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| Timestamp | Since previous | Game | ShaunJS's comment |
|---|---|---|---|
| Apr 21 21:16:00 | Slam Jam Bakery | This was really awesome dude! Lots of nice attention to detail, I like the effects when hitting something 'destructable'. It's very clear and effective! <br/> <br/>I faintly wish that the "push you around" effect of the jam was more pronounced so I didn't always have to worry about timing my jumps to get that max height. I know that plays into the challenge of the game but I can't help but feel a game like this benefits from giving the player a lot of freedom and power with the movement tool. <br/> <br/>Super solid entry! Great stuff! | |
| Apr 25 19:46:00 | 94h 30m | the dispatcher | I liked where this was going! I've seen a couple of entries play around with selecting the 'correct' weapon I think it's a neat approach. There's kind of a frantic-ness to it. I think it would be neat if all of the enemies etc were symbols as opposed to text but I presume that was probably part of the plan. <br/> <br/>It took me a moment to realize that there was an ammo system and I couldn't quite work out how the multipliers worked either, but it's an interesting start! Good job! |
| Apr 25 20:50:00 | 1h 04m | The Unconventional Ninja Cat | Good job dude! <br/> <br/>I think there's a lot of work to be done on the general feel and flow of the movement. Jumping is difficult to guage a lot of the time because of how the velocity is very digital and goes straight from like "exactly this fast up" to "exactly this fast down" if that makes sense? <br/> <br/>I liked the changing cursor for different weapons, made things feel very clear. I feel like I wouldn't really opt to use the really short range melee attack over the projectile since you have an infinite supply of them and they do reasonable damage. I would opt to probably just focus on the projectile weapon if you took things further as it's generally a little more fun. <br/> <br/>Again, good work! |
| Apr 30 17:53:00 | 117h 03m | Platead | I love the mechanic! Some neat ideas on how to use the head to do stuff/solve puzzles. The actual level design itself though is probably a little rough, it's hard to work out the idea that you can walk on wooden bridges while your head is thrown, and also that the button on the far side of a difficult set of early jumps would allow me to get my head back if it was trapped in the upper area. I think these 'concepts' are strong just the actual distances and spaces could use refinement. <br/> <br/>Really clever idea though, cute graphics, seems very promising! |
| Apr 30 18:09:00 | 16m 00s | Badass Inc | Really pretty! <br/> <br/>Took me a while to notice the blue particle effects were designed to draw my attention to interactive objects, a nice tough though! I'm not sure the combat worked particularly well, it was very well presented and nice looking but it felt fairly RNG dependant on whether a dude would instantly shoot when vulnerable or instantly move back to a defensive position after shooting and so on. It's great that you added this much variety in such a short time but I think this was the weakest part of the actual gameplay. <br/> <br/>The puzzle solving was pretty simple, there's not a massive amount of 'game' here but what is here is very, very well executed! |
| Apr 30 18:22:00 | 13m 00s | Caves of Undalek | Interesting! <br/> <br/>I couldn't really work out the reference to the theme, or how enemies worked for that matter! They seemd to occasionally die themselves? but their corpses also hurt to stand on! A little confusing but the world was interesting to explore. I liked the way a kind of music played as you collected the blue dots. <br/> <br/>Well done! |
| Apr 30 18:31:00 | 9m 00s | Hat Attack | Nice job! <br/> <br/>I think the lose state is a little bit jarring, the getting hit animation is perfectly solid but because the "you lose" triggers instantly on losing your last piece of health it's a bit sudden and hard to tell where the damage came from. <br/> <br/>Fun though, Well done! |
| Apr 30 18:41:00 | 10m 00s | Jungle Hair | Awesome game! Occasionally my controls felt unresponsive but I think that might have been the fault of flash rather than the game. Was hard to judge where I was going to land from the swing and the high speed of everything made progression hard and slow but it's still super fun. Great execution in general and a solid entry. |
| Apr 30 19:08:00 | 27m 00s | Gravity | Cool! <br/> <br/>I'm not sure if the enemies were really a necessary addition, it was cool knocking the first dude off a ledge but the second one felt very tough to deal with. It also seemed very difficult to target the top or bottom face of an object to make it rise or fall. <br/> <br/>Interesting concept though! Would be interesting to see where you went from here. |
| Apr 30 19:15:00 | 7m 00s | The Penanggalan! | Cool! Some interesting puzzle design! Took a moment for it to kick in that there was gravity and I wasn't technically looking at a 'top down' game. Interesting take on movement. <br/> <br/>There were a few strange level design elements where some of the spike/block puzzles weren't necessary to complete? Unless they lead to optional stuff I was unaware of. Other than that it seemed pretty solidly put together! Good job! |
| May 12 02:59:00 | 271h 44m | Billy McMath Solves Problems | I'm so, so, so glad you got first place in humour. <3 |