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| Timestamp | Since previous | Game | Creative Sectors's comment |
|---|---|---|---|
| May 1 21:48:00 | HARDWIRED | Lazarus-omin (from Creative Sectors): <br/>Heh, a twisted theme, and a pretty unconventional weapon! Cool! :) Graphics look great, and you've got the asylum-for-gamers tone just right. I actually managed to finish it (got out), but thanks to the aforementioned lil' bugs. (especially: trapping the guards at the canteen) Without them, you could have a rough time, as there are no save option, or checkpoints. The game is pretty hard I must say. There are just a few notable hiding spots, and sometimes the double guards can really make your life a living hell. Even the cord-tripping feature can't help you in some situations. <br/> <br/>I'd really like to see a polished aftermath-version of this, as with the right tweaks, it could be quite an unique gem. Nice! <br/> <br/>Congratulations for submitting the game, keep up the good work! | |
| May 1 23:12:00 | 1h 24m | The Follower | Lazarus-omin (from Creative Sectors): <br/>A short, thought-provoking story, with a perfect ambience. I just love stuff like this. It's a shame, they always tend to be so short. This entry is more like an interactive lil' movie, than a game, but of course I'm not complaining. Shows that you can interpret the theme in such many ways. <br/> <br/>Loved the art style, the dialogues, and the music. I'd love to help the traveller even more, in more complex situations, but I know, that 72hs are just not enough for everything we have in mind. (at least, in most of the cases) <br/> <br/>I've found some anomalies though, that I thought to report: <br/>* At first play, I've switched the game to full screen, and after the rest at night, next day the traveller's sprite disappeared. The game went on. <br/>* If you let the camp-fire to die out, it's sprite will eventually emerge upside-down, growing. (Is that on purpose?) <br/>* Tried the possibility of defeat at the road-piece with the monsters: after dying from a) a scorpion b) a spider, the dialogue "Wow, there are scorpions around here!" emerged twice, at the checkpoint-restart. <br/> <br/>Small stuff, thought I mention them anyway. <br/> <br/>Congratulations for submitting the game, keep up the good work! |
| May 2 10:22:00 | 11h 10m | Echoes of the Forest | Lazarus-omin (from Creative Sectors): <br/>Nice visuals & music, a loveable eerie aura, 'n some food for thought. But as the commenters said before me: the controls need some tweaking, or maybe a little direction. There was no connection to the voted theme either. <br/> <br/>Nevertheless it's a cool concept. Keep it up! :) |
| May 3 23:10:00 | 36h 48m | Her Pen | Lazarus-omin (from Creative Sectors): <br/>Hey-hey, a visual novel? That's a new one for me! (at least @ LD#32) Nice! <br/>You've created a neat lil' atmosphere there: the idea is cool, the tension is present, and your art-style is an unique one. I also liked the text-parser style interaction, that's just rare these days. The game was pretty short, and therefore was just a few points where you could take control, but I'm sure: this could've been a more complex, or a deeper project, if it didn't have to be finished in 3 days. What's your plan, will you continue the development? <br/> <br/>Anyway, congratulations on your submitting. Keep it up! |
| May 4 00:53:00 | 1h 43m | Nuclear Autumn | Lazarus-omin (from Creative Sectors): <br/>Now this is what I'm talking about! Absolutely my favourite so far. <br/>Controls are comfy (even on a simple keyboard), design is graphics-wise pleasant, I'm in love the music, and the atmosphere is cool. And you've managed to develop a game like this in 72hs? That's just sickeningly sweet! <br/>Loved the level design too, (the stage is huge, and interesting, the occasional camera movement adds up to it) even if some exploring have lead me to points, where I could do nothing at the given moment. The various items, 'n utilities always gave some new value to the gameplay. Otherwise I've noticed some oddity: I've tested some resolutions, and if the frame-rate dropped: the game (at least the collision detection) became increasingly buggy. I've jumped in to walls, got stuck in elevators, 'n stuff like that. (I've played the Post-Jam version) Anyway... <br/> <br/>Good work guys! A solid, polished and fun platformer. |
| May 4 10:00:00 | 9h 07m | AllergicRun | Lazarus-omin (from Creative Sectors): <br/>A little to repetitive for my taste, but the game works just fine. With a little practice you can easily determine which projectiles needed to be thrown at enemies. Weapon-wise, the unconventionality is present. I've noticed a little something: if you die, you can still shoot, laying down. Maybe that's worth a fix. :) <br/> <br/>Congratulations for submitting the game, keep up the good work! |
| May 4 10:30:00 | 30m 00s | RUN -> JUMP ^ DELIVER | Lazarus-omin (from Creative Sectors): <br/>Aw, a cute one! Reminded me of those high score racking DOS-era games. Cool music, charming & simple graphics, fluid gameplay. Not much depth, but considering you've made this in 18 hours, it's pretty good. <br/> <br/>Keep it up! Looking forward to the new content. |
| May 5 13:06:00 | 26h 36m | The Way of the Unconventional Weapon | Lazarus-omin (from Creative Sectors): <br/>Loved the humour and the atmosphere, but this was way too easy. :D <br/> <br/>However, I found a small typo at the intro-scroll, where the text is: "... can reach the highest of the >> skils << ..." <br/> <br/>Keep it up! Good luck! |
| May 5 15:13:00 | 2h 07m | Kodama - frail echoes | Lazarus-omin (from Creative Sectors): <br/>Very-very unique lil' sound-based puzzle game. I'm really fond of it. The music fit well, imagery was trippy, and interesting. Shortness is present, but not really an issue, since we had little time to make something. I loved it! <br/> <br/>Keep on making stuff, I really like to see more games from the team! :) |
| May 7 11:48:00 | 44h 35m | The Silent Rage of The Chicken Throwing Crow Masked Man | Lazarus-omin (from Creative Sectors): <br/>Dude, that's just hilarious! :D <br/>It's a real shame, that it's so short. Controls are super tight, and comfy, and I really liked the retro-style, purple tinted graphics. The whole mood reminded me of a DOS-era game from my childhood. (Titus the Fox, anyone?) I had some issues though. Start-up was a lil' hard: on one of my PCs, I couldn't even get it to work, regardless of the JRE version. On movement (especially jumps) there are small, glitchy lines indicating the tiles. Oh, and I didn't have audio, so I cant rate that aspect. :/ <br/> <br/>Nevertheless, that's a cool concept. And you've even created a dev tool for it? Nice! Please make a post-jam version! |
| May 11 17:23:00 | 101h 35m | Off to the Races | Lazarus-omin (from Creative Sectors): <br/>Finger-numbing button masher, with cutesy art-work, charming humour, and a pretty simple, but very effective concept. It's definitely fun, but of course with multiple players. Good job! :) |