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| Timestamp | Since previous | Game | SwiftIllusion's comment |
|---|---|---|---|
| Aug 26 05:26:00 | Connected Worlds - The Adventure | The concept was pretty cool though I feel the execution could have been done a bit better. <br/>I never really felt in control or like I planned my path, I just sort of ended up taking it. <br/>Main suggestion would be to have a different method of determining when you were targeted by a turret-I think if you had to actively try and see were turrets were instead of just having a warning pop up regardless of the turrets location it could have increased the atmosphere a lot more, though to make the result of that (being hit more) less frustrating checkpoints would definitely be necessary-the underground areas would be perfect for them. | |
| Aug 26 05:49:00 | 23m 00s | Gimbal Fighter | Favorite part of this is definitely the second weapon XD. That sound, and it bouncing off, ships, is great. <br/>The concept is cool however I don't think it really benefits this gameplay, especially when in a cockpit view, I ended up not really understanding exactly how using the different controls really effected my movement-or rather it didn't feel necessary for what we were asked to do so it felt clunky. Also regrettably nothing felt satisfying because it was just kind of like 'okay well all those turrets on the ship are gone...An explosion or at least the ship being destroyed after the turrets were gone would have really helped with that. <br/>Main suggestions would be additional enemies that made the unique movement method relevant, improving feedback when getting attacked/taking damage (the enemies bullets made it hard to tell when I was being hit short of seeing that ship icon on the left going red), and making victory over enemies more satisfying (e.g. explosion, etc). |
| Aug 26 06:07:00 | 18m 00s | This Way! | Cute, simple and polished as others have mentioned, nice entry for sure :). <br/>One suggestion I do have though, is that it would be cool if rather than having the negative effect-the other jelly's tile would double your current multiplier, instead of resetting it. I think that would really strengthen the gameplay and add long-term strategy co-operating for a high score and greater sense of accomplishment as it's a goal reached over multiple turns, rather than just the short-term avoidance it currently has. |
| Aug 26 09:42:00 | 3h 35m | They Took Ghost Cat's Donut | Absolutely love the art/colors, so vibrant :D. <br/>Super hard game, took forever just to workout a method to get through the first island and couldn't get past the second but love the premise, that intro scene is brilliant, nice job :). |
| Aug 26 11:16:00 | 1h 34m | Protect Both Worlds | That was cool. Liked how because you had to re-defeat enemies destroyed by the towers, you had to plan placement better than just 'spam towers in single area' as you often would in this kind of game. Was fun :). |
| Aug 26 12:04:00 | 48m 00s | Red Universe | Absolutely amazing game, honestly my favorite so far. <br/>Personally felt the game design to be incredibly polished in all the right ways, nothing felt unnecessary, graphics made everything precise and easy to see (i.e. not confusing your fire with enemy fire, etc), the design between enemy fire patterns and enemy arrangement patterns made it feel consistently fresh, loved the introduction of the environment and then it's integration when also fighting enemies, even though there wasn't scoring it always felt satisfying to defeat enemies and get to the next area, the keys for speed adjustment made it easy to get the control you needed for navigation, honestly had so much fun with this. <br/>While I'm not good at all with bullet hell games this made me want to get good and I couldn't stop until I at least beat the first area.....then just over 30 minutes later I completed the entire game XD. It felt like a really well polished demake almost. Congratulations on this entry :), and that ending lol. |
| Aug 26 14:26:00 | 2h 22m | A Planetary Guide | Simple but in a good and really fun way, loved the word rhymes and clues, and the end was perfect haha, great job :). |
| Aug 26 17:03:00 | 2h 37m | Where Did The Stars Go? | That was really awesome :D. <br/>Loved the management-esque mechanics and trying to develop the life in that final level where you had to balance all the plants/animals. Even though you mentioned not getting everything you wanted done, you managed to get just enough in that it felt like a really satisfying experience after completing it, great job :D. |
| Aug 26 17:42:00 | 39m 00s | Get Physical | That was a really brilliant use of puzzle physics :D, easily one of the best I can recall, and the graphics and simple controls complemented it perfectly :D. Was consistently fun to try and get through each level, and the final level was a great way to end the experience. <br/>Also that credits sequence was perfect :)! |
| Aug 28 02:53:00 | 33h 11m | Super Alien Bro | I know it was a small thing, but I just loved how shakey the ship was on the intro where the ship crashed, really great. <br/>Also loved the level design and temporary power up system, kept the controls system but allowed the mechanics to be flexible and consistently feel fresh. One of my favorite parts was when the high jump and reverse powerup were next to eachother-but you had to get them both to be able to jump up the tree, was a really cool use of them. <br/>Not a good enough gamer to make it all the way to the end but loved all my time with it regardless :). |
| Aug 28 03:22:00 | 29m 00s | Diorama | Absolutely loved it, has a brilliant whimsical style to it both with the visuals and the great dialog. An awesome interpretation of the theme and it had a great flow from beginning to end, each story was satisfying and sweet, great job :D. |
| Aug 28 06:05:00 | 2h 43m | Divided We Fail | Simple and sweet :). One thing I really loved was how the boxes caused a separation between where the characters were horizontally on the screen, just kind of felt nice as a way to make it feel more broken up but in a good way. Would have been nice to have some more cross-play between the screens, like the above character helping the below character and the other way too, but that would have got in the way of the simplicity presented. Overall it was a nice time spent with it :). |
| Aug 28 06:44:00 | 39m 00s | Prometheus Unbound | Really well designed system for such a short period of development time. Took awhile to workout how to get it going but once I did it was a great experience, simple and too the point. A main suggestion is that it would be nice to add an icon to the left of the infrastructure screen that shows what resources you will gain (like the ones on the right showing what it costs), I found I had to somewhat guess and swap to the resources panel to see what I was gaining to workout what things did sometimes. <br/>Regardless it's a great entry, well done :)! |
| Aug 28 23:25:00 | 16h 41m | Sleepy Time | Super adorable art direction :D, the 2d art was really cute, a great aesthetic all around. The only thing is gameplay wise I wish you had some way of getting a head start before the enemies, always felt like I took damage before I could even see them let alone try and get behind furniture to dodge them, but still had fun with it :)! |
| Sep 1 00:49:00 | 73h 24m | GalaxyXX | Really awesome visual aesthetic, but as others have said it's regrettably still hampered by poor controls even if they have been updated, which severely effects the experience. <br/>A suggested control scheme if possible:: <br/>w/s strafes up/down <br/>a/d strafes left/right <br/>mouse:rather than temporarily adjusting your turn based on how much it moves, instead have the mouse in the center of screen cause no rotation to the ship, then where the mouse moves cause an offset to its turn. So for example if you had the mouse towards the top left of the screen-the ship would keep rotating/turning up and to the left. <br/>Then use shift/ctrl as forward/backward movement, and space as acceleration. <br/>That should make navigation easier faster and smoother. |
| Sep 1 06:32:00 | 5h 43m | Morpheus | Neat aesthetic, felt like an old adventure game in a good way. The biggest thing I felt was lacking though was a sense of mid-game accomplishment. If you had numbers next to each door it would have helped a lot with letting the player feel they'd made some progress towards a destination. Also some kind of shadow on the floor to help you workout where the blades were would have been nice-I could never really work out where to stand to try and dodge them. (The blades/chains animation looked awesome though regardless). Still, a neat entry :). |
| Sep 2 00:05:00 | 17h 33m | Beyond the Rift | Cool mechanics, though it could be even better if it felt more necessary/gratifying. For example if you could have an idea of what enemies were coming in the next phase-and consecutive tiles increased the effect. So then if there were 2 elements coming in the next wave you could make one half of the field one element and the other half of the field the other element, or try to break it up further-which would benefit from a larger battle field. Still a really cool start to an as mentioned regrettably unfinished experience, was fun to try out :). |
| Sep 3 17:39:00 | 41h 34m | Effraction | Really awesome submission :)! <br/>Would have been nice if the hacking was a bit more varied, but really for the time you all had this was absolutely brilliant, the style and sounds all really complemented the experience perfectly. Loved the little things like outlines left where your character died previously. <br/>Congratulations to all of you on this, well done :). |
| Sep 15 02:31:00 | 272h 52m | Shadows | Pretty neat and great aesthetic to complement the gameplay, though checkpoints or at least a way to reset it without having to try and refresh the page would have really helped the experience (I tried various buttons and as far as I could tell there wasn't an in-game reset button). |