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| Timestamp | Since previous | Game | NickMakesGames's comment |
|---|---|---|---|
| Aug 24 02:11:00 | Otherworldly Stars | A really neat game. I found the two main draws to be the gorgeous, particle heavy visuals and the story. <br/>The visual spectacle was executed brilliantly - the ever darkening night sky really is exceptionally pretty. <br/>Unfortunately, the story was hampered by a bit of buggy text - I found that, when entering a new screen, the story chunk that was tied to it would sometimes cut off, and I would have to leave the screen and come back in order to read what it said. | |
| Aug 24 02:17:00 | 6m 00s | Tale of Two Monsters | The graphics and the music are very nice, but I found the gameplay to be a bit ... vanilla. <br/>Killing monsters requires very little skill outside of just chasing them down, and reaching goal blocks is a bit frustrating when they are all hidden behind seemingly normal blocks. <br/>I also found it problematic that there is no clear display of the player's health. I plowed through a bunch of apparently hazardous enemies in the second level before dying, not realizing that some enemies had the ability to hurt me if I touched them. It felt inconsistent given that my primary goal is to touch a certain type of enemy to kill it, and the visual distinction between the safe and dangerous enemies is a bit too subtle. |
| Aug 24 02:22:00 | 5m 00s | A Monster's House | it feels very much like a generic tower-defense game. It certainly works, but it doesn't do so in any way that feels novel or memorable. |
| Aug 24 02:26:00 | 4m 00s | Kill all the humans - Multiplayer! | I think that if I had to levy one major complaint against this game, it's that the movement feels extremely inconvenient. <br/>I find that I have to hammer the movement keys to actually get anywhere, which is made even worse by the fact that each individual press contributes very little to my progress. <br/>If that were to be fixed, I can see this being a neat little multiplayer game. The idea of racing to find and kill a human before other LD participants can is pretty whimsical and neat, but the execution needs to be tightened up before that idea can really come to life. |
| Aug 24 02:31:00 | 5m 00s | Mighty Dune Worm | really really cute! I love that you have the option to use your powers for good or evil, and that the landscape actually changes significantly based on how you behave. <br/>I think it was a little unclear at first *how* I could help the villagers, but once I figured it out I had a great time watching them build up their little settlement. <br/>(I also think it's really adorable how the worm bounces off of objects when it's underground.) |
| Aug 24 02:43:00 | 12m 00s | A Piece of Me | I found the movement in this game to be a bit stiff, especially with the transformations. I understand why everything needed to be constricted to a grid, but this execution often feels a bit unwieldy, especially when transforming. It would be handy if a little semi-transparent overlay would pop up when you attempt an invalid transformation that shows you *why* it's invalid. <br/>Also, I really like that you flipped the beveled edges on the pentonimo relative to the tetronimoes. It helped to make the pentonimo feel even more alien and foreign to this world. It was also useful for gameplay purposes, as it makes it easier to tell the pentonimo apart when it's pressed up against tetronimoes of the same color. |
| Aug 24 02:51:00 | 8m 00s | Who Shot First | interesting work. There are few games which encourage you to wait for enemies to show aggression before blindly opening fire on them. I especially like that you color-code characters based on whether or not they've shot at you yet. It makes the gameplay more manageable. <br/>One tiny complaint I'd like to make is that using RMB to draw your gun feels a bit awkward. I usually really like it when games make a player manually un-holster their weapon before they can fire it, but the execution here was a bit frustrating. It was never said anywhere (aside from the instructions on this page) that I even had a weapon that could be un-holstered, let alone that it was done by right clicking. The other problem that I had with this system is that, in the web version, right clicking pulls up a right-click menu, which kind of interferes with gameplay a bit. |
| Aug 24 02:57:00 | 6m 00s | Hydra | oh, man. I am super into this game. Having specific control over every joint in my ever-growing hydra head(s) is a real joy, and I love that right clicking causes every mouth to chomp at once, instead of just triggering a single head. It makes having a whole bunch of heads feel like a really significant increase in power. <br/>I also really love that growing in power also comes at the cost of becoming more vulnerable as a bigger target. <br/>This is an exceptional game, my friend. You should be really proud of it. |
| Aug 24 03:01:00 | 4m 00s | Monster Positioning System | I had a really hard time understanding exactly how this game is played. It feels like there isn't quite enough feedback to really understand what you can/cannot do and why. <br/>This is unfortunate, because the idea of competitive subway navigation is actually a really cool one. The thought of there being a game where you need to find more efficient train routes than an opponent sounds really appealing, and I think this could be that game with a little more polishing up. |
| Aug 24 03:08:00 | 7m 00s | Do You Understand ? | I feel like the idea of making the player sympathize with generic platformer enemies has been done before, so I honestly didn't find it too impactful here, I'm afraid. <br/>The actual platofrming felt nice and responsive, though, which is more than I can say for many entries. The music was also nice and catchy, which is always a pleasant surprise. |
| Aug 24 03:12:00 | 4m 00s | Bloodworm | I couldn't open the windows version, unfortunately. I wish I could give you more details, but the .exe just doesn't really do anything. My OS asks me if I'm okay running the program, I say yes, and then nothing else occurs. |
| Aug 24 03:18:00 | 6m 00s | Mangiato | I found the first level to jump dramatically in difficulty. The vertical shaft just after the first checkpoint seems to be far too tall to traverse using the character's double jump. I was unable to progress any farther than that, I'm afraid. |
| Aug 24 03:23:00 | 5m 00s | Disastris | very neat. The different disasters all feel unique and satisfying to use, although I felt it was a little unclear how they worked at first. A few tutorial levels might be nice, as well as a quick in-game explanation of how to switch between them and use them. I found that unclear until I glanced at the description on this page. Once I did, though, I found this to be quite a lot of fun. |
| Aug 24 03:28:00 | 5m 00s | THE BLACK SHRINE | The first time I pounced on a character, I was expecting to kill them on the spot, in typical stealth game fashion. Actually picking them up and getting to carry them back to my sacrificial altar instead was a pleasant, memorable, and uniquely satisfying surprise. It's a small thing, but it feels absolutely spectacular. |
| Aug 24 03:33:00 | 5m 00s | Bunny Inferno | for the most part, I found this to be a fairly typical take on an old game archetype. What stood out to me, however, was the moment where I lit my platform on fire using a loose flame that came off of the crackling fire to my right. On top of being truly useful and powerful (much like a *power*-up should be), it felt especially cool since it was integrated organically into the setting, instead of being an abstract falling power-up. |
| Aug 24 03:36:00 | 3m 00s | Monere (unfinished) | well it's very pretty, I'll give it that. Reminds me a bit of an abstract rhythm toy, something in the vein of Electroplankton. Nice work for being especially short on time. |
| Aug 24 03:40:00 | 4m 00s | WAKE UP! Spread the TRUTH | I didn't really understand how the game works. I feel that a few blocks of text followed by a head-first dump into gameplay is not usually the most effective way to get a player to have a full experience with your work. <br/>I clicked around randomly for a bit, enjoyed the sound of shares as they cascaded throughout the board, but ultimately had no clue what was going on and didn't really feel engaged or rewarded. |
| Aug 24 03:43:00 | 3m 00s | Alien Plant II | everything in this game just *feels* right. The laser is big and destructive, the movement feels stompy and imposing, and the particle effects coming off of crumbling buildings are oh-so-satisfying. A wonderful little game you've made. |
| Aug 24 03:49:00 | 6m 00s | Birdy Bridge | I like this game a lot. The presentation is very pretty and the mechanic is simple but used in some clever ways. The only thing I'd complain about is the lack of some sort of "undo" function. I have to play an entire level over again after one mistake, which feels overly harsh. It would be nice if I could step back one crane at a time and work from there. |
| Aug 24 03:53:00 | 4m 00s | Fee-Fi-Fo-Fum by Justin Stahlman | I find that after a few moments of playing, all the characters disappear and I'm left with only the background. Tried a couple times and keep getting the same result. <br/>In what little time I spent with the game, I noticed that the giant feels a bit slippery to control. Normally that kind of friction/physics would work well for a platformer character, but I would expect a giant to be a little more ... lumbering. He should stop and start very definitively. |
| Aug 24 03:58:00 | 5m 00s | Locked Out | holy cow, there's some really impressive level design here! Of course, it's being supported by a fairly interesting core mechanic. Actually reminds me a lot of throwing around the damsel in Spelunky, although this time with a whole lot less guilt. |
| Aug 24 14:11:00 | 10h 13m | Power Corrupts | The music felt really nice and the opening scene in the village was fairly impressive. I like that all the villagers greet me and wished me luck as I left. <br/>After that, however, I found the game to be a bit bland. There was nothing inherently wrong with it - the platforming controls were responsive, the level design did what it needed to, and the checkpoints were reasonably placed, but nothing about this game stood out to me as being particularly memorable. |
| Aug 24 14:16:00 | 5m 00s | Monster. Interactive comics | it's cute, but a little underwhelming. Maybe I missed something, but the game feels a little light on interactivity. There's nothing inherently wrong with having a game which favors story over gameplay, but I found the story kind of disappointing. There only seemed to be five panels, and they didn't really do much to establish likable characters, significant conflict, or a satisfying end. |
| Aug 24 14:26:00 | 10m 00s | His Majesty's Monster | a pretty cool nod to dungeon keeper. I liked it, and thought it was pretty impressive for a jam entry, but I felt that it was lacking a couple of critical usability features. <br/>The first issue was that it can be difficult to have to remember what number key corresponds to what action. Having GUI buttons available to switch actions with (or just a persistent text panel that lists the actions and their numbers) would have really helped make the game more enjoyable. <br/>My other complaint is that digging felt a bit tedious. I appreciate that you can queue up multiple clicks for your worker to dig through in succession, but I feel like it would be more convenient to be able to drag over all the tiles I want dug in a single click. A bit of feedback as to what tiles are scheduled for digging would also be nice. <br/>Minor complaints aside, however, I thought this was really cool. I'd love to see it expanded on - we haven't really had a proper game in this genre for quite some time. |
| Aug 24 14:33:00 | 7m 00s | Baldaquin VII - The monster of Rome | I don't think I've ever played a game before where the primary threat is being catcalled. That's a really cool addition. <br/>The gameplay was simple but enjoyable, the platforming was smooth, the navigation puzzles were light but engaging, and the audio/visual presentation was really impressive. <br/>I really liked this game - well done! |
| Aug 24 14:39:00 | 6m 00s | Raiders of the retirement home | really cool! Scaring adventurers off only to run into a pit of spikes is easily the highlight of this game for me. The power progression was really cool and I enjoyed my time with this game overall. Nice job! |
| Aug 24 14:43:00 | 4m 00s | Knights And Knights | an interesting flip of an old classic. I felt that the game was either too hard or not explained very well. I couldn't figure out how to do any damage as the werewolf, and successfully landing an attack as a zombie felt impossible given that the knight had vastly superior range every time. |
| Aug 24 14:46:00 | 3m 00s | PONY! | I think you're being too hard on yourself friend. The game is light on content, but what's here is actually really satisfying. The audio/visual feedback that comes from landing a good strong horse kick feels great, and the game's short length helps prevent that simple action from growing overly repetitive. <br/>You did a really good job. |
| Aug 24 14:53:00 | 7m 00s | Drama in Space | I started by playing this on the standard "hard" mode and quickly decided that the progress towards unlocks was happening a bit too slowly for my taste. Maybe it was just unclear how to score a lot of fear points, but I was progressing very slowly with the starting magnet. <br/>I switched over to fun mode to check out all the weapons, instead, and they're pretty cool! I really liked the spinning blade - it was a little unclear at first, but I had a great time tearing into ships once I figured out it was a ramming weapon. |
| Aug 24 14:58:00 | 5m 00s | Monster Defense | not bad! I appreciate that the heroes you fight actually have different behavior patterns, instead of just growing more difficult through stat increases. It helps make each fight actually feel genuinely unique and interesting compared to one another. <br/> <br/>(Side note, you might want to take down the web link, as it's intended for games which can be played in a browser. It's just a bit misleading, is all.) |
| Aug 24 15:01:00 | 3m 00s | You Have Killed Them | not bad - a fun little stealth game. I really like the lighting effects, they're very impressive. |
| Aug 24 15:07:00 | 6m 00s | Rob The Good Guys | an excellent little first person platformer with a lot of personality. The teleport power is really fun to use! |
| Aug 24 15:12:00 | 5m 00s | Grind'em'ard! | cute, simple, and enjoyable. Has the makings of an addictive pick-up-and-play mobile game. My only complaint is that it can be a little tough to judge the path your projectile will follow in this perspective. A line drawn along the ground might really help make it clearer when you should be throwing rods at the bikers. |
| Aug 24 15:23:00 | 11m 00s | Meeuw | I spent a few minutes absent-mindedly wandering around the cute little world picking up rods before realizing that I was playing as a seagull with *fire breath.* <br/>My enjoyment of the game picked up considerably from there. |
| Aug 24 15:27:00 | 4m 00s | Cursed Monster Baby | interesting. I like the idea of picking a bonus power and a curse - makes for a lot of interesting possibilities, especially if you have plans to expand this post-compo. <br/>I felt that actually engaging in combat was a little lackluster, though, unfortunately. It didn't feel like there was quite enough audio/visual feedback when enemies or the player got hurt. |
| Aug 24 16:06:00 | 39m 00s | The Stowaway | highly impressive visuals, and exceedingly polished gameplay. <br/>It was a little difficult to actually *find* crew members, bordering on frustrating. It would be helpful to have some kind of audio/visual cue to help you know if you're getting closer to the crew. <br/>It might also be interesting if, as the game progresses, the crew grows more aggressive and tries to hunt you down, helping to reduce some of the dead time spent wandering aimlessly. |
| Aug 24 16:12:00 | 6m 00s | UFO | really cute. There's something really charming about having to flop around the level for a bit before actually being able to fly like a graceful UFO. <br/>The steady introduction of new mechanics into the game is also really great. Keeps the game interesting as it goes, and prevents the early game from feeling overwhelming. |
| Aug 24 16:17:00 | 5m 00s | Aye The Destroyer | Clever! I like that closing the eye to recharge darkens out all the enemies, since you can't actually see them in that moment. It makes that moment of vulnerability when you have to reload even more tense than usual. Very clever, and very enjoyable! |
| Aug 24 16:34:00 | 17m 00s | Lady Bug | spectacular presentation! Extremely stylized, and gleefully vibrant. A real treat for the eyes. I felt that the music was also really nice, although a bit too calm to feel like a good match for the action on-screen. <br/>You compared this to a blend of reversed Alien:Isolation and Hotline Miami, which is an excellent combination which you really nailed. |
| Aug 24 16:38:00 | 4m 00s | Damage Control | interesting game. I like having access to a roar function that I can use to clear the way and keep people safe. It's also nice that killing a person makes you pause for a moment, which means wasted time and a real reason to want to spare innocent characters. |
| Aug 24 16:44:00 | 6m 00s | Lights Out | interesting stealth game. The addition of special powers helps make this entry feel more unique compared to many other games. <br/> <br/>Also, pretty cool that you used Cosmic DJ to make the music. I've never really considered it before as a proper music-production tool before. |
| Aug 24 17:48:00 | 1h 04m | Grave | Exceptionally polished, from the animation to the controls to the subtle heart-beat sound effect in the background. I felt that the game was a little easy at first, but things quickly ramped up when that giant knight showed up and ruined my day. <br/>An excellent game. |
| Aug 24 17:57:00 | 9m 00s | Back for Dinner | pretty cool! A lot of the placement of hazards seems to be fairly random, however, which led to what felt like a few un-passable obstacles. I guess the idea was that the player should upgrade themselves over time to be strong enough to bypass things like bear traps and riflemen, but the speed at which upgrades were earned felt a little too sluggish to be really fun. |
| Aug 24 20:33:00 | 2h 36m | Roadkill | the color choices are very pretty, and the final death screen clearly had a lot of love put into it, but I'm not a huge fan of the rest of this game. I think the primary issue I have with it is that the characters movement speed is painfully sluggish. The slow movement speed causes the controls to feel kind of unresponsive, because it takes a very long time before you feel like you've actually made progress in a desired direction. After fixing that up, I think dodging and weaving through meteor patterns could become a real fun challenge. |
| Aug 24 20:41:00 | 8m 00s | I HATE HALLOWEEN | felt a little bit shallow. Outside of the boss fight, there was no noticeable difference between the different masks, and the combat against waves of ghosts wasn't really all that interesting - it really just boiled down to hammering the spacebar and occasionally turning around to cover your back. <br/>I am fairly impressed by the number of art assets in this game, though. The amount of backgrounds, enemy sprites, projectile sprites, etc. was greater than what I would normally expect from a jam game. |
| Aug 24 20:47:00 | 6m 00s | WICKED SK8 | I like the idea behind this game - it feels very Jet Set Radio at heart. Unfortunately, I feel that the controls here are a little bit unwieldy, especially compared to the level that players are expected to navigate with them. I think the biggest problem is that it feels like it takes too long to stop/build up speed, which makes jumping off of ramps especially cruel. <br/>I really like the graphics, though. Everything has a very loving, hand-drawn, watercolor feel to it which lends this game a real sense of uniqueness and personality. |
| Aug 24 20:54:00 | 7m 00s | Abduction | there are some neat ideas here, but I don't think they're ever really given time to shine. I quickly realized that using cloaking and decoys isn't really necessary, as you can easily complete most levels by just chasing civilians off the edge of the map and tractor beaming the stragglers with little resistance. <br/>I can imagine that there are a lot of cool puzzles and encounters you could cook up with the mechanics that you've introduced, but I just don't feel like any of the game's current levels really take full advantage of those mechanics. |
| Aug 24 21:04:00 | 10m 00s | OGREAT | This game was really cool when I first started playing it. The graphics were very impressive, the background music was pleasing, and the crunchy feel of attacking enemies was gratifying. <br/>Sadly, the game really overstays its welcome. The combat quickly grows dull, and this is made worse by some lengthy waves were nothing particularly interesting happens. There are just more and more villagers pouring out of the walls, but they rarely pose a threat and never require varied strategies to be beaten. <br/>Ultimately, this is a really fun game which feels like it was greatly held back by some bland padding. |
| Aug 24 21:09:00 | 5m 00s | Monsters Vs. Cookies | cute presentation, but frustrating gameplay. A lot of the collisions with enemies feel a little bit unfair. It's easy to get hurt by barely brushing up against a monster - it would be nice if characters had a few pixels of leeway on the borders of their hitboxes. <br/>The other big problem I found was that there was very little real feedback when the player got hurt, which led to a lot of unexpected deaths because I didn't realize when I had taken damage. |
| Aug 24 21:17:00 | 8m 00s | Monster Loop | I didn't really understand how to play. I couldn't seem to interact with any of the humans, no matter which direction I swiped. |
| Aug 24 21:24:00 | 7m 00s | Block It | I like the minimalist graphics and how easy it is to quickly understand how the game is played. My only two complaints are: <br/>1)The game feels a bit slow at times. Especially in the early game, you spend quite a bit of time just waiting for balls to hit your wedge, which is really kind of dull. <br/>2)The controls aren't very well suited for mobile. Having to block anything that comes from the top half of the screen requires physically moving a thumb all the way up there, which can be uncomfortable, and can also really block your view of the screen. <br/>I might suggest looking at a game called Gyro, which has a similar rotating mechanic with a more comfortable control scheme. You can slide your thumb left and right around the bottom of the screen almost like turning a dial that impacts the direction that the wheel faces. |
| Aug 25 01:47:00 | 4h 23m | DRUMSTER | A well polished rhythm game. It's difficult to do anything particularly special or unique in this genre, so it's tough to fault this game for feeling a bit vanilla. I'm generally awful at rhythm based games, so I didn't get to see much of this, but I did enjoy the brief time I spent with it. |
| Aug 25 01:51:00 | 4m 00s | Monstrous Spiral of Silence | I get what you were going for, but I don't really feel like you accomplished it. I can't say a whole lot about the political message of this game, as I'm not well informed on Swedish politics, but I found the gameplay to be a bit frustrating. Dodging and weaving through crowds felt fairly impossible, and it rarely seemed like any kind of navigable route through the madness existed. |
| Aug 25 02:00:00 | 9m 00s | Nombeast Jr. | This is an interesting idea for a game, although I found that it all moved too sluggishly to be much fun. Chasing down humans was tough with what felt like fairly unnatural controls (using A and D to rotate instead of having the beast point at my cursor felt particularly unwieldy), and the nom/gas bars seemed to fill up at alarmingly slow rates. <br/>I think this game could be a lot of fun if it were sped up and streamlined a bit, but right now I'm not a huge fan. |
| Aug 25 02:12:00 | 12m 00s | Monster | I uh... I really didn't get it. The story was clearly the main draw of this game, but I honestly found it very confusing and poorly delivered. |
| Aug 25 02:17:00 | 5m 00s | Disco Arachno | This is a really cool idea for a game! The movement feels nice and having to scramble to find the right tile is a lot of fun. I feel like having to dodge electrically charged tiles is a little bit unfair, however, as it's very rare that you'll actually be in control of the limb that needs to be moved out of the way. At that point, survival feels more like a game of chance than a game of skill, which greatly detracts from the fun of the game. |
| Aug 25 13:30:00 | 11h 13m | T.T.P. | this is too funny. Everything about this game is a brilliant joke and I love it. Thank you so much for this game. |
| Aug 26 22:32:00 | 33h 02m | Bite In Tandem: Euphoria | wow, that was metal as hell. The shooting mechanics were exceptionally innovative, and presented in a fairly simple to understand way. The best part of this game by far, however, is the moment where you bite off the bosses limbs and get to wear them like trophies. It was a really satisfying surprise! <br/> <br/>My only major complaint is that I feel the difficulty begins a bit high. You have a core mechanic which is completely novel, which really should be taught early in a short, easy to avoid bullet pattern. <br/>Second, |
| Aug 27 00:43:00 | 2h 11m | stacktrace | hrm... I'd love to play this game, but I find myself being stumped before I can even access the code editor. I've read through all the .PDFs, but none of them seem to explain what is expected of me on the opening screens of the game. I press enter each time as indicated, but the nuke just detonates and I go back to the title screen. <br/>You've been pretty active in the comments, maybe you could give me a little nudge to get started with this game? |
| Aug 29 02:45:00 | 50h 02m | Guard-Master | It's not bad, but I didn't really love it. I think my main gripe with this game is that it doesn't provide the player with much information as to where they should look for their target. Actually finding the intruder feels more like a game of luck than skill, since there's no real way of knowing what general area they're in. <br/>I think that if there were objectives that the intruder was trying to complete, or extra disposable guards who the intruder could knock out, it would be much more enjoyable to try and read the field and get an idea of what areas the intruder might be in. <br/>That would also help make it feel more rewarding when you uncover the intruder, because it was the result of your clever thinking and understanding, and less of you having lucked out and checking just the right crate. |
| Aug 29 19:45:00 | 17h 00m | Nimble | the presentation is really polished, but I found the gameplay to be a little bit shallow and poorly executed in places. <br/>My biggest gripe is that I can't really "queue up" inputs without failing. If I try to press "up" while in the animation to arrive at a "left," the game just fails me because up isn't *technically* the next button in front of my character. In a game whose primary mechanic is a test of player's input speed, it feels a little silly to be penalized for providing inputs too fast. <br/>I also found the scaring mechanic to be a bit clumsy for two reasons. The first is that performing a scare covers up your entire screen for a few frames (which are precious things in a game as quick as this) in an abrupt and awkward fashion, which makes it feel like a generally clunky thing to do. The second problem with scaring is that, when a character is scared, this is only indicated by a fairly subtle change in their animation which is easy to miss when you're trying to read the entire screen at a quick glance. It might help if scared characters were color coded to make it more clear who you have and haven't scared yet. <br/>That aside, this is still a very nice start to a game which could quickly turn into an addictive time-killer with just a bit more attention to detail on the mechanics. |
| Aug 29 19:50:00 | 5m 00s | Super Snack Time! | absolutely gorgeous. The painterly style of this game is really quite a rare treat. The music was also quite nice (although I'm guessing you may have taken it from an outside source since you opted out of the music category. Still, excellent selection!) <br/>The gameplay was nothing terribly new or novel, but I did like that the Piranha Plants would die if they were over-used without actually catching a Mario. That was a clever anti-spamming measure. |
| Aug 29 20:07:00 | 17m 00s | Dragon Tax Return Simulator 2015 | brilliant. Simply brilliant. This is a hilarious idea which is executed on spectacularly well. The random generation helps prevent players from memorizing the procedures and keeps runs interesting, the option to request 5 more minutes adds a nice forgiving element that many jam games benefit from, the presentation is clean and manageable, and the writing adds a ton of character. <br/>On top of all this, the post-jam print and play mode is a stroke of genius. At 20 pages a game, I can't say I'll be playing often, but I definitely want to try this thing out with friends at least once. <br/>Well done, friend, well done. |
| Aug 29 22:35:00 | 2h 28m | Pissed off Zombie | felt a little basic, but there was nothing inherently wrong with it. The art and sound effects did their job, the controls were responsive, the goal was clear, and the dedicated button for snapping the camera back to your base was handy. <br/>Ultimately, though, I really don't feel like there's much to this game. It doesn't feel all that thought intensive or satisfying to progress, and the gameplay doesn't really ramp up in any particularly meaningful way over time. |
| Aug 29 22:43:00 | 8m 00s | Pik & Pok | simple, sweet, and super polished. Has a really nice bomber-man esque flavor with the grid based movement, but the combat felt unique to this game. I especially like that you're allowed to put coins down after you've picked them up instead of being locked into throwing them. I never found it necessary, but I thought it was cool to have the option to set up barricades by laying them down in strategic locations. |
| Aug 29 22:50:00 | 7m 00s | Enigma | clever. I think the twist was relatively obvious given the theme for this particular LD, but the way that it was revealed was actually really smart. Not having enough bullets to shoot the "perp" because all six had been spent on the previous two murders actually really surprised me. <br/>Well done. |
| Aug 29 22:55:00 | 5m 00s | You are the Monster | clever use of the theme. The idea of having to constantly one-up your previous character builds could be really interesting, but it's betrayed here by the fact that combat feels really bland. There's not much to the game outside of picking your starting gear and then bumping up against your foe for a bit. |
| Aug 29 23:01:00 | 6m 00s | Player Rush | not bad. I felt like having movement limited to the cardinal directions was a bit strange considering that there were frames of animation where the boss faces diagonally, but it was easy enough to get used to. <br/>I have to say that my favorite part of this game is the hero characters, though. They each feel like they have a lot of personality to them, between their randomly generated names and the surprisingly large pool of sprites that they seem to pull from. |
| Aug 30 02:59:00 | 3h 58m | R-ADIUS | a neat idea, but the gameplay feels like it takes too much control away from the player, and the upgrade system feels more like padding than anything else. I think that a shorter game that starts the player out with the full capacity they need to take out the player would result in a vastly more enjoyable experience. |
| Aug 30 16:36:00 | 13h 37m | Stealth Yeti | oh my God, this is probably the cutest game in the jam. Coupled with some polished stealth mechanics and well-thought-out level design, Stealth Yeti is a real winner. Wonderful job. |
| Aug 30 16:45:00 | 9m 00s | Sunset Monster | a functional side-scrolling shooter, but nothing terribly unique or out of the ordinary here. You could definitely expand on this and introduce your own new mechanics, but in its current state I don't really find this game to be terribly worthwhile. |
| Aug 30 16:54:00 | 9m 00s | GROWL | pretty cool. The mechanic actually feels more unique than I was expecting it to. My only real gripe is that it often felt like the game had some overly strict requirements for triggering a note, which weren't incredibly clear. Sometimes it felt like I needed to pause movement for a brief moment for a note hit to register, while other times it seemed like the game just wanted me to get closer to the note than what felt reasonable. If the player's goal was made just a little bit clearer, I think this would actually be an excellent entry into the twitchy high-speed skill avoidance genre. |
| Aug 30 23:18:00 | 6h 24m | Manifest Destiny | really cool! I was expecting my attack to be a really simple little arm swing or something, but shooting giant rock formations out of the ground was a fun and powerful surprise! <br/>I really enjoyed the gameplay overall - it kind of gave me Katamari vibes with it's emphasis on finding efficient routes through levels. |
| Aug 30 23:39:00 | 21m 00s | Executioner | excellent presentation, but lackluster gameplay. Just choosing whether or not to execute a criminal isn't really all that interesting. I get what you were going for, but it just didn't really hit me in the way I think you were going for. It seems like a lot of the content was randomly generated, but a game like this really seems like it needs hand-crafted and fleshed out stories to make the player think really hard about a very deep moral conflict. |
| Aug 30 23:51:00 | 12m 00s | GH4ST | a spectacular idea. I think that everyone's behaviour is a *little* tough to read right now, but with a little bit of additional feedback, this is very well on it's way to being a stand-out puzzle game that I could see myself happily losing hours to. <br/>I don't often suggest that people expand on LD games out of respect (I personally prefer to leave my products alone after a game jam) but I think it would be really tragic if you didn't further explore this idea and flesh it out into something more complete. |
| Aug 30 23:55:00 | 4m 00s | Daniel X Moore Presents: Dungeon of Sadness [LEGENDS] | cute. I like the idea of there being a kind of break room for monsters. It didn't seem like there was much outside of the break room, though (unless I missed something), so I found this entry to be a little underwhelming in terms of content. |
| Sep 1 15:45:00 | 39h 50m | The Most Boring Game Ever | Honestly, far too slow for my taste. The game really *does* start out feeling exceptionally boring and repetitive, and takes its sweet time ramping up to the kinds of crazy shenanigans that your screenshots seem to boast. With a speedier progression curve and a bit more clarity as to when your next upgrade might arrive, this could be a great game. As it is right now, it's a sluggish start that does very little to make me want to see what comes next. |
| Sep 1 16:02:00 | 17m 00s | Loveless : a multiplayer story | I really like the idea behind the final choice of this game, and I appreciate that it was very carefully explained before asking me to confirm my decision. <br/>Overall, an excellent game. I'm really looking forward to seeing the results. |
| Sep 1 16:14:00 | 12m 00s | Mini Tar's Chair Stompin' Extravaganza! | the graphics were cute, and the gameplay was simple but accessible. I think with a little bit of a higher skill ceiling, this game could be a really big hit as a competitive score-attack thing on mobile devices. |
| Sep 1 16:25:00 | 11m 00s | I am Death and Fire | I liked this a lot, the controls felt great and the particle effects and chaos generally felt really satisfying. <br/>My biggest problem with this game is that it feels like there's no way to avoid taking damage. In order to burn things in the city, I need to get within their attack range, which leads inevitably to depleted health. If there was some added layer of skill that would allow players to survive longer based on how they navigated volleys of arrows, this game would be vastly more enjoyable. |
| Sep 1 16:51:00 | 26m 00s | The Supper | okay, let's get one complaint out of the way immediately - it's very easy to misunderstand how the "charm" mechanic works. On my first playthrough, I was given a "90%" chance of "something" happening (it was not clear if this was 90% chance of success or failure.) I tried charming several people and failed each time because of the random numbers, which confused my understanding of the system. <br/>Once I actually *did* understand how charming worked, however, I found it to be a little bit underwhelming. There is no real reason not to try charming every guest on each evening because your odds of success will decrease the following night, and there are more nights than suspicion bars, so charming becomes non-optional and doesn't require any kind of interesting decision making. <br/>Although I didn't love the mechanics in this game, I did find the presentation to be exceptional. The limericks used for opening and closing scenes were wonderful, the silent film-noir style had a lot of character, and the subtle changes in facial expressions as guests grew more suspicious was a brilliant touch. <br/>I'd really love to see this presentation style used in a slightly more fleshed out set of mechanics some day! |
| Sep 7 16:35:00 | 143h 44m | Death of a Lich | Wow. I checked this out on itch.io about a week ago without realizing it was an LD entry. It honestly seemed like the sort of game that had been developed with months of effort and care. I'm truly, truly impressed by this entry. |
| Sep 7 22:50:00 | 6h 15m | Monster - Your Worst Is Our Best | Man, oh man is this some gorgeous pixel art. This game is stunningly well presented. <br/>Unfortunately, I found the gameplay a bit lackluster. Choosing monsters based on their explicitly listed skills rarely feels like much more than fitting round pegs into round holes, and choosing monsters based on their hidden skills feels like guesswork with almost no proper explanation as to what to look for. <br/>I also found a couple of UI quirks that really detracted from my experience. The first is that switching between character's CVs required one too many clicks. If a CV is already up when I switch between two potential employees, it would be convenient to have the new CV pop up automatically. My second issue is that the "offer job" button is very easy to miss. The color choice makes it look more like a watermark that only exists for visual style than a button which can be interacted with. <br/>I really wish I could be more positive about your entry, as it has an incredible amount of charm, style, and personality, but it just feels like more thought needs to go into the mechanics before this can be a really worthwhile experience. |
| Sep 7 23:04:00 | 14m 00s | Melody Muncher | wow. Gives me a "One Finger Death Punch" meets "Rhythm Heaven" vibe and I'm very much into it. The music is exceptionally high quality, the corresponding enemy arrangements are enjoyable to play, the amount of levels is surprisingly large, and the overall level of detail and polish here is spectacular. Incredibly well done. |
| Sep 7 23:18:00 | 14m 00s | Mobs, Inc. | I'm thoroughly impressed by this game. Between the simple but satisfying gameplay, the speedy progression curve, and the stylish graphics, there's a lot to love here. <br/>I would like to make two minor complaints, however. The first is that judging attack locations felt a bit off to me. It seems as though the cursor points to where the monster's feet will end up, but it feels more natural in my mind to expect the the monster's center to end up at the cursor, leading to some awkward missed attacks here and there. <br/>My other minor gripe was that there didn't feel like enough feedback when getting hit or dropping to one heart. Some kind of subtle persistent warning that my next hit would lead to a verbal warning would be greatly appreciated, as without it many of my deaths felt kind of sudden and unexpected. <br/>Outside of those two small issues, I found this to be a particularly excellent game. I really enjoyed my time with it and look forward to seeing what you do next! |
| Sep 7 23:26:00 | 8m 00s | Intergalactic Love Machine | uh... okay....I still don't know 100% what I just played, but it seemed pretty cool so I guess I'm okay with it. <br/>The overall style and presentation of this game was very impressive, but I really was kind of disappointed in the gameplay. It (typically) boils down to just being very simple multiple-choice questions which don't really pose any interesting challenge to the player. What makes this particularly frustrating is the lack of checkpoints. If I mess up while ... seducing the fish, I have to start all the way back at Uhara. Seeing as I've already answered her questions and none of them change, it kind of feels like a chore I have to get through before I can return to the funny parts of the game I haven't seen yet. |
| Sep 8 00:12:00 | 46m 00s | Monster Academy | Well I'm certainly not the first person to say that this is like WarioWare, haha. As much as I enjoyed this collection of minigames, I feel like they were lacking in two key areas relative to something that you might find in other rapid-fire minigame collections. <br/>1)WarioWare games have clearly defined and easily visible timers which make the end-point of a minigame easy to predict. In this game, the ending of a minigame feels kind of abrupt and unexpected. <br/>2)WarioWare minigames are generally all-or-nothing. You either complete a minigame or you don't. You're told, in no uncertain terms, whether you did well or not. These minigames have kind of victory gradients which feel less satisfying. If I smash three bugs on the first minigame, should I feel good about that? Was I expected to smash that many? Was I expected to perform better than that? It's difficult to tell, which leads to a less rewarding experience overall. <br/>I hope I don't sound overly negative towards your game - I actually really enjoyed it. The presentation is wonderful and charming, and really helps make this a fun and memorable game. |