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| Timestamp | Since previous | Game | davidsheadgames's comment | |
|---|---|---|---|---|
| Apr 24 01:16:32 | Wreckless Rally | ♥ 3 | I like the concept provided actually! And the frog is hilarious! | |
| Apr 25 06:02:48 | 28h 46m | Sweets Crumble | ♥ 1 | I liked the concept, but the physics felt extremely weighty and made it near impossible to get a match three when you didn't have at least two matching at the start of a turn. I think it might be interesting to make it a little less "heavy" feeling, even if that may or may not make it too easy. |
| Apr 27 05:47:31 | 47h 44m | YOU LEFT ME. | ♥ 1 | I think the art is really good here, and extremely impressive for a couple of days, but I didn't really like this as a game. I enjoyed the cat character and parts of the initial scene, but there's just something about the mechanics that just feels a little too broken to me. Also, for a theme, visual novel is somewhat a sub-genre of point and click, so... they feel too similar to really call a 'clash'. The story of loss and memory it a bit of a cliche as well, and while I think these elements can be handled much better, I just didn't see it happening here. Also, the web version on newgrounds is particularly buggy, but I tried not to hold that against this game. Perhaps the game and story are just plainly not for me. Still, I really think the art is great and I particularly liked cyclops cat! |
| May 1 02:25:04 | 92h 37m | Dragoon Drop | ♥ 1 | This is an extremely good entry and has a lot of interesting potential as a full game. My only issue is that the drawing in a direction from the player was a little unintuitive. I know I kept making a lot of mistakes in direction, which resulted in me going left when I wanted to go the other way. My suggestion would be to make a visible draggable area for direction. The "attack all" moves also are a bit confusing, as it didn't appear to attack everything on the screen. Not sure what I'd suggest for that. |
| May 9 01:27:43 | 191h 02m | PlatSCII | ♥ 3 | I really liked the concept presented here. There's potential for a fuller game, for sure! Some notes for improvement: - The tutorial seems broken. Typing the f+j doesn't go through, it would seem. Not sure if maybe I mistyped it, but it's nigh impossible to tell. Also, I feel the text in the main menu did a much better job explaining it than the tutorial did. - The text field for the menu doesn't really give a clear indication you're supposed to type there. It was by pure chance the cursor was on the enter field one time when I restarted. - The text field at the start of some levels loses focus, which means I have to know to click into there in order to play. - The volume level of the last sound was much louder than the others, which is kind of a feel bad. (RIP headphone users) Otherwise, this is a very solid idea executed well for a short, fun experience. It's well-balanced for what it was aiming to do. |
| May 9 01:38:59 | 11m 16s | Soccer Slasher | ♥ 1 | I like the challenge of guiding the ball. I would say it's definitely a challenge getting the ball to hit enemies. The choice of "Take me out to the ball game" as background noise is a bit odd. Usually that's with baseball. I guess if I was going to make a suggestion, maybe make the ball's friction a little higher, or provide more balls on the field. It's a little awkward chasing after the ball after missing an enemy. I suppose that could work as part of the challenge, but it was a bit lengthy of a chase. Good effort! |
| May 9 01:59:57 | 20m 58s | Drive Threw | ♥ 1 | Fun concept! However, there were a lot of problems. I loved the idea of having two things that required your time, that worked really well. However, knowing when something was 'burnt' or how to 'flip' items wasn't very intuitive. I had to read the instructions a few times before finally catching onto what I was doing wrong. The graphics also don't really telegraph whether something is 'done' either. I thought the gray smoke was "done" initially, before realizing it was never 'burning', so it must have been a fail. Perhaps maybe include charred gray graphics for the items when they are burned? Also, the stacking mechanic was a little broken, as it seemed random whether two things put relatively close would actually pick up or not. Not sure what the rules were for that. Also, ordering borked a few times, which cheated me out of getting a positive score (my best score is 9 now!) Also, I think the mellow music sort of contrasted with the timer challenge of it. I sort of wonder what this game would be like as an infinite game with finances being the limit (paying for gas, burger materials, and using money gained to keep going.) I think with a lot of rework of the controls, this could be its own little cult classic. |
| May 9 02:39:48 | 39m 51s | Blindly Loving | ♥ 0 | While I appreciate minimalism, I don't really understand this one, even as a sort of simulator. This definitely gets a 5 for sound from me though! The use of FMod was awesome and the mating call noises were hilarious. It's not for me, but it's an interesting experiment, if mostly from the FMod. |
| May 9 03:06:16 | 26m 28s | Cebe | ♥ 1 | I really like this idea. It's fun! My only complaint would just be the odd timing of pieces and when it counts for you or against you. I'm not sure how to polish that, but sometimes the difference between winning and losing is microscopic in terms of timing. I love the idea though and it'd be cool to see where it could go. |
| May 12 20:34:12 | 89h 27m | One Man Crew | ♥ 1 | Dude, congrats on making it in 6 hours! It could have maybe used some more variety in obstacles. I only saw the top stalactites and the one stalagmite that you had to move around. It got a little repetitive. I guess if I had a note for future releases, I definitely saw no benefit in using the right or left arrows in playing it, because of how long it takes to actually get the ship to start moving in that direction. That said, it's a hilarious emphasis on how incompatible the two game modes are, and well-done for a game in 6-hours |
| May 12 21:33:25 | 59m 13s | Officer Pain - The Smash Cop | ♥ 0 | The art and music are great, but otherwise, the game kinda felt like a bit of a mess in terms of design and programming, which happens when making a jam game. I'd suggest maybe some visual feedback for the charged shot, like a progression bar or something. Also, the text was hard to read because it seemed to pop up behind characters at times. Possibly a dialog box with a pause in the action to let the player read could have helped, though that would have a bit of an impact on the flow of the fighting game itself. The concept is intriguing and I could see potential in taking the same idea and polishing the mechanics a bunch. A decent idea and effort! As far as bugs, there's a sound glitch occasionally with the hit noise. I also noticed if you wait it out and let the player's HP counter drain, it just goes into the negatives. |
| May 12 22:04:53 | 31m 28s | Quadsoup | ♥ 1 | I actually really loved this entry. Finished with a score of 6300. I didn't pick up on the theme of what two incompatible things you were combining, but I think it'd really work well with an additional horror spin to it. My only issue is that in windowed mode, the mouse would still show up, which wasn't a problem in this particular game because I didn't need to click for anything, but it's a nice polish to just disable it and it's not hard to do in Unity. Excellent work with sound and design of the environment |