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| Timestamp | Since previous | Game | alyphen's comment |
|---|---|---|---|
| Dec 8 22:47:00 | Lost Worlds | This was quite the unusual game. <br/>OS X version works flawlessly, by the way. <br/>The graphics were a little sub-par - things like edges where they shouldn't be (enemy walk right animation) and images that were drawn in a hurry in MS paint. There were also some odd UX decisions made, and a lot of things (menu navigation, can I destroy the enemies? etc) were not quite as obvious as they should be. It took a while to notice the theme interpretation, but once I did, I was quite impressed - putting all of the levels on the main screen is quite an neat idea. Some of the jumps were pretty tricky, although often it felt like the fault of the floaty gravity, and not of me (the player). Where this really picked up was some of the music: there were some pretty nice beats in here, especially for 48 hours. The menu theme in particular was very impressive. <br/>The Transitioning between platforming and maze mechanics wasn't seamless, but you managed to (just about) pull it off, so well done for that. <br/>This is a pretty decent attempt, and I'll look forward to seeing where you go next Dare. | |
| Dec 8 22:56:00 | 9m 00s | Arcade Mashup | Some pretty and well polished mechanics for some old classics. Well done! The shake effect and particles played off nicely, and the transitioning between different games handled very smoothly. "You are a pile of chocolate flavoured ice cream", aha xD <br/>While it was sorely lacking music, the sound effects did give it some solid depth, and it was definitely fun to play. |
| Dec 8 23:03:00 | 7m 00s | Meeses | This is fantastic - some very silly and great ideas for enemies, and quite solid mechanics (although your own attack is quite limited) <br/>The music isn't intrusive, and the style is quite pretty and almost nostalgic. |
| Dec 8 23:09:00 | 6m 00s | Cube Shooter 31 | This gets incredibly chaotic very quickly. <br/>Impressive physics for a 72hr game, and a nice, fairly original concept. It's simply drawn, but that's all it needs. <br/>Just add some online co-op so more people can play multiplayer. Local co-op is quite amusing if you have friends, but it's good there is a single player mode. <br/>My only complaint is that there isn't much replay value unless you're a highscore chaser. |
| Dec 8 23:14:00 | 5m 00s | gene | This is weird and quite nerdy fun. <br/>I find it oddly enjoyable watching your little script carry out it's duty and "evolving". |
| Dec 9 20:00:00 | 20h 46m | Snowman's Revenge | This is a really nice mechanic. Balancing making snowballs with actually getting rid of the snowmen trying to eat you is nice, and then you have the lights as well - very original and a lot of fun. And you got the snowman theme in there too, so that's pretty awesome. |
| Dec 9 20:05:00 | 5m 00s | Snowman Survival | A fairly simple game mechanic, but apart from collision checking (this felt quite broken) it played alright. Really not sure why I was allowed to walk outside of the room. <br/>The crafting mechanic was pretty neat, and the music was half decent, so good job on that. I wasn't keen on the aesthetic, but top-down is pretty hard to do right. |
| Dec 9 20:35:00 | 30m 00s | Nauty Sub | A very interesting way of doing "Lighting". Control mechanism was quite interesting too, but I think I would have preferred a keyboard-only option. The timer makes it fairly difficult, and it feels like there's quite a nice variety of smooth terrain and obstacles, even if there are in reality only a few. |
| Dec 9 20:49:00 | 14m 00s | Sad Little War-Bot | This was quite well polished, and quite humourous. There seemed to be a lot of content, and the story addition was quite welcome. However, it got very repetitive quite quickly, and very loud as more and more enemies poured onto the screen. Spamming left click seemed to both be the only way to do this and simultaneously destructive, since your grenades weren't going very far before exploding. |
| Dec 9 20:57:00 | 8m 00s | Jamception | Quite accurately replicated the experience of being in a jam (although usually it's the IRC client and a hot chocolate rather than coffee and social media). It was a lot of fun to play, as well, and very smooth. Good job! |
| Dec 9 21:03:00 | 6m 00s | BORDERS | This was quite a neat mechanic. I can imagine it being quite fun with two players as well. However, the controls weren't really that tight, and it was often difficult to maneuver. The perspective wasn't great. <br/>Some of the levels were really quite hard, but it didn't seem like there was a logical ordering. <br/>A little too short - some more content could have been good. |
| Dec 9 21:10:00 | 7m 00s | Snowman Stacker | A really nice mechanic, pulled off very well, especially for seven hours. The physics are well done, the hill generation is nice, and it's tricky to put together. A lot of fun to play, well done. |
| Dec 9 22:17:00 | 1h 07m | Peaceful Night | It's alright for a little while, but something as simple as a basic tune could make it a lot more immersive. It plays a lot like a 2D Minecraft clone, and while the gameplay is relatively simple, some of the mechanics are quite ambitious for 48 hours. The generation could do with some work, but again - it's 48 hours, so having generation at all is pretty impressive (that said, I used to write up Minecraft world generators in an evening - Underdark is one of those if you look at my GitHub) <br/>Good job on the amount of blocks, items, etc. but this really could have done with something to make it a little more immersive and fun. I gave rewriting the render code a crack (making it run in a separate thread, only rendering once per tick, etc) but the speed of everything dropped a lot, I couldn't figure out why. I might have another look at it later (or ping me on the IRC and I can talk to you a little about it if you want - my nick is alyphen and I'll be idling in the channel all day and active during out of work hours in GMT) <br/>A good crack at a 48 hour game, but perhaps try something a little less ambitious and add a little more polish and sparkle next time. |
| Dec 9 22:25:00 | 8m 00s | Winter invasion | The physics are half-decent, and there's a wide range of power ups on offer (though of course not rivalling RoR's ;)). It almost feels like there should be more writing, because your style is absolutely brilliant, over the top and pretty hilarious. It's also pretty sorely lacking music, although the sound effects are alright. |
| Dec 9 22:39:00 | 14m 00s | O-Inari Origami | This is an absolute genius idea, very impressive. The only thing it really feels it's lacking is music - something calm and unintrusive could be nice. If you wanted to turn it into a full game you could just add proper level selection, music, and a bunch more levels, and you'd be done - it would be something I'd be willing to pay for. Seriously, great work on this. |
| Dec 9 22:45:00 | 6m 00s | Toy House Attack | The crate pushing mechanic wasn't great, but if you look past that, it's like one of the old classic zombie shooters with snowmen. (so hey, you got the snowman theme in there too.) It was pretty fun to play for a while but got boring quickly, and the environment was fairly limited. There was a total of one sound effect and no music. Fixing the crate pushing could have made this a lot more fun (some sort of lock-on to the side of crates, TLoZ:OoT style would do) |
| Dec 9 22:53:00 | 8m 00s | Teeny Tiny Little Ball | Ahaa, great narrative - the combination of shapes and a unique narrative style reminds me of Thomas was Alone. There was a wide variety of different ideas in here, and so the shortness can be attributed to the 48 hours. The music loops well and it's fun to solve each "puzzle". The graphics are simple, but very effective. A very good entry. |
| Dec 9 23:06:00 | 13m 00s | Broken | The OS X build doesn't work - it crashes on startup, but it's not a Java stack trace (it comes up with the OS X dialog for when an application crashes) <br/>I've put the crashdump on pastebin - http://pastebin.com/kUge4qhv |
| Dec 9 23:15:00 | 9m 00s | Chefs Legend | This reminds me of something like Surgeon Simulator, where the game is so awkward to play, even though you're doing things that would be so easy in real life, that it becomes hilarious. <br/>I couldn't find a "restart" or "reset button of any sort, so I just refreshed the page every time, but it's a fairly original idea and it's very well polished. A lot of fun to play, though frustrating at times. Nice job. |
| Dec 9 23:24:00 | 9m 00s | Balls and Blocks | The physics are wayyy too floaty for my liking, which kind of spoils the game. The music is good, and the mechanic is decent, and probably would be fun if the controls were tighter. |
| Dec 10 17:55:00 | 18h 31m | The Murderdome | A pretty addictive, and difficult, game - love the permadeath. The music was fitting, and the visuals were actually quite nice, even though they were simple. It's quite fast paced and you feel like a ninja avoiding the shots - the highest I got was level 5. |
| Dec 13 17:55:00 | 72h 00m | Buttfacę the Snowball Warrior: Winter Invasion | Nicely polished game, with some neat visuals and sfx (although lacking music). It was fun to play, although a little too easy and a little too short. (and perhaps the pacing was a little too slow too) Decent entry, and with some more content, music, and faster pacing, this could turn into something incredibly solid. |
| Dec 13 18:08:00 | 13m 00s | Maze of Doom | The elements of strategy were very nice, and the navigation around dungeons was an interesting strategy - unfortunately, the reliance on boots and the 10 square movement cap meant I kept running out of squares to move. Also, the icons weren't really that well explained. R on GameJolt caused the game to fullscreen, so I had to keep pressing esc every time I restarted. I think if you removed the cap on the boots, and maybe gave some additional squares with each boots, and made the icons a little more self-explanatory, this could be quite good. |
| Dec 13 18:28:00 | 20m 00s | Graffiti Escape | The music was minimal, and I felt it needed a little more. I managed to get all the way to the end, but there was a lot of pointless wandering and not much sense of direction (although I guess that's common to most "room escape" games) Some of the solutions were a little abstract, but pretty clever. Profanity was overused a little too much - using it where necessary for emphasis is fine, but when it becomes every second word, something's not right. The narrative was pretty good in general, fairly humourous, although it could have been improved (although given that English isn't your first language, grammatically it's almost perfect. Just for a text driven game, I would generally expect more diversity in language used.) It was decently challenging to play through, and I enjoyed it quite a bit, although it could do with a lot more polishing. |
| Dec 13 19:23:00 | 55m 00s | Chess Chatter | Very well-made and polished game. The story was interesting, and the characters were quite deep, although there were numerous grammatical errors. The art was absolutely beautiful, and the soundscapes matched that. The desperate mood of the club was perfect. It would be nice to see an expansion of this, with a little more grammatical checking - this could probably be turned into something I'd be willing to pay for. |
| Dec 14 12:36:00 | 17h 13m | Avoid Rage | Neat idea - a lot of fun to play, and pretty addictive, although it throws few, if any, punches. I managed 130. Perhaps add some weird effects that occur at set intervals, for example increase speed for 10 seconds, add a delay to movement, "confuse" movement, etc to make it harder. |
| Dec 14 12:40:00 | 4m 00s | Snowbert | Aha, made me giggle a little. It's a little too short, not much content, and a little to easy, but the interacctions available were pretty genious. The reindeer is fantastic! XD <br/>The art is decent, and the music fits it well. |
| Dec 14 12:52:00 | 12m 00s | Communications Control | This was fantastic - the only thing I really felt lacking was content, but the concept is really really good. With a little more content (and perhaps a little more control over things like going back to the galactica, it would be nice to do that sort of thing yourself rather than letting the game autoplay), you could definitely make something sellable. The audio is subtle, which enhances the mood greatly. The graphics were simple, but beautiful. The story was neat, there were a couple of typos, but it felt very polished. Good job. |
| Dec 14 13:01:00 | 9m 00s | Greeny GRUB | Interesting concept. I liked the difficulty - it was harder than a lot of entries. There isn't much variation, and the graphics could do with a little spicing up, although the music is pretty good. It's quite fun for a little while, though. |
| Dec 14 13:09:00 | 8m 00s | The Great Expanse | At first, this gave me a pretty nice feel of the expanse of the universe, but slowly it just got repetitive. There was no ramp up in difficulty, no change in scenery (until the maze thing at the end), and it really was more of a grind. For 5 hours, it's decent, but it doesn't really compare to most entries. |
| Dec 14 13:16:00 | 7m 00s | Turn a cave! | It's a pretty neat idea, but it felt like it lacked audio - my only other major gripe was the movement - you couldn't move more than one square at a time, and you couldn't rotate counter clockwise. The text didn't really make you notice it, but that was a minor issue. <br/>Overall, a fun idea that could do with more polishing. |
| Dec 14 13:22:00 | 6m 00s | Syracruse Station | This is alright, but the enemy immediately targeting your base with one life while you try to spam the keyboard to use weapons that aren't out of charge is a little difficult - the difficulty should ramp up, rather than starting hard and staying hard. Graphically, it could do with a lot of tidying up, but it's decent enough to see what everything is. The mechanic is okay, but it really is trying to introduce you to everything at once. Perhaps introduce each weapon one by one, so you can learn them and what they do before everything eats you? |
| Dec 14 13:26:00 | 4m 00s | R | It was lacking audio, but graphically a very nice style. It's biggest flaw was that you can't really choose which direction you're shooting - it's just done automatically. Maybe move movement to WASD/arrow keys and use the mouse for aiming? |
| Dec 14 13:36:00 | 10m 00s | For the Homeland! | Nice art & music, interesting deaths. Crime generation was quite interesting for a while. It didn't really give me many pointers as to what I was doing, other than pressing the red button and deciding the fate of the citizens, although I didn't really understand what that was doing. I was offered a trade once, I wasn't really sure what that did either. <br/>The characters were fairly interesting, but there wasn't really much way to converse with them after the initial start. <br/>I wasn't sure what Gulag was either until I read the comments. |
| Dec 14 13:41:00 | 5m 00s | Neural Connectivity | It took a while to figure out what I was doing (no instructions or anything) but once I did I completed it relatively quickly. There was no real challenge, or anything to explore really, and it was lacking music. <br/>There wasn't really anything to keep my interest. <br/>I thought the physics were decent and the controls were fine, so I don't really know what people were complaining about there. |
| Dec 14 13:50:00 | 9m 00s | A Gore-y Election | It was pretty easy to win once I understood what was going on, and there wasn't much variety in gameplay. It's an original concept, and it's fairly fun, but could really do with some more variety and polish. |
| Dec 14 14:38:00 | 48m 00s | Birdy Bird | Interesting interpretation of the theme, having the "screes" fade out and in - at first I thought it was a bug, but I realised after a couple of plays. <br/>The music is quite nice, and the art is nice too. The idea really isn't an original one, though. |
| Dec 14 14:47:00 | 9m 00s | techRUN | It felt like it really should be fun. The only really breaking thing was the physics - I would get caught on the side of things and be able to triple jump off them, catch while falling down a hole, and numerous other weird bugs. It also felt really floaty to play. Graphically, it was good, and the music fit well. The boss's quotes were quote amusing too. |
| Dec 14 14:51:00 | 4m 00s | ɹǝɯɹɐɟ ǝɥʇ | The controls were really finnicky, which kind of broke it for me. The mechanic was nice, so if it was neatened up a bit, this could turn into something quite nice - as a web game, this could do quite well, I think, but it doesn't really fit as a native game, being as simplistic as it is. |
| Dec 14 14:56:00 | 5m 00s | Mystical boring plowing duel (with ultra-hiper-super-mega arena) | The aesthetic in this game is really neat, and the music fits decently well, although I've definitely heard it before. The trumpet is really out of place and the controls are floaty and especially bad with two players (does it expect the second player to be sitting on the first player's lap or something?) <br/>The arena design is decent, but collisions don't seem to be implemented that well. <br/>It didn't hold me for that long. Controls really need to be tighter. |
| Dec 14 14:59:00 | 3m 00s | Not Your Average Dungeon | This really is too unfinished - either working while sick or not submitting at all would have been preferable here. <br/>On the bright side, your sprites are decent, and the dashing ability was quite interesting, if only it was a little more polished and worked better. |
| Dec 14 15:18:00 | 19m 00s | Suzy v Dark Lord | A really cool mechanic. It took a while to "get it", but once I did, it was quite fun throwing the runes around and getting them to overlap. There were a few weird graphical glitches where the top flashed and stuff, but generally very good. The music was a little repetitive, but otherwise good. |
| Dec 14 15:23:00 | 5m 00s | 0000 : Press Z | Pretty hardcore old school-style platforming. I'm not sure on the "change to a different level on death" - it almost reduces the punishing aspect of it by allowing you to progress that way. Most of the physics are pretty good. The sound effects are a little on the simple side, and some music might have been good. It was quite fun to play, though. |
| Dec 14 15:53:00 | 30m 00s | Atomic Space Vikings | This was awesome. Loved the music, graphical style, and kept me occupied for ages. Kind of surprised you didn't do a GWT-based version, since you were using libgdx, but it doesn't detract from the game itself at all. With a bit more expansion (multiple galaxies or something?) and maybe online multiplayer, this could definitely become something sellable. |
| Dec 14 16:07:00 | 14m 00s | Escape Character | This was totally awesome. Really innovated based on the theme to make something totally unique. This was a lot of fun to play, and you should totally do more on this. The mechanic was really cool. |
| Dec 14 16:10:00 | 3m 00s | S.I.N.E | I don't think you included the natives for Mac. |
| Dec 14 16:14:00 | 4m 00s | Little Office Troubles | Very polished, but not much content. It's fun to play, but gets old quickly because it's a very simple mechanic with not much to it. The sounds, music and graphics are all superb. <br/>Hey, you cheated the theme, it was on three screens xD |
| Dec 14 16:37:00 | 23m 00s | Walk to the door | Really, really nice puzzle design, and a nice gradual difficulty curve. It would be cool to break up the levels into different themes of some sort. |
| Dec 14 16:45:00 | 8m 00s | Sanic Sokoban | This hurts my ears, and has no challenge, unlike real sokoban. It somehow manages to take Sonic and Sokoban and remove everything fun about both. |
| Dec 14 16:54:00 | 9m 00s | Windows Cleaner Simulator | I kind of expected more feedback when cleaning windows - perhaps a better view inside. It didn't really affect the game other than completing it when you clean all of them. That was an issue with many of the other choices, too - none of them really seemed to affect the game. It was generally interesting to talk to everyone, but the good ending can only be achieved by cleaning the windows like you're supposed to. (I did this first time and didn't find anything interesting). <br/>Generally a very pretty art style, and music was okay. |
| Dec 20 11:43:00 | 138h 49m | Octorope | Haha, this was great. Novel use of the theme, fitting soundscapes, and made me chuckle several times. Really nice art style, sort of reminds me of Sword & Sworcery. I'm not really sure how you could expand it, but if you do, I'd be pretty impressed. |
| Dec 20 11:47:00 | 4m 00s | Helga Kills Everything | This was fairly amusing - it didn't keep me hooked for very long, but it was fun while I was playing it. The music was good, some of the art could do with brushing up, and it would be nice to see a health bar or something so I knew how far away I was from dying. The huge bear usually killed me pretty much instantly - I think it would be nice to make it more obvious when you were hit, too. |
| Dec 20 12:04:00 | 17m 00s | Cell #327 | Really nicely done. The story was a little short, but it was well-written. I was surprised to find that this wasn't actually a jam game - the art was really nice, and it generally felt very polished. Generally, possible improvements I can see are the music and the length of the story. I got ending 3 first time - I'm not sure what the other two endings were but it felt a little too easy. |
| Dec 20 12:17:00 | 13m 00s | Ricochet Heroes | Wow, really neat idea to combine final fantasy, pinball, zelda and mario. You executed it well too - it was paced well, the music was great, the physics weren't too frustrating, and there was a neat graphical style. As far as improvements go, I'd say adding some more variety in mechanics would be nice - the inns and guild houses were cool, but a larger variety could keep the game going longer. |
| Dec 20 12:22:00 | 5m 00s | Runny Square | There wasn't really much to this - it's a jam game, but it felt like it could have been made in the compo. There aren't many interesting game mechanics, and it's quite frustrating to play. It does feel like it could make it on mobile, though, with the short attention span of that audience. Maybe it just isn't my sort of thing. |
| Dec 20 12:28:00 | 6m 00s | Platform 31 | Really polished visuals and music. A simple game mechanic, although there's not much variety to the gameplay. Perhaps you could make it so that it shows who won? It's possible that both players shoot each other at precisely the same time, which causes a little confusion. The train is pretty cool. Online multiplayer could be fun for those of us who don't have any friends available :3 |
| Dec 20 12:39:00 | 11m 00s | Final Swap | This was quite enjoyable for a while, but it was also pretty slow - it took an age to get your white & black mage, and by then I was starting to get bored. It would be nice if this were used as the fight system in an RPG, but since it was just battle and nothing else, it got old quite quickly. Graphics and music were great, and mechanic was definitely fun, it was just repetitive after a while. |
| Dec 20 12:43:00 | 4m 00s | You Are Lost | A really dark, moody game. There didn't seem to be any ending, or anything I was working towards, but other than that, it felt great to play. I made it around a few fires. |
| Dec 20 12:49:00 | 6m 00s | Attack of the Screen Scrollers | Pretty interesting, there really wasn't much to it, but it was a nice idea, I haven't seen it done before. Neat interpretation of the theme. <br/>Possible improvements include music, some different mechanics other than "scrolling faster" and perhaps some change in pacing. Also, perhaps a goal like "survive for 10 seconds and you unlock a new level with some new mechanics" "survive for a minute in this one and you unlock another", etc. |
| Dec 20 13:01:00 | 12m 00s | AntiPlane | Really neat mechanic. I docked a star from overall for the lack of sound, but the amount of content here was great, especially for 48 hours. Looking forward to your release. The lighting effects were really nice, and the level design was very clever. |
| Dec 20 13:08:00 | 7m 00s | Office Gaming Inception | This was alright for a little while, but it got to the point where the snowman's head burst, the computer screen was broken, and I was out of coffee - then it was completely oimpossible to get rid of stress. It felt like it was lacking content - there were a few games there, but none of them were really deep enough. |
| Dec 20 13:11:00 | 3m 00s | -CHAMBER- | This was pretty hard. It made good use of tetris blocks, and the platform mechanic, and it kept me coming back a few times. Perhaps add difficulty settings, because although it was good, it was also frustrating. |
| Dec 20 13:54:00 | 43m 00s | The Fourth Wall | Was this even winnable? |
| Dec 20 14:12:00 | 18m 00s | Remote Control | I wasn't actually that keen on this entry - the mechanic was interesting to play with, and remembering every screen was tough, but it was lacking quite a lot of polish. Some of the text looks like it was scribbled together in MSPaint or something, and the music was fairly repetitive. <br/>It would have been interesting if the music changed with each channel, and the transitioning between channels was made smoother - the huge grey background and obtrusive noise wasn't really the best way to go about this. <br/>Death wasn't really punishing, but I guess that kind of worked. You kept all your items, and nothing really happened. <br/>There wasn't much content or story - I wasn't attached to the character in any way, he was just "a graphical glitch on my television" so finding true love didn't really make me feel anything. The platforming physics weren't the greatest - it allowed you to get stuck in blocks and stuff - but it just about worked. |
| Dec 20 14:22:00 | 10m 00s | SCREEN HEAD | Haha, great. Hilarious game, loved the parasite-esque feel of it. The soundscapes were pretty nice, but kind of repetitive. The graphical style was pretty cool. The pacing was a little slow, but I guess that's kind of how business works. Some of the AI was a little bit slow too - if someone sees someone with a monitor head over the other side of the room, they continue to stare blankly into space until you're a bit closer. <br/>Maybe a little too easy, I cleared it first try, and there weren't any deviations in path. |
| Dec 20 14:29:00 | 7m 00s | Snakkke | Wow. Really interesting mechanic, loved the use of the third dimension here, although I think maybe a transparent representation of it in 3D space may have helped, although maybe that would just reduce the difficulty. Changing difficulty didn't really actually affect the difficulty much, since the speed wasn't really the main problem here, but maybe my spatial is just bad. Music is minimal but fits well. <br/>The only other improvement I can think of is online highscores could be nice here. |
| Dec 20 14:38:00 | 9m 00s | One Act | Haha, this was great. Loved the mechanic, and some very humourous dialogue. The music and the graphics weren't great, but they can be polished if you ever turn this into anything more than a prototype (which you totally should) <br/>It's lacking in content, but it was well-executed and very amusing. |
| Dec 20 14:52:00 | 14m 00s | Tightrope Theatre | Really solid platformer physics - the unicycle really adds a new dimension to it. Some of the levels are really tricky. My only major gripe with this is, since you're dying so much, the curtain animation takes a little too long and you spend more time watching curtain transitions than you do playing once you get to a certain point. I'd really like to see this turned into something bigger though, perhaps have circuses in different towns and completing one moves you to a different town (with perhaps some UI changes to keep things interesting). Overall, very well polished, nice pixel art, nice music. Good entry. |
| Dec 20 14:59:00 | 7m 00s | Cool The Cats! | Pretty interesting - there's not much to it other than the innovative mechanic though. Music could have been nice, and the physics could be neatened up a bit, and there could be a few more mechanics thrown in other than just adding extra cats. Other than that, pretty fun to play for a while, but drags on a little as you approach the 18 cats. |
| Dec 20 15:26:00 | 27m 00s | Orion | Wow, this is REALLY impressive. I wouldn't be surprised if this won. Really relaxing, the only place I could fault it would be lack of content, but even that's not really an issue for a good 10 minutes of gameplay. The amount of controls was great. Not sure why you opted out of humour, I found the "Random button" hilarious :3 <br/>Good job, look foward to seeing more participations, <br/>There's no source link though, I believe it's in the rules that compo games require source to be submitted? |
| Dec 20 15:38:00 | 12m 00s | Hazard Lab | Interesting mechanic, pretty fun to play around with, but not much to it. Hard, but strategic. Perhaps good for a mobile game? |
| Dec 20 15:46:00 | 8m 00s | Kaleidoscope | It took me a little while to figure out what you were doping with my controls, but once I did, this was great. Ingenious little gimmick, with some graphical polishing and some more variety in the (already good) music, this could be something really good. Seems like it would do well as a web game (as it already is) |
| Dec 20 15:50:00 | 4m 00s | Core | Really neat mechanic - I liked this a lot. Sort of reminds me of Super Hexagon, except way more crazy and disorientating. Would be nice to have more things added than just the spikes. |
| Dec 20 15:55:00 | 5m 00s | Dream Heist | Quite overwhelming having the four games going on at once. None of the games were that deep, I think I'd rather see a concept polished well than 4 concepts half-done. Music was decent, graphics weren't great. Generally passable entry, but it needs a lot of polish. Nice interpreation of the theme. |
| Dec 20 16:04:00 | 9m 00s | Mobius Dungeon | Felt incredibly quiet without sound effects or music, but the mechanic was really cool - reminded me a lot of Zelda games, I think that was likely an influence. It wasn't too impressive graphically, but the puzzle design was superb. Web player version seemed to lag a little, but I didn't dock any points for that, assuming the desktop version would play fine. <br/>Would be great to make this one dungeon in a full game (with some graphical oomph and sound of course). |
| Dec 20 16:08:00 | 4m 00s | The Paper Dance | This is very pleasant visually, but unfortunately the gameplay doesn't quite stand up to the mark. It needs... something more, a goal to work towards or something, otherwise it just feels lacking. |
| Dec 20 16:20:00 | 12m 00s | Break the Limits! | Wow, nicely done. A lot of different scenarios here, kind of reminds me of Drowning in Memories (LD29), but this is a lot more polished. Good use of the theme. I think if you wanted to make something more, making a storyline that made a little more sense than a guy dreaming would be good, but the mechanic is good enough that you could do a lot with it. |
| Dec 20 16:30:00 | 10m 00s | Talking Heads | An interesting entry - there wasn't really much content but what was there was pretty interesting. The art style was neat, but it was sorely lacking in sounds of any sort. Circuit building is pretty fun for a while and quite intellectually stimulating. |
| Dec 20 16:36:00 | 6m 00s | Match Cube | It feels like a huge rubik's cube, of sorts. There are some odd bugs, like some groups deciding not to remove themselves, and it's possible to end up in a position where you can't move. The falling to the centre would be good, and it would be nice to have some music. Could be good as a mobile game with some additional camera controls such as zooming, and some larger levels, perhaps interesting shapes. |
| Dec 20 16:41:00 | 5m 00s | Robot Karma Joe | I wasn't too keen on this - the physics were a little broken, the soul mechanic felt unfinished, the karma mechanic didn't seem to do anything, and when you died it didn't feel like it was your fault. The graphics were lacking some polish, and mismatched with each other. The theme interpretation was pretty good, with everything appearing on the screen at the beginning and then you having to go and explore inside the thing. The level design was decent. |
| Dec 20 16:46:00 | 5m 00s | Tell me you! | It's pretty, but that's about it. Dark, moody, nice style, but the Engrish doesn't really make all that much sense. There isn't any sense of story, and none of your decisions change much. You kill the guy and live, or you let him live and die, then the game ends. There really isn't enough to it. |
| Dec 20 16:53:00 | 7m 00s | Insecticide | Really complex for a jam game - other than reading the rules, which are really long, there isn't much way to figure out how to play the game. It would be nice if it led you slowly into it, or there was a reference every turn. The music and graphics are really neat. However, there isn't much indication of what you're doing. It might be better as an online game with proper ladders, as you could show what each player is doing without worrying about the other team seeing it. |
| Dec 20 16:56:00 | 3m 00s | Get Out | Really nice dark and moody atmosphere, though I wasn't sure where I was going or what I was doing, perhaps because of the lack of planning for more content. I'd like to see you finish this, because it plays quite nicely for what is unfortunately really short but well-polished content. |
| Dec 20 17:01:00 | 5m 00s | The Tower | Clever theme interpretation. The text didn't really do anything to make me want to read it, there wasn't really any sort of storyline. You just walk through a castle and... stand in a good position? (even though I forced myself to), and it was lacking sounds of any sort. Progression was interesting, but the writing wasn't really good enough to keep my attention. |
| Dec 20 17:11:00 | 10m 00s | flop | A genius mechanic, and a beautiful visual effect. Clever interpretation of the theme. The lack of sound & music draws away from the atmosphere, but it's very beautiful and fun to play. More gameplay mechanics might have been nice, although admittedly you did mention a lack of time. The physics were a little floaty, with little to no air control, but other than that no problems there. I'd like to see an expansion with tighter physics and some level selection, along with some sound effects and music. |
| Dec 20 17:44:00 | 33m 00s | The Fast and the Flatulent | This was pretty funny, but unfortunately not very deep. I could keep going forever just by spamming all the buttons - when I'm losing just because I got bored, you know something's up. Graphics were half-decent, and music is good. I never saw a red car, but I was scoring upwards of about 5000, and there wasn't really that much of an aim. |
| Dec 20 17:52:00 | 8m 00s | CHANGE - A homeless roguelike survival simulator | You certainly captured the mood - not pleasant. There didnt't seem to be much variety in gameplay and I couldn't figure out how to spend cash. The graphical style was quite neat, I don't think I've seen many games do that before. Music fit the mood, but was overly simple. |
| Dec 20 17:59:00 | 7m 00s | Parable of the Broken Window | A novel mechanic, unfortunately the physics didn't feel tight enough and the browser resizing caused big grey squares everywhere when refreshing the display. The music is pretty nice, and it's alright graphically, but doesn't really seem to pull off what it sets out to achieve sadly. |
| Dec 20 18:23:00 | 24m 00s | Galaxia | Neat UIs, generally a drive to control more of the galaxy - however small your portion is. Lacking sound, it got a little boring after a while. Unobtrusive, ambient noises could have been nice. Pretty nice entry, but a little slow. |
| Dec 20 23:48:00 | 5h 25m | Last Ark | Pretty neat, there's a lot going on that it doesn't really explain - many subsystems that it just throws at you with little or no explanation what they do. I tried to "land" on a planet, and I immediately lost. Huh? <br/>Music was great, graphics were pretty, sound effects were cute, and after getting the hang of it it was pretty fun - just needs some sort of tutorial or something, and needs to introduce the different subsystems one by one so you can get a feel for them. |
| Dec 21 00:00:00 | 12m 00s | SIRTET | Really clever twist on tetris. All it needs is a catchy tune haha. My best was 34. <br/>Would make a good mobile game. |
| Dec 21 00:10:00 | 10m 00s | I've Seen This Room Before | Some really clever puzzles - loved the mechanic of being able to move back and forward between the different levels. Would be great to see more levels and a visual makeover, and some audio. |
| Dec 21 00:20:00 | 10m 00s | Sweet Dreams Bear | d'awwwww <br/>d'awwwwwwww <br/>There really isn't much to say about this one - overwhelmingly cute, just lacking much content. It would be nice to see more scenarios or something. <br/>Graphics were well done and audio was fitting. <br/>Good job. |
| Dec 21 00:27:00 | 7m 00s | True Story | Quite well-polished and unique game. Graphical style was neat. Some of the hindering effects just weren't...fun though. Also, aging process was a little too fast - I felt the age should be around double for some of the effects to be happening. I got a hear attack and died at 40 after drinking numerous youth potions, which is a little bit nonsensical. Music also didn't really seem to fit well. |
| Dec 21 00:39:00 | 12m 00s | Shoob | A pretty interesting concept, I liked the movement across the cube, however it got repetitive quite quickly with the small number of enemies and no real use of the mechanic other than a cool transition between levels. The sound effects were alright, there wasn't any music though. |
| Dec 21 00:47:00 | 8m 00s | Petite Juliet | Neat level generation - I liked that the terrain was always changing. Pretty dark mood, with little explanation of why the demons were there in Juliet's mind. Collision detection and physics seemed to be a bit off, and enemies didn't seem to be dying - perhaps adding enemy health bars could let you know which ones are damaged, and adding a knockback or stun when they're hit. I can't suggest much on collision detection, other than add some sort of check as the terrain changes - it often got me caught in the ground. The graphical style was pretty neat, but there wasn't much in terms of audio - adding music would be nice. In terms of expanding this further, having more than problems in the mind could be good, and finite amounts of enemies that can be beaten, and slightly tighter physics. When I say "having more than just problems in the mind", I mean perhaps fighting off a stomach bug, diarrhoea in the intestine, etc. could be a lot of fun. |
| Dec 21 11:59:00 | 11h 12m | Mapze | Interesting interpretation of the theme, however unfortunately it really isn't that fun to play through. There is no music, no variation in content (just paths... lots of paths) <br/>The projection mechanic is neat, but not something that hasn't been done before. It sounds like I wasn't the only one who just used the 2D map (since you can see the entire picture) with the awkward control system, with a Win95 screensaver going on in the background. <br/>I forced myself to finish it, and I didn't really feel rewarded. <br/> <br/>Suggested improvements: <br/>Add something in the maze to change things a little. Vines to climb with a second layer, enemies, tunnels, something interesting. <br/>Add some music <br/>Add some sound effects - footsteps or something. People really underestimate how much they add to a game. <br/>Add more content. Just the one drag of a level with no variation isn't fun. <br/>Add some sort of narrative. For this type of game, having a voice explaining some sort of story or something really adds to the depth of the universe. |
| Dec 21 12:28:00 | 29m 00s | CoinSlot | When it works, it works well. It's really cool to see all the coins flying everywhere. The music is good, but for some reason I could only get music working in browser in Firefox, and images working in Chromium. <br/>The builder application itself runs fine under wine including submission. <br/>A very innovative non-game, nice to see and quite refreshing. |
| Dec 21 12:35:00 | 7m 00s | SNOWGAME | I'm really not sure you should have submitted this in it's current state - it really does feel unfinished. So I drag Ness and the snowmen stop... which does nothing since you can just stop all of the snowmen by placing 5 Nesses. It really feels pretty pointless in it's current state. <br/>(Oh, and you're meant to opt out of categories you didn't make all the assets for - so graphics and audio need to be opted out of, since the Ness sprites and music weren't made by you.) <br/>Placement was quite buggy as well, you could place Ness on both sides of a snowman when they were in the right spot and they'd jump upwards a little. <br/>The snowflakes flew upwards? Uhh... <br/>Yeah, this needs a lot of improvement, and probably some sort of idea as to what you want it to be. Some sort of goal. |
| Dec 21 12:47:00 | 12m 00s | Back Home | Graphics were very impressive, and audio was beautiful. The player has little impact on the story though, regardless of whether you go into the black hole or not you get the same dialogue and the same ending. <br/>Needs more content and more player impact. |
| Dec 21 12:53:00 | 6m 00s | Swotch | Simple and addictive. I think this would do well as a mobile game with tilt support. <br/>The music fitted great, and the graphics were simple but again, fit well. <br/>Ideas for expansion: <br/>Perhaps add different modes/difficulties that could keep a player hooked for longer. After a couple of minutes I'd already experienced everything the game had. |