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| Timestamp | Since previous | Game | TerraCottaFrog's comment | |
|---|---|---|---|---|
| Apr 30 02:18:02 | Island Guard | ♥ 3 | I like the idea of the shrinking island. However, I feel like there could have been a bit more variety of enemies. Movement also became tough when the island was small. WASD controls would have felt better overall. In the end it came down to clicking speed, which actually got a little bit painful on my hands :P As some others have said, autofire could be boring, but I think with a really powerful sound it could still feel great. The art style is nice and simple, which is good. Very easy to tell what is going on and the colors have a nice appeal to them. Good work. | |
| Apr 30 02:20:57 | 2m 55s | The Tiny Astronaut | ♥ 4 | I LOVE the art style. The colors are nice and the simple graphics are good for a game like this. It is very clear what is deadly and what is not, with the possible exception of some of the deadly clouds. The description of the planets in the upper right corner is very clever. The way it mixes the lore of the game with informational content is really great. Where the game falters, though, is in the hitboxes. Most times when I die, it is because of hitting an object which the player was not even touching. This was first apparent with the aliens. The hitbox should be constrained to the player's sprite and the enemy's sprite, not the box around them. With that simple fix, the game would be vastly improved. Sound would also add a lot, even some bfxr sounds created in a few minutes. Good work, especially for a first jam! |
| Apr 30 02:22:55 | 1m 58s | AXL-5 | ♥ 3 | Really fun, excellently polished game. I love the design of the player character and the music choice fits each level very well. The only real complaint I have with the game is the final level. In some areas the player must jump in front of bullets that they cannot see. (unless I'm missing something.) This just feels unfair and puts a damper on the whole experience. Of course, I don't really play many very punishing platformers so I may just not be used to that style of gameplay. Overall, amazing work! (btw I found him in the first two levels :) |
| Apr 30 02:24:14 | 1m 19s | Our little island | ♥ 3 | Really sweet <3 I love the idea, and the graphics and sound are great! In terms of graphics, the sketch art integrated with the natural photography gives a great effect. I feel like their could have been some subtle atmospheric effects around the island, just to lend a little more life to match the soundscape in the background. In terms of audio, the design was fantastic! In terms of gameplay, I feel the game should have been sped up somewhat. The little brother needs too much food, and he does not fetch enough sticks. For me at least (I don't know how much random generation affects the play time) the game dragged on a little bit too long. One more random event could also have been helpful. That's obviously just my experience and opinion, and I'm sure many others would disagree. Fantastic work overall! Best mood of all the games I've played so far. |
| Apr 30 02:28:16 | 4m 02s | A Social Network | ♥ 2 | The concept is great, and the inclusion of computers as an element is really clever :) Embracing the ability of the game to create puzzles would have been good to see, but it looks like time constraints prevented that. In the absence of that it may have been better to remove the win condition from each level altogether. It feels like a sandbox, but rips you out of each level like a puzzle game. More time to observe the simulation would be cool. It would also be nice to have some sort of sandbox mode where the player can place elements and people and see what happens. For puzzle elements it could have a starting configuration, and the player needs to place people/computers/objects in the configuration that will lead to the fastest connection between people. Certain buildings could attract different kinds of people, or scare them away or something. That way the simulation would play a key role in the puzzles. Just spitballing ideas here so it probably wouldn't work but it's a thought. Graphics were great, although pixelated lines / pixel grid aligned sprites would have helped the aesthetic. I know that can be a difficult thing in a lot of engines, so its not that big a deal. Good work overall! |
| Apr 30 02:29:33 | 1m 17s | STACK | ♥ 4 | ## One Question: WHY WHY MAKE THIS GAME THIS IS SO BIZARRE YET I LOVE IT SO MUCH EXCEPT FOR THE FOV WHICH REALLY SHOULD BE WIDER BECAUSE SOMETIMES ITS HARD TO TELL WHERE THINGS ARE WHEN YOU ARE CLIMBING GOOD WORK THOUGH |
| Apr 30 02:36:16 | 6m 43s | Kindergarten | ♥ 2 | Super buggy, unfortunately :( Very hard to move blocks without them sliding around, and the sound just gets louder and louder. A post-jam version that fixes the physics and sound would be much appreciated. |
| Apr 30 02:45:57 | 9m 41s | Space Snake | ♥ 2 | Love the art style! Missed the sound, though. I saw that it was under heavy time constraints, though, making what you have even more impressive! One of the things I noticed was that it was difficult to see how much the enemy ships were hurting the player. I didn't realize I was about to die until I did. Particles (and sound, of course) would help this, but again, the time constraints. I loved the gradual growth of features on the worm, really added even more sense of progression aside from the worm's growth. In terms of subtle tweaks I think that the snake speed should be closed to the speed of the planets. It is a little bit frustrating trying to get them. Being able to go straight would have helped too, maybe with a sine pattern to maintain the bending of the snake, while making the game a little nicer to control. PLEASE work this into a post-jam version! :D I'll be checking :) |
| Apr 30 03:00:30 | 14m 33s | Timeless | ♥ 3 | The itch link is broken, but I went to your profile to get the game. You may want to fix that :) In other news... Really cool game. The mechanic is explored in a lot of unique ways (which are sometimes a little bit too hard to execute unfortunately.) The apples give a good incentive to play again, although a few times it felt a little bit cheap when I didn't realize that there was no going back to get it once I performed a certain action. I felt that ```z``` should have been another option for the jump. Using ```z``` and ```x``` together feels natural, and I (rather embarrassingly) died a few times because I used ```z``` instead of up. Overall though, great game, and the mechanic is simple yet versatile. EDIT: Also the music is fantastic and fits perfectly :) |
| Apr 30 03:18:41 | 18m 11s | Acquaintances | ♥ 6 | Easily my favorite so far :) I saw the screenshot of the people when I was working on my game, and when I saw the thumbnail pop up on feedback friends, I had to check it out. The character art and voice acting are perfect, giving the game a nice feel. The use of achievements to add replay value is great for such a small game (although the screen where it shows everyone you've met takes a long time if you've become a stalker :) Sometimes the achievement boxes disappear a little early, and the background is a little bit odd at times. More resolution options would have been good. Its a little blurry fullscreen on my monitor. Those are pretty much my only major complaints. This game is perfect at being what it is, which is hilarious :) |
| Apr 30 17:21:12 | 14h 02m | Diminishing Lands | ♥ 4 | Fun game, and the **concept is fantastic,** and really lends itself to a lot of interesting gameplay. however I would have liked to see a **little bit more content**. Some different types of blocks or even some type of enemy (maybe flying) would have helped a lot. Another thing that could have been explored more is the **exploration element** of the game. **Visual differences (even palette swaps) between levels** could have been good, in addition to some **more background elements**, to add depth to the world. They could seem to be far in the background to avoid clashing with the visual indicators of where blocks would be placed on the next change. **Depth could also be added, making the background and style of the blocks change as you get deeper into the world.** Lava or another hazard at the bottom would also aid this feeling of descending to the interior of a world. The music is good, and fits very well. **A change in music each level** would have been good, though, to make the feeling of progression greater. I think that the transition between world states could have been more powerful. The entire world is shifting. More **screenshake, particles, deeper and more complex sounds, stuff like that, could really sell the feeling of this being a world "crumbling away"** as you say. It could grow more and more intense as the game went on. Of course, a lot of these changes would be better suited for a larger time working on the game, so **a post jam version with improved game feel and aesthetics, and maybe some more content would be great.** **This is a game I see myself going back to!** ### Good work! |
| May 7 15:53:18 | 166h 32m | Space Colonist's Tiny World | ♥ 1 | feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh feeeeuuuufff heh :) |
| May 10 19:55:12 | 76h 01m | Toy Racer | ♥ 1 | While the game is, for the most part, fun, I feel that it is marred by a few issues. The first is the motion blur. It feels a little bit tacky and fails to give the sense of speed you want. It also creates performance issues for people with subpar graphics cards. The second is the controls. They did not match the expectations for how a car should behave. I let go of the gas to turn corners more accurately, and in response the car stopped turning. Reverse caused a huge number of issues. At one point I also exited the track upon failing a jump. I feel like teh car should be reset at this point. This was in the second lap and I feel it penalized me too much. I did not complete the race because of this. The assets were very good, however, and the obstacles are fairly varied. Good work. |
| May 15 20:18:36 | 120h 23m | Infinite Planet | ♥ 2 | I like the game! The arts really nice, and I think its really cool that the text rotates with the rest of the planet. The music fits really well, and the sound effects, while nothing really special, do the job well. The only thing I would have liked is more feedback. When hitting the walls, it was not always clear why I started moving in the opposite direction. Some screenshake / particles would have added a lot in that regard. It would also have been good for a nicer effect for platforms appearing. They could scale up from the planet, fade in, or something else, but they currently feel a bit sudden. The final thing was that jumping felt a little bit inconsistent. Sometimes you could practically fly, and other times could only jump once. This seemed to be because of walls, but it was unclear when it was possible to do double or triple jumps, or if they were the result of interaction with walls at all. Overall, fun game, and one that could easily be published as a small mobile game with some more work. Great work! |
| May 15 20:29:28 | 10m 52s | Bunny On A Plane | ♥ 1 | Love the art and music! Great aesthetic in general! The one thing that I feel is a problem is the difficulty of telling when you are going to hit something. Some camera movement to help with aiming at the balloons, and more lenient collision detection for the rings (often I find that I am visually inside of the ring but miss it anyway) would help the gameplay a lot. Very enjoyable game otherwise, and I would definitely give a post-jam version of the game, with improved camera and collision, a try! Good work! |
| May 15 20:42:29 | 13m 01s | MiniRacer | ♥ 0 | Cute little game :) However, it isn't really complete :( Like others have mentioned, it would have been nice to have a time based goal to work towards, and there were a few physics bugs. The music and art are fantastic, however complete gameplay should have been prioritized. Even just adding a timer would have added a huge amount, even if it meant taking out the coins. Good work overall. |
| May 16 20:13:20 | 23h 30m | Meteorealm | ♥ 2 | Really cool game! I love the simulation aspect of it and the ideas behind it are fantastic! The music fits perfectly and sounds great, feeling peaceful with just a bit of anxiety behind it. The one issue I had was the behavior of the bunnies and the lack of checks on the population of the different animals. More links between populations would have been great. Here is an example of the insane numbers of rabbits that can exist on an island: (throughout the gif I am spamming the bunny button) bunny-army.gif (Sorry for the gif quality a lot of pixels change so its pretty big) As you can see, every bunny goes for the same flower and seems unable to starve, allowing for infinite populations on a small stream of flowers. Fish and bird populations also have no check. Of course, this is superfluous to the real message of the game, but it would have been nice to add some more replayability and create a more convincing world. Great work! |
| May 16 22:44:07 | 2h 30m | Karma is a Bitch | ♥ 2 | I like the game! The idea of the axe going around the planet is fantastic, and the game fits the theme very well. The art is cute and the planet looks pretty good. The things that bothered me, other than obvious things like the omission of sound, are the deadly platforms and the nature of the portal that spawns platforms and enemies. I think, like some others, that the platforms should have been safe, and that the aliens should have been made more difficult. Perhaps a projectile attack could have been good, or maybe enemies that jumped, forcing you to dash under them. Something like that could add a lot of depth and challenge. Enemies coming from the opposite direction of most could also have been good. I think that the portal should move so that it always is in the same position relative to the player. It seems safe, or even like the end of the level, so it seems unfair when you die when it places something inside of you when you are on top of it. Perhaps even just restricting enemy and platforms spawns when you are touching the portal would do it. In addition, I feel like that there should be able to be more than one axe in play at once. Then, missing an alien would make the game permanently harder, and give the axe, one of the coolest ideas of the game, a more prominent role. If aliens were more difficult this could also give more of an incentive to take the risk of throwing an axe. If it seems like I'm being hard on the game, its just because I see a ton of potential here! With those changes, this game could really come to life, and be a ton of fun. Good work overall! |
| May 19 02:02:23 | 51h 18m | R.U.D.I. | ♥ 0 | I love the idea. The only thing I think is lacking is the pace. You should have to move around to get resources, get into danger, maybe fight ground enemies by dropping bombs. Enemies could chase you away. Right now it is lacking the arcade fun it could have. Otherwise fun and the aesthetic is great, it just needs some work on the pacing. |
| May 20 02:56:58 | 24h 54m | Mr. Fishy's Small World | ♥ 0 | :D |
| Jun 1 15:00:48 | 300h 03m | Starstruck Ducky | ♥ 1 | Sorry it took a while but I just gave you the trophy for having the highscore in W.R.L.D. :) http://ludumdare.com/compo/author/huvaakoodia/ |