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David Cookie

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TimestampSince previousGameDavid Cookie's comment
May 3 18:02:09 We live in a tomato ♥ 0 Really a strange game. The overall mood, graphics and musics are quite nice (love this "Small World" remix aha), but I'm at a complete lost at what to do or what is happening.. I can sleep, change color, save other people by pushing them in the tomato, collect fruits (?) by jumping on a colleague.. but I can't manage to pass the 2 giant guards (I guess they're blocking the way). There are also some issues regarding the collisions (we can walk outside the path, even behind the background), and I find that the jump isn't too precise. Nevertheless, it was a good idea to adapt your comic into a game. It just needs some polish, and maybe a way to indicate the players what to do (I know it was your intention to keep it open but I think you can manage to do both). Well done!
May 5 17:28:55 47h 26m Smalltrek ♥ 2 Woaw, just amazing this amount of work in only 2 days! First thing first: the theme is very well respected, and all these little dialogs really add a ton to the credibility of this little universe. The graphics are simple but really coherent and clear, and the stage selection really feels like a cherry on the cake at this point (for a compo). Also this warp drive is reaaaally good. Every feedbacks of this game are top notch! The puzzle system is also pretty simple but there's a good variety of situations with all these different races. A really clever idea and well executed. It only gets a little repetitive after a dozen of levels though it's already enough enjoyement for a jam really, it's the game I've played the most so far. As for the sound design: the effects are good and the music fits perfectly the overall mood. Only complaint is that it loops pretty quicly and it's maybe a bit too agressive for a puzzle game. A more zen-ish theme would be nice to put our brains to rest. Anyway.. a huge congrats to you! It's a great and polished entry, and surely one of the gems of this edition.
May 5 20:54:43 3h 25m Path of the Rabbit ♥ 0 Well, that's a really amazing game! I've played like what.. 1 hour or two and never managed to beat this 7 health rabbit! Damn it! (I was pretty close though). I love these kind of games which involved strategy and anticipation, especially due to the randomness factor (well balanced as we can see the next 3 tiles). The ruleset and presentation are really top notch and it's really addicting as you can see. There are still some drawbacks like ones Sean S. LeBlanc already noted, but it's overall impressing for a compo entry. To these nitpicking drawbacks, I would like to add that the sound design could benefit from some improvements. The sound effects are a little bit agressive imo, and it could be nice to have a small melody in the background. Also, a sound to warn when we're lacking water could be useful. I sometimes died because I forget this factor, it's more a careless mistake but it can be frustrating when we're deep in the level. Anyway. Well done to you! A great entry from you once again.
May 5 21:20:53 26m 10s Bunosphere ♥ 0 The graphics are really amazing for a jam, especially a compo. The feeling of moving around this planet is the strength of your game no doubt. Unfortunately, this huge technical performance maybe took too much of your time to polish the rest of the game: it clearly lacks feedbacks and explanations imo, and I find it pretty hard to play a game without sounds or music.. especially a game with exploration and mechanisms like this one. Nevertheless it's still enjoyable to watch and control, so you really have a good base for a really great game! Well done.
May 5 21:45:34 24m 41s Memory:Leak ♥ 3 It really looks like a great game, but I really couldn't figure out how to play it properly. The tutorial levels are just too easy and too short to have the time to assimilate anything, and once the real levels begin, I was at a complete lost. I just tried to fill all the tiles as quickly as possible and it worked.. until level 8. It's part my fault but I guess some more explanations ingame would be useful. Anyway.. It's really a game with potential. The presentation and style are rather unique, and it fits the theme pretty well. It doesn't need too much for a real release now! Well done to you :)
May 5 22:02:41 17m 07s Brainstorm 38 ♥ 0 Finally took the time to play this game, and it's really great! I love these kind of experiences! This type of humor really reminds me of The Rub Rabbits! on DS. It's the funniest entry by far from what I've played, and live the game litteraly inside the game of the creator is really a unique take on the theme. The graphics are cool and the music is well selected. Overall it's a perfect game for a jam, it reminds us all of our struggle to find ideas. Well done!
May 5 22:20:33 17m 52s Armageddance ♥ 0 Like Zarkith stated, it doesn't feel like the arrows are synced with the music. It's also hard to know the amount of time we have to press the arrows. Usually in rhythm games, we have a "shadow" for each arrow, and the perfect time to hit is when the 2 shapes match. Also it lacks the usual feedbacks of Perfect and Miss (just a sound and/or a text). With that said, it's pretty good for a first attempt at a jam! The graphs are cool, and it's overall catchy with this music and the planet dancing! It's just that I'm a hardcore fan of rhythm games so I'm a little bit demanding.. but it was fun nonetheless. It could have been cool to have a goal for people like me that never die, cause it never felt like the difficulty was growing with the levels. Anyway.. good job! (and as others already said, you have to opt-out the audio section as you didn't make the audio yourself).
May 5 22:40:13 19m 40s Six Degrees of Separation Between Me and the Party ♥ 1 One of your most polished games! The chat system is really good and reminds me of Emily is Away (without the choices of course). A kind of game within the game. I would have loved to have more exploration though, and walking sounds (I love these in adventure games :p).. but it's already a huge work for a jam, especially with these 3 endings! Well done axoona :)
May 5 23:18:30 38m 17s Smell World ♥ 1 Like you said, it's more a mouse simulator than a game in this actual state. I have to say I'm quite impressed by the level generator you made, but it's sadly not really challenging. You just have to follow the direction of the arrow and that's basically it. It doesn't feel like a labyrinth as the path is clearly indicated. Imo, the game would have been more interesting with a higher camera to see all the map, the mouse and the cheese. Then you could make a real labyrinth with traps etc.. and maybe the cheese could be a trap in itself and the goal would be for the mouse to escape from the mad scientist experiment! (like Portal but with a mouse). Anyway.. the most important thing is that you had fun and managed to create a base for a more polished version. Well done!
May 6 12:40:59 13h 22m Zen Demiurgy ♥ 2 So this theme reminds you board games too ^^ I really enjoy these type of games and this Ludum Dare is the paradise for it xD Of all the "tiles games" I've played so far, yours is maybe the one that gives the most an impression of an actual lively world. It's nice to see our land extending and scouts doing their things! The graphics are rather pretty, and the music is enjoyable though it gets quickly repetitive (it needs some more variations and moments of pause, less "full"). The controls are a little hybrid I must say, it's strange having to press space each time to call the next tile.. the full mouse gameplay is really welcomed though! I also find that the UI needs some more polish. Sometimes we can't see it becaused it is mixed within the land. Definitely needs a background or something. It is hard to see which crate does what, and also to know if they are in the range of scouts. Could be nice to have a circle around each city to indicate to which range the scouts can move. To conclude, it's really nitpicking remarks but I prefer to tell you cause your game really has potential. It's still a great work for a jam, and with some more polish, it could really become a sort of fast paced Civilization (like Polytopia on mobile). Well done!
May 9 14:12:14 73h 31m Pie Planet : Octopus flavour ♥ 3 For starters, It's really a hard game to get into it. There are too many things going on and the tutorial is too short and doesn't explain every mechanisms (also it would be nice if the buildings names in the tuto correspond those of the interface). I don't know how to win, and if I can ever beat the game actually (I guess we have to resist a certain amount of days?). With that said, this game does have a lot in it: resources management, buildings, disasters etc.. all that on a tiny planet and in real time. It's amazing you managed to make all this for a game jam. It really just lacks some polish here and there and it could have some potential for a realease imo. On the UI to make it clearer for example, or maybe add some warnings when a disaster is coming. Also it's hard to know which ground affects each building, maybe I missed an explanation somewhere but it's not in the UI. The sounds are good too but they are a bit confusing, I don't know what cause them sometimes (hence the visual warnings). Anyway.. it's a really ambitious project and the level of polish is already fantastic for a jam. I didn't talk about the musics yet but they are pretty good. Adding layers little by little is a neat idea, and they make a really nice atmosphere. I prefer one of the 2 though, the more relaxing one (it fits better these kind of games). Good job everyone! Hope you'll continue this.
May 9 15:45:46 1h 33m ZEUS VS MOLES ♥ 1 Simple to learn and immediate fun, what a nice game! The style reminds me of 3D Dot Game Heroes and the ingame music is really original and catchy. My only complaint would be that it gets repetitive a bit fast, but you really have a solid base to add more enemies, rules or planets imo. A great entry for this jam, well done :)
May 9 16:33:58 48m 12s Wake Up ! ♥ 3 It's clearly a beautiful game! The controls are a bit clumsy though, the jump action and the crates provoke a few bugs, and I had the same issue as Togimaro where my character was stuck on the side of the screen by shifting dimensions. It's not really challenging either, just doors, crates and levers. Classic stuff. The parallel dimensions are a nice addition and could be the base for more complex puzzles in the future. The theme "small world" is a bit hard to find though, I didn't feel like I was on a small planet (if it's the case?). With that said, we can really feel the Limbo inspiration and I love these kind of "mood" games. Definitely a good base for that direction! Good job everyone (and mistermv for his contribution xD)
May 9 17:10:35 36m 37s Beer in Mind ♥ 2 Contrary to others, I have a hard time to find the connection with the theme :/ I guess it's because we see the same people each day in this place but I find that a bit clunky. Anyway.. the game in itself is really interesting and quite original. This small pub has a unique mood to it, with these flashy graphics and enjoyable music. This idea of knowing better customers, until we find some secrets (unwanted or not) is really good. The characters and dialogs really picked my interest. And there's the "management" game. This system of clicking 1st on the customer then on what he needs is a bit strange, the drag and drop could be a solution like someone said. Or maybe click on a customer and have a selection wheel between different actions (talk, serve, kick out etc..). It lacks some indications too, we can't really predict what will happen by doing this or that action. We have to wait until a game over to know we didn't succeed and even then it's not really clear why we lost. Some feedbacks and texts hover objects could do the trick. In any case, well done for this unique entry!
May 9 17:37:11 26m 36s The Burrow ♥ 0 A feel good experience I really enjoyed! It contains some twists that are pleasantly surprising, and it's just nice to travel between these beautiful painted-like settings, with a super chill and awesome evolutive music. 2 points that are crucials for these kind of games to be good, and it's just off the charts in this case (especially for a game jam). Really impressing, and overall a pleasant entry! Well done everyone.
May 9 20:36:26 2h 59m A World In Her Eye ♥ 0 I had the lua error on the dialog with the robot so I had no choice that to test the latest version (I prefer not to do that for a jam but it was just too frustratring to not see the end). I didn't regret that.. what a lovely game! The art and musics are just fantastic and fit perfectly together, the mood and story, though really short, are quite nostalgic. This setting with the ladder between planets is absolutely gorgeous and got this The Little Prince vibe that I find charming. To conclude it's just a great and unique entry. The amount of work is impressing (especially the sound design with multiple tracks), and it doesn't feel like a game from a jam at all (except from the crash of course :°). Well done!
May 9 22:41:27 2h 05m This Moon is Mine ♥ 2 Alright, I finally was able to play it with a friend! It was pretty fun as expected though the experience is quite short. Mainly because the strategy is always the same: plant the flag, wait on it and punch the opponent as he's coming back from the sky defenseless. Would have been good if the "hole" of the flag moved randomly between each point: players would have to move and the planet would have been completely used. Here, the planet doesn't really serve the gameplay. It's a cool setting for "gravity punches" though, this particuliar feedback is really well done. I also played some solo waiting to play the multiplayer, and I thought it was pretty fun too! Maybe more than the multi if I'd dare to say it. The reason is that we're moving around the planet this time, throwing punches at huge enemy waves. It's just really satisfying and reminds me of my guilty pleasure with Dynasty Warriors. With a combo system, it could really be a great addition imo! The graph and music are pretty solid otherwise, and overall it's a pretty cool entry. Your team rocked once again, well done!
May 9 23:33:04 51m 37s Rise of the Termites ♥ 1 An ambitious project right there. Strategy games are a pain to make and balance, especially in this such short amount of time.. so congrats for that! It was hard to get into it at first, graphics are not really engaging and a bit confusing (to your defense, without graphist and with this much work, I understand). Also musics don't fit the mood imo, they are more distracting than relaxing. And without tutorial, I was a little lost. Fortunately, the UI does explain well the role of each building, and the objectives are pretty clear (though there's a difference between collecting 300 food and max out the food to 300). I managed to build every buildings and level them to the max without loosing life, pretty proud of it! Once I discovered how to accelerate the recolt of food and soil, it felt a bit too easy though :p Otherwise, the termites are a bit hard to distinguish (this overloaded background doesn't help). I don't know what is the role of workers either as we're collecting resources via buildings. Could be better if the collecting speed was linked to the number of workers imo. But maybe I missed an info somewhere I don't know. Battles are a bit confusing too, I don't really know what is happening and just hope that my soldiers will handle it one way or another. It needs some feedbacks, and more control on it. Well.. although some points can definitely be improved, I did enjoy my game once I understand the core mechanics. The base is there and just needs some polish now. Good job everyone!
May 10 15:59:57 16h 26m Small World Collider ♥ 1 It's very hard to make Breakout clones imo. To stand out, you really need to have super feedbacks, neat visuals and a very creative concept and/or universe if possible. Good examples are games like Nervous Brickdown, or Shatter, that really are the last great games of this genre from (my) recent memory. Your game clearly lacks feedbacks, comprehensive physics, sounds and thematic visuals to be enjoyable sadly. But it's not the most important, it's really things that you can improve or add from now on. Your concept is the main topic. I think having planets in place of balls is a cool idea, and could be really reinforced by a space thematic: asteroids in place of blocks, stars in the background etc.. But let's talk about the gameplay. The issue is that games don't really feel different when I chose other planets. It's just more and more confused as I select more and more planets. There's a balance problem: some planets are too fast, or the paddle is too slow.. the space between the 2 sides is too small too. Some tunings that can easily be tweaked. The abilities of planets don't feel different either, it's more like characteristics: big/small, fast/slow.. except from the missiles which are a clever idea. Anyway.. there are lots of things still to be said, to improve, but I guess I made a general point. I know it's not something you (nor me) want to read but imo best things about game jams are pushing the limits and sharing constructive criticisms (and having a good time of course). So well done for trying out this idea and good luck for the next one! PS: if you need sounds, Bfxr.net is really the savior of game jams. Easy to use and quite powerful for a navigator tool.
May 10 17:45:31 1h 45m Communitas ♥ 1 Very ambitious experiment! It's quite hard to express an opinion on this but I agree 100% with @qzqxq. It's still unclear what is going on or what is our goal, we're just selecting a city and put a building without feedbacks or anything. Is it good? Does that help the city or not? Without these questions answered, it's not a game yet. But it's pretty impressive nonetheless. A multiplayer city builder with a clear interface was a real challenge and you managed it properly. Add some feedbacks, sounds/music and a faster scroll and you're good to go! Well done :)
May 10 21:13:49 3h 28m Exploroka ♥ 2 Visually charming and technically stunning, but it lacks a real goal, or more precisely some loose condition. Maybe a timer, or other "treasure hunters". (Also a sort of compass or diamond detector would be nice). Without that, this all quest of finding a house and collect the diamonds it needs doesn't motivate me nor gives me a sense of accomplishment. BUT it's a good base, a technical demo in which you can easily add rules now or adapt an universe. Maybe we could play a kind of traveling salesman that collects diamonds on his way and sales them to cities depending on supplies and demand. The goal would be to always have sufficient stock but also enough resources to travel. Or maybe the concept could be more like a survival game like Don't Starve. Well done for this anyway, really a cool tech demo for just a week-end!
May 10 22:28:07 1h 14m SmallHexWorld ♥ 1 It's a really cool entry, and reminds me mine a lot aha (that's why I was intrigued). The mechanics of your game are clearer though and it's really easy to get into it! I've managed to score 6001 pts on my 1st run by making simple strategies, but there's really more to it. I couldn't beat that score though but I've been unlucky with red tiles :/ Could be cool to at least see the next tile that's coming! Really great puzzle game anyway, and with more polish, sounds & music, it could really be a thing! Well done :D
May 10 23:50:47 1h 22m Planetary Garden ♥ 2 Okay, I was proud with my Earth+6 with 100 in each resource but I must incline before this Earth+100 xD Really cool cliker game! I'm always addicting to them despite the fact that I find them a bit useless. But gotta click these little green boxes that pop up you know! :° This one has all the good ingredients, and the speed up with each planet is a nice addition (maybe it's a standard in clickers though but I've just played a few). Otherwise it just lacks some music and it would be perfect for the genre! Really well done, I've passed quite a lot of time in this one :D
May 11 00:31:40 40m 53s Your Planet: Too Big ♥ 1 Really good game, and one of the best use of the theme I've seen so far! It's just quite some fun to see these chain reactions and to reduce this big world, has a bit of Puyo Puyo vibes into it. It's sometimes hard to predict what will happen with the gravity though, and it's also difficult to make diverse levels with that concept, get quite repetitive. Maybe an infinite mode like 2080 would be a nice addition. Planets pieces could keep popping as we destroy others, and the goal would be to always have a pair of the same color (or plus) to destroy. It would then be over when all pieces are alone. Anyway.. it's already a great entry especially for the compo! Graphics are simple but have a unique style, sounds are really good (too bad there's no music ingame) and it's just really satisfying to control and watch. Well done :)
May 11 00:53:28 21m 48s Clean the Dorm ♥ 1 A fun little game! The graphics are quite impressive, especially the way enemies really move around objects. And 3D models are really good too! I'm not a fan of the mix of the two though but it's still pretty amazing for 3 days. Otherwise the gameplay is pretty simple but works. It can just be a little frustratring sometimes to approach an enemy that must be hit several times, turn a little to continue hitting and get hit in the process. The block action also seems useless.. until projectiles. And like someone already said, enemies could be a bit more agressive. Currently they're just following their path like a tower defense but it's strange as it's more an action game. The music is a little bit loud too (compare to sounds). Anyway, it's really just nitpicking remarks and I must admit it's a huge work for a jam. Well done!
May 11 22:00:05 21h 06m The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds ♥ 1 Reading previous comments, I feel kinda dumb :/ Am I the only one that didn't understand anything? I managed to create 4 planets but didn't know how or what is the goal of all this.. Maybe I'm dumb, or too tired after trying many entries. The tutorial was kinda clear though (and roleplay :p) but it was just too much info to handle. I feel sad cause it's the 1st game of the jam that didn't click for me.. Well, I guess I won't rate a game I can't understand, it's not really the point. Well done though, it looks quite impressing for a compo!
May 11 22:58:22 58m 17s Escape The World ♥ 1 Completed it in 544 moves! Sometimes calculated, sometimes by just shamefully moving everything until the solution appears :p A classic concept that fits the theme quite well. Nothing much to say really, I liked these little clouds and the good response of controls ^^ One thing that could be cool is to know which color we control (by highlighting the corresponding squares for example). The music is also too repetitive and catchy imo. For reflexion games, I like a nice relaxing track, with some quiet moments in it. Anyway, good job for a compo!
May 12 13:33:49 14h 35m World Tours ♥ 0 WTF this Dorian ending xD Took me off guard for a second here ahaha As for the game well.. it's just a simple platformer, nothing to say really. We don't really know what is happening or what is the story behind it so it's hard to figure out what were your intentions. I can catch a brief glimpse of a humoristic game with inevitable deaths though, definitely the direction I see for your entry.
May 12 13:56:29 22m 40s Kanjo ♥ 1 Really really ambitious! It's not a great entry, the link to the theme is a bit clunky imo, but it's the most personal piece of art of this jam I've played so far. Really touching, nice mood and beautiful musics (kinda feel like Undertale). The gameplay is not really important for these kind of games, I loved To The Moon and it's mostly interactions or mini games. Anyway, it's clearly a huge work for a jam, and with some more work I'm sure you could transform this cheesy love story in a little gem! Well done :)
May 12 14:48:26 51m 57s Pity About Earth... ♥ 2 One of the most polished and fun entries I've played so far! Easy to get into it but daaamn, it gets hard passed 20 000. Couldn't beat 29 000 personally. I don't know if your goal was to completely remove all hope for the player, but it becomes hard to a point of unfairness imo. Sometimes, I had no choice that to let asteroids fall on the planet cause I had to handle the barrage (even with the missiles in prevention, their ranges are too short). And it comes a point where the barrages are just coming way too fast to not take damage. It wouldn't be a issue if there was a warning signal or something to indicate from which direction the next barrage will come. So yeah. Basically it just needs some balancings and a few feedbacks now (could be cool if asteroids explode with missiles, just the plain explosion feels kinda poor visually). I can really see this game working on mobile, it's already really in a good state. It's not the most original concept (I've already seen this a few times), but well adapted for the theme, and executed almost perfectly. Well done!
May 12 15:17:35 29m 09s Bubble Boy ♥ 1 Clearly, the most fun part is bouncing around, even on "enemies", and accumulate more and more energy in our jumps. I don't know if this last part was intended but it's really fun to jump off the screen :p With that said, it clearly lacks some feedbacks / UI (an health bar would be cool for example, and some sounds). The level design would be much more fun without all these walls imo. Your platformer is more fast paced and I'd really like to continuously jump without interruption. A sort of mix between Sonic and Tiny Wings. Anyway, well done for a compo!
May 12 15:59:43 42m 08s Run, U Fool! ♥ 2 I really thought it would have been more challenging but I beat all levels pretty easily. Really cool game though, I've enjoyed it and it's visually pretty damn impressing for a jam! There are a few points to improve imo: - We don't know when the world will collide or which part in "labyrinth" levels --> a timer + the part of the level (which will colide) blinking could be good indications - We can't really see the color of doors in the last level, you should avoid tu put them in this position - I feel like the chasing levels were more fun, it really fits more your concept. Run and rapidly decide which door to pass through. The labyrinth levels really don't feel like we're running, plus we have plenty of time before the world collide, so I didn't really feel under pressure - I would have preferred the character to be (way) quicker - It clearly lacks some sounds With that said, it's really just nitpicking remarks comparing to the work you've done in 3 days. Well done to all three!
May 12 16:54:09 54m 26s Planetoid Escape ♥ 0 The 2 previous comments already said it all. We walk too fast and the camera should be higher cause right now our vision is really limited. Another skybox, some more feedbacks, sounds & music are clearly lacking too. But overall you have a concept working & some nice 3D models and that's pretty good for a 1st jam. Keep going :)