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| Timestamp | Since previous | Game | dvdagames's comment |
|---|---|---|---|
| Apr 21 03:40:00 | Scrapmetalship | The music and the atmosphere were great. The actual gameplay was a bit slow and the combat felt punishing after spending a bunch of time flying around collecting 6 or 7 parts, the first enemy I tried to fight basically destroyed everything I had picked up. Overall, there could be something interesting here if the pacing and combat were tweaked a bit. | |
| Apr 21 03:49:00 | 9m 00s | level dog | This is a pretty fun little game. The patterns are pretty easy until that candy corn comes in, and the randomness and humor of it kept the fun factor pretty high. |
| Apr 21 04:19:00 | 30m 00s | Connected-Souls | For any other OS X users having trouble launching the game, here are the steps to fix it: <br/> <br/>1. Open Terminal and "cd" into the directory where you extracted the ".app" file for the game <br/>2. Run the following command: "chmod +x Connected_Souls_MAC_By_Mayank_Unreal.app/Contents/MacOS/*" <br/> <br/>Overall the game was pretty fun and did a good job of teaching you some of the transformation sequences to overcome obstacles. <br/> <br/>I think the buzzsaw/door switch at the end of level 2 could have it's safezone under the buzzsaw adjusted, though. For that early in the game, the margin of error is a bit too small. Once the player is more comfortable with fluidly moving between the two forms, that level of difficulty in an obstacle would be fine. |
| Apr 21 04:40:00 | 21m 00s | Mine Shift | That was pretty fun. <br/> <br/>The platforming part was actually a lot harder than I expected due to the continuos forward momentum of the player shape, you have to kind of hold back when you land to give yourself enough time to build up speed for another forward jump. <br/> <br/>Overall it was interesting and the sound was nice. |
| Apr 21 04:52:00 | 12m 00s | Hedron Collider | The difficulty jump between the first level and the others is pretty intense. <br/> <br/>As someone else mentioned it was somewhat weird that it felt like a rhythm game, but I didn't need to press anything when encountering a shape. <br/> <br/>The music was nice and the visual effects were pretty good. |
| Apr 21 05:00:00 | 8m 00s | Shifty Shapes | It was fun and got really challenging as the transformation circles started to move more, it was tricky to learn to nudge shapes to safety when you couldn't absorb them yet. <br/> <br/>The particle effects were nice. |
| Apr 21 05:08:00 | 8m 00s | Shape Through | Man, the difficulty level really ramps up fast. <br/> <br/>I really liked the music and really wanted to hear where it was going, but died every time it felt like the music was getting really good. <br/> <br/>A checkpoint system or a more gradual ramp up of the difficulty would be great additions. <br/> <br/>Overall it was fun and the visual effects were nice, though a limit on the brightness of some colors might be nice, it hit a really bright red and green a few times that actually hurt my eyes a bit while playing. |
| Apr 21 05:28:00 | 20m 00s | Trial 21 | Great job on the level design. There wasn't any backtracking once I got a form, you managed to loop the player right back around to that earlier spot where they saw that path they couldn't access. <br/> <br/>The sound was nice and pleasant and the animations were good. The chicken one was especially fun. |
| Apr 21 05:41:00 | 13m 00s | Shape Shuffle | It was fun and interesting, though it was hard to tell what was actually solid ground and what would end up with you falling down into a pit you may not be able to climb out of. The sticking to walls thing sometimes messed up jumping over small stair-step obstacles, which was annoying at first, but after employing some creative wall jumps, I appreciated it and learned to time the stair jumps better to avoid the stickiness. <br/> <br/>It was pretty fun, though maybe a bit too ambitious for a game jam, interested to see what you do with it. |
| Apr 21 21:42:00 | 16h 01m | The Cursed Forest | The background music was nice, the graphics were decent, and the basic premise of the game was good. There were a few points that made it somewhat frustrating, though. Also, being able to switch between forms instead of having to go back to the human form every time would be a nice addition. <br/> <br/>On level IX, the little enemy on the top right had so little space for you to transform that if the input lagged even a little bit, you were killed. Being able to transform in the air would have made this much less frustrating. <br/> <br/>On level IV, if you go up first, you can stuck at the top because you can't jump back up, and then you have to restart the game. <br/> <br/>Overall it was fun and as someone else mentioned, the smoke was nice. |
| Apr 21 21:53:00 | 11m 00s | Starmorphosis | I think if the game's height had been a bit lower I would have enjoyed it much more. I had to scroll down to see the bottom of the screen where my ship was, which prevented me from seeing the color indicator and also meant I had to scroll up quickly near the end of the level to try and miss the final obstacle. <br/> <br/>Overall it was a fun little game with challenging, but not too stressful obstacles. The music was nicely paced for the speed and difficulty of the game. |
| Apr 21 21:59:00 | 6m 00s | Pegs In Space | The music was really nice and the pace of the game increased in a nice, steady rhythm. <br/> <br/>The overall presentation and gameplay was good, but I do think some reminder of what shape is what button would have been nice. It was hard to remember sometimes when making a split-second change between shapes. |
| Apr 21 22:18:00 | 19m 00s | From crush to slash! | The AI seemed to have two states, impossible to get away from or stupid enough to keep spawning and jumping up into my crushing or piercing attack The final form honestly felt a little over powered, but it took so many kills to get to it, that I guess it balances out. It would be pretty interesting if there were different enemies who only got hurt by certain attacks and you could freely swap between the forms. <br/> <br/>The last boss was a bit easy once you figured out how to kite him away and then crush and pierce slimes until you had the slashing weapon. <br/> <br/>Overall it was a fun, challenging little game even when the AI was easy to cheese. |
| Apr 21 23:24:00 | 1h 06m | AntiVaxx | NOTE TO OTHER PLAYERS: Seriously, put this in fullscreen mode (not the embedded fullscreen where the game still sits in the middle of a black or white box, but honest edge to edge fullscreen), you're gonna be moving your mouse a lot and you don't want to click and have it not registered because you weren't in the window. <br/> <br/>It took a little bit to get used to the timing on the attack mode, and it did seem like the red cells were too sparse to get very far, but it was fun. <br/> <br/>The music was nice and fit the mood the rest of the game created pretty well and the visuals were nice. It all fit together pretty well. |
| Apr 21 23:34:00 | 10m 00s | Shifting Worlds | This was a really neat little game. <br/> <br/>The light shifting mechanic was nice and level four really showed off it's interesting possibilities. |
| Apr 21 23:41:00 | 7m 00s | Hexshaper | The game escalates to a very challenging level pretty quickly. It was fun, though. <br/> <br/>The visuals were pretty nice. I'll have to find a controller lying around to test the game out with that control scheme, I'm wondering if it will feel better flying around with an analogue stick instead of a mouse click. |
| Apr 22 00:02:00 | 21m 00s | ⬛R⬤PPING ONTO SH▲PES | I really wish that the music loop was just a bit longer, maybe another 4-6 seconds so that it felt like it changed a bit. <br/> <br/>As others have mentioned, having the physics reset without losing what I was clicking to solve the puzzle would be great because as the complexity increases, it starts to become tedious to reclick everything. <br/> <br/>It was pretty fun overall. |
| Apr 22 00:13:00 | 11m 00s | Shape Escape | The beginning is a bit boring and then as you start getting to the point where the ground is near the top you start to feel like the coins aren't showing up fast enough to potentially stay alive. It seems as the ground's upward rate increases, the coin frequency should also increase. It might also be interesting to mix in some times where there is more than one coin that spawns so that the user has to start making choices. There's a sweet spot right around the ground being between 30-70% where the gameplay feels just right. If the slow build up were shortened, this section extended, and the ground pace slowed down again once you passed like 75% of the screen, I think it could increase the fun factor by maximizing the time spent in that sweet spot where you're really enjoying it. <br/> <br/>Also, I really dig the wiard/ninja/blowfish sprite. |
| Apr 22 00:34:00 | 21m 00s | Those Aren't Stars | That was pretty fun and everything seemed to work together pretty well. <br/> <br/>One gripe, though, the jump arc of Bree and her wall-stickiness could be really annoying during the platforming parts. I got caught on so many corners it was pretty frustrating. <br/> <br/>The boss fight with Radiance was nice, but the health bars kept resetting so I wouldn't know how much damage either of us had taken until we got hit, but then mine stopped updating altogether, so I'm not sure if I almost died or if she stopped doing damage at some point. <br/> <br/>Also, when you first introduce an element like a floating platform, it might be a good idea to either a) have it start near the player and move away when they get there or b) have some sort of visual indicator that something is there and it might be coming towards you. I didn't even know the platform was there until I tried several jump to statue sequences and it happened to fly over my head while I was pondering what to do. <br/> <br/>The graphics were nice and the gameplay was pretty fun despite the glitchy collision with corners and the platforms. I could see some really interesting wind column + statue obstacles in a future version. |
| Apr 22 00:52:00 | 18m 00s | Go On A Journey | The bow was really great, but it felt a bit overpowered once I realized you could basically just create a wall of arrows if you could get above those terrifying triangles and they'd all impale themselves at some point. <br/> <br/>The music was nice and the bow mechanic was really cool. The input for the shape wand thing was a bit cumbersome. <br/> <br/>When the voice acting first started, I was like, "Yeah, okay. I can get down to this," then it pushed things further until I was kind of put off by it, but if that's what you were going for, you definitely succeeded. Also, I think you need to disable the "click here for the tutorial button" once the user has clicked it. I had like 6 loops of the tutorial track playing for a bit there. <br/> <br/>Overall it was fun and pretty well done. |
| Apr 22 16:21:00 | 15h 29m | windowframe | This was absolutely brilliant. Some of the puzzles were really tough, the combat was nice, and the overall feel was great. The window mechanic was great. <br/> <br/>I tried all 3 versions but always ended up with an empty black window behind my windowframe "window" after I got my stakes. <br/> <br/>I really hope this gets some more content in the future because it's a really cool concept and really fun to play. <br/> <br/>I do think the speed of recalling the stakes could be increased, or allow the player to recall them while moving. Some of the boss fights (notably the last one and the one with all the bats) are significantly more complicated because of the amount of time you have to sit still and hold the recall key to get your stakes back and release the screen. Also, walking over a stake on the ground and picking it up would be a nice addition. <br/> <br/>Overall, this is probably my favorite game I've played from LD35 so far. Great work! |
| Apr 22 17:20:00 | 59m 00s | Sunshift | That was really fun to play even though it got frustratingly hard on several levels. I had to skip a few so that I could see more of the game. <br/> <br/>Really great work on the puzzles and the pretty large number of levels for such a short Game Jam. <br/> <br/>The music was spot on, too. |
| Apr 25 22:48:00 | 77h 28m | Disarranged | That was definitely not what I was expecting, but it was a pleasant surprise, as was the "Couch Man" theme song. <br/> <br/>It was far more difficult than I expected. <br/> <br/>Overall, definitely a unique entry. |
| Apr 25 23:01:00 | 13m 00s | Shadow of the Red Hand | The jump seemed to not always respond as expected, but other than that it was fun and the "furiously smash the jump button for another life" option was nice. I used it a few times on that snail ride. <br/> <br/>The stylized art was interesting and the animations of the shadow puppets were nice, especially the turning around animation for the main character/shadow puppet. It was really interesting to see the theme applied in this way. Good work! |
| Apr 25 23:24:00 | 23m 00s | Shape Soup | It was a nice, simple game, but the interaction was smooth. The placement of the shapes and the change in rotation when you hit the wrong shape actually made it pretty challenging as the board starts to fill up. <br/> <br/>I almost wished that I could have combo'd multiple shapes of the same type if they were close enough and I was fast enough to help keep the board slightly more clear at the beginning, or that I could shrink and grow the size of the shape at will to maneuver through small gaps and then match the size of my target shape. <br/> <br/>The aesthetic was nice and clean as was the very simple sound design. |
| Apr 26 00:02:00 | 38m 00s | SkinStealer | Some more direction as to what the player is supposed to do would be great. I think I figured out that you are supposed to identify the monster, get one of the NPCs to help you, and then attack the monster, but I was never able to successfully have an NPC follow me to the person who I found out was the monster because they would switch rooms so rapidly, and sometimes it seemed like maybe the monster wasn't bound by the same map traversal that we were or that it would just skip rooms with plenty of potential victims. <br/> <br/>It's an interesting concept, but somewhat hard to grok. |