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| Timestamp | Since previous | Game | Ava Skoog's comment | |
|---|---|---|---|---|
| Aug 7 05:59:25 | Power | ♥ 0 | Hey! Finally got around to playing! I'm on a Mac so I downloaded the source and took the liberty of making a macOS build for you. If you want it, please grab the zip [here](ava.levelism.com/tmp/Power.zip) and host it where your Windows build is and I'll remove it from my webspace again. c: This was super cool! At first I didn't get anything, like what J2 in your example meant, but as soon as the ships started showing up, I realised it was supposed to be their names. Keeping track of where to go and trying to divide the tasks between my two ships (having two was a great design choice) was really hectic and difficult even as I understood what I was doing! My only complaint would be that the noise sound effect was too loud compared to everything else, so my ears/speakers got a bit sad. And too bad there's no fast-paced music playing to ramp it up even more, but it was great having all the sound effects, and the voices was a really humorous addition! I did notice a few times the ship seemed to fail to collect, but maybe that was my fault. I did get the impression that I had to move to the square before I could collect there, but sometimes not even that seemed to work, so I just had to let some health slip away. I'm not sure if it was a bug or me just not getting it. Not a big deal anyhow! c: The input method was very interesting. I'm sure there are tons of games out there that I just don't know about that do something similar, but to me text input in an action game was completely novel and a very interesting way of adding complexity that's easy to understand, and I can easily see it being extended to support a lot more commands, which would be fun. Of course, I'm a very quick typist—I feel like I might have an unfair advantage over some other potential players. You're getting a high score from me, because this was fresh and exciting! Good job! | |
| Aug 7 06:21:27 | 22m 02s | Marvin's Message | ♥ 1 | Cool and polished entry! Fun to turn the usual concept of gaining more abilities over the course of a game on its head and do the opposite. And a little story to go with it. Nicely packaged. The final part of the game felt a bit like the death march at the end of Journey. Simple but effective graphics. I really like the little rocky edges in the tileset. Nice sound effects and very fitting music that captures the urgency of the situation. The message prompt at the top is a really nice touch that helps the player understand the game without being intrusive. My only complaint from that perspective would be that it would have been nice to have had a boulder to drill at the very beginning of the game, because that mechanic confused me at first, and I thought something had gone wrong when nothing happened as I pressed space (expected to be supposed to drill into the walls of the level before I found the first boulder). It's interesting that the reset button is a necessary mechanic as the player realises their mistakes and need to redo stuff. The levels were just short and easily navigable enough that it wasn't a pain even to reset near the end of one. Nicely balanced. I like it! Nice job! c: |
| Aug 7 06:44:01 | 22m 34s | Static Man | ♥ 1 | I really like the core idea of this! It's suspenseful and exciting and really manages to invoke an atmosphere even without music or dramatic sound effects (tho those would've added a lot!). I do have to agree that it was just too darn difficult even in normal mode. I tried and I tried, but never managed to survive for more than a minute, and I never managed to find the axe either. :c The description gave me the impression that there was only one "entity" moving about, but during actual gameplay I felt like there were at least two of them, because when I got to the room with the store key, it didn't matter if I tried to go back the way I came or move on; it was there anyway. One thing I tried to be clever about was to wait for the entity to enter the room with the key on the table and after it turned out the light using the switch near the kitchen door, I'd wait for it to cross to the middle of the room, and turn the light on using the switch at the other end of the room and then run for it back through the kitchen, but it seems it doesn't need to use the switch to turn it off, only be in the same room? I guess changing that would've been a neat way to modulate the difficulty a bit. And like you said yourself, give the player a bit more of a head start, and maybe make the entity move a little slower (especially in normal mode). I feel like this is something worth working on beyond the jam, because with playtesting and more time spent, I think it could be really interesting, and I'd be happy to try an updated post-jam version! |
| Aug 7 06:47:27 | 3m 26s | Tiny Explorer | ♥ 0 | Another Mac user here eager to try out the game. :'c Is this a Unity game? If so, if you'd be willing to provide source, I'd be happy to build it for you! |
| Aug 7 07:05:25 | 17m 58s | BATTERYMAN RECHARGES THE WORLD! | ♥ 7 | This is such a great entry. Watched it on @togis's stream a few days ago and now I finally got around to playing it myself. Like I said in the Twitch chat, the music is great, and the spinning reminded me of the rhythm game osu!, heh. It's all around a polished, nicely packaged experience with lots of humour and charm in addition to exciting gameplay. The voices are hilarious and so are the hordes of phone/tablet zombies. It also struck me as amusing that the main character can look in any direction no matter the direction of movement~ I'm usually quite constructive about my comments on LD games, but it's difficult to nitpick a lot on this one. I don't really have any complaints and pretty much every aspect of the game deserves equal praise. Really good job to everyone involved! |
| Aug 7 07:22:02 | 16m 37s | Gain Quest: The Art of Muscle | ♥ 0 | Amazing. Radical. Success! Fun game! I am now officially a mistress of benchpress. Or so I thought, until I reached the end and was told I did horribly. :'c I'm not sure if I just missed it, but if I didn't, it would've been nice to know the end goal before starting and not just at the end, because I wasn't really quite sure what I was doing, goal-wise, the whole time. The humour is great and the music and voice clips really make the game. Amusing little jabs at the beach jock! The minigames are good; I was never good at button mashing, but this is the kind that I can pull off. My failure was probably due to not really getting how all the stats worked out. I also never seemed to have enough money to buy those pills, heh. Overall it's very polished. Nice graphics and audio, lots of effects and game feel to it. And an intro and outro to boot! Great job! P.S. Bug-ish? At least in the web version, movement works with WASD or arrows, but browsing the vending machine seems to only work with arrows, which was confusing, since I was playing with WASD. |
| Aug 8 08:14:06 | 24h 52m | Siphon With Style | ♥ 0 | I won! I never thought I would. It was tough. But not unfairly so! Good game. The controllers were a bit confusing at first, but after playing for a bit I see why you did it that way. The only real issue I had with it was the sometimes painful precision needed to capture the dots—would've been nice to have more forgiving collision on those than on the enemies. c: The little story was a neat way of adding incentive to complete the game even when it felt too difficult, to see the rest of it, tho sometimes it was difficult to find the time to read in between enemies and the time limit. I did find it difficult to keep track of the power sometimes, so a sound effect just before it depletes to give me some extra warning would've been nice. Some suitable music would of course have been cool, but what can you do? c: Overall a cool game and a nice entry! |
| Aug 8 09:02:49 | 48m 43s | daemon | ♥ 0 | Nice game! Wanted to give a fair review, so played both the original and the fixed up version! c: Started with the original and I just couldn't do it. Danger just out of sight and few lives to pick up along the way. Gave in eventually and moved on to the new version, which I managed to finish quite soon—but the irony was that along the way I actually got a lot better, so I decided to go back to the original and see if I could beat it now, recording my attempts, and I can finally present to you… TEH URN: https://www.youtube.com/watch?v=J9aV4t8ZtPg Mighty proud of m'self! I never did figure out when and why to use the sword tho, so I just never did, haha. Would like some clarity on that. p: It's challenging! The original version does feel unfairly so, but of course you fixed pretty much every issue in the new version, and it was fun to have a "hard mode" to go back to after mastering that, at least! The volume of the music was a bit too low compared to the sound effects. At first I didn't even really realise there was any music because I'd turned the volume up to a level where the sound effects were loud enough, and not until I picked up on the faint melody in the background did I turn the volume up more to find the music as well, which is a pity, considering the music was so good! Of course I did use speakers, but I'd balance it out anyway so that the sound effects don't grate too much on the ears with headphones either (the sound effects were good too; just the volume that's the issue). It's a nice platformer, and the difficulty is of course warranted since jam games are generally really short, so it's pretty much the only way to make the game last for more than a minute. Good job! C: |
| Aug 8 09:09:59 | 7m 10s | Running Low | ♥ 0 | Would love to play on Mac and make a build for you, but this is the first Unity project for another game I've ever opened that doesn't work out of the box with no errors. I was thinking maybe I was opening the wrong scene, but 'main' seems to be the only one in the project. :c Do you know why this could be? If nothing else, I'll get to it when playing other Windows games on another PC! c: |