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| Timestamp | Since previous | Game | rubyleehs's comment | |
|---|---|---|---|---|
| Aug 2 11:01:49 | AI Overlord Runaway | ♥ 2 | This is....really impressive. How did you make this in 48 hours O.o I see the the previous reviews mentioned quite a fair bit, so i try not to repeat anything they say. The music was surprisingly similar Touhou music and was really good overall, one minor nitpick I have about the music is that there isn't more/ another separate one for bosses and the current one is easily forgettable. The powers were pretty unique for a bullethell game, but made the game have too many buttons and too easy on lunatic mode. Perhaps make the powers cycle-ble with 2 buttons. The art was great, though the bosses could have more oomph. | |
| Aug 2 11:04:58 | 3m 09s | I'm an (nuclear) engineer! | ♥ 1 | The webGL build aint working for me? All i see is the default unity skybox before it turned black. |
| Aug 2 11:21:41 | 16m 43s | Tycoon | ♥ 1 | Really innovative game - though quite easy, never lost. The SFX made the game surprisingly immersive. i played the 1st half before realizing my speaker was off but the 2nd half felt alot more immersive simply because of the satisfying exploding sound to go along with the scatter of blocks and the "hueh" sound from the opponent. Though i would recommend the opponents not be political figures, while i am fine with it, i could definitely see others finding it offensive. |
| Aug 5 07:00:27 | 67h 38m | Wayside : A world awaits you | ♥ 0 | Great entry! I see that are quite a few comments already, i didn't read them all but i try not to repeat anything. -Add a ceiling of sorts or limit max velocity/jump distance, i reached stage 20+ by simply zooming out and dragging further to jump from the start to the end. -The platforms you can jump through shouldn't have hitboxes at the side. Either remove the hitboxes at the sides or make it more obvious/intuitive that you can't. -Momentum doesn't feel conserved at all while jumping. its like i move to the UI shoot interface last point and a little bit more then fall straight down. -A mute button + more variation in SFX/music, while the music is nice, a mute button would be too. -more variation between levels. the levels got really repetitive after a while. Add more elements! moving platforms, powerups for wall jumping, one way/one time use walls/floors are a few that could add spice to the levels |
| Aug 7 13:44:32 | 54h 44m | Low Power - Energy Management RTS | ♥ 0 | Great game overall, quite a lot comments so I try not to repeat anything. - The deck building screen was rather overwelming, I clicked play without expecting to be faced with a screen full of cards + text. Could definitely see people being turned off because of this. - The fire particles from firing the cannons shouldn't be parented to the gun object. This makes it so the particles move when the head rotates which seems very unnatural. - Are enemies supposed to keep spawning during build phase? If so, a reminder for players to hit the spacebar/next wave button would be nice. I ended up staring the screen for ~5mins wondering how long is the 1st wave. - Tower placement OCD something something. |
| Aug 7 13:54:35 | 10m 03s | Tales of a Hamster: A Clickable Journey | ♥ 2 | Half-way through the game now, some things: - The art and music were great! Though the music got repetitive pretty fast. - Not bad for Humor-ness, there were times where I pushed air out of my nose in rapid succession. The whip and ugly sonic was unexpected. The scientist was adorable. - After clicking on the engineer...a lot of times, it starts looking like ...pardon me, the male sexual organ. Not sure if you want that when people have to stare at it for a reaaaalllly long time. The head bobbing doesn't help in this case too. - The left/right buttons should disappear or fade out more when you can't go anymore in that direction. Half-way + 40 mins: - This is taking some time, I really wished there was something more to do. Interactables or something. Like snuffing out and relighting the candlefire. Stopping the wind turbine blades. A ball to play with. Whatever. I just don't want to see head bobs anymore. |
| Aug 7 14:36:50 | 42m 15s | Scale of Life | ♥ 2 | fes.png First of all, amazing visuals and art style. Probably the best visuals so far in this jam and definitely the cutest. The BGM, together with the "Aha!" and "Woo!", complimented the game really well, creating a rather immersive and addicting atmosphere. However, more detailed instructions on when to click would be absolutely great. Took me a while to figure out when I'm supposed to click. Another thing is the blue visual circle that is supposed to help you I think? Either not have it at all and let players judge by the rotating fireballs(?) or 1/8th the width at least. If you want to keep it this thick, make it so the width of the blue circle is constant during the "sucking in" as it would throw people timing off when using it as a timing tool. Lastly, I don't think your high score value is working, mine was stuck at the value seen in the picture. Also, not too sure how it fits the theme. |
| Aug 10 05:19:45 | 62h 42m | Embers | ♥ 0 | Art was great, Gameplay is really unbalanced. You can just keep collecting food and build the raft and win before the go hungry/insane. |
| Aug 10 05:25:43 | 5m 58s | BugsTD | ♥ 1 | Congratz on finishing the game in 12hrs. Not bad for 12hrs, really wished UI was better as others had mentioned. More towers/enemies would have been great too. |
| Aug 10 05:38:14 | 12m 31s | RUN! Before the power runs out! | ♥ 1 | Fun game, but gets boring really fast. Gems: -Great choice of music, and aesthetic was decent. -Screen shake added immersive-ness to the game Potential improvements: -More functionality for the boxes. Power ups/Obstacles? -An actual key instead of a green room. Though a button/pressure plate would work better considering the doors you used aren't doors requiring keys. -Something else to do. Be it avoiding zombies, or a sprint button and you tire out. Right now it's really plain. That said, for a game made in 12hrs, still a really good job. |
| Aug 10 11:50:56 | 6h 12m | Get Energised! | ♥ 1 | Interesting idea, for some reason it reminded me of the "Full of Stars" mobile game even though they are quite vastly different. The game does require a lot more polish/balancing though. I tried ~6-7 times and I think my highest level was...2? 3? Visually I won't say it was extremely pleasing, but it was ok. the UIs/Menus though could be improved upon. A tutorial would be nice too. |
| Aug 11 14:39:29 | 26h 48m | Caffeine Raid | ♥ 3 | Amazing game, overall probably one of best games I played so far in this jam (though I haven't played much as I was busy) The SFX for the footsteps/door opening really made the game tense and in turn, really immersive. Though it would be nice if the player could increase the volume for the SFX as it was kinda hard to hear for me playing without earphones in a semi-noisy environment. |
| Aug 11 15:03:36 | 24m 07s | BewareThePower | ♥ 1 | Great game! Most of the things that needed to be said have been already said by the people before me. However, The game has the potential to have procedurally generated levels/paths which you may want to look into. |
| Aug 11 15:20:31 | 16m 55s | Wall Charger Addict | ♥ 1 | Got really repetitive really fast....and why am I bring those boxes around. and why is my phone battery draining while I'm carrying the boxes? Like...am I using my phone while carrying the boxes? Man. That's dangerous. There should be a "Do Not Try This At Home" warning. |
| Aug 13 08:01:59 | 40h 41m | You Can't Handle the Tentacles | ♥ 0 | Oh man, 8 pages of rules? With cards full of text too? Shorten it! Since it's the rules, there isn't any need for things like "If the player is unhappy, the player may...". Just get straight to the point with "The player may...." There is no need for the continuous reminder that the HQ is purely decorative. State it once in the important notes/rules and move along. Or since it doesn't have any function, just remove it. The card text can be shortened greatly. eg. - x attack with y rerolls each. - top card of z deck is played for k cost - Add x number of item y to z location - Rolls equal or above k value is are z for n turns. The game itself is not bad. Once you get the hang of the rules, the game can be pretty fast as it's single player, though because it's single player, the repetitiveness of the game is amplified. Though I find most board games are repetitive. Would be great if there were multiplayer. |
| Aug 13 08:18:10 | 16m 11s | ODISSEUS | ♥ 0 | Man a lot of things that I want to say has already been said. A few I haven't notice anyone say, though I only read a few: - Enemies during the space travel should appear out of nowhere. It would be nice too if it flies left and right too instead of disappearing at the bottom of the screen 1.5secs. Same with asteroids. - The space travel time should be proportional to distance traveled. Feels random currently. Overall a pretty good game. |
| Aug 13 13:11:28 | 4h 53m | No Sorcerer's Sky | ♥ 1 | Everything has been said already. To not use up your points, I'm not going to say more. Though, I dig the art. Is it vector art? |
| Aug 13 13:24:13 | 12m 45s | Encounters | ♥ 1 | The graphics are gorgeous! The audio was good and some parts made me actually made me laugh. How did you even finish this in a jam O.o Not very challenging, but in a good way. It's like one of those games people would play to relax after a day of work. Probably the highest I rated so far. |