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| Timestamp | Since previous | Game | ExNihilo's comment | |
|---|---|---|---|---|
| Dec 4 13:43:06 | Glutonny | ♥ 1 | Simple but efficient implementation of the theme. What exactly is the goal ? Eating enough to blow up is quite easy to achieve, but I couldn't find a way to maintain balance between survival and keeping a reasonable size. | |
| Dec 6 12:48:25 | 47h 05m | Infectious Void | ♥ 1 | Somehow I felt the visual cues actually did a great job at conveying the sickness' progression, and the minimalist UI worked well with the overall impression of loneliness and despair. It does feel like a tutorial level, but one that definitely makes you want to try out the full game. |
| Dec 6 13:49:58 | 1h 01m | Greedy Merchants | ♥ 2 | Nice one. The conflicting ways to improve your score naturally lead to experimenting with different strategies, which is always interesting, although I felt the balance was somewhat shifted in favor of playing as the pirate. |
| Dec 6 14:33:16 | 43m 18s | Soul Matter | ♥ 1 | You did a good job at managing to guide the player without any explicit pointers until the very last NPC, while of course leaving the easy way out of killing everything in sight. The atmoshpere of the game does actually draw you in a bit, too. |
| Dec 6 14:48:25 | 15m 09s | Hangover | ♥ 1 | The graphics were a bit off-putting at first, but overall it's a nicely balanced example of creating conflicting objectives and hard decisions with juste a few parameters. |
| Dec 6 15:13:30 | 25m 05s | Time is Bad | ♥ 1 | That was quite an enjoyable ride. It is unclear whether more time does make the game harder, because slow moving obstacles can actually be harder to avoid. Yet, finding one's own sweetspot is actually fun too (I personally found 30 seconds to be the most comfortable). I agree that not resetting the timer between tries does not really seem to add anything and just pushes you to hit Esc each time. Overall, controls felt very responsive, however I had a bit of a hard time alternating wall-jumps between two walls. I believe letting the character stick to the wall a bit longer, allowing the player to start pressing the opposite direction before jumping off the wall would help a lot. Still a nice game to play, which could go a long way with a bit more polish. |
| Dec 6 15:28:00 | 14m 30s | Infected Pong | ♥ 1 | Nice idea and execution, albeit slightly too unforgiving. Playing this with a laptop's touchpad was clearly too much for me, but I will definitely give it another try with a trusty mouse. |
| Dec 6 15:48:20 | 20m 20s | Fatigue Blade | ♥ 0 | I understand it wouldn't fit the theme quite as well, but I think there should at least be some drawback to fully depleting your stamina. As it stands, since there is no need to maintain any sort of balance, the best option is simply to button mash your way through any encounter, which doesn't make for the most compelling of experiences. Still an interesting take on the theme. |
| Dec 6 16:49:16 | 1h 00m | Earl's Quest | ♥ 1 | Now that was a blast to play. As stated by other users, including the character's head in the hitbox makes some collisions counterintuitive and navigating into small corridors harder than needed. The overworld also feels too large for what it has to offer. Otherwise, it's a really solid result for such a short time, with perfectly consistent old-school graphics and sound. |
| Dec 6 18:17:13 | 1h 27m | Escape the Deep | ♥ 0 | For some reason, on my computer the game crashes with a stack overflow error right after the introduction. Let me know if there is some specific data I can provide you with about this problem. |
| Dec 6 18:47:44 | 30m 31s | The Big Pink Thing. | ♥ 1 | The control scheme does indeed feel awkward. Platforms layout also seemed strange until I realized it was probably designed with keeping the jump button pressed down in mind, which not a bad choice in itself, but pretty unusual. |
| Dec 6 19:01:24 | 13m 40s | Dungeon Hoard | ♥ 1 | This reminded me of old game&watch games, which in my book is definitely a good point. I do think, however, that it could use a sharper increase in pace as you gather more coins. |
| Dec 6 22:08:22 | 3h 06m | BeerFight! | ♥ 1 | Simple yet efficient response to the theme. The end result also feels quite clean and polished. My only gripe would be with how the white and blonde beers are hard to differentiate on the fly for the layman. |
| Dec 6 22:55:14 | 46m 52s | Yottaman | ♥ 1 | You managed to squeeze quite a lot of features into this for a 48h game. Well done. |
| Dec 6 23:05:53 | 10m 39s | The Star War 2: The quest for more money | ♥ 1 | What did I just play ? |
| Dec 7 00:29:15 | 1h 23m | Npigs | ♥ 1 | Quite a strangely addictive experience. The limited color scheme certainly adds a lot to the hypnotic feeling. Jumping felt a bit stiff at first, but it actually works well with the platforms' spacing. Nice work. |
| Dec 7 01:06:54 | 37m 39s | Delver's Sunset | ♥ 1 | Nice game, and very polished at that. I must admit I stopped as soon as I got blind, since I had played without sound from the beginning, but I will definitely come back to it later. I was pleasantly surprised at how manageable the game remained even when superimposing seemingly unfair afflictions. Clearly, a lot of thought and testing went into balancing it. Also, your take on the theme is definitely the closest I have found so far to my own, so I would love to hear your thoughts about my game, although it's much further than yours from a finished product. |
| Dec 7 02:22:13 | 1h 15m | A simple man | ♥ 2 | "Walk to the mountain on your right." Well, this had better be worth it. Turns out it was. I think. Wait, isn't the whole point that it was never worth it to begin with ? I guess the small annoyances in navigating this lovely little world, like having to jump above the slightest bump in the road, can be chalked up to the subtle groundwork progressively numbing the player to the game's mechanics, so in retrospect it would be hard to criticize them. All in all, it was a very consistent and memorable experience. |
| Dec 7 08:29:15 | 6h 07m | Yellow Beans | ♥ 1 | The graphics definitely got a lot of care. It's a pity the text font doesn't match the overall mood of the game. |
| Dec 7 09:01:11 | 31m 56s | The More the Not So Much Merriblobs | ♥ 1 | Other comments said it all, the concept is efficient but the random level generation would require some tweaking to avoid unreachable green dots and unfair enemy spawning. |
| Dec 7 11:40:48 | 2h 39m | Scavenger | ♥ 1 | Very nice indeed, and it leaves you yearning for more. I second the little complaint about scrolling through the level (although zooming out also worked), especially because the UI on the right does not follow you as you scroll down. Otherwise, clearly a solid take on the theme, for a very polished and consistent result. |
| Dec 7 12:28:04 | 47m 16s | Life is money | ♥ 2 | As a "nonJeu", it does hit the mark. I didn't play it very long, but I might come back to it at some point while I go through some boring and repetitive tasks at the office (Now isn't that meta ?). Incidentally, there may be some similarities in the underlying statement of both of our games, although I went for a far more classical approach. |
| Dec 7 13:25:06 | 57m 02s | Fast Frontier | ♥ 1 | Although maybe intended, the lack of visual cue concerning the cannon's power was a bit of a problem for me. I would suggest maybe showing at least the early trajectory as a dotted line, so that the player can get a feel for the shell's destination without wasting too much ammo (or I could just get better, I guess). Overall, the concept works pretty well. The execution is indeed a bit rough, but as a first time entrant too, I know all too well how short these two days felt. |
| Dec 7 15:44:19 | 2h 19m | Endless, Nameless | ♥ 2 | Quite enjoyable to play, really. Some balancing may still be needed, of course. As already mentioned, short-sightedness and falling lava lamps do not blend well together because they add some unwelcome randomness. I would also have preferred a slightly lower character acceleration, to allow for tiny positional adjustments before a jump. Anyway, all in all I had a good time and the difficulty for buying the time bandage felt just right. My take on the theme had some similarities with yours, yet the games themselves ended up being completely different. |
| Dec 7 16:29:04 | 44m 45s | Quantum's Rick | ♥ 3 | Simple but surprisingly catchy. I guess the main issue is that you can easily win the game without really getting it, just with a couple of lucky clicks at the beginning. |
| Dec 7 17:40:16 | 1h 11m | Rescue_Mission | ♥ 1 | Although not particularly new, I love the concept, and can see myself adding this one to the list of games that I will spend time playing instead of working on the post-jam version of my own game. The UI is extremely clean for a jam game, which goes a long way considering the genre. That said, some balancing is indeed necessary to make it an actual game. I believe I have now reached a point (with about 50 passengers) where losing has become almost impossible. Refilling your ressources at the station comes pretty much for free, and conflicting personalities can be disregarded since you can stuff everyone in the messdeck for a quick relaxation session. As you said, room size limits are a well-needed part of the mechanics. Other features I would love to see added in are a full list of passengers, with clickable links to their respective rooms, as well as a (probably optional) time limit between turns for some more tension during decision-making. Anyway, I'm looking forward to seeing this turn into a more fleshed out project. |
| Dec 7 19:05:35 | 1h 25m | King of Coins | ♥ 1 | Among the many games featuring heavy coins in this game jam, this one is definitely the most original I have played so far. Trying to balance the load between several backpacks while your coins keep bouncing back at you isn't the most compelling part of the game, but I guess one gets used to it over time. Maybe using the second mouse button to drop your coins with less power could be a nice option, though. Great work anyway, I would love to see more levels added. |
| Dec 7 20:12:59 | 1h 07m | Maze Crawler | ♥ 1 | You've got quite an interesting idea, and your maze generation algorithm can certainly be a very solid base to build upon. I didn't take a look at your source code, but it seems you must be using some variation of the default Unity character controller, which gives this floaty feeling to the giant suppository's movements. Although I understand it allows for some easy means of collision detection, the game would benefit a lot from some custom movement scheme not involving physics. Anyway, I'll be curious to know how this project evolves. |
| Dec 7 20:45:26 | 32m 27s | Hug Me I'm Cold | ♥ 1 | I think you've got a viable idea here. However, in the current implementation, is there really any use at all for the sweaters ? Even without knowing the level's layout in advance, it didn't feel like the heat bonus made up for the slowed down movement when it came to exploring the area, except as an emergency measure to finish reaching the campsite. Still, if you manage to achieve some nice balance, the result should be pretty interesting. |
| Dec 7 21:29:42 | 44m 16s | Toxic Towers | ♥ 2 | You managed to create an impressive amount of content for such a short time. Your use of the jam's theme also works pretty well. I liked how, even though the game is so generous with healing items, each little mistake adds up to make you genuinely threatened by the end of an act (on a first run, at least). Great job. |
| Dec 7 22:14:00 | 44m 18s | A Spark of Light | ♥ 1 | I thought I had found some nice rythm, allowing me to remain under 1 light most of the time for 5 minutes straight, almost feeling at home is this small ecosystem, then everything started going downhill and all I could do was writhe in despair as a newborn blinding ball of light was inexorably being crushed by the walls. Nice work building a world that really draws you in out of such simple assets. |
| Dec 8 21:18:47 | 23h 04m | ESCAPE KEY | ♥ 1 | Really nice idea and execution. As another Azerty player, I second the need to offer the player a choice between keyboard layouts. Yet, it was still playable and enjoyable enough to finish the game, so well done overall. |
| Dec 8 22:31:30 | 1h 12m | ZhenCo Ghost Management | ♥ 2 | I wish I had paid attention and noticed there was a PDF specification before learning the whole syntax from in-game example commands. The game's mechanics seem to open a world of possibilities, and the levels you created do a great job at demonstrating it. Simple but consistent graphics also fit quite well with the theme you chose. As already suggested, a fast-forward option would be a nice addition. Being able to insert a new line in the middle of existing code instead of only at the end would also help keeping the code structured when it starts getting crowded. Overall, a really promising experience. |
| Dec 9 00:31:35 | 2h 00m | Lamb Lines | ♥ 0 | Impressive work. The different levels show that you already have a good understanding of the range of possibilities offered by the simple rules you devised, which is no easy feat in such a short time. The wolves's behaviour felt a bit counterintuitive at first, which may be why some players got stuck early. Squeezing in a few intermediate levels to make the mechanics sink in should help alleviate the problem. |
| Dec 9 22:05:44 | 21h 34m | Babies! Babies! Babies! | ♥ 3 | So I was commenting on some game's graphics on the games listing page, when my girlfriend told me "At least it's better than this awful Babies! Babies! Babies! thumbnail !" Am I glad she did. |
| Dec 9 22:58:47 | 53m 03s | Kill The Dragon | ♥ 1 | Nice and efficient way to make your point. The discrepancy in graphic styles and the obvious feeling of being lead on by the game are pretty off-putting, but they do bring the message home. |