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| Timestamp | Since previous | Game | Alphish's comment |
|---|---|---|---|
| Aug 31 17:55:00 | Disgolem | The aesthetics are strong in this game, though the controls are pretty confusing. Still can't figure out why some gems go out when I try to press the key, as if I did something wrong, and so can't really rack up much score... <br/> <br/>Also, games like these could use some online leaderboards (at first I somehow thought that the three pictures on the main screen are the top 3 players, actually XD). | |
| Aug 31 18:32:00 | 37m 00s | Reinvent the Wheel | Loving the concept here! It's quite hilarious when you first sloppily draw your wheels then get your magnificent vehicle running. <br/> <br/>What I'd have liked is having controls refined somehow (sometimes, mouse was getting out of the game window, and on fullscreen it was just too laggy). Also, more variety (the terrain with its twists and turns should be definitely randomly generated, and maybe involve some bumps along a way to mess with the vehicle even more) and the leaderboards as @Will Edwards described. <br/> <br/>Aside from that, excellent job. I liked the audio here (especially the sound effects when crossing another player's record) as well. ^^ |
| Aug 31 19:10:00 | 38m 00s | Allan | The atmosphere is strong in this game. The audio worked pretty well. The 3D display engine was pretty nice, too, although there was some weird glitching with floor elements. Also, there was some weird display around the screen edges, kind of duplicating what's already on screen. <br/> <br/>The gameplay could use some balancing. 6 half-lives are pretty harsh, especially if the game just quits upon completion, rather than restarts the most recent room or something. Plus, often I felt losing lives was unfair, e.g. when I fell into the hole, then kinda had the right button still held when I respawned and fell immediately afterwards. Also, I'd have liked to have more range of the lit area; as the game is know, it's a tad *too* dark. >.< <br/> <br/>Gotta agree with the TerraCottaFrog about the fullscreen, too. |
| Aug 31 20:48:00 | 1h 38m | Flight of Daedalus | Yay, Wilhelm Scream. Too bad it's from the dev intro, not the game itself. ^^' <br/> <br/>I appreciate the effort that went into the game, though the game felt pretty rough round the edges. In particular, I feel the background was too bright (especially when compared to Icarus who has similar colour) and I wasn't quite a fan of how pixelated graphics are placed against non-pixelated area (generally, having pixels rotated and/or placed at fractional coordinates). Though playing around with soldiers physics was pretty fun (if maybe an unintended kind of fun), so maybe it's worth the cost? ^^' <br/> <br/>Oh, also, the non-pixelated text felt inconsistent against the rest. >.< <br/> <br/>Alright entry overall, but definitely needs more polish. |
| Aug 31 23:34:00 | 2h 46m | Reinventing the Wheel | Fun to play for a little bit, even if it's not particularly sophisticated or long. I particularly liked the facial expressions. At the same time I feel the graphics were a little inconsistent; especially the portal effect looked a bit off against the clear-bordered cartoony caveman. The audio worked pretty well. <br/> <br/>(gotta admit, though, the rectangular hitboxes were looking pretty weird on these rocks, with all that floating around and such ^^') |
| Sep 1 10:25:00 | 10h 51m | MistIslands | That was rather fun to play, I finished the whole thing. I've noticed that once I racked up some massive collection of weapons I became basically invincible in battles, but since that imbalance worked in my advantage (and perhaps spared me from restarting the entire game upon losing, I dunno). <br/> <br/>If there's some trouble, it's figuring out the game at the beginning (but later it becomes more or less clear); also, I would have liked some ability to scroll through map. It would be nice if the procedural generation enforced some key areas (river, forest, altar) to appear on each island from the point they become relevant. Also, I still don't know what these numbers in the top-right area of cards mean. <br/> <br/>At the same time, I find the game did pretty good job giving player meaningful choices. It was pretty easy to learn the possible consequences of specific cards/events and it was up to player to decide which they pick. Recently I've played some games with similar concept, but they gave little idea about what exactly can happen in specific event, and so I just blindly accepted events because why not. In this case, that part is done right. <br/> <br/>Also, I find it amusing how portals are represented with curly braces. ^^' <br/> <br/>Overall, pretty enjoyable and polished entry. Would have liked some audio, but still. |
| Sep 1 10:58:00 | 33m 00s | Solar | Interesting concept, though the execution leaves quite a room for improvement. In particular, the controls were a bit tricky, I don't really know how I can accumulate solar power (though I've never really ran out of it, either) and I couldn't quite understand what specific blocks do, so I just ended up trying to mow through the enemies until I died. Would be nice if I could actually defeat them for good. ^^' <br/> <br/>Still, seems like a concept worth expanding upon. |
| Sep 1 13:04:00 | 2h 06m | Ancient Maze of Epla | That's some really neat puzzle with interesting levels. I've got to admit that the difficulty is a bit over the place, and the game being really unforgiving doesn't help, either (I've found the need to replay the level altogether really tiring; would have preferred if the death triggered something like "undo" effect). Especially since you need to have your eyes all over the place to look for potential threats. <br/> <br/>As for the audiovisuals, the graphics worked well enough, while the music got pretty tiring pretty quickly. With that in mind, I find it good that the game has "only" 6 levels, as each already takes a while, in large part because of the need to restart the level on the tiniest deadly mistake. <br/> <br/>(at the same time, I guess the fact that I completed all puzzles in the end shows it was pretty enjoyable, after all) |
| Sep 1 15:00:00 | 1h 56m | Legend of the Psychedelic Skull | Completed 8 levels, then failed immediately on the 9th. There was some insane stuff going on there. >.< <br/> <br/>I like the different areas, enemies etc., as well as the main character (with that north-arrow pointing to the shooting direction). Too bad the different enemies weren't showing more varied behaviour; it seemed like with each level it's more enemies that are getting faster and more frequent. Also, maybe some sort of upgrading the player as the game progresses would help, too... <br/> <br/>Overall, fun to play for a little bit, but rather tiring to complete. >.< |
| Sep 1 15:50:00 | 50m 00s | Forty Two | "Thanks for playing that long." <br/> <br/>Huh, this one felt pretty chaotic, yet with some effort, trial and error and some conventions in place I eventually managed to complete all levels. The mechanics were pretty well done, though sometimes the balls were getting stuck against each other, ending up in some weird loop or something (still, these were literally corner cases). ^^' <br/> <br/>I'm not sure if I would be up to 42 puzzles like that, with all that chaos and trial and error (since I can't quite simulate in my head the entirety of the orbs movement), but for what it's worth, it's a pretty fine puzzle. <br/> <br/>I think it's needless to say the audiovisuals were impressive as usual? (though the background felt a bit dark, and for a while I thought it's actually plain black) |
| Sep 1 16:02:00 | 12m 00s | 1995 | That was certainly quite an interesting experience, and a *relatively* unusual take on the theme (mind, I considered some ancient computer system, too, before settling on the pyramid; though I was thinking more along the lines of C64 or something). <br/> <br/>Nice to play for a few goes (though having to refresh page to play it again is a nuisance), and is generally a good joke game (as in, there's some effort put into it, even if you only had 7 hours, and some jokes are actually kinda funny). Not bad, overall. ^^ <br/> <br/>(also, the "WHOA Paint" ending was pretty magnificent, in a way; must be them colours) <br/> <br/>@Zee: with comments like these, I feel we really need to have some sort of upvoting system. XD |
| Sep 1 16:46:00 | 44m 00s | Ancient Technology | That was pretty curious game, and an interesting take on the theme. I more or less figured out the purpose of specific parts, though I would have liked to have some sorts of pictures instead of abstract patterns, maybe even hidden in specific R/G/B settings? Still, that's pretty neat concept to play with for a bit. ^^ <br/> <br/>On a side note, the mouse coordinates reading fails in fullscreen mode; it alters the wrong buttons. For a while I was wondering why switching one button changes others, offset by a few positions. >.< |
| Sep 1 17:36:00 | 50m 00s | thepyramid | I enjoyed the game. It could have been more polished, but the core is interesting enough to be enjoyable. I found the pyramid puzzle confusing, until I walked around and found the helpful NPC who pointed me to the solution, oh well. ^^' <br/> <br/>(gotta admit, though, these Egyptians were pretty smart, knowing how many years before Christ their pyramid has been built; they probably discovered that with their ancient technology or whatnot) <br/> <br/>Among the things I'd like is probably a wider torch range. As it is now, if you pointed the torch in all 8 possible directions, there would be quite a few blind spots; if the cone had an angle of, I dunno, 60 degrees (45 minimum) that wouldn't be a problem, I think. Alternately, make the torch follow the light, giving full 360 degrees no matter the cone width. <br/> <br/>Oh, also, when I reached the end screen, the game immediately recognised the "W" key I held down while leaving the pyramid, closing the game, so I had to restart. It was pretty annoying, to say the least. ^^' |
| Sep 1 20:08:00 | 2h 32m | Gladius: The Destroyer | The art is pretty neat here, too bad there's no audio. Still, I rather enjoyed that, especially backgrounds. <br/> <br/>When it comes to mechanics, they are sadly a bit clunky and buggy. At one time, I got stuck on some platform and could only jump. On another occasion I fell from the map and there was no death or anything, so I had to reload the game. I'd like to have arrow controls, too; with WSAD and RF that close to each other the controls become crowded... <br/> <br/>Also, with the gladiator jumping like a flea I can easily jump over the guards straight to the Caesar; I don't think that's quite how the game is intended to be completed. ;) |
| Sep 1 21:58:00 | 1h 50m | Melthain | Interesting concept, but seems really tricky to execute properly, in a way that being an octopus isn't required to fully enjoy the game. >.< <br/> <br/>Either way, I was totally confused, and the fact that I got that screen setting where the sides get cut off didn't help, either (I couldn't see the "CONTROLS" button, so I was completely lost). Even knowing the controls, it was pretty hard, until I finally decided to make a team of all marines, gather them around the same place and use their secondary abilities alternately (Q, 2, W, 2, E, 2, R, 2, repeat). With that, I eventually defeated all the slimes I faced and eventually reached and destroyed the artifact (the movement was kinda slow, though). <br/> <br/>Aside from that, audiovisuals worked well enough, and there was some variety in the enemies and backgrounds, it seems (I didn't quite like the black and white floor). Overall, rather decent entry, though troublesome controls and slow movement take away from the experience to an extent. ^^' |
| Sep 2 14:28:00 | 16h 30m | Yet Another Cat In a Pyramid | Completed the little content the game had, would have liked a bit more, but I know from my own experience it's not quite that easy. ^^' <br/> <br/>Also, I encountered a weird bug (after dying, maybe?) that made my character keep going forward as if I kept pressing W button. I tried various stuff to unlock the character, but nothing worked, so I just held S when I wanted the character to stop, and moved camera when I wanted to change the direction. Pretty inconvenient, still. ^^' <br/> <br/>I must say, though, the visuals look quite great. If you hadn't said that, I'd never have guessed it's your first 3D project. ^^ |
| Sep 2 15:06:00 | 38m 00s | Trapped in Egypt | Huh, gotta admit that Papyrus' theme works pretty well for the Egyptian mood. ^^' <br/> <br/>I think the graphics are nice, and the level structure and traps are interesting, but I'd prefer if the game was single-player (I can't fully enjoy multiplayer games on my own ^^'). Also, the platforming mechanics didn't work particularly well for me... >.< <br/> <br/>Well, hopefully the next Jam the gameplay will work out much better. ;) |
| Sep 2 15:26:00 | 20m 00s | EverDown | I totally dig the protagonist's animation. <br/> <br/>Also, fun to play for a bit, but I've got to agree that the death beam is a bit untimidating. Also, maybe there could be some different endings depending on how far you advance, I dunno. Guess I'm just not the sort of person to get motivated just by getting higher and higher score. <br/> <br/>(also, I kinda initially thought that the teleporter is the final game's goal, and I should get to it as soon as possible ^^') |
| Sep 2 16:33:00 | 1h 07m | The Ruins of Cuglatr | Wow, really great, this one. <br/> <br/>The stats and general mechanics feel meaningful, there is some variety of choices and the writing and various events is of pretty good quality. Things were well explained, too, I didn't feel overwhelmed by all these stats. <br/> <br/>(also, I got the best ending ^^) |
| Sep 2 17:14:00 | 41m 00s | Blunderbuss | I greatly appreciate the story (maybe except for 4th wall breaking parts; the story is humourous enough without it, anyway) and the general idea behind this game, and the intro actually establishes the reason why reloading in this game is so slow. <br/> <br/>I've got to agree with others, though, that after a while the hand hurts because of all that reloading (it's 24 key presses, after all); maybe making it automatic when the character stands idly, with an animation visualising the reloading process, would work better in the long run. And speaking of the load run, I think the game could use a few less levels and/or more variety in them (gotta admit, though, the graphics were pretty varied). Also, the music was pretty tiring as I progressed further, and it's mainly the amusing story that kept me going. ^^' <br/> <br/>Still, it *is* quite a fantastic entry, especially for such a timeframe! Great job, here! |
| Sep 2 17:42:00 | 28m 00s | Key Adventure | Nice little entry, managed to get all the keys. I like how there's a good variety across enemies (e.g. the dogs flying around wildly wherever, and the spiders slowly walking up and down like on a spider web thread). It wasn't particularly sophisticated, and I would have liked something more of an ending that changing the message (as well as some retro-sounding audio), but for what it's worth, it plays alright. ^^ <br/> <br/>Oh, also, nice job making the screen switching effect, making the world feel connected. Touches like that are always nice. ;) |
| Sep 2 18:25:00 | 43m 00s | The Puzzling Pyramid | I completed all 8 levels; it was a bit tricky, but with some base strategy (e.g. concentrating tiles of some specific colour in one place to have less blanks to fill in, pushing monochromatic tiles around corners whenever possible). Too bad there was no congratulations screen, and level 8 appears incomplete. You really didn't expect anyone to complete all of them, huh? ^^' <br/> <br/>(in the meantime I've thought of an algorithm to randomly generate arbitrarily large levels, because why not) <br/> <br/>Generally, the game played really nice. From things I'd like changed - an indication which tiles are in conflict and which aren't (it could be e.g. implemented by having some little orbs between tiles, and the orb would light up if the tiles matched). Also, I'd prefer if I could swap any two tiles, not just the neighbouring ones; the latter method provides no challenge, anyway, just need to do more clicking. <br/> <br/>That aside, pretty good job, the puzzle mechanic was interesting, and the audiovisuals worked well (I like how there was a different music for level selection and level itself, too). |
| Sep 2 18:39:00 | 14m 00s | Little God Academia | Wow, that was pretty intense and insane. Too bad I couldn't watch all the glory happening in the background because I was too busy clicking at all possible stuff; though maybe you could have toned down the flying things (like, to 1/3 or so) to make things still look ludicrously plenty without making them too crowded. <br/> <br/>Generally, I enjoyed the entry. Maybe it's not 100% spot on the theme (would fit Growing more, maybe? ;) ), but the audiovisuals and the humour worked pretty well here. |
| Sep 2 20:53:00 | 2h 14m | NEONAUT | After a few tries I eventually won. ^^ <br/> <br/>At first I completely didn't know what this was about. I thought it was meant as a sort of parody game, with the ship progressively breaking apart as it's an ancient technology and player always losing (I didn't even realise I can fix things). Only after reading the description I understood it was meant as an actual game. ^^' <br/> <br/>Still, the audiovisuals were already pretty cool when I played the game the first time, and the next times it didn't change (maybe the letters could be larger, though). The pirates dogfighting aspect was pretty fun to play. <br/> <br/>The aspect of choosing between safe slow travel or quick dangerous one would be interesting, but the fact that the game seems to offer nothing particularly interesting in the slow travel time, it generally is more fun to fight the pirates, anyway. ^^' Also, with no apparent to choose the tasks I can't even do any optimisation (plus, random rewards add unpleasant luck factor; i.e. depending on how generous RNG is, the game might end in more or fewer turns). <br/> <br/>If there was ability to choose the tasks, as well as something fun to do when flying slowly, I feel the management aspect (aside from fighting and repairing aspects) would be pretty cool. Nonetheless, really neat entry. ^^ <br/> <br/>On a side note, rare deaf leopards seem to be quite common around there. ;) |
| Sep 2 22:34:00 | 1h 41m | Clocks | Needs more medusa heads! (who played Castlevania might know why) <br/> <br/>I managed to complete the entire game. Fixing broken platforms was interesting mechanic to introduce, too bad it wasn't used for some really interesting puzzles (also, it would be nice to see how many parts you've got and how many you still need to collect). Gotta admit that the waiting time is a tad too long sometimes, especially since moving platforms are often not synchronised. <br/> <br/>Otherwise, somewhat enjoyable if a bit generic platformer; I like the clocks aesthetics, though. By the way, good choice of the soundtrack. ^^ |
| Sep 2 22:53:00 | 19m 00s | Pyramid Raider | I enjoyed the story and the general aesthetics of this entry. Sadly, the puzzles weren't particularly interesting; gate-switching and mazes don't provide much challenge, and the warpers are just annoying. <br/> <br/>Still, the game overall has really nice mood and atmosphere to it, though I'm not quite sure how I can tell if I gathered enough items or not. ^^' <br/> <br/>(also, them aliens sure had very *cough* aerodynamic spaceships...) |
| Sep 2 23:12:00 | 19m 00s | Watch for Falling Rocks | Phew, made it to day ~5.14; if only that chicken flew a few seconds earlier... <br/> <br/>Well, that's some pretty enjoyable arcade with great aesthetics. The animation and sound effects were spot on, and there was enough variety of the items to keep things interesting. The difficulty curve was pretty well balanced, too, making things progressively harder rather quickly, yet not being too sharp. Also, it involves some good resource management element with the log and the overpowered chicken force. <br/> <br/>It might not be a metroidvania or a rhythm game, but that's quite enjoyable still. ^^ |
| Sep 7 20:03:00 | 116h 51m | Brigit Fall | Ah, a text adventure. Slightly time consuming, but when done well, it's not that much of a problem, and that's the case here. ^^ <br/> <br/>Generally, I enjoyed the writing here, and the story worked pretty well (as well as the meaningful choices). One thing I find understandable in Compo timeframe, but still noticeable, is that some paths were cut short; e.g. I don't think there's much you can do outside the shield (except for dying from radiation). <br/> <br/>Also, I'd really like to have some sort of restart button after completing the game. Its lack makes exploring alternate endings a bit more of a pain than necessary... ^^' |
| Sep 8 20:10:00 | 24h 07m | Sumer Game | Well, I won't be particularly original here if I say that I find the idea interesting, but the execution way too time-consuming and unrewarding? ^^' <br/> <br/>I especially didn't like how I finished my tablet, then tried baking it, then I overbaked it and I lost my tablet. After meticulously putting in all these tiny little marks and having it all go to waste, I kinda quitted. For what it's worth, you could have very well thrown that mechanic away. >.< <br/> <br/>I wonder how that game could be improved to make the gameplay not feel as much like a chore; the premise itself isn't bad, after all... |
| Sep 9 08:40:00 | 12h 30m | I am the Destroyer | Phew, finally completed the game after multiple attempts (the fact that my computer decided to crash randomly didn't help). It'd help if a downloadable version was available, so that I wouldn't need to download the resources every time I get back to the game. <br/> <br/>Still, that was pretty enjoyable and surprisingly advanced entry (though the fact that I played the post-Jam version *might* have helped). Too bad there were these dead ends where I couldn't advance further, some justified, some not (e.g. near the end it didn't register that I had gravity already changed; so upon next playthrough, I didn't alter gravity until the very end, and only then succeeded). Also, after all these attempts I would have kinda liked more rewarding ending, I dunno, depiction of complete destruction or at least more detailed description of what happened next? ^^' <br/> <br/>Still, that was one of more enjoyable entries I had pleasure of playing. |