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| Timestamp | Since previous | Game | alexrose's comment | |
|---|---|---|---|---|
| Dec 28 03:17:37 | SCRAMBLED | ♥ 2 | Reminded me a bit of Morrowind with the birds being a bit like Cliff Racers. The weapon occasionally was rendered after the walls, maybe should be on its own camera. Also the guys in the cave would ram me into the walls. I played a few times with both characters, character controller felt alright, fit the theme. Nice one. | |
| Dec 28 03:19:51 | 2m 14s | Heavy Heist | ♥ 1 | Character controller was decent, if I were you I'd make the camera quadratic or logarithmic so it feels smoother. I would also recommend making each username a unique key in the database and cache by that rather than ID so someone can't hog all the top 20 scores. Fun experience, good use of theme. |
| Dec 28 03:22:13 | 2m 22s | Super Huber | ♥ 2 | I tried about 5 times but I couldn't get past level 3. It'd be good if you could turn off the vacuum cleaner to move around things. If the items spawn in a way that it's impossible to get past one without sucking up the wrong time, you instantly lose pretty much, especially given that the penalty for getting one item wrong is for it to spawn a jillion more items around you so it becomes completely unfeasible to do a task that was already improbable. Game otherwise feels and looks good and is a decent use of theme. I get that you were using the theme and that's what informed your design choices, but I would recommend just.. not taking the theme so literally that it spoils an otherwise fun game. |
| Dec 28 03:24:42 | 2m 29s | Sofra | ♥ 2 | So you saw me play this on stream. Graphics are good. The character controller is decent (surprising for a jam!) and fit for purpose I guess. Difficulty curve is hella imbalanced, but it's a jam game, and you did give an option to fix it. As discussed on stream, major gripes are that it would be better if drop and pick up buttons were separate. Funny ending. One of the best I played this LD. |
| Dec 28 03:28:25 | 3m 43s | Speed Date Shuffle | ♥ 2 | I had way more fun with this than I expected to. Every LD there's a few card game based ones and they're normally pretty meh but this one was pretty sick, graphically and mechanic wise. Would've liked a better payoff when you win, but it was pretty dece. Took me until the very end to actually work out exactly how the points were calculated (lol 1:1, I just didn't notice that for ages), and then won the last battle pretty much immediately after figuring out how it works. Solid entry. |
| Dec 28 03:32:37 | 4m 12s | Cardhoard | ♥ 2 | It's very nearly a dope, near-shippable vlambeer-type arcade game but just the early game needs balancing, need some stakes at the beginning. Maybe there should be one layer of crates already down at the beginning so the player is already in a state of trying to clean up, and it therefore escalates quicker - right now it seems too feasible for quite a while to just play perfectly and experience no difficulty. I would like if the climbing/walljumping mechanic was more slidey and fluid too. But for a jam, great effort, good use of theme, very good "jamsize" game, nice graphics, style, little tweening effects etc. |
| Dec 28 03:33:30 | 53s | Guy is late for school | ♥ 2 | lol this is great. I normally add constructive feedback but like, "it gets really fast and hard and difficult to control at some point" is the entire core mechanic, so I have nothing to add. It's funny, and fun. Nice job. |
| Dec 28 03:35:17 | 1m 47s | Whispers in the Deep | ♥ 2 | i liked the part where I was the head I'd have liked to have seen the map change more substantially, but it is a jam game. Decent, I don't think it's actually your best one despite your claims! But it's good. |
| Dec 28 03:36:53 | 1m 36s | Adventure of temple | ♥ 2 | If you're already going to put a shortcut there and then it requests window sizes, you may as well have that all in a bat file so it's more user friendly, but we're all devs here so whatever. Stun hit hit hit. Good job. |
| Dec 28 03:39:24 | 2m 31s | Hesperidian Trees | ♥ 2 | The economy needs improving, e = instant health back, but it gets to a point where you can just walk round your grove of 80000 trees spamming space and f to simultaneously plant one and harvest like 100. By the end I was basically invincible and could one hit kill everything, and those orcs are so slow that I was completely in control of the action economy, I didn't even have to confront them until I was like the level 99 last boss of the multiverse. I played it until it crashed from having too many trees lol. Decent entry, need to work on your balancing though :P |
| Dec 28 03:40:35 | 1m 11s | Ingredients of Insanity | ♥ 2 | Some of the curses were too much of a negative modifier to be worth getting, I would be careful about stuff e.g. the control swap. Decent entry though, reminds me of Return Fire. |
| Dec 28 03:41:44 | 1m 09s | Virus and Boom | ♥ 2 | The concept reminds me of Operation: Inner Space, you should check it out :P https://www.youtube.com/watch?v=TxfHtwd8Ke0 |
| Dec 28 03:47:12 | 5m 28s | I didn't know we still had that | ♥ 1 | It's good, but I would use some hackery if I were you. Instead of making the items random at spawn, I would make them random based on your opening. Sometimes I would get to the final couple of boxes before ever finding the item I needed. So even if I remembered every item perfectly, I still wouldn't be able to get there on the time delay. I'd make it so all unopened boxes are basically a quantum suerposition of the remaining items, and it purposely pushes forward the items that would be helpful if you haven't discovered them yet and you've already opened a significant number of boxes. Like I would even make it so the last few boxes are essentially pointless since there's no real chance of going through all the boxes in time. There's maybe too many to remember at once, apparently humans are bad at remembering sequences longer than 5 in their subconsciousness so you have to be consciously aware of a tonne of items at once, and their ordering. Which, I know is the whole point of the game but it's maybe a little excessive. Nice graphics, style, good use of theme, good job. |
| Dec 28 03:50:07 | 2m 55s | Om | ♥ 2 | Style is super sick. (and slick). Nice. Like we talked about on stream, it'd be nice if you could shift up, maybe if their were more functions etc. Like there isn't any danger posed other than one's own stupidity, in games like this (and things like Hexic), sometimes it helps to have a mechanic where it's like "here is a black hole that is going to count down in 8 turns and makes you instantly lose, it is static regardless of when you rotate, so you have to destroy it by bombing that tile away before then). Just to feel more like there are stakes and there's some kind of strategy more than just "go for the most greens at the edge, switch to the one with the least bombs". It was a bit like following an algorithm rather than doing clever strategies. But still, looks nice, sounds great, core mechanic is cool. Good job. |
| Dec 28 03:53:38 | 3m 31s | One Final Task | ♥ 2 | I finished it but the last level was way too much of a difficulty jump up, it took ages to work it out. I resisted the urge to brute force it with combinations and did work it out eventually, but the difficulty ramp was waaay too high, it felt like going from level 4 to level 300. Also felt a bit like.. the puzzle was like an act of randomness, like things were just placed until they ended up working rather than being designed from the ground up as something you can clearly work backwards from or deduce pretty easily. Far too many moves ahead were required to be kept in mind. But apart from the last level (which wasn't that bad, it was the difficulty curve which was the major problem), mechanics are cool. Feels a bit like Chu Chu Rocket. Had fun with it. Also, being able to press R to instantly restart would be very valuable. A. it's weird that you're forced to "lose" before you can click restart, and that you even would need to click restart at all if the game has already deduced you've lost, instead of just showing a "you lose". Then the dialogue is a bit much for every single restart, it'd be nice to just jump back in the action. I only have so many criticisms though because otherwise it's a great game. Good job. |
| Dec 28 03:56:14 | 2m 36s | KEY MASTER | ♥ 3 | lol this game. Difficulty ramp is a bit weird and there's too many keys for it to feel like a reasonable accomplishment, but the actual idea is quite funny. I don't mind when a key is used for two values, but I would do a check to make sure it isn't simultaneously on up/down or left/right because it can mess you up in a jam there. Decent idea though, better than I expected. |
| Dec 28 03:59:38 | 3m 24s | Relic Diver | ♥ 1 | Pretty, polished, but as I was saying on stream - the focus on the theme was probably too strong that it spoiled the fun for an otherwise good game. Being slowed down by loot means the optimal strategy becomes collecting a really small amount of relics at a time, and it takes forever to get them back to the ship. If the ship moved this would be helped a little. I would make the boost mode default and have a slow mode if it's even necessary, rather than making people hold shift for no reason. If you imagine this was a larger title and someone was playing on a controller, people would get RSI from holding L2/R2 for so long. Harpoon mechanic is really cool. Oxygen tanks don't give enough oxygen, but also I hate oxygen as a mechanic because it stops me from exploring. Maybe doesn't need removing completely, but I'd make it much slower and make the combat more meaningful instead. Combat was pretty decent though. I wish I'd seen the end, but it was just such a slog to collect everything that I couldn't realistically seeing me going back and forth and back and forth a million times to get there. I'm not even sure I would be able to reach the furthest point without drowning. Nice job anyway, looks good, plays well. |
| Dec 28 04:00:07 | 29s | IN-FAMOUS | ♥ 2 | Was amusing, and somewhat accurate. |
| Dec 28 04:02:54 | 2m 47s | DodgeBomb | ♥ 1 | I got decent at it but I gave up after unlocking two tips, I think the prizes are a bit expensive for what they are. Or it'd be nice if the prizes gave effects which made it quicker to acquire more currency, which is kinda how every phone game gets people addicted nowadays lol. Reminds me of my childhood making games in The Games Factory. Character controller was alright, would be nice if I moved fast enough to catch some of them when they e.g. go down through the floor, a lot of the time I have to wait for it to come back down when I feel like if my character was more agile I could get there in time and still have the challenge of avoiding stuff. Also the hitboxes on the boom are too square and not reflective of the actual polygon of the boom, dunno how gamemaker works but I would go for an oval shaped collider if possible. Nice one. |
| Dec 28 04:03:58 | 1m 04s | Mesus VS The Broman Empire | ♥ 1 | lol, artstyle is nice but it's kinda a classic case of artists making nice art and it gets scaled down so far that you lose the detail, would've been better if they were made at that size or everything was bigger on screen. Dialogue was funny too. Nice job. |
| Dec 28 04:06:26 | 2m 28s | Pumpkin Massacre | ♥ 1 | Graphic style is great. Even the name lol, it resonates with me a lot. Enemies have way too much health. If you're happy with that level of difficulty - spawn more enemies with less health each so it feels better. Fighting low level enemies that have a tonne of HP isn't that good for game feel, it's best to reserve that kind of health for bosses. Also I wouldn't make ammo drop because.. it becomes possible to stalemate. I encountered a bug where I was stuck in a room with two monsters that wouldn't attack and wouldn't hit. Other than those minor gripes, and acknowledging it is a jam game - looks and plays good. I like it. Nice job. |
| Dec 28 04:12:05 | 5m 39s | Hairy Barbary | ♥ 2 | VERY AMUSING SHEEP. Enjoyed a lot. |
| Dec 28 04:13:00 | 55s | Cats are assholes | ♥ 1 | THESE FUCKING CAAAAATS. lol. I have no useful feedback, it was decent. |
| Dec 28 16:16:40 | 12h 03m | PHOTOPSIA. | ♥ 1 | Very cool experience. You're going to score very highly on Mood I reckon. Was fun, it'd be nice if I could look through my photo collection (although I suppose that's why it zooms in at the end). I think if you spent another couple of days on this making more specific events to take photos of (I liked things like getting the big ones with their "children" in the shot), it could be a super cool little immersive experience. It's still cool now though (just like, "jam cool" lol). Good going, really nice controls, nice idea. |
| Dec 28 16:58:37 | 41m 57s | LDAX: Ludum Dare Asset Exchange | ♥ 1 | lol, enjoyable. Avast suggested that it contains a javascript crypto mining script though LOL. Not sure if accurate. It would've been nice if I was allowed to short, but I guess it is trading currency and not trading CFCs or something. Nice job. Good presentation. |
| Dec 28 17:03:20 | 4m 43s | escapeš„hatch | ♥ 1 | I think I might have played this wrong, lol. As soon as I had the sprint button, I could outrun the pigs, so I literally just like.. outran the pigs looking at the mini map. But nonetheless it APPEARS well designed, I like the style and music. Pre' coo'. |