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bplane2

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TimestampSince previousGamebplane2's comment
Dec 13 23:00:00 Dethroned Very solid, It took me a bit to understand the timing for the attacks, but once I did the game really took off. <br/> <br/>Excellent polish for such a short amount of time from what I noticed. The upgrade system was a nice little addition as well.
Dec 13 23:23:00 23m 00s Resources in a Room I understood what you were trying to go with for the core mechanic, strategizing when to craft against when to harvest to create an optimal escape time. Unfortunately this was undermined by the randomness inherent in collect the resources. It feels like your odds are improved of getting a resource you don't have if you have a higher tier crafted item, but it still lacks a depth of strategy that would have made the game more interesting. <br/> <br/>Still not a bad concept or implementation given the time constraints.
Dec 13 23:27:00 4m 00s Exit The Room Update 1.1 I quit the second I saw the timer on the second one. Not enjoyable, but a little funny.
Dec 13 23:43:00 16m 00s Dungeon Cleaner Great Idea with a very solid implementation, the only drawback were the bugs that started popping up. I couldn't create a skeleton sometimes, and I would have to backout of the skeleton creator, and then try again. <br/> <br/>The recycling boxes, and other cleanup crew could sometimes be a little unresponsive with the keyboard hotkeys as well. Other than that fantastic game given the time limit, and I see how it could be easily expanded upon. Nice work.
Dec 13 23:50:00 7m 00s Roach Escape Not too shabby, I've seen the game before in a number of contexts, but making it work so quickly and with no noticeable bugs is still a feat. Didn't really have anything to do with the theme though. <br/> <br/>The color scheme was also pretty rough on the eyes, and it was a little hard to tell where the walls were. The high-pitched squeak was also a little grating. Overall nice work.
Dec 14 00:21:00 31m 00s Super Boss Room Not a whole lot of content, and the abilities could feel a bit clunky. Additionally having to move, shoot, and use abilities made things a bit difficult. It would've been much smoother to shoot with the mouse. The UI also was not weighted properly, and so would appear offcenter while fullscreen. <br/> <br/>Otherwise it was a fun little game, and the difficulty was fairly good. I really like the idea of a game where you play as the boss of an area instead of the hero, and I think for the time limit it was relatively well implemented. The waves felt reasonable in length, and the difficulty was fairly constrained. Overall nice work.
Dec 14 00:30:00 9m 00s Alice in The Wonder Room I couldn't figure out how to absorb an ability after spamming F, spamming F and clicking, holding F, tapping F and different times, and more both at the enemy and at the ability. Not sure if it's broken, or if I was just doing it wrong, but either way I couldn't get past the second level. More intuitive controls, or a better explanation of how they work might be in order.
Dec 14 00:48:00 18m 00s ISS - Infuriating Space Simulator Great work. Has an I am bread sort of feel, if you've played it. A high degree of polish was very nice as well. You kept the scope very well maintained for the time limit, and the theme was on point. <br/> <br/>I could definitely see this expanding into a larger game if you wanted to pursue it. More difficult rooms, with obstacles could make this extremely interesting, and you could and a point system or a time trial challenege. <br/> <br/>Overall great work, and the art, mood, and audio was all fantastic.
Dec 14 02:01:00 1h 13m Planetary Tycoon Good execution. I didn't notice any significant bugs, and the logic of the choices made sense for the most part. Occasionally the wording made it difficult to understand what you were accepting or rejecting. The dog theme was cute, and the single room theme was done well. <br/> <br/>I think the overall concept wasn't terribly exciting as presented, maybe starting with fewer resources and adding more would have helped? It just felt a little too linear given that it was supposed to be a strategic balance. Overall it was a solid build with decent theming and strong character, but with some design limitations that could be improved given more than 48/72 hours.
Dec 14 02:15:00 14m 00s The Box Sorting Extravaganza Decent concept and execution. I sent in a number of wrong boxes though, and couldn't get a lose condition. Was there one? If there wasn't I think it could definitely benefit the gameplay. Additional levels and obstacles could serve the game very well. Obviously for the time given, the features were well executed. I agree with others that firmer command of when the boxes get dropped could help, but as it stands that was the only real obstacle so it would need some new obstacle. <br/> <br/>Overall good implementation.
Dec 14 02:36:00 21m 00s Hamsterical Nuts For some reason it took a really long time to load (I'm not one to talk mine did too, but it seemed disproportionately long for the amount of code that must've been running). Apart from that the game wasn't too bad, it suffered from some slow and repetitive gameplay. The shooting to either side seemed to be slower than shooting up or down for some reason. The music was pretty good, but the looping got pretty tiresome quickly. The art and animations were great though, the spitting animation was really solid. <br/> <br/>I think the theme was incorporated pretty minimally, and a small upgrade system or even just some powerups would've helped the gameplay a lot. Obviously the enemies needed to be more eloquently programmed, but that can take a lot of time, especially without any knowledge of AI or more robust movement algorithms. <br/> <br/>Overall it was a solid foundation for a game with a better than average art style, that could've benefited from more time or better knowledge of enemy code. Good work.
Dec 14 02:49:00 13m 00s The Failures Of Felix I agree with some of the other commenters that the art and audio and mood were great, but that the games were only okay. They were, more or less, clunkier versions of the originals shuffled into one game. I think if you had spent the time merely working on a single game, even if it was just one of the minigames, the final product would've performed much better. Still though, creating all those games in the limited time frame is not easy, and the mood was still very present. <br/> <br/>Solid effort especially for a first jam attempt, keep it up.
Dec 14 04:18:00 1h 29m Agoraphobic Creamy memey. The controls can be pretty unresponsive, and the visual feedback isn't great, but the game is goofy with a decent challenge.
Dec 14 04:29:00 11m 00s monoCAMERAl I think even just a minute or two more, with an erase feature would've been an incredible addition. Regardless implementing an algorithm like this in such a short time is awesome, and the concept is great. <br/> <br/>Very cool idea, a few recognition issues, but nothing more time couldn't solve. Interesting take on the theme as well, even though it did technically use many different "rooms" or environments. Nice work.
Dec 14 05:21:00 52m 00s Quipp There are some small adjustments needed to the hit detection for jumping on enemies I felt, but other than that it was a solid mini platformer. My strategy became to jump onto the second platform and wait for gaps in the enemies to blast away, which got me to level four. Obviously could've used more weapons, but still a great first edition.
Dec 14 05:36:00 15m 00s OneRoomGuild.org Wow, nice work. Awesome idea, and from what I could tell, flawlessly executed. If you made all of this within the time limit, well done. Even if you had some of the code beforehand or whatever, the quality is still very impressive. <br/> <br/>While this is naturally sparse in terms of what you can actually do as a player, there is so much possibility here to expand, and the nature of the game is so well implemented that I really wanted to play more. <br/> <br/>It reminded me of recettear in a good way, and I think that there is a lot of improvement left for the "shopkeeper" category. I'd love to see more of this game in the future, with expanded content. The style was also great, and I loved the cheeky twitter like news feed, which served to give hints about the crafting as well. Awesome job.
Dec 14 05:44:00 8m 00s the beuys are back in town Agreed, very interesting cultural representation, and the mechanics of the game certainly were entertaining, even if the controls were hard to remember. Fun to tinker with, and generally a great use of the theme, while simultaneously making it your own. Nice work.
Dec 14 06:54:00 1h 10m Spellbound Definitely agree that the sound was really great, and the gameplay was cute, albeit plenty simple. Still there was a nice RPGish like feeling to it, where each part of the room had something new to offer, and there was a sense of story given the limited constraints of the theme. There were some bugs, and the fireball gameplay wasn't terribly fun or responsive, but overall I enjoyed playing it all the way through, and I think the foundation was all really well thought through. Nice work.
Dec 14 19:19:00 12h 25m Defeat the Kraken I actually liked this a lot, individually each stage isn't terribly hard, but together it makes it a nice challenge. Each stage was unique, the hit boxes felt fair, and there was a nice simple little trick to each room that felt rewarding. I agree with some others that it felt "messy", or that there was a lack of unity (why are the tentacles shooting lasers?) but for a goofy little mini game it seemed fine. I thought the tentacle that came from the ground was actually a very well implemented mechanic, and consistent with the theme you were presenting. <br/> <br/>And honestly if the game needs to be hard, it can be hard. Think I Want To Be The Guy. There is plenty of room for that, it's just about making the experience consistent. Overall I thought it was well done, and could've just used a little bit of polish.
Dec 14 19:23:00 4m 00s iZbushka I agree with the other commenters, the game was a cut interpretation, and the boss was a nice touch. The controls felt a little slippery, and the platforming wasn't particularly challenging, partly because you didn't have any control over jump height, and didn't make use of the run speed. Still was a nice little game, with some decent mechanics. Good work.
Dec 14 20:10:00 47m 00s Robot Clash It needs some additional work, going back to the lobby, additional mechanics to make it a bit more difficult / strategic. There were a number of occasions where I could be killed in the player's first two moves. Still for the time alotted it's well done, and you implemented online multiplayer which is impressive. Simply adding additional strategic elements, and a more robust lobby system would make the game very fun, nice job.
Dec 15 16:40:00 20h 30m Boss Room - A 2-player game Overall well done implementation especially for the time constraint. Like others said it felt pretty balanced, while still being challenging.