didn't really manage that here. <br/> <br/>There were so many spelling errors it stopped me from getting into the story (and some parts just didn't make sense as a result). <br/> <br/>While proofreading is boring, it'll make or break anything story-heavy. |
| May 4 18:39:00 | 1h 12m | FFFFFF... The Game of Corporate Misanthropy | I dig the grimy, 80s analogue style of this. It took me a fraction to work out what the movement controls were. If there's a run or push button, it'd be that much more engaging~ |
| May 4 18:45:00 | 6m 00s | The Wolf beneath the Surface | A really cool concept. That the enemy units will still attack you if you haven't killed anyone yet feels a bit off. That there was no sound effect upon catching prey was a bit of a shame =c |
| May 9 18:04:00 | 119h 19m | Roots | The character design was neat, and more diverse than I was expecting! The layering of Ygg was a bit off, so his arm ended up clipping through his knees a lot. An amusing microgame! |
| May 9 18:13:00 | 9m 00s | Neath | Really enjoyable - the stereo sound is great, and I hung around the radio for longer than I probably needed to. The ending was kinda out of nowhere though - a little more foreshadowing would have gone a long way! |
| May 9 18:25:00 | 12m 00s | Bornard | I get strong Another World vibes from this, which I really like. I was surprised that it didn't point out the gun controls straight away, but fortunately that wasn't too fiddly. |
| May 13 12:33:00 | 90h 08m | Beyond The Surface The Chaos Rises | It took a bit of random guessing to work out my aims, but it became a decent game of planning the best cards to use. It could be an even better game if the results of winning and losing weren't random - there's a lot of strategy in planning what cards you can afford to sacrifice. |
| May 13 13:22:00 | 49m 00s | Homesick | I was not expecting a game about shape race relations, but I'm glad that's what it was about. |
| May 13 13:45:00 | 23m 00s | StromnetZ | A really cool system - sometimes the part randomization felt off (I managed to get the 'separated cross' part 5 times in a row), but fun and polished nonetheless. |
| May 17 13:28:00 | 95h 43m | Chick&Tricks | Aryn here, posting as Nathan (GrooveMan). <br/> <br/>A fun little game. The music was very fitting. |
| May 17 13:39:00 | 11m 00s | Loose | I really like this one. Well done. <br/> <br/>Fun and kinda relaxing at the same time. |
| May 17 13:54:00 | 15m 00s | What Lies Beneath | Nice. Very good atmosphere and fun to play. Starting over every time I crashed was a bit frustrating though. |
| May 19 23:32:00 | 57h 38m | Drillo - The Happy Driller | Ah, the problem with working to an existing puzzle game so closely is that you can really tell when the 'feel' is off. like-colours not combining (or at the very least vanishing as a chain reacion) made things feel a little tame. |