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| Timestamp | Since previous | Game | Cory Martin's comment |
|---|---|---|---|
| Aug 25 13:05:00 | Fully Furnished | Neat entry! This helped me live out my fantasy of being furniture that spooks people, which is a desire I wasn't aware of going into this. <br/> <br/>Given the pre-game dialogs that develop the victims as characters, it would be nice if there were some indication in the game as to which model corresponded to which character. As it is, they're pretty much nameless game objects, and they don't have to be! <br/> <br/>It would also be good to know who each sanity level corresponded with. <br/> <br/>At its core, the game seems to be RNG-dependent since perfect execution is rather easy to pull off in most cases. I failed twice in the second night but pulled it off with ease the third time. <br/> <br/>I'd like there to be a more clear indication of whether you scared someone or not, like a sound effect. Them running away doesn't feel tangible enough. There were a couple instances where I wasn't sure if I actually did scare them. <br/> <br/>Another issue is they don't seem to have a logical line of sight. I assume them being scared is based on proximity? You can trigger the dresser or the television and it looks like they'd be able to see it, but it doesn't scare them. <br/> <br/>I hope this feedback is helpful! Good work! | |
| Aug 25 14:24:00 | 1h 19m | You are the Hero | Congrats on making your first game! <br/> <br/>You should make the jumping more quick. It feels more like levitation than jumping as it is. <br/> <br/>It's a bit annoying that you'll jump again if you're holding the jump button when you land. You ought to make it so it only jumps for the initial button press. <br/> <br/>I'd also give him the character more jump height since the jumps seem to be very precise vertically. I think the peak of Mario's jumps are around a half-tile above the highest platform he can reach. <br/> <br/>The enemies would be more fun to fight if they died faster. It's better to have more enemies with less health than less enemies with more health. The former is way more satisfying than standing there firing at the same enemy. <br/> <br/>There's more I could say but it'll all come to you as you continue to make games. |
| Aug 25 14:34:00 | 10m 00s | Monster Garten | Nice. It gets really intense when there are a lot of garden invaders chasing you. <br/> <br/>My only gripe with the gameplay is the garden invaders can spawn on or next to you. I'd make it so they can only appear offscreen. <br/> <br/>As MapleQuest mentioned, some simple sound effects would have been very beneficial. <br/> <br/>I like the animations. Even though I suppose they're not really impressive from a technical animation standpoint, they're really lively. <br/> <br/>The particle effects are nice. <br/> <br/>I like how you can scorch the leaves off the trees. <br/> <br/>Nice job! |
| Aug 25 15:04:00 | 30m 00s | Monster's Survival | I have to say, it's sort of satisfying to jump on the prongers one after another as they move upwards toward you. |
| Aug 25 15:09:00 | 5m 00s | KaijuKrush | Nice art! Is there only one level or am I missing something? :[ |
| Aug 25 15:16:00 | 7m 00s | Tales of the Memory Dragon | It's an interesting idea, but it's incredibly difficult to memorize which colors correspond with which keys, at least for me. |
| Aug 25 15:40:00 | 24m 00s | Primary objective | I'm impressed you were able to make this for the 48 hour compo! <br/> <br/>The audio and art are nice, the audio especially for the noise the terminal makes and the kickin song on the radio. <br/> <br/>The ambiance is really well done. It sort of reminds me of Dark Seed a little bit. <br/> <br/>[SPOILER WARNING] <br/> <br/>One issue I have is, you discover how to fix the bike from the radio, which you repeat to the person standing... right next to the radio. It's also established when you turn the radio off that they are, in fact, listening to the radio. <br/> <br/>It was enjoyable nonetheless. |
| Aug 25 16:56:00 | 1h 16m | Frankenstein: Do-It-Yourself! | I don't really find this compelling outside of the skinner-box mechanics. It would be nice if there were something more here. |
| Aug 25 18:06:00 | 1h 10m | Angry face | A big flaw with the game's design is the building mechanic. Early on, there's no reason to avoid the buildings since you'll regenerate all of your health, but later on, the buildings are in high numbers and in many cases, unavoidable and you're inevitably going to die. <br/> <br/>I think if you had control over your jump, or if the jump were simply faster and less levitate-y, it would be better. <br/> <br/>It's also difficult to make the people out against the background when they're on platforms. <br/> <br/>I hope you find my criticism helpful! |
| Aug 25 18:16:00 | 10m 00s | We Missed You! | It's cool. I like the world. The controls feel a bit sluggish, but I'm not sure whether that's a performance issue or not. Some of the collisions catch me by surprise. |
| Aug 25 19:58:00 | 1h 42m | Birdy Bridge | Neat game! <br/> <br/>The difficulty ramps up quick, and by that I mean, it's difficult from the first level. You should try ramping it up gradually. Perhaps in the first level, you would only need to place one bird to get to the end, which is horizontal to you. Then in the next level make it so you have to place several, then in the next level make it so you have to go diagonally, etc. <br/> <br/>I like the stars that you can make disappear temporarily. They serve as a nice time pressure mechanic. Though I think they should indicate when they're about to become solid again. <br/> <br/>The meteors are tough as heck. It's a big challenge to not only remember the pattern, but to remember where exactly they travel, which is especially difficult for the ones that move diagonally. The latter problem could be solved by having them leave behind a trail that stays around for a while. <br/> <br/>This is a really creative mechanic though so I'm more forgiving of those things. Good job! |
| Aug 26 08:12:00 | 12h 14m | Impassioned Fowl | This is pretty funny. It's surprisingly a fun challenge to read through the options and pick the one that won't offend any of the honkers. The failure screen does take a bit too long though. I also wish the text were more readable. |
| Aug 26 08:34:00 | 22m 00s | Drama in Space | I think the unlocks progress too slowly. The basic laser is especially weak and it's not very fun to use and I gave up before unlocking anything else and it's really difficult early on. It's better to have a lot of enemies with low health than a few enemies with a lot of health. This game has a lot of enemies with a lot of health. <br/> <br/>It's good that fun mode is there because at least I could try out the weapons, which were nice. I like how the lasers consist of small "particles". It makes them more interesting to use than if they were just straight lines. |
| Aug 26 08:43:00 | 9m 00s | Pumpi | Whoa, this game is undeniably cute! I wish there were more to it, but this is a very solid foundation that you could build a larger game on. |
| Aug 26 08:49:00 | 6m 00s | SPAGHETTI JOURNEY | I don't know what the heck is going on but I'm okay with that. I like it better that way. |
| Aug 26 09:09:00 | 20m 00s | SPACE JUNK | It's really satisfying playing as a big boss ship. The random generation is nice and helps replay value. I can't help but feel that it wouild be better with faster bullets. |
| Aug 26 09:41:00 | 32m 00s | Starvin' Sasquatch | This is a really charming and well done stealth game. I think my only gripe is that it feels weird to have to position the mouse cursor precisely over the food to pick it up instead of just holding the hand in the general area. <br/> <br/>Good work! |
| Aug 27 00:13:00 | 14h 32m | Eye In The Sky | Very cool. I think this would be much more fun if the monster were more responsive and fleet-footed. His movement is pretty stiff at the moment, which might be because he's supposed to be a big monster, but I think it took away from my enjoyment a bit. <br/> <br/>Nonetheless, this was a cool entry. I ran into the movement freeze bug, but you guys fixed that in the post-competition version it seems. |
| Aug 27 00:54:00 | 41m 00s | Have A Cow | a typical farm <br/>the cow with great ambitions <br/>consumes the heavens |
| Aug 27 06:11:00 | 5h 17m | Up & Away! | This is a cool little platformer. I feel like the controls have some issues though. <br/> <br/>In particular, the character moves forward a lot when you tap a direction, making it impossible to inch forward to position yourself for a jump and making it way too easy to accidentally fall off a platform. <br/> <br/>I also miss a lot of triple jumps because I press the jump button too early. There ought to be some leeway. When the jump button is pressed, set an integer to something greater than zero (you'll have to play around with it to find a good value). Each frame, decrement this value by 1. When the player is on the ground, check to see if this value is greater than 0, and if is, trigger the jump. <br/> <br/>I hope you find my feedback helpful! |
| Aug 27 08:29:00 | 2h 18m | Power Corrupts | I found controlling the player to be pretty frustrating. Since you move so quickly, it can be hard to time your jumps to occur on the edge of a platform. I found myself falling a lot. Many platformers, including Mario, give you some leeway where you can jump a tiny bit after you've started falling off a platform. This is accomplished by having a simple timer that starts decreasing once you leave the ground and allowing you to jump during that time period. <br/> <br/>It's sort of hard to see the player against dark backgrounds which can make things a bit annoying. <br/> <br/>This is a good effort nonetheless. I like the villagers' reactions to you as your legs grow. |
| Aug 27 12:53:00 | 4h 24m | Escape From Twump Tower | Neat little platformer. The graphics are nice and everything's polished pretty well. <br/> <br/>I think the most obvious issue are with the physics: boxes falling through other boxes, boxes falling into other boxes, et cetera. There was one scenario where I had three boxes stuck in each other and I couldn't separate them. <br/> <br/>I found the enemies to be a bit tricky to deal with. Their jumping combined with their periodic shooting can cause some annoying scenarios, especially when you're waiting for their bullet to pass but jumping means they're going to jump but it's too difficult to tell whether or not their next shot will occur during that jump. <br/> <br/>Also, the coin hitboxes seem to be incredibly small. Typically, the norm is to have pickups have large hitboxes and hazards have smaller ones. I'm sure you're aware of that. <br/> <br/>Nonetheless, I beat it and enjoyed it. Nice job. |
| Aug 28 13:08:00 | 24h 15m | Hotel Shmotel | Neat hotel wow. I wouldn't stay there though <br/> <br/>It's really easy to accidentally skip text by holding down forward just for a little bit. You should only advance text when the button is initially pressed <br/> <br/>It was also a bit annoying to have to try every door since you can't see which ones you can enter. It felt like senseless busywork <br/> <br/>The art is nice <br/> <br/>Nice motel <br/> <br/>I wish I could slap things with my tentacle hands |