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| Timestamp | Since previous | Game | RockhopperGames's comment |
|---|---|---|---|
| Aug 29 12:45:00 | Burning light | Sorry to hear you had trouble this time around! The terrain art is pretty cool, and it looks like you had a good idea here. It's a shame you couldn't pull a full game together from it. Better luck next time! | |
| Aug 29 15:12:00 | 2h 27m | Floppy | I really like the use of the theme here, a floppy disk is an interesting piece of Ancient Technology! The way the slow decline of the meter can't be stopped brings a real feeling of obsolescence, which I feel fits really nicely with the theme. <br/> <br/>I did have lonesurvivor's problem at first, too, but I kinda liked the low information version that gave me, though it took a while to figure out what was going on. |
| Aug 29 15:40:00 | 28m 00s | Project Leonardo | It's a shame you didn't get more time to widen the tech paths or terms that you could refer to them with. Things started well with "wheel," but I must admit that I was a little disappointed when "pulley" and "fulcrum" didn't bring any results... <br/> <br/>For ten hours though, I think you made a good showing. Games like these always struggle with language, so no way should I expect you to solve that in such a short time period! I hope you enjoyed Ludum Dare! |
| Aug 29 16:05:00 | 25m 00s | Aqueductus | I really like the simplistic art style, and the pipe game thing is really fun too. <br/> <br/>As suggestions of things you could include for a future version, a speed up button would go a long way to making the later part of each stage nicer, and I've also had some trouble selecting blocks one square away from the selected block, so maybe lifting the hitbox to be closer to the top would help there? <br/> <br/>Overall, a solid little game! |
| Aug 29 16:34:00 | 29m 00s | The Coterie | I like the mood here, and the writing definitely fits that, but I don't think I ever saw any conclusion to the story. Perhaps I was missing something there? |
| Aug 29 16:48:00 | 14m 00s | I Wanna Watch Fireworks | A really fun little game, though the scoring system was a bit too opaque for me. Were points only scored when fireworks ended? Do unhappy people cost points? Can people watch more than one firework at a time? All these questions made it harder to make tactical decisions in the game, but I still really enjoyed playing it! |
| Aug 30 09:51:00 | 17h 03m | Fireworks Grandmaster | I really liked the descriptions of the ingredients, and the personalities of the customers! This is a good example of how even a family friendly (and friendly in general) game can deliver thoughtful and evocative experiences! <br/> <br/>I did have a bit of trouble swapping in some parts, and I'm still not sure what some of the customers wanted, but this was still a very enjoyable game! |
| Aug 30 10:56:00 | 1h 05m | Steam Heart | As always, excellent! I'm sure you'll get no shortage of glowing reviews for this one, so I'll try and pick some nits in the hope of providing something useful! <br/> <br/>The biggest problem I saw was that some of the environmental hazards were hard to predict. This first reared its head with Octosmash's rearing head attack, which seemed to lack the warning splash of its tentacles. I didn't see any warning for the collapsing buildings either, which were generally an instant death hazard... <br/> <br/>I also noted that the G power-up (grenade launcher?) could be spammed at close range. While I really loved this as a reference to the C(annon?) from old Contra games, it did let me power through the last two bosses without trying too hard. Perhaps a bit more tweaking there would help. <br/> <br/>Just to be clear, these really are minor nitpicks in the scheme of things. Your games always seem to sit miles above most entries, so top work on the graphics, gameplay, music, ect. This was a really awesome game, and I'm impressed that you managed to pull this together in 72 hours! |
| Aug 30 14:59:00 | 4h 03m | There is no instructions!? | I'm in the same boat as justinooncx, got up to the last two doors and couldn't solve them. I think the problem was with the crossbow/w hieroglyph, since the solution I'd figured out (and which had worked in all the other cases) didn't actually solve its own room. <br/> <br/>Apart from the puzzle issues, I had performance issues whenever I interacted with the trees. cfm gives one solution there, but my solution (from a unity noob, so take with a grain of salt) would be using a single capsule collider for the tree trunk, and leave the leaves uncollidable. I'm just guessing you were using mesh colliders there? <br/> <br/>Great job with the music, by the way! |
| Aug 30 15:43:00 | 44m 00s | Artifact | Graphics and music are nice in an arcadey retro way, and the gameplay is simplistic enough to be immediately enjoyable. I did encounter one glitch that caused problems though; I ended up running through walls and getting stuck out of bounds every so often, ending my run. I was playing on the page, using firefox 48.0.2 and Windows 8, in case it's a compatibility thing. |
| Aug 30 16:00:00 | 17m 00s | Xolotl | Wow, this really went from one to 100 in a hurry. Start off learning to walk, learn to jump, then bam, thinking with portals! <br/> <br/>This was a really nicely put together game, though I did have some issues with a bit of delay on the warping making the closing doors level unreasonably hard. I'd also suggest allowing instant restarts, so the player has less downtime between mistakes. A very interesting idea, though! |
| Aug 30 16:16:00 | 16m 00s | Egyptian Dare | At first impressions, this looked rather simplistic, but once I started playing, it was a blast! The researcher constantly swapping the rules was both a really clever idea and a great source of humour! |
| Aug 30 16:27:00 | 11m 00s | Windmill Will | Same as Spinach_Chicken, I couldn't get past level 3. Once the car broke, I couldn't get up the slope. <br/> <br/>The graphics, music, and basic idea are all top quality though, so congratulations on your first Jam! <br/> <br/>The name "Windmill Willy," though... maybe a little too blue? |
| Aug 30 17:16:00 | 49m 00s | Drone | Congratulations on your first Jam! I couldn't find much to do in this game either, but I did enjoy the spriting and music. It was nice to see another game about drones too! |
| Aug 30 17:37:00 | 21m 00s | Obsolescence | Beautiful graphics and music! It reminds me a lot of Dustforce's aesthetic, which can only be a good thing! <br/> <br/>As for things to improve, there was a painfully high chirping sound in my right headphone at a certain point in the square wheel's song, which took away a bit of the atmosphere. I also ended up needing to ride the elevator four times, so I'd probably appreciate if that was a little faster too. <br/> <br/>None of this stopped me enjoying the game, though! This makes me wish the rating system was in place this LD, so I could give it full marks! |
| Aug 31 10:41:00 | 17h 04m | SOS Snake | Yeah, like many of the others, I couldn't handle very much of this game, despite the wonderful aesthetic and music. To me, the jump felt a bit shallow, and the horizontal movement too fast and slippy. Perhaps I could have stuck with it, but I definitely wasn't in the mood for this. It's a shame, because this looks like a really good idea, and I was really digging the visuals! |
| Sep 2 13:35:00 | 50h 54m | Pharaoh's Awakening | It's neat seeing a game like this that has a real sense of place to it's interiors. Something about the corridors felt like they were under tons of stone, in the heart of a pyramid. How much research/reference did it take to get that right. The corridors and sliding doors also are sorta nostalgic for early 3d PC games, which fitted well with the puzzles (though some of the puzzles had a bit much busywork in them) <br/> <br/>Also, I really enjoyed that you had to relight the torch every so often (though the animation was maybe a bit slow). It gave more meaning to the lighting effects, and was a nice touch! |
| Sep 2 13:42:00 | 7m 00s | Kermy the Ford and the Dungeon of Demise | Yeah, sorry, I'm afraid this isn't really my taste in humour... I played it a fair few times, and even once I read your tips, I kept found I was getting lost too much to reach the exit. Hopefully other people enjoy it and can get through, though! |
| Sep 2 14:01:00 | 19m 00s | Conveyor belts | I never got up to blue boxes, but this game definitely made me smile. All the issues I have (controlling the conveyor belts instead of the pistons, boxes tumbling off the line) actually make a lot of sense when considering the theme of Ancient Technology. The machines creating a big messy pile of mistaken boxes is a really humourous take on the theme. Good job! |
| Sep 2 14:50:00 | 49m 00s | Random Access Aliens | Same as Rakart, I'm reminded of Cataclysm (and rougelikes in general) too. The base gameplay is fun, but I think the pacing could be tuned up a little. It takes a lot of time running away before you get a real chance to strike back, and a lot of that time is just busy work. Personally, I'd experiment with turning up the spawn rate a little bit and seeing how that works. Alternatively you could try the you move/they move style of rougelikes, and see if that does away with the slowdown of having to end turn after every few steps. Despite this, I thought it was still a tops game! |
| Sep 2 15:16:00 | 26m 00s | Generation 0xDEADBEEF | Really interesting puzzle, even though I didn't stick with it all the way. I was a little disappointed that the Ancient Technology referred to something outside the game rather than the simple operators the AI uses, but this was a wonderfully realised game! |
| Sep 2 15:33:00 | 17m 00s | Into The Light | I dig the music, and dodging games are always neat, but there was one issue I encountered apart from the lack of feedback others have mentioned. I think the circles of light might be a bit too small for what they do. Most of the game is spent dodging attacks, but since the spotlights are so small, I find myself unable to dodge when I want to use the light. It felt like going to use them was setting myself up to get hit, which made me want to just evade them. <br/> <br/>With some more tweaking, this could be a really cool game though. The basics are strong enough for it! |
| Sep 3 10:27:00 | 18h 54m | Cryptoglyphics | Gorgeous! I love the generation method, at the two bit, small canvas glyphs is a great way to save on space! I could make mine as detailed as I liked without worrying about squashing your server! |
| Sep 3 17:01:00 | 6h 34m | Agent 3310 | Very good use of the theme! I did run into some trouble though, even after checking the guide. When I entered the code into the calculator, it didn't do anything (though thankfully I could skip that step by entering the musical code from your guide into the composer), and I didn't get any response when I sent the code to either person. I made a mistake the first time I sent it (including spaces) so maybe that caused the bug? <br/> <br/>Also, I'm pretty sure I remember my old nokia having the left/right buttons work as up/down in almost any circumstance. I can understand if this didn't get put in because of time constraints, but pushing left and right to move up and down menus, or even turn the snake left and right would have fitted well with how I remember them! <br/> <br/>Regardless of these issues, I had a good time with this game, and I definitely think this is one of the most inspired uses of the theme I've seen thus far! |
| Sep 3 18:15:00 | 1h 14m | Farm: Obelisk | What an excellent little game! I loved the mood the peaceful music provided to such an otherwise frantic experience, it really added to the surreal atmosphere! It took me quite a while, but I eventually figured out the pattern to beat it. (Did you run out of time for the ending, though?) Simple, challenging, and interesting, this has to be one of my favourite games this jam! |
| Sep 3 19:28:00 | 1h 13m | DYSCOVR | What a beautiful game! It took me a while to figure it out too, but once I did I spent a fair amount of time filling in artifacts I found. Hopefully whoever comes next can find more artifacts that have at least some logging on it! <br/> <br/>Apart from maybe some more direction, just to get more players to start logging artifacts, I can't point to anything I disliked! A absolutely sublime game! |
| Sep 5 18:09:00 | 46h 41m | Mead Boy | This has to be the most frustrating game I've played all Dare, but I guess that's the point here, so good work! I really enjoyed the local touches you gave some of the areas, like the wine in Paris and the fish in Hamburg. That made it feel like you'd really put in the extra effort for what was otherwise a visually simplistic game. |
| Sep 6 12:09:00 | 18h 00m | Arcabuz | Congratulations on pulling this together, as unfinished as it is! I really enjoyed the art style, and it has a use of the theme I hadn't seen yet! It's a shame there's not more here, but I can understand having trouble with the engine. Apart from general polish advice, the only suggestion I'd have is to consider how enemies react, since it seems hard to climb onto platforms without taking damage at present. |
| Sep 6 12:31:00 | 22m 00s | Archimedes Rays | Great idea! Controlling two things at once is normally a recipe for disaster, but the idea is simple enough here that it works. I do have to agree with the others asking for more feedback when burning boats. I couldn't work out whether they would still take lives off me if they got through while burning or not. The only other issue I saw was that only the left ray seems to give points. This could be a cool gameplay feature, maybe if the boats were coming from left to right, but presently feels like a bug. <br/> <br/>Also, I remember seeing this on the front page during the compo. Thanks for posting updates back then, seeing other peoples work really helps me stay motivated! |
| Sep 7 12:42:00 | 24h 11m | Jurassic Ark | I really liked the mouth sounds, that's a great old LD tradition! A nice simple concept, though I think a radar would have been a big improvement, since the limited view meant that hitting the gas was almost always a path to crashing. I also thought the left mouse was giving me slightly more thrust than the right, but I wasn't sure about that. <br/> <br/>A good showing for 48 hours. It's clear you planned your time wisely! |
| Sep 7 16:57:00 | 4h 15m | Sassy Salesman Simulator | I've always been keen on shopkeeping games and games that mess with applying systems to conversations, so I was definitely excited to try this one! Unfortunately, I found myself having trouble figuring out how the customers would react to various things, or even what some of the options meant, which gave me some trouble selling things. Maybe I wasn't following your "don't be too sassy" advice? <br/> <br/>I'd definitely be interested in seeing where this goes if you do choose to develop it further, though! |
| Sep 7 19:37:00 | 2h 40m | Alchimancer | Gorgeous, absolutely gorgeous graphics! The aesthetic was simply amazing! I did have trouble with finding waaaaaay more energy than I needed, and not hitting the big robots with punches, but the quality of the graphics was more than enough to carry this on its own! |
| Sep 9 15:18:00 | 43h 41m | I am the Destroyer | Okay, I eventually managed to get up to the brick wall, but that's where I got stuck. This is a really impressive piece of work for 72 hours! It looks like you really packed a lot into it! The music was pretty good, and although I couldn't get all the way to the end, the puzzles I did solve made enough sense, and I enjoyed what I played of it. <br/> <br/>Some bug reports, though, to help you polish things out: switching back to Futuretech from Farmer and Sons doesn't seem to do anything, though the investor agrees to invest in it. Once you convince the builder to have his cousin work on the door, then the labyrinth, the text option for asking him what the cousin is working on and him answering "the door" doesn't disappear. Same with the animal rights activist, who gets a duplicate option for asking about the guards with animals, one of which is the 'we've solved that dialog. <br/> <br/>Of course, bugs in a 72 hour game are totally understandable, so congratulations on a solid showing! |
| Sep 9 16:35:00 | 1h 17m | George and the Mighty Ancient's technology (VR) | Beautifully atmospheric, there's so much here to love! I loved that the menu already had the themes of instructions and going against them in it, and the ocean setting is immediately spooky. <br/> <br/>It took me a while to work out that every button was forward, leading me to get lost and fall into an endless abyss on my first visit, but that was interesting in itself! On my second attempt, I managed to get to the Ancient Technology, and then instantly died. I wasn't sure if that was the end or not, since the death message was the same as the regular one, but it felt like a good place for me to finish. Thanks for a wonderful experience, and congratulations on crafting that in 48 hours! |
| Sep 17 17:41:00 | 193h 06m | Escape from planet Earth! | I like that the tempo seems to match the short music track, and even though I could make it through just by running (and dropping dead), it still was fun. |
| Sep 19 16:38:00 | 46h 57m | Forge Valley | A beautiful game, which I just had to play when I saw it on the front page. Unfortunately, it seems to be reaaaaal buggy. Apart from the bugs others have mentioned, putting two materials in the same spot causes them both to disappear, only to reappear as a black bar when you move on to the smithing process. If you go further with this, I'd love to see what results, though! |