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| Timestamp | Since previous | Game | Bart Huylebroeck's comment | |
|---|---|---|---|---|
| Dec 4 22:49:25 | The band of explorers | ♥ 0 | Seems you have a concept similar to our idea, but you took it the exact opposite way :) It was very interesting to watch your game! I loved the pixel art, the little nazis were really cool to look at. It's funny to watch them splatter to their death. The blood splatters are done well. The nazis do seem a bit too likely to die, mostly because your level is fiendishly difficult. | |
| Dec 4 22:59:21 | 9m 56s | Love Potion #7.2 | ♥ 1 | Funny idea, good difficulty level. I didn't realize I could fart before the fartmeter was full, that cost me a few tries :) I would've loved to see ragdoll fysics on the people who got attached to me, but that's just eyecandy. More importantly, I needed a meter to know how many people could get attached to me before I got crushed. |
| Dec 4 23:13:31 | 14m 10s | Gladiator Monsters | ♥ 3 | Wonderful mechanic, it makes you really think about how to play. It was fun choosing the upgrades and finding out what they did, even if they weren't to my benefit. I felt the controls were not precise enough for a really engaging fight. Your colliders seemed a bit small: some gold I ran over, I didn't pick up. Not that I'm complaining :) |
| Dec 4 23:39:37 | 26m 06s | Sea Wars: Piratefront | ♥ 1 | Super polished game! I love the graphics, the idea, the music, the animations, it all combines to make a super game! I found myself trying over and over again. My perhaps only critique is a very minor nitpick, in that having a lot of lootboxes doesn't seem to make things very much worse. I would've expected the ship to run or turn noticable slower, but I didn't feel very handicapped. It was simply a bit difficult (and out of my control, mostly) to keep the lootboxes on the ship. I found that the best tactic was to simply destroy ships within a limited radius and not care about the loot. That, about 30 seconds before the end of the day, start picking up all that loot drifting in the sea :) |
| Dec 4 23:57:34 | 17m 57s | Ricochet | ♥ 0 | The idea of ricochet as the theme for "the more you have, the worse it gets" is a really elegant design and it works beautifully. I love the twin stick genre, so I loved your game. it was responsive, difficulty level ramped up enough to allow me a little time to learn and then quickly get me into trouble. Well designed and balanced. The game is fast enough that I would've liked a bit more overview. Instead of zooming out, maybe you could've tilted the camera a bit and make it look where I was aiming? I feel that would've been an excellen perspective. This game sorely lacks sound, even if only a few bleeps and boops. The capsule bad guys are a bit too standard programmer art in unity. I guess you didn't get around to making a model for them :) Love the pace, love the idea of combining a hair-trigger bullet-spitting gun with the dangerous ricochet, and I love that the gun has enough recoil to push you back. |
| Dec 6 20:54:50 | 44h 57m | The Perfect Halay | ♥ 0 | Strangely fun to play, much more so than I expected from the description. The movement of the dancers is hypnothic and just the right mix of predictable and chaotic. I also would've liked to use the gamepad, or maybe even the mouse (although the mouse might have made movement too easy). Although more dancers obviously make it harder to complete the halay, I feel the link with the theme is a bit far-fetched, so you lost some markings for me there. I'm just bummed that after working so hard to make the halay, I got a zero score :) |
| Dec 6 21:08:22 | 13m 32s | Keep them under control!!! | ♥ 1 | Frantic games like this are generally not my type, but hats off to the solid design: it was clear what to do, there were no glitches, the link with the theme is also clear. The dragging felt very crip and responsive. I would've preferred to see the stock numbers near their respective resource, and in the same vein I think it would've been better to place the fence buttons closer to their respective resource. Because I needed to keep my eyes focused on the minions (little tikes :)) I couldn't really figure out the GUI and I had no idea what my score was or when I was able to buy a fence. If you'd made the first minion really slow, it would've allowed newer players to glance over the screen and figure it all out before things got really hectic. Nice theme, nice graphics, fitting music! |
| Dec 6 21:36:12 | 27m 50s | Money Talks | ♥ 1 | Very nice art, nice mix of drawing and pictures, they blend together quite well. There don't seem to be very big choices, probably because you were running out of time. Sure, the story was a litlte cliche, but it was also very evocative. And junie is very beautiful! :-) You can be my artist any time! |
| Dec 6 22:11:38 | 35m 26s | SheepMotion | ♥ 6 | Unlike @lekiy and @alext_design, I had a fun and relaxing time driving the sheep. I finished the third level. The art was really nice, the sound was functional and added to the experience. The dogs were easy to control. The camera was not always helpful: it focused on one dog only (I guess he was the alpha dog), and at times it simply showed me a tree and no sheepdogs at all. I would've appreciated the ability to scroll the camera, for example using WSAD. Some colliders seemed a bit wrong, and the in level3 pathfinding was a bit strange: sheepdog were running around a tree stump the long way, even though there was a clearly shorter path. For game readability, I think it would've been better if you marked the grassland zone and the "home" zone more clearly, for example using colors or using the fences. For a minute, I thought the third level was an impossible assignment because more and more sheep were spawning. It was a lot of fun running the dogs through the pack of sheep :) Did I mention beautiful art? |
| Dec 6 22:31:56 | 20m 18s | Hungry Dino | ♥ 1 | Lovely graphics, wonderful puzzle platformer, tons of content. This is a game proper! The puzzles are well thought out. Only your menu was very unclear. I accidentally ended up in the editor and I couldn't make heads or tails out of it, because the text was so hard to read. With the help of the above comments, I restarted the game and figured out where to go. I love the amount of design that went into the puzzles. I love that you have an editor! Edit: I thought making the screenshake dependent on the dinosaur's size was a nice touch :) |
| Dec 6 22:44:32 | 12m 36s | Christmas Present | ♥ 1 | This seems like a fun and clever game, but I couldn't get it to work on MS Edge 41.16299.15.0: after finishing the first level, I get "click to continue", a second window pops up where I can move the santa, but the first window just keeps showing "click to continue" and that doesn't seem right. I tried using Chrome, but the popups keep getting bigger and bigger all by themselves. Also doesn't seem right. Too bad, I would've loved trying this! |
| Dec 6 23:05:54 | 21m 22s | Immune Invasion | ♥ 1 | very creative, very beautiful, the heartbeat is very well done, the game is difficult but doable. I feel I won mostly because of luck with the random numbers rather than because of my own skill. Had to give top marks except for humor :) |
| Dec 6 23:42:34 | 36m 40s | Catastrophic Cities | ♥ 3 | I was able to get past turn 30. Things seemed mostly under control. People really seemed to like playing with fire in my city, most of my budget needed to go there! :) I was unsure if the location of my buildings played any role. It was annoying to see that my second fire department was built practically next to the first one. I also don't know whether to prioritize building new buildings, or simply spending the money on the departments as they were. I did see a relation between my spending on each of the 4 factors: I was able to keep crime, unemployment, and health at a very low number and I was still making a profit. So I think the balance was not too bad, but I would've liked a bit more feedback. Every sim player loves graphs :) Also, nice graphics! |
| Dec 7 13:49:04 | 14h 06m | Reverse Sushi | ♥ 1 | original idea, fun easy concept that is quick to grasp. The sick people are almost impossible to grab before they get eaten, the fish are too quick. Also, some fish seemed to glitch to the top left corner, no idea why. Shallow but solid gameplay. Very nice graphics, too, they support the gameplay very well! The sound is the finishing touch :) |
| Dec 7 14:08:54 | 19m 50s | Snaketris | ♥ 0 | Lovely idea, so simple and elegant! The controls felt a bit stiff and awkward, probably due to low framerate. The two game mechanics work really well together, and I imagine there could be lots of yelling between two "coop" friends :) |
| Dec 7 14:57:38 | 48m 44s | Hungry Mok and the Amulet of Food | ♥ 2 | I loved the art, loved the sound, the idea was really good. As many others, I also had trouble with the controls. Retracting the rope just the right amount was really difficult. I also died a few times where I'm not sure I hit anything at all. Oh, and the intro gave the game a really luxurious feel :) |