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| Timestamp | Since previous | Game | SecretPocketCat's comment | |
|---|---|---|---|---|
| Dec 5 08:28:27 | Snake Force | ♥ 2 | This's amazing. I feel like the nuke/space attack should have been limited, since once I found out about it, I used just that, especially because it was so satisfying to use. | |
| Dec 5 18:02:33 | 9h 34m | Nanonator | ♥ 1 | I also got confused by the bloodcells and tried to dodge them at first. And then I ignored the yellow projectiles... In any case, some of the patterns were cool, especially the boss. |
| Dec 5 19:34:02 | 1h 31m | Splotch 2 | ♥ 2 | Feels good, although the uneven terrain throws a lot of curveballs to the player, looks and feels fairly deterministic, though. (I should actually look into an engine, that offers deterministic physics...) I would have preferred if the saws and such were a different colour. But then again, restarts don't matter, so that's probably a silly nitpick... Thank you for a solid 30 minutes of great fun. 😉 |
| Dec 5 20:21:18 | 47m 16s | Of a Feather | ♥ 1 | It's so charming and the crocodile sound is the best SFX ever. I would fly near to them just to hear it and chuckle every time. |
| Dec 6 13:27:10 | 17h 05m | SomeFin In The Way | ♥ 1 | Love the aesthetic (and the title). Unfortunately the jerkiness of the camera gets slightly in the way. |
| Dec 6 20:50:37 | 7h 23m | Shiny Dream | ♥ 1 | This has Vlambeer written all over it. The 'U've not reached the throne' line might be a bit too cheeky, though. 😄 Not sure if the hanging off of platforms was supposed to be helpful, but I almost died a few times because of it. Also, are upgrades supposed to persist throughout playthoughs? When I saw your idea/progress post I thought - the coins being the final score would nicely balance out the shops and make it a risk/reward kinda thing and sure enough, there it is. In any case, it plays nicely and the use of the theme is just spot on. |
| Dec 7 18:36:02 | 21h 45m | POKED - be social | ♥ 4 | Wtr! 💦 |
| Dec 7 18:50:40 | 14m 38s | Headstuck | ♥ 0 | I consider myself more of a mechanically-driven person, but I just loved this! The automatically moving answers seem so simple, yet work so incredibly well, the the writing is great and the art style ties the whole thing together really well. I always try to come up with some valid criticism, but the only thing that pops into my mind is that it could be a bit longer. |
| Dec 7 19:16:48 | 26m 08s | Hyper diapers | ♥ 2 | The screenshot with the score of 219 must be fake, right? Right?!? Anyway, played it with my gf and we had a lot of fun, but we are never having children... The only gripe I have is that there could be more hazards and possibly more safezones as well. But other than that, it's just pure awesomesauce. |
| Dec 7 20:03:06 | 46m 18s | Heist of Kharon | ♥ 0 | The base game is great, I just wish the movement was way faster, especially the sliding and air control. Also it's possible to jump over spikes and get hit by a ghost that has just spawned. Maybe the walls could be a bit thicker? Either way, the one more run aspect of it is working and the nightmare change that you can't shoot though walls is just way more interesting than the regular 'enemies are faster and spongier...' |
| Dec 9 23:26:30 | 51h 23m | CalligraTree | ♥ 2 | Super zen experience as the mechanics, music and graphics complement each other really well. I still would like it if there were some sort of a scoring system (the tree's this tall, this wide, has this many branches or just an overall combination of those), but I just might not be zen enough 😄 |
| Dec 9 23:46:30 | 20m 00s | Save the Plants | ♥ 3 | I'm so rubbish at this it's incredible. That being sad, the game is awesome and I love how the theme can be interpreted 2fold (the more hands and the more plants). There could be a third hand controlled with the dpad, but that just would be pure evil. Then again, maybe I'm just terrible at this. In any case, it's great. |
| Dec 10 00:04:01 | 17m 31s | Be Yourself | ♥ 1 | Definitely getting a McMillen (Time Fcuk) meets World of Goo vibe as far as the aesthetics are concerned. The main premise is kinda idea is pretty cool and seems quite dark, actually. Mechanically, it plays nicely, although the difficulty curve seems to go up way too quickly. After about 20, the spawn rate just gets nuts. Maybe, the safe/destroy areas could be bigger at first and gradually shrink as it goes on? I could also be a bit more zoomed out, as I felt I had very little time to react, which might be by design, but I just felt a little more space would still pose a reasonable challenge. But considering this was actually done in 24 hours, this's really well polished. |
| Dec 10 09:48:03 | 9h 44m | Cardhoard | ♥ 1 | 2017-12-10 10_25_36-Cardhoard by HacksawUnit.png I just can't get any higher than that, the speed up after 20k is too much for me. This's the most fun I've had with an entry so far and it just feels so polished. My only gripe is that even 4 blocks can spawn in the same column after each other, which feels at least a bit unfair. |
| Dec 10 10:26:28 | 38m 25s | Boiler Room Defense | ♥ 1 | I love the ideas behind this game. I was never so conflicted about picking up drops. The only thing I was not very fond of were the movement patterns of the enemies, especially the enemy ships, but I guess if they were easier/somewhat more predictable to hit, than it would take forever to build up the ice. |
| Dec 10 13:55:03 | 3h 28m | Make It Home | ♥ 1 | The drunk effects are pretty damn cool, although the auto-turning made me feel a tad weird. |
| Dec 10 14:25:08 | 30m 05s | CrudeCarnageCars40 | ♥ 1 | There's definitely a lot of carnage and it matches the theme really well. I was gonna mention the lack an actual race mode, but you've covered that in the postjam version, shame you didn't make it in time for the jam. My mine problem, however, is the camera. I wish it was further away from the car and moved way less as I found it very disorienting. Are we gonna get a car battle-royal later on with cars falling out of a plane and all that jazz? 😄 |
| Dec 10 14:42:16 | 17m 08s | Captain Capsize | ♥ 0 | Very cool way to control the ship and the ability to steal cannons from other ships is just hilarious. Also, the game is quite the looker. Onthe other hand, I wasn't very fond of the scrolling. Wouldn't be possible to pick everything up to the same height (I'd assume the Y axis) and move it above the ship and everywhere else (so along X and Z)? The sea is more or less flat after all, so it could work... |
| Dec 10 16:01:27 | 1h 19m | Wasted Space | ♥ 0 | Looks very polished. I'd have preferred if there were less asteroids, but they moved faster and if the start was a bit easier. (My best try was around 480, which I assume is not very good). Also, the second ship seems too expensive, at least for a jam version. (If you decide to go for a full release, than the 2K might be alright). |
| Dec 10 16:21:07 | 19m 40s | Venny is in Trouble | ♥ 0 | Looks great, plays very nice, although I have to agree that it for somewhat a bullet-helly game the visuals are a bit too busy and I didn't feel it got any harder later on. The event at 100x multiplier is great, though. |
| Dec 10 17:12:17 | 51m 10s | Neon Hell | ♥ 3 | Wow, this looks just outstanding and the controls are pretty tight, although the AI is a bit too aggressive and I never last more than just a couple dozen seconds - would like to see a more gradual progression. Also, the mentioned different enemies would be cool as well as some pickups. As others have mentioned, this like more bare-bones, but better-looking luftrausers. Is there some venue where I can give you a follow if the game hits full release? I would love to see that happen. |
| Dec 10 20:51:37 | 3h 39m | Sanguinite | ♥ 1 | Wow, that was longer than expected. The drone handles really well and I really like the music. I reckon the area of effect weapon doesn't really show properly the actual area, at least not the upgraded version - enemies were dying from it way further than the circle and I would actually like the starting are of the weapon to be bigger (or maybe I just thought so 'cause of the circle), but at the start it felt too risky to use it properly. Later on, I actually didn't need it at all as I was just breezing through the later levels being a complete murder machine. That's probably my mine issue - it was too easy and I was a bit sad I didn't see a final boss as I was expecting it when delivering the artifact. In any case, I had good fun. |
| Dec 12 19:57:42 | 47h 06m | Not candy crush | ♥ 1 | So far this's the best puzzle game I've played in the jam. It's a bit weird that the Black Sheep is actually harder than most of the later levels (if not the hardest). I also have to agree that the auto continue is a bit jarring, especially because it skips the adorable happy animation and on the last level I didn't get to see the final rule. |
| Dec 12 21:30:57 | 1h 33m | HTTP: The Game | ♥ 1 | I really appreciate the humor and as others have mentioned, it reminds of Papers, Please. The Vue debugger icon in my browser has lit up, so I assume it's built on that? I've played with it for a bit and it's so good. |
| Dec 13 12:39:03 | 15h 08m | Epitaph | ♥ 1 | I found leaving the house jarring as it breaks the 180 rule, but that might be just me... The visuals are amazing. |
| Dec 13 18:43:13 | 6h 04m | Sugarplum Summit | ♥ 1 | 'Hmm, I don't really see the theme in this one...' I though as I was nearing the boss with all familiars collected. Boy, was I wrong! The interpretation is great and the visuals are just lovely. What I'm not particularly fond of are the tiny projectiles, that are easy to miss, the 'fuck-you-snowman-heads' that are a bit too fast coupled with how the slow the movement is. It also took my at least 3 hits to realise that the gingerbread pieces are projectiles as well. But other than that, it's a great game. |
| Dec 15 19:01:52 | 48h 18m | The Will of the Wisps | ♥ 2 | Wow, this's just gorgeous and the music is so spot on. Two things I didn't like were the black edges that blocked the progress - these felt very artificial, not like something I couldn't go through because I couldn't see but 'because reasons' and the redraw terrain becoming various monsters is very sudden. An alpha blended fade or something of the sort might have been better. |
| Dec 15 19:12:49 | 10m 57s | Level Onslaught | ♥ 1 | Somewhat reminds me of Crawl. Even though I feel the music is not very fitting, I like the track quite a bit. The dodge feels alright, but I expected it to give the player some I-frames and pass through them. Also the enemy attacks feel like hitscan. Not sure if they actually are, but it felt unfair to me. |
| Dec 15 19:29:19 | 16m 30s | Galactic Avaritia | ♥ 0 | Am I the only who doesn't wanna kill the starting enemies because they look like baby octopi with pacifiers? I'm? OK... The whole premise is great, although I feel enemy projectiles shouldn't be faster than those of the player. I'd have loved if the player couldn't be killed by the pickups, just brought down to 1 HP and the enemies would have to finish them off as they were increasing in strength, but that might become unbalanced and would go against the theme I'm afraid. Also, when facing the L1 boss, the boss-health GUI was actually actually stopping me from seeing the ship when I wanted to attack. Other than that, it's a great game and I'm tempted to jump back in. |
| Dec 15 21:07:53 | 1h 38m | Cowquest | ♥ 1 | Wow, this's quite addictive. Also it's nice to see item interactions like a bomb blowing up a ejecting another bomb way further blowing up after a short while. I couldn't throw the arrows by themselves and sometimes the bow wouldn't fire. Also autoselect of the bow after throwing a bomb would be great. |
| Dec 18 22:23:34 | 73h 15m | Beer O' Clock | ♥ 1 | The hitboxes seemed way off and I'm not a fan of kiting. On the other hand, the distortion, especially of music, was really nice. Also being able to still move while lying beaten down cracked me up. |
| Dec 18 22:48:40 | 25m 06s | Fox Flares | ♥ 1 | Super charming and the ending was just so warming and adorable. I also really like the death particle effect. Weirdly enough, I found checkpoint 7 to be quite easy, yet satisfying. Maybe that's 'cause 6 game me much more trouble. Checkpoints 6 and 11 was where I wished for bit tighter controls, but for a 48hour game the controls are great. |
| Dec 18 23:05:25 | 16m 45s | FeedEm | ♥ 0 | The 'I found food' line got fairly annoying after a while, but the steps sound effect was glorious. I wish I could rate you on audio just based on that. The colliders seem a bit dodgy as I was stopped by trees a few times. |
| Dec 18 23:25:15 | 19m 50s | Orbits | ♥ 1 | Wow, this's just amazing. Love the cutesy artstyle. As far as the music goes, I'm torn - I really like the music track, but I don't think it fits very much. Removing planet collisions was a good call (although I'm rating the compo version). My only ciriticism besides that, and it's a nitpick at best, is that the death anim takes way too long. I'd love to see small arrows pointing to offscreen planets and better yet - Luftrausers-like camera based on planet positions. A zen mode would probably fit it well. I'm giving you a follow on twitter and I hope too see an announcement about an Android/iOS version of this beauty. |
| Dec 19 00:05:27 | 40m 12s | Keep It Simple Stupid Bang Bang | ♥ 0 | I don't see the theme... Let's just spam bullets. Oh, there it is 😳 The mechanics get pretty damn nuts later on. To be frank, I cheated to get to see it, so props to you for giving us that option. |
| Dec 19 00:30:31 | 25m 04s | Dead Weight | ♥ 1 | It kept me on the edge of my seat and I really liked the menu version (the tempo) of The Drunken Sailor, although I felt the ingame one was a tad too fast. I also felt that without cargo the ship was almost too fast. Overall, it's a cool game. Not a fan of the green-yellow palette, though. I was rubbish at shooting as I never remembered which side is which, so I just went the pacifist route and abused the, or lack thereof, pathfinding. Et voila 2017-12-19 01_18_34-Dead Weight by manicmoleman.png |
| Dec 19 00:47:42 | 17m 11s | Escape the Deep | ♥ 1 | Got to 51. Like the bit of leeway the player is given when jumping into the gaps, although as mentioned, the gaps could have been a bit wider. Also the enemies could behave differently other than their speed of movement. |
| Dec 19 11:43:43 | 10h 56m | Bonding Bad | ♥ 1 | Definitely getting the Zachtronics vibe only missing the stats/optimization goals. I especially like the music and the super nice clear/in animation. |
| Dec 19 11:56:13 | 12m 30s | Micro Trooper | ♥ 1 | The controls just feel so good and the jumping animation looks super cool. It's super juicy and only thing missing is some enemy and weapon variety. Making the gun an autofire was a good call. |
| Dec 20 22:59:36 | 35h 03m | Cat Clicker | ♥ 0 | Found somewhat of a bug - when I placed the food bowl and the litter box at the opposite ends of the screen the cat was marching back and forth, pooping and eating like there was no tomorrow, but never became happy and I couldn't get thru the tutorial until I tried to put both close together (ew!). Took me about 3 retries and 2 browsers to realise that... Other than that, it was a cool and quite frantic experience. The intense music when cats were hungry was nice, but sometimes the tracks felt like they were clashing. Also, I got thru without a single dead/ghost cat so I must a cat god. Got a few inbreeds though... |
| Dec 21 12:08:00 | 13h 08m | I didn't know we still had that | ♥ 1 | Great game, but I didn't get used to the controls. If space and up were flipped I'd probably do much better, but that's mostly on me. It also took me a try or two to realise I had to find different things and not '3 of that'. But that's definitely my fault... |
| Dec 22 10:20:49 | 22h 12m | Jazzy Beats | ♥ 2 | The visuals are amazing and the music is glorious. Can't really same about the gameplay loop as it's very button mashy and there's not much besides that. Also there's the possibility of just avoiding the enemies entirely and then playing the sax once in a while. Maybe some ranged enemies would spice the whole thing up? |
| Dec 22 20:13:49 | 9h 53m | A Hero's Burden | ♥ 2 | There's a lot to like here and admire how much you've achieved in such little time. I didn't particularly like the fighting and the game could have been actually a bit better without it. Spoiler Warning: When replaying the orc cave the game probably bugged out when I sneaked to the captain and chose the trap option. I could do nothing but run around after the door had exploded. I also wish the ending would be different based on the actions taken. This seemed like the 'branching paths' led to the same one even if I picked all the good options. In any case, great job on including the ability to restart from any part and be able to select all the decisions made upto that point. That's super useful, especially for a jam game. |
| Dec 22 20:36:23 | 22m 34s | Tony Hawk's Hatchback Stunt Simulator: Ghost Protocol | ♥ 0 | Cool beans! The map-wrapping is a super nice addition and the music fits really nicely. My main gripe would be the camera, especially because it would change by itself and be all over the place. Either all in with the auto-camera or let me as a player set the angle without changing it to something completely different in a few frames. Also the reverse is wicked slow. |
| Dec 25 23:40:59 | 75h 04m | Wired Network | ♥ 0 | Lovely entry. I was playing it like an idiot in my bed using the touchpad on my laptop and I got thru he final lvl just by rushing it, so I guess it was on the easier side. One thing I'd have appreciated would be starting looking at the level, not the firewall. |
| Dec 26 08:11:06 | 8h 30m | Technologis | ♥ 1 | Amazing art, somewhat reminiscent of the style of Tomorrow Corporation (Little Inferno, Human Resource machine...). I felt bad about squashing the rats as they looked quite cute, but they chewed through the food like nobody's business. That actually might be a slight criticism from my part - I saw no warning that they were coming and they immediately started chewing thru the fruit closest to the feeder. Seeing them come a bit sooner would probably be alright. Also, they ate the fruit if they just touched the food ever so slightly and the chomping animation hasn't even started, so maybe it could be on a slight delay. Similarly they probably shouldn't just go through the food when dropped on it, but they might be just squashing it, so that could be alright I guess. Finally the difficulty curve (and possibly RNG if there's supposed to be any) could use as a bit more love. The first time I encountered a 45 second delay in between the 1st and 2nd batches of food. The second time I got to around 55 with it working seemingly alright. The third I got at least twice as many rats as before or after and the fourth time it worked like the second and I got 84, so I wasn't able to finish it anyway 😢 Grabbing a rat and trying to switch the tools as it was going up lead to deleting the rat. I'd like to see a restart button/prompt. I see almost no reason for the initial downtime and the first batch could drop in right away and could be slightly bigger as I encountered a bit of downtime after smashing the rat and then getting all the food. My final nitpick would be that the rotted food could be a slightly lighter tint than just black so that the original lines of the art were visible. A physics enabled variant could be cool if the player could swing it from the middle without needing to move it to the right and could be super satisfying. That being sad, the animations make it cool as it is. |
| Dec 27 11:13:29 | 27h 02m | RAILWAY | ♥ 2 | Minimetro popped into my head immediately, but I don't play games like these a lot so I'm sure there are games more similar than that. I'm conflicted about a few things, mainly about toggling a pause, but I quite like the frantic nature of it (mind you, I haven't got very far), so I'm not sure it would benefit from it. I do agree with @mr-matt in that the tracks should cost something to balance making smooth, but expensive tracks and 'edgy', but cheap ones. If that comes to play a possibility of destroying tracks could work if super expensive so it could be used but only as a last resort. I encountered a tiny bug - if the number of damaged trains exceeds 3 (at the point of impact), the game just continues and shows x/3 tranis damaged. I assume there's an equality check and not a >= check. 2017-12-27 08_13_36-RAILWAY.png In any case, I liked it a lot and the scope is just ridiculous for a compo. I hope one day I'll be able to churn out half as much as this in a jam... |
| Dec 27 14:47:34 | 3h 34m | Didgeribug in da place ! | ♥ 0 | Wow, the main mechanic is really cool and I love how the 'shadow' bugs block the player's shots. The visuals are my jam and I like the music, altough I don't think it fits that well. The name has a nice ring to it. (I actually lost the tab I had opened, but since I remembered the name I could find it easily). * My main gripe would that the easiest way to play is just to flee (read hit 1 direction key), hold the shoot button and just aim, mostly to the opposite direction, but according to the patch/update notes that had been addressed in the postjam version. * An animation for the death of the bugs would be nice. A simple tween with a few particles would probably do the trick. * After playing I'm still not sure whether killing enemies nets the player some points or it's purely time-based. Getting a multiplier or some other benefit when killing bugs with coloured bullets could be interesting as it would make getting hit and then using the coloured bullets a risk-reward scenario. I'm looking forward to try out the postjam version once I'm not on the road (and I#m thru with my to-rate-list). 😉 |
| Dec 27 21:27:14 | 6h 39m | The Exalted | ♥ 1 | I really like the premise, but I'm not a fan of the controls. Even in the postjam version, there's still the continuous movement so in order to stay in place the player has to alternate between 2 directions, which may work for some games, but I don't think it does for a bullet-hell game. I'd also consider destroying bullets on hit. |
| Dec 28 11:00:36 | 13h 33m | BOXKILL | ♥ 1 | You nailed the addictive part alright! I got 277. I'm not a fan of the balls dropping in. Since the player is moving on a 2D plane and the the balls drop in from the 3rd axis it's pretty confusing at least for me. I thing a simple warning animation and then the ball scaling up/in would be nice and their initial velocity could be gradual. I do like the wall animation though, that's slick. Some kind of multiplier would be pretty cool as well. For instance rewarding the player for breaking several large balls in a row which could result in riskier play. Now if you'll excuse me, I'll give it a few more tries 😁 |