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NueboMundo

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TimestampSince previousGameNueboMundo's comment
Aug 2 11:34:58 August 25th 2017 ♥ 2 As usual, your entries are really something else. With the first NPC, I choose the wrong pills (I actually didn't even notice there was a correct one in the sheet), and when I notice it I feel bad (kind of like his imminent death was my fault). When the screen fades to white, I read the description and got confused by the fact that all my NPCs were alive the whole time. Then I understand that "Every 5 days" refers to actual real-life time. This little detail makes your game something truly unique in some way.
Aug 2 11:40:08 5m 10s rEACH ♥ 0 This one was really promising! What a shame you couldn't get to finish it =( (I love the climbing animation lol)
Aug 2 12:00:16 20m 08s Captain Lettuce ♥ 1 The sprint effect feels really good, I wanted to use it for much longer! The main issue with the game is the energy management. It seems like most of the time the smarter strategy is avoiding fights (you can outrun/outsmart your enemies even at low energy) and rescue all the hostages in the faster way possible. In the end, it feels a little shallow, because you're basically "speedrunning" the levels without much thought.
Aug 2 15:42:44 3h 42m Engolasters January 2021 ♥ 1 Amazing storytelling! I was hooked up right from the beginning with the setting, and the story was interesting enought to go and try it again until I get some additional endings. The mood when the *encounter* happens was also on point. The mobile as a UI was a clever touch, and Ast-erisk as a social network works so good that it almost sounds real.
Aug 3 05:17:46 13h 35m Sleepy Orphan Simulator ♥ 1 What a creative entry! The dynamic movement of the child and the interaction with the items really raises the fun factor (and quirkiness) of this game to the next level. Just that was enought for me to know I was playing one of the best games of the jam.
Aug 3 05:37:03 19m 17s Assault//Battery ♥ 1 Grab a mechanic and go nuts with it. I love this kind of games <3 The limited drag points were a really good idea to control the robot, its somehow feels really intuitive. Although someone can ask for more types of enemies or even additional areas, the flying tanks were a nice touch to keep the monotony out of the game. P.D: My best run was 634, I think.
Aug 3 05:45:47 8m 44s Driving home ♥ 0 This game really hit close to home...! Playing with the gameboy in family trips is among some of my most beloved childhood memories, and you captured it so well. And the surprise and the end was like a dream come true! It is true that it certaintly lacks some depth gameplay-wise, but as a interactive experience this works really good.
Aug 3 05:57:03 11m 16s Socket Punch! ♥ 2 First things first: The machinegun-punch feels so incredibly awesome! (I almost never used any other ability, because beating hordes of enemies with that punch was realy satisfying) The artstyle is superb as well, gives a really fitting retro vibe without getting messy.
Aug 3 06:09:21 12m 18s Pokkie ♥ 1 You know, this was about using a smartphone in a very usual way, but it somehow feels refreshing. Just toying with the apps was fun (the flappy game alone is an outstanding timekiller), I actually smirk when reading the comments in the *world* chat. So, a really straightforward but interesting take on the theme, good job!
Aug 3 06:33:01 23m 40s PutOuter ♥ 3 I really like the duality between the drain/give energy mechanics, it definitely have some potential. The gameplay could really benefits from some sfx and a main theme, but as we all know when time is pressing you have to prioritize things.
Aug 3 06:43:33 10m 32s Avalon ♥ 1 Next time you will surely be amazed at your own improvement, only way to learn how to approach a gamejam is by doing lots of gamejams. Good luck, thank you for playing our game and taking the time to leave a message!
Aug 3 22:52:26 16h 08m THUNDER RUNNER ♥ 1 Very solid entry. I like how you give the classic runner mechanic a little twist with the Downwards Dash, that ability gives the player enough control over the player movement to evade most hazards, but at the same time it remains challenging. Extremely small nitpick: allowing the retry button to be the same as the most used button during gameplay (in this case, A for jump), player will more likely try again. I know it sounds small but it can actually make a change. P.D: My best run was 585 P:
Aug 3 23:35:49 43m 23s Modular Destruction Labs ♥ 2 Really interesting concept! Unlike some other commentors around here, I actually liked how the modules "float" around the robot, because while it's true that it makes the robot harder to control, you also add some fun in this uncertainty. One critical UX issue for me was to be able to preserve your robot when you fail a level (and retry) so you dont have to start again from scratch (or maybe the option was there and I didnd't see it?). Anyway, this kind of problem are usually due to lack of time, so it's understandable.
Aug 4 04:10:55 4h 35m Hypersquare ♥ 1 Gun recoil movement! Very cool mechanic. The gameplay feels a little too chaotic, in a game when almost everything OHKO you (I think the shoots from enemies are the only exception here), the amount of control the player have over the character is key. Or maybe you could keep the same movement, remove death and build something purely based in precision.
Aug 4 08:03:33 3h 52m Icebroken ♥ 3 Really nice game! At first, I wasn't really sure in how to play (the initial 'controls' screen was a little overwhelming), but after some interactions here and there I kind of got it. My favourite bit was switching the light on/off (and the npcs tripping off lol). Okay, I will admit this: I'm awfully bad at management games like this one, in my best run I get about 75% to the end, but it was a rather enjoyable experience nonetheless.
Aug 4 08:31:37 28m 04s Everust ♥ 1 I love the environment! Procedural generation, I guess? Is so irregular and different... really gives the whole thing a distinctive appealing. About the game play, at first I was a little confuse because I didn't know there was a jetpack available, so I kept falling in the water, just waiting for my death lol. Upon finally learning all the controls, the search for safety was really cool. The one-line radar UI is a smart touch!
Aug 4 09:31:41 1h 00m Roger Wolci - Back in Space! ♥ 1 Nice job finishing your first game! Some simple changes that could make your game a little more enganging: · Drop the enemies hp a lot (like, a couple of shot to die max) · Don't interrupt the player shooting rate (it's a little annoying, feels better to maintain a constant rate of fire; you can tweak the duration of the rate instead) · More enemy waves per phase, each increasily more difficult (now that the enemies are weaker, this makes sense) Hope you had fun making the game :D
Aug 4 20:50:49 11h 19m Little Light ♥ 0 The fire running out of power is an interesting concept! I think the character movement is (unintendedly?) hectic, maybe some tighter controls will make the platforming feels a lot better. I also think the overall ambience of the level was too dark, I guess is its this way to emphatize the player being a flame? I also think the right path should be clearer most of the time, when you are moving forwards and stumble upon a dead end, it feels a little frustrating.
Aug 5 07:44:44 10h 53m enge spin ♥ 0 I love the ultraminimalist pixelart style a lot <3
Aug 6 02:27:23 18h 42m Coffee Hero: Powered by Coffee ♥ 3 Very nice animations! The funny movements combined with the simple feel of voxel art works nicely together. It was hard to know what to do as first, maybe a very concise (but clear) phrase at the start, something among the lines of "Avoid the developers running out of power with some coffee recipes", would had work. Even when I figured that out, I didn't quite get what the winnning condition really was.
Aug 6 02:35:32 8m 09s Captain Pixel Vs The Round Invaders ♥ 1 What a experience! I lol'ed audibly when the angel grants you the shotgun. The constant change between guns was really confusing, especially because each one have so little ammo I could even begin to experiment with them.
Aug 6 02:58:48 23m 16s Funkotron 5k ♥ 0 That was super fun! The idea is so ridiculous yet so glorious... Unfortunately, the rhythm mechanic was a little confusing to follow, sometimes I was doing pretty good without really knowing why.
Aug 6 04:14:16 1h 15m Stargust ♥ 0 Cute game! The little cloud is charming, and the use of the two power sources is rather clever, having to choose not only between water and wind, but also choosing the way you want to use that power. The interactions could have been a little more obvious, but for a jam is fine to rely in text explanation when you're running out of time. To sum up: solid entry!
Aug 6 04:24:27 10m 11s Plug Me ♥ 1 Wow, this one really is incredible! Right from the start the pixelart graphics were nice, but also the audio and the level design were superb, this entry is pretty solid in every aspect. And the fact that you made 15 levels (of this quality) in just 72 hours is impressive, to say the least. Very good job man!
Aug 6 04:36:04 11m 37s Lights Out ♥ 0 The fade-out effect when power is running low was an interesting effect, but it actually punished you when you're already in a dangerous situation, so its a little too hard on the player. The basic gameplay is fine (aside from some collisions stuff), so the next logical step would be to spice things up a little with new levels iterating over the same mechanics. Nice job finishing your first ludum dare game! ;D
Aug 11 05:44:16 121h 08m Super Power Frenzy ♥ 1 I really liked the look of the spaceships and the sounds they make, the memories of my first console, an Atari 2600, came flowing down like a lightning bolt, and gave me this warm and fuzzy feeling. You did a great job evoking what made them great in those aspects, intended or not! The music is pretty good too. But the controls... they are very, very tedious. I couldn't stop dying and dying again and again a few seconds after starting a new round! For me, this didn't allow me to enjoy what, otherwise, could have been a superb game experience. Even after playing for quite a while I couldn't take out more than 13 enemy spaceships, everything seemed out of my control. I also see problems with how close the refuel zone is to Earth, the fact that touching the Earth kills you, and that she pulls you in when you are inside the refuel zone. The combination sure is deadly, but the loose controls just throw a wrench to the chance of getting used to it and somehow balancing it out yourself. I would either make the radius of the zone larger and nullifying the pulling-in, or making the radius way larger, as well as making the controls more tight and less extreme. The gravity mechanic has potential, and the possibility of using the Earth and the Moon as shields/tactical locations "with a risk" is very interesting, but overall I see a great need for adjustment to make all elements of the game work as one, and work great.
Aug 11 06:36:48 52m 32s Torch Boy ♥ 1 I loved the graphics! Simple but charismatic. Regarding the first and only level, making the enemies respawn endlessly and so close to one-another in such a cramped space, and having the need to recharge to attack is not a good mix, and eventually made me just rush next to the cage and mindlessly try to break it, ignoring the level itself. With enemies way more far from each other and a limited number of them, it would be satisfying either to defeat them all, or reaching the cage without getting killed. I imagine a lot of them getting stuck in the lower level, transforming it into a death pit that could combine in great ways with levels where you may fall there trying to reach the platform where the cage is, creating a "double level design": You take the risk of defeating as many as possible at the beginning and have a more safe second half, or make your way to the you-may-fall section right away, creating a more dangerous landing for yourself at the same time! That kinda thing. Apart from that, I wouldn't limit how much you can charge, but making the character stunned for a moment if you overdo it, or making it move slower if you charged way to much, as if you treated yourself to a big meal! (going away once you used your attack a couple of times) For a first entry, you did a great job, and created a base that can have many interesting forms and applications!
Aug 11 08:32:14 1h 55m Zzap ♥ 1 I liked the way some hints about the elements of the game were presented in the title screen! The game itself has an interesting concept, but because the level design and progression it doesn't quite work. Making the levels random took away the "experience design" part of the game, a lost opportunity to teach and engage the player with the mechanics. Throwing the player into an arbitrary part of the game needs a great deal of design to work, but here it just happens, so I don't think the decision was justified. Maybe time constrains? Level design definitely was the part most in need of attention, since it's a puzzle game. I firmly believe it would have benefited immensely from having fewer levels, but more thought out, cohesive and challenging.
Aug 11 09:04:22 32m 08s Ardis Mobile Mission ♥ 2 This is impressive! The visual presentation is superb, and I absolutely loved the fact that you have to actually charge the phone when the battery is dead, instead of restarting the game!! Such a great touch. And the little things like the game app (that only makes you run out of time haha), the face camera filters, the messages... are all great details that make the experience complete and memorable! Only problem is, the battery runs out way to quickly. So it made me instinctively click on everything to get a clue before the battery died again. If I were you I'd set the time to around 2 minutes, for example, so there is time to carefully read and think about what you are reading and where the next clue may be in, instead of creating an urgency that ultimately goes against the content and the "information processing" nature of the intro's premise. The rest is just so great! Without the battery issue, this would definitely be my favourite entry for this ludum dare. Great work!
Aug 11 21:51:53 12h 47m Salvage! ♥ 1 The level of polish of the movement, weapons, sound effects and music impressed me... they really felt great! It took me a while to notice what I was picking up and what purpose it had, more ammunition to tackle the subsequent levels, which were ingeniously placed just by locating them gradually afar from the starting point. Using the different weapons was fun, as well as seeing what new thing or creature the a-little-more-infested shipwrecks had. I stopped playing when I died at the, I think, more infested level (with the jumping thingies), and I assumed that somewhere there was an even meaner monster, a final boss of shorts, but there were so many levels, and not a clear goal of "this completes the game", so I gave up at my fifth level. Since the first ravaging, I got the impression I could just go home already and that I didn't need to do anything more, and that impression only grew at the end of each level I played. If I needed to obtain 5 crucial items that fixed my spaceship, for example, there would be a clear objective that would encourage all players to play and explore every level. Or if there was the optional objective of wiping out the infestations completely, or if it was clear which spaceship had the final boss (big, palpitating, glowing infestation?) so you wanted to prepare and get as many ammunition as possible to face it! The game has lots of potential, and what often is the most difficult part (making the controls and main mechanics feel great)... you achieved it already in my opinion! If you build the levels and experience around that, and improve the protagonist' sprite and the communication of the goal, then, that would be a game I would love to have in my collection. Ah, the creatures' designs were fun, by the way!
Aug 12 02:35:43 4h 43m QTechnologic Quest ♥ 2 Hahaha, fun game! It's a shame there is only one level (chosen at random), but I wanted to play more so bad that I restarted the game several times to play different levels! The idea is simple yet effective, and the robot's sound effect was hilarious, but because of time constrains there are barely any elements in the game apart from the batteries, blocks and the playable character. I would totally play a postmortem version of this, to see what you came up with! That "max level" screen, though meme-like, has some really interesting design and art elements. I would be very pleased if those elements were applied to the art direction or artstyle of the game, or experimented with. My 13 cents.
Aug 12 03:03:52 28m 09s Long Distance Runner ♥ 1 The graphics have a great feel to them, very appealing, and I specially loved the "made with love" splash screen, but the game itself is kinda unforgiving. The speed of each lane doesn't see to have been tuned up correctly, and the sidewalks have way to many obstacles one after the other, so they create very quickly situations of "If I go down I get hit, if I go up I get hit, if stay in the middle I get it", which takes away player control and shortens the life of the game very quickly. Also, I don't see the connection with the theme, but that's a minor issue. With a more thought out level layout and better placed obstacles, it can be a great little game in no time.
Aug 12 06:48:02 3h 44m Nex Machinan ♥ 1 Very polished! And lots of content!! Challenging but not unfair, fun and addictive. I reached the level where more than 5 big enemies pop up at the beginning. That was my limit... but not for long! /double click ...Ah, right. The feedback. Apart from the purely positive, I did see a little uncorrelation between what was happening and the power bar, caused by the constant depletion and dynamic recharging, as well as the fact that I always die before the power bar is depleted (a little remains, so it's a little deceptive). I also think the big enemy with the barrier has too little hp, and has potential to be a mid-boss by himself (or not that many little turbo orange side-kicks). Art wise, you could try to use less colors for the game's elements and create a more impacting or eye-catching visual combination (like, a limit of 4 colors, or 6, or 2)... And more levels! Great entry. Haha. Also: CA768 YES LD39.png
Aug 12 12:00:56 5h 12m Solar Miner ♥ 1 The most complete experience I had with a jam game!! I truly, wholly love this game. The progression, the tricky but rewarding movement, the relaxing music, the rocket launcher, the epic battles that take form using it, the ancient treasure dance! I really, really enjoyed it! I'll treasure it in my collection forever. 5/5 in everything!
Aug 12 12:44:32 43m 36s Supernode ♥ 1 I remember when you guys totally blown me away when I first played Empty two editions ago, I was fascinated by the utter cleverness of the design and clean look of the artstyle. This time, however, things have been a little different... At first, I was puzzled trying to figure out what the nodes and numbers were representing. I usually try not to read the instructions right away, making a attempt to learn the mechanics through gameplay. The tutorial was not enough for this, but after my first game over, right into my second play, something finally clicked. From this point onwards, I was progressively impressed by how well everything worked altogether. You have done it again, this entry is a masterpiece in game design (especially given the constraints of a jam). I hope you two keep making games until I can pay for them in some big store, because this is definitely some quality material. Seriously, amazing job.