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TimestampSince previousGameFlaterectomy's comment
Aug 14 17:41:43 Crumble ♥ 1 This is a fun entry! You definitely managed to make it goofy, and it captures the theme well. I had a little bit of trouble gauging my location a few times when bouncing through the air, and narrowly missed the platform I thought I'd be landing on, but that's about the only issue I ran into. Good job!
Aug 14 18:08:59 27m 16s Trash Tide ♥ 3 I quite enjoyed that. I picked up 178 pieces of trash on my second attempt, and then there was no trash remaining, with about 4/5ths of the public opinion bar left. I guess I could go back and try to pick up more in a new game, but I felt like I managed the victory by not depleting the public opinion bar. Third play got me 169 pieces of trash and a cleared beach. I would've liked more challenge to achieve that. Art is basic but works, the trash assets were all pretty clear. The UI felt a little rough, that's where I'd look first to improve the graphics. Nice entry!
Aug 14 18:26:47 17m 48s The Best Internet Experience ♥ 4 Are you trying to give me anxiety? Because you're giving me anxiety. πŸ˜‚ I managed 211 seconds before I just let it end. I could've continued, but I lost the will to. Like I've seen mentioned above, some kind of goal to reach while the ads keep escalating might've been a good motivator. I kinda wanted to talk to the pretty lady that messaged me; I am sure she wasn't a bot. πŸ˜› The graphics and sounds capture the OS and period very well. You captured the mood well, it's just a mood that gets on my nerves. I need to sit and calm down now.
Aug 14 18:47:58 21m 11s Prime Planets ♥ 1 I am pretty sure I would have won if the CPU didn't score 100 points by picking prime numbers that were already taken. I Shall shake my fist at it accordingly. A clever game, but to me it feels like it might do better as an actual board game. It just strikes me as more enjoyable with friends than against an AI (though maybe with a timer, then).
Aug 14 19:12:49 24m 51s Point & Sin ♥ 1 You've definitely got a good oldschool vibe going here. It took me a while to figure out I could level up, and after I did that it was an easy trip to the final boss. The graphics are a nice throwback, and the music/atmospherics cerate a very solid mood. I would've liked to have seen more depth to the game play, I was repeating the same behavior a lot. The left-click heavy controls didn't help in that regard. WASD controls would have felt like more direct agency, I think. Nice work!
Aug 14 19:42:22 29m 33s Sorry oh sorry (hellfest simulator) ♥ 2 I saw MotΓΆrhead at FortaRock in 2013, though from a bit of as distance as I was hanging out in the festival's biergarten. A man's gotta have priorities. I am generally more familiar with the carrying-beer-back-to-friends minigame than the pit minigame at concerts these days. 🀘 This entry is definitely charming, and while I'd have liked some deeper game play (like others have already said), I had fun. I did lose track of myself on a number of occasions, which made things difficult. I scored 834280 in the end. Nice work!
Aug 14 20:01:28 19m 06s Planet escape ♥ 2 This is a big scope for a LD game. Possibly too big. Information was hard generally to get to, and I couldn't gauge how I was doing overall. At one point there was either a defeat or victory screen, but I was pressing the **turn** button rapidly to skip past my X months of production and accidentally clicked it away. One thing that felt convoluted for example was getting to the build menu on a planet. Click (1) on the planet on the left side of the screen, click (2) on the planet itself (possibly having to zoom closer first, when zoomed out), click (3) on enter, click (4) on Build. That's a lot of navigation just to see how progress is going. I do dig the concept, and I enjoyed seeing the planets' orbits you implemented. All in all, this game probably needed to be part of a one or two week jam to get to fruition.
Aug 14 20:17:29 16m 01s Snakescape ♥ 2 Nice job, this is a pretty fun puzzler. There's room to build this out into a bigger game. Aside from the egg, the function of the other icons/objects wasn't immediately clear. I had to use them to find out what they did. I wish there were twelve of these levels!
Aug 14 22:44:23 2h 26m The Gargoyle Landing ♥ 1 Interesting take on the theme, but as it was possible to push the blocks off the field, I never really ran out of space. Enemies only dealing 1HP damage dragged the game on until I decided it was enough. If they did 10HP damage, for instance, the game would be more challenging. The enemies and the statues look very good. The player and the background tiles seem to be of a different fidelity though, and the styles don't mix well. Overall it was fun for a while, but the challenge didn't escalate fast enough. Nice work!
Aug 14 23:08:11 23m 48s Planet Escape ♥ 1 A pretty simple concept, and I mean that in a good way. On my first playthrough I died on the third planet only finding a single blue crystal after spawning there, I guess they're placed fully randomly? Just my bad luck. I scored 6400. On the second playthrough I had better luck on the third planet, and ended up scoring 20200 when the planet grew too small and I hit a bunch of red crystal that depleted me. The graphics look pretty nice, but I feel there's some style inconsistencies with having a very voxel-looking ship on such a curved planet with round planets zooming by in the sky. The colours look pretty lush. A solid entry!
Aug 15 19:14:59 20h 06m Running out of Keys ♥ 2 This is definitely inventive! I am really bad at it and it frustrates me to no end, though. πŸ˜† There's a lot of trial and error, two or three super basic mechanic-explaining levels at the start would have helped me learn without feeling frustrated. The sounds are pretty harsh, not very pleasant on a headset. The graphics have room for improvement but do their job (so much grey though). Clever concept that just got a little too difficult too quickly for me, but I'd say go post-compo with this.
Aug 16 06:25:46 11h 10m BOX IT! ♥ 1 A solid basic concept, but I couldn't beat the AI. I got a draw once, and that's it. πŸ˜… Some ramping up of difficulty starting with easy would have kept me playing a little longer. The graphics are simple but suit the type of game, and music is a cheerful tune. All in all, quite nice!
Aug 16 06:36:36 10m 50s Super Tetron ♥ 1 This seems to be a strong idea, but I couldn't even beat the first level. I just never ended up with a shape for the final piece. Starting simple and getting more complex would have at least shown off level transitions and given me the idea I had actually managed to play the game. πŸ˜† Maybe some kind of hints. *X pieces are in the right position* or something. The visuals (that I got to see so far) are simple and elegant, nice subtle bloom effect to keep it from looking too simple. Even a few basic sounds would've helped a lot though.
Aug 16 19:30:50 12h 54m Drown Drown Revolution ♥ 0 A clever interpretation of the genre. I had so much trouble with the up and down arrows though, my brain just couldn't properly identify which button to press because they aren't aligned left-to-right on my keyboard. πŸ˜† I enjoyed the songs and the trash models. I wasn't sure what to think of the parchment backgrounds for the UI; It didn't seem to fit the theme very much. The sand at the bottom has some blown out light hitting it, which doesn't help focus and composition of the scene. I dig the whale silhouette. 😁
Aug 16 19:39:45 8m 55s Shrink ♥ 1 I scored a 1445. My wrist hurts now. πŸ˜† It captures the theme well, but I am not sure why picking up bombs is a good thing; this seems dangerous. The music is fun, the art is simple but everything is obvious. I am not a big fan of the colour scheme. Dark brown walls closing in, light brown hat, redbrown vest. They clash a bit in my eyes. All in all I enjoyed it though. Now to get a painkiller for my wrist... πŸ˜›
Aug 17 17:03:11 21h 23m Land defender ♥ 1 A strong concept, but perhaps a little too easy. I won my first attempt, in any case. Once I Could afford the knight with an archer or two behind him no zombies got past anything. Graphics, music and sound effects are decent. For the graphics, if you're looking to improve, I'd advise looking into what makes a good colour scheme and a walking animation tutorial or two. That's probably the best way to make a big leap visually. All in all an enjoyable entry!
Aug 17 17:11:53 8m 42s The Flopp ♥ 1 I am glad you had save points, I got to play the whole game without the frustration of starting over. Always nice to see in a game jam. 😁 I was quite impressed with the game, while the art could use some polish and lack of audio makes me sad, the game has character and didn't feel like a generic platformer. Nice job!
Aug 17 19:37:30 2h 25m Quickshot Yellow: The Quest for Green Flags ♥ 1 I just had a go at the game after seeing Joshua McLean's stream. It's definitely a clever puzzler, I hope you do something post-compo with it. The art could use work, and the music got a little meandering eventually, but the core of it is very solid. Nice job!
Aug 17 19:53:35 16m 05s Overload ♥ 1 A fun idea, but I had a lot of trouble figuring out the results of my actions. I think you have plenty of useful criticism from people regarding the UI, so I will focus on the graphics: To get things to look better, first off I'd suggest looking into colour schemes. The colours clash somewhat right now, and a balance in colours will immediately improve the look. Other than that, try to find a uniform style. There were elements with no outlines like the world, thin outlines for the buildings, and then very thick outlines for the humans. Now a difference in lineweight *can* look good when it's applied well, but that's an art in and of itself. I did appreciate the subtle day/night cycle though.
Aug 17 20:11:12 17m 37s Ludum Delivery ♥ 0 A fun concept, executed pretty well. Is the difficulty ramp-up in how full the truck has to be in order to get a green light? For a long time I figured there was no ramp-up but then I noticed the trucks needed to be a lot more full. That was at level 9 with 25 trucks sent (16 perfect) and 2580 points. It didn't *have* to end there, but I had picked up a block without realizing I couldn't put them back down on the conveyor belt, and as it didn't fit in the trucks either (and they didn't have the green light to leave) I could only wait for the game to end. Pretty nice graphics, but the sounds were a little painful. Nice job!
Aug 17 20:33:42 22m 30s Swirling Infestation ♥ 0 It took me a second to realize what I had to do, but with the information on this LD page it became pretty clear. There wasn't much of a challenge; all it took was walking around and pressing spacebar in time. I could not get the teleport function to work in the web version. Nice job!
Aug 17 20:47:03 13m 21s Running Out of Space ♥ 0 The game performed pretty sluggishly in my browser, but it was workable. A clever use of the theme, and I was pleased to see the variety of powerups. I hope your son had fun making it and gets the 20 ratings needed to see how well he did. (Gotta rate them games to get there though.)
Aug 17 20:59:45 12m 42s Tetroids ♥ 0 Nice mashup of classic games, and it suits the theme to boot. This kind of game would *really* benefit from some more game juice, though. The tetroids exploding instead of disappearing, bullet hitsounds on the tetroids, etc. I like the suggestion @chillen has of some kind of feature where you can make some space around you - perhaps on a cooldown so you can't spam it. The music is decent, the sound effects that are there are a little too minimal for my tastes, the graphics look very suitable, though I am not a fan of the grey background colour. All in all, I had fun!
Aug 17 21:11:42 11m 57s Ultimate Furniture Stacker X-Treme ♥ 1 I am not sure what I just played. I don't *think* I stacked furniture, but I beat the game, so I must have done something right. 😁 It's a very cooky entry, and I dig that, but the controls were a little difficult to grasp. I moved to a fridge and spammed LMB to get a lot of +501s popping off. All in all it was fun and weird and peculiar. +1
Aug 17 22:18:55 1h 07m Goblin' Up Loot ♥ 1 Great art, I love the colour scheme and design of basically everything. This game has a high charm-factor for me. The intense bounciness of things was a little difficult, and sometimes I would just spend a while only seeing potions dropping, but I was entertained. Nice work!
Aug 19 07:26:45 33h 07m Running out of Space ♥ 1 A simple and clear concept. On my three attempts I kept running into a bug where I'd pick up a crate that I then couldn't out down again. It just stayed with me, and I could pick up new crates as if it wasn't there. On the last attempt, it happened twice, so I had two crates blocking me (they did still back up existing crates on the conveyor belt, and that's how I lost.) I was playing the HTML5 build. I'm not sure if I appreciate the randomness of placement on the conveyor belt. When a crate *did* happen to spawn at the bottom and I could pick it up from the side, that was a big help. But when it didn't happen for a while, I just felt unlucky. It was obvious that the loss condition was crates backing up on the conveyor belt only because I read that beforehand. There's no clear in-game indication, like for example a blinking effect on the affected crates for example. The graphics are clear, but one of my pet peeves is large amounts of grey on screen. Grey has its place, but a sexy colour scheme will immediately improve the look of your game. A pretty nice entry though, and I hope my comments are useful.
Aug 19 07:46:50 20m 05s Gut Feeding ♥ 2 A very quirky entry with some fun mechanics to it. I appreciate the mouse-over feature that is necessary to speed things up, but keeps you from moving food. Quite the juggling act, and I like that. I did run out of *time* before I ever ran out of *space*, though, so the theme application is a little weaker than it could have been. The graphics are cute, but there's a bit of an onslaught of similar colours happening, which causes clashing. There's a lot of variety of similar brown-tones that could be reduced, for instance. The man and the audience members in the back have a black outline (the audience members having some artifacting on the edges too), the rest does not. In the case of your game it doesn't stand out that bad, but it's a slight style inconsistency. I had fun with this, nice job!
Aug 19 08:20:14 33m 24s Diogenes Adventurer ♥ 1 An interesting loot game, but I have to agree with the previous commenters in regard to feedback. I lost some turns in my first fight not realizing I had to select cards and activate an ability. I did not notice my health dropping. Also, it wasn't immediately clear to me that the Magic value of a bolt attack was also damage, given that damage is a separately mentioned value. The card game element has potential, but I didn't really feel I was forced to make smart tactical decisions. Upon restarting the game (HTML5) the music started playing again, over the music that was already playing. The graphics are a little weak. The weak points in my eyes are: * Lack of a colour scheme/clashing colours. * Different scaling - the player/monsters are scaled up x2, the rest isn't. * As mentioned, lack of visual feedback The music got on my nerves after a while, kind of a random note cacophony. Not a bad game at all, but you have to stick with it to discover it.
Aug 19 09:16:38 56m 24s The Valiant ♥ 1 At first I didn't understand what I had to do. I just lost a bunch of times without understanding why, until I noticed the **Space to attack** text underneath the game window. I see you haven't finished the game which explains these things. I'd liked to have seen a run down of what the gameplay concept was, how you meant to apply the theme, etc. The excellent concept art drew me in initially. Then the story text lead me to expect a narrative-driven game. The subsequent game, even considering that there's much missing, is then a bit of a let down. There's a clear dichotomy between these three elements. I guess you over-scoped on this one? A good lesson for next time. πŸ˜‰
Aug 19 12:20:20 3h 03m Farms and Polders Tycoon ♥ 1 This is pretty impressive, and living amidst the polders in Noord-Holland it's a game after my own heart. Somewhat, at least. It's a little different. πŸ˜‰ My biggest issue was finding out how to remove the water. Pump placement requires 8 water tiles around it? I am still not 100% sure of the ruling. The game slowed down a *lot* after a while. I also had a glitch where the seawalls disappeared visually, and after a little while the music stopped playing. Sometimes the inhabitants were drawn in front of a building that they were actually behind. The art looks very good and cute. It was a shame a full silo just has the 'full' text on it, rather than a visual depiction. The fields have nice art for the different stages. I wish the pump also had an *active* state, visually. Very impressive work!
Aug 19 13:24:48 1h 04m Force Majeure ♥ 0 Literally running out of space, just sometimes it's not *running* but patiently waiting in a corner. πŸ˜‰ The gameplay only felt active in the later levels I played (I got to level 9), early on I just went to a place and waited. In fact I just beat the first two levels by not moving at all as I am typing this. Nice wiggly walking animation on otherwise static sprites, a good example of making a static thing more dynamic. Cute minimalist style, balance of grey and yellow for the background isn't very pleasing though. The music works, though the loop could've been longer with some more variation. Nice job!
Aug 19 13:35:16 10m 28s Cube Disposer ♥ 1 I got to wave 14, and that was the stage where I actually felt I was running out of room. A good example of minimalist assets still making something entertaining. I was about to call it quits when the first 4-block showed up, which surprised me after seeing the same opponents for a while. The gunshots sounded a little harsh. Nice work!
Aug 19 13:47:54 12m 38s Squirrel's Revenge ♥ 1 I'll not make a joke about games with nuts in your mouth... Oh, crap. 😁 A simple concept, elegant in how your ammunition comes from the resources you're protecting. The brown background is super busy-looking, which is kind of distracting. It feels very separate from the style of the trees, which are differently scaled sprites than the rest as well (a personal pet peeve of mine). The colour scheme of brown and green and greys didn't excite me very much. Music works, sound effects worked well and told me where to look for wood cutters.
Aug 19 14:01:48 13m 54s Line 42: Space Subway ♥ 2 A really nice game, from the concept to the art and audio. It didn't take long for me to figure out what tactical decisions to make. I normally spend some time in my comments trying to deliver useful graphics criticism but I have nothing to criticize here. High level of polish, great work.
Aug 19 18:04:45 4h 02m CubiCo ♥ 2 What a great puzzler. I must admit, unlike many above me, I eventually got frustrated and had to abandon. And I even made a puzzle game myself this jam too. 😊 There were a lot of think-ahead moments that got a little too much for me. That said, you got a ton of good mechanics, atmospheric tunes (though after a couple of repetitions as I stumbled around the song got a little stale), and graphics with tons of character. My only real gripes with the graphics is the amount of grey overall and some things seemed like they should've been animated. The jump, blocks falling, etc. Some *game juice* I suppose. The jump sound, or landing right after I suppose, was a pretty harsh and painful frequency to my ears. Excellent work!
Aug 20 16:38:26 22h 33m Inner Space ♥ 1 Interesting, sometimes other games make me *want* to hit my head against the wall, but in this one I *have* to. πŸ€” I managed 149 seconds. A fun idea executed with great audio and atmosphere. It lacks a little in gameplay, and it's not a kind of game I would want to revisit, but I quite appreciate it within the confines of a gamejam entry. I feel the font and UI don't really suit the rest of the game, and the tiling underneath the window is misaligned, but other than that I like the graphics. Normally I would harp on about non-uniform styles regarding the different style for the player and the environment, but somehow this works. Nice shadow and reflection effects. Nice work!
Aug 20 18:44:56 2h 06m Running from the Mob ♥ 1 This is more fun than I anticipated. I enjoyed trying to gain speed and minimize hitting things that would slow me down. I kind of wish there were numbers popping off from the pickups and objects because I couldn't quite figure out how much things slowed me down or sped me up, so I couldn't make tactical decision (i.e. take the minor speed reduction to get a bigger speed boost after, etc). There's room for improvement in that department, which I would've preferred over trying to get more levels. The graphics are basic but functional, and have at least two of my pet peeves: * Grey washing - not that much, as only the road and pavement is that grey, but it irks me because you did well in having more colourful backdrops outside of the road. * Scaling assets using values with decimals - it distorts sprites by sometimes making an element 1 pixel wide, sometimes 2 pixels (or more, depending on how much bigger you make things). I also noticed some of the buildings have a little gap between them. What I do appreciate in the graphics is the clear colour differences between upgrades and objects. The audio is quite good. Nice use of atmospheric city sounds, good footsteps, fun voiceovers, etc. All in all, without that much gameplay to the game, I was still entertained for quite some time. It's a fun, charming entry.
Aug 20 19:20:02 35m 06s ClapBang ♥ 1 I quite like the concept. I did need to read the instructions, as just jumping in things didn't make sense to me. The enemy isn't very dangerous I feel, even stumbling around I ended up winning. I had some trouble figuring out the symbology of the upgrade/weapon icons on the side of the screen. Then I realized (unless I am mistaken) that they were mech parts that mounted the upgrades? I'd rather have seen an indication of the weapon type fitted there. Art-wise, there is so much grey... It kind of almost works, you have black and white in the buildings, and it almost seems like an artistic thing, but the soft bevels on the tile floor ruin the effect for me. I have a thing against grey-washing though, so I might not be fully objective here. The audio is a little basic, but it does the job. Implementation of the theme works well in forcing the conflict closer together, but I did find I was seeking short-range combat to begin with. I am glad to see you're taking this post-jam, it definitely has potential.
Aug 25 08:14:58 108h 54m XORN: The Fallen God ♥ 2 And excellent little arena game. It took me a while to understand the upgrades and their cost. I picked +1 life, but nothing happened. Now I understand I probably didn't have enough money, but there is no feedback that indicates a failed purchase. On occasion I thought I was swinging my blade towards an enemy but nothing happened. I am not sure if there was a bug, or some visual perspective thing leading my to swing in the wrong direction. In general, the game is *very* polished. The 3D art and animations are outstanding, I love the visual effects. I just wish it wasn't so grey... so very, very grey. Excellent music, but very serious-sounding compared to the more cute-looking graphics. Where you could have made a big improvement (also to fix my issues with the UI) is in the sound effects; they feel like they're missing, except for the sword swipe and two damage/impact sounds? Off the top of my head, it's missing: * Footsteps * Successful purchase * Failed purchase * Blocks dropping * Blocks getting replaced * Damage feedback * Kill feedback * Monster spawning * Crystal spawning * Coin pickup * New wave announcement * Game over When the game is this polished, the lack of sound effects stands out more I suppose. Nonetheless, it's an excellent entry.