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| Timestamp | Since previous | Game | Kyatric's comment |
|---|---|---|---|
| Aug 26 01:24:00 | 1989 to 2014 | Full five stars, because why not. <br/>Good job, nice explanations and nice take on the theme ;) <br/> <br/>Keep up the good life Christer ;) | |
| Aug 26 02:52:00 | 1h 28m | CyberSwap | Despite not being finished, that's a pretty good job ! <br/>The only bug I encountered is the disappearance of the action cursor in combat. Nevertheless I was only attacking, so it did not matter and I was able to fight and beat every encounters no matter what. Even the "boss" of the mining facility. <br/> <br/>I've loved the winning music, it pumps you so much and wants you to win another fight just to hear it and have it going as long as possible. <br/> <br/>I've enjoyed the humour in the dialog (Who's playing scubbabear ? :) <br/> <br/>It feels like a nice basis that would deserve to be pushed a bit further. <br/> <br/>On the "issues" side, sometime the character gets stuck against a barrel when/where I feel it should be able to go through. Not a big issue, but a little rough on the edges. <br/>The walk speed is perhaps a bit too low as well, or the camera gives this impression. <br/> <br/>Overall great team work nonetheless, gorgeous art (as always) and a cool proof of concept nonetheless. <br/> <br/>Congratulations ! |
| Aug 26 19:01:00 | 16h 09m | Ultra Realistic Social Network Simulator | As mentioned in the other comments, funny, but not really a game, still a nice idea and take on the theme. <br/> <br/>Good job on entering the compo ;) |
| Aug 27 17:17:00 | 22h 16m | Afterlife Dance Party | The control scheme/feel was a bit rough. Indeed the "sticky" animation bug (even without spamming though :( ) added to the inversion and yet link between the two characters was a bit difficult to apprehend. <br/> <br/>Nonetheless, the general cute look of the assets, the indeed bouncy music and the faces expressions while dancing gave a great tone/humor to that game. <br/> <br/>The mini story ("Dancing with the devil" was kind of missing some moonlight though ^^) with the boss man and the "when the cat's away, the mice will play" attitude gave great humor and an overall enjoyable experience. <br/> <br/>Good job ! |
| Aug 28 16:08:00 | 22h 51m | Converged | The convergence idea is pretty good, but imo, badly conveyed especially when the player dies. It doesn't really makes sense why we are stuck in the loop, and starting over with 3 shells and 0 scientist killed. It's lacking a bit of story line/message to tie it up with the rest. <br/> <br/>The music is cool, but becomes annoying quite quickly I think. <br/> <br/>But it is a nice effort overall, a cool story/idea and congratulations on making a game ! |
| Aug 28 16:18:00 | 10m 00s | Connected To Hell | I was interested by the "9 circles of Hell" reference, even though I don't understand exactly how it is linked to the theme. <br/> <br/>Was it through the layering of the music ? <br/>Unlike others, even though I reckon the idea of layering the music according to the level/circle pretty cool, I did not enjoy this one like I had did in last year's jam winner Scubbabear for example. <br/>I did not like specifically the music for this game as on a lot of levels it is very detuned in a physically hurting way ("false notes" do that to me yes). I understand/guess that it is to "put in a hellish mood" or something like that, but it just doesn't cut it for me. <br/> <br/>The graphics could have been a bit more worked indeed. <br/> <br/>It pains me, I feel like I did not understand that game and there's something I'm missing, but I can't seem to find what. <br/> <br/>Nevertheless good job on making a game during the jam, especially while testing out a new feature (Spriter) that is ballsy ! |
| Aug 28 16:29:00 | 11m 00s | Constellations | Took me a bit of time to figure exactly how to play, I hadn't noticed the "sequence" at first. <br/>It's overall a nice idea, fits in the theme. <br/> <br/>I would have enjoyed if the layout of stars would change at each new sequence/pattern. That would add a bit of a challenge and have the time reset or go up a bit as well as reward. <br/> <br/>It's also missing a background music, even though you are then allowing players to chose the one they see fit the best :) <br/> <br/>Overall a nice puzzle game though and congratulations to have made it in the time of the compo. |
| Aug 28 16:47:00 | 18m 00s | Simple Realms | Too bad the controls (WASD) doesn't take into account the international keyboards/users. <br/> <br/>I arrived once at the Bear boss, but frustrated because I couldn't control properly my character I rage quitted. <br/> <br/>I haven't seen it, but I guess from the other comments, that once a boss is beaten, you're taken to another "world" with a similar layout but possibly stronger mobs. <br/> <br/>Music's volume was a bit low as well, it changes from entries where a "bad" music will roar at your ears. <br/> <br/>Congratulations on making a game during the jam. |
| Aug 28 17:14:00 | 27m 00s | Warp Paint | Good job. <br/>At first, I thought I was going to have troubles completing the game, that the controls were a bit too hard on the cognitive charge, but each level being carefully balanced and teaching you and helping you master the way the game is to be played I made it through. <br/> <br/>And it was a very pleasant experience. The music is nice in the background, the puzzle getting "harder and harder", the levels are connected into a single world, and elements from a past level WILL be to be used in the next. <br/> <br/>It's overall clever and brilliantly produced. <br/> <br/>Great job ! Especially in the timelimit of the compo !!! <br/>Probably my favorite entry I've played so far. <br/> <br/>Huge congratulations Zach ! |
| Aug 30 05:57:00 | 36h 43m | Connected Worlds | Nice take on the theme. <br/>Perhaps it was a bit too ambitious (considering the extra restrained amount of time you had) to put so many mini-games together and having less would have allowed you to polish them a bit more. <br/> <br/>Congratulations nonetheless on making a game during this week-end ! |
| Sep 1 22:30:00 | 64h 33m | WARBLE WORLDS | I can't rate this game, I think it is buggy, or something. <br/>At start I'm in a sort of closed room with a blue circle. <br/> <br/>I can move around with the "lag" of the inputs other comments already noted. But pressing "A" or "S" just does nothing (Actually 'S' makes the character face me, but otherwise it just stays where it is) and I can't seem to get out of the room. <br/> <br/>Tested in Firefox and Chrome on windows 7. <br/> <br/>I'm sorry I feel like I can't play the game as it is intended. <br/> <br/>To answer your question about engine/frameworks, you can try out Construct 2's free version. <br/> <br/>Let me know if I'm missing something so I can play and rate with a fair playthrough. |
| Sep 1 22:45:00 | 15m 00s | Literally Connected Worlds | Playing the game without reading the comment/description first, to see how the "first handling" goes, I must admit that I ended up confuse by the connecting mechanic. <br/>Not in the connecting sense itself, but in how/why it appeared certain planet were connecting and how other weren't. <br/>Reading the description afterwards, I got to see that there is also a "pairing" system. Nevertheless, this is not represented ingame for the player to learn by herself. <br/> <br/>Other than that, the game feels like it "could not have an end". I must admit that I stopped playing before reaching the outer perimeter. It makes some sense in the mechanic, even though this perimeter could grow from close to the sun and "gain" diameter at each connecting planet/level of connection, allowing to build/expanding a structure in a meaningful way for the player. <br/> <br/>Otherwise cool mechanics, nothing too original but nicely executed. <br/> <br/>Congratulations in making a game and especially at your first attempt at LD ! |
| Sep 1 23:02:00 | 17m 00s | A Step Away | Nice "Guacamelee" like "two-worlds" mechanic. <br/>A bit hard to handle at first, but soon enough it does the job. <br/> <br/>I managed to find the ending chest thanks to a comment. <br/> <br/>Overall a nice little compo game, congratulations on a cool entry ! |
| Sep 1 23:48:00 | 46m 00s | Crack The Market | Well you sir have cheated :D <br/>It's a compo entry, and though it contains assets (graphics and music) that you haven't done yourself. I feel I must downvote on those aspect in regards to other entries that even if they are less nice looking/sounding, at least, were made within the time of the compo, according to those rules. <br/> <br/>DrugWars game/mechanics are funny. Adding the (slow) spaceship "transport" to it between planets... was kind of a good idea, but it did slow down the gameplay and made the pass from a spot to another quite tedious. <br/>Apparently shooting the (numerous) cops did not have any kind of repercussion in the game (I saw no other waves of more aggressive cops chasing me down). <br/> <br/>The interface in the merchandise transaction screen was a bit cluttered, and the fact that suddenly I had to use the mouse (compared to the ship being controlled with the keyboard) made it feel disconnected (or the ship felt disconnected, either). <br/>I also felt like there were too many merchandises to remember, and I would have loved less of them, but more informations like what were the prices I had bought the merchandises at, or at least the average price for each of the merchandise I have in stock. <br/> <br/>I would have enjoyed as well that the text field/number gives me the current total amount I was going to buy/sell (10 Y at 3.50 each => 35 $). <br/>I would have enjoyed that the field let me know I was going over the amount available. <br/>I would have enjoyed that the map stayed up or opens itself again when leaving the trade screen. <br/> <br/>Overall it's mostly interface issues that would have made the gameplay smoother. <br/> <br/>The galaxy is possibly a bit too expanded for the game to be really enjoyable as it could/should, but otherwise the idea to expand on DrugWars works and could be taken further in a more coherent way. <br/> <br/>I understand how this project got you stressed, the scope is possibly a bit too big for a compo/jam, you possibly tried to tie too much stuff inside instead of focusing on a specific mechanic and polish it. <br/> <br/>I hope you understand my critic is intended as constructive and not to shoot the game down for the sake of critic. <br/> <br/>Congratulations on releasing a game during the compo time ! |
| Sep 2 01:18:00 | 1h 30m | Space Clash | Nice entry. The pace of the game in relation to the controls are a bit to low/slow though. <br/>The general ambiance is pretty nicely rendering, cool music, nice graphics, but the yellow barriers are especially tedious. They aren't difficult as per say, but they are solid far longer than they are "passable" and it makes it so that most of the gameplay is spent waiting that the barier's state is good enough. <br/> <br/>I must admit that I "rage quitted" at the first green barrier level, the one with the horizontal yellow barrier because I felt three unfair (to me) deaths because I can't control the "down" direction and the switching time of the barriers were enough. <br/> <br/>Otherwise nice game and congratulations on making a game during the compo ! |
| Sep 2 01:31:00 | 13m 00s | Waterfly Octus | Nice graphics, aquatic controls are a bit weird even if it makes sense, the momentum under water is tricky to handle. <br/> <br/>The music was too repetitive, too fast, too loud and was quickly annoying. Adding frustration over the unfair death count. <br/> <br/>I did not take the time to make it past the first level because of unfair hitboxes of enemies which pattern it is impossible to know before having died several times on. <br/> <br/>Not my kind of level design it feels too unfair. <br/> <br/>Congratulations nonetheless on making a game during the compo. |
| Sep 2 01:41:00 | 10m 00s | Through the Mirror | Nice mood. The music was very soothing. <br/> <br/>The first screen with the game title/tutorial works well and nice. <br/> <br/>Later on, the challenges you provide gets harder and harder and there is a heavy cognitive charge to them. The player has to handle two "universes" at once in a very challenging/puzzling control scheme. <br/> <br/>I disliked that some of the jumps were so "pixel perfect" due to bumping into a scenery block. <br/> <br/>But overall a nice game, well made. Congratulation on your entry in the compo. |
| Sep 2 01:51:00 | 10m 00s | Groups of Seven | Nice graphics. I'm a bit disappointed as you can actually eat dandelions (yes in salad and it tastes pretty good) ^^ <br/> <br/>The music was a bit cock-and-bull which is also disappointing in regards to the nice polish of the rest of the game. <br/> <br/>It maybe lacks a bit of feedback while connecting/drag drop the item to a world. <br/> <br/>Nevertheless congratulations on making a game in the compo ! |
| Sep 2 02:05:00 | 14m 00s | Rift Knight | Controlling this character is pretty cool/badass. <br/>The gamepad appears to be mapped differently in FF than in Chrome it seems (might be worth a report on Scirra's forums). <br/> <br/>The animations/controls are cool, the music/sfx pretty sweet. <br/>I enjoyed the "ninja-sque" moves/feel of the character. <br/> <br/>It could make a nice action game, removing the rift/two worlds part that I did not enjoyed that much. It's OK for the theme of the jam, but to me the fun really sits in the movements possibilities/feel, not the "two world switching mechanic". <br/>Jumps and dashes are really good and worth pursuing further. <br/> <br/>Overall nicely polished. <br/>Congratulations on making a nice game like that during the jam. |
| Sep 15 16:00:00 | 325h 55m | Chaos Heart | I must admit, the game's assets are very polished, but on the other hand, I really don't understand what is the point/goal of that game. <br/> <br/>The WASD keyboard control is painful as usual on my AZERTY keyboard, so that always makes the games far less enjoyable than they should be. <br/> <br/>There's indeed a lot of chaos going on, and I don't really understand what is the point. I also don't really see the connection to the theme. <br/> <br/>There's a great production value on this jam entry, but the actual heart/core of the design appears as quite mysterious to me. |