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| Timestamp | Since previous | Game | gwinnell's comment | |
|---|---|---|---|---|
| Jul 31 16:54:28 | D34TH | ♥ 1 | I *think* I got to the end? Level 2. I appreciate the parallax layer and like how the UI goes transparent when the player is underneath it. Little details like this make a good game a great game. You seem to be able to skip past the enemies pretty easily however - not sure if intentional. If I try to kill them, then sometimes - because the timing of the jump (without holding) matches the timing of the enemy gun reload rate - I would land my jumps next to incoming bullets multiple times (because I'm an idiot) causing me pain, and ultimately death... All in all though, a great first entry! 👍 | |
| Jul 31 17:24:48 | 30m 20s | Death of a Mage | ♥ 1 | Got to Wave 6! I like the glowyness of the main weapon and also how the enemy health is displayed *not* using health bars but rather as a color tint. (Health bars are the root of all evil.) I also like the little souls the minions leave behind when they die. Would have been nice to see abilities having a bit more visual flair or visual impacts (e.g. knockback), as well as some variation in the minions (e.g. smaller=faster, larger=slower), but perhaps they existed and I did not get far enough. Sound and music was appropriate for all the wizzardings. Nice entry. 👍 |
| Jul 31 17:45:34 | 20m 46s | Stoked | ♥ 1 | Got 9 coins. I like blobs. Blobs are my jam. Great blobs. Ended up with LOTS of rocks sitting on the downstairs level..... so I guess more slime blobs would have been nice. Help overlay was very helpful... of course... because it's a help overlay... I really can't fault this entry, it is what it is and it's exactly what it aims to be! 👍 🔥 |
| Jul 31 18:00:51 | 15m 17s | POWER BEAT RACER | ♥ 1 | Nice colours! Music is great too - I like the hard track the most. 🎵 Obviously with it being colours (cyan/purple/pink) and not something like a key (z/x/c) or accepted ordered tuple (a/b/c, 1/2/3) that scrolls past, there's a level of indirection that makes it tricky to pick up and immediately enjoy. I powered through that however and *almost* had a great time. I unfortunately found the beats you're meant to hit are about 1/8th beat off the accented or expected beats in the music. That again is something you could get used to but it means the game is more of about audio/visual misdirection than rhythm. Perhaps it is just the fault of WebGL/WebAudio, but I have no way of knowing. Sorry if that's hard to hear! What I will do is I will rank each category according to its own merit instead. 👍 |
| Jul 31 19:59:37 | 1h 58m | Powerless Miner | ♥ 2 | I got to the end - really enjoyed it! Completed the last level by accident though. Woops! Music and sounds were its only downside. Can you imagine loud bass music in a real cave mine? I'd be *very* worried of sudden music-induced cave collapse and having to spend the rest of my days inside. Kind of like real life really... Restart key on R would have been nice though too. Not that I had to use it much because I'm a PRO! Nice entry! Congrats. 👍 |
| Jul 31 20:35:50 | 36m 13s | Dorgus Needs Power! | ♥ 1 | Really good job on implementing some 'game feel' (visual) feedback, though there is much more that could have been done! If I were to pick just one thing it would have been to add a player death sound and effect. Currently the only way you know you've died is when you see yourself slide everywhere! It's funny to look at, but I can assure you Mr. Dorgus that clamping velocity vectors is not a funny matter. It is in fact very serious. 👔 Gameplay wise, I got to 30000 score. I felt the change in difficulty over time was.. not much! After a while I began to get a feel for the enemy patterns and afterwards the game feels rather formulaic or solved. This might have been because my general tactic was to stay in the centre of the screen and wait for enemies to come to me. Advantageous point in that I can feed the totem, have room to recoil into the ceiling, and avoid the floor-enemy easily. Other people have mentioned movement/run speed, I *think* I'm inclined to agree... but maybe this is a moot point because of the optimal play tactic for the current enemy set/types. What can you expect for 48 hours though, eh? Problems aside, yes, you should be proud, it's a good entry. 👍 It's all good... in the hood... because the bad people have all been clamped... somewhere... |
| Jul 31 21:47:37 | 1h 11m | Archetype - Running Out of Power | ♥ 0 | Keyboard controls don't work in Webgl or Windows. :( Tab works but WASD doesn't. |
| Jul 31 22:24:09 | 36m 32s | They are Watching you. | ♥ 1 | My game has recoil too! In fact a few of my games do at this point, so I can hardly point it out as a novel new mechanic. 😄 Yours is a bit tricky to handle at first, however, as it's one hit death and with a high player max velocity. Sometimes it is easier to hold down the laser as that can make movement more constant - some of the game's timed landings/recoils are hard because gravity takes hold and the player falls a lot faster than they recoil. e.g. the first challenge on the first level is really hard, much harder than anything on level 2. Movement can also be tricky if you get stuck in a wall/corner on the side of the screen. (I get around this by making the player bounce off it.) I played enough to get to the boss level - the change of wobbly background asset was a really nice touch - but at this point I was out of energy. I should have known not to take that shield/barrier path on the previous level! I'd gotten so far before that too but ran out of time. Arbitrary limits. Ah well. Perhaps an improved design would have been to give the player a specific amount of recoil energy & time for each room, but maybe that would not have fit the theme as well. Nice entry, but for me, overall too difficult. 👍 |
| Jul 31 22:40:37 | 16m 28s | FRIEND-1 | ♥ 1 | Aww, this looks cute! Love the style. Looks like my kind of game! \*Plays* Aww, gameplay was a let down. 🙁 Would be better if there was some indication of where the nearest satellite was. I'd say to add more sfx too but perhaps you were going for realism! |
| Aug 1 10:46:00 | 12h 05m | Audio Hook (formerly Hook, Beat, & Keeper) | ♥ 1 | I completed it! Really enjoyed the music building up over time as you collect the blocks. Didn't see any of the bugs you mentioned either. Would have loved more enemy types/content and shine but I really enjoyed what was here. (Rotating menu text ftw!) For an audio guy just dipping into development, this is a really great entry. 👍 |
| Aug 1 11:00:35 | 14m 35s | VUEL | ♥ 1 | Music is great - the two layers fit strangely together, and the filter on the death/upgrade screen is a lovely touch. I really like the playable robot characters being different movement patterns too. Keeps it interesting. As others have already mentioned I was not able to re-use ones I'd already bought, which was frustrating. I also found the costs a bit high, but maybe that's the consequence of the bug. Really great entry. Double points from me for including a toaster. 🍞 👍 |
| Aug 1 11:51:23 | 50m 48s | Exponential Maintenance Engineer | ♥ 1 | AVG also reports as a virus (Windows) but is fine on Mac. Something about the presentation/interaction of the game makes it really hard to play. It could be that the lighting of the planet makes it sometimes difficult to see what types crates are. It might also be because the items fall from the top and so you don't know exactly where they will land. Perhaps if the camera were top-down (and so things fall from the 'front') it would have been more intuitive. 🤷 That said, I like the mechanics of matching/timing the boxes for explosions and score. There's something great here. 👍 |
| Aug 1 12:07:46 | 16m 23s | a story about a cat | ♥ 1 | I've just been staring at a cat's bumhole for *10 minutes*. P.S. those poor kittens. 🙁 😿 |
| Aug 1 13:40:08 | 1h 32m | Escape from Solar Sea Fortress | ♥ 2 | World was much too dark, I kept losing the batteries! They also handle quite bad (picking up/dropping), but I won't dwell on that as others have pointed it out already. Right at the beginning I don't think the battery hole (circuit?) was signalled enough as I immediately took the first battery downstairs... it took me a while to realise it was there and had to carry the thing back upstairs - woops. Also the box/levers that you can click - didn't know those were clickable until seeing the video. Didn't manage to get to the end because of said handling but really enjoyed the mood of the experience. Having watched the video, I can see what you were going for, and I can tell I would have really enjoyed solving things and getting there myself. 👍 |
| Aug 1 14:24:23 | 44m 15s | The Internet vs. Ludum Dare | ♥ 0 | Nice art, and idea, and good effort using PICO-8. The ui is quite esoteric and could use some explaining. All round, the game needed more visual/audio cues - I had no idea what I was doing for the most part. Perhaps starting the player off with just one worm/hamster would have made the initial interactions more intuitive. Can see what you were going for though. Better luck next time! 👍 |
| Aug 1 15:29:45 | 1h 05m | Battery Boy | ♥ 0 | Nice effort picking up a new tool (PICO-8) for a jam! Cute little game too. Would have been nice to see some more mechanics in there, but I still completed it. 👍 |
| Aug 1 15:48:32 | 18m 47s | The Light City of Karola | ♥ 2 | Another C++/custom engine game - nice! (Windows AVG thinks it's dangerous but it's fine on MacOS.) Running/jumping/wall-climbing feels tight and responsive. Love the art, animation and the colours. Love the visual representation of 'time remaining' and the little critters. Love the tiny amount of squash and stretch on jump/land. Yeah, I noticed. Only thing that was missing that would have been nice to see is a visual effect on player death. Great work peeps. I think this will do very well in the jam. 😄 👍 |
| Aug 1 19:09:32 | 3h 21m | Everust | ♥ 2 | The style is nice but the game has a few signalling/feedback issues. I did not notice the radar on screen on the first few tries, I also was not sure when I had picked up a power-cube, and I was doubting my own key presses when using the jetpack. Some simple bits of audio would have gone a long way here. The walking around on the first platform feels good, but afterwards I feel like the gravity / fall velocity was much too strong, and/or that the jetpack wasn't as immediate as it should have been. That could have been related to the signalling, though. That said, something about it kept me going, and I stuck it out and got to safety. 👍 |
| Aug 1 19:26:47 | 17m 15s | A Miner Inconvenience | ♥ 2 | I like the acronyms. I like the embedded software's robot-nepotism. Humor++. I like that the shield and warp get added over time. I like that there is (or appears to be) proc-gen levels. I don't like starting from level 1 each time. I don't like catching on the corners of tiles (perhaps movement is too slippery). I don't like lava. I don't like that there's no sound (but I guess it's S.P.A.C.E. afterall). SACK Problem: Asteroid Catastrophe Ensemble. 👍 |
| Aug 1 19:56:59 | 30m 12s | Circlebots Share | ♥ 2 | Ahh yes, trying to get them to infinite loop. It's tricky and hurt my brain!~ I could not get past level 3. I think I eventually got the game to break too because it stopped playing out the moves I was putting in. No errors in the console log though. 😦 |
| Aug 1 20:26:20 | 29m 21s | PLASMAGUN! | ♥ 1 | I played for so long that the music stopped playing - about level 6! Really enjoyed the movement, camera system, explosions and mechanics. Never really felt the need to use the dash however. Does the game go on forever? One annoying thing is if you stand next to a down-facing wall, or (by the perspective) looking around a corner, and try to shoot, the plasma gets discarded straight away. Also my title screen did not look like the screenshot on here - gotta make sure you bundle the web fonts or something. Also had to play at 2x zoom because it was so small with no fullscreen option. Nice jam entry. 👍 |
| Aug 1 20:43:45 | 17m 25s | Lost Light | ♥ 1 | Love the screen wipe transition. Wish I could make the text go faster (holding a key works but it's still too slow). Movement was nice but would be nicer to hold a key or make it more fluid-feeling somehow. I managed to get a green-push block stuck in a dangerous tree and leaving and reentering the room did not reset it and so I was stuck at the puzzle. Also if you enter a room and immediately walk back the way you came you can walk outside of the map which is funny. :P Besides that I enjoyed it! 👍 |
| Aug 1 21:08:35 | 24m 50s | Torch Boy | ♥ 0 | This looks cool but I just can't play it. W as a jump key is desperately needed. |
| Aug 1 21:27:28 | 18m 53s | Take my charge | ♥ 1 | That was cute! I like the little blink the character does. Sometimes the camera felt wrong as I couldn't see what was down beneath me but otherwise it was lovely. 👍 |
| Aug 1 23:04:17 | 1h 36m | Intercontinental Birdsman Competition 2018 | ♥ 1 | Really liked the weather changes, the music changes and the parallax in the ocean waves. Game was totally unfair at the end though... *Anyway, thanks for trying.* 👍 |
| Aug 2 20:52:51 | 21h 48m | Coffy | ♥ 1 | The main mechanic seems to go against my intuition - I often have to switch three, and then switch four, but all I really wanted to do was to switch two. Just like @coauthor, I found myself panicking and then eventually swiping randomly. Perhaps it's just not for me. (Overcooked is similar in nature and isn't for me either, so it wouldn't be a fault of your game.) Regards graphics/animation, implementation and polish, it really shines, and it's clear a lot went into it because it looks great! It looks to be designed for phones, so I will hope to see it on the stores very soon. 😄 I know people who love to panic and who I would recommend it to! 👍 |
| Aug 2 21:04:25 | 11m 34s | BatteryUnknown's PowerGrounds | ♥ 2 | I, too, encountered issues with players being invisible. I almost thought there was an extra mechanic where you are only visible when you move or shoot, but me staying exactly still proved that one wrong. 😂 The audio is really great too - props to Tim. I'll have to come back to this one later on. 👍 |
| Aug 2 21:36:06 | 31m 41s | More Energy! | ♥ 2 | I ran out of money when I got sued! Dang it. I should have kept to buying clean/green energy. I'm a big fan of sustainability and would happily see something like this used to inform people. 😄 Optional soundtrack choice was great! *More energy!* Questions were funny sometimes too. Should I sponsor someone going.. what was it.. over a waterfall/hydroelectric-dam in a barrel? Heck yes I should. Only thing I would have suggested is to direct players back into the buy/map screen at the end of a year. I was answering questions for ~4 years before I realised - ha! Nice work. 👍 |
| Aug 2 21:45:38 | 9m 32s | Ed in his green vehicle | ♥ 1 | Really good first Unity game - I would never pick up a new engine for a game jam so massive props to you! Would have loved to see it get more difficult over time, and also would have loved to hear some sound effects too ([BFXR](http://www.bfxr.net/) is a great tool if you get stuck for those.). Everything else that was needed was there. Maybe your next game can include some mad drifting! 🏎 Keep up the gamedev. 😄 👍 |
| Aug 2 22:20:20 | 34m 42s | Musk Hunter | ♥ 3 | Upgrades, YES! Musk is usually my hero, so for him to be the antagonist flips my entire reality upside-down. Never get to see him in the game except for in the title screen though, so I don't have to villianise him so much. :3 Music is great! It never really felt repetitive even though I'm sure it did a million times. The idea with the EV fits the theme perfectly (and yes, I would love to test drive one). Really enjoyed the background changes half way through, and the little cutscene at the end was the icing on the cake. In seeking constructive feedback I would say... I'm not entirely sure what the pistol pickups did, as I never seemed to run out of bullets! There was plenty of option to be more creative regards ui and signalling of health and energy - could have showed it visually on or around the focal point (i.e. the player) like chassis degrading, but that's really not a big deal. Top speed of the car also seemed to have to go on the grass a bit on the sharp l/r/l/r bits - could have fine tuned that to perfection. Was there any screen shake in the game? Not sure if there was but if so there could be much more. As a weird additional, I also think it would have been cool to be able to shoot behind you... but then... I'd just slow down and knock 'em off anyway so also no big deal. (Big fan of Mashed here, if you've ever played it!) For art styles, it was a bit of a mish-mash of pixel art / gradients / vectors in there, but it somehow still felt good and consistent. All positives from me, friends. I spent more time than I thought I would, and had more fun than I thought I would too. Excellent jam! 👍 |
| Aug 8 10:42:12 | 132h 21m | daemon | ♥ 0 | Really like the style and mood! Definitely too hard in the beginning though. Had a few minor gripes/thoughts/feedback while playing: Pressing X to draw sword and jump a little higher doesn't add any jump height unless you press it at the tip of your jump, which feels kind of wrong. The animation for it seems to play quite late also, I feel like it should play a lot quicker to time in with the arc of that extra jump height. I'm also uncertain when I'm supposed to use the sword-jump because quite often I can wall jump or 'bug' up the platform in a similar way. Usually when wall jumping you as the player are pushed off the wall at a velocity and that means you don't stick to it. This didn't have that and I felt like I was cheating somewhat. Final thing. The 'losing power' sound when you touch a red thing (and use your sword, technically, but that's less important) sort-of blends into the background music - should be some more visual feedback when that happens. Sorry if that's super critical. I did enjoy it! Figure it's best to say in case you want to improve or make another platformer in the future. 😄 👍 |
| Aug 8 11:03:19 | 21m 07s | Asteroids | ♥ 1 | I really enjoyed it! Mechanic is great - would be nice if the asteroids appeared a little less skewed towards screwing me over. I like how you can shoot the power-cube-thing too. Got to ~2s remaining - it didn't look like it hit me but I guess it did. Awwwww. 👍 |
| Aug 8 11:21:27 | 18m 08s | Achluophobia | ♥ 1 | Felt kind of dizzy looking at the start screen, aha! I enjoyed the game, and the depth mask was cool too. I liked how the enemies turned into toys. Few improvements/feedbacks: It would have been nice if the camera followed more where the player was looking, or where the mouse was pointed, as I was caught off guard a few times. It also would have been nice to telegraph somehow when I can and can't put the torch down, and when I can and can't crank the generator. A simple scale on the torch, or highlight on the battery/generator crank would have done the job. Music was good and appropriate for the theme and style of the game, and I'm impressed that the world goes on forever! Web build gets extra kudos too. Good work. 👍 |
| Aug 8 11:51:38 | 30m 11s | Wayside : A world awaits you | ♥ 0 | Feel like I cheated a bunch of first puzzles as the mouse drag area is not clipped to the game bounds. Just jump over the top. Then I realise you are aware of this as you put it in as the only solution to a level. Woops. Would be nice if the levels restarted quicker. i.e. the player doesn't start to high and I have the wait for it to fall. Level 16 was finicky with the spikes on the front of that first wall (same again at the end of level 21, tho you can also collide with the side of the one-way platform here). Disable drag/mousedown events when in the air (it's weird when the projection/line updates/moves when you land). Good music change after levels 10, 15, 20. Good random placement of the little decor/weeds (would be nice they animate in/out when you spawn/die tho!). Aaaaaand that's all I have time for. It was good! Nice entry! 👍 |