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| Timestamp | Since previous | Game | ursagames's comment |
|---|---|---|---|
| Dec 13 07:18:00 | Puppertrator | Chup/5 all the way. My favorite part was the cursor, super slick. | |
| Dec 13 07:43:00 | 25m 00s | Escape The Room | Excellent use of ASCII art! The lighting was really impressive. I didn't find a use for the stones.. but maybe I just didn't play enough? Still, interesting to see an ASCII game that isn't all about fighting and dying. It was very chill and relaxing. |
| Dec 13 08:01:00 | 18m 00s | One Room : Cat Muse and the LD edition | The gameplay was really fun and quite challenging! The rotating mechanic was really cool and made it fun to jump over the smaller groups of enemies as giant swarm clumped together chasing you. I did find that the easiest way to win was to get a big clump of them going, and then dive underneath it and become one with the clump of enemies. They apparently only hit you once per contact... fun game though! |
| Dec 13 08:10:00 | 9m 00s | Heroes of Okarine | Loving the sprites for the player! The animations look great. I didn't manage to survive very long on any of my attempts though. Still, it's always fun smashing a few zombies! |
| Dec 13 09:07:00 | 57m 00s | Little Black Spider | Cute little game! I spent way too much time rearranging everything in the room after I squashed the spider. Also that was a very gruesome death, that is now hiding under the bed. |
| Dec 13 09:53:00 | 46m 00s | Take Care of the Human | I liked the functional menu system! I couldn't seem to figure out how to get the human into the Toilwer, but I did like the concept of the game! The animations for everything when its activated / opened look great. |
| Dec 13 19:38:00 | 9h 45m | The One Room Experiment | This was really great! Excellent use of the theme. I love how this game looks and feels, the tiles flipping over really sold it for me. I would totally buy this if it had more content. |
| Dec 13 21:12:00 | 1h 34m | Essay Writer 5000 | Hilarious entry! The voice acting definitely makes this game and was time well spent! Dr. Sandy gave me an A+. Not bad man! I lost my first attempt because I could not figure out how to get "lalalala" to stop, but just powered through and finished the essay before it started the second time around. |
| Dec 14 01:07:00 | 3h 55m | Jim is Moving Out! | This was a lot of fun! The difficulty curve felt rather polished as each level was progressively more challenging, but no giant spikes. The gameplay mechanics really worked well together to let the player strategize different movement techniques. |
| Dec 14 03:49:00 | 2h 42m | Hanging Out | This is truly a masterpiece of art. Like the art of Picasso, I don't fully understand it, but it invoked feelings. |
| Dec 14 04:01:00 | 12m 00s | Pib Gloob's Warehouscape | Cute entry! I liked how the level evolved as you triggered the different buttons. I see some good potential in the gameplay mechanics you implemented. This could be a fun little puzzle game with some more content |
| Dec 14 06:14:00 | 2h 13m | Null Void | That was a fun little platformer! I loved the enemies that charged the player. |
| Dec 14 06:29:00 | 15m 00s | You Have Till 8 | I couldn't figure out the first and fourth numbers from the clues, but it was still a neat little game! I liked the third clue. |
| Dec 14 06:41:00 | 12m 00s | Room Jumper | Very impressive for only 12 hours. The core gameplay was solid and easy to pickup. There's a lot of interesting puzzles that can be crafted with the mechanics, hope you keep working on it! |
| Dec 14 06:53:00 | 12m 00s | The Leaky Ceiling | When I tried to run the jar, it tells me "Error: Could not find or load main class." |
| Dec 14 06:59:00 | 6m 00s | Lost Veil | Very atmospheric entry! The picture turning off the room was unexpected, but the night sky puzzle was cool. |
| Dec 14 07:31:00 | 32m 00s | Walking Ghost | That was pleasant to play through! I spent quite awhile trying to figure out what to do after pushing the block of people into the hole until realizing I needed to restart the game to complete that puzzle. I had thought that the block of ice had cause the floor to become solid because I didn't notice what the switch did. Hope you keep working on the project, the mechanics could lead to some great puzzles! |
| Dec 14 08:00:00 | 29m 00s | Help Wanted! | That Easter egg song was hilarious! Nice entry and I enjoyed the clue based puzzles and quizzes. |
| Dec 14 08:23:00 | 23m 00s | FIIL Mark 37 | Absolutely loved the atmosphere in this game. The pixel art looks fantastic. I had a hard time for awhile. I worked on the project first, so I assumed that all of the actions required you to stand there while the bar filled up. But, eventually I figured out I could just activate everything else and it was a breeze. Nice job! The sound effects were really great too. |
| Dec 14 08:41:00 | 18m 00s | Voyage | Interesting game! I was expecting the airlock to be used to kill one of them from the space madness. The end was a bit more gruesome. The flavor text was great though, I had a few chuckles in there. |
| Dec 14 09:03:00 | 22m 00s | Under the River (Sob o Rio) [UPDATED] | Interesting game, wish I could understand the text! I managed to put soap in a toilet, collect some keys and unlock a cupboard. That game over was horrifying and I was not expecting that, nice job! <br/> <br/>I couldn't get it to run with my browser without creating an HTML file to enable wmode. For those who wish to try this, this is the HTML I put in the same directory as the swf (@BathPirate this should run on Mac as well as it's flash): <br/> <br/><HTML> <br/><body> <br/><object width="800" height="600" wmode="direct"> <br/><param name="movie" value="LudumDareGame.swf"> <br/><embed src="LudumDareGame.swf" width="800" height="600" wmode="direct"> <br/></embed> <br/></object> <br/></body> <br/></HTML> |
| Dec 14 09:20:00 | 17m 00s | Facing Through Delusion | Loved the art! This reminds me of a couple of other games I enjoyed with the same kind of setting. I did die at first since I didn't notice the tutorial text in the bottom right corner. Might of been because of my resolution, it's more noticeable with a smaller resolution. Also, I would suggest uploading as a plain zip so you don't have to worry about users having the software to extract your game. |
| Dec 14 19:47:00 | 10h 27m | ScareBear | This is my favorite entry so far! The boss fights were a lot of fun. The final one was really well done not just mechanically but thematically as well. I can tell a lot of work was put into this game. 5/5 all across the board. |
| Dec 14 20:12:00 | 25m 00s | JamBear | Absolutely gorgeous game! Very challenging too, but rewarding once you beat it. There was one jump that I had a bugger of a time with, after a "staircase" left with a bunch of gears to the left, and then having to jump over to the right. There was a platform from the top left stair, but the double jump height never seemed to quite get me there. Love the mechanics though, the audio polish was quite nice too! |
| Dec 14 21:50:00 | 1h 38m | Euclid | Very atmospheric. I was hoping there was going to be a bit more after it all went dark and all I could see was the white lines for all of the geometry, as I rather liked that aesthetic. Nice job! I didn't experience any game breaking issues with the game myself. I did run into a couple minor collision glitches, but once I jumped they went away. |
| Dec 14 22:06:00 | 16m 00s | Crawling Crowd | The animations were quite amusing, and the gameplay idea felt pretty solid, but without a penalty for exceeding the number of moves there wasn't much of a challenge. Something that could have made the puzzles more interesting would be dancers who attempted to move on their own when you move moved a dancer. For example, a dancer could always move to the right when space was available- perhaps making big dancers able to shove little ones if there was space? Just some idea I had while playing. |
| Dec 14 22:12:00 | 6m 00s | BabyShooter | Amusing game! Spider babies was not expected, but neat to control. I can see it being pretty fun with another player to fight against. |
| Dec 14 22:21:00 | 9m 00s | Mighty Lints | Quite a unique entry! Definitely quite frantic, but easy to grasp once you get used to it. There was a bit of a contrast issue for me with the background and text though as the instructions would have been easier to read if the text had an outline or perhaps was a really light color. |
| Dec 14 22:52:00 | 31m 00s | One passage room | Loved the voxel characters and animations! The controls were a bit disorientating at first, but I kind of got used to them after a bit of running around. Very challenging to make a lot of profit, as the rent being due kept me from buying many upgrades. |
| Dec 14 23:00:00 | 8m 00s | VaporArenaWave クール | Loving the colors in this, they all complement each other nicely. The gameplay feels pretty solid, but I do wish there was some feedback on taking damage, and perhaps a way to prevent enemies from spawning ontop of you (or giving them a spawn in timer where they can't hurt you / move) |
| Dec 14 23:08:00 | 8m 00s | Feather Gladiator | Loved the feather duster attack, quite amusing! I like how there is a slight delay in some of your actions like blocking so you must commit to an action. Gameplay felt really solid. |
| Dec 14 23:14:00 | 6m 00s | Guns n' Crates | Better than any Tiger Handheld games I had as a kid! Although the cursor not matching up to the ceiling object that would fall was a bit confusing, it was still fun! Loved the art. After 21 baddies the game seemed to glitch and stop spawning them. |
| Dec 14 23:49:00 | 35m 00s | Dead by Morning | Very atmospheric entry. I was very tense while playing it expecting something awful to happen. It never really did, but building that expectation is just as effective of an experience. Managed to get out after a couple tries, but the key descriptions were a bit confusing. It would make sense if broken keys were meant to change when you switch realities and we could see their description change. Also, there was a couple dialogue windows that I could not advance through until I pressed an arrow key, despite the cursor already selecting the only choice. |
| Dec 15 00:09:00 | 20m 00s | Kawaii Katastrophe | すごい! The sound design for the house being attacked was excellent, very intimidating! I agree, the difficulty did not really build any sense of urgency though. After 12 days or so I ended up just kicking everyone out and waiting 3 nights for the barricade to finally break. Still, the core mechanics are there and pretty solid, nicely done! |
| Dec 15 00:29:00 | 20m 00s | Box Kingdom | Loved the art style of the character and enemies. Took me a bit to figure out what to do, but it made sense once I brought the first item back to the objective dude. I did run into a glitch in my first attempt where the bird attacks made me bounce up outside of the room. Although, maybe that was the true ending as I was free to wander the grey wastes without being confined to a single room of enemies. |
| Dec 15 03:52:00 | 3h 23m | Throne Room | I enjoyed the game, but I had really awful RNG. Three times I lost my worker on the first expedition. I managed to build a farm once.. but then I ran out of food and gold. Maybe this its a bit too harsh starting out? Still, I can see a lot of depth here and I commend your efforts. I kind of made a similar game.. except you are playing as a dungeon boss in a one room dungeon sending out minions. |
| Dec 15 04:15:00 | 23m 00s | DISCOCUBE | One of the most polished Ludum Dare entries I've played. Very solid gameplay and puzzles that took some spatial reasoning. I've seen a few games with similar mechanics, but the portals kept it feeling fresh and added some nice complexity. Having a move counter could help cut down the brute force approach, or at least for "score" maybe? |
| Dec 15 06:22:00 | 2h 07m | Home Decorator | That was a well done puzzle game! I enjoyed the concept, this is always my favorite part of playing the sims. It didn't really get challenging, but I still enjoyed playing through all of the levels. |
| Dec 15 07:12:00 | 50m 00s | DangerRoom | Very solid twin stick shooter! It was definitely more manageable with a controller. I think the cursor would need a really beefy visual upgrade to be comparable. Also the purple dots didn't really convey "death" until I ran into them, I thought they were just more goodies to pick up that dropped from the purple spheres like the green pills. |
| Dec 15 07:24:00 | 12m 00s | Room Kingdom | I love the visual style you have going here. The font really sells it. I wasn't expecting the ending, that was a fun twist. I did run into a bugs, but nothing game breaking. Just a few layering issues and having the computer continue to respond after the 25k pop up was there. Overall, it's a really solid entry. Nice job! |
| Dec 15 07:49:00 | 25m 00s | WRK | I really liked the development of the second room, I just wish there was a bit more that tied into the game with it. Still, it did a good job of conveying the overall message. The graphics were quite effective, and sound design was pretty good. |
| Dec 15 08:34:00 | 45m 00s | The Visitors | Well that was fun, beat a level 56 boss! Fyi, there doesn't seem to be any incentive for fighting harder monsters with the bonus gold stat... I eventually was killing them level 1's so fast that my game almost crashed. It was a struggle to raise the level high enough to make the game stop lagging due to how fast I was killing everything. I liked having a story line hooked into a clicker, I haven't really seen that done before. Nice job! |
| Dec 15 08:49:00 | 15m 00s | Jail Fight | Digging the pixel art style! Hard not to think of a multiplayer punch club game while playing, which is a cool idea. The first player seems to have a bit of an advantage due to the turn system, but it's still a pretty neat combat system. Also, cool to see something made in Godot for LD! |
| Dec 15 09:37:00 | 48m 00s | Sidereal Lifters Corp | Those controls are really fun and intuitive. Easy to learn, but hard to master. It would be nice if right clicking on a control reset it to its resting position. And as BoneDaddy suggested, restarting the current mission instead of sending us back to level 1 would have kept me playing after failing training level 3. Still, super awesome flight system and chain mechanics! |
| Dec 15 10:57:00 | 1h 20m | Bad Dreams | The best animation I've seen so far this jam! Once I figured out the mechanics, the gameplay was beatable, but was still intense. I do think that either some more enemy variety, or less waves would have improved the overall quality of the game due to the repetitive nature. The interaction with the different nightmares with the walls / light sources was a pretty nice touch though. I didn't realize my first play through that I was selecting which piece to get, my initial thought was that I was getting both, so maybe a active selection indicator would have been good there. Also, it's cool to see games made in Godot! |
| Dec 15 11:26:00 | 29m 00s | The Tomb | I also got a bit of a Pratchett vibe. Being my favorite author, I'd say that's a good thing. Definitely an enjoyable read. The sprites were all well done too. The UI didn't scale well to 1920x1080 though, the continue button was minuscule and the text was rather small. |
| Dec 15 11:35:00 | 9m 00s | DEBOI-OPPAI | That was a fun concept. I enjoyed the function names in the typing minigame. A bit easy and over quickly, but it left me wanting more which is a good thing. Nice job! |
| Dec 15 23:11:00 | 11h 36m | One Room - 30 minutes earlier | Very solid entry! I wasn't convinced at first, but after going through all(?) of the endings I found it an enjoyable experience. Would be really great with some SFX in it. Loved the animations of the daughter and the phone, great pixel art style! |
| Dec 15 23:29:00 | 18m 00s | These greedy children belong to you | Lovely artwork! I ended up playing through it twice and it was interesting to see some of the different responses. I don't think I've seen a game touch this subject, it was a really unique experience. Was it possible to lose? It would have been neat to see a "performance rating" of some sort to incentivize repeat playthroughs. |
| Dec 15 23:46:00 | 17m 00s | Icara's takeoff | I love games with screen wrap mechanics, and you brought it to a whole new level with the room shifting! That was a lot of fun, but very hard until I inverted the room shifting controls. Moving the middle piece felt a lot more natural and intuitive. The spikeballs that show up were a great addition to keep it interesting up until the very end! |
| Dec 16 00:23:00 | 37m 00s | Diorama | I like the ground and tree textures, they felt like cardboard and paper cutouts. I think that texture applied to the character would have really made it more cohesive. Also, I noticed the coins had physical collisions and that was a bit weird when you have to jump from a moving platform into one. If you use Trigger colliders instead it would feel a lot better. Also, like others have said, the shadow not projecting down really threw off my depth perception. You did get a lot done here though, and it was fun to play! Although I ended up cheesing the ending platform by just spamming jump up the last wall as it was moving too fast for me to get to the goal. I managed to jump on it a few times, but did not consistently stay on it. |
| Dec 16 06:16:00 | 5h 53m | One Room Hotel | Excellent use of theme! The difficulty has a nice ramp up too. Starts off easy and becomes challenging at a decent pace. Felt very polished. Loved the reviews at the end of each level. |
| Dec 16 07:42:00 | 1h 26m | Nest | Very challenging, but fun! I love games where you get to play as the monster! I had the same idea in that sense, although very different gameplay. The artwork is great, and the audio did an effective job at setting the mood and indicating the actions taking place. I liked the fact that the monster still switched its direction from moving your mouse after dying, very amusing even if unintentional. |
| Dec 16 08:01:00 | 19m 00s | RubixRoom | That was a lot of fun! Getting some Monument Valley vibes going on here gameplay wise. Dragging everything around was a pretty fluid experience, but I did have a few issues with the camera controls being a little finicky. The level difficulty felt to spike and then go down- the last level was much easier than the previous level, but other than that it did a good job teaching the mechanics smoothly. |
| Dec 16 08:08:00 | 7m 00s | Recoil | Gorgeous menu! The movement felt really good. I've seen a few games use the recoil mechanic, No Time to Explain comes to mind, but your implementation was spot on for tight controls. |
| Dec 16 10:13:00 | 2h 05m | Super Mage Arena | That was a fun game! Loved the air combo! It looked really great, but I wish there was a way to turn off all that text. Turning to a ragdoll when you got hit was pretty hilarious. Great proof of concept! |
| Dec 16 11:30:00 | 1h 17m | HourGlass Collector | That was quite enjoyable! There was a lot of mechanics jammed into this, many of which could be used to make a whole game around by themselves, so bravo! I think really the only critique I have about the game is that death has a very little impact, the sfx for it could be mistaken as a button being pressed (often a good thing). A bit of screenshake would have have gone a long way there, but understandable that it was not implemented due to jam time constraints. |
| Dec 16 11:55:00 | 25m 00s | Dodge, Dash, Dip, Dive and Duck | Loving the spritework in this game! The gameplay is pretty solid! I had a lot of fun inching past the deadly traps. I was an arms reach away from last ducky when my dash to avoid incoming spikes slightly veered me off into the spikes on the other side of the wall... and then my motivation to try again was shot. It feels very tedious having to redo everything when you die considering the movement speed. I think the movement speed might work well if every ducky was a checkpoint, or there was a checkpoint in the middle of the level. Very cohesive entry though, everything felt pretty polished. |
| Dec 16 12:04:00 | 9m 00s | Cervidae | That was a really interesting experience. The sound design was superb, and the sprites brought a lot of life into the world. It would have been neat to see a little more branching choices in the room changes to make it feel more puzzle like, but I suppose that might have lessened the narrative. |
| Dec 16 20:39:00 | 8h 35m | Abberbury | Despite the delayed controls, I had fun with the game! After figuring out that I can just block everything and lure enemies into ballista bolts... the game became a lot of manageable and entertaining! It was kind of hard to tell when I blocked a hit and when I was too late and took damage, flashing red / white or blood particles would have helped a lot there. I couldn't figure out what the red barrels were for though, I tried pushing them into fire, but it didn't seem to do anything. |
| Dec 16 20:58:00 | 19m 00s | Death Dash | Very challenging! That last layout was pretty brutal. The controls felt pretty tight, but it would have been nice if you didn't have to hold towards a wall to continue sliding off it, I think that would have improved the wall jumping a bit. Great entry though, perfect for speedrunners :D |
| Dec 16 22:23:00 | 1h 25m | Witching Morning | That was an adorable game! It took me way too long to realize I could jump from the bed to top of the wardrobe... once I did it was smooth sailing from there. Enjoyed the different endings and the toast timing was a nice element to complicate the perfect run. |