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| Timestamp | Since previous | Game | Gunzil's comment |
|---|---|---|---|
| Apr 20 16:32:00 | Do as I say | Novel enough concept for a puzzle platformer to keep my attention. It was more difficult aiming shots than it ought to be since I initially thought you were supposed to shoot the characters, not their state bubbles, which are also smaller and more difficult to hit than the character. <br/> <br/>Given the iconography of Pause/Rewind/Record/Fast-Forward I was expecting the main mechanic to be recording movements and then have the characters mimic you, rather than have it be stop/left/jump/right. <br/> <br/>Fairly impressive on a technical level in terms of having it be complete with a lot of levels. | |
| Apr 20 18:33:00 | 2h 01m | Spoon-Fu | Standard top down brawler with melee, projectiles, and blocking. <br/> <br/>Enjoyed the aesthetic and theming. Using the spoon mainly to reflect lazers was a cool idea. I wish the other weapons had spoon-related counters as well, like if you could pick up grenades with the spoon and throw them. <br/> <br/>Hurt/death animations for enemies would have been a huge help graphically. <br/> <br/>Props for having tutorial levels where you only fight one kind of enemy at at time. |
| Apr 20 22:10:00 | 3h 37m | The War Dog | Very strong theming and music, gameplay isn't terribly interesting. The mine evasion allows for interaction beyond literally walking to the exit, so it does augment the "choose where to go given different voices" theme, I just wish there were more to it. |
| Apr 21 01:10:00 | 3h 00m | GAMUBòRU GUMBALL!! | I tipped my trick over immediately upon starting up the game. There does not appear to be a way to retry so I refreshed by browser and drove around some more before falling in a hole. <br/> <br/>Very stylish. The music track and weird camera filter over a truck full of gumballs certainly creates quite the trip. <br/> <br/>This is more a toy than a game (no objective that I encountered, nothing to shoot/hit), but I would be interested in seeing a game come out of it! Shooting a gumball and then kicking it with the front of the truck is very satisfying. |
| Apr 21 01:24:00 | 14m 00s | Space Wizard | Needing to stop to type attacks didn't mesh well with manual movement for me. I would have preferred not needing to worry about movement and just focus on typing out attack names to deal with different kinds of enemies. The fact that it saves recent attacks made it more appealing to just keep spamming a set of saved commands rather than try out new combinations as well. I also wish the names of the different possible attacks were more accessible. Pressing F1 to access the attack list was not working for me so I don't know if it would have solved this. <br/> <br/>Overall I it's a cool idea and would be a lot more engaging if you pushed the typing to cast part harder. |
| Apr 21 01:26:00 | 2m 00s | Mouse Roller | The cheese progressively bouncing higher as you accelerate is a neat effect. I like the visuals as well. |
| Apr 21 01:29:00 | 3m 00s | Bullet Time | I like the copious blood effects but they also made the game run slow :< <br/> <br/>Having your ammo be represented by hearts was a cute idea given you're shooting people. |
| Apr 21 01:37:00 | 8m 00s | Sir. Knightmare | Would have preferred the game not being so dark. If you use purples/blues instead of a black overlay you can convey darkness without making it difficult to make anything out. The font is also difficult to read. <br/> <br/>Given the simplicity of the game it would have been better to make the game more intuitive than to have a controls page. I would not have thought that Shift would make me go up stairs, which could have been reserved for W since that jumping does not seem useful. <br/> <br/>The audio is pretty good, the storm ambience is relaxing. |
| Apr 21 01:48:00 | 11m 00s | The Amazing Fart-Man | Could not fart in anyone's face 0 stars <br/> <br/>A silly game about fart-based propulsion. <br/> <br/>I didn't understand success/failure was based on how many objects you broke. An indicator going off once you met par would be nice. |
| Apr 22 00:10:00 | 22h 22m | Time Space Gun | Didn't encounter a reason to do anything other than freeze things. Got stuck at the large square room where you have to go clockwise through a bunch of turrets and it's impossible to create a safezone. |
| Apr 22 00:36:00 | 26m 00s | Dario DDS | Having the L shaped pills wasn't particularly fun to play with compared to the traditional pills or possibly the Luigi style I haven't tried. Unclear if I'm intentionally destroying their teeth or fixing them also. <br/> <br/>Nice audio and graphics, felt suitably gross for doing mouth work. |
| Apr 22 00:55:00 | 19m 00s | X-11 "Gust Gunner" | This game blows. <br/> <br/> <br/>Perfect Score 5/5 |
| Apr 22 01:05:00 | 10m 00s | Defence the castle of dreams | Really strong theming and graphics, I like 80s DOS aesthetic and hideous palette. I didn't find the gameplay particularly interesting but you kept me for 5 rounds because I wanted to know what all the different item types were. I liked how the function of each item was not immediately apparent until you used it. |
| Apr 22 01:30:00 | 25m 00s | Decipher Quest | I wish there were more feedback than just getting it right/wrong but that might have defeated the purpose of doing a cipher. If your intent is to make it a puzzle game about ciphers, having the tips/instructions in game would have been a big help, also if you walked through an example. <br/> <br/>Nice graphics, song was a little repetitive. |
| Apr 22 01:50:00 | 20m 00s | Duck Attack | As a fellow duck-based combat enthusiast, I highly approve. <br/> <br/>I like gathering your flock of ducks with bread. It would be nice if the ducks latched onto the golems like Pikmin so I didn't need to keep repeatedly clicking. <br/> <br/>5 ducks / 5 |
| Apr 22 02:04:00 | 14m 00s | PHARBA | I initially found it confusing regarding which person I was. I think this was because there wasn't any feedback from paint cooldown and both players have the same colors. Maybe that was the point? It would atleast be nice if players had different footstep sounds so you know who is walking when. The paint effects and footsteps are really cool, though, especially how your footsteps slowly fade. |
| Apr 22 02:07:00 | 3m 00s | Primary Assault | I found this surprisingly enjoyable. Getting hit by specific projectiles to suck up bullets is a fun mechanic, though red was by far the easiest to deal with. It also takes a while to swap between all the colors. Only having two colors like ikaruga could make it easier to work with. |
| Apr 22 02:15:00 | 8m 00s | Duck and Cover Forever! | Very nice platformer prototype! I found the double tap dash to be a too sensitive with a keyboard setup, I kept accidentally dashing when I didn't mean to. I also am not a huge fan of how you come to a dead stop when you start attacking, but do appreciate how you move forward as you attack. <br/> <br/>I found enemies low to the ground frustrating to fight, probably because it was unclear if I was inflicting damage on them or not with the basic attack. <br/> <br/>The placeholder character frames are very effective at conveying what the player character is doing as well. <br/> <br/>I had trouble finishing the level, the game felt too punishing with enemies off screen respawning and the significant knockback from getting hit. |
| Apr 25 05:13:00 | 74h 58m | Star Driller Ultra | The visuals are really good, they were some of the best I've seen so far out of the entries I've played, especially for a compo entry. <br/> <br/>I think switching between targeted enemies and constantly moving toward them is an interesting control scheme, but without any extra interaction beyond pressing A to boost its a little simplistic. If it were possible to have a better perspective of what else is happening beyond what you're looking at there could be some strategy where you can target different enemies to move around the area and herd guys chasing you, but as it stands it was a bit too random for me. I couldn't really see anything and just relied on my reactions to boost at the right times to not take damage. <br/> <br/>A playthrough video from my stream is forthcoming :) |
| Apr 25 05:16:00 | 3m 00s | Jammie Dodger | Simple little gameplay prototype. Combining attacking with movement is interesting, but overall it felt a too unpredicatable regarding whether I lived or died. You can potentially make some very fast, dramatic movements that can end in you just skirting past an enemy or running right into them. Both outcomes were usually not planned by me and just kind of happened. Visualizing the trajectory of the player before they shoot an enemy might help with this. |
| Apr 25 05:20:00 | 4m 00s | Ants | Surprisingly compelling ant simulator where you plead the random number gods to favor the ants in the direction of the red sandwich. Those ants never listen though. They won't stop touching my previous sandwich. <br/> <br/>Nice visuals, fitting audio, good time overall. That road level is nuts. <br/> <br/>Playthrough video forthcoming :) |
| Apr 25 05:36:00 | 16m 00s | Attractor | I would have preferred having better feedback for bullet control, it was difficult to tell how effective my attract / repelling was or if I was even doing it. Having an effect that shows how much each bullet is being influenced would help, or if you just made it so doing a repel on bullets your color mirrors their velocity so it feels snappy. <br/> <br/>The AI learning was cool, though it mostly involved progressively getting more and more aggressive when I was playing. |
| Apr 25 05:40:00 | 4m 00s | Dictator | I was having mad trouble with the voice recognition, but it's cool that it's there and the idea of using vocal recognition is very unconventional :) <br/> <br/>I'd rather it have started with 10 citizens over 25, as once I wanted to find out what happens when you kill them all it took quite a bit to click through all the remaining civilians. Also the voice clips would keep queuing up instead of interrupting each other so I'd having the voice talking about guy I killed 3 civilians ago and I'd have to wait for them to catch up. <br/> <br/>Overall it's very thematic and innovative. I streamed this game as well so a video is in the works :) |
| Apr 25 05:44:00 | 4m 00s | RELIC | Nice little story, short and sweet. The sprite work is very good, though the text a bit small. <br/> <br/>Despite having simple floaty platforming, you were able to make a little jumping challenge that contextualized the floaty physics with jumping on floating space rocks, and had it so you had to time your jumps when the rocks were at the correct heights, which was a pretty smart use of what you had. A death state when you touch the lava and a jumping animation would have helped a lot visually. |
| Apr 25 05:47:00 | 3m 00s | The Guardian | I like the gimmick and art a lot, I just wish there were more levels to it so the final confrontation could have more emotional strength to it. <br/> <br/>Also all I could think was "This battery is probably replacable", attacking something more permanent would have made it work better. |
| Apr 25 05:48:00 | 1m 00s | Unconventional Truth | Unsure if I got the correct anding or missed something, there was a noise and then the screen went to black with no text. <br/> <br/>The walking is too slow, also you can walk outside the bounds of any of the screens. <br/> <br/>The tone, music, and sound are all very high quality, though. |
| Apr 25 05:55:00 | 7m 00s | They Come from Behind | The bullets are small and hard to see. They should really be about 4x their current size, but with hitboxes still around the same so you have to get hit by the middle of the bullet to be damaged. <br/> <br/>I died in the first level and had to watch the first cutscene again, which wasn't great. <br/> <br/>The enemies would benefit from multiple movement sets and shot types. Right now having them move up and down rapidly firing doesn't give an interesting use case for shooting them from behind. <br/> <br/>The artwork is nice, though more animations would be a huge plus. Especially a firing animation on the ship if you're going to have them warp their shots to the other side of the screen. People often look to their character to know if their inputs have been recognized. |
| Apr 25 05:59:00 | 4m 00s | Power of Djent | The platforming was more difficult than it should be, and enemies would keep respawning in greater numbers if I didn't take care of them. They'd also only track me by x direction so they'd fall down directly on my head. <br/> <br/>Drummer for checkpoint is cool, the guitar riffs integrated with the background music and attacks is neat as well. I'm a sucker for music integration with regular gameplay. |
| Apr 25 06:02:00 | 3m 00s | Drybreed | Really strong mood and visuals. Leaving everything up to the player to discover gave the whole game an air of mystery to it I didn't expect to see. <br/> <br/>For the actual block placing, I fould it very difficult to draw straight lines, specifically drawing a bridge as I walk across it. My block beam would collide with the block I just placed and make an L shape instead of continuing to place blocks in a line. With all the lines you need to draw, I found this less than ideal. |
| Apr 25 06:09:00 | 7m 00s | Downbeat | A bit too hard to get the hang of, with too many things to track. There are three different points on the screen that require focus at the same time! Overlaying the directions to copy over gameplay would have helped a lot. <br/> <br/>Moving freely while also pressing buttons to copy beats is still a lot of things to do at once, though. Limiting your available inputs when doing a rhythm game is a good idea because it lets the user focus more on their timing. Crypt of the Necrodancer does a good job with only having movement available, which occurs on the beat, forcing the user to make decisions on the beat. <br/> <br/>But beside that, this is a nice prototype, and it's always great to see people experimenting with rhythm games! :) |
| May 10 04:31:00 | 358h 22m | Disco Icecave Laser Death Tag | Having your projectiles stay on the map the entire time is really cool, missing a shot is a bigger deal with lasting consequences, since they become a hazard you have to deal with. <br/> <br/>Movement feels good, having a jetpack with little particles lets you have a low-effort movement system that makes sense contextually. <br/> <br/>Graphics are simple but work well to serve the concept since you can easily identify everything on screen. <br/> <br/>Music is a bit repetitive but it seems you felt the same given the description :P |
| May 10 05:25:00 | 54m 00s | Dare To Juice | I was unable to kill the guy at the bottom. We both ran out of health and nothing happened. Uncertain if intentional. <br/> <br/>I enjoyed breaking blocks away with the juice, though it could have used some more depth. <br/> <br/>The character handles fairly well, I enjoy how they rotate in the direction that they are moving. I managed to get a lot of jumps sometimes if I rapidly mashed the jump button, most notably during the fight if I kept colliding with the enemy projectiles. |
| May 10 05:31:00 | 6m 00s | Beacons | No feedback on when you're allowed to spawn your puck was a killer for me, also the attract / repel radius is way too small. I had a really hard time trying to manipulate any of the pieces in the ways I wanted to. <br/> <br/>Rate at which goal changes position is too frequent as well, so even when I did finally set up some attractors around a goal it would move. Since there isn't any way to know if the goal is about to move, it felt random as to when it would leave. <br/> <br/>I like the concept, it reminds me of Atom Zombie Smasher, and all the pieces are there, but it needs some tweaks before I'd consider it enjoyable. |
| May 10 05:37:00 | 6m 00s | The Reviewer | Humorous writing that includes all the terribleness that games journalism seems to entail. I liked the picture that is painted for each game, where each has physical attributes, a culture surrounding it, and a corporate agenda behind it, causing the correct answer to become unclear. <br/> <br/>I would have liked to have multiple screens open at the same time like how papers please has it, so the multitasking is more on the view's ability to absorb info instead of needing to move between a bunch of screens AND absorb information. <br/> <br/>I'd like to be able to see player character comments even when viewing overlays, since once you get deep in NDAs and school assignments it's difficult to know when they even come up. There's a sound effect when tweets change, if there was something similar for player comments that would help a lot. |
| May 10 05:39:00 | 2m 00s | Radio Edit | Actual gameplay wasn't that fun, it started out pretty easy and then I got overwhelmed once enemies started spawning faster than the shot cooldown allowed. <br/> <br/>Didn't enjoy the control scheme, would have preferred something where you could just steer the cursor around instead of having a step based system where one key press is a single step with shift making it like 3 or something. <br/> <br/>Good graphics, good audio, good humor, I dunno why a cow was there. |
| May 10 05:42:00 | 3m 00s | The Landscape Processor | Need little toy experience. Since you're at the mercy of the random generator I felt the landscape I created was more random than something I had set out to build. Would have been nice to speed up time so I could choose to ignore pieces without needing to wait a while. <br/> <br/>Collision detection on clicks is off, if I tried to stop a piece near another piece it would often cause the nearby piece to start moving again. |
| May 10 05:48:00 | 6m 00s | Dead Pixel | There is not a lot of room for error, and it's very easy to get into a fail-state, which isn't a good trait for first-person puzzle games. <br/> <br/>The final level was very difficult, I am uncertain if there was any way to beat it legitimately. I ended up beating it by climbing out of the level bounds without using any pixels and climbing back in so I could skip a couple obstacles. <br/> <br/>Being able to destroy obstacles with a thrown projectile does not provide the opportunity for many puzzles when they're just static environments you're moving through. It would have been more interesting to have more things you could potentially destroy so you'd have to make choices on what to hit so you'd still have enough by the end. <br/> <br/>Good graphics, good music, good mood, good hands. |
| May 10 05:51:00 | 3m 00s | Velo-City | Good grpahics, I'm a sucker for low poly, especially when you have environmental elements pulsing to the background music. <br/> <br/>There is no clear goal, I was able to figure I was supposed to just keep moving as few as I could by noticing a "distance traveled" gui item and a "time" item ticking down next to it. <br/> <br/>I like the way the ship moves, and how you can do little tricks where it flies to the right or left. They're ultimately not very useful but fun to watch your ship do little tricks like that. <br/> <br/>Having a more linear environment where you need to constantly be moving forward towards something would have given the game a much clearer goal. The obvious comparison here is race the sun. |
| May 10 05:56:00 | 5m 00s | StickyBot | The platforming is not great. The jumps feel "floaty", since you jump very high. Holding the jump button shorter / longer doesn't influence jump height, which makes the jumps feel less natural as well. <br/> <br/>The sunflowers and sheep enemies don't add anything to the gameplay really, the sheep are trivial to deal with and might as well have not been in the game. <br/> <br/>I quit when you had to fall down a pit without knowing what was under you (other than a danger sign pointing down), and somehow not fall on things you cannot see. <br/> <br/>The wall sticking doesn't have much to do with the theme, the jump is also so intensely strong that it downplays the wall sticking, which should have been the star, given the titular character. |
| May 10 06:01:00 | 5m 00s | Spinnicus | Nice swinging mechanic, the multiple states where you have to grab -> swing -> throw gives it a nice workflow for executing attacks. Throws are difficult to aim since it's based on the enemy's velocity when you let go and the swing radius is pretty small. <br/> <br/>I like how you can play it safe and just hit a skeleton with your currently held enemy directly, but it only kills just the one, while a successful throw can kill all the skeletons in a line. <br/> <br/>Really good grpahics, I like how everything is a well textured box guy. The skeleton gibs are especially appealing. |
| May 12 00:56:00 | 42h 55m | Zombies 'N' Marshmallows | Had more fun going through the effort of roasting a marshmallow and feeding it to a zombie than what you're supposed to do, which was buy marshmallow bags and throw them into the spawner holes. <br/> <br/>Lack of camera control was frusstrating, I switched to a controller which made it a better in that I had any control, but then the rotation speed was pretty slow. Binding camera left/right to A/D would have been helpful. <br/> <br/>I liked how you kill the boss by throwing marshmallows in his mouth, it gives a progression from throwing them into stationary objects (spawners) to a moving one (the boss). <br/> <br/>Graphics and music were charming, overall a fun entry. |