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Tuism

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TimestampSince previousGameTuism's comment
Aug 24 07:25:00 The Endangered Death Falcon I really enjoyed the flying mechanic, it feels pretty good to master the flying and swooping, though something about it is a bit under-tuned... But that's okay, it's great for 48 hours! <br/> <br/>The music fit the eagle thing well too :) <br/> <br/>It was just a bit strange that you can pick up a car easier than people :P <br/> <br/>Good work :)
Aug 24 07:31:00 6m 00s First Person Eater It feels pretty good, has good juice, mood for the most part, but the game is a bit short on choices: <br/> <br/>1. Don't see why I wouldn't just spam space all the time to move faster all the time <br/>2. Don't see any way of meaningfully stalking down people, you just go forward until you find people, or don't. <br/>3. Don't see any strategy. <br/> <br/>The featureless walls makes it hard to tell you're moving sometimes. <br/> <br/>Congrats nonetheless, it feels good :)
Aug 24 08:30:00 59m 00s Arachnoid Nailed it :) <br/> <br/>Great, simplistic set of mechanics that's intuitive and is fun. The sounds are great, the game plays well. Things all react as expected, which is a great thing. <br/> <br/>The only gripe I really would have is that moving around corners is almost impossible when it should be easy, but that's a physics engine thing. <br/> <br/>Great stuff! :)
Aug 24 08:37:00 7m 00s HorrorBeast Very interesting ideas, but ultimately don't contribute meaningfully towards the core experience. <br/> <br/>Can't see anything in side camera view. Buildings blocking the view isn't fun. <br/> <br/>So we switch to FPS, which is interesting, except you can't shoot. <br/> <br/>So toggling between the two is super meh. <br/> <br/>But the idea is interesting, just not as it comes together now.
Aug 24 09:22:00 45m 00s Dread God Yea, OSX doesn't work, sorry. Let me know when there's an update.
Aug 24 11:40:00 2h 18m Fired The mood is great, the concept is pretty cool, but it feels let down by the controls. It seems like the bullet is following some kind of invisible mouse cursor on the screen? The lack of visible or tangible feedback makes it incredibly frustrating, as you don't know what your mouse movement is going to actually do, and when you're steering a bullet through the air, you really need a good degree of understanding about what you're doing.
Aug 24 11:59:00 19m 00s Monstory Amazing idea, though I wasn't always sure what exactly it did. It parses in tweets with a particular hashtag? <br/> <br/>And then? How would one "level design" within those tweet characters? Do something affect the way the tweets are arranged in space? Or are they always descending to the right? <br/> <br/>If so, what's the point? Just move to the right and read tweets? <br/> <br/>There's potential here, but requires a lot of figuring out. As it is now it's a nifty twitter API hookup.
Aug 24 12:03:00 4m 00s Nailed Ok, kudos for creating it :) <br/> <br/>So... where are the prisoners coming from? The incinerator? <br/> <br/>Mechanically, there's no incentive for the player not to just spam click, as there's no accuracy bonus or ammo limit. <br/> <br/>Cute sounds :) <br/> <br/>Dunno about the theme fit, though yes you can explain it away :)
Aug 24 14:18:00 2h 15m OGREAT The best thing about this game was the juice - everything feels really good, the particle effects, animations, little details were everywhere, and I really loved that. <br/> <br/>The game itself felt a bit staid. There's not much in the way of variety - the challenge didn't make me feel particularly attached to this or that outcome, I zoned out a lot, felt like a chore, I think it could have done with some more rhythm - sometimes hard, sometimes easy, sometimes fast, sometimes slow. <br/> <br/>A real shame considering the way the enemies moved and everything really made it feel alive in a really good way :)
Aug 24 14:22:00 4m 00s Limbless I'm torn. To pieces. (hahaha), ok no I'm torn - I like the idea, but the mechanics doesn't really reflect the idea. I thought it was interesting when you were just a head/ball. As you got more bits it got less interesting. The health of various limbs doesn't do much, and the way you moved with one leg made no sense. <br/> <br/>But the controls... The controls are just too slippery for the kind of platforms you stuck in. I didn't feel like I was beating a challenge, but rather beating a flaw. It's not "challenging", it felt "wrong" or "broken". Controls need a tightness to reflect the player's intentions!
Aug 24 14:31:00 9m 00s Monster Hotel There's... nothing to see, nothing to do, nothing to change things with. Following the tutorial messages you lay down some stuff. Then there's ENDLESS waiting until the next things happen, in the meantime, I can't do anything but put it on maximum speed... And then? <br/> <br/>The game doesn't tell you how fast its running (no highlights), what the guests want (if anything), what they're doing (they disappear into rooms and... and?), what future guests might want... Anything at all? <br/> <br/>As a player I felt totally helpless. <br/> <br/>The zoom/scroll happening all the time is very distracting, even when I'm operating the menu bar at the bottom. I can never be looking/doing stuff down there and be looking at stuff I wanted to be looking at. <br/> <br/>There's an arbitrary time/condition that made me unable to build stuff when I had the money to. It looked broken. <br/> <br/>I'm not sure what the game is because you haven't shown enough of it!
Aug 24 14:40:00 9m 00s Ben(guin) Gorgeous pixel art work/animation, gorgeous effects, really looks great. <br/> <br/>The game didn't feel really interesting, wasn't satisfying marching up to gun-toting dudes to eat them, most of the time you're basically forced to eat a few shots, and if you don't, you're just spending a ton of time wandering left and right and... it just wasn't satisfying. If it were insta-kill there'd be some interest to die and come back quickly and see how many you can eat before dying, but because of the life-bar it just felt long and drawn out, and I'd lost interest super quickly. <br/> <br/>Controls are awkward, but I could use the arrow keys, and that was fine. <br/> <br/>Oh yes the door sometimes didn't register, had to wiggle around a lot.
Aug 24 15:03:00 23m 00s Up & Away! So much polish in the character! It looks and moves amazingly, the triple jump from mario 64 is pretty cool, but without variable camera angles it becomes really hard to control. <br/> <br/>Omg scratch that, I just found mouse lookaround controls. It's a bit sluggish though. <br/> <br/>Good stuff, gorgeous, I guess a return to the classic stuff is great :)
Aug 24 15:23:00 20m 00s Thursday the 12th : Lake Polygon Great, moody piece, music and the visuals work well together, the sound effects work well. <br/> <br/>But the game... There's no indication of where to go, so you're left wandering aimlessly in quite a huge space, and your speed is terrible so you can only really hope to have a machete (which are super rare) or that they just happen to have their backs to you when you see them. If not, well then keep walking. <br/> <br/>There's potential in the subject matter, but the execution right now is lacking as a piece of interaction.
Aug 24 15:26:00 3m 00s D.A.S.H Nooooo why only windows build :(
Aug 24 15:53:00 27m 00s Patient ZER0 Sooooo much of mood. The graphics, the writing, etc, all convey an epic sense of scale. <br/> <br/>But the game... I tried to follow the clues, and couldn't find a diner, or maybe I found it, but can't get through zombies, or whatever, I can't tell. There needs to be a better system of making the player aware of what needs to be done. And the movement speed makes for a terribly tedious time. <br/> <br/>At least you don't lose your progress when you die.
Aug 24 15:55:00 2m 00s GameApi world It's a pretty good tech demo. Very pretty. But not much game in here at all.
Aug 24 16:13:00 18m 00s Snacker Well done on your first game! <br/> <br/>It's weird that you can only shoot in the cardinal directions and nothing in between - especially when the enemies can. <br/> <br/>I'm not sure you needed a button to eat - is there any reason to conserving people/cats? Do they keep spawning? I didn't feel like I ran out of them at all. So needing a button to pickup seems superfluous.
Aug 24 16:30:00 17m 00s Manhattan Monstrosity Fun little thing, it's really rudimentary but it has a certain charm to it. <br/> <br/>Here are some frustrating choices you made though, that made the experience irritating: <br/> <br/>1. For some reason I automatically think W is down and S is up - I don't play inverse usually, but I instinctively reacted that way. I think it has to do with clockwise/anticlockwise. So I had to play with my keyboard flipped. Wonder if anyone else is like that. <br/> <br/>2. Having to click a button after you die THEN press space is... unoptimised. Two space taps. Or two mouse clicks. Why both??!
Aug 24 16:39:00 9m 00s Wake the Monster The switch is a novel idea, no doubt, but it doesn't make the game better at the moment. You need a clearer goal for the player, what is the measure of success? <br/> <br/>Saying "you decide yourself" isn't really what game design is about. That attitude works if it's, say, minecraft, where there's interesting things to see and do. <br/> <br/>The dragon falling asleep animation's cool :)
Aug 24 16:47:00 8m 00s Moonlight Good stuff! A lovely mix of juiciness, easy to understand and simple mechanics, and some subtlety :D I love the stuff you eventually learn about the action and how to go further and longer :) I wonder if the middle guy does anything, I guess I didn't make it far enough to see :) <br/> <br/>18200!
Aug 24 16:54:00 7m 00s Project MONSTER Very polished, has a bunch of awesome things - procedural generation was great, graphics and animation was great... <br/> <br/>But as a whole the game isn't very fun. There's not really all that much to do and be challenged with. If you don't fancy a certain situation, just stay away from it. <br/> <br/>The enemy/collectible relationship is also not 100% clear. I eventually knew what each were, but a stronger visual language differentiation between them would have been better. <br/> <br/>For example the triangles were pointy, and so were the chaser enemies. The spinny things were dangerous, but round. Etc.
Aug 24 16:58:00 4m 00s The March of the Dropped Band Congrats and welcome to LD! It's only my... 4th one, so I'm not that much more senior than you :) <br/> <br/>It's an interesting toy, but yeah - think about game design! That's what we're making here! Games! Take this mechanic and see what you can do with it. Maybe let he player rotate the formation so that there's more option to what/who can be thrown off (right now it's always a single row). Maybe restrictions in movement. Maybe you want to be left with certain combinations. Who knows? Try stuff :)
Aug 24 17:01:00 3m 00s Monster in the House Ommmmg great stuff :D Simple mechanics, dark humour, a nice tension between ease of access and difficulty in not killing your own children :) Favourite so far :D
Aug 24 21:05:00 4h 04m Monstre de Coiffure So good! You guys have this :D <br/> <br/>The only thing I want for this is to exist on a touch device, playing with mouse is just meh. <br/> <br/>When the two heads came out... Ah! So cool! Great variations!
Aug 25 06:02:00 8h 57m On the Growth of Ludum Dare and the Selection of Themes So meta, great writing! :) <br/> <br/>There are a few great tidbits of info in there, and I liked the way your choices seemed to matter, which is a great thing for a text adventure. Sounds were great, and the emoticons were excellent too. <br/> <br/>Seems to be quite a deep branch! Gotta check it out again :)
Aug 25 06:13:00 11m 00s Monster - Your Worst Is Our Best I really like it. The graphics are exceptional, the little juicy touches are amazing, the music, the humour is spot on, it's all pretty great. <br/> <br/>BUT. <br/> <br/>The game's doesn't draw me in - it could be solved by tutorialising, or chunking down the game into more manageable bits to start, maybe. As it stands, what's there is an overwhelming pile of stuff to figure out and understand. <br/> <br/>Why Papers Please was a great game was because (well besides that it's not a jam game, of course) it was TIMED, which limited the amount of stuff the player could focus on (by design), which means there isn't a ton of stuff. Your game gets around that by removing the time constraint, but then I just feel like it's a huge chore. <br/> <br/>I look forward to seeing this evolve, it's really interesting :)
Aug 25 06:29:00 16m 00s Sucker Punch Man, this one felt soooo good :) I really enjoyed the animation and the feel and the juice. Heck when I saw the gif I was like OOOOOH :) <br/> <br/>- That name is FANTASTIC. <br/> <br/>But! <br/> <br/>It was almost impossible to dodge meaningfully, projectiles are almost impossible to distinguish, meaning you kinda just hope you wouldn't get hit. And you do. <br/> <br/>Wishlist: <br/> <br/>- More "reactive" water - when the water wobbled it felt great, if that surface interacted with the ships it'd be amazing. <br/>- More tentacles - you're a Kraken. Using just one tentacle seemed silly as hell. <br/>- More subtlety, more options. <br/> <br/>Good job :)
Aug 25 06:35:00 6m 00s Outing with Frankie Good job team! <br/> <br/>Great on all counts, concept, art, music, voiceover, juice, even tech stuff (screenshot into photo was a great touch!) <br/> <br/>Now you can add some variations to this and SHIP IT ALREADY :D <br/> <br/>Fantastic stuff!
Aug 25 06:46:00 11m 00s Eye In The Sky Great set of stuff happening here, lots of work :) I like the big set of actions and things you can do, it's very satisfying cracking those buildings and everything, lots of debri, juice, etc. <br/> <br/>The music gets REALLY bad after a while. Grating. But not a major problem. <br/> <br/>The controls were not the best - they felt unresponsive - not entirely broken, but it was hard to get it to do what I want it to do. Not because the monster was slow/sluggish, but the input to output feel wasn't all there. <br/> <br/>Dunno about it being called Eye in the Sky, I get that you're a monster with a big eye, and you're in the sky, but that seems very superfluous, especially when tied to a term with pre-established meaning :) <br/> <br/>RAMMMPAGGGGE :D
Aug 25 06:52:00 6m 00s AM I? The soundtrack is great! <br/> <br/>The game... Is rudimentary. Graphics are pretty good. <br/> <br/>The dichotomy of trying to fit a social message into the game while the game doesn't reflect that message (your character is having fun, and you're "scoring" for property damage and killing girls (which is somehow called "harassing")) <br/> <br/>I get it, but it doesn't work yet. <br/> <br/>Technically: <br/>There's no restart button? <br/>I feel the movement speed is way too fast for such a small space of movement.
Aug 25 06:53:00 1m 00s MONSTER INSPECTOR NOOOOOO WHY WINDOWS ONLY <br/> <br/>I had this idea too, didn't go through with it :)
Aug 25 06:54:00 1m 00s Tentacles NOOOOO NOT WINDOWS ONLY
Aug 25 06:56:00 2m 00s We Missed You! Hey! Did you rename a gif into a jpg and that tricked it into animating on the screenshots??? Gotta try that :D
Aug 25 07:03:00 7m 00s Amebiasis Four stars just for that opening pixel art piece :) <br/> <br/>The idea is sound, but there're quite a handful of things that make it not awesome: <br/> <br/>1. The sloshing arrow is way too fast. You've made it developer hard, and that's frustrating and unfun. It can go faster later, but from level one that'll turn a lot of people away. <br/>2. The game description said to hit red first. The game killed me for hitting red first. Eventually I hit a green first. <br/>3. As above, you need an indicator for what you want to hit next. <br/>4. Omg that music. My ears. <br/>5. When I hit two things in a row, in the correct order, it killed the first and then I was hurt by the second. That really shouldn't be - lining up an epic multi shot should be part of the fun.
Aug 25 07:03:00 0s OMNOMNOM So I presume windows only? I don't have Love2D, whatever that is. A shame, looks fun.
Aug 25 10:14:00 3h 11m The Old One Gorgeous! Absolutely gorgeous and amazing looking. Fantastic production. <br/> <br/>The gameplay itself feels... Just a little short of great, I guess. The mechanics make sense, the pacing is good, but there's just not enough oomph to it, I think it might be a lack of emergent situations - being able to only pound the left or the right fist separately didn't make sense from anything but a balance perspective, and was a bit irritating. <br/> <br/>Overall fantastic :)
Aug 25 14:46:00 4h 32m Lovers on a Park Bench Holy batman, you're 14? 14?!?! <br/> <br/>This is so confusing, I feel like it's a joke that wasn't intended, or an accidental art piece, but it is wha it is, and it a different thing to whoever interacts with it I guess :) <br/> <br/>No aiming to the attack, so you just spam it? <br/>No point to the score? <br/>No real point to the story? <br/> <br/>Yeah, just like american tv romance, really :) <br/> <br/>Good job :)
Aug 25 15:46:00 1h 00m Monster Break Out Has a great feel! Great camera, well animated, responsive - I especially like that you can orient yourself differently by starting a move in different states of the rotation... Wordy, but that's what it is to me :P <br/> <br/>A bit more variety would have made it a lot more interesting, but you have yourself a good base! :)
Aug 25 16:43:00 57m 00s I AM THE SUN Looks and feels incredible. The shader work is amazing - are they standard unity shaders (the cool new free ones are great!) or did you write them yourselves? They were super well curated - the face mosaic effect was an excellent touch. <br/> <br/>Had to run the game in 640 x 480 or it would lag. Well done :P <br/> <br/>However there's not much of any game there, I couldn't find anything that I could do other than fall into the water and die. And I clipped through everything, the big shiny door - clipped through, the down arrow - clipped through. <br/> <br/>The long tedious walk was also a bit of a downer, especially since there was... Not much at the end of it... <br/> <br/>Again, looks amazing :) Wish there were more game!
Aug 25 16:49:00 6m 00s T For Terror A good try, the structures and things are all in place, it's now time to tweak things :) <br/> <br/>1. The falling was weird - I get that you're doing variable height jump, but it felt very unnatural. <br/>2. No checkpoints. Frustrating. <br/>3. One hit kill + no checkpoints = frustrating. <br/>4. The way you basically wait for an enemy to turn away from you before attacking isn't fun. In this case, patience is... anti-fun. <br/> <br/>Good luck learning game dev! :D
Aug 25 16:53:00 4m 00s The Monster I Am So, what I really wanted to play, was as the jets. And the wobbly buildings are rad. But the monster didn't feel particularly fun. Those jets though!
Aug 25 17:02:00 9m 00s Kraken Babies It's interesting, works as a boardgame, but ultimately the ruleset seems too easy to handle - the queen seems to always have an advantage. Hmmmm, a really well polished game otherwise!
Aug 25 17:21:00 19m 00s Calcusaurus Great stuff! It's an educational game that doesn't feel terrible! That's rad! :D <br/> <br/>Great graphics, sound, animations, juice, effects :) <br/> <br/>I played the web version which stretched to full screen, that's an obvious advantage over the mobile format. That probably needs to be addressed, especially since the guy above says you can get damage from those unseen enemies. <br/> <br/>Good stuff :)
Aug 25 17:27:00 6m 00s Soup Really rad! I want Agar.io to look like this! :) <br/> <br/>There's not much of a game there, I actually hadn't realised that the purple blobs made you smaller, eventually you just get to a size that makes dodging impossible, then... what's the point after that? :) <br/> <br/>Definitely find more game with this thing, it looks and moves amazingly :)
Aug 25 18:29:00 1h 02m Adula Excellent art, polish and overall presentation. It's all ace! <br/> <br/>But erm, what game? It's not really, really really really a super pretty slideshow. With a big load time :p
Aug 25 18:57:00 28m 00s Monster Cube - MIQ Well-polished, great feel, the movement of the block being "configurable" is pretty cool :) <br/> <br/>Add in a bit of variety and boom you've got a good thing ready to go :)
Aug 25 19:49:00 52m 00s Interloper Looks and sounds great. But doesn't feel particularly interesting because it seems pretty inevitable that you'll eat everything with or without too much thinking. <br/> <br/>Did you know there's already a game called Interloper? It featured in the previous IGF awards. <br/> <br/>If the ending was just the title... Yeah there's really not much to do/not do. <br/> <br/>It's really gorgeous :)
Aug 25 20:18:00 29m 00s Lapin Valley A nice, interesting set of assets, good art and concept. <br/> <br/>A few things: <br/>- The controls feels a bit floaty. <br/>- Would be nice to have more feedback on the attack - I never could tell if my attacks were doing any damage on the bigger guys. <br/>- Need a bit more handholding, the "end of the level" felt more broken than a thing you're supposed to jump down.
Aug 25 20:28:00 10m 00s Corruption-5 Shares the same DNA as your previous LD game :) Again, very polished looking, great presentation, but I feel that all came at a cost to the gameplay - the game is pretty straightforward, not much in terms of challenge or decision... <br/> <br/>The way the story unfolds is pretty cool, though not unexpected thanks to the theme being an already known thing. <br/> <br/>Yes, the elevators of snails that also robbed you of freedom of movement was very irritating. Plus I accidentally fired one off. Contextually sensitive button is cool, but there are cases where you really want separate controls. Maybe up/down would have been better (especially since the player can't do anything while the elevator was going)
Aug 26 06:53:00 10h 25m Consume The creepiness reigns supreme in this one! I could actually feel the anxiety and tension right from off the bat, well done on the shader work! <br/> <br/>But after getting into the game a bit, one realises that there's not much to be afraid of, and the tension drops off significantly. Wish the game mechanics actually fed into the tension. <br/> <br/>Some odd choices that you've made: <br/> <br/>Why do you have to get close AND click ON the victim? It feels unnecessary and unwieldy. Your victim is already highlighted. Use that highlight, press a key/button. Done. <br/> <br/>The lack of visual or any feedback about when you'll be spotted or not is irritating. No vision cones, sphere of influence, noise circles, whatever. An ambiguous stealth game is a sucky one as the player feels randomly done in.
Aug 26 07:02:00 9m 00s Hero Mate Great concept, it works really well mechanically, even if narratively it makes no sense... It's dying for some writing around it :P <br/> <br/>The music is grating! But other than that it's pretty polished, it feels like it could use a bit more... fine tuning (movements, animations and such) but it's great for a jam product :) <br/> <br/>Well done! :)
Aug 26 07:48:00 46m 00s EVILATOR Hahahaaha! Love the idea! :D <br/> <br/>I would have loved if the numpad keys would work :) <br/> <br/>Great sound and graphics, good juice, this is a great little distraction :) Are the levels procedural? If so, are they pre-solved? Or utterly random? <br/> <br/>So interesting :) Touch controls, ship it!
Aug 26 07:57:00 9m 00s Super Chop Has a really nice feel to it, the chopping mechanic is core and works great, but: <br/> <br/>- There's a delay between keypress and the cursor stopping, that's super irritating, it makes the misses all the more frustrating. <br/>- The rhythm change seems arbitrary, which doesn't feel good when it happens all the time - there should be a rhythm to it. <br/>- there didn't seem to be much point walking through the forest... Yeah I get that the big trees are harder, but you could also just easily swipe through trees. Platform walking was superfluous. <br/>- If the shop isn't working, remove the button :) And only having to use the mouse for one thing is irritating, it should be changed to keyboard controls entirely. <br/> <br/>Looking great, keep pushing it :)
Aug 26 15:26:00 7h 29m The Red Planet I played a web build the dev built just for me, kudos for that, but I don't know if it's because of that, the game is insanely slow. I can't imagine how to play the game through in this speed. I left the game running so I might come back to it. <br/> <br/>Other than that, a very technically competent piece - the art and the animations and style and level design are all pretty good, but the initial learning curve is a bit off... Interactable objects should highlight telling you so, I was stuck staring at the destructable wall thinking I can open it, for example. The dead body was interactable? I had no idea. <br/> <br/>Love the art and style, and I can guess what the ending is :P This makes me wanna play doom, where everything is like sprint speed :)
Aug 29 08:38:00 65h 12m Lady Bug Really good stuff, though I don't agree with every decision you made with it. <br/> <br/>With the difficulty being cranked up to 10000 - the speed of everything essentially made it a game of rote trial and error as opposed to master and learn. Sure, there are things to learn, but I pretty much guarantee noone ended up beating a level without dying a pile of times and learning the timing and sequence of button presses of each segment. <br/> <br/>That's cool, it's great how tight you've made this, but at the same time not as fun as mastery by reaction and learning how bits work, for me anyway. Especially in a game as tight as this. <br/> <br/>The controls are pretty decent but it really feels out of the norm, and so I feel more like a retard than a killer most of the time. <br/> <br/>But damn, it's a well put together piece, really. One for those addicted to punishment. And a gamepad, too, I guess.
Aug 29 08:45:00 7m 00s KaijuKrush Very charming and cute, cool idea, I'm a colour matching fan... which brings me to... <br/> <br/>1. What's the point of the game? All the buildings seem to have equal health, so it's just a matter of finding the route of the least buildings to destroy to move on? There should be a point to the colour of buildings. <br/>2. An attack button seems really pointless. You should attack a building just by moving into it. A lot of time is wasted because you're standing still attacking nothing. That's frustrating, and not in a "challenging" way. <br/>3. Controls again - why ask people to click to start the game when you never use the mouse again? :/ <br/>4. Dunno if you have a special available, was never explained or indicated. <br/> <br/>Has potential. Needs more interestingness. Good luck!
Aug 30 16:23:00 31h 38m The Tutorial I get it, it's meta. But It's too meta for my taste personally :P <br/> <br/>And the dialogue engine... I often accidentally clicked past some dialogue without meaning to. So if there was an option to, text should appear *much* faster than it does right now - the delayed appearing doesn't really help for small chunks of text. <br/> <br/>There was that pringles flash banner ad... That was like this. <br/> <br/>http://www.adweek.com/adfreak/pringles-banner-ad-worth-few-dozen-clicks-13979 <br/> <br/>Check it out, it was great back in its day :)
Aug 30 18:10:00 1h 47m Crossed Paths Surprisingly enjoyable, for what it is :P The reading was tough to crunch through... Perhaps it's the layout, perhaps it's the sheer length. I think it would be prudent to break the long bits into smaller bits over screens, but that would have probably been difficult. <br/> <br/>The art is super fun :) <br/> <br/>The dog at the end is super fun too, I see you must've had fun writing his dialogue :) <br/> <br/>I'm not sure if the game has a system - the Succubus required "two souls" - that I remembered - and I noticed the half soul thing, so you could get half from all 4 characters, or 1 whole one and two halves, or whatever... But I'm not sure if it would have made a difference to the ending. But I think it would be nice if you knew from the outset that you'd meet four dudes to harvest two souls from. Or some kind of hint (maybe I missed it). <br/> <br/>And sometimes a selection wasn't crystal clear... I had told the library girl that I was going to take half, but the final selection assumed if I was gonna cackle I definitely would take the whole soul. Who knew cackling equated to murder :P
Aug 30 18:20:00 10m 00s One-monster Elite Monster Rescue Squad Hello fellow Poke-inspired game :P <br/> <br/>The graphics are cool, though I think it was a bit heavy on my system... I keep getting bad lag spikes. But it didn't crash. <br/> <br/>The concept works, though it feels like it was a bit rudimentary, would have liked a bit more interesting things to work out. The fact that keys were in everything was a bit weird. (Keys in buckets! Keys in barrels! Keys everywhere! Except where you might expect them, by guards and indoors :P) <br/> <br/>I saw a clump of guys to the left on the bridge. It looked like some kind of red laser party freezeframe :P <br/> <br/>Rad that you guys are using the minecraft stuff every jam :)
Aug 30 18:45:00 25m 00s GROWL The fact that you have to watch a gameplay video to understand a two-button game is some indication of something being pretty wrong :/ <br/> <br/>Top-notch production values. TOP NOTCH. Great effects and music. REALLY COOL. <br/> <br/>But your game communication is terrible, sorry. The goal isn't to "complete notes", it's just to line up the red rectangle with the circle. That's all. Everything else is visual and gameplay clutter. So you should have visually linked the thing that is the red rectangle and the things that are the the circles at the end of each of the lines. That is all, really. <br/> <br/>The theme is also utterly unrelated :/ <br/> <br/>The fact that you can be in a state where your red rectangle has become impossible to hit the circle because it's gone past it is frustrating. The game is over but you have to wait to die. The wait's not long, but you KNOW it's happening and it really should just end it there. Or you change the mechanic to prevent that.
Aug 30 18:47:00 2m 00s Stealth Yeti I am sad that this is windows only, really wanted to try it :(
Aug 30 18:57:00 10m 00s KAIJU TYCOON It doesn't really feel like my choices were making a difference... There's zero feedback when you "attack a city", you don't know if your high attack is hitting harder or if your high defence is making you last longer or whatever. <br/> <br/>Just getting to the point of attacking was pretty difficult and weren't intuitive. The "flow" of moving from control to control seemed illogical and inconsistent. <br/> <br/>Customising the kaiju was a nice touch but would have been nice if it meant anything at all - if they integrated with the stats system that'd be nice. <br/> <br/>The scrolling text is cute and a nice touch, but again, does nothing with the game. <br/> <br/>Feels like overall a game made with love, with lots of detail, but very little thought in the actual game feedback loop.
Aug 31 12:39:00 17h 42m U no take Loot! Cute graphics, funny that I got to this from you asking for an artist to come onboard... <br/> <br/>The game is really flat. I basically just backed up until just before the treasure and fired fireballs in a straight line that seemed to cross the paths of adventurers the most. <br/> <br/>Aiming is almost pointless because everything moves so fast. <br/> <br/>Zero feedback on your getting hit or enemies getting hit means I don't know when/if I'm going to die or when/if the enemy is going to die. <br/> <br/>When they die they drop money. But when they reach your lair they... teleport money out? <br/> <br/>I feel like maybe I'm missing something. This has great presentation but it doesn't make me feel like I'm in control of the outcome.
Aug 31 14:37:00 1h 58m Grave Well put together :D Great graphics and animation, great great juice. Well paced. Good meaty combat. Could do with more variation, but hey, 48 hours :)
Aug 31 20:31:00 5h 54m Mobs, Inc. Holy crap, best of jam. BEST OF JAM. <br/> <br/>The only thing that felt a bit off was not knowing when you get "verbal warning" - sometimes you get hit and that happens, but sometimes you get hit and you blink a bit. <br/> <br/>BUT OMG SO GOOD. The juice and animation and the music and everything is top notch. SHIP IT.
Aug 31 20:38:00 7m 00s Intergalactic Love Machine Great writing, it's a rote game, but humorous games tend to be :) <br/> <br/>Fantastic art, great music. The concept of "you're the monster" is way too subtle, but perfectly there :) <br/> <br/>Nice one! Bow chika bow wow! :)
Sep 2 22:46:00 50h 08m 0G The production value is phenomenal, I especially loved the depth of field - I've always wanted to employ it in a game, and this one did it pretty nicely. It was so cool that I was reluctant to fix it :( <br/> <br/>The flying controls are frustrating - yes air break is important, but then you kind of just drifted from one stationary point to the next, felt like... snooker. And the camera auto-centering back to default gravity down makes it hard to control - I get that it orients the player, but it's frustrating trying to manoeuvre while it's turning your head all the time. <br/> <br/>Then some direction for what you want to do would be nice... I repaired everything, then was left with repair 10% hull which I tried forever and then gave up. There was no other indication of what to do as far as I could till. I wondered around a bit and just was done with it :P <br/> <br/>Great tech :)
Sep 2 22:54:00 8m 00s Slasher Rad! Love the writing and mechanics :) everything pretty much works instinctively, which is a huge plus :) <br/> <br/>The killing people in specific order is a nice touch. <br/> <br/>Until I realised you can get in through the window I was really kinda just waiting and waiting and waiting. <br/> <br/>The way that kids walk all over fallen friends' pile of blood and heads as if nothing happened is a bit off.
Sep 2 23:24:00 30m 00s Cataphilla Such Production, so value! The prettiest and greatest sounding game in this jam. It really looks and moves and sounds amazing :D <br/> <br/>Wishlist: <br/> <br/>1. Wish there was a "game" in here, or at least something I could understand. I struggled understanding what was going on, and honestly I think I still don't understand what does what. <br/> <br/>2. The controls... I'm not a natural inverted player. So that really didn't work for me. Plus I felt like I had no fine motor control - aiming at a specific thing seemed impossible due to the way you can't see what's directly ahead of you. I feel disoriented and unoriented. <br/> <br/>3. There are apparently two different colour "pips"... I couldn't really tell. Oh I think you meant the ones inside the peaches, I think they might have been different, but can't tell. I think you need to show players them next to each other for comparison, otherwise it's difficult to understand. <br/> <br/>Rad rad :D
Sep 5 07:45:00 56h 21m Safari Rampage A great collection of good, sound mechanics! The car handling is tuned very well, the drifting and the killing is satisfying. Would have liked a bit more feedback on damage - I realised later that there's smoke coming from the car, but it's not very apparent. And I hope there's some way to avoid damage, or else it's quite linear (I realise the elephants attack you, but that's not really enough) - like sideswiping animals wouldn't give you as much damage as a frontal hit, or something - if it's already doing that, then it should be communicated. <br/> <br/>Would have been nice if a hit didn't instantly result in a splatter regardless of your speed. But then we're into the realms of physics simulations :P <br/> <br/>Goals yes, would have been nice :)
Sep 5 15:26:00 7h 41m The Supper Great execution, great idea, great presentation, sleek controls. All round great... <br/> <br/>EXCEPT! (Mid-review turnaround!) <br/> <br/>It's been said somewhere before, a stealth game that relies too heavily on being randomly discovered is bad, because you can have the best laid plans being foiled by a random dice roll... Which feels really crap. Which is what a lot of this feels like. <br/> <br/>I haven't really actually figured out what "charm" does, but I assume it means you make people follow you, or something. And if you fail, you instantly lose, that's the impression I had. <br/> <br/>So... you've essentially got a stealth game, with no enemy movement patterns to discern (seems completely random to me), and with a random chance to die when you use your one ability that you have to influence anything other than stand in their way so they can pick one fewer random direction to walk to. <br/> <br/>I felt like a Rumba trying to murder people by inconveniently standing in their way. <br/> <br/>So if you give them some pattern to follow and or the player to figure out and work around, and eliminate randomness from the mechanics, you've got something solid!
Sep 8 11:00:00 67h 34m Melody Muncher Holy crap this is awesome, is the music all yours??? That's amazing. Sir you are seriously talented. <br/> <br/>The juice and the sounds are all fantastic, I really enjoyed it all. <br/> <br/>The knight as a different attack pattern is really awesome. LOVE IT. <br/> <br/>Fishing for constructive criticism, I think maybe the timing of the hits are a bit off? Not sure. I tend to pride myself on rhythm games, but this one feels off on the beats. Really not sure.
Sep 8 22:13:00 11h 13m Pokemen Interesting idea, but the execution is lacking. The mechanics are too rudimentary for much of a strategy, projectile dodging doesn't really factor into it, and you just basically hover your mouse on the opponent. <br/> <br/>The idea's there, but there's not enough challenge mechanically!
Sep 14 21:28:00 143h 15m Player Rush Great little gem! Presentation, gameplay, all pretty good. Rage mode really saved it from being repetitive. Nice one :)