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| Timestamp | Since previous | Game | wg_phancock's comment |
|---|---|---|---|
| Apr 19 01:44:00 | YCWG - You Can't Win the Game | Fairly fun game, I started getting FPS towards the end, though. | |
| Apr 19 02:47:00 | 1h 03m | Animorph | Interesting idea with the becoming sentient, and the music was very moody. <br/> <br/>I think some sound effects like the robot walking or the stone rolling or something like that would have helped a bit. <br/> <br/>The part at the beginning with the stone rolling was actually the most interesting to me, as far as how it controlled. Expanding on that more might make for a more fun game. |
| Apr 19 02:57:00 | 10m 00s | Mass Squire | The pixel art reminded me of old Atari style, which was cool. <br/> <br/>I felt like it needed more feedback when you were shooting the enemies, like having them flash or get pushed back or something. The pixel just sticking to them was not very clear that I was "hurting" them at first. Same for enemies hurting the player - it wasn't clear if I was even getting hurt or when. |
| Apr 19 03:11:00 | 14m 00s | Stone sacrifice | The art style was really fun, and the sound effects of the guys as you pushed them around was pretty funny. <br/> <br/>It took me a while to figure out what I was supposed to do, though. I think the middle area that you're supposed to push the guys to could be marked better, like in a different color instead of just slightly darker. The guys going into the worship pose was good indicator, but it was hard to see where to put them from the "high" vantage point at first. |
| Apr 19 03:24:00 | 13m 00s | Purity | Wow, what a really great little "protect the middle" game! Simple but very satisfying gameplay. <br/> <br/>Love the art design glitchy effects, and the music mixes really well with the blocking sound effects. The way the attackers come out in the sweeping patterns makes it very satisfying to block. A mobile version with touch support could do pretty well I think! |
| Apr 19 03:32:00 | 8m 00s | Combunation | You might want to update your description to say "WASD to move, Arrow Keys to shoot." It took me quite a while to figure out I was supposed to be using twin stick style controls and I was very confused. <br/> <br/>After I figured that out, the game was fun enough, but I think there should be some more reason to shift to the different characters, like they have individual power bars or something. As it is, you can just choose the shark and blast everything pretty easily. |
| Apr 19 03:44:00 | 12m 00s | A82-Recon 3038 | I managed to get a runtime error. The trace given (if it helps): <br/> <br/>Line 1692: attempt to index local 'v' (a number value) <br/>in ? line 1371 <br/>in draw_state line 1258 <br/>in _draw line 1579 <br/> <br/>This was after finishing a round. <br/> <br/>As for the actual game play, I really liked it. I had to play multiple times to figure out how to find the shapeshifters, and it was compelling enough to make me want to figure out the mystery. Graphics/sound were also excellent. |
| Apr 19 03:58:00 | 14m 00s | JaJa's Bizarre Transformer | Interesting idea with the bouncing bullets - you kind of end up creating your own bullet hell if you're not careful. <br/> <br/>Also, LOL. |
| Apr 19 04:09:00 | 11m 00s | Shining Eye | The ship back/forth mechanic is very interesting and unique, and an upgrade system is always fun. I felt like the shapeshifting was a little hard to control due to the momentum drifting after changing. It probably would have felt more satisfying to be able to stop more precisely, but maybe that was intentional to increase the difficulty. <br/> <br/>The sound you chose for the shapeshifting was also a little too whimsical sounding, I think. I didn't quite fit the serious tone of the game. |
| Apr 19 04:25:00 | 16m 00s | PacShifter | Interesting idea. Tutorial was done well and puzzles well designed. <br/> <br/>I think the floatyness of the controls makes for too many frustrating situations where you get stuck on walls and just barely can't beat a level, etc. A classic pacman style of movement would probably work better and be less frustrating. |
| Apr 19 04:29:00 | 4m 00s | Shifto | Well done for only 8 hours! The controls are fairly unforgiving, but the fact that you can just try the same level again makes that ok. Definitely an interesting idea that could use more levels! |
| Apr 19 04:44:00 | 15m 00s | WolfBit | At first the controls made me very confused, and then once I figured out what was going on it was pretty fun. Frantically trying to move my fingers around to get away...great mechanic. Would be interesting to see some more enemy types or something. <br/> <br/>Art and presentation is very well done. Great mood. |
| Apr 19 05:01:00 | 17m 00s | TRUMP: Political Shapeshifter | Today I learned how to be a NIMBLE NAVIGATOR. <br/> <br/>Clever and relevant. Good job. |
| Apr 19 05:13:00 | 12m 00s | PowerBeat | I always love rhythm based games. The general design, art, sound, etc are all very well done. The difficulty is very unforgiving, though - it could use some "easy" sections to start out to get the hang of things. |
| Apr 19 05:25:00 | 12m 00s | You Are What You Eat | Really quality work and great use of the theme! <br/> <br/>It could benefit from more theming of the rooms with furniture and cover items (as opposed to just empty rooms with the same basic walls/floors) but I know it's hard to fit in doing that much art in 72 hours. Perhaps you might continue work on it post-jam? |
| Apr 19 05:44:00 | 19m 00s | The Morphing Manor | Took a little while to get the hang of the idea, but I eventually figured it out. Nice idea and use of the theme. Music and sounds were also quite good. I feel like it would probably work well as a mobile game, where you could slide the pieces with your finger or just touch the arrows. |
| Apr 19 06:11:00 | 27m 00s | Noctem Shift | Very moody and atmospheric, and nice use of the 3d morphing system. <br/> <br/>I think I would have preferred if you could hold down the shoot button to throw the balls more quickly, or some sort of "highlight and press a key to interact" system to interact with the puzzle elements. |
| Apr 19 06:31:00 | 20m 00s | Aether Crypt | Fun! Nice platforming physics, well designed level, and great art. It's a shame you weren't able to get any music; it would have helped complete the package. <br/> <br/>Several times, I found myself wishing the transform animation didn't take so long, standing in front of a switch or something. When I had figured out the puzzle, having to wait for the transform to complete could get annoying. It didn't take too much away from the enjoyment of the game, but it was a concern. |
| Apr 19 06:45:00 | 14m 00s | Golden Fold | Interesting idea and the general feel of the game is nicely peaceful seeming, even though there's no sound or music. <br/> <br/>The dirt background seems just too blurry or something. Next time try using a hard-edged brush instead of soft. The clouds are nice and crisp, and better fit with the great origami style characters. |
| Apr 19 07:15:00 | 30m 00s | Robot Snake | Really great mechanic and feedback with the "magnet" icons -- so simple and intuitive I picked it up almost immediately. Nice puzzle design, solid responsive controls, and cool music. <br/> <br/>I just wish there were more levels and puzzle elements! Some sound effects would be nice too, for hitting the switches or collecting stars, etc, even if they were simple bleep-bloop type sounds. |
| Apr 19 07:33:00 | 18m 00s | Mazelessness | I'm can't quite decide if the "box" control scheme is good or bad. I mostly got the hang of it, but regular old arrow keys might work just as well or better, even with the isometric view. It would be worth trying out in any case. <br/> <br/>Other than the control questions, the game is pretty solid. Not knowing how the maze is going to play out adds an interesting twist and makes it pretty difficult. |
| Apr 19 07:58:00 | 25m 00s | Lycan Trail | Wow, this was challenging. The art was fun and definitely reminded me of classics like Oregon Trail. <br/> <br/>I think the game might be improved by slightly shorter levels, so you can get to the fun of the upgrades a bit more often. |
| Apr 19 08:08:00 | 10m 00s | Altered Beard | The graphics, sounds, and animations are really fun, but the jumping feels a little too floaty. It's too easy to get stuck on the rolling trash cans and die from one mistake. |
| Apr 19 08:18:00 | 10m 00s | Formation! | I like the idea a lot, but it's hard to fully judge when it's half finished. I'd like to see it have some mechanics involving attacking from certain directions or multiple armies or something more than just rock/paper/scissors with different names. |
| Apr 19 08:35:00 | 17m 00s | Through Oneself | Wow, what a cool idea! The cutout effect was well done. I could see a very cool full game come out of this idea, no problem. <br/> <br/>There were a couple areas where the two "worlds" were the exactly the same and it was hard to judge jumping distances since you couldn't see the character at all. I think some play testing to find those areas and adding more variation of textures could fix that. |
| Apr 19 09:04:00 | 29m 00s | Shape Shifters | I was disappointed when the game was over so quickly, so that's always a good sign! The physics were satisfyingly good and the art style fit well. <br/> <br/>The music was a little repetitive. |
| Apr 19 09:21:00 | 17m 00s | Oops! My Dear is a Deer | Really cool art and sound FX. It didn't seem like there was much of a strategy though, other than just blasting everything kinda randomly. |
| Apr 19 09:50:00 | 29m 00s | ChickLife | Haha, I was smiling the whole time I was playing this, due to the funny art and chicken dance music. I liked that it was fairly forgiving with the checkpoints, because some parts were difficult to get past. |
| Apr 19 10:10:00 | 20m 00s | Shapes Attack | Simple and quick to pick up, but it gets pretty difficult with 4 shapes to keep track of, coming fast and furious! It definitely feels like it needs some sort of thumping music to go with it, especially if the gameplay could match the rhythm. |
| Apr 19 10:16:00 | 6m 00s | Cactus Corner | Fairly straightforward matching game. Really enjoyed the graphics and music. |
| Apr 19 23:18:00 | 13h 02m | SHEEPSHIFT | More fun than it probably should be ;) |
| Apr 20 01:02:00 | 1h 44m | Getting shifty | Pretty fun game, we discussed doing something similar. Makes me happy to see another entry using HaxeFlixel :) <br/> <br/>The enemy projectiles are a bit too difficult to see, though. |
| Apr 20 03:10:00 | 2h 08m | Acute Clinic | I did what any good plastic surgeon would do, and pushed to get dem big bucks! I did feel bad for Iris, though. The artwork was very fun. |
| Apr 20 04:22:00 | 1h 12m | Perfect Form | Really enjoyed the fractal shapes, though it was a bit confusing at times when the shapes looked very familiar but didn't match. |
| Apr 20 04:29:00 | 7m 00s | The Amorphous Adventure of Blod | A bit repetitive, and on the second level I jumped on top of one of the bullet enemies and got stuck on top of him, couldn't finish the level and couldn't jump off him. |
| Apr 20 04:36:00 | 7m 00s | Goo Patrol | I enjoyed the central mechanic of picking up parts. The controls felt a bit sluggish, though. |
| Apr 20 04:43:00 | 7m 00s | Star Tribe | Very ambitious for a three day project, and mostly delivers. |
| Apr 20 04:54:00 | 11m 00s | Shifty Berries | Fun little platformer, graphics were great |
| Apr 20 04:58:00 | 4m 00s | jelliskul | I liked the tamagotchi feel. |
| Apr 20 05:06:00 | 8m 00s | I Want My Dragon | Surprisingly difficult platformer, but decent level design, even if it starts off slightly difficult. <br/> <br/>I really didn't like the controls, though, only using arrow keys for movement is awkward nowadays. |
| Apr 20 05:09:00 | 3m 00s | UprightPath - It Came | Took awhile to figure out how to play. |
| Apr 20 05:13:00 | 4m 00s | It's Hard Out There for a Reverse Werewolf | I liked the graphics, felt a lot like Don't Starve. |
| Apr 20 05:21:00 | 8m 00s | Trial 21 | Wow, very smooth platformer with interesting level design and gameplay. <br/> <br/>Until I climbed out of the world and fell forever. |
| Apr 20 05:28:00 | 7m 00s | Transmutation | Seemed to break for me, was the same vertical room over and over, and then a bunch of stuff started clipping through the floor and such. |
| Apr 20 05:37:00 | 9m 00s | Orange To Blue | Enjoyed the mechanics and art, though the perspective was slightly weird and could really do with a checkpoint after an area. |
| Apr 20 05:42:00 | 5m 00s | Maelstrom Mayhem | Wow, the three way war with changing sides is phenomenal gameplay. Even if the controls feel a bit clunky, the core idea is awesome, and I kind of wish we would have used something like that. |
| Apr 20 05:49:00 | 7m 00s | jleznuke | Enjoyed the arm physics, and how each arm was connected to a different button. Couldn't manage to hit the boss, though, that's probably on me. |
| Apr 20 05:53:00 | 4m 00s | Blind Rush | Really enjoyed the graphics. Gameplay was simple but worked. |
| Apr 20 05:56:00 | 3m 00s | Pain Geometry | Had a difficult time playing it overall. Controls were weird, and the arrow key controls combined with webplayer caused my browser to scroll while playing. <br/> <br/>I enjoyed the art style, though. The geometric feel was great. |
| Apr 20 06:05:00 | 9m 00s | Hotline Trump Tower | Very innovative game, was impressed by the detail put into the enemy AI. |
| Apr 20 14:25:00 | 8h 20m | Transformansion | Loved the music, and the metroidvania inspiration. |
| Apr 20 14:47:00 | 22m 00s | Shape Shifters | Potentially fun idea, though potential not realized with the ball just being worse than the square. |
| Apr 20 14:52:00 | 5m 00s | EUROPA | Simple mechanic, and pretty graphics. Could use "more". |
| Apr 20 15:06:00 | 14m 00s | Combibox | Liked the portal inspired graphics, fun matching game. |
| Apr 20 15:39:00 | 33m 00s | Klurby | Fun concept, and pretty good level design :) <br/> <br/>Could use a bit more feedback, though. |
| Apr 20 15:56:00 | 17m 00s | Bloodshifter | Really good game, especially for a compo. Card games require a lot of content, which is impressive for a 2 day game. |
| Apr 20 19:24:00 | 3h 28m | PsychoShift | The art, music, and idea are really nice, but the controls are just too frustrating (specifically jumping). I'm not sure how to improve them exactly, but maybe keeping more inertia when switching from circle to square. |
| Apr 20 19:31:00 | 7m 00s | Big Star Gala | I had a hard time figuring out what to do exactly. |
| Apr 20 19:39:00 | 8m 00s | WaLeFi | Nice fluid movement/shooting controls and fun graphics/sound, with some nice polish. Good job! <br/> <br/>I would have liked to have had one button per element so I could switch directly to them instead of cycling. That might be harder to pull off on a gamepad, but you could have each shoulder or face button correspond to a particular element. |
| Apr 20 19:46:00 | 7m 00s | Shape Shift | This really needs a "follow my instructions to learn how to play" tutorial or levels with increasing difficulties that introduce new concepts one at a time. The red/green/blue relationships are really hard to figure out. |
| Apr 20 19:48:00 | 2m 00s | shapeshifting hammer | The art is interesting, but this seems more like a tech demo than a game. |
| Apr 20 19:57:00 | 9m 00s | yoel color defense | The mechanic is interesting and fun, and I liked the music. <br/> <br/>However, sometimes you get stuck in a situation where it just randomly doesn't give you a particular color and you lose. i.e. If I have a whole screen full of red and zero blues even coming, and all it gives me is blue powerups, it's going to be frustrating because it feels like I'm losing due to no fault of my own. I would probably put in some sort of weighted randomness so it is more likely to give the pieces needed. Alternatively, you could add a "next piece" type box so the player can plan ahead. |
| Apr 20 20:07:00 | 10m 00s | Shape Factory | Nice take on the rhythm genre. I like the humor of the head smash. <br/> <br/>It got pretty difficult pretty quickly. I think part of the difficulty is that the shapes are all the same color -- humans are inherently better at quickly recognizing and reacting to colors than shapes (unless they are color blind), thus why all the guitar hero type games use colors. Also, I'm not sure if they "dizzy" mechanic adds to the fun or detracts from it; I've already missed the correct shape so sometimes it felt like adding insult to injury lol. |
| Apr 20 23:07:00 | 3h 00m | InfinityDrop | Really cool idea and nice sound/music. Overall quite fun. <br/> <br/>I think the different blocks could have used a little more differentiation in the colors, though. The "minus" blocks were not very clear that they were bad at first, and the colors are a little too close to be easily told apart when moving quickly. <br/> <br/>Single click to restart would have been better too...I wanted to play multiple times in a row and it felt like there was no reason to have an extra click. |
| Apr 20 23:24:00 | 17m 00s | Star Shift Journey | Sound was very well done, and the concept is good. Controls are pretty solid. <br/> <br/>I had a little trouble figuring out or remembering how many shots each enemy type would take to kill. Maybe a life bar or something would help there. |
| Apr 20 23:37:00 | 13m 00s | The Friendzone | Funny idea, and I like the art a lot. A shame there's no sound - some sort of grumbly sound when you're getting embarrassed would add to the humor. <br/> <br/>The bed seems a little too small to really get away without falling off, especially since you have to move the arms and legs individually and they are a little hard to grab. <br/> <br/>Creative entry! |
| Apr 21 00:08:00 | 31m 00s | Space Dimension | Looks and sounds great and has an interesting mechanic, but it was difficult to understand when enemies were shooting me sometimes, and the controls were pretty touchy in 3D mode. It's a great concept, but I think it probably just needs more than a weekend allows to really get it working in a fun and intuitive way. |
| Apr 21 00:33:00 | 25m 00s | Xenosphere | Really fun take on the breakout genre with nice art and sound, and some great moody lighting! I'm willing to let the occasional lag issues go, since it's so hard to track that kind of stuff down with limited time, and it didn't really impact the gameplay that much. <br/> <br/>My only real gripe is that the shapeshift theme usage seemed a little weak, but that's really minor. <br/> <br/>Great job! Would love to see a version with paddle powerups or different balls, etc. |
| Apr 21 00:49:00 | 16m 00s | THEY CANNOT DIE | Pretty good for a short amount of time. Controls are solid, and sound is good. <br/> <br/>Seems like there needs to be more to the enemy AI, though, if you want to improve it...right now you can sort of just kite the enemies around in a big clump and drop towers near the spawn points. |
| Apr 21 01:11:00 | 22m 00s | Chocolate box factory | Great job with the random level generator, and a solid puzzle foundation to build it on. <br/> <br/>With some polish (more exciting sound effects, flashier art) you would have a pretty nice little puzzle game you could probably sell on an app store. |
| Apr 21 01:38:00 | 27m 00s | LightShifter | Great idea and mechanics, and a nice visual style. <br/> <br/>The puzzle designs could get a bit frustrating later on, though - you'd figure out the puzzle and make one little mistake jumping and have to start the level all over after falling in a pit, waiting for a platform to move very slowly, etc. |
| Apr 21 01:48:00 | 10m 00s | Cactus Ray | Nice take on the classic block-pushing puzzle...turning the enemies into blocks. <br/> <br/>The enemies could probably use some better indication of which way they are going to walk when you take a turn; it took me a little while to figure out how to time the punching without dying. |
| Apr 21 02:05:00 | 17m 00s | Shape Shooters | Cool game with a great music choice and some very interesting puzzle-like elements. <br/> <br/>I'm guessing it wasn't intentional, but the triangles were able to shoot one shot after they were dead and invisible, which made for some frustrations. There were also spots where circles seemed to block shots after they were gone. |
| Apr 21 02:34:00 | 29m 00s | The Maitre D | Great concept and game overall. Loved the art style and squeaky balloon sound effects, as well as the snooty voices. <br/> <br/>There were a few times where it was difficult controlling the character, but mostly it was just getting the hang (haha) of hanging from the character's head, or my hands getting mixed up on WASD vs arrows. Also...what kind of restaurant has spikes on the floor!?! ;) |
| Apr 21 02:49:00 | 15m 00s | Limber | Nice art, music, tutorial, overall well done! I've seen a few other games with this similar theme but this is by far the most polished and easy to figure out and play. <br/> <br/>I only wish the "combo counter" was closer to the character, like a little meter underneath him or next to him or something. A few times I wanted to look at it and it being up in the corner caused me to miss the upcoming shape. <br/> <br/>Also for some reason, I kept wanting "X" to be the splits move, but I'm not sure why. Perhaps because it's similar to the "S" shape. Probably just a quirk of my brain. |
| Apr 21 23:10:00 | 20h 21m | Greedy Miners | Reminds of of Lemmings, if the lemmings were all jerks I wanted to kill. Nice art and sound and mood. <br/> <br/>It did get a bit repetitive, though; basically whack a mole that eventually becomes impossible to keep up with. I would have liked to see miners who had varying AI or more things to hit them with, etc. |
| Apr 22 23:19:00 | 24h 09m | Henkan Pachinko | Interesting mechanic and nice art/music. I'd like to see more elements than just boxes that turn into triangles, like things you have to rotate or circles that turn to ovals, etc. Some pachinko ringing style sound effects would really add to it too. |
| Apr 23 04:22:00 | 5h 03m | Do Robots Dream About Yoga? | I've played several games with this theme, but this one is definitely one of the best. I never felt like I was really fighting the IK too much (maybe a little). The robot voice saying NOOO is absolutely hilarious. |
| May 9 08:13:00 | 387h 51m | Handfull | Really interesting idea and well done art design. I really felt like the feedback on where to move the fingers to was a little too sparse. Maybe a way to see what the final shape is supposed to look like by clicking a button or something would help. |
| May 9 08:24:00 | 11m 00s | Under The Tree | Atmospheric and interesting. I do worry it might be too slow paced for your average LD voter to play through. Some more stuff going on here and there, or more of a hint at a story earlier, would probably help it feel more alive and draw the player in better so they stick around for the full experience. |
| May 9 08:42:00 | 18m 00s | Ro Sham Bot | Art style is cool, and I like the way the music changed for the different enemy types. Felt like it got a little too difficult to me, but I know it's hard to balance stuff in just a weekend. |
| May 9 08:51:00 | 9m 00s | Wizard of Shapes | I liked the music a lot. I felt like there was a little bit of disconnect with the mouse pointing and only being able to shoot up/down/left/right. It felt like I should be able to shoot at any angle if I'm aiming with the mouse. I think the controls probably would have worked better with a binding of isaac style twin-stick setup, like WASD to move and arrow keys to shoot. |
| May 9 09:13:00 | 22m 00s | Spinstar | Always nice to see some Haxeflixel in use! Pretty fun game, and great job on the difficulties. I feel like it needs one more mechanic to fully flesh it out though; I'd say I'd probably add something requiring you to absorb the bullets to stay alive, refilling an energy bar or something. |
| May 9 09:26:00 | 13m 00s | You Have to Shift the Shapes | Very clever combination of two casual themes! It needs some sort of "goal" or end game to reach, and probably some more strategy to the upgrades, but it's a pretty fun start even without. |
| May 9 09:51:00 | 25m 00s | I Don't Trust This Food, Man | Hahaha, this is so weird! I feel like you probably could have just made the game infinitely restart with random "trusted" guys and we probably would never have known the difference as far as the "only one level" thing. |