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| Timestamp | Since previous | Game | HuvaaKoodia's comment | |
|---|---|---|---|---|
| Apr 26 07:37:42 | Bounceball | ♥ 1 | Super simple and even fun (in the end). The trail effect is very cool too. I do have a few small issues. The difficulty rampup should be faster or there should be higher difficulty options. It is so slow at the moment that I just kept collecting shield power-ups until I had around 10 health. A bit of a bore until the pace picked up, at which point I slowly lost all my health and it became properly challenging. One more niggle: the end screen is dismissed by pressing any key including the movement keys, which is to say I accidentally skipped it. I have no idea how long I lasted, too bad. Good effort, have a ๐ช | |
| Apr 26 09:25:36 | 1h 47m | Space Travel 15 | ♥ 1 | Looks and sounds good, plays pretty well and there's a nice challenge in the end, before the inevitable conclusion. The very beginning is too slow. You should add the third station after just a two trips, not 8 as it seems to be currently. The GUI is also problematic to the degree where I stopped using the station panels altogether. One potential solution to the GUI problem would be to move the UFO panel functionality to the station panels. Each station panel would have a GO button, except the one where you are currently parked. The current panel would have the + and - buttons for adding passengers. The UFO stats still need to be shown in the separate panel, but this is not an issue as it would be a non-interactable element. Good effort overall, have an ๐ฝโ๏ธ (the ๐ธ (flying saucer) emoji is so brand spanking new that it probably won't show up yet, too bad) |
| Apr 26 10:07:10 | 41m 34s | Globe Trot | ♥ 6 | Fun! I really appreciate the fast difficulty buildup. The effects are also strangely satisfying even if the performance drops a bit once there are a bunch of enemies on the screen. When I first started playing I expected the movement and shooting controls to function the same way, i.e left arrow shoots left and A key moves left, but this is not the case. The ship rotates instead and the camera rotates with it. This is even worse when moving downward, the whole camera flips. It took me a while to figure out that the movement controls are relative and even then I didn't fully get used to it or like it much. I don't know how Geometry Wars does it, but a simple directional movement system combined with a fixed camera would have worked just fine here I reckon. Pretty good work overall. โฎ๏ธ on ๐? |
| Apr 26 10:27:38 | 20m 28s | Tiny Tony | ♥ 5 | "Get inside their house" I tried getting up the stairs, oversteered and promptly fell into the ocean.... Needless to say I didn't try again. The graphics and music are great. The steering is a bit....you know, a bit. It probably doesn't help that I never liked them wooden labyrinth puzzles as a kid. Anyways, good work, but not for me! Have a ๐๐ฝ (there are no emoji for mazes, labyrinths or puzzles it seems). |
| Apr 26 10:48:33 | 20m 55s | P L A N E T O R U S | ♥ 1 | I didn't even think of using a torus shaped world (when immediately discarding the "you move around a 3D shape in space" idea) so bonus points for that. The graphics and effects are pretty, the enemy designs interesting and the nightmare mode.... something I've never seen before. More bonus points! It does lack challenge as mentioned by @robotsoulsgames, but this time I'm glad to have played this for the novelty value alone. Great work! Have a ๐ฉ |
| Apr 26 11:51:29 | 1h 02m | You Are World. | ♥ 1 | The ambience is brilliant. You put a lot of effort into the assets and it shows. I also like how every land hex has a unique name and statistics, even though the naming does bug out for the suns and the god, which segues nicely to my gripes. "Get God!" echoes the command. God turns out to be a blue orb that does nothing, what a surprise! Later when you are instructed to destroy said god nothing happens to them, but the super helpful turtle bites the bullet. What is this, I don't even?! The broken English doesn't make understanding this weird theology any easier. Overall an interesting atmospheric experience, with some issues. Have a ๐๐ข |
| Apr 26 16:05:34 | 4h 14m | Place Them All | ♥ 7 | Brilliant idea! Reminds me of the Grow series, although with random generation there is more replay value. The random generation also limits the viability of certain planets, but that is the price you have to pay to the RNG gods for their help I suppose. One thing that I don't get is why the resolution phase always starts from the same location. Couldn't it also start from the first tribe, from a player chosen tribe or always in the same tribe order? Nonetheless I do like this a lot. Have a ๐. It is about the only one of the tribes supported by emoji (humans don't count!). |
| Apr 26 19:55:16 | 3h 49m | Solitary Freedom | ♥ 0 | Well, I don't have a lot to say. The audio strangely reminds me of the SNES, that's a positive I guess. The mixture of a puzzle and realtime movement is a bit weird to me. Having to time your movements with such precision after already figuring out the puzzle itself doesn't really tickle my fancy. Then again I cannot even figure out the second level so.... Have a ๐ |
| Apr 26 21:01:48 | 1h 06m | Psycho Paul | ♥ 5 | The idea of blending in with the plebs to assassinate a target is a functional one, just look at Hitman, but here it doesn't quite work, for a few reasons. There are too many similar looking people and the protagonist is holding the picture covering most of the target. Both of these were very confusing in the beginning. Not enough ways to eliminate the target. The store is full of all sorts of items, why not allow throwing or dropping them on people, using bananas to make them slip, radios to distract them, expensive items to lure them to an alley, there are lots of possibilities. Allow me to demonstrate: ๐ข๐ + ๐ช๐จ๐ซ๐ฃ๐ป๐โ๏ธ๐ฅ = ๐ฑ Eh, you probably just didn't have time for any of that, right? Running around being Psycho Paul was more entertaining than it has any right to be so... Here's hoping for an extended version. |
| Apr 27 08:44:54 | 11h 43m | Gate Breaker | ♥ 3 | The graphics are quite reminiscent of a few old school arcade titles, namely Galaca and its ilk. Some sound effects would have sealed the deal for me presentationwise. The lack of challenge disturbs me the most. It is a cake walk from the beginning to the end and once you know the password speedrunning it is just a matter of seconds. A randomised password with properly challenging enemies would elevate the experience to a whole new level. Small tweaks is all it takes, it's a fine start. Have some โญ๏ธ๐๐๐ |
| Apr 27 09:49:32 | 1h 04m | Supernova | ♥ 3 | The aesthetics amaze me, it all just jells together. Reminds me of Star Control, without the alien encounters sadly. The controls are tight and the idea/design simple and effective. So what's wrong then... Well, here's one way to put it. This is like a 2D No Man's Sky: a grind to the center of a vast system with way too little content, randomly spread way too thin. The lack of challenge is unfortunate. There is absolutely no reason to play this again, in fact I nearly gave up after 4 planets as they had no challenge at all! Another title which randomly sprung to mind just now is Redder, an old Metroid inspired flash game. Highly recommended, if you can stomach flash that is. In conclusion big points for presentation, small points for interactivity and challenge. Don't fret, have a ๐ค |
| Apr 27 10:40:18 | 50m 46s | Blocknauts! | ♥ 4 | Flying around the place is enjoyable and everything looks nice even if the graphical style is somewhat unfocused (the voxel stuff is a bit out of place). The way the tethered parts jitter around is also rather funny. I couldn't find the last two hull pieces, some kind of radar/locator tool would have been nice, but this is not the biggest issue by any means. The biggest issue looming over everything that is good and just is --** \*drum roll\* **-- the camera controls! They function unlike anything I've played before. A standard 3rd person camera rotates around the player, it never rotates around its own axis. In other words, moving the mouse forward always moves the camera up, around the player. Here if the camera is looking at the player from the side, moving the mouse forward instead rotates the camera around its local forward axis. This is most unusual behavior. Other than the camera, you've put together an enjoyable exploration and gathering experience. Some challenge would make it into a game proper, but you can't have everything on a tight deadline. Good work, have a ๐ |
| Apr 27 15:38:09 | 4h 57m | Yours | ♥ 1 | A neat planet generator + tribe simulation. Some interaction with the tribe could have been interesting, but as you say time is a tough mistress. I'm most certainly hopeful for an extended edition. The world as we know it: โฐ๏ธ๐๐ ๐จ |
| Apr 27 19:40:19 | 4h 02m | Polar Protector | ♥ 1 | "You are a modern day Adonis", good to know! Quick and technically competent, yet the gameplay left me cold. In the end you cannot keep up with the increasing amount of enemies as the two monuments are, indeed, on the polar opposite sides of the planet. I'd much rather have a single point to defend and ultimately succumb to the enemy hordes than lose due to the fact that I simply cannot be in two places at once. The enemies are rather anemic too, after all they don't attack you directly. This gravely limits any kind of evasive action potential. It is all just too simple really. So, yeah. Not a lot of positive thing to say beyond the craftsmanship. No bugs either, that's mighty fine. |
| Apr 28 11:30:05 | 15h 49m | Protect | ♥ 1 | Fun and challenging. Although the hard mode is way too challenging for me and my poor low quality keyboard! The music is great and the highscore server is a big bonus. Not a rhythm game aficionado me, so I cannot offer many pointers, but I do agree with @boats on the timing problem. The blocks coming from the sides show up earlier than those from the top or the bottom even if they are going to arrive later. I think this is the reason for the issue. Maybe completely covering the sides with black would work. Good work, have some ๐ถ |
| Apr 28 11:40:39 | 10m 34s | Influenza: The Game | ♥ 1 | Luckily viruses aren't this smart in real life! The gameplay is a tad too simple for my liking. Adding in different types of white cells would help a lot. One slightly faster, one slowly homing towards the player, one bigger, one smaller, etc.. Small variations like these are easy to make and very effective. The music got on my nerves pretty quickly, maybe that was specifically composed to spread the headache? Taking your predicament into account this is alright for what it is. Hopefully your next jam will be less ๐ค and more ๐ |
| Apr 28 12:04:07 | 23m 28s | Strangeness | ♥ 1 | I played the bug-fix version. It is a puzzle alright and a competent one at that. I found the levels quite easy, but then again I've played a lot of these *push rocks, avoid enemies* puzzles. The audio visuals are most certainly strange, if that is what the name is alluding to. Unfortunately I also find them rather off-putting. The only annoyance I have with the mechanics is the inability to wait a turn. Having to waltz around, trying to line up the right moment is just plain silly. Other than that, it's a fine entry. Have a ๐พ |
| Apr 28 12:08:51 | 4m 44s | Journey Of Gonan | ♥ 0 | Surely Gonan should be wearing a pirate hat? He **is** a space pirate after all ๐ |
| Apr 28 12:52:20 | 43m 29s | REDBOW | ♥ 3 | A functional entry, relatively bug free, the rolling animation looks neat and that is where the positives end. The movement system is sluggish. The shooting has no weight or feeling to it. The enemies suffer from similar anemia. A dash of particles and improved animations combined with faster movement speed would have helped. The main problem is this: it is way too easy! I got to level 10 without taking any damage and didn't bother playing anymore. All it takes is more slow moving projectiles per square pixel. Bullet hell or high water! Alternatively more active and intelligent combatants, but that would be a tough task in a procedurally generated level. Eh, you already know this stuff. Good luck with the post-jam project. ๐ค |
| Apr 28 13:34:44 | 42m 24s | The New Kid | ♥ 1 | Yes, social networks! An idea worth development. Trying to diversify my subject affinity was the last thing on my mind. I made 8 art student friends easily with near 100% chance every time after the first few. The only issue was simply running out of art lovers, so I had to lower my standards for a few scientists. The mechanic is overly simple and taken that there is no personality to anyone or any dialog between people, befriending them turns to be a very drab process indeed. You should have allocated time to making/finding some audio-visuals to fit the theme. Once I reached about 12 friends (in the WebGL version) increasingly terrible lag started cropping up. I'd be interested in knowing what exactly is going on in the graphics drawing routine. It is just a dozen balls and lines on the screen after all. It functions and the idea is fine. Have a ๐ซ |
| Apr 28 14:25:26 | 50m 42s | Calor | ♥ 1 | Mighty impressive work for 48 hours when it comes to scope and execution. I really love the rotating planet idea, even if using massive turbines to rotate it is somewhat silly. One major problem: What is the point of it all? I fought some aliens, kept dying but not losing much and it just continued as if nothing had happened. Life on this unnamed planet orbiting Calor is very violent, but in the end mundane; Rince and repeat. A countdown to a final battle or to the arrival of reinforcements would have solved this problem right away. A pretty sweet accomplishment. Have a diorama: โ๏ธ ๐ ๐ ๐ข ๐ฝ = ๐ฅ |
| Apr 28 14:45:47 | 20m 21s | Icarus Isolation | ♥ 1 | Oh man, such a beauty let down by awkward controls. You use the mouse to close menu panels, but not for anything else? This desperately needs proper 3rd person camera and movement controls to be enjoyable at all. Trying to land on a small pillar is an exercise in frustration rather than awe and delight. Keep working at it. This here is a very rough ๐ indeed. |
| Apr 28 21:19:22 | 6h 33m | Landshift | ♥ 3 | Cute art style, pleasant to play, well designed and crafted puzzle mechanics, this has it all! Yet there is one thing that I don't quite get. Why is it that sometimes you can add a new block from both sides of the grid and other times only from one side of the grid? This oddity kills any kind of long term planning for me as once I finally get the piece I need I cannot add it from the side that I needed to add it from. Surely this must be a bug, right? Other than that, a solid brain teaser. Have a ๐ |
| Apr 29 08:36:32 | 11h 17m | Conquer Earth | ♥ 3 | Competently made and a surprisingly ambitious design. The music is great, the map and menu graphics clean an eloquent, but the character and spaceship art is simply amateurish. My condolences to the artist... The game then (post-compo). I played twice. First time smashed a few AIs, bought a super weapon and nuked Earth. That was easy! Next time played as the protector of earth. Had a rough start as I concentrated on economy rather than weapons so I got beat by the AI multiple times until I got hold of some proper firepower. Turtled the rest of the time on Mercury mining Titanium, bought the Death Star from Venus and nuked every AI to oblivion, but it didn't end? Apparently I needed to alert the Earthlings to win, oh well. I count that as a success nonetheless. I find the world to be **not** small enough! It is mostly trivial to stay away from the AIs' path and they don't seem to pursue higher level tactics like trapping players on their home planet. An even smaller world would force the players to deal with each other often resulting in more conflict and drama. A fine job. ๐ ๐ก ๐ ๐ข ๐ |
| Apr 29 08:54:41 | 18m 09s | Timeless | ♥ 1 | Fun and slightly innovative even. I have seen these alternative timeline/universe types before, but not in such a small world. The apples are a nice touch too. Generally speaking I'm not a fan of puzzle platformers as often times I get stuck on the platforming part long after already having figured out the puzzle. Here the actions isn't too tricky and the reset is instantaneous, so that's not a huge problem. A well made entry, although: ๐จ + ๐ฐ + ๐๐๐ = ๐ด ๐ ๐ป ๐ท...? |
| Apr 29 09:22:41 | 28m 00s | Crater Creator | ♥ 3 | Yup, gotta agree with other people. Well made and designed, funny intro (that is exactly how they'd communicate!) and fun gameplay. A proper victory condition would have been nice, got to 86% in the end. How 'bout a failure condition too, like running out of fuel? The movement system is just fine, and the colored trajectory indicator is a very nice touch. Sure enough some additional challenge would have been welcome. These kind of titles always remind me of a few old school titles, such as Solar Jetman, where you fly in caves, gravity pulling you down, where each collision is potentially leathal. Fun times! Anyways, quality! ๐๐ฅโ๏ธโ๏ธ๐๐ฅโ๏ธ |
| Apr 29 10:35:16 | 1h 12m | LD-38 SUPER SMALL WORLDS | ♥ 2 | This is very ~~Japanese~~ strange in a good way. The aesthetic, the audio; everything all awesome. Too simple though: **jump!** then **jump!** some more. Glitching the goal music is funny and the journey is definitely worth the trouble; _very cool, very cool_. I wuv you too. ๐ |
| Apr 29 12:51:39 | 2h 16m | Colonized Panda | ♥ 1 | I get a definite Futurama vibe going on here. Decision simulation is a rather apt name, although interactive fiction is what I would go for as practically it is a non-linear story structure where the simulation simply triggers events based on faction headcount. *Labels*, who doesn't like them... Moving on. The typos are slightly distracting. There's also a faint, buggy looking, shimmer effect around the panda (in WebGL at least), which I don't think adds anything, but it kept annoying me once I noticed it. Some snail activity on the panda between the events would totally make the downtime less boring, but would not solve the issue of waiting. I would outright have a fast forward button, quite frankly. The ending doesn't end anything either, which is a bit weird. I was first made a constellation by the aliens (or something like that) and then after the end panel closed the panda ran out of oxygen anyways? The next playthough resulted in a military coup. Lovely! Smart idea and neat execution. Good job! ๐ ๐ผ + ๐ ๐ ๐ = ??? |
| Apr 29 14:57:43 | 2h 06m | Space Honey: The adventure of Little-Bee ๐ | ♥ 3 | It is a neat idea alright. The execution? We'll get to that in a bit. So I start gathering honey and think that there's a beehive on the planet to dump it on. Nope, "Gameover", there's a massive one in space apparently. Take two, I get a haul into space and to the hive. Great! Let's do it again. What was that! A massive wasp just swiped all the honey from nowhere! Wut? Third time, the same hyper fast bugger did it again... And that really is the only challenge here, trying to react to those non-telegraphed insta-sap attacks. Not a fan of that. The graphics are pleasant and the controls not that bad, taken that downward movement is hardly needed at all. You should work on the challenge part, preferably a fair challenge at that. Time to leg it... ๐ ๐ ๐ ๐ |
| Apr 29 15:21:46 | 24m 03s | Quantum Catburetor | ♥ 3 | 56300, that .. was .. clawsome! The shrinking visibility mechanic is purfect design. It creates thematic mewments of tension and urgency aplenty. The purrty colors and mewsic fit like a mitten on a kitten. Radical cattitude! More of this kind of thing, pawlease. ๐ฑ |
| Apr 29 15:41:40 | 19m 54s | Infecteria | ♥ 1 | So why is an Xbox controller needed in order to play again? Is there some kind of a unique gimmick which absolutely requires such a controller to work? It would be nice to know. Supporting both ๐ฎ and the โจ๏ธ + ๐ญ combo is super easy in Unity, so if you can make it work you should. Right now many people won't give your entry a try simply because they *can't*, me included. I'll give it a spin and a fair shake the moment I *can*, pretty promise. |
| Apr 29 16:18:10 | 36m 30s | MITOA | ♥ 3 | The music is pleasant and the graphics ok, although the main character looks somewhat out of place with its flat shaded color and ๐ The puzzled themselves were not hard to figure out. It is the execution of said puzzles which made me honestly annoyed. The fruit moves in steps, but it still lands in most unfortunate positions. Why can't the fruit be pushed to the pressure plate both from the left and right? Why are the elevators not in sync with each other, so that moving the fruit from one to the next would be easier. Why does the fruit land on the very edge of the second elevator? Why is there a high tech teleporter in this jungle? So many โ๏ธโ๏ธโ๏ธ |
| Apr 29 17:04:50 | 46m 40s | Fixville | ♥ 3 | Those bug-eyed villagers will haunt my dreams tonight... Right-o, the intro is mighty impressive. All it needs is some audio really. Unfortunately the things you end up doing are veeeery mundane: walk, pick up a thing, walk some more, drop the thing, repeat 3X... The setup called for a charming adventure, but its not there yet. The change of scale is interesting, but underused. Going inside the computer was somewhat funny on its own right. More inventive use of smallness, please? |
| Apr 29 17:26:53 | 22m 03s | This is Cutopia | ♥ 4 | *Cuteness overload!* Nasty ๐ ๐ ๐, abducting us ๐ฐ ๐ฐ ๐ฐ. We should have put more effort into the war preparations at peace time. The ๐ฐ-mobile is an unwieldy, inaccurate patch-work-hack! Luckily it is bloody fun to use and the ๐๐ goes down with just ๐ฅ ๐ฅ It could have been nice to fight a big ๐ as a boss, but you can't have it all. Adding a highscore system is within acceptable bounds, by my book at least. Quality work this. If only there was audio... ๐ |
| Apr 29 17:48:37 | 21m 44s | Water Bear World | ♥ 1 | I only got a handful of points per level, but thanks to the rather tricky controls and the spot on audiovisuals the struggle for survival couldn't have felt more real. The icy pond especially is very immersive. Reminds me of flOw quite a bit in that regard. Fine job, although such a control scheme won't win you any favors with most people I'm afraid. ๐ ๐ป FTW! |
| Apr 29 21:42:54 | 3h 54m | Rise of the Termites | ♥ 1 | An ambitious project. Plays really well, the music is surprisingly enjoyable and the graphics... Well, they are functional at least. The main missions are a bit on the easy side and always end very abruptly. The user interface is ok, but missing some important features already outlined by @joyfired. Good work. Have some nearly appropriate bugs ๐ ๐ ๐ |
| Apr 30 07:39:04 | 9h 56m | Planetary Defense Force | ♥ 4 | "interactive tower defense game", games are interactive *by default*, just FYI. Impressive graphics and the audio ain't bad either. The idea of rotating your turrets to face your adversaries is fresh, if only the controls weren't this finicky. Selecting a planet zooms in on it. I'd rather keep an eye on the enemy at all times, zoomed out as much as possible. The rotation input is reversed. Pressing right (D) rotates the planet **counter**-clokwise, i.e. *left* in relation to the sun! Having to manually collect metal from the fallen enemies means that there is little time to sell and buy better turrets. This makes level 3 near on impossible to complete. I had 1400 metal, but the sun just died in a few seconds... Tweaking the controls would be a start, then re-balancing the waves to said controls. Fine work otherwise. Have a โ๏ธ ๐ ๐ ๐ ๐ |
| Apr 30 08:25:28 | 46m 24s | W.R.L.D. (World Reconnaissance eLite Defense) | ♥ 1 | Splendid audio-visuals and veeery challenging gameplay (i.e lots of fun!) The design is just perfect from the player turning radius and bullet lifetime to enemy placement and behavior.... Just perfect! Now excuse me, I'll be going for that highscore ๐ |
| Apr 30 08:44:21 | 18m 53s | Tiny Planet | ♥ 1 | I tried the WebGL version. It ran really badly and got an error once I selected a player with the multi selection rectangle and moved them to a position. I tried downloading the windows version, but it lacks the Data folder that it needs to work. Also you should contact Mike (link at the top) to get those glitch comments removed. |
| Apr 30 09:07:50 | 23m 29s | Small Kingdoms | ♥ 3 | Nice presentation, but the gameplay is too simple. I'm not sure how a better AI would even function based on these rules. The rules, man! What is going on with the rules! What does strength do? A lower strength hero beats a higher strength hero most of the time, but not always. Is there a hidden die roll? Why does the attacking hero *sometimes* beat the defender and conquer the enemy hex, while at other times the defender is simply pushed back and the hex stays untouched? What does the number on the hex do? A hero can *sometimes* conquer a hex with a big number in one swell swoop. (Observations based on the ๐จ vs ๐จ mode) It is really hard to play a game when the rules are so obscure. An explanation would suffice, if these are not bugs, that is. |
| Apr 30 09:17:21 | 9m 31s | Soleil | ♥ 0 | 3rd person platforming, this is what hell must be like.... I could not even get to the first item. That small green platform is just an evil, slippery, frustration generator. Even the top down camera doesn't bloody help...... Raaargh! ๐ Pece to you too. |
| Apr 30 09:31:36 | 14m 15s | Cosmic Chaos Crunch | ♥ 4 | That was funny! Not that much fun though. You see the world is most certainly **not** small enough. It is trivial to stay away from the planet muncher. Even colliding with other planets is very rare. As such I managed to complete all the difficulty levels on the first try. Having a smaller level would make this much more challenging, i.e fun. The idea, presentation and humor are top grade gravy, so points for that! |
| Apr 30 09:50:24 | 18m 48s | Planet Taxi | ♥ 1 | I was the ๐ driver the planet deserved, not the one it wanted... or needed... It's complicated. The money certainly kept flying away ๐ธ ๐ธ ๐ธ. Even after memorizing all the hotspots I still could not make any money at all with these rates. This is not how a ๐ service works. You pay more the longer the trip, not less.... Oh well, there must a lot of competition I'm not seeing then. The difficulty could use some tweaking, is my point. This goes from Crazy ๐ to Impossible ๐ pretty quick. |
| Apr 30 10:04:30 | 14m 06s | Lead the Ants | ♥ 2 | The idea is, indeed, clever, but it doesn't carry the experience for long. I was waiting for additional challenges to appear, like competing ๐hills, ๐ warfare, ๐ฆ๐ฆ or ๐จ ๐! But nope, this is it. If the food supply is right next to your hill, it all basically boils down to: release pheromones, wait for 2 minutes... That is not interesting. I also get a lot of slowdown on the WebGL build once 20+ ๐๐๐ are marching around. This is a good base for something bigger. Keep at it. |
| Apr 30 10:20:25 | 15m 55s | Enceladus | ♥ 1 | It is a puzzle all right (deductive logic only). I find the mechanics fresh and interesting, but also somewhat arbitrary. It is very hard to envision where the astronauts are going to land after a collision with each other. Most of the time the situation just randomly resolved itself, leaving me unsatisfied. The move counter should count downwards, rather than upwards. The max move count seems to be 4 every time, but I also needed to test it every time to find out, which is a waste of time. Inventive work. I can applaud that. ๐ |
| Apr 30 11:28:57 | 1h 08m | Amoebros | ♥ 4 | A very impressive simulation this. Artificial selection at work. The speed and travel traits are somewhat annoying in that while they make the little critters faster, they also make their targeting skills really bad. Many a generation was lost to those amoebros circling around food, unable to steer into it due to the high speed. Selecting the best specimen is also tedious due to there being 21 samples to choose from. Less choices or better tools for sorting samples based on favored criteria, please. I would also change the *Terminate Batch* button to a *Speed up* button. I was very proud of my bacterial minions when they managed to off a ๐พ for the first time. Good work! |
| Apr 30 11:53:35 | 24m 38s | Murder Mitosis | ♥ 5 | Fun, fast, beautiful, inventive, well designed... What else is there to say? It would be amusing to see the kind of strategies a vivid multiplayer scene would come up with for something like this. Especially in a 2 vs. 2 match. At least against the AI it always ends up in the smartest player (me!) using the secondary action at the right time to smother everyone else amidst their own minions. Those merry blobs are adorable and deadly at the same time! Outright splendid work! |
| Apr 30 16:08:58 | 4h 15m | Caturday is today | ♥ 4 | I don't get it. All I can do is select a random combo of two actions and hope that it creates the "right mood" for the shot that, which for some reason I cannot even choose? The graphics and audio are top-notch, marvelous stuff, but the interactivity is so random and pointless. Maybe that is the point, maybe this is an accurate portrayal of a day in the shoes of a social media personality. In that case I'm glad I'm not one of them folk. Thanks for the reality check at least. |
| Apr 30 16:50:25 | 41m 27s | Trapped Inside | ♥ 3 | Feedback, well gee. A picture on the entry page would be a start. The controls should be told to the player, preferably in program, but here would have been fine too. It is rather ridiculous that someone had to write them in the comments (thanks for that @mdacoffee). Talking about the controls. Why are there so many? You could easily combine *Pickup item*, *Use item*, *Activate terminal* and *Select menu option* into a single context sensitive general purpose activation button, while the *Inspect object* and *Inspect held item* would also work as a context sensitive button. I don't really like these "adventure puzzles" as I like to call them. The problem is that, often times, they grind into a halt due to an arbitrary puzzle solution devised by a, presumably mad, designer. The solution: use every item on everything and hope for the best; and Lo! I had to do it here too with the security chip. I didn't get past the melted fuse though, so even my solution has a limit: how bored are you willing to be? The door passwords are randomized, that's good. Walking around is sooooo sloooooow! Not my cup of tee this. If you absolutely, positively have to continue making these types of titles, do invest in a hint system of some sort. Me, personally? There are all sorts of other type of interactive media to create. |
| Apr 30 17:06:08 | 15m 43s | New God in the Town | ♥ 3 | The idea is fine, but there are many lacks! Sometimes people get stuck going back and forth a small section of road, no matter which commands I give them. Other times they won't continue in the selected direction in the next intersection. I think every character should have a small, inconspicuous, arrow denoting their future turn direction constantly visible. The HUD is also a bit buggy. It keeps showing information about people who have already left. It's decent, yet bland. |
| Apr 30 17:20:34 | 14m 26s | Bullet Wrap | ♥ 1 | Arbitrary points 123! I like it. Gets very hectic in the end. The size of the world being your health pool is a clever idea, didn't realize it on the first playthrough. It seems every type of bullet hell enemy archetype is available, no small feat. With audio this would be quite something special, now it is just plain vanilla special. Good work! |
| Apr 30 17:33:12 | 12m 38s | Glade in the Sky | ♥ 4 | An acceptable platforming puzzle. I feel like I cheated with the moving boxes problem by walking on the roof, but then again I guess that is just thinking outside of the box. Having to climb the same ladders three times in the challenge on the right was a bit boring. Neat graphics. The audio has a lot of hiss and static, distractingly so. Fine job overall. |
| Apr 30 18:18:36 | 45m 24s | Small Planet Tycoon | ♥ 3 | A solid simulation, but not quite a game yet. You see, while there's a spectacular way to lose (and I did many times before getting the hang of all the stats) there's no way to win! A few different kinds of goals would have been nice, like get to 500 population, 50 ecology or 10000 industry. I got to two skyscrapers in the end, adding a third blew up the planet again... ๐ฅ How careless of me! |
| Apr 30 18:35:06 | 16m 30s | Space Hummus | ♥ 1 | How do you kill a space god? Moon sized spiky balls will do the trick nicely. Funny stuff all around ๐ The physics are a bit weird, you can ๐ง your way through most levels with the *horizontal no gravity jump*. At least they are consistent and not buggy. Great graphic and audio too. Well done! |
| May 1 08:00:36 | 13h 25m | SittingDucks | ♥ 1 | Ducks! Glad to see more of them, although this time in much more violent circumstances. The graphics are ok, the audio strangely eerie and a bit off. I don't think I got very far. Had very little time to lay eggs as jumping seems to be a rather effective measure against the asteroids already. The egg laying is a bit tricky too, there's no indication on when an egg has been laid as there's a delay of some sort. An audio cue would do the trick. That floating hat probably has something to do with them secrets, but I had no time to deal with it due to them ig bass asteroids. An ok job, I think. |
| May 1 10:04:29 | 2h 03m | Rocket Roller Space Polo | ♥ 1 | Man and Machine weren't created equal! One relies on high-tech weaponry, the other on common-sense (more the merrier!). This asymmetry is a solid basis for a ~~blood~~ sport. โฝ๏ธ๐๐ค ๐ค(I can't believe ๐ turns out to be a handegg!) Loads of fun, addictive even! Trying to get the ball onto an orbit around the asteroid is very challenging, but the benefits speak for themselves. The graphics and audio are simple and effective, more than adequate really. The focus is on the game and that is all that matters. Brilliant work all around! |
| May 1 10:26:41 | 22m 12s | Binary Glitch | ♥ 1 | I only got to around 1300 at best, although I think one could get pretty ace at this due to the healing grid. It is a great idea, which theoretically allows for really high scores. You'd need to be a wizard to pull it off though. I really like this one. The graphics are plain thus sharp and easy to follow. The movement could have been off the grid I think. It is somewhat tough to get used to, but it is not terrible by any means. Good work! |
| May 1 10:49:55 | 23m 14s | Incidental Dimension | ♥ 1 | I did not expect a box pushing puzzle based on the description.. Maybe there is some mind-bending stuff in here, but it takes a too long to get there and the restart puts you right in the beginning, so I have no idea. Checkpoints please! I tried again and went for a walk in the ocean. That was different at least. The graphics are neat though. |
| May 1 12:43:01 | 1h 53m | Dr. M Little's Planet Mass Overdrive | ♥ 1 | That was funny! The "true" ending was quite something ๐ณ Some sort of challenge would have been nice. Sure the population count kept dropping, but it is trivial to get to 1000 in that time. Not that I have any ideas, so.... A well made entry. |
| May 1 13:04:37 | 21m 36s | SUN GOD | ♥ 3 | A cool idea and well designed to boot. The audiovisuals are pleasing too. The controls could be simplified a bit. There is never a situation where I want to fly over a planet without landing. This is to say, having to press E to land is both unnecessary and error prone. Taking off needs a separate key though. The tutorial is indeed long'ish, but well written and funny enough to make it bearable. Good work! All hail the โ๏ธ ๐ถ |
| May 1 13:17:39 | 13m 02s | 42-Mikronikus | ♥ 3 | Neat little action score hunt. Well themed, the audio is great and the graphics cute and consistent. The graphics remind me of Kurzgesagt, but that might just be a coincidence. The shield didn't seem to always block the asteroids, could be the size of the shield collider or just my eyes playing tricks on me. Fine job! |
| May 1 13:29:32 | 11m 53s | Aliens vs Rng | ♥ 3 | A fine random generator & random event machine. It's not much more than that, but hey it does what it claims to do! The audiovisuals are great too (third on the Kurzgesagt bandwagon). The only bug I can find is the same event conclusion message sometimes repeating for multiple different events. Those aliens sure were aggressive. A 0 population planet is much more peaceful, my job here is done. RNG FTW! ๐ฒ |
| May 1 14:07:09 | 37m 37s | Earth, 3568 | ♥ 1 | A simple and clever idea. The music is very relaxing. Calculating the trajectories manually is very challenging and if the mouse controls worked this would even be proper fun. Right now it is rather annoying and frustrating due to the controls bug. Tested a bit and it seems that the mouse position is calculated from the top left of the browser window, not from the top left of the drawn area. Resizing the browser window to the drawn area size fixes the problem.... This is pretty great. You should still fix the mouse issue though. |
| May 1 20:06:05 | 5h 58m | Flatland | ♥ 1 | This is pretty cool! I'm a sucker for swarm strategy games so that explains why I can see through the lacking features. The only "real" omission at the moment is a proper challenge! The current level is way too easy. It might be the AI or just the initial population numbers. A set of increasingly difficult levels, up to nigh on impossible, would have been nice. Do continue working on this if you at all have the time. This could be great! |
| May 1 20:42:46 | 36m 41s | Bumble Jumble | ♥ 0 | The atmosphere is very mystical and eerie thanks to the vibrant graphics and the music, although I found the glitchiness of said music somewhat distracting. Eh, the gameplay itself is... ok'ish. Finding, collecting and moving honey around within a timelimit is certainly functional, but I did find the lack of enemies to shoot (you know, with the shooting mechanic!) a bit of a missed opportunity. The โจ๏ธ and ๐ญ controls are just fine, btw. Pretty good work this. |
| May 1 21:18:58 | 36m 12s | Planetary Infestation | ♥ 3 | This is great! I'm a *big* fan of Descent style *six-degrees of freedom* movement systems so *big* points for that. On the first stage I kept thinking that there should be some caves on this planetoid. What a nice surprise you had in store for me! It is not all โ๏ธ and ๐น ๐น though. The turrets get a bit boring in the long run. They are truly challenging only in the last chamber where they are all around you. Some sort of moving enemies in the first two levels would have been neat-o. Proper good work this here! |
| May 1 21:27:12 | 8m 14s | Moon Dozer | ♥ 1 | That GIF! Funny idea and the music certainly elevates it to a new level..., but there is no challenge of any sort. Well, I guess I can chalk it up to *experience* and be done with it. This is a funny and enjoyable short experience. Good work! |
| May 1 21:50:28 | 23m 16s | The Little World | ♥ 1 | Intense! Mostly for my index finger unfortunately... The idea is, in all honesty, brilliant. An ever increasing challenge testing your dexterity, quick wits and carefulness. The problem here is many fold. Selecting the right tool for the right job is really easy, thus the carefulness aspect is a dud. If you needed to change the tool in between a task, for instance clean ๐น twice then water once, carefulness would play a much bigger role in the proceedings. Quick wits aren't really needed as each task clearly signals its urgency, meaning the order of doing things is obvious. This is good UI design by the way so challenging the decision making part of the brain should be done some other way. We are left with dexterity and, boy, that sure is required. Got to around day 30 and at that point, trying to click a ๐ 5 times in a row is a bloody nightmare! Maybe the complexity and amount of tasks could increase instead of the rotation speed of the planet. After all, why is the speed increasing in the first place? Well, I do still like it due to the strong idea and competent execution. It could be really something special though. |
| May 2 07:57:09 | 10h 06m | Limited Space | ♥ 3 | The idea is intriguing and the presentation top-notch. Unfortunately the design leaves a lot to be desired. That timer, what is it for? The timer is completely arbitrary and unnecessary. You already have 4 resources to limit the time flying in space and gathering resources on land. Here's my suggestion. Traveling in space doesn't consume a lot of food or water, as most/all people are in hibernation, but flying consumes fuel and shooting consumes metal. If you run out of fuel the ship will just keep drifting forward until it hits an asteroid and blows up or hits land, a last chance for the crew to collect resources. Being on land consumes food and water for each working astronaut. Idle astronauts consume no resources at all. This gets rid of the annoyance of having to quickly order the workers to their posts if the resources started draining the moment you land. With these modifications choosing when to land and when to fly is a much more natural and compelling decision, me thinks. More asteroid and junk floating in space would also add to the risk/challenge of flying, consume more ammo making metal collection more pertinent and just make the whole thing more fun and thematic (in relation to your own *the sun has exploded* idea, that is) So, good work on putting it together. Some more design and play-testing would have helped. |
| May 2 08:07:24 | 10m 15s | Ultra-ninja VS falling zombies | ♥ 4 | If you want more people to try out your entry you need to make it easy to run on as many platforms as possible. I, for one, am not going to install a bunch of programs to play a single LD entry, there are so many others running directly in a browser for a start! |
| May 2 08:26:12 | 18m 48s | Colorfly | ♥ 1 | The graphics are fine, they look much better in the stills than in motion. The poor ๐ฆ has a serious impediment in its left wing. The audio is also quite good, fits the mood to say the least. I missed two trees and got the *bad* ending I guess. I simply cannot be bothered to play again. It is a slow and mostly trivial experience, when it comes to challenge. There is no decision making, no quick thinking required, just these small dexterity challenges between the even simpler flying around stages. I can see what you are going for, but it sure could have used some more thought on the interaction side of things. |
| May 2 09:56:37 | 1h 30m | Abaddon | ♥ 0 | This is a technically impressive entry, although the excessive transparency in the projectile particle effect tanks my frames on higher settings. Designwise you are on much weaker ice. It is very similar to Devil Daggers in style and idea, yet falls short on the gameplay front. The shotgun attack is way too weak to be of any use and simply circle strafing around enemies is more than enough for a competent score. There is no incentive to stop, collect the health pickups or try any daring jumps amidst the enemies. You'll just get hit. Ok entry this. Too much of a clone for my taste. Some sort of a unique gimmick could have saved it. |
| May 2 10:44:49 | 48m 12s | Down the Rabbit Hole | ♥ 5 | The ๐ฐ ๐ฐ ๐ฐ might not have the smarts, but they've got the numbers! Funny how going in to find a single wascally wabbit ends up in the systematic termination of a whole bunch of them. What is this magician up to really!? Neat retro graphics, the music is splendid. Hit my nostalgia bone pretty hard that. Quality work! |
| May 2 11:32:11 | 47m 22s | Solar Smash | ♥ 0 | Simple and functional. Not the most exciting entry truth to be told, the novelty wears off quite quickly. The gods seem to like it though. |
| May 2 12:56:28 | 1h 24m | Tetripolis | ♥ 3 | A well thought out puzzle this one and I even enjoyed playing it, to a point. There is one design aspect that I don't exactly agree on though. There are two separate challenges in each level. How to fit all the puzzle pieces together to win and how to maximize your score? Problem is these two challenges don't overlap much at all. You first need to figure out how to fit enough pieces in, memorize the order or write it down and then play again this time matching the best scoring pieces in the right order. The scoring itself is a massive optimization problem as well due to the vast amount of possible combinations created by the rotations. I'm not a big fan of brain melting puzzles. Managed to get 1300 in lvl. 10 which is most certainly enough for me. Otherwise a well made entry, some people will like it more no doubt. |
| May 2 15:18:05 | 2h 21m | Humanity Simulator | ♥ 4 | IN THE GRIM DARK PRESENT HUMANITY IS DESTROYING ITSELF! Gee, thanks for the morning optimism... Driving around in a bulldozer, reaping the benefits of capitalism, sure is *funny*, but not that much *fun* really. The number one problem: Why do I need to keep picking up money? In fact where does the money come from? The ๐ฒ๐ฒ๐ฒ? I'd prefer a streamlined version. Felling trees yields ๐ฐ, which automatically goes to your bank. Factories and such spend the planetary resources and convert them to sweet, sweet ๐ฐ, which also directly goes to your bank account. The ever increasing toxicity of the planet could start spawning in mutant species which attack your company assets. Invest in turrets and other defenses to smite them devils... Uh, I'm feature creeping again it seems. Fine work, for the most part. |
| May 2 19:25:42 | 4h 07m | Cell Division | ♥ 3 | 251 seconds! Kind of tough, couldn't sustain more than 5 cells at a time, very aggressive assault all around. Quite a different take this, when it comes to technology and design. Organic shapes and behaviors aren't usually explored much, neither is C++! The graphics are neat-o indeed-o. Good work! |
| May 3 06:33:34 | 11h 07m | Small World Mining Company | ♥ 1 | Neat idea and competent execution. The graphics are nice and simple. The audio is less nice, but simple at least. The challenge doesn't exactly ramp up much. The random AI is more annoying than anything really. Also after dying a few times it booted me back to the first level. I would have liked to continue playing, you know. An ok job! More emphasis on challenge would have been nice. |
| May 3 06:40:05 | 6m 31s | More than a Pixel | ♥ 3 | Haha! I like the *twist*. I didn't read the description so it came completely out of left field. The platforming is simple, but surprisingly enjoyable. Somersaulting over enemies as a Ninja is rad! The boss battles could have used some work. They are very, *very* easy. More projectiles on the screen, please. A checkpoint just before the boss would be nice too. Good work! |
| May 3 07:27:15 | 47m 10s | Mini Shaders | ♥ 1 | I'm pretty sure there is a bug in the comparison operator or the plus operator or my head... When I have the following commands: X + Y R < 3 SET The whole screen becomes green! Except when it doesn't. Sometimes the value of R gets reset to 0 or the assignment just doesn't work. Then I restarted the program and managed to complete all the levels just fine. That is a *bit* weird in it? Other than the bug I really like it! Good work! |
| May 3 10:15:03 | 2h 47m | Supermarket Sneak | ♥ 5 | Great idea and graphics! There's always room for more stealth entries. ๐ต I couldn't get to the end no matter what I tried as whenever the camera moves the character becomes very slow... on Firefox that is! Tried on Chrome and managed to finish the first time around as there's no slow down at all. Weird that. Good work otherwise! |
| May 3 10:27:10 | 12m 07s | Deja Vu | ♥ 0 | The graphics are cute and tidy. If only the witches did something more interesting than just say *"HI!"*. The challenge is valid, but ultimately boring and, of course, at times infeasible due to the RNG. The only way to find out if the level *can* be completed is to try to finish it at which point you've already wasted your time... More interactions please. Witches can use magic for a start, so how about teleportation, shape-shifting, flying....? |
| May 3 15:19:31 | 4h 52m | The Infinitely Small Room | ♥ 1 | Interesting idea this. First time I've seen a functional level editor with global uploading in a jam! Mighty impressive. I tried to make a level, I really did. I got the hang of the interaction system looking at the examples and even got close to finishing one, but then I tested the level, walked into the exit and it automatically loaded a new level erasing all my work! ๐ฑ Not the best user experience design pattern that there. |
| May 3 20:15:48 | 4h 56m | Suds of War | ♥ 3 | The graphical theme is cute and the assets themselves simple and effective. The audio doesn't work for me at all, had to turn it off pretty much immediately. Played one round against the AI. I moved my ships cautiously in the mist. The enemy got to us after a few turns, but not quite to attacking distance. Next turn I sank two of their ships winning us the war right there. They didn't even shoot back! I think that last bit is the biggest problem here, the massive bonus to attacking. Usually in light strategy titles, for instance Advance Wars and its freeware sibling Battalion: Vengeance, the defender also gets to attack with a diminished force. To offset the attackers advantage even more long range artillery units can be strategically placed to deter rushing. Ok job in all. With some tweaking this could be pretty darn fine. |
| May 4 06:38:35 | 10h 22m | Momma ZILLA | ♥ 1 | The babyzillas were pretty eager to eat missiles... Simple and competent. A bit too easy really. Would have liked the Mommazilla to have less HP, or the missiles to deal more damage. Healing is so effective that challenge goes out to window at the same time. Pretty ok this. |
| May 4 07:09:18 | 30m 43s | RSV Resourcer | ♥ 1 | It is a great idea this, the graphics are neat and clean and the VO is funny. Reminds me of Startopia that last one. Unfortunately the bugs and lack of feedback totally deflate the whole experience. For starters it doesn't work on Firefox, that is worth a mention in the description. The RAM fills up, with no given reason. It could be interesting if a situation elsewhere required the AI to use up a part of its resources for a time, but no. This is merely a bug. Another idea for the RAM issue is to make it into a *fake memory leak*. In other words, you'd need to reboot the processing unit and flush the RAM every once in a while due to *faulty programming*. Building new units, when the RAM is full, gives no warning sound or effect. It would also be nice to see which constructs and agents, if any, each mental grid has on the cryopod screen. Lastly there's the issue of progress. There doesn't seem to be a goal of any sort. When does my shift end again? This needs work, but there sure is potential. |
| May 4 07:38:04 | 28m 46s | Savannah | ♥ 1 | Beautiful presentation and once I got the hang of running it was even surprisingly tense. Until I realized that I can just stay near the starting pond and not be in any danger at all... There are other related issues too. The running controls, very tricky as mentioned, cannot be practiced in peace! You need to be in danger to try them out which means I ended up dying a dozen times practicing. Going out of my way to find danger is an *antithesis* to the whole experience! There should also be some sort of a goal to push me forward, to make me move and take risks. For instance you might want to join your peers over yonder. The only way to them is through the danger filled Savannah... That would also work thematically. Solid work. A few tweaks here and there would elevate this to a whole new level! |
| May 4 07:55:55 | 17m 51s | Planet Bash | ♥ 3 | A challenging (i.e, fun!) entry. Bashing is very enjoyable due to the sweet, sweet juiciness. Quality looks and sounds too! A few niggles of course: - Keeping the bash button down should bash again and again. Timing your bashes is a rare choice used in dodging. Most of the time I just want to continually bash away. - Missiles should always be build on the surface of the planet. It is a risk trying to destroy them before launch and as such a compelling choice. You should always give the player those. Good work! |
| May 4 12:22:46 | 4h 26m | Superbugs | ♥ 3 | A well designed and enjoyable puzzle. With bigger levels and larger effect areas per drug this might become very challenging and tricky indeed. Thematically the current levels are fine, but they do get less challenging as they go. The last level is jam packed with viruses, yet it is much easier than the previous levels because there are less positions to put drugs on and each position is more obvious. Good work! |
| May 4 15:22:27 | 2h 59m | Gold N' Steam | ♥ 1 | A neat simulation, the graphics are clear and stylish. It only needs one more aspect to be a game, if that's what you want that is.. **A timer!** Try to get to 100 points as fast as you can. Well ok, you also need a highscore (lowtime?) system, but that's besides the point. Fine work! |
| May 4 18:59:32 | 3h 37m | Warpy's World | ♥ 0 | Positives first. The presentation is rather neat. Hand drawn art has that genuine jam quality to it. To the negatives! The cloning mechanic is rather buggy (even in the post-jam version). No matter what, the *clone* ๐ฑ always spawns on top of the *real* ๐ฑ. Pressing the key down does nothing special. Trying to solve the levels then become this weird glitch movement fests where I try to position the clone somewhere else by repeatedly falling and moving at the same time... *Doesn't seem like the intended behavior to me* The *clone* ๐ฑ can also walk through walls.... Kind of makes sense as it is a ghostly apparition of sorts, but once again... *Doesn't seem like the intended behavior to me*. After all that glitching a "Congratulations!" screen would have been a sight for sore eyes, but I guess I'll have to do with perpetual rain. |
| May 4 19:19:29 | 19m 57s | This Plague of Mine | ♥ 3 | There truly is no salvation for these people! I'm completely in the dark when it comes to the meaning of all this. Most bizarre entry I've seen so far, no doubt about that. Got to 1803 in the end. Getting a 2-3 bird combo and then impaling the poor sod onto the tree of woes did the trick. The South Park ๐ฎ did nothing of use. What a valueless ๐ฎ that! It does what it sets out to do. No bugs, not problems....If only I had the faintest idea on what the actual is going on down here. Good work?! |
| May 5 06:46:29 | 11h 27m | The Czar, the Demons and the delicious Midnight Snack | ♥ 1 | Funny intro, always a fan of anthropomorphic veggies me! ๐๐ฅ๐ The gameplay is simple. It works, but doesn't seem to get any harder as time goes on. It is a bit on the dull side due to that. When death finally comes, it is a completely random mixture of all the hazards trapping you to a corner or some such nonsense where you have no way of affecting your fate. I think the main reason for the lack of a steady challenge, apart from the random hazards, is the mouse controls. The planet is so fast and responsive that dodging slower, less random, dangers would be trivial. With a maximum speed and some inertia the dangers could be toned down and increased in number over time, resulting in a less chaotic and random experience. Maybe you want it to be chaotic (it's the ๐ we are talking about after all), in which case disregard the previous comment. Some juicy effects, like particles and camera shake, would have gone a long way in increasing the feel of the core loop too. Competent entry overall. |
| May 5 14:45:45 | 7h 59m | Plutus | ♥ 1 | Funny premise, neat graphics and solid design. Yet there's one user interface issue that got me killed 3 times and I simply could not stomach the slow beginning crawl for a forth time... The issue: No indicator for the sun! I could not elevate Plutus to Grandeur, I only managed to hurl it to the sun... The glow around the sun should be much bigger and there should be a menacing burning sound attached to it. To add insult to injury the collider of the sun is much bigger than the graphic. Sunshine and happiness to all! โ๏ธ Other than that, I kind of like it. |
| May 5 16:17:42 | 1h 31m | Entropy | ♥ 0 | Online Multiplayer in a jam is not something you see every day, props for that (although I'm unsure if I was playing against humans or bots... No-one but me was calling out for attention!) The audio and graphics are neat too. The exercise itself (as a twisted fire starter at least) is rather pointless and boring. The should be some kind of a build up of tension over a match. A simple, say 6 minute, timer would have sufficed for a start. Rousing and dowsing fires could have a resource cost as well, meaning you couldn't simply spam away. Solid effort. |
| May 5 16:25:06 | 7m 24s | Pond of Doom | ♥ 3 | Heh, HD photorealistic pseudo 3D. Respect for the effort, but why?!?!?!?!?! The game itself is simple and even fun after a while (so many hostile ๐ฆ๐ฆ๐ฆ, why?!?!?!?!?!) Even more respect for the ๐ฆ๐ฆ๐ฆ, btw. The render is very cute, you don't happen to... **looks at source** Bloody 'ell, I just knew it wasn't a 3D render! This time I really should have believed the PR hype machine. (Don't take this the wrong way, but I made [this](https://drive.google.com/open?id=0B5WlmwXeslACQXFzazlRRGJtV3c) just for fun!) Great work! |
| May 5 18:09:16 | 1h 44m | Cooldown Odyssey | ♥ 0 | I don't understand French, but that only adds to the alien feel of it all. Now I'm here to COMMENT, so let's get to it. The graphics and audio are nice... There's no way around it, I have no idea what is going on!!! Hovering over the gauges shows their current level. That is bad GUI design, except if it is used to emulate the fact that Zoรฉ there can only look at one of them at a time. Clicking some of the icons with the left or the right mouse button increases the gauge level. Unfortunately this doesn't work for all of them. So that is where my journey ends. I now how to increase visibility ๐, but not how to stay on target โ๏ธ A translation would be nice, is what I'm saying. |
| May 5 18:27:23 | 18m 07s | Caelium Alpha | ♥ 1 | Is it a digital game? Is it a digital puzzle?! No, it is a digital orrery! The first one I've ever seen and, by default, the best one I've ever seen! Pretty cool really. I'd like the camera zoom and movement speed to be faster (or even adjustable). A "Follow orbital" button would also be quite neat. Good work! |
| May 5 18:54:25 | 27m 02s | Virus hunt | ♥ 0 | HIV stands for Human Immunodeficiency Virus. HIV-Virus stands for... You see the issue? Pedantry aside, the game, apart from the graphics which are a-ok, is also less than stellar. Pac-Man is a proven concept, a true classic which has stood the test of time. It is still fun, that is. Your version has some issues, starting with the controls. Pac-Man cannot stop *ever*, he does not get stuck on walls, he cannot turn on a dime and if you do change direction while Pac-man is moving in a corridor, he will remember that and take the next turn in that direction. Next, the design. With a proven concept you might not want to change anything, like to implement a life time timer? Why not simply add in more and more HI-viruses over time. Eventually the player will hit one and lose. You should also show the score on the *Game over* screen. So, yeah. The effort is there and it is functional, props for that. Unfortunately the movement issue and the new design make it unfun. |
| May 5 19:18:27 | 24m 02s | Lazy Taxi | ♥ 0 | Interesting twist. The timer going down while driving without a passenger and going up when driving with a passenger is very nice design! The passenger anger rises somewhat erratically, It should rise more when you are close to the target so that you couldn't simply drive right next to the target and slowly joyride around it until the anger level tops out. The driving mechanics could be improved too. Drifting! Where is it? Also it is not really an *ANGER BAR* if all you have is a number. *ANGER LEVEL* maybe? ANGER BAR sounds like a very unpleasant place ๐ |
| May 6 06:58:57 | 11h 40m | 2M2V | ♥ 0 | An interesting tech demo. The graphics are fine too. The gameplay front is lacking though. It is really hard to see the bots for a start. The movement system is a bit janky too. You can get stuck on the pillars mid-air and the camera jerks in an annoying way when landing. A solid beginning for a arena shooter, or something like that. Good work. |
| May 6 15:45:25 | 8h 46m | More Room! | ♥ 4 | I love swarm strategy, so this is right up my alley (to criticize!). I second the automatic troop sending feature. It is a must and a mainstay in similar titles. Another nice mechanic is setting the troop sending percent to anything from 0% to 100%, the scroll wheel is fine for this purpose. I can recommend two swarm strategy titles on Android: Starlink and Auralux. They are both extremely well designed and fun. (It seems Starlink is playable in the [browser](http://starlink.tasharen.com/) too, with the old Unity Web Player plugin) Good work! |
| May 6 16:10:47 | 25m 22s | Talkies | ♥ 0 | **196X - LA, USA** Ladies and gentlemen! We give you the internet, a series of tubes which will connect every human on the planet! *HUZZAH!* **Everyone joins up** **The next day** No sir, I cannot dial you up just now, there's a blocking connection right over there you see. Could you move right next to your friend please, then we are in business... What do you mean you don't need our services anymore? Talked to them face to face, *you did what now!* **Later that day** Gents... We need to rethink our strategy, technology and lives. **Humanity reverts back to the stone age** ... A nice puzzle. Easy but pleasant. Fine work! |
| May 6 16:48:43 | 37m 56s | COSMOMOMOMOยบ | ♥ 1 | Took me a few tries to get the idea, but managed to finish all levels once it clicked. The *reunion* scene has a nice atmosphere to it. Now there are two issues, both of which have been pointed out before; but let's recap anyways, why not? The first impression is not clear. It all feels very counterintuitive until you figure out what is going on. Secondly there really is no challenge after you do figure out what is going on. Shoot everything in the same general direction, move to the side and wait... easy! There could be all sorts of things to spice this concept up, for instance gravity modifiers, more enemy types, immovable obstacles that the bullets bounce off of, multiple cosmomomomos to keep alive (as in the last scene)... Stuff like that! Otherwise very innovative and well made. Congrats! |
| May 7 18:01:32 | 25h 12m | Escape from Sytlanta | ♥ 1 | *Turn-based*, *hexmap*, *treasure hunt*, *low-poly graphics*. This was made for me! (I choose to believe) Played both versions. The graphics and audio are neat in both. The post-jam certainly has many improvements which I agree on (auto search, thank goodness!). There's still one GUI feature which doesn't make a lick of sense to me. The *This hex has already been searched* checkmark only shows if the hex has not sunk at all. Why? This defeats the whole purpose of the checkmark. The map size is also a bit big for being *a small world* on paper. I'd prefer a small enough map to fit on a single screen; with fewer, more impactful decisions to make. Good job overall. The mechanics could be tightened up is all I'm saying. |
| May 8 10:46:38 | 16h 45m | World Conqueror: Rule the Seas | ♥ 1 | Neat old-school idea and solid execution. Reminds me of Desert Strike and Return Fire, except on the high seas of course. One user interface problem though. So... much... clicking. An under-powered rapid fire weapon should keep firing when the button is held down. In fact I even tried to make a version with auto-fire, but your source repo is missing all the prefabs and the whole level so that wasn't really feasible. Ok job in all. |
| May 8 11:29:27 | 42m 49s | Cartography | ♥ 1 | Cartography is *a first person puzzle (plus walking simulator) game*. When you make something you should call/label it using the most specific terms possible. I was rather intrigued by that description, but what I ended up trudging through was a *first person maze*. I'm not a fan of mazes. It is the one puzzle genre that I really dislike. The reason? Mazes are mostly an exercise in patience, memorization and very little deduction. They don't tax the logic part of my brain much at all, which makes them boring (*to me*). In other words I'm just going to talk about the rest of it. The graphics and mood are rather nice. The colored fog is a neat touch. The structure itself is needlessly big and you cannot sprint. There should also be some other sights to see I reckon, the dull grey corridors get dull indeed. Taking your inexperience with the tools into account this is a solid entry. |
| May 9 17:48:24 | 30h 18m | Space Migrator | ♥ 1 | Great idea and solid execution. Way too easy and short, but that is expected for a jam title. My major complaint this time, as usual, is the controls. An age old problem really, if the house is below the planet the controls seem reversed i.e. pressing right moves the house left. One way to go around this problem is to use the mouse instead of the arrow keys. This would also be a mobile friendly input system. Good work overall. |
| May 9 18:15:03 | 26m 39s | Small World Sim | ♥ 1 | I quite like the presentation. The dithered night and day animation has proper retro appeal. The GUI could be much prettier and less verbose, but that is a minor complaint. The major complaint then: The stats make little sense. Why does the birth rate go up every month? Why are the *prizes* for the goals mostly negative? How come the population can grow indefinitely? There are also many typos and less than stellar grammar... Pretty good work, despite the negatives. |
| May 10 09:06:34 | 14h 51m | Adventure Owl Meets the Mole Men | ♥ 1 | The graphics are nice and the music great even. I enjoyed the progression too. It seemed impossible at first, but there was a nice little surprise down in the caves! A few complaints: The WebGL version is rather sluggish, a bit of optimization would do it good. The owl itself doesn't quite look like an owl to me. More of a hawk with that beak... Have a reference ๐ฆ Other than that, good work! |
| May 11 16:52:52 | 31h 46m | Transistor Soup | ♥ 1 | Had to look up the solution for XOR, *not* used to hardware logic me! The rest was much easier, even if my bit counter is a *bit* messy... BitCounter.PNG A solid, fun and educational puzzle! Edutainment anyone? |
| May 11 19:47:48 | 2h 54m | The Bugs World | ♥ 3 | A functional real time swarm tactics title. The graphics are fine, some audio would have elevated the presentation to a new level. The design is *overly* simple. There is never any reason to attack the enemies before all the food has been consumed. As such winning simply comes down to quick clicking rather than any interesting strategic thinking. **Rush, my pretties!** ๐ ๐ ๐ Well put together, but you should revise the design. |
| May 11 20:21:08 | 33m 20s | Petri-geddon | ♥ 0 | Neat theme and graphics. I also like the turn based tactics design, except it is veeery slow to play. Each microbe taking a turn at a time, slowly ambling about and then it *crashed* ๐ฅ I had about 10 microbes sitting around, not one being able to terminate an enemy. Growing fat and complacent and then it *crashed* ๐ฅ It also *crashes* a lot, and I mean a lot. Could not finish one match completely. ๐ฅ๐ฅ๐ฅ |
| May 12 06:29:21 | 10h 08m | A Mote in the Dark | ♥ 1 | A competently made entry. The graphics are fine and together with audio contribute to a strong mood. Unfortunately I do have a massive problem with the design, you see I'm allergic to *clicking*. The less *clicking* I need to endure the better. So how could you reduce the amount of *clicking*? For instance, the motes could attack and collect the orbs automatically at a speed relative to their energy level. The player's job then would be to manage the energy flow between the motes, diverting the flow when the situation calls for it. Just an idea. Ok job in all, but not for me! |
| May 12 06:36:29 | 7m 08s | Chuck and Bull | ♥ 3 | A relaxing experience all right. It is not everyday that I get to roleplay a hillbilly farmer with a hot wive, one stud of a bull and my very own floating isle. Some sort of a purpose would add a lot. Here are a few ideas: - The *prize bull of the year* competition is coming up. Groom Ben the Bull to top shape. - Your loans are due. Figure out a way to earn enough money or to wiggle out of them somehow. - Just survive. It is a floating rock, how often does the trader visit again? Nice work on the audiovisuals. Interactions are next! |
| May 12 07:37:07 | 1h 00m | Satellite Bash | ♥ 1 | The graphics are fine. The physics based gameplay reminds me of Hammerfight, while the theme is very different of course. I'm not too keen on the progression system. It is a jam title, people want to play it and have fun, not to grind for the good stuff. In this case the good stuff is also way too good. The satellite lazors kill any challenge whatsoever. Solid entry. More physics based shenanigans, less easy mode lasers plz. |
| May 12 14:53:37 | 7h 16m | Goo Game | ♥ 1 | This here is quite an innovative puzzle. The graphics and audio support the design brilliantly. The GUI graphics are the only blackmark in the presentation front. I really enjoyed all the levels. Then I hit a surprise *Game over* screen all of a sudden. Not sure if that was the last level or what? The level transition is also just an instant cut. A small delay and audio cue would improve the experience I reckon. Splendid work! |
| May 12 15:28:21 | 34m 44s | tinyArk | ♥ 1 | Oh man, the idea is great. The execution not so much. Two issues: The GUI isn't intuitive. I tried everything in order to clear the capsule and ended up restarting the level from the menu. It turns out you can cycle each organism back to zero it you click it three times? A *clear all* button and right click to reduce the amount of organisms would be nice. There isn't enough feedback. I finished the second level by filling the planet with so much stuff that everything died and then sending in the required organisms. Not sure if this was the way to go, **but it worked!** The *consumes* and *requires* fields aren't exactly clear either, especially due to the icon colors. Some hints here and there would do really. This could be something you know, but it requires work. |
| May 14 06:38:46 | 39h 10m | Giant Steps | ♥ 0 | It's a puzzle alright. I found the levels to be quite easy to solve logically, but not otherwise. That is to say I too will moan about the controls. Basically all of this has already been said, but it bears repeating. Every puzzle ever should have an infinite undo function. We are not talking about games (inductive logic challenge) here, we are talking about puzzles (deductive logic challenge) so having an undo feature doesn't ruin anything (unlike, say, racing games with a reverse time mechanic **Shudders**) Another issue, a bigger one I reckon, is the keyboard controls. Why keyboard to begin with? With mouse controls this would be a cinch: left mouse button to move, right to pick up and drop. A mouse control scheme would also translate to touch devices much easier. Puzzles are great on touch devices so choosing the control method is a very important development decision indeed. The design and the graphics are fine. Some audio would have been nice, surely there must be loads of freeware jazz out there. Good work. |
| May 15 07:53:18 | 25h 14m | Group Traffic Control | ♥ 3 | Multiplayer is always a tough sell in a jam. Online multiplayer especially due to how much time it takes to get it up and running in comparison to local multiplayer. You need many people to play at the same time and like everyone else I wasn't lucky in that regard either. There's little point playing this alone, but I did anyways. Some technical points. The roads exhibit a lot of z-fighting, i.e they flicker due to being too close to the ground. The GUI isn't super clear about constructing buildings. Basically it should show a grayed out button for buying a house with the price show too. In fact the price should be visible at all times. It is important information. I do like using the road network and the traffic lights for competitive antics. The opponent has a direct route to a workplace? Add an intersection or two to force them to deal with the traffic lights. Then add a house next to theirs so any traffic optimization they do also benefit you. Cool idea,but making an AI would have been a better use of dev time I think. |
| May 17 08:17:00 | 48h 23m | Galactic Dwarfare | ♥ 0 | Another solid swarm strategy entry. I like these a lot, so don't worry about it! More challenge would be most appreciated. Simply ramping up the AI thought process would be enough I wager. Audio could be really interesting taken your *space dwarves* theme. ๐บ ๐ ๐บ ๐๐บ ๐ ๐บ ๐ข ๐บ ๐ Well done. |
| May 17 08:39:16 | 22m 16s | Pong of Gods | ♥ 4 | Splendid idea and solid execution. It is rather easy to get carried away by the planetary combat, forgetting that you also need to play pong! I really like the level of challenge involved in keeping tabs on two concurrent problems. Good work adapting an old classic to the modern, *violent*, age! ๐ ๐ ๐ฅ |
| May 17 11:40:05 | 3h 00m | Yourselves | ♥ 0 | The graphics (cor, shaders!) are mighty pretty and the design, while tried and true, is well realized. Unfortunately the user interface commits the oldest sin in the book of UI design: It wastes my time at every opportunity. Let's have a *sin list* shall we: - When a character reaches its goal I still need to wait for the rest of the characters to finished their movements. This downtime should be automatically fast forwarded so that I can start moving the next character right away. - When a mistake is made, the only thing to do is to restart the whole level. An option for restarting the current character would be much more efficient in cases where the previous characters are already doing the right things. - Traps! Why are there areas that a character cannot get away from? Falling into these is an instant restart. - Jumping! The window for making a successful jump is somethings very strict. In fact, you have to jump when the character is already hovering in air over the edge. Took me a while to get used to that. Note that the second two issues are problematic namely due to the first two. Basically, once I've already figured out the logic of the puzzle, completing the level should be a breeze not a slog. That might sound like a lot of negativity there, but no worries. They are relatively small things in comparison to the rest of the project which is just fine. Good entry overall. |
| May 19 05:39:58 | 41h 59m | Gravity Wars | ♥ 1 | The presentation is neat (and funny!), but the effects look much better in the screenshots than in actual motion. There's an odd delay to the gravity well effect and the movement of things in general is very... floaty? They don't seem to have any mass at all. I'd prefer to use the gravity well to fling the bombs around as physics based shenanigans are more interesting than the usual *pew pew* nonsense, but the area is too small rendering it finicky to use at the moment. Lasers are a much safer bet, except when they wrap around the world and hit you in the back side. I do like that idea! Overall an ok entry. The interactivity in this *highlyinteractive* production is lacking unfortunately and I find that disturbing. |
| May 19 19:40:30 | 14h 00m | Age of Utan | ♥ 3 | So this is what the Monolith did before retiring on Jupiter... Chill pace, smooth music and a neat little *plane*t simulation. I build a utopia for the rascally imps; they frolicked peacefully and everything was bliss... Until I got bored that is. An ice age took care of them there creatures. The problem: lack of challenge. Sure shooting down asteroids becomes slightly more difficult as the size of your plane grows, but that is too little too late. *Moar asteroids! MOAR!* *Ahem*, Fine work on the presentation front. Couldn't find any bugs either. |
| May 19 19:57:21 | 16m 51s | Odd Ball | ♥ 0 | This is not really a puzzle as there are no deductive logic problems to solve, in fact it's not even a game as there are no inductive logic problems to solve either. I'd call it a *pattern matching challenge*, plain and simple. **Nitpick end** I like it. I'm not very good at it all things considered, but that just means there's room for self improvement. I wager you could use these kind of challenges to rehabilitate patients (of some ailment, not sure what exactly). *Health tech*... Hmm, there's money in that right? Anyways, good work! |
| May 19 20:25:37 | 28m 16s | Masked | ♥ 1 | Absolutely murders my computer this: 15 fps at best. Not your problem really, I've yet to play a U4 jam title which didn't do the same... Seems alright based on the small segment I played before it dipped into single digits. The weapon are a bit anemic, more effects and recoil would fix that. |