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| Timestamp | Since previous | Game | AVAVT's comment | |
|---|---|---|---|---|
| Dec 5 15:33:58 | MiniDom (2-6 Player game) | ♥ 1 | I heard of Pico-8 before but never actually played any game on it, and the control really confused me (well sorry for not reading the post before playing). It's very confusing when the game say press... was that an O or a Square? really hard to read. On the other hand the game is pretty cool Definitely something I'd play with friends occasionally instead of same old Poker or Bridge. I would love to have some explanations of the game icon but the experience of figuring it out for myself is kind of fun as well (I still don't have a chance to play the crown icon so not sure what it does). TL;DR; cool game, need basic instruction. | |
| Dec 5 15:41:57 | 7m 59s | Sam Snow | ♥ 1 | Congrats on finishing your first Jam. It's an achievement on its own to publish a game before the deadline! ๐ The game is pretty hard. The jump could be done better, maybe because its lack its own animation. It seems like there's a bug or something on my machine, I cannot see the snow ghost, only a bunch of spiky bluish blob. It would help a lot to have basic control guideline in game as well, I tends to play game before reading the post (avoid spoilers) and didn't know you can shoot with F until I came back and read the description. Afterward the game make a lot more sense. |
| Dec 5 16:10:47 | 28m 50s | Dungeon of Cursed Artifacts | ♥ 1 | Too damn effing hard!! I always die at the %&Q#$ 5th level!! Diamond Bell is sure death. Slow belt is strange - not sure what 20% slower means. The glasses are easy. Globet of alzheimer is globet of alzheimer is... what was I saying again? Very fun game, but I died too many times, ragequited. Oh and I agree with the above commentors on the long text, it's kinda confusing, luckily when I happened to me the first time I was on a great run and didn't want to F5. |
| Dec 6 00:09:29 | 7h 58m | Chasing Syrinx | ♥ 1 | Beautiful artwork and sound! The game is too punishing for my taste, but it is just my personal opinion (I gave up @ first sliding sprore) The physics collision/interaction could be visualized better imo, it's wasn't apparent to me that I could stand on leafless branches, and it's hard to see when a platform (branch) end. From my personal experience it is always very easy for us - as creators - to perform tricky maneuvers in our own game because we're the one who made them: we know exactly where the colliders are and how they stand in relation with other pieces. But the players don't have any of that information and have to figure out the detail with trail and error - a process where "hard" and "frustrating" are only a hairline apart. |
| Dec 6 02:31:04 | 2h 21m | Temple of Greed | ♥ 2 | The game didn't display correctly on my machine (only show on half of the screen). But when I tried running as administrator it worked. For the game itself: I really love the graphic! The color is vibrant and warm. Control is very well made, but double tap for dashing is something I think of as bad design: you always end up dashing when what you really want is to move small steps. The level design is quite good as well, got me hooked. There are 3 particular turnoff for me though: - Not knowing which artifact will open new paths and which doesn't. This end up making me take whatever I see anyway, and defeat the should-be purpose of the theme (don't take more than you can handle). - Places with lava on equal ground with platform feel really cheap: you take damage for overstepping platform when jumping - not natural and not fun. imo for the same difficulty just make lava lower than platform but make the jump longer. - The content after you lost all power (the part to the right after all 4 doors open) feel too long and tedious. It's not too hard but it's tedious, and I hate the 3 space lava jump mentioned earlier. I really wanted to know if there's a better ending than "got my own house" but I never made it back from there. |
| Dec 6 08:51:53 | 6h 20m | Travel Light | ♥ 1 | Interesting concept, simple but solid and got room for improvement. As @kothead mentioned I also think the game need some kind of "motivation" to fight. And the game right now is a bit too easy to show its concept. IMO the game would be at its best when players feel the dilemma of having to choose between either stocking lots of ammo/food for better chance of survival or carrying little for less chance of being detected. Anyway it's a solid game & concept, right now it mostly need some sound I think :) |
| Dec 6 09:04:33 | 12m 40s | Don't lose your marbles | ♥ 1 | A lot more fun than I thought at first! The idea is simple but quite addicting. On my Mac it's glitching out I think, the tray is completely black, so I can't comment on the graphic. The music is funny and familiar. When the tray turn to the far side it's really hard, I could only survive those phases by luck. Or it's just because of the texture glitch make it hard to estimate where the tray ends. What does the blue bar on top do though, I can't figure it out? |
| Dec 6 13:00:25 | 3h 55m | HUDdled | ♥ 2 | Funny game. The panic rush was good laugh. I still don't know what Refill (G) does because by that time I have already spammed everything that lit. The UI taking the entire screen is annoying but also hilarious as heck, I'd even say that's the best part of the game ๐ |
| Dec 9 01:46:44 | 60h 46m | Speed Journey | ♥ 1 | Congratulations on your first game jam! It's an achievement of its own to finish a game on your first try. The game is lovely and the concept is clear (though very punishing). I think the jump and fly up should use the same or at least similar sound. Right now they're quite different, as if belong to 2 different characters. There's a bug with the red orb (increase size) that bumps me up when collected, not a big issue but I missed my jump timing some times because of it. For the design of the game, I think the instruction screen is too cluttered and not necessary: - You can put the control part (arrows, x, z) at the beginning of the game - for example as clouds resembling those shape or even simply as it is right now. Player can enjoy figuring out what they do by themselves. - Touch rainbow & die: they can find out by themselves (it's more fun that way teehee) - Effect of the orbs: you can display them as floating text when the player collect them. That way the information is available to the player immediately when they actually need it. In the current state I always have to re-check the instruction screen to lookup what they do. - Collect lava lamp to win: also not necessary - they're already begging to be collected ๐ As for level design, I think the game could be more fun if there's more than 1 path. Maybe if you collect too many orbs you can only go through the upper paths - which is harder. If you avoided collecting too many more options are available to you and you can choose whichever is comfortable to you. It encourage exploration and experiment - 1 less level in the game is no problem if each level is satisfying! |
| Dec 11 13:17:34 | 59h 30m | POKED - be social | ♥ 2 | Coolest cactus ever! ๐ I really love the game, if not for so many bugs I guess it would easily top my favorite charts. Despite crashes I managed to get 2 endings and they were both great *horses noises*. I think the part that need improvement the most is probably the control. It's not responsive/reliable and it worked against the game's feel, especially at the beginning when I'm learning how the phone's UI work. It was very hard to learn what was a bug and what was intended behavior. Worst part in my experience is when the Call Mom alert show up and I can't click Ok to turn it off. I thought that was an intended feature and sat for a long time waiting for it to turn off itself. Aside from that, the game itself as I said was amazing. Loved every characters and cactus especially <3 |
| Dec 14 17:58:44 | 76h 41m | Critter Sitter | ♥ 1 | Wonderful game! The art style is astounding I can't believe it's a compo game. The game is really fun and have a lot of potential. If I have to nitpick I'd say the scoring need some improvement. Right now it's not clear to me whether I should try for higher earning or longer run or more pet cared. There should be some kind of central scoring system. Regardless I rated it 5 stars overall because damn I don't need any scoring to fall in love with this gameplay! |
| Dec 14 20:50:25 | 2h 51m | Cherry Creek | ♥ 2 | Screenshot 2017-12-15 03.32.58.png Really nice mood! I loved this kind of relaxing game. This is certainly the best experience I had among similar games. The half-houses puzzle me a bit but they're cool in their own way. And I love the passing clouds, it enhanced greatly the look & feel. I think the algorithm was perfect maze generation and then you put a tree at each dead end? Though I can't figure out the exact generation algorithm, doesn't look like depth first recursive to me. I'd never thought about using it this way, it's an eye-opener. For improvement I think there should be some kind of graphic effect after the level is completed. It wasn't easy to finish the Ridiculous level and some kind of effect or animation that give the "Perfection" sense would be, well, perfect. For example light or wave flowing from the fountain reaching each tree giving it bursting bloom. Some modern leaderboard/daily mix would be fun too. A game named Mazy on mobile does it very well, it add more replayability to the game. No one play the game I mentioned anymore but it was really fun when it last. In that game each time you finish the "daily" challenge you could see real-time replay with visualization of how you compare with top competitors. |
| Dec 14 21:19:44 | 29m 19s | Infortune | ♥ 3 | That moment when your character's so fat he causes earthquake by falling into a pit! It was an interesting setting for a game. I totally felt the thrilling danger of the pyramid. There was much to desire though. I think the beginning of the game was really punishing (instant dead on first pits) while the rest of the content after you stack up some diamond is kind of a breeze, so it felt like the reverse of the theme (the more diamond you have, the easier the game become). The character control is a bit... unfamiliar, probably because of the force control the character kind of "slide" around like on ice, and it was a bit frustrating. On the other hand, I loved the part where you have to run through a maze with spike underneath, it was truly thrilling and breathtaking totally felt like what pyramid exploring should feel like. The "Oh sh-" moment when I realize I chose the wrong path was really funny. |
| Dec 15 00:11:19 | 2h 51m | Sรคnka Viking - A Viking Warship Simulator | ♥ 1 | Simple mechanic and fun. Remind me of the old cannon fight game on Windows95. Despite being a rather short game, I can totally see the effort and attention to detail spent making it. Even as it is right now, it could easily fit into a RPG as mini game or part of a side quest. I have some inspiration for the game, maybe if I had the same concept I'd give it some kind of theme: For example you're a merchant ship delivering goods from one port to another. When you're attacked by pirate the fight could be exactly like the game right now. When a pirate ship is low they will try to escape. You can choose whether to try finishing them off (gaining their goods while making your ship heavier) or just let them go. You get gold upon successful delivery and that way the game could be episodic where each next trip is longer than the last. Well that's just my imagination and maybe doesn't fit your intend, just leaving it here as reference ๐ |
| Dec 15 00:54:24 | 43m 05s | Museum Keeper | ♥ 1 | You'd totally thought they would learn to change the damn lock by the 15th break in! At first by the music I thought it was a scare jump horror game (I'm bad at that), but it turn out the game was not one of those. The sound was really thematic and voice acting was surely impressive! The appearance of the burglar is very interesting as well and I liked him (is this Stockholm syndrome?). I'm also very impressed with the design of the music as a whole and the art pieces jab especially. The AI was a bit too simplistic though, and probably because of that, by the 10th day it started feeling repetitive. It is a bit of a pity for the very interesting burglar character. If only he knew how to hide or in some way more elusive at later level it would be more fun. |
| Dec 17 16:48:16 | 63h 53m | I wonder if I had a younger sister | ♥ 1 | The story is a bit shallow compared to the rest. And the rest is WONDERFUL! Gameplay overall is a bit weird, don't get me wrong it's the "good" weird, but it didn't live up to its potential I think. Regardless I totally felt jealous of this MC, which is exactly the point of the game I think. Damn mofo. |
| Dec 17 16:53:33 | 5m 17s | Samurai Shaver | ♥ 0 | Awesome game! Music and art are on point and felt great. The gameplay is a bit monotonous after some time, but I think with a bit of variety I can play it for hours. |
| Dec 21 23:51:17 | 102h 57m | Contamination | ♥ 1 | Pretty cool game! What I liked: - Tutorial. A bit too long but well done. - Various types of enemies - Super POWAH!! - Post-apocalyptic theme was well done. Really, loved it. What I think could be improved: - Movement. Switching too fast from A->D make the character stuck still for a second. Moving diagonally into a wall make the player stop (people are acquainted with "sliding" along the wall in the non-blocked direction) - Clicking hell: my finger hurts~~ can't it be hold-to-fire? - Performance: game run really slow after a while (probably path finding?) - Turret versus Plasma: I think the plasma should be cheaper/spammable to add variety to the gameplay. Right now it takes forever to get enough metal to do anything. |
| Dec 22 00:07:23 | 16m 06s | Home Raider | ♥ 1 | Oh my god This game is soo good, presentation was great, the idea has so much to extend upon. Truly a gem. Only thing I could complain is that the ability to "revisit" previous settlements kind of broke the mood. I really think it should be either: - An episodic game (cannot revisit previous levels), or - Permanence result: stolen items do not respawn, broken-in house would have heightened alertness, etc. |