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| Timestamp | Since previous | Game | Weeping Rupee's comment |
|---|---|---|---|
| Dec 15 17:31:00 | Tempus Machina | So... I liked it. Yours was the first game I played because I saw it while submitting my own for review (smart plug, I felt very obliged) <br/> <br/>Anyway, the concept was in line with the theme, the gameplay was fun (although I always prefer WASD to arrows for movement personally) <br/> <br/>However, I never really felt overwhelmed. I wish you had gone in more of a SuperCrateBox direction and slowly ramped up the number of enemies in both the future and past rooms. Although I honestly expected to see alot of time travel/parallel universe concepts this Ludum Dare I didn't consider the idea of a horde mode where you could choose to allow enemies to amass in one room and then maybe be forced to go back there at some point. That was the the idea this game was pointing to in my opinion: keep two states of this room free of enemies. <br/> <br/>Ramp up the difficulty a little faster and I think you're onto something here. | |
| Dec 15 20:08:00 | 2h 37m | Dreadroom | Okay so I made it to level 4-- it is a very challenging (but fair) game. <br/> <br/>Pros: Nice Aesthetic with the kid and the whole Child in Peril thing. <br/> <br/>The shadow monster things really are terrifying. I mean CHRIST they move two spaces at a time. <br/> <br/>Love that the best strategy (for me at least) seems to be to build a fort around you with furniture. Something I woulda totally done as a kid in a dark scary room. <br/> <br/>Cons: <br/>-Controls are not very intuitive at first. Its easy to make a mistake so you have to really think through every step and make sure your making the right thing (kid or tiles) <br/> <br/>-The games can be so long and methodical that I often forget the strategy I learned at the beginning of a level to isolate myself <br/> <br/>Suggestions: <br/>- Add some creepy music <br/>- maybe a power up that could reverse a move? <br/> <br/>Question: Do you watch Extra Credits and is one of the stuffed animals on the kids floor their "Game" mascot? <br/> <br/> <br/>Nice work, solid game. |
| Dec 15 23:28:00 | 3h 20m | Mechaxolotl Rampage | This is one of the most fully realized games I've seen so far this LD. Excellent work; especially to your artist. The whole concept is just so great-- I actually wish it was two player so I could play it with my kid (Lovers in a Dangerous Spacetime is a little to complex for him but this is beautifully straightforward). The title, how you used the theme, the actual gameplay all super fun. <br/> <br/>I have no notes except that I wish there was some kind of end state or progression in the background. The other invading mechs are a great touch but I wish we were maybe getting closer and closer to like a Pentagon or White House or something. <br/> <br/>I also thought you could maybe do some cool stuff with the water level affecting exactly what weapons you had access to (maybe you cant get above where the water level is) <br/> <br/>These are just minor nit picks though, GREAT game. |
| Dec 16 03:05:00 | 3h 37m | Oscar's chamber of darkness | Pros: <br/>-I liked the puzzles: particularly the water one, I got stuck on it quite a few times. Made me feel smart when I got it though. <br/> <br/>-The stress/fear/worry meter in a puzzle game is something I havent seen to my knowledge <br/> <br/>-Im sure you'll get this alot but the mood and art style are perfect. <br/> <br/> <br/>Cons: <br/>-The geometry could be a bit jerky-- I got stuck in between the stairs and the void in the second room <br/> <br/> <br/>Notes: <br/>-At times I didnt understand why what I was doing was causing certain things to do (ex: the stairs)-- based on the very artsy vibe from the game and the whole lost child thing I didnt know if this was intentionally there to cause some kind of cognitive dissonance. <br/> <br/>-Try restarting the player from most recently completed puzzle-- in a puzzle game with very certain solutions once you figure out how t o do something it just becomes tedious to do it over. <br/> <br/> <br/>Great job though, I really liked the world of this game. |
| Dec 16 03:21:00 | 16m 00s | Don't Stop Me | This game was fun! Those fuckers are hard to hit. I loved the silhouette style of the art too. <br/> <br/>Pros: <br/>-The movement on the enemies was interesting and looked very realistic <br/> <br/>-It had an ending! And a good one at that. I was thinking it was gonna be one of those survive as long as you can things at first and I was pleasantly surprised when I took off <br/> <br/>-Learning curve was not too steep <br/> <br/>Cons: <br/>-Movement on enemies is a bit unpredictable. <br/> <br/>-The best strategy seems to be to stand by the panel upping the launch progress and shooting at the most horizontal angle possible to kill the first few incoming bots, if you manage to get 4 or 5 on thier way in (which I did on my third or 4th try) all you have to do is shut the windows and up the launcher while you wait out the storm. Its kinda cheaty but it worked for me. <br/> <br/>Nicely done. |
| Dec 16 21:45:00 | 18h 24m | Finding Home | Charming! <br/> <br/>Also I learned something today: a wombat looks more like a tiny bear or ground hog than it does a bat. <br/> <br/>Seriously though I played this with my 2 year old and she absolutely loved it so thanks for that. <br/> <br/>Great use of the theme-- maybe put some collision detection on the animals? |
| Dec 16 22:20:00 | 35m 00s | Domain | Wow, where do I start? I think this is one of the more unique entries I've played yet. <br/> <br/>Pros: <br/>It is very high concept and I love how the conceptualized race for space in an overpopulated world played into the one room theme. <br/> <br/>Game play wise this is an interesting and experimental mechanic I haven't seen anywhere else. <br/> <br/>The atmosphere was great and the use of minimalist graphics actually plays into the whole "you are just a face in a crowd, a 1 or a 0" aesthetic of play. <br/> <br/>The narrative stuff between levels is great-- and the central conceit here (that a detachment from the normal human condition occured because of this new way of reproducing) is absurd in a wonderful way. Maybe I'm reading too much into this but I think it kind of implies that the act of sex keeps a modern society in tact which is great. <br/> <br/>Cons: <br/> <br/>Its more interesting and artistic than it is fun at the moment. <br/> <br/> <br/> <br/>Suggestions: I know this would be alot harder to manage but I would love to see non quadrilateral based shaped (hexagons, pentagons, etc..) |
| Dec 16 23:32:00 | 1h 12m | Callisto | Loved it. Reminds me of the Witness a bit and coming from me that's a great compliment (Jonathan blow is my idol as a designer) <br/> <br/>Pros: <br/>-Perfect length and puzzle difficulty for a game jam judging <br/> <br/>-Beautiful aesthetic and mood <br/> <br/>-The use of symbols was a great choice-- I could speak any language ans still play this game <br/> <br/>-The symbols themselves were designed well: specific enough to not require a Fez like alphabet cube to reference and yet simple enough that I could not have confused the direction symbols for the referential ones <br/> <br/>- Made me feel smart :) <br/> <br/>Cons: <br/> <br/>-I wish there was more or a variation on what I'd learned as a final puzzle to get the door to open. <br/> <br/> <br/> <br/>Excellent work. |
| Dec 17 00:10:00 | 38m 00s | Gogol | Neat-- very Vlambeer-ish (specifically Super Crate Box) <br/> <br/>Also, afforded me a tangential learning opportunity because I was interested to know what Viy was. <br/> <br/>Pros: <br/>-Wonderful sprites <br/> <br/>-Very Fun once you figure out you should just be auto firing all the time <br/> <br/>-I dunno why but I love that the main character looks like someone out of west side story... or maybe the fonze. This, along side with the demonic enemies and the boss AND the cute pixel-y art style make me feel like this was a level out of a game where the main character is a "cool atheist". I actually thought maybe thats what you were going for until I read the description <br/> <br/>Cons: <br/> <br/>-Jumping feels a little too float-y or uneven with the distance the platforms are placed at. <br/> <br/>-Spear power ups seem under powered (for me at least) than original weapon-- specifically for dealing with the slime barnacles. Daggers felt overpowered. <br/> <br/>-The slime goo projectiles that fly off the slimes are too hard to see/not telegraphed enough so I found myself not knowing what I was dying to until I noticed them like 4-5 tries in. <br/> <br/>-Difficulty ramps up very quickly although I assume this was intentional but the jump is too sudden at one point (after the angel appears). Feels impossible to deal with without the daggers. |
| Dec 17 00:28:00 | 18m 00s | Black Hole Research | Good first entry! <br/> <br/> <br/>Pros: <br/>-Its simple and easy to get the hang of right off the bat. <br/>-The inclusion of a tutorial was nice; something we don't see often enough in the slap-dash prototyping of Ludum Dares <br/> <br/>Cons: <br/>-It isnt always clear the difference between what my left and right click is going to do. I get that one effects the rotation and the other direction, right? However in play its hard to tell at times whether I should fire at one that's close to me because I'm unsure of how this will change the movement exactly. <br/> <br/>-The background debris is kind of a distraction as they stand out more than the black holes do <br/> <br/> <br/>Suggestions: <br/>Since we're on a circular treadmill anyway why not make the player slowly spiral inwards towards that sun in the middle. This way the game could have an end state rather than just be about racking up more points and infinitely surviving. Plus I think it would make survival alot harder as the game went on. <br/> <br/>Overall: nice job for your first entry, keep it up :) <br/> <br/> <br/> <br/> <br/> <br/>PS: I noticed you mentioned the Itch.io link on my game was not working. It's fixed now if you wanna check it out :) |
| Dec 17 01:49:00 | 1h 21m | Walkie Talkie | This is absolutely amazing. <br/> <br/>It might be one of the best games I've ever played. With all the level editors / share your level clones coming out since Mario Maker (BoxMaker etc..) its astounding you made one of the most accessible, lively, community inspiring, innovative share/make level games out there in just... what 48 hours? 72? Doesn't matter. You are brilliant my friend. |
| Dec 17 20:35:00 | 18h 46m | The One Room Experiment | Simple, elegant, fun! <br/> <br/>Pros: <br/>-Very smart use of your assets <br/>-Like the retro art style <br/>-Good way of subverting the One Room idea with the robot arm and the doors <br/> <br/>Cons: <br/>-Had some issues with lag, specifically while jumping <br/>-enemies are hard to deal with in such a small space <br/> <br/>Suggestions: <br/>-Maybe, like in the original zelda, have a more pronounced wait period upon entering a room for when the enemies spawn |
| Dec 17 21:07:00 | 32m 00s | Panic room | Pros: <br/>-I like the sprites on the enemies <br/>-Its fun to play -- especially once you figure out the best strategy which seems to be to take out the mummies first since they're only one hit kills and seem just as likely to drop a power up as any of the baddies with more hp. Once you get one of the better power ups (flame thrower, etc..) focus down the suits and the fatties. <br/> <br/>Cons: <br/>- Collision hitbox on the bad guys seems awfully liberal <br/>- Wish it had an ending or win-state <br/> <br/>Solid game though! |
| Dec 19 02:32:00 | 29h 25m | The Rocket Man | This made me smile. <br/>For what it is it is perfect pretty much... <br/> <br/>I love the character model on the AI <br/>As someone whose game was also primarily about the interaction between one man on a lonely spaceship and his ship's AI I am jealous that your robot was so damn cool looking. <br/> <br/>My only suggestion would be to ass emoticon-ish facial expressions for the little robot. <br/> <br/>Nice work! |
| Dec 25 02:29:00 | 143h 57m | Hamsterical Nuts | Pros: <br/>-The animation on the hamster, especially when he's firing from the side, is excellent <br/> <br/>-Good pacing (it really picks up around level 4) and perfect/smart length of play time for a game jam when many people will be only getting the surface level of your game <br/> <br/>-Intuitive easy controls <br/> <br/> <br/>Cons: <br/>-It could use more of a variety of firing patterns from the robot baddies-- maybe just change the color of the same sprite and make one that also fires at diagonal directions? <br/> <br/>-It wasn't obvious until level 5 whether the spawners were actually responsible for the enemies spawning or whether they were simply something I had to destroy to beat the level <br/> <br/> <br/>Suggestions: <br/>Maybe have an autofire for the player or a mechanic where the longer you hold down the fire button the faster/slower your projectiles get created. The former, in conjunction with maybe adding regenerating health on the spawners could make things a bit more interesting. <br/> <br/>Also an animation that cues the player in to which spawner is spawning which enemy type would be helpful. <br/> <br/> <br/>Thanks for playing mine and it is a joy to play yours as well :) |
| Dec 28 16:36:00 | 86h 07m | Strexter | This is such a simple concept yet surprisingly fun. I did much better once I realized that the fire blocks (or whatever they are) werent gonna kill me but just would slow me down. Until then I was scared as hell of them. By the by it took me 4 tries to beat. <br/> <br/>Pros: <br/>-Elegantly simple without being boring <br/>- Good length for judging purposes; just enough to be challenging w/o overstaying its welcome. Many games during ludum dare I find myself commenting "needs checkpoints!" but this one doesnt its fine just like it is if this is an example of, like, a level <br/> <br/>Cons: <br/>-Unless you add power ups of enemies or something (which im unsure would benefit this concept) alof of it becomes about memorization of the optimal path <br/> <br/>Suggestions: <br/>Maybe a button that lets you speed up (a dash?) but has some drawback like if you touch a wall you get stunned. I'm unsure of this though. I do know this tho: if you decide to persue this idea further you need something to either make it less about memorizing the opitmal path OR embrace that that games about the optimal path an add risk/reward mechanics (like the dash) for speed runner types. <br/> <br/>Great job! |
| Dec 28 16:49:00 | 13m 00s | Roomba Fight Club | Ha! Conceptually this is my favorite thing so far. I wish I'd gotten to play it 2 player. <br/> <br/>Pros: <br/>-Perfect concept for the One Room theme <br/>-I love that you made the room so destructible. It highlights the absurdity of two Roombas with balloons battling each other-- not only is that funny but then also by the end the room looks like a hurricane came through. <br/>-Fun as hell <br/> <br/>Cons <br/>-It feels a little uncertain as to who will win a head on collision <br/> <br/>Suggestions: <br/>If you had made a little ending where the roombas owners come in and see the destroyed house that'd be great. |
| Dec 28 17:07:00 | 18m 00s | Super Battle Cycle | This game was alot of fun, but MAN does it throw mechanics at you fast <br/> <br/>Pros: <br/>-The grappling hook mechanic. In my opinion thats what his game should be focused on because its very fun and satisfying to kill someone with a box thats dragging behind you for some reason. <br/> <br/>-Each level presents a unique challenge and a new mechanic <br/> <br/>-Fun! <br/> <br/> <br/>Cons: <br/>-There is too much going on here: like I said I think the grappling hook mechanic is what this games about. <br/> <br/>-I dont necessarily see what this has to do with the theme. I think if you coulda subverted this by having all the rooms be the same shape and simply rearranging the obstacles and stuff in them like alot of other games are doing to get around the limitation of the "One Room" theme. <br/> <br/>Suggestions: You can probably cut out level one entirely, and focus more on the grappling hook mechanic. I think the gun is fine, the locks and keys are fine, but the turbo mechanic and most of the rest are a little much. <br/> <br/> <br/>Overall though, excellent job. |