Foon → Ludum Dare Explorer → LD41 → Feedback comment stats → PeachTreeOath
Feedback comments for LD41
PeachTreeOath's games and stats for all events →
| Timestamp | Since previous | Game | PeachTreeOath's comment | |
|---|---|---|---|---|
| Apr 24 03:47:35 | Demon Date | ♥ 1 | I'd have to say that this was the first time I've seen the swipe right/left in game form, and it feels right! The sudden turn of the game was pretty awesome! The chat was also great. I can tell you put a lot into this! | |
| Apr 24 04:02:29 | 14m 54s | Shufflefish | ♥ 0 | Outdoorsy on first attempt! I can forgive some of the lack of instructions since you noted you would post them later. You were along the same lines as us, we wanted to make a unique deckbuilder and I personally wanted a fishing one too. Yours is a pretty unique take, it's not quite a normal deckbuilder but it has some different elements like how the hand and lake all work, I don't even know of an analogy except maybe like.............mahjong........... lol. The bottom portion of the game was iffy and harder to grasp but the top portion was fantastic and a great way to represent fish-reeling points. GJ finishing a card game in this timeframe by yourself, I know our group was coding right til the very end cuz of all the corner cases and such! |
| Apr 24 04:19:41 | 17m 12s | Waifu Gear Solid | ♥ 1 | I love the hiding places, and the hilarious dialogue options! I laughed quite a bit playing this, and could definitely sympathize with the main character that just wants to get home to see his show! |
| Apr 24 04:26:20 | 6m 39s | Legend of Zoom | ♥ 4 | Broken record here, but great job again! The thing that impressed me the most about this game was how simple gameplay was transformed so PERFECTLY with the driving mechanic. A split enemy (which are normally annoying) now turns into an opportunity for a sweet drift combo, and a charging enemy now turns into a very satisfying parry minigame where you have to make sure you're facing the right direction at the right time. And of course the last boss reminds me of Gran Turismo trials where you had to tightly turn around 1 pillar. I really do like the potential of this idea and you can go pretty far with adding more Zelda-ish mechanics and tools. |
| Apr 24 05:01:52 | 35m 32s | Elite Beat Zombygons | ♥ 3 | Two things I really noted. 1. Personally, I haven't seen any games using the Necrodancer mechanic. It's a really cool one and I'm glad to see someone take it and run with it in a different genre like twinstick. 2. I feel like I've played a decent amount of games but I also haven't seen your hp representation before, when enemies just lose sides as they weaken. Super succinct visuals and representing meaning. Awesome job overall. Obviously you have some real polish here but those 2 things were pretty unique. |
| Apr 24 05:23:28 | 21m 36s | Need for Fish | ♥ 1 | Brilliant idea! I'm loving this jam so much, we get to see ideas like yours come up. Definitely haven't seen anything like this before. The game is really satisfying to play, especially with the built in ups and downs of catching and riding the fish. I'm super sad I can't get this shark though, I wanted to see how crazy it can get. In general the mood of this game is 5 stars. The colors and motion all make it seem bright and hectic. Fantastic entry. |
| Apr 24 05:35:46 | 12m 18s | Harvest Doom | ♥ 2 | Really impressed with the art, the first time I saw the tower pop up I was really surprised. The gameplay was intimidating at first until I realized I can kinda just mash with 1 crop to build up the resource and go through the 1 by 1. Really cool idea and reminds me of Farm For Your Life which I loved. Good job! |
| Apr 24 05:50:58 | 15m 12s | Slide or Die | ♥ 1 | Our team talked about doing a topdown fps but we thought it'd be way too hard to implement. I applaud you making one, there's some really cool ideas here. You solved the issue of camping so elegantly by having the player need a minimum velocity to even shoot in the first place. You have to find a good balance of movement but still getting kills so the genres were mashed together pretty well. Honestly I liked it most when I flung myself into the air with a ramp and tried to capitalize on it. That was super fun but really hard to aim since the bullets we're always shooting where I thought it'd go. Very engaging idea and kept me playing for a while. |
| Apr 24 05:59:53 | 8m 55s | CCG Shoot 'em Up | ♥ 1 | Whoa I didn't know you do LD, surprised when I saw your name (426 SP here)! This reminded me a bit like Frozen Synapse where you kinda had to gauge and predict enemy movements and take actions accordingly, which is a good thing. A few more AI/enemies types will make this really engaging since the decision making is a bit straightforward right now. As expected, nothing but a nice clean interface from you. Taking advantage of card combos and such is gonna make this game brilliant, great start! |
| Apr 24 06:02:38 | 2m 45s | GUN-HOCKEY | ♥ 2 | crossfire.. crossfire.. CROSSFIREEEEE! |
| Apr 24 06:27:59 | 25m 21s | GattaZoid | ♥ 1 | Good start on a game. I share similar concerns to others, in that I can just sit there and move if I happen to be in front of gray block. To really give it the shmup feel you can add movement to the blocks and have them grow in more dynamic ways. As always, your visuals are on point though and you're really good at making things feel kinetic even when there's technically not much going on. |
| Apr 24 06:34:14 | 6m 15s | TURBOSTUNTS | ♥ 1 | Any Absolute Drift influence here? The visuals are eyepopping and put together so well. TBH, I was really scared to go fast so I just kinda crawled my way forward a lot and didn't use boost and such unless I absolutely had to. I think the game in general feels great to play but I wish I wasn't punished so hard for wanting to fly around fast. Maybe some more room for error? Either way, I have to reiterate that this is one of the best looking games I've seen so far this LD. |
| Apr 25 02:29:06 | 19h 54m | Shepherd and Dog | ♥ 1 | +1 points for doggo butt Even though this jam is meant to draw out unique ideas, lots of people managed to still overlap on ideas by having the same trains of thought. I don't think I'll see a dupe of your idea though, it's unique in this sea of card-game/farming-game hybrids. I thought it was a good tweak to the Pikmin formula. Tbh I would've liked the shepherd and dog to have maybe one more unique aspect between them because I felt like I was more just moving a blob with 2 ends carefully like I Am Bread. With that said it's a very challenging herding game with a lot of tension since the wolves are so vicious so you have to be pretty careful with your positioning to make it through. Nice job! |
| Apr 29 03:13:52 | 96h 44m | Teeny Tailors | ♥ 1 | How can you not click this game? The concept is so enticing. Tbh, compared to a normal jrpg I found the Outfit Readiness meter more compelling than bringing down hp meters for whatever reason. Maybe it was the novelty, not sure. In the end the additional feedback you get from watching the outfit grow and complete itself really drew me into the game and made me want to see what the final product was. Great game elements to keep the player interested, awesome idea! |
| Apr 29 03:40:05 | 26m 13s | Dinner Hunter - Cook Or Die | ♥ 1 | Very nice Hotline Miami paced game. I thought the twin stick controls felt pretty intuitive though I'm glad you gave the player a lot of health to make it a bit more forgiving. The enemies move quite quickly, which is fine once you learn their patterns after a while, but there's so many thrown at you in the beginning it's hard to keep track. I'm sure in a full version you'd have a slower ramp up of enemies so that's understandable. Like someone mentioned, this kinda reminded me of Battle Chef Brigade which I really liked, so seeing another entry into the cooking brawler genre is great to see. |
| Apr 29 06:24:12 | 2h 44m | Sloppy Dungeon | ♥ 1 | Probably the most unusual mix of genres I've seen yet. I love my Monkey Ball and I can see an endless amount of content you can put into this. Pretty much any standard dungeon crawling mechanic just gets morphed into something crazy using this. I wonder if this is doable on tablet gyros, that could really tackle an unfilled (afaik) niche. |
| May 6 04:58:37 | 166h 34m | Ventureville | ♥ 1 | Really great style! I could see the potential here so it's unfortunate you couldn't finish. With some weapons you could go for a Seven Samurai type of story where they were samurais protecting farmers from bandits. Amibitious goal, I'm impressed you went for such a complex game. |
| May 6 05:10:25 | 11m 48s | Snack & Slash | ♥ 1 | This game is amazing. The controls are a bit slippery but the movement and weight of the attack feel fantastic. Haven't played something like this and I'm impressed you were able to make all that art in the timeframe! |
| May 6 05:14:35 | 4m 10s | KEYBOARD WARRIOR | ♥ 0 | You have a really nice feel to the game. Good screenshake, the art style fits well together and the shots are satisfying. At first I thought the controls were a bit awkward but I saw @superpokeunicorn post about it being like a finger tongue twister and that made me look at it in a much more positive light. Great start, I can see some cool potential with this. |
| May 6 05:24:27 | 9m 52s | Fish Fighter | ♥ 1 | Wow the swarming looks really nice and it feels satisfying to corral the fish and fire down the line. Fishing upgrades are always addicting and I found myself trying to at least see the full upgrades even though they were mostly just power upgrades. Just being pulled into the water and then fighting fish is hilarious though and definitely something really unique. |
| May 6 05:29:11 | 4m 44s | Mare Underworld | ♥ 0 | Nice concept - I always like takes on "what happens when...", and the art is great! It definitely adds to the underworld feeling. The levels were challenging at first and made me want to beat them all. I was impressed by the AI but I finally conquered! |
| May 6 05:48:35 | 19m 24s | Hot Meals | ♥ 1 | Wow what a fast paced game. Tbh I kinda wished the cars didn't have rollover so I could really make some crazy turns like in Micro Machines. I agree with @SecretPocketCat that the cooking could've been more intertwined, the mashup was a bit disparate. The game title is genius and I would've loved to see your plating idea come to fruition! |
| May 6 05:59:17 | 10m 42s | Super Dashball | ♥ 1 | Dear god 600 pts, I can't even imagine. The mp actually reminds me ever so slightly of Laser League (just happened to get that through Humble Bundle recently) where it's a pretty honest dodging game where you can mess around with other players indirect by dashing them into hazards and stuff. Really, you have a surprisingly fun game here, and I got some flashbacks back to my Jezzball days. Even with that experience though, I could only muster ~50 pts after many playthroughs in sp. Great job! |
| May 6 06:09:19 | 10m 02s | FAST CRASH | ♥ 2 | I really have to say, I know you're already getting a lot of comments about art and aesthetics, but I have to emphasize some things. A lot of games, especially LD games have gone with the 80's look. My god, you took it to another level. This is not an LD level of work. This is some seriously professional looking stuff. I'm blown away. You took a lot of care not just into the sprites but the UI as well. Nothing but praise here. I don't expect to see another racing/quiz game hybrid this LD, seems pretty unique so far. One game to take a look at is Tales Runner - Math King. If you want to go further with this but take it to a more action game, that's a great example to study. |
| May 6 15:26:57 | 9h 17m | Gobbie's bad day | ♥ 0 | I actually like playing 'sp mmo' type stuff. Sometimes I just like grinding for the sake of it, without the hassle of online, especially if there are solid upgrades. What kind of skills/classes do you intend to have in a more fleshed out version? |
| May 6 15:33:42 | 6m 45s | Catching Crazy | ♥ 2 | The first impression I got was that the 2 genres were kinda mixed too separately and that I would've liked them to be more integrated rather than 2 minigames. I think one thing you did REALLY well was that even though they are different, you tied them together with the aesthetics and mood of the game. Without that constant crazy feeling and being berated by your paranoid thoughts the game would've been too loose but it makes sense with the way you did it. Definitely a unique feeling game and I'm glad you pushed those boundaries. |
| May 6 15:44:04 | 10m 22s | 1st / 3rd Last Word | ♥ 2 | Holy crap this game is brilliant. It started to really shine at the 2nd puzzle when you can hide behind the glass on the right and maneuver the cannon from there. It makes you think in 2 different dimensions and it was such a nice take on 1st+3rd person at the same time. I think the game shines the most when you have to handle the 2 pretty separately like in those instances, and weakens when you can just hide mostly behind the turret. Really expandable mechanic with a lot of potential if you add different cannon features to it. I don't think it was frustrating like the others have said, I think it comes back to the essence of play for me (try things, experiment with it and see what it does) and that was fun. I do think the death penalty should be just to retry a room or something, since it takes quite a while to backtrack to where you were, or perhaps just making enemies take only 1-2 hits. |
| May 6 15:52:07 | 8m 03s | Quiz Shooter | ♥ 2 | By far the best thing you added to this game was the giant art piece in the background. After a few questions I was like 'ok, I get it' and was tempted to move on. But then I noticed I was climbing, and that even in space, the gradient was changing just a bit. That small little tweak to give a feeling of progression was enough to keep me going all the way. Good job to whoever thought of that! |
| May 6 16:31:23 | 39m 16s | Wreckless Rally | ♥ 2 | Jeez, you guys are incredible. The polish is unreal, the innovation is top-notch, and on top of that you guys are still rating and creating awesome post-mortems. I don't know what else to say but that you guys have a good shot at top 10. |
| May 6 16:49:29 | 18m 06s | Locobe | ♥ 1 | Surprising social impact game, I actually never knew about how deforestation could affect desert growth like that. I thought the Simcity graphics throwback was awesome, haven't seen that in a while. The gameplay was tough to figure out. I understood the idea of using mature trees as a foundation to fight off growth but I still had trouble in the later portions of the game understanding how to improve, and I'd just place trees where it seemed to fit. A few more mechanics could make this really worthwhile in terms of environmental effects, but there's something to be said about the simplicity of its message currently :) |
| May 6 16:57:05 | 7m 36s | Recipe for Disaster | ♥ 1 | That's 2 incompatible genres alright lol Probably one of the more humorous entries I've seen, the physics is super wonky though I wish it all just moved a bit faster, especially when handling rollovers (I do love how it slowly rolls back into position after a while). I definitely didn't expect the acrobatic racing and Tony Hawk style scoring. That was an excellent touch to the game and I suspect that took a lot of code to detect things correctly. Really clever entry. |
| May 6 17:05:32 | 8m 27s | Orcs Must JAM! | ♥ 1 | yoooo the look and feel is so good here! The intro screen alone is great, but then the camera pans and the cactus are all rubberhose dancing too. Also, when dawn starts to hit and the shadows slink away, it creates an unbelievable mood to it while the skeletons are all rushing you. The dawn effect is by far one of my favorite effects I've seen in any LD, despite how subtle it is. It took me a failed try to realize when the timing for the hits needed to be. I thought the gameplay was also excellent. You had to kinda scan the field and plan out what you wanted to do for the next set of drumbeats. The healing was a bit straight forward, but with more tools or guntypes I could see a player making quick decisions on loadout and then executing it to a beat. Really good entry with lots of post-LD potential! |
| May 6 17:15:43 | 10m 11s | Nightclub Showdown | ♥ 0 | Brilliant way of bringing in the chaos of John Wick into an understandable setting. Capping knees to disable people while handling the rest of the scene is straight out of the movies. A bit like SuperHot but better theming, awesome work. |
| May 6 17:29:40 | 13m 57s | LokoRush | ♥ 2 | Best part was just the tracks themselves. The routes were hilarious and it was fun to just watch the environment as you twist and turned up mountains and such. I could see the towers having a bit more impact especially if you could lay more devastating traps down to stop whoever's in first place. |
| May 6 17:43:34 | 13m 54s | Mojojo | ♥ 1 | One of my favorite entries so far! I was laughing most of the time, the humor is great. After I finished the game I took a look at the genres.........and I was super glad to see slice of life there. You certainly hit the the nail on the head for that one. Loved the bounciness of everything and lightheartedness. Just a really great entry all around. |
| May 6 17:55:25 | 11m 51s | Idle Hatcher | ♥ 2 | I'm a big fan of incrementals so I had a clickbot on hand to play with. Similar to @Forest I just used it to mash and get points since you can hit a pulse multiple times. I think a collection aspect does go with just about anything, and even though the gameplay ended up being straightforward for me, I still kept playing just to see what was behind those silhouettes. |
| May 6 18:13:22 | 17m 57s | Kingdom Crush | ♥ 1 | You mixed these genres much better than I expected. I couldn't tell, does becoming lovers with someone actually halt the flow of troops? It seemed like the case but wasn't positive. I thought it was REALLY cool to see how my dialogue options affected the playfield. In a full version, if you could change more things than just the flow of troops that would be amazing and it'd fully weaved the gameplay together. Bold idea and good execution! Very impressive you could manage such a complex game with that many people on your team. |
| May 6 18:20:01 | 6m 39s | RTHM | ♥ 1 | Cool concept. At first I thought I needed to match the direction with whatever icon the date had until I realized the icons didn't match your ability set. I was trying to figure out some kind of mapping between face and what to do, like happy face -> respond with eggplant but I couldn't find a connection. On your game page I believe you do say you didn't get around to it and that's alright. I assume you were looking to do something along the lines of teasing out people's characteristics and how they like to talk and then matching it. It would be brilliant since the game is already a bit frantic trying to look up and down and get the mappings correct. Really interesting entry. |
| May 6 18:26:48 | 6m 47s | Bird-View Burger Barn | ♥ 2 | Cook Serve Delicious on crack. This game is awesome in that you can try to single-thread everything, but once you get comfortable you have the potential for some crazy multitasking. I've never seen a multitasking game with this high of a skill ceiling. The game is very fun and really wracks your brain if you want to go ham. |
| May 6 18:49:03 | 22m 15s | Roulette Knight | ♥ 0 | Talk about "just one more turn"... I always love Team FQ games, you guys make consistently great games that push design boundaries. This game is no exception. At first I was pretty turned off by the full RNGness of the game, but after I explored the skill trees and equipment I realize you can hone it the way you want. It also gives the player a chance to customize the game based on how much of a risktaker they are. Addictive entry that kept me playing for a very long time (still trying to beat it). |
| May 7 01:22:49 | 6h 33m | Deadly Coin Demo | ♥ 0 | I tried out the latest version and I will say it seems pretty bug free. The gunplay wasn't half bad, the skeletons were just fun to pop since you could fire pretty nonchalantly and they died quickly. The grappling hook probably could've used a speed upgrade in order to keep up the fast pace this game deserves. It has a pretty large surface to cover so it'd be nice to zip around at a good speed. Nice job cleaning up the game post LD! |
| May 7 01:27:33 | 4m 44s | Olympic Games Massacre | ♥ 1 | lol the randomness is pretty intense. I actually like the core gameplay of the running games. I haven't seen that mechanic implemented like that, it's usually just mashing. I imagine you can get really good at this system with enough practice, which is more interesting than other variants. |
| May 7 02:40:11 | 1h 12m | Tempo Quest | ♥ 0 | Played post-jam version and wow that was super fun. The boss was very hard and I had to go back and heal 3 times but eventually took it down. Pretty sure I played the game for an hr with a friend. Incredibly polished game and I can't believe you this this in such a short time. |
| May 7 03:40:11 | 1h 00m | Idle Escape Room | ♥ 1 | aw boo... was having a lot of fun but got stuck on Type Here as well :( Pretty good play on the idle theme. Maybe even using more "buildings" and sacrificing them could've been a cool path to take too |
| May 7 03:54:43 | 14m 32s | Magic The Shattering | ♥ 1 | Looks like I wasn't the only one to horde all the homing weapons :) Really good concept. I wish maybe it drew more than one card so I could play around with builds and decide what I want to save for harder bosses and such, but alas. The core gameplay is solid, and any bullet hell game will make me sit up in my seat and pay attention. Played til level 14 but it looked like the enemies couldn't get harder than that. Unfortunate! |
| May 7 04:38:05 | 43m 22s | Text Royale: The Ultimate Type or Death Fight | ♥ 1 | Any chance you've played Black Survival? That actually is a really fun game and your game is very reminiscent of it. Even though it's turnbased, your game is still very tense as you try to dodge and fight quickly with typing. Since this is a bit of a steeper learning curve game, perhaps an easy mode that slowed down AI actions would've helped us out. |
| May 7 04:51:06 | 13m 01s | CityDefense | ♥ 1 | Extremely engaging game! It was a very nice balancing act between all your resources. And the last leg of it (building juuuuuust enough factories to make it to the last building safely) was pretty intense. Sure the game is relatively easy if you take your time, but put a time limit on it and you have something very challenging on hand. |
| May 7 05:24:26 | 33m 20s | Conquer a chef's heart | ♥ 2 | I don't really agree with some of the other reviews here regarding knowing what towers/creeps do, TDs have always been about exploration and poking at how towers fare in battle. Trial and error is the name of the game so it all made sense to me (though I was surprised at how weak the AOE tower was). I was thrown off by the attacking phase and thought that was a pleasant addition, though the VN portion of the game didn't seem to weave in very well. |
| May 8 03:20:27 | 21h 56m | Prom GOblin | ♥ 0 | Ah ha, I wasn't sure if the kisses were a toggle or not but now I know...I think I lost by 1 or 2 kisses. I really liked the idea at first but it did drag longer than I had hoped. Maybe a few different obstacles instead of just the chaperones could've spiced it up, or maybe an AOE ability. I still love the theming you applied to the game though. That's what caught my eye in the first place and drew me in to play. |
| May 8 03:35:33 | 15m 06s | Extreme Tower Fishing 2018 | ♥ 1 | I think @BryceLTaylor makes a really good point. This is one of the very few TDs were you can earn money outside of the core game and get yourself out of pits. I liked that the fishing was decently skillbased so a better player could earn money faster. It was very satisfying to land a cast right on top of a fish. All in all I thought the fishing really shined, but the TD was kind of standard fare, but I guess that's the idea with this LD theme :) |
| May 8 03:41:24 | 5m 51s | Run N' Cook | ♥ 1 | That is probably the greatest walk animation ever, what a solid prance! I liked the idea but the game probably could've used a few more hrs of dev time to get to where it needed to be. Some variety in enemies to shake up the gameplay would've really fleshed this out. |
| May 8 03:51:03 | 9m 39s | Jump and Draw | ♥ 1 | Not even taking the the cards into account, the jump cost itself was very clever. Tack on the cards and it gets even better. Though given the avg card cost it is definitely in the player's interest to conserve their cards unless absolutely necessary. It was really nice to think about how to approach a level but it definitely came with a lot of trial and error to learn the stages like old school platformers, which isn't necessarily a bad thing :) |
| May 8 03:56:26 | 5m 23s | Love In The Gaming Club | ♥ 1 | I was actually pretty impressed with how the jumps happened after you stuck to the bottom of a platform. Not sure if you got that physics for free w the engine but it hopped and spun really nicely out of the stick. I like the idea of each girl being a different stage. It's kinda like MegaMan, but a girl instead of a Robot Master. Would be cool to have the girls have wildly different level designs (moreso than currently) but hey, there's only so much time in a jam. |
| May 8 05:04:07 | 1h 07m | Card Commander | ♥ 0 | Pretty good execution on the concept. Have you played Forced Showdown? Really underrated game that employs the same principles. I think you have a really good start, but at the moment most of the enemies can be dispatched with good ol circle strafing and shooting, while your minions seem to just die too fast to make those cards really worth it unless you horde them. I think you could do quite a bit here with different guns and powerups (again, take a look at Showdown) and I'd really like to see another version of this. |
| May 9 02:43:10 | 21h 39m | The Cards You're Dealt | ♥ 1 | Really engaging game that makes you think hard as soon as you realize you have 1 hit deaths. The balance between movement and attack cards was a very slippery slope though luckily the enemies aren't so threatening that they'll pin you, and you can play relatively safe to progress on. No doubt that you could easily push this concept further with more weapons and monsters, so well done on creating a nice, extendable game with unique gameplay. |
| May 9 03:00:30 | 17m 20s | Dragoon Drop | ♥ 1 | I really like the boldness of the concept. I do wonder if you thought "yep this will be fun" within the brainstorm hours because I'm not sure I would've had that much confidence in such an untested idea. I liked the fairly large hand and I understood why you wanted to have such similar cards to finetune your approach to an enemy, but I was hoping for a bit more very unique cards. I see your comment above about how to fit text on small cards and we actually ran into the same issue with our game where we didn't know how to convey complexity via card text (it didn't help that our game is real time so you don't have time to read it). Again, I really liked the innovation here and the guy definitely kept me busy for a while. |
| May 9 03:14:38 | 14m 08s | Dungeon Drifter | ♥ 1 | Finished the game, not sure if this was intentional or a bug but I seemed to get a huge speed boost after level 2 and that made things significantly easier. I'm actually a big fan of this genre hybrid and can tell you there are very few entries in this (3 good ones that I know of). Check out Valkyrie Sky and Mirror War for some inspo if you keep going with this idea. If so I'll keep an eye out for your followup! |
| May 9 03:23:58 | 9m 20s | Dungeon Solitaire | ♥ 1 | I was really impressed when I fired up this game. You must've taken a decent amount of time to design up each level and all the iterations/positions of obstacles that can be in there. I thought this was a great concept and would be cool if you could affect your deck a bit like purchasing different level layouts and buffs to help you get through things later on and have some progression. |
| May 9 03:31:34 | 7m 36s | MATCH3+CONNECT4 | ♥ 1 | Oh boy this is like how it feels like when you play 3d chess for the first time and suddenly all rules go out the window. Sounded like a pretty mild mashup of games at first but then once you play it you realize how crazy it gets since the core mechanics of the 2 are at odds with each other. I kinda would be interested in seeing a high level breakdown of this game, seems like there are some broken tactics but I'm not clever enough to figure them out. |
| May 9 03:46:29 | 14m 55s | On The Fly | ♥ 1 | Best looking game I've seen in the 3 years I've done LD...... I'll definitely be following your future work. |
| May 9 03:59:35 | 13m 06s | PORTABOY | ♥ 1 | Not gonna lie, the first time the zombie popped out I got a mild scare. Nice job with the plot twist, I definitely didn't expect it. Gameplaywise I haven't seen a meta-Wario Ware like that where you had to juggle minigames at different levels of play. Very clever and would be cool if you could push it one level further to solidify the concept. Great job. |
| May 9 04:06:02 | 6m 27s | Honest Dan's Trout | ♥ 1 | lol the Trout Platinum Club....I actually came into this comments section to figure out what % of people could even get trouts and now I feel bad. Really great merger of 2 genres. I've noticed that there are a few games that are merging 2 somewhat close genres and coming up with some really unique stuff out of it and you are one of those people (rather than the typical dating sim + platformer or all those games popping up this LD). Really well done and the game really stands out in this crowd. |
| May 9 04:18:21 | 12m 19s | Rogue Racer | ♥ 1 | First off, I really appreciate you giving a "give money" button for people in a rut who still want to see the rest of your game. I think I'll add a cheat menu in future games as well so help normalize skill levels. I definitely like the concept and it reminds me of SNES Off Road where iirc you could keep racing and just upgrading your car. Of course, you have much more significant upgrades here that affect the experience so it stands out there. The physics is definitely scary. It was a tossup every time I hit a wall how much I would rotate lol. With that said, there's a decent amount of obstacles here, a bit more than I expected for a compo so nice job on that! |
| May 9 04:25:21 | 7m 00s | Modern Fairway 4: Spec-Ops in the Rough | ♥ 1 | Pretty hilarious as you go into triple digit strokes and you just don't even care anymore. One twist you can maybe do is lower the gravity and make the ball pop up more. To be able to shoot the ball midair would add a bit more flair to it rather than just be 'your clubs are bullets'. Still, it was a fun romp regardless with a decent amount of tension between ammo usage and that damn ball rolling away! |
| May 9 04:32:12 | 6m 51s | Alien Holes | ♥ 1 | Nice work with the game. My gut reaction is to ask for crazier stages. I used to play Albatross18 a lot and it had such an advantage over standard golf games by having fantasy courses and worlds like playing on battleships. If you could expand this and take advantage of truly alien worlds you can really push this far! |
| May 10 22:58:47 | 42h 26m | Pinball Gardener | ♥ 0 | So polished....I'm gonna have to follow your future games. 2 things I really loved about this game. First, there was only 1 screen to it, just a nice, complete UI to look at with a well designed interface. Secondly, I loved that the farming was actually connected to the pinball, not just a 1-way street like I've seen in these other games. |
| May 10 23:04:16 | 5m 29s | Witch's Escape | ♥ 1 | Not a bad idea. Like others have said, ramping up the difficulty faster would've helped, but the core concept of the game can be very fun. Have you played Audition Online? I used to play that a lot and doing button presses in a quick sequence like that can really make you sweat. They made an entire game out of that concept so I think it's already validated pretty well. A few tweaks and you can have something nice here. |
| May 10 23:19:24 | 15m 08s | Wizsnooks | ♥ 4 | Really nice game and idea, and putting the equipment right on the ball itself was a nice touch (it's always nice to see your upgrades in play). I did a few others already mentioned it but the lava being insta-death was pretty frustrating, especially when you were on a pretty great run. I know it's a roguelike but dying in that sort of way always hurts. I think your game idea has a lot of different ways it can go. You chose a pretty unexplored genre here and would love to see you push it more! |
| May 10 23:45:08 | 25m 44s | Shot! Shot! | ♥ 1 | Wow, surprising mix of games here. Just the drunk shooting alone probably could've warranted a fun game but the added mix of typing added a great layer. I would try to maximize things by reloading while I was waiting for the next set of words to pop up and such, and also trying not to take any shots aimed around the body when I was very drunk. I didn't expect to see that much depth given the screenshots but you proved me wrong. Really creative entry. |
| May 10 23:54:09 | 9m 01s | Birder x Runner | ♥ 0 | I suppose this is some hellish combination of Pokemon Snap and a runner :). Game was very tough in a good way, I actually haven't seen a multitasking game where you had to hold over something without looking. The birds were pretty hilarious, like the sphinx bird you can see right up front. Just for effect, having a little trophy/collection case on death showing what you're missing (if you added more birds) would be a neat thing to add replayability. |
| May 11 00:06:24 | 12m 15s | 7575 | ♥ 0 | The Dark Souls of farming games... That was pretty damn hard, I actually couldn't finish it. I could get pretty close but my god sometimes the cows just go mad and make a break for it to the other side. I'm glad you didn't make the poop an obstacle, that would've made things impossible for sure. I liked it, one of the hardest herding games I've played which would normally frustrate me, but you went for the theme perfectly with this one. |
| May 11 00:15:07 | 8m 43s | Wheels On Feels | ♥ 2 | Really clever idea. I was wondering when we'd see the SuperHot mechanic used on a different genre, and here it is. You feel like a badass making some "hard turns" and "quick decisions" while going through the track so the game feels great. The walls are devastating though, since it's hard to correct your turn after a time stop. I wish there were a lot more checkpoints scattered throughout so LDers could see the whole game. The presentation is pretty polished actually (you chose a really good font) and all the colors are harmonious. Game looks great and I hope you guys make it to 20 votes! |
| May 11 00:21:22 | 6m 15s | 60 seconds to Mars | ♥ 1 | I think one of the strongest things you have here is the pickup time vs loot. One thing you could add to the risk/rewardness of the game is to have stronger loot chests take up more time, that way the player will have to judge how much time they have left and decide whether it's worth it or not. Same with maybe a health pickup, where they're using time as a currency to trade for life. At the moment the game is more straightforward since you kinda run and grab everything you can, but I think with a bit more cooking time and variety and a focus on time as a limited resource you can make a really tense roguelike out of this foundation. |
| May 11 02:05:28 | 1h 44m | Binary Blocks | ♥ 1 | Super clever game. I'm pretty sure all the CS people here are gonna have a smile on their face playing this. Now you're making me imagine all kinds of games visualizing merge sort and such... |
| May 11 02:22:05 | 16m 37s | Typewriter Dungeon | ♥ 1 | I agree with what some people said about movement or missing the key. The speed is a bit frustrating but the core concept is fine. Don't know if you've played Epistory but that's a great entry in the typing dungeon crawler genre (uh I guess there's only 2 games in it). But you can essentially play as fast as you are good at typing. If you can harness that same feeling you're gonna have something really fun since it's the typing that probably the fun part of your game. |
| May 11 03:18:31 | 56m 26s | Super Antithesis Kart | ♥ 0 | One of the few 5-stars I've given out for Theme. Tbh I was hoping to grow into a giant and just stomp on cars when I saw the mushroom, but alas. Definitely a unique setting for a walking simulator that I haven't seen before so it had a lot of novelty going for it. |
| May 11 03:26:30 | 7m 59s | Stop The Munchies | ♥ 1 | Geez this must've been so much coding to even get the base game up and running, I commend you! The game was the perfect difficulty level for me. I could just barely get the maze finished in time sometimes, though I did get the hang of the 2nd phase on the next try. Lots of breadth done for an LD, nice work. |
| May 11 03:42:04 | 15m 34s | Alida of Arx | ♥ 2 | I really admire large teams that can perform in LDs since we are one ourselves and I know how hard it is to coordinate everything, so grats on making such a polished game. I'm curious what the breakdown of artists and writers there were? Seems like there was so much work on every front I can't even think about how you'd split up your team like that. |
| May 11 03:52:18 | 10m 14s | TOBY GAWK PRO WALKER (🔥NOW WITH HTML🔥) | ♥ 1 | I played this game several times, not even sure why lol. The music is awesome (especially for any THPS vets), the feel of the game is great, and it's actually a pretty unique concept I haven't seen before. That was some serious gawking I got to do! |
| May 11 04:43:33 | 51m 15s | Karaoke Ninja | ♥ 1 | Honestly this was probably my favorite game this jam. You explored the mechanic in ways I didn't expect and it felt amazing whenever I one shotted an enemy in one note! |
| May 11 06:07:53 | 1h 24m | Kingdom Manager | ♥ 0 | This game deserves a lot more votes than this. Really fun and addictive game. I'm actually glad the attacking system doesn't work cuz I just wanted to see the city grow. Really impressed with the game design in terms of resources and contention. |
| May 11 17:29:16 | 11h 21m | RPG Racer | ♥ 1 | Some of my favorite games in the past are Rock & Roll Racing and Super Off-Road, so I played your game til I was nearly maxxed out. One subtle touch I loved was seeing the car plumes change color, like red and teal as you upgraded it. That's not something you see very often but it's a great touch. It's like in Diablo when you upgrade a spell and now you're shooting 4 charged bolts instead of 3, that small visual upgrade is so much cooler than just raw stat boosts. Tbh I actually just plain liked the racing even w/o the rpg aspect. I though the track was pretty challenging to maximize since the road was relatively thin, other racers are on the road, and your handling is not great so you touch the grass a decent amount. I'm a fan of racing games so I'm biased, but I loved trying to master the track, as simple as it was. Subsequently as I was getting new upgrades I was changing my lines and routes, like cutting through the grass on the hairpin once I had an ok amount of speed. That was another unique aspect to your game that's not in the ones I mentioned above. I miss these kinds of games and would love to see another iteration of this one! |
| May 11 17:50:07 | 20m 51s | Skaart And The Cursed Woods | ♥ 1 | I think the slot shot mechanic is absolutely brilliant and I wish you could've shown off how you planned to do upgrades. I actually disagree with what others are saying about it. IMO you should treat the slots like a deck of cards, and much like a deckbuilder (say, Slay the Spire), you should be able to purchase new slots to bring into the deck, or even pay to take out harmful ones like bombs (or get cursed and have more bombs thrown into it). Then you'll kinda have this running list of upgrades going on through your gun and the progression would feel awesome. I think the wheel so remain random whenever you bring it up, as it's implemented now. What I liked about that mechanic was that it was a quick memorization game where you had to quickly identify a pattern and then execute on it. This could also be the cost of stacking your gun so that you have tons of bullets in it. If you popped in 15 bullets, it would take much longer to cycle through and you just inherently go through a level slower, assuming they even wait a full cycle to memorize it. Sorry I just kind of minddumped there. I think your game has massive potential and it just sent a lot my gears turning. It sounded like you had a ton of great ideas yourself and I'd love to see them implemented! |
| May 14 19:52:00 | 74h 01m | Pinboy-an RPG+ Pinball game | ♥ 0 | I've played Rollers of the Realm before but you integrated the RPG/story aspect much better than they did. It felt a lot more like a quest than a pinball game that happened to have level ups and upgrades. Amazing polish to the game even if the pinball flippers had some oddities to it (like holding down a button). I think it's great you explored more RPG tropes with this game, please keep it up! |