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Feedback comments for LD31
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| Timestamp | Since previous | Game | pkenney's comment |
|---|---|---|---|
| Dec 9 02:24:00 | Hoarder | Laser dragon for the win! Got to level nine, the winter was a nice touch. <br/> <br/>Cool game, especially for the small scope. My lady felt your hitboxes were a little big and felt cheated. I think a more dramatic feel when you get hit would add a lot here, the flashing was okay but I wanted to have a satisfying CRUNCH sound and some knockback for some reason. <br/> <br/>The game had 8-way controls, but I had some trouble with them registering so I lived with 4-way. Your difficulty level was spot on, and I couldn't risk input failure - that's a good thing. | |
| Dec 9 02:32:00 | 8m 00s | Snow to Basic | Hilarious game, assuming you opted out of all ratings as I don't see any available. But a funny concept, I had fun! |
| Dec 9 02:50:00 | 18m 00s | Meaty Tears | Cool - I played this longer than I expected to! I'll confess I didn't finish, though... I switched hands because I got cramped up and then eventually gave up when I had to sneak through the triple tiny saw blades. <br/> <br/>You made me feel satisfied when I did get past one by making it so hard! <br/> <br/>You also did a good job with the tight platformer controls, which of course is critical in a game like this. The new dangers were unexpected and cool. Particularly nice on corners, and the slight sliding on slopes. |
| Dec 9 03:27:00 | 37m 00s | BUSY DUNGEON | Very nice - a small scope done really well. Had a great mood. The difficulty was just right - it took me several tries before I learned to be really careful and then I was able to beat it just when I was about done. Also, the controls were tight and the enemies predictable, obviously key for this kind of game. <br/> <br/>One thing, though... I never realized you could backstab anyone! It didn't make me learn this or tell me (unless I missed it). <br/> <br/>Innovative use of the shape and nice nod to the theme. Congrats on a sweet game. |
| Dec 9 03:37:00 | 10m 00s | Frank's New Job | Great job on the art and humor. I'm not really a fan of the narrative zero-decision games myself so I can't really comment on the fun. |
| Dec 9 03:47:00 | 10m 00s | Fart Force One | My contraption worked as planned on the first try! |
| Dec 9 03:58:00 | 11m 00s | BIRDS! | Loved the graphics and the whole feel of the game, nice idea! |
| Dec 9 04:09:00 | 11m 00s | Hex Defender | Interesting game! I lost quickly the first couple of times, but then I got the hang of it. <br/> <br/>I won, but I felt like a cheated a little. I just found a spot where no enemies ever came, and I put my core there. Then I just sat back and watched the stuff go by for a while, and finally the victory screen came up. <br/> <br/>The audio was nice, the right level of relaxing. <br/> <br/>Oh, and toward the end I discovered I could click on a blue swirl I hadn't noticed before and then on my core and it shot little things that healed me... was that supposed to be central to my play? Once I lost most of my hexes it didn't seem like I could have won if I didn't find that safe spot nobody ever hit. <br/> <br/>I took a screen shot of the safe spot in case that was not intended: http://i.imgur.com/Yxvpjmg.png <br/> <br/>Once there I did nothing the rest of the game, but won. |
| Dec 9 04:20:00 | 11m 00s | BounceEmUp | Looks and sounds fantastic. I wish there was more direct control. The jump is a tiny hop in midair, and the side to side movement is mild compared to inertia. I have no idea whether my rockets are ready to fire. <br/> <br/>That lack of direct control made it quite hard for me as a new player. I did play local multiplayer and we had to agree to stop shooting each other to explore the movement and figure out how it worked. <br/> <br/>But it's slick production and I did have some fun button-mashing. |
| Dec 9 04:33:00 | 13m 00s | Dancing Shadows | The art was beautiful. <br/> <br/>I failed the first few times because I wasn't sure where/when I was supposed to input the arrows, but eventually I figured it out. Maybe an indicator would help. |
| Dec 9 04:47:00 | 14m 00s | Trench War | Interesting game. I got a bit confused - the guys have 2 meters on them, I assume one is life but what's the other? <br/> <br/>A little more feedback when they're getting hit would be helpful. I also had a hard time telling the difference between victory and defeat. For example one game I dug trenches straight up then charged. The guys got up and ran and it looked like they made it. But then it said I lost. <br/> <br/>Lastly I thought the point was moving forward but whenever the guys finish their task they seem to run back to the start. Or was that something else? <br/> <br/>You had some nice sound in the game but I'm not sure you connected it to the most important events the player needed feedback on getting hit, dying, and crossing the line. <br/> <br/>Loved the idea and presentation. Good thing there was no barbed wire. |
| Dec 9 14:22:00 | 9h 35m | The Ball | I like what you've done with such a small scope here, that's good jamming! I liked the challenge. My high score was only 117 but I felt like I could have done much better, which I think is just what you want in a game like this... it kept my trying "one more time." <br/> <br/>I think you should have a screenshot up with an impressive high score, since you are the developer, I snuck that into one of my screen shots on my own game but we'll see if anybody notices and takes up the challenge. ;) <br/> <br/>I did notice one bug while playing. There's something wrong with the detection of whether the ball went through the hoop. The first time I got it through the hoop, I did not get the fifty points. Then later, several times I did get fifty points when I DIDN'T get it through the hoop. It seems like if I bounce it off the bottom of the hoop sometimes I get the bonus incorrectly. <br/> <br/>No big deal though! Nicely done. <br/> <br/>I bet this game would benefit greatly from a little juice. The ball was a bit dead. The few sounds it made were a huge help but if it jiggled and pulsed as it bounced around or particles flew out as it scored, I bet it would be a huge improvement in the feel of interacting with it. |
| Dec 9 14:36:00 | 14m 00s | Lich Lordz | Pretty cool game! That's a shame about the web version, I played it without reading the description and then thought I'd found the bug and uploaded a screenshot to imgur: <br/> <br/>http://imgur.com/VL3TJ21 <br/> <br/>Actually the web version had a second problem for me as well that you can see in that screenshot. It was too tall. This might have been okay because I could position the scroller to see the whole game area (tho that would mean I couldn't see my hearts) except that for some reason when I moved upward in the game area past a certain point it would for some reason scroll my browser window up and you'd see what you have in that screenshot: not all of the game area in the visible window. <br/> <br/>One nice touch you had was the way the character gets visibly dark when he's on the verge of death, that really helped especially when I couldn't see my hearts! <br/> <br/>You might consider putting the warning about the web version higher in the description. <br/> <br/>Awesome job with the graphics! |
| Dec 10 03:11:00 | 12h 35m | Proelium | Wow, that was cool. I love that kind of game, where you use different weapons and face different enemies. And you had so many nice touches. You definitely got that satisfying feel you were shooting for! <br/> <br/>I liked the way you spawned the enemies, too. There was a tactical element picking who to target first, and always kind of backing away in panic and saying, "why did I get close to the top again when I knew they were going to spawn!?" <br/> <br/>I don't know if it was random, but after I died it felt like the difficulty dropped back a bit to give me some breathing room but didn't send me all the way back to the start of the game. The pace came right back in nicely. If you did that on purpose, nice touch. <br/> <br/>There were just two things I was wishing for, which I mention only because you have a great game here done with nice craft! First I wanted some kind of score to feel progress and keep me motivated beyond mere survival. Second I would have liked more contrast in the graphics between the background and the characters. It looked nice, but I lost the hero's position a lot of times, especially when his gun changed suddenly to something an enemy on the screen was also using. If he visually popped more it would have helped. The samurai were just awesome, but their red color also made them stand out well visually, whereas the other enemies I sometimes lost track of. <br/> <br/>Great job. |
| Dec 10 03:58:00 | 47m 00s | Derelict | Dang it! I got two full guys off the derelict, but unfortunately Mr Green was eaten alive with an almost-full pack. That was probably the best level layout I was going to get, so I couldn't beat your game. <br/> <br/>What a mood for such a simple display! Great job getting it across. <br/> <br/>It took me a few rounds to learn to play. I assumed my shuttle was safe at first, and that I was supposed to run and shelter there when the monster came around. But my guys panicked and ran away. My last runs I was moving all over the ship and redirecting guys away from the signal earlier and I started to do better. <br/> <br/>I enjoyed playing. Graphics were well designed if simple, and the interface was smooth and easy, despite being unfamiliar. <br/> <br/>Great design well executed, congrats! |
| Dec 10 04:12:00 | 14m 00s | Treasure Protector | Cool twist on a TD game. I had fun seeing what the various monsters and heroes did. <br/> <br/>I think I broke your game after experimenting a bit, check this out: <br/> <br/>http://imgur.com/EmjBmBO |
| Dec 10 04:38:00 | 26m 00s | Inventory | Very clever twist on a classic gaming trope, and a good use of theme. The gag of it all was nicely offset by the dark tone. I got to the end, it was just the right difficulty and length, the narrative was engaging, and the final level was a great way to close. <br/> <br/>Tight scope nailed spot on, good job. |
| Dec 10 04:52:00 | 14m 00s | Existential | Kinda cool, especially getting the upgrades. If the sword swing was just a bit more satisfying, and hitting the enemies had a crunch, it would add a lot to the experience. At first I wasn't sure when I was hitting them, but then I did notice you flash the enemy a bit. <br/> <br/>One nice thing about the balance was that you had to be careful. You think you're in control, but as soon as you lose it things can fall apart fast because you get multi-hit to near death quickly in a bad position. Also there was a balance between careful play killing each guy, vs sprinting past them. <br/> <br/>I tried to use the screen mechanic to kill guys by moving so they'd go off the screen and stop existing, but I didn't have a lot of luck with this. That was when I got surrounded and ran for my life. |
| Dec 10 05:41:00 | 49m 00s | birdsong | Just awesome. Noticed screen shots early in the dev blog and came looking for the game. <br/> <br/>I feel funny saying this given the game I submitted, but I'm not really a fan of hardcore precision platformers where you have to make the jumps just right. However you did a lot to alleviate the problem. The nests were of course huge, but just as important the retry loop was instantaneous. I was frustrated at an early set of jumps I kept having to repeat but the ambiance was so strong and the friction of retrying so light that I did keep it at where I might normally have moved on. I had this experience several times - frustration, continuing in spite of myself, reward. <br/> <br/>But I must admit that I eventually gave up when I got stuck in a pit where I had to wall-jump through down a shaft with spikes on the side. After perhaps 100 tries I had not yet even touched the final wall that looked like the hardest jump, and so my despair that I would never succeed got the better of my. That and my hand cramp. <br/> <br/>I respect the difficult although it prevented me from seeing the rest of the game, which was my loss. <br/> <br/>Even the sound was really well done, the ambient background sound really added more than I would have expected, that's never something I think to add to my own games. <br/> <br/>What an entry - you're setting the bar a little high for the rest of us here, don't you think?? My legs hurt from jumping. |
| Dec 10 06:07:00 | 26m 00s | Trouble on the Tracks | This is a cool little game with a lot of charm! The art, music, and story were all well done and came together really nicely. I liked all the detail - I thought the flashing lights around the poster in the opening scene was a nice touch, for example. <br/> <br/>I caught the train four times to see if there might be a different love waiting for me if I did better - but then as an afterthought I let myself fail and I was happy I did! <br/> <br/>Great job and good use of the theme. |
| Dec 10 06:23:00 | 16m 00s | Ex Nihilo | A game this difficult requires a faster retry loop I think. There's a lot of good stuff here, but I kept getting frustrated that I had to switch from the keyboard over to the mouse to navigate back through the menu to restart, and then only get to play for a few seconds. <br/> <br/>Nice graphics and the music was nice, I kept retrying because I wanted to see more. So nice job - well put together, just had that one flaw. |
| Dec 10 06:33:00 | 10m 00s | Infinifall | Cool game, harder than it seems at first! The subtly encroaching darkness was a great touch. <br/> <br/>I wished I could have seen the lower depths but I was too bad at the game to get all the way down. Difficulty is great but some checkpoints would have motivated me to keep going to the end, but as I got further it got harder plus I had to repeat the entire game every time so I eventually gave up. Dang that spring! But what really got me was those white icy blocks. <br/> <br/>Cool entry. Would have been even sweeter replay value with the random generation you talked about! |
| Dec 10 06:47:00 | 14m 00s | Colony Rescuer | I had the invisible font issue with a windows 7 PC and a Radeon 4850 graphics card. <br/> <br/>Cool game! I played a while game without realizing I had to pick guys up because of the invisible directions, and then it took me a little more to realize I could carry three at once! But I did some serious ferry work after that. <br/> <br/>Nice feel, and the sound effects are a good touch. |
| Dec 10 06:55:00 | 8m 00s | Rush | Tricky little game, nice work. <br/> <br/>After a while I got the hang of the delay on the controls, and learned to wind up and smash into things, that was cool. <br/> <br/>I rolled a little too hard into the finish on a level and hit space to reset, but it went to the beginning of the game. I played again, and it happened again but later (level shaped like an N), and that time I wasn't going to replay the whole game again. <br/> <br/>Totally would have continued on to the end if it let me keep my progress though! Nice work. |
| Dec 11 05:43:00 | 22h 48m | Super Cave In | Wow, really solid title, man! Clever use of the block-smashing idea. <br/> <br/>I also liked how you introduced time pressure later in the game, but only after I had a chance to learn the rules. That's a nice design touch. |
| Dec 11 06:17:00 | 34m 00s | Impossible Tower | Very cool idea. On my windows machine it ran into a few problems, the resolution made me have to set my task bar to auto-hide, and when I closed it it crashed and I had to task kill. But otherwise it ran fine. <br/> <br/>I ran into some trouble with the controls. There seemed to be something off about the state transitions between walking and jumping. For example I could run forward and jump, knock into the side of a brick with my head, and hold forward the whole time. When I landed I would be doing the running animation but not moving forward. <br/> <br/>I had fun playing around moving the sections and I did try to climb it, but I never made it to the top. <br/> <br/>Cool idea, just a little polish would really pick this one up! |
| Dec 11 06:28:00 | 11m 00s | Abelian | Awesome presentation of the levels setting up. <br/> <br/>Super hard, and then a time limit on top! But your retry loop was fast enough and with the random content I was always seeing new levels, so I kept playing. <br/> <br/>Best score was only 895, so I wans't very good, ha. I'm not even sure that play was my best run, I might have just had the easiest generation that time. <br/> <br/>Great presentation and good design choices made the mechanics shine. <br/> <br/>I would agree with the others who thought the heavy momentum was a little too strong, but it was fair. Just made it a lot harder. |
| Dec 13 17:52:00 | 59h 24m | Pyramid of death | Wow, you did a lot with one screen here, that's great! <br/> <br/>The control scheme was very tight, too. When I got in the zone, a few times I surprised myself by quickly making a set of jumps (for example over the first lava part) perfectly just by reflex. That means your controls were set up well, I think! <br/> <br/>I did experience two difficulties. First, the very first time I played the game I started looking at the screen. There was a lot of stuff and I didn't know where my character was. But within a second or two I started to take damage, quickly. I died before I even learned where to look on the screen. Perhaps the ghost should leave you alone in the initial room, and only chase once you pass through the first door. That way a new player can practice the keys and even figure out that he's at the top of the pyramid. Of course this didn't matter anymore once I learned. <br/> <br/>The second problem was technical. I tried it in two different browsers, but it happened in both. I kept having trouble getting my guy to fall through the first door. I died many times from the ghost killing me in the first room while I was walking back and forth over the hole and not falling down. Because I died so many times up there, I did not try for the challenge of escaping more than I died - I died WAY more than I escaped. ;) <br/> <br/>But those were minor problems and I thought the game was very effective once I got out of that first room. Nice job taking the theme seriously and stretching what you could do! |
| Dec 13 18:07:00 | 15m 00s | Space Pirate | Great work for just 6 hours!! It's a complete game, and creates a fun feeling of panic sometimes. <br/> <br/>I did have a technical issue happen several times. I click-spammed the lasers a lot (they seemed stronger than the guns) and 4 different times the game got into a mode where it was not accepting my input anymore for perhaps 10 seconds. During this time enemy ships would build up and be hammering away at my health. This is how I lost. <br/> <br/>Another comment mentioned overheating lasers, so maybe this was actually a feature and not a bug, but I was completely stuck, the gun turret was not even following the mouse pointer. And when it came back alive, it played a giant stack of many laser sounds on top of each other, like something was stuck in the game and they built up, and then suddenly came through. So I guessed it was a bug. <br/> <br/>This occurred in the embedded web version in the LD entry page. <br/> <br/>Anyway, it wasn't a big deal, I still got to experience the fun! Again, nice work for such a small amount of time. |
| Dec 13 18:15:00 | 8m 00s | Hit and Slide | I played but there was nobody else on, so of course some of the experience I did not get and I had to use my imagination. <br/> <br/>But I thought it was very nicely done. The sound was particularly good, and the art was nice. I also liked the controls. It must have been tricky to design them, because there are a lot of scenarios to cover. It took a little experimentation (good thing nobody was throwing snowballs at me I guess!) to figure out the various combinations, but I think you made a lot of good calls on how to use the buttons for things like climbing, digging up, etc. <br/> <br/>Nice work! |
| Dec 13 18:32:00 | 17m 00s | I don't like Sectors | The difficulty here isn't inappropriate - that's okay with me! Although my own LD game are all a bit too hard for folks and I think I lose some votes that way, so maybe don't listen to me. ;) <br/> <br/>But I think a quick reflex-twitcher like this is good if it's hard. The initial moments of learning did confuse me but then I got the hang, and I could see how it puts your brain into that mode on the edge of panic where it's trying to stretch forward and see what's about to happen. Very cool. <br/> <br/>I probably would have gotten addicted to it, except for one fatal flaw: the retry loop. Less than a 1-second error instantly ends the game, and it can happen IMMEDIATELY when you start... but then I have to type in a name and then navigate through two levels of menus to play again. I would have played a lot longer if the retry were just a single keypress, and it would remember my name. <br/> <br/>My friend was railing on me the other day: "Dude, think about it - the second the player dies, that's his emotional low point. That's the time he's going to decide whether to jump back into your game, or stop playing for either this session or the rest of his life. You gotta make sure you put the effort into making him want to retry and not quit!" <br/> <br/>Please excuse me (and tell me) if there was a faster way to restart and I just missed it. <br/> <br/>That's a tiny thing though and I don't mean to be critical! You've got a nice game here. Good work. |
| Dec 13 19:08:00 | 36m 00s | Freedom Isn't Free | This was very cool. I didn't mind the lack of objective, and just enjoyed the bleak atmosphere. I worked on sneaking around the map and exploring the nooks and crannies. <br/> <br/>With the feel down, if you get the right objective and balance, you could really have something here. <br/> <br/>One technical thing I noticed: if I shoot and hit a zombie out of visible range, I still see blood spurts. So I can kind of probe around at a distance and know where to shoot the machine gun. <br/> <br/>Cool start. |
| Dec 13 19:44:00 | 36m 00s | ICE MAN | A+! This is just the kind of game I like to play and make in these jams. You've got an interesting novel physics combined with simple difficult gameplay that forces you to take it to the extreme. And to get there, you need to bend your brain a little. <br/> <br/>Your polish is also awesome, game looked and felt great. <br/> <br/>Hyper mode was a sinister addition, love that you added it, though I couldn't hang. <br/> <br/>My scores were 23:90 on normal mode, and 7:52 on hyper. |
| Dec 13 20:01:00 | 17m 00s | Entire Screen Dungeon | Cool adventure/puzzle and a great idea for the theme! The mechanic of the rooms changing was cool, and the controls were just tight enough to match the dangers, well balanced. |
| Dec 13 20:36:00 | 35m 00s | Walhall | Wow!! Awesome gradual unveiling of the content that really sucked me in. Such a simple game would have gotten old but it was growing at a great pace where I wondered what was going to be next. Difficulty was also spot on - just exactly frustrating enough. <br/> <br/>Smart design decisions really made the content shine. |
| Dec 13 21:02:00 | 26m 00s | Dodgy Screen | I think there was definitely a good idea at the core of this game, but the play was a bit too much for me to juggle. I tried a lot of times. At first I couldn't get past the blue lasers coming down, then I went back to it later and tried with a lot more tab-checkpointing, like every time I could bring it to a stop. But I still couldn't get past those narrow green platforms. The guy just slides too much! <br/> <br/>My feeling is that the blind play required by this was at odds with the slight soupiness in the controls. The way the camera moved meant I didn't really know where on the screen stuff was, and I didn't have a feel for my own kinematics due to the inertia. The double-jump was juuust wonky enough that I couldn't quite plan out in advance what I was going to do. So rolled together I would leap and then feel lost. Sorry! You were so close! <br/> <br/>Platformer controls are tough to get just right for the specific game - I put a bit too much inertia on my own game as well, and regret it. <br/> <br/>Fortunately in your game I could play a bit further once I gave up and used the X key. Before that my tactic was to just spam jkljkljkljkl, etc. The battery probably was a weak point in the design because I could always just hit T and reset it, so it wasn't a meaningful limitation for me. <br/> <br/>Love that you went after such a tough concept, bold try and good jamming! |
| Dec 13 21:44:00 | 42m 00s | Murder and Snow | Cool game. I avoided blind guessing and gathered clues first. I think a few times I came into the second half of a conversation because I'd found an item before talking to someone, but that's okay. <br/> <br/>I suspected the ending but it was cool anyway! <br/> <br/>Not a lot of replay but that's just fine for an LD, it was a fun one-and-done and I think I found all the interactions in the game so no replay is ok. Finding the hidden room was nice. <br/> <br/>Nice job. Pace of walking was tiny bit slow imo. |
| Dec 13 21:53:00 | 9m 00s | ERROR: Could not load graphics | Cool idea and a nice presentation - good job! <br/> <br/>A few things confused me but honestly I liked the confusion, it was part of the exploration process. |
| Dec 13 21:58:00 | 5m 00s | Metal Killer Bee vs. The Gangstas | Tough game, but cool! I got to 18 kills. Interesting how much I had to move the mouse to do fast slashing, I was flinging that thing all around! <br/> <br/>Why did you opt out of audio? You have sound effects and even background music! |
| Dec 13 22:16:00 | 18m 00s | Electric Jezebel | Cool puzzle platformer with a nice mix of metal and physical challenges! Great work and a nice mechanic for the theme. |
| Dec 13 22:34:00 | 18m 00s | Black Hole Surfer | Very cool! I liked the interesting mechanic with the tradeoff between moving sideways and falling into the black hole, and the presentation and challenge were both strong! <br/> <br/>I didn't win, but I played a bunch of times. The top from Andrea to Alt-Enter for fullscreen really made an immersive experience. <br/> <br/>The sound created by the movement was a nice artistic touch that added to the experience. In fact the whole thing looked and sounded very nice, lots of great small touches coming together to make simple graphics shine. <br/> <br/>Well done. |
| Dec 13 22:39:00 | 5m 00s | Industry Ruins | Haha what a fun little game! I would like to say thanks to my friends the birds, because without them I don't know, I think I would have lost my island much sooner. <br/> <br/>Good job on a fun little arcade game. |
| Dec 14 17:29:00 | 18h 50m | SumoBall! | Very fun. It's a cool simple idea that you made shine with nice cartoon graphics and good sound effects. <br/> <br/>I did encounter a technical issue where the sound effects stopped playing around the time the first crab with a shield appeared. A minute after that the music stopped and the game was still fully functional otherwise, but silent. |
| Dec 14 19:24:00 | 1h 55m | Verutum Aether | Cool idea for a game. It seemed complex during the tutorial but actually I got the hang of it pretty quick. I took two contracts I could handle at the start, and one was a success but the other crashed. Cool! <br/> <br/>After this it got tricky. Without understanding, I accepted a contract to send a rocket to Venus. Then my rockets said "Rocket has not enough power." Then I noticed that they are LEO and the second rocket LEO/GEO. So that made sense. <br/> <br/>However, I later accepted contracts for LEO and GEO launches that were within my load capacity. But still it said "rocket has not enough power." <br/> <br/>I was never able to conduct another launch for the rest of the game. I spent all of my profits from the first launch and all of my capital and even went negative, and got my research up enough to have R3. <br/> <br/>So I had LEO, GEO, and Moon missions. I had the rockets for those orbit types. I had enough carrying capacity. But still the game wouldn't let me launch, always saying "rocket has not enough power." I did not understand and eventually gave up (after running my business into the ground). <br/> <br/>Very cool concept but something went wrong, either I didn't understand, or there was a bug that having a Venus contract in my list prevented me from executing any other contracts. <br/> <br/>Very interesting concept, though. I liked the approach and it was too bad I couldn't get deeper into this and reach out to the solar system. <br/> <br/>(I did play the bugfix version) |
| Dec 14 19:42:00 | 18m 00s | Robots vs Stuff | Interesting idea, and great aesthetics. The color palette looks really nice and the sounds/music were good, too. <br/> <br/>There was a bit of learning curve while I figured out what wasted parts meant and how making robots was good not bad, and that the boss was to be attacked and not defended, etc. <br/> <br/>But after a game spent learning, I restarted and it got pretty interesting! <br/> <br/>Nice work. |
| Dec 14 19:59:00 | 17m 00s | The Chase | Good theme, but there were a few problems in the implementation. <br/> <br/>Besides avoiding the harassers, the player has to avoid getting stuck. Friends are more of a danger than a help because they will block the player from moving, and sometimes get the player completely stuck. <br/> <br/>Did you use a box collider on the player? Because I had trouble sneaking around corners without getting momentarily stuck. Perhaps you should consider a circle collider for the player if you didn't. <br/> <br/>Another option would be to be able to pass through friends. It's very problematic that you see an opening to get through the enemies and win, but your friends block it. <br/> <br/>I was able to win after a few plays, so it certainly isn't impossible, but I did avoid making any friends to make it easier to win. <br/> <br/>Last point, I couldn't see any way to retry after losing except to end the program and restart. <br/> <br/>Nice music, and unlike some other commenters I thought the graphics were pretty clear about what was what. I think it's just a few gameplay issues that get in the way of the message here. <br/> <br/>Good idea and nice try though! |
| Dec 14 20:12:00 | 13m 00s | War On Cutetopia | Hahaha, that was a fun time. I played many waves but never got to kill that smiling whale in the distance! Can I get there if I play long enough? <br/> <br/>It took me a bit to figure out that I could kill the cats with cannons, since shooting at them from the ship doesn't cut it. I didn't realize I had double jump right away. <br/> <br/>The gibs from the exploding cutsies was an awesome touch! <br/> <br/>Nice work. |
| Dec 14 20:44:00 | 32m 00s | Mine Shaft Monsters | Miners saved, and all upgrades sold out!! <br/> <br/>This was good design on your part - such an extremely basic game and you made me want to play it for quite a while with the gradual unveiling. Nice work! |
| Dec 14 20:51:00 | 7m 00s | Jimmy hates fun | Haha, pretty funny and I liked the art. But too bad you can get stuck with no item and the countdown to retry is so high! |
| Dec 14 21:08:00 | 17m 00s | Dash Dash Die | I feel like the nice graphics actually work against this game. There's a very cool dark haze over everything that looks awesome and creepy. And there's these nice-looking ghostly forms for the enemies that does a great job evoking some malicious spirits. But ultimately it makes a hard game too hard, I'm leaning forward and squinting to make things out. <br/> <br/>The dashing mechanic is brutal. I experimented with it, and I just instadied. I later read that it's because I dashed into the edge of the map. No sweat, that makes some sense but I didn't pick up on that at first, I thought maybe I got killed by a guy I didn't quite see. I tried to experiment with it again later, but the delay on it is so harsh, and the pace of the game means I cannot spare the time to scan around. <br/> <br/>I think the dash could be SO awesome. If it was an instant dash that only went a set distance and would never instakill me (unless I dash into an ENEMY of course) then this game would be sick fun. I think it also requires visual feedback on the attack. It's just a shifting of black pixels now, I want a sharp bright-color slash. <br/> <br/>So like make the dash instant and give the guy a lightsaber and I'll come back for more! ;) <br/> <br/>You definitely paid attention to not wasting my time and having a fast retry loop. Yet I died *SO* fast and *SO* often that even the 3 or so seconds that it took to restart was troubling. <br/> <br/>I only mention the negative feedback because obviously you've got some skills here and this game could probably have engaged me a ton more than it did. I needed more visual clarity. More reward for a kill in terms of nice feedback. Faster retry (go play "Ice Man" in this LD for an example of perfect retry on a superhard game imo). <br/> <br/>I was very excited about this but it didn't quite suck me in, I'm sorry. I tried a bunch of times to see if it was a newbie hump that I just needed to get past, but even with more tries I still couldn't get over it. <br/> <br/>Huge potential here, so a great idea for an LD game. |
| Dec 14 21:13:00 | 5m 00s | Peeping Screen | Top score 770, but I got careless, I'm sure you could get quite a high score on this one. <br/> <br/>Certainly an... interesting take on the theme! |
| Dec 14 21:18:00 | 5m 00s | Dragon Wars | Dragon wars! Was I blowing kisses at the dragon? <br/> <br/>Good difficulty level, but obviously entry is a bit rough around the edges. Still, there's something here. I tried to cheat your game by hiding in the top left corner above the dragon, but you didn't allow that, good job. |
| Dec 14 21:25:00 | 7m 00s | ZedHead | Hahaha ohh man, that's nuts. I got the body together but the hat was just too much! That's what I get for taking the easy way out and moving the head to the body in phase 1, though! <br/> <br/>My main complaint with this game would be the retry button. I am playing the game with my keyboard but you make me move my hand off and over to the mouse to retry, that's a big no-no in a game where you die this often/fast. <br/> <br/>Nice little entry though, made me laugh. |
| Dec 14 21:32:00 | 7m 00s | Last Rooftop Hero | Very interesting what you've done here with one button! Nice work, especially having nice art, sound, and music on the interesting mechanic. <br/> <br/>An onscreen score while playing would have been a nice touch. |
| Dec 14 21:39:00 | 7m 00s | kekrendipity | Very nice visual effects, particularly liked the square confetti stuff. |
| Dec 14 21:45:00 | 6m 00s | Frankenstein Fight! | Seems like a great idea but I was a bit lost even after several games. I had a great setup with the monster killing villagers coming in, and got a lot of them. But they just pounded the house down. <br/> <br/>I did not get to a point where I knew how to effectively use the room rotation ability of the doctor. <br/> <br/>Very nice ambiance and the graphics are very cool. Plus an ambitious game concept based on the theme. Cool stuff! |
| Dec 14 21:47:00 | 2m 00s | Snow, Wolves, and Explosive Arrows | SO EXCITED BY TITLE!! <br/> <br/>So disappointed by platform support. :( <br/> <br/>That said, I know you Linux folks are on the other side of that one often enough so I can't complain really. Maybe you could release a youtube video so I could at least see it in action, because I'm very curious. |
| Dec 14 21:53:00 | 6m 00s | FIWPFT (F&*K I Wasn't Prepared For This) | Hahaha got a few laughs out of this one, nice crazy feel! |
| Dec 14 22:00:00 | 7m 00s | Tragic Error | Interesting but pretty short. There was also a problem that I could see my mouse cursor turn into the clicking-hand when I hovered over things, which made the puzzles a bit off. For example I knew which circles could be clicked on, and I didn't need to use the flashlight etc. <br/> <br/>Cool start to something though! <br/> <br/>Did you really draw that nice door? It looked great. |
| Dec 14 22:07:00 | 7m 00s | Mini Thief | I think the fact that the guard's line of slight is slightly more than 180 makes the difficulty skyrocket to a too-hard level. It means that you have to wait wait wait and then BOOM inch forward at exactly the right time. Punishment for slight error is full restart. <br/> <br/>If the view were a bit less, like 165 or so, then there'd be a bit of a dead zone that you could hide in. Maybe this version of the game would be too easy, I don't know. But it would be more positional. Currently it's very much a reflex thing instead of a thinking game. <br/> <br/>Another solution you could try would be to slow the pace of the turning. <br/> <br/>Sorry, I did try a whole lot of times and while I could get past the first guard, I never got past the second. <br/> <br/>Very nice idea and I think a few small tweaks could open it up for me to enjoy properly. |
| Dec 14 22:12:00 | 5m 00s | Gnome's Dungeon | Interesting combination of mechanics! Cool entry. |
| Dec 14 22:26:00 | 14m 00s | Gungeon | Cool stuff here, but I think the full restart might be a bit too harsh for an LD. I wanted to see more of your game but I didn't want to re-do the start over and over. <br/> <br/>I loved the graphics feel and the character was pretty tight to control, nice work. I played a decent bit and had fun but I would have gone all the way if I could have restarted the same room, or back one room, or something. |
| Dec 14 22:35:00 | 9m 00s | One-Floor Dungeon | Several very cool things here! The tiny graphics are tight, the way you "disobey" the layout fitting on the screen in the traditional sense, and the random generation that keeps retrying interesting all work very well together. <br/> <br/>Controls were also nice and tight. <br/> <br/>Really nice entry, great job. Only thing I needed was a little more variety. |
| Dec 14 22:46:00 | 11m 00s | Syracruse Station | Wow interesting stuff and cool mechanics! <br/> <br/>After a nice little taste I was ready to put it down, but then I went back to it and tried to improve. Fullscreen was a more immersive experience. I played more than I thought I would! <br/> <br/>Was there no score though? I really wanted there to be a score, maybe I missed it. <br/> <br/>Lastly I ran into some kind of technical issue a few times where it would ignore my keypresses for several seconds. This only happened after going to fullscreen and playing a while. <br/> <br/>After doing well then losing while in ignored-input mode, I lost faith in the fairness and that was when I moved on. <br/> <br/>But a strong entry that really held my attention and made me think, great work. |
| Dec 14 22:56:00 | 10m 00s | forty-eight | Really nice animations and good modeling! That's ambitious to take on for a jam like this. I found the AI a bit too easy, personally, and could have used a little variety. |
| Dec 14 23:07:00 | 11m 00s | Hallie | Hey, this was fun to figure out and had great graphics and sound! <br/> <br/>I had a problem on firefox that my inputs would be ignored sometimes, and of course that totally wreck those play sessions. But I think it's just my machine. <br/> <br/>There's a hopeless moment in the design of this, where you have made your fatal mistake but it will be several very long painful seconds before that smiling star actually smashes into her doom. I have mixed feelings that this is both good and bad. ;) <br/> <br/>Nice entry! Love these tight arcade games w/ new mechanics to explore in a short format. Loved the fast retry and proc gen so it was different each time. |
| Dec 14 23:14:00 | 7m 00s | Snowbotron | Cool idea, I played til my fingers hurt from shooting. I think with the kiting a mass of them, you could have really taken it to another level with a second kind of enemy that had a different pattern. <br/> <br/>Sweet graphics! |
| Dec 14 23:19:00 | 5m 00s | War of Tanks | This is an interesting control scheme. I found it tough but that's okay! I think it would have been nicer if the sprites and especially the bullets were a bit bigger. A lot of the challenge was from missing a little and I guess that's what you wanted. But the graphics were so tiny it didn't feel powerful. <br/> <br/>Still, a good entry! |
| Dec 14 23:22:00 | 3m 00s | Dartfield Basegolf | Hello, I'm sorry to say that your web link currently leads to a page that says it is not available! I was not able to try your game altho I was very curious to do it. |
| Dec 14 23:28:00 | 6m 00s | Shinobi Showdown | Hahaha crazy and fun! I enjoyed fooling around with this one, some really insane moments. Nice work. <br/> <br/>Nice graphics and sound, too. |
| Dec 14 23:32:00 | 4m 00s | Pong Invaders | Wow, cool idea! I liked the triple-tasking. Great sound and graphics as well. Any variety with enemies would have kept my playing even longer. Good work! I'll add an extra star because you wrote your own engine as well. |
| Dec 14 23:45:00 | 13m 00s | GTAlien | Very slick production! Great graphics assets and animations, cool perspective, and a nice topic. <br/> <br/>If I had to suggest an improvement, I would say there's an imbalance between the time it takes to gather 30 people vs the margin of error with the cop. He one-shots you and it's a complete do-over. Killing him is easy, true, but just a small mistake in timing and you're done. The punishment seems out of proportion to the crime. <br/> <br/>For that reason I never reached the end, which was a shame. I'm very curious what happens when I feed that strange monster enough humans! |
| Dec 14 23:50:00 | 5m 00s | T-Rekt | Why wasn't I invited to retry?? <br/> <br/>Kind of a hilarious rage dodger. Nice work! |
| Dec 14 23:54:00 | 4m 00s | BORDERS | Top down perspective was an interesting choice here, given the 3 dimensions of movement. It was a bit tricky to control, but ambitious and I like that. |
| Dec 15 00:20:00 | 26m 00s | Ricochet Heroes | Very cool mechanics, and excellent graphics. Fun game! |
| Dec 15 00:27:00 | 7m 00s | Grokageddon | Solid juice on your topdown here - you've been studying your wasteland kings. ;) <br/> <br/>One tiny criticism is that the white-projectile-on-white-background thing is a little tricky. Danger should pop more imo. <br/> <br/>Since I've played games like this before that just had a lot more features, I didn't get a ton of time out of this one, but I would say you did a great job implementing anyway. Very solid feel. |
| Dec 15 00:31:00 | 4m 00s | Hyperdodge | WOW the timeslow is such a cool feature! Many very nice small touches of polish here. The red ball ruined my day though, he's right on me so badly, I felt like he messed up the whole dodge feel of the game. Maybe I'm just being a wimp tho! <br/> <br/>Very slick game that gave me a thrill. |
| Dec 15 00:37:00 | 6m 00s | King of the Castle | Cool multi-goal game design! Very slick graphics, too. There were a lot of high tones in the audio - the music reached some high pitches and the jump sound was quite long. Personal taste of course but that wasn't my favorite aspect. <br/> <br/>Very strong entry with good ideas and execution! |
| Dec 15 00:40:00 | 3m 00s | Seven Lightyears of Bad Luck | Haha fun stuff - I liked being my own worst enemy! Clever game design and nice graphics. |
| Dec 15 00:50:00 | 10m 00s | WoRMWOOD | Cool stuff - mindbending graphics and fast gameplay for a unique experience. |
| Dec 15 00:59:00 | 9m 00s | Fight, Because. | Cool use of the only-get-1 upgrade mechanic! Also a nice feeling to the combat, which isn't so easy to do. <br/> <br/>Solid entry from your team! |
| Dec 15 01:37:00 | 38m 00s | I HATE FLIES! | Bahahaha love it! I *DO* hate flies now more than ever before! In fact I just saw one buzzing around my kitchen garbage and I'm going to take it out to the street as soon as I finish this comment!! <br/> <br/>The art is awesome on this, and it's very funny. I played 4 times I think, and my best score was 27. |
| Dec 15 01:42:00 | 5m 00s | Goblin Rush | Incredible art assets! Gameplay was a bit simple but I think it would really have felt so much better if there was a little juice - for example if the guys got knocked back into a death animation with a flash or something, instead of simply disappearing. <br/> <br/>Excellent looking game, though, and nice tight controls on the main character. Also liked the metal track in the background, kudos to you if you recorded that for the jam! |
| Dec 15 01:50:00 | 8m 00s | The Beta Bank - A Paragon Pawns Production | Intriguing idea! I've seen a few of these game where you can only see one type of danger at a time. I always seem to struggle really badly with them for some reason! This one has some nice features, including good graphics, nice ambient sound, and an extremely fast retry loop that doesn't make failure break your heart. |
| Dec 15 01:55:00 | 5m 00s | Mobile Life | Thank you for the life improvement. I ride a motorcycle and think this is good safety advice. <br/> <br/>Very clever simple game and a good first jam entry, congratulations! Graphics were very well done. |
| Dec 15 02:04:00 | 9m 00s | Monsters | Hahaha wow this really took me way back to childhood at my cousin's house where they had a couple of these old games. Really great idea for a jam. <br/> <br/>I got to 71 points in Game A. |
| Dec 15 02:15:00 | 11m 00s | Creep Arena | Top score 380! <br/> <br/>This game was tight. A great little arcade game with a perfeclty frustrating level of challenge. <br/> <br/>Only problem (besides that I can't stop the song while writing this comment) is that I think I broke it. If you place the cheap bombs in the center platform at the right timing you can just stand there in infinite explosions and collect the coins as the guys fall into the explosions. I screwed it up but feel like I could have had an infinite run that way. Maybe not though. <br/> <br/>Anyway, I really had a good time with this, great work! |
| Dec 15 02:26:00 | 11m 00s | Super Action Man | Wow this was fun and funny, and it had a broad scope with cool art. I really enjoyed this entry, great job with it! <br/> <br/>I did lose the fistfight SO many times I gave up though. Guess I'm just not man enough! |
| Dec 15 02:35:00 | 9m 00s | Baby Simulator | Uh oh, mom was NOT happy. She was kinda scary, actually. |
| Dec 15 02:41:00 | 6m 00s | DEATHMETALSLUG | Hey, there was some fun stuff here, but learning was a brutal roll of the dice, most levels they were on you before you even knew what "you" was! I did figure it out and had a good time shooting some slugs up for a bit. Pretty rough around the edges but a cool idea. |
| Dec 15 03:25:00 | 44m 00s | 90 Second Portraits | Wow, my lady and I had quite a time playing this one. I was pretty terrible at the mixing. Well, and the drawing. She crushed me! A+ job, this was really slick and fun. A strong vision fully realized. |
| Dec 15 05:44:00 | 2h 19m | Duck, Jump, Die | Really well put together, gameplay is tight and it looks nice. |
| Dec 15 06:01:00 | 17m 00s | Kram Keep | Wow really tight controls and a great take on the theme here. I had to repeat the same jumps and fights just a few too many times for my personal taste, but that's because I made a ton of mistakes. The checkpoints were huge in letting me see more of the game and making me want to retry to keep going. <br/> <br/>Great work! |
| Dec 15 06:09:00 | 8m 00s | Clay Pigeon Hunter 2k14 | Played longer than I thought I should. Strange trace. |
| Dec 15 06:17:00 | 8m 00s | Dads Gold | Dang I got my truck stuck! Flipped it over once and was able to recover. Second time I really blew it and it got stuck forever, so I never made it to the end. <br/> <br/>Very clever idea for the theme and a really nice feel to the presentation. Good job! |
| Dec 15 06:34:00 | 17m 00s | One Room Dungeon | Wow this game is really good! It was punishing, but most of the time I felt the death was my own fault and I wanted to keep playing. <br/> <br/>There as some nice depth to this game.. The enemies were each interesting and took a little while to figure out, and even then they were tough. There was also a good balance between strategies of keeping the board clear vs sprinting ahead for chests. <br/> <br/>I wasn't very good, I only got 5, but I could see myself coming back for another try on this one, it was memorable. <br/> <br/>Plus it had a great look and a very nice feel with lots of attention to detail. <br/> <br/>Very nice work. |