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| Timestamp | Since previous | Game | rburema's comment |
|---|---|---|---|
| Dec 12 10:56:00 | flwr truss plus | A bit surreal... which makes me ask, is the 'non-standard'/awkward control scheme (look around w. keys instead of mouse direction) on purpose? <br/> <br/>Fitting graphics, a box spewing flowers, claws & moody bleeps feed the 'what's going on here' vibe. <br/> <br/>Unfortunately, I couldn't any 'flower of lager size', 'discarded' or otherwise, even when inside the in-box or trash can. | |
| Dec 12 12:10:00 | 1h 14m | A bank is a dangerous place | Wow... This is a 2-day compo game (as opposed to the jam)? How easy is the Unreal-4 Engine to get into (assuming the student knows their way around C++)? <br/> <br/>Anyway! <br/> <br/>A lot of attention to detail, like the ticking that starts on the title-screen, the groaning when waking up, etc. <br/> <br/>Also a fan of 'well I have a mic, why not use it' sound effects. One day I'll do that myself :-) <br/> <br/>One tiny bit that /could/ still be added is a 'well you didn't escape this time, but here's the number of boxes you /did/ open'-score, for those of us that have temporary thinky-organ lessening after staying awake until 4 at night ;-) <br/> <br/>Also supposedly 'not-funny' remarks when clicking lights, floor, ceiling, etc.? |
| Dec 12 13:10:00 | 1h 00m | Junction | Nice! I imagine the purple adresses are sort of 'foreign' adresses in another alien language than the 'blue' ones, and the 4-button machine is a translator :-) <br/>(Hm, which /would/ be like the 'Chinese Room' [originally a philosophical argument against the possibility of strong AI] the first commenter mentioned...) <br/> <br/>Like some others, I had problems with the mouse-sensitivity. <br/> <br/>I found that I could, by clicking /just/ right, send a package even though the pipe was supposed to be blocking. |
| Dec 12 13:26:00 | 16m 00s | Studio Castle | Simple doesn't have to be bad. <br/> <br/>The 'sword tutorial' went away before I could read it? <br/>Maybe I had space still pressed, but even so... |
| Dec 12 13:49:00 | 23m 00s | Escape Pod | Hm.. I wonder how this would play with VR glasses on? <br/> <br/>Suggestion for a small tweak: Have some way to exit the GAME OVER screen, idealy to menu. |
| Dec 12 14:20:00 | 31m 00s | Moonlight Maximum | A nice amount of polish for a compo-game! Especialy since it's your first. The excessive explosions after game-over are a nice touch, for example :-) <br/> <br/>Even tough it's relatively difficult (but then I'm always pretty bad at twin-stick shooters...), you keep wanting to come back. <br/> <br/>I noticed that, if you've already got 'build-mode' enabled, and then go to the 'buy stuff'-menu, you can't actually build the thing you bought unless you toggle in-and-out of build-mode. <br/> <br/>Also (very minor quibble); when building something, you shoot. |
| Dec 12 15:04:00 | 44m 00s | Exit The Room Update 1.1 | Hm. It seems you can click the screens, but not the text on it. <br/> <br/>You can beat the patience game if you make the tab into a separate window. But you may want to keep that, sometimes, especially in game-creation, making people feel they've outsmarted you is better than throwing every gate closed... |
| Dec 12 15:15:00 | 11m 00s | ToyTankCommander | The terrain alteration is indeed nice. Any game where you can drive your tank into an upside down position has at least something to recommend it after all :-p <br/> <br/>I think some audio-fx would help a /lot/ here, as well as hit/mis indications. |
| Dec 12 15:41:00 | 26m 00s | Remote Operations Team - Tactical Extraction Action | For those of us using chrome: a quick workaround is to use shift-F1 instead of just F1. <br/> <br/>Love the animated title-screen. |
| Dec 12 16:07:00 | 26m 00s | Your little human | A very tight experience :-) <br/> <br/>The music doesn't seem to loop, which is a shame as it adds a lot. <br/> <br/>About the tutorial text: Eating /in/ the fridge is a bit unconfortable I think... :-p <br/> <br/>(Also: 7 days on first try...) |
| Dec 12 16:51:00 | 44m 00s | Walkie Talkie | Neat! Amazing! Other near-synonyms of 'Great'! :-) <br/> <br/>Would maybe be nice if you could have some statistics on your created levels? Like: 'This line has been played 37 times, 16 of which reached the goal'. But with less words perhaps. |
| Dec 12 18:06:00 | 1h 15m | One Room Hotel | Big fan of animated/interactive menus (sadly not applied to my own works yet), yours is the best so far :-) <br/> <br/>Was realy smooth and polished, right until my PC almost crashed when trying to exit after reviewing (dead on day 4, $11700 if I remember well). I guess that's what I get for trying to exit the building on the 3rd floor? ;-) <br/> <br/>Anyway, small random thing that I noticed: The score is presented as $, until 'dead', then it's unitless. <br/> <br/>Reading back it seems like all I do is complain, but it was a really neat little experience. |
| Dec 12 18:20:00 | 14m 00s | Critters | I'm probably doing it wrong? I just kept running over apple trees and ignoring the shelter/den, and the game told me my pups where all grown-up. Lots of food but no love... I'm a bad cute animal parent! |
| Dec 12 18:45:00 | 25m 00s | Alchemist Slave | I like dragging and dropping, makes you think you're doing something physical. <br/> <br/>Might help if the elements had icons, now there's just a list and you've to memorize the location. Now I see that the poster above me suggested something similar... |
| Dec 12 18:58:00 | 13m 00s | A Fox's Room | Took me a while to figure it out. Maybe some hints should be given at the start? <br/> <br/>"The couch needs oxygen" is such a nice phrase :-) |
| Dec 12 19:14:00 | 16m 00s | Hanging Out | The graphics and ... I guess youd call it the production-values of the audio-visual part are stunning. <br/>Yet I get the sense that I'm missing something. <br/>Is the second (or third) dialog-box really the end already? (Running I'net Explorer, as I normally have Chrome.) I'm normally not one to complain about games having no 'real' (whatever that mens) game-play parts, but I'd just like to /know/ it if that's the case. Helps when judging anyhow. <br/> <br/>On the other hand, this feels like a very personal piece somehow... |
| Dec 12 21:05:00 | 1h 51m | Production Room | The general idea is good, and setting something up tycoon style is a nice change of pace. I also like what you've done with the foldable menu's. <br/> <br/>That said, the execution is still a bit opaque... A longer help-text or tutorial may be in order. I'm not just talking the recipices, but more the general stuff like, 'what does buy inputs do?', etc. |
| Dec 12 21:21:00 | 16m 00s | Networking™ | Don't judge? ... hm well, then. <br/>"Ahhh! Let me out, I'm not a potato! I'm a free range vegatable!" <br/>There, how's that? <br/> <br/>But seriously. The basic concept is fine. I've seen worse first tries! ... and it's not just art and sound, it's writing as well. I remember thinking 'sure, it's difficult to make /good/ art, but how hard can it be if I just throw some words at the screen, not caring all that much about quality'? Well, even then the sheer ammount, the time it takes to get things done is staggering. |
| Dec 12 21:29:00 | 8m 00s | 1 Room and 48 Hours | Nice and tight little experience, relatively challenging (at least on a monday), but certainly doable! <br/> <br/>The results of my first 'win' where only a little less than my actual first game :-) |
| Dec 12 21:37:00 | 8m 00s | Broken Breakout? | I really like how level 7 is a suddenly a lot like regular breakout again. That doesn't mean I can get pas it, but still... <br/> <br/>In all, the best minimalistic experience I had so far :-) |
| Dec 12 21:44:00 | 7m 00s | Fish Physics | [spoilers] <br/> <br/>"Leviatan was just a fish, but maybe he can live" <br/>"Sprok died in the dark" <br/> <br/>Needing air to have music was nice :-) |
| Dec 12 21:56:00 | 12m 00s | Grippy Mouse | Retro feels :-) Bit strange to be feeling this way over game that was made last weekend, but still. <br/> <br/>I got stuck on a symetrical island w. 2 land-pull-irons where the hook couldn't reach them, two green monsters, two pillars and a slice of cheese. <br/> <br/>You might want to play a sfx when time is nearly running out? Otherwise people might think they died for no reason. <br/> <br/>Overall I enjoyed this a lot :-) |
| Dec 13 21:17:00 | 23h 21m | One Room Chop Shop | Hm, you need to move around with WSAD (robo to tray, middle image) in the first level to access the delivery tray, but this is only explained in the second level. <br/> <br/>Despite being quite buggy, I really like the mood & what was done to the theme as a result. Also interesting to have a slower approach... most games of this type are very hectic. I like it, but it may not be to everyones 'taste' ;-) |
| Dec 13 21:55:00 | 38m 00s | Item Phantom | [spoilers] <br/> <br/>Ah, the live of a gardening ghost is full of toil and waterbuckets! <br/> <br/>Love the art & the smoothness of the experience (& the way you can go fast and sort of bounce the ghost around the room), but it got a bit tedious after a while.... <br/> <br/>Had to restart though, since the first time I dropped the seeds behind the wall (from the perspective of the player) & couldn't see that it was growing! |
| Dec 13 22:03:00 | 8m 00s | Save the relics | The overall idea is nice I think :-) <br/>No power or weapons (other than, perhaps, the altar), just doing the best you can do in the situation. <br/> <br/>Sometimes a few waves of 'nothing' happen (none of the monsters walk in the direction of any relics), and that reduces the stress you intended, maybe. |
| Dec 14 20:42:00 | 22h 39m | Galactic Petting Zoo!!! | Ah, voiced sound effects, always nice :-) <br/>I suggest reducing the time you 'need' to pet the first animal, I almost gave up. <br/>Got a bit creepy there at the end(?) with the [spoiler] <br/> <br/>invisible mumbling animal(?) |
| Dec 14 21:13:00 | 31m 00s | Snapped | Glad I went in there without reading the comments beforehand! <br/>Would have diminished my enjoyment of the end :-) <br/>Nothing /too/ creepy fortunately, but it /did/ pull all the right strings. <br/> <br/>I can see why you said that you need to play for at least 3 minutes, but you had me hooked beforehand :-) <br/> <br/>The thing I liked the most about this was the overall audio. I've heard worse voice acting & editing in professional games... That goes for the rest of the adventure as well. <br/> <br/>I can hardly find anything negative, safe perhaps that the main character was a bit of a dick (get it? private dick? ... sorry) But even that adds to the atmosphere, and is probably on purpose. |
| Dec 17 00:18:00 | 51h 05m | Cave Explorer | A little tweak to the skellies would make this more challenging, which I think it may need? Consider a ranged attack for example. |
| Dec 17 00:28:00 | 10m 00s | Room of Fear | Placing traps makes this work. As soon as you get a bit of armour (the blue 'vest' they leave behind sometimes), the monsters aren't /that/ though anymore either. |
| Dec 17 01:26:00 | 58m 00s | Other | > Choose to write a comment and thereby change the world in some small way. <br/> <br/>[mild spoilers] <br/> <br/>Curious as I am, I can see why you left the ending like that; it would really overshadow the message if it where otherwise. After all, if it really where a portal, it would still be the same to all those people he left behind... |
| Dec 17 01:37:00 | 11m 00s | The IT Room | It seems you need to be in front or to the side of a rack to extinguish any fires. I feel that should perhaps be mentioned somewhere? Some people might not catch in to that, after all! |
| Dec 23 09:40:00 | 152h 03m | The Ninth Circle | I like what you've done with the theme here, subtle as it is (seemingly no separate 'modes', but still have a shop menu). <br/>Other than that, I have to second most of the other commentators, it feels realy counterintuitive that there is no way at all to get rid of those on the ground. <br/>One last thing; when you're dead, falling coins still register when they hit you. Is this on purpose? |
| Dec 23 10:00:00 | 20m 00s | Cat and Robot | Over here I'm having a dreary, grey morning... upbeat music + puzzle/prog game was appearantly just what I needed to lift my spirits. Thank you :-) <br/>(That poor cat though...) |
| Dec 23 10:13:00 | 13m 00s | Techno Party Death Box | Feels nicely polished for a compo game. <br/> <br/>I died a lot, and as such I'd advise making the shoot/respawn buttons the same. Just have some other obvious indicator that the player has reset. <br/> <br/>(Y'know, considering the comment you left on my game, I expected something completely different from the music... I like the tense mood yours' creates! ... but I went from thinking I understood you to being a bit puzzled.) |
| Dec 23 10:25:00 | 12m 00s | Explosive Heist | Is it meant to be a bit trippy or did it just come out that way? :-) <br/> <br/>You might want to mention that you need to take cover after placing the dynamite, so as not to get shot... although it seems obvious in retrospect. |
| Dec 23 12:28:00 | 2h 03m | Sygnal | Brilliant! No one else here to play with currently, so I played both the 'Chrome' and 'Explorer' aliens (to pick two completely random names)... ;-) |
| Dec 23 13:49:00 | 1h 21m | Maggie's Grinning Soul | Great point-n-click, nice mechanic, you get into the groove of selecting a question and then hunting for the object quite easily. <br/> <br/>It's convenient just to click all the objects (again) when you're not sure which is meant. This means on one hand that you don't get stuck easily, but it becomes a bit monotenous on the other. Especialy when you lose the hangman once... <br/> <br/>Just a couple of minor typo's: <br/>'... the wronD crowd' <br/>'... with that kind of things' (should either be '... those kinds of things' (plural) or '... that kind of thing' (singular)) <br/> <br/>Also in the narration: <br/>'... looks like (a) bad omen' <br/> <br/>Not to nitpick, just so you can fix them :-) |
| Dec 23 13:58:00 | 9m 00s | Apricot Drop | Well that made me smile... a lot :-) <br/>It wasn't a big issue, but maybe a crosshair would help, since I occasionally clicked next to the dropped apricot instead of on it. |
| Dec 23 14:41:00 | 43m 00s | Breach Lockdown | Nice concept! :-) <br/>It seems easier just to have a few pipes survive, that way you only need to focus on part of the ship and any attack has more chance of langing on a part already depressurized. <br/>But that way I'll never get to see any other endings of course... <br/> <br/>(Oh, and 226 saved... we didn't exactly escape unscathed, but I guess there have been worse commanders...) |
| Dec 23 14:56:00 | 15m 00s | Super Furniture Mover ULTRA | Oof, you can get really (un)lucky sometimes, especially with the selection of the 1st object, when everything is still in the way. But that might just be part of the charm... |
| Dec 28 12:24:00 | 117h 28m | Unwelcome | It took me a while to get it... <br/> <br/>[spoilers] <br/> <br/>Luckily(?) the monsters would get stuck behind the others after a while (eventually in all directions even), which allowed me to see that I /did/ open up one of the purple pods with the keycard (I missed that it did anything at first). |
| Dec 28 12:55:00 | 31m 00s | Hotel One Room | Ah, nice 'n relaxing :-) <br/> <br/>Good thing the music is so mellow, otherwise I'd feel bored when gathering enough money for the next elevator-block. Consider a speed-up button? <br/> <br/>Also; what does the last icon do? It's grouping suggest another empolyee, perhaps a handy-person? It doesn't seem to do anything when clicked. <br/> <br/>Maybe there should be a way to unselect... if you've selected a room-type to build, and have little money, there is no way to upgrade rooms instead. <br/> <br/>Another thing; maybe make the purple room an unlockable, give the player something to work toward :-) <br/> <br/>... this may seem like a lot of critisism, but I /did/ have fun with the game! |
| Dec 28 13:18:00 | 23m 00s | Tales of Sir Salamander | Hah, I remember writing my first LD game in LĂ–VE as well only 1.5 years ago :-) <br/> <br/>The way the main character handled made me think of something, and my suspisions where confirmed when I looked into the source; you've used fully simulated hard body 2D physics to model 'platformer physics'... but there are actually a /lot/ of subtle differences between these, most notably the 'floaty' felling you get when controlling such a character. <br/> <br/>Still, it's a nice attempt, and I'm glad I stuck around 'till the 'water level' :-) |
| Dec 29 20:02:00 | 30h 44m | Overrun Room | 'R' is pretty far away if you're using the arrows... <br/>I like the permanence of the shells, though. |
| Dec 29 20:21:00 | 19m 00s | Da Vinci's Revenge | Well done! <br/>Wonder what got 'ol Leonardo so worked up he had to go and kill that poor trolls family... |
| Dec 29 20:34:00 | 13m 00s | Your the only person that matters | Hah. This reminds me of the countless Windows parodies during the late 90's. <br/>It seems that 'the only person that matters' needs to invest in a good firewall... |
| Dec 30 08:05:00 | 11h 31m | The Nights | Liked this a lot. Could be quite the timesink with just a little bit more story, but it has a simple enough interface to easily port to mobile. <br/> <br/>(Seems a bit unfair though, that their archers (skellies) can shoot through anything, but every unit can be in the way for yours. Maybe give that an in-character explanation?) |
| Dec 30 08:17:00 | 12m 00s | Holy Tomada | Nice concept :-) <br/>Would be usefull to have a crosshair, as it is you sometimes know what you want to do, but not which way you're pointing exactly. |
| Dec 30 08:35:00 | 18m 00s | Luhacked and slash | Hi! I'd strongly advice you to read this page: <br/>https://love2d.org/wiki/Game_Distribution <br/>It's a bit of a hassle to get it to work on Windows otherwise (because love doesn't by default add itself to your PATH). Since you wouldn't be changing the game itself, and you did technically have it up in it's current state during submission hour, I /think/ it's still allowed under the rules? <br/> <br/>(Funny you should find yourself in the exact same cirumstances as I was during #32, though!) |
| Dec 30 10:50:00 | 2h 15m | Recyclinator | Loved the inherent silliness of the concept! <br/>Impressive for just 24 hours... I've seen a lot of Unreal engine games doing impressive stuff this jam :-) <br/> <br/>Not being to be able to see through or around the basket is just a tad annoying though. Also, are you sure you want to keep the 'despawn if not touched for about half a minute' mechanic? I can see why you put it in, but still... lots & lots of objects slowly filling the room would add a lot to the silliness. |
| Dec 30 11:01:00 | 11m 00s | Manic Mars Base Manager | Fun concept! <br/>I kind-of understand why the consoles are so far away from each other, but I suspect you would get a better 'manic' feel by having them closer together & increasing the frequency of events. That way you could give the player a more leasurely introduction as well, as the time between events decreases. |
| Dec 30 11:07:00 | 6m 00s | Sweet Dreams | Liked the music here, and what it does for the mood. |
| Dec 30 22:14:00 | 11h 07m | One Room for No One Anymore | The way you dismiss the diaglog boxes is not quite clear; you have to click next to them. <br/> <br/>... but it's really nice to see an experience like this between all the more 'gamey' games as well :-) <br/> <br/>Y'know, this works as a standalone piece, but it could also be the intro to a sort of 'afterlife adventure' (that would be at the very least least slightly less serious, and I don't think that's what you where going for, but still...). |
| Dec 30 22:21:00 | 7m 00s | Room Run | It's not quite as generic as you might think... I don't know many platformers where you can just scale walls like that. <br/> <br/>I also like the 'slide' effect on the beginning of each level, but if you combine that with the random colors, it might confuse. <br/> <br/>In general, please explain things to the user, even if it's just a simple 'WASD movement, figure out the rest yourself'! |
| Dec 31 18:49:00 | 20h 28m | Hotel Z | Seems I'm just a sucker for scanlines... go figure, I was born in the early 80's :-) By which I mean, I like the aesthetic & the level of polish. And the music! <br/> <br/>I also like that they've got something different going on with their 'method of defence'. <br/> <br/>Anyway, I think this would work a lot better if you could see all 3 chara's at one, or at least have an indicator of how much z's are in each room. <br/> <br/>It would probably also be a better idea to have the furniture be at least slightly more tough, I think. As it is now, you can get kicked out of the hotel after just a few unlucky shots. |
| Jan 2 07:43:00 | 36h 54m | breaker | The idea fits nicely :-) <br/>The music doesn't seem to loop? |