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HAUO

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TimestampSince previousGameHAUO's comment
Aug 14 20:32:00 Office Panic! ♥ 0 A rather classic take on a "quick-typing" game! I do like the presentation, it suits the theme, also really like stack of papers making have a sort of in-game progress-bar (I would have liked it to reset however, or at-least not have a limit to how much could be stacked). I do feel however, if you are only doing the basic type-gameplay there must be more focus on the smaller details. The words on the papers could have been placed better instead of always to the left, the papers could have been dropped down instead of teleported in, a bit more feedback on the typing (maybe having a old-school typing sound in place). Maybe even have other hazards that drop in making it all the more difficult to read the words? You could play a bit more with the space of the desk itself. All in all, a nice game that can be pushed a lot more. Good work :)
Aug 14 20:41:59 9m 59s Stuck! ♥ 1 I really enjoy the theme and style of this, you have really nailed down the "feeling" of a packed subway, I could feel myself pressing harder on my keys to try and move faster :) very effective. The style is really where it shines, with the small details like the window light, the great perspective view, and the contrast between the player and the others. Great work. The gameplay itself is extremely simple, but was a great use of simple physics objects to create a thematic challenge! I would have liked to see a bit more directivity in the following "levels", maybe have some static ppl or objects etc. All in all, a great entry!
Aug 14 21:15:44 33m 45s Hose Moose ♥ 0 The style is what makes the game really shine, it looks awesome and personally I relly love the "billboard" stype 2d/3d graphics. The sound is actually rather good, if unpolished. I cleared the levels rather fast, so I never got the feeling of losing space, but I get the idea, and feel like it fits the theme very well. In the end a very classic feeling game! with solid, clear game-play and levels. Great work.
Aug 14 21:25:07 9m 23s Get Comfortable ♥ 1 What a odd but lovable game. The concept is very straightforward with a very fun "quirks" when the limbs cant move any more. Perfectly fits the theme, with a very relatable bed issue between two people :) Love the style and sound are kept classic, and fits with a gameplay which reminds me of a more complex multiplayer snake-game. Great work.
Aug 14 21:50:02 24m 55s Mindlapse ♥ 3 When I saw a inprogress-update that someone was doing a claymation game, I just had to find and try it! And I am not disappointed! The style is great! Very solid work with the figures and the animations, good idea too keep them simple but expressive. Very impressed with the enemies, that have a very spooky feel to them. The sound, if a bit un-polished, works well in my opinion. Its all in the details, and like that most things have a sound or effect. I do also like the game-play, for what It can be at-least. I found that it got me in a very good flow after a while: Shoot while moving around, collect bricks, repair, preemptively shoot the ghost before the arrive, repeat. A fun balance for otherwise very simple gameplay. However, the problem became that I could never lose and the largest issue with the game is a extra feature that should NOT be there: the ability to repair already broken rooms. It makes it so that it gets very hard to lose, and also, sadly, takes AWAY from the theme. And even aside the thematic issue, I just feel like the permanent loss of a room needs to be there to END the game at some point. A important part of "endless-waves"/survival sort games is prioritising and resource management, but if I have endless resources there is really no urgency (I also count rooms as a resource). All in all awesome work! I hope to see more claymation games. Might actually give it a try myself :)
Aug 15 09:27:53 11h 37m Pipe Dream ♥ 1 Really like the style of the game, the SteamPunk theme really shines with the awesome art and some fitting sound effects, also with a surprising amount of enemy types! However, gameplay wise it was not my cup of tea, and could not get very far before I was to frustrated to continue. Found the controls way to floaty, and felt very punishing as it felt as I was sliding and hitting ceiling/edges made me miss jumps all the time. Its worth nothing that I'm that good at platformers to begin with, but I have enjoyed games like Super Meat Boy before. I feel the controls must feel tight at all times if the focus is precision platforming where one mistake can mean instant death, something that's missing here. Also, while the theme is well represented with the rising oil (a classic!), I cant help but feel its a bit of a boring way to do it. Remove the Oil and you still got a rather solid platformer (you even have spikes as environmental hazards). Would have liked to see it represented in another way that made it more of a integral part of the gameplay, maybe something the player could directly control? Have the procedural level be effected by it? Have the player pick up parts that attaches to a limited amount of slots on the robot? Just some random thoughts. In the end a game with great potential! Great work.
Aug 15 09:43:27 15m 34s The Flesh Pit ♥ 1 Love everything about this game! The strange story and theme, the art that reminds me of simple claymation (a old cartoon the be exact, Trap Door I think it was called) that just breaths personality, the silly simple sound effects, the overcomplexity of the controls and weapon types for a game this size, even like the rather dodgy controls! it all just melts in to this strange experience that's just fun to play. Great work!
Aug 15 10:20:04 36m 37s Slow Access Memory ♥ 1 A very nice concept. The style is spot on, and love the Diorama like level presentation. It really helps with the auto camera to create a nice, calm feel of a puzzler. The theme is represented well with the disk-space of the robot, a nice take! I like where this is going, as you mentioned its only a prototype, and with only one level there is only that much to say more then that it has a lot of potential for some awesome challenges. Some thoughts however: The entire puzzle design so far is based on that the player having to walk A LOT between terminals to change to the correct load-out. This has a risk of becoming a rather tedious task, and start to feel likes its all about "just" back-tracking. It is therefore necessary that the controls and movement of the character is spot on, and that the actions feel "quick" to preform. However, at the moment, its all bit iffy. Sometimes I felt the robot almost got "stuck" or at-least had issues going where i clicked, and (for me at-least) the menu-buttons where very off. For some reason the hit-boxes where not aligned correctly with the visuals, and had to press multiple times to get them to trigger. Also would have loved to see a bit more character to the level design. Like blinking lights, smoke/steam coming out of a pipe etc. Something to make it more a joy not just to play, but to look at. Hope to try it again with more level! Cheers.
Aug 15 11:04:34 44m 30s Cube Disposer ♥ 1 I like the simplicity of the game, just a top-down twin-stick wave-shooter, classic! it works. With the prescient corpses making the space more limited and that you now have to manage your shooting time and clearing time is a nice twist, and fits the theme! nice. Love the corpse grinding idea (would have loved to get some points for doing it.) The graphics are a bit on the simple side with just basic shapes, but it works, and there is at-least some good visual feedback. I had to almost play without sound however, as they where not that great.. the shoot-gun blast was alright, but the grinding noise was hard to listen too. I think the game sadly takes a bit long to "get-going", especially as the shooting mechanic is as simple as it is, and with the enemies just ignoring the corpses while moving really limits how many enemies you can spawn at ones before it becomes impossible, you missed a perfect opportunity for the player to use the corpses to create there own "level"/defences if the enemies had to go around them. Not a bad concept! Good work.
Aug 15 11:29:54 25m 20s Follow The Light ♥ 1 Very enjoyable! Love these types of first-person challenge games. The idea is there, the movement is alright, could be a bit less "floaty", but it works well. At first you don't notice the walls that much, but later on they really start making you feel almost a bit claustrophobic. It would have worked very well as a endless procedurally generated challenge! The presentation is simple, but it works, could have gone with a bit more colour. One thing that I would have liked to see however was a greater focus on the light effect. The game is called "Follow the light" but the light source for the next level is not very noticeable, only if you where behind a objects, and saw the shadows did I notice that there was indeed a light source on the hole. I would have liked it if the rooms where a lot darker, and the light source "popped" a lot more. In the end a nice concept! Great work.
Aug 15 12:22:50 52m 56s Totally Slammed ♥ 0 A game reminds me a bit of "Papers, Please", with the work setting and game-play. While it has none of the story elements that's special for that game, I think this is not a bad take for a "do-things-in-the-right-order-fast" type game, and i found myself going in a quite nice Flow sorting the papers at times. As the games only focus is the paper sorting, all its parts must be fun to do, sadly, especially on the later levels with several stamps, it got tiresome instead. I feel the game suffers from having too many steps that takes away from the game-flow. The dragging of the stamps felt like a step to much, even forcing me to re-drag it when there where several stamps of the same type was very frustrating and it just became tiresome for my wrist/arm to move around the mouse. I would have much rather have it auto-stamp just by pressing on the correct stamp the right number of times, or at-least have a select system, where after I have selected a stamp I can stamp any number of times by clicking. This can be balanced with having the papers stack faster, if it then gets to easy. The idea for the presentation is alright, with a lot of details, however it's all a bit sloppy. Like the text's being extremely blurry, the main-menu tutorial image was tiny etc. the music was also on a way to short loop... It made it almost painful to continue playing after the first set. I also feel that the theme could have been represented a bit better, the table at the moment looks a bit to big and even with 3 stacks of papers I could still see more space, making it odd that the table was now "full". Made replace the table with a more narrow/cluttered desk to make it more clear that there is a limited amount of space? In the end, not a bad! Great work.
Aug 15 12:29:21 6m 31s LD42 - GraveWorld ♥ 1 A bit lackluster, with no sounds and missing a lot of visual feedback on the hits etc. and rather unclear game-play, so I cant really say to much about it. I do like the circle world, and the 3D models are not bad! The glowing and bobbing hearts are very cool. Needs a bit more work to reach a state where it can show its potential.
Aug 15 12:38:07 8m 46s ShortServe ♥ 0 Very lovable. Such a simple concept, with great music, a very minimalistic presentation and awesome pixel-art. I do however, suck so bad at the game, I found that the items just became so cluttered that I could find any good combinations and got rather stressed :P While it's not my type of game, it has a great design and I can see a lot of people loving this type of game. Really fits will with the theme. Great work.
Aug 15 12:55:50 17m 43s Skipping Cats ♥ 1 Love it. The idea is just so dumb, it's like the perfect poster-game for what Game-Jams can create. Very impressed by the shear number of puzzles and there mind twisting solutions. The presentation is great, with the stiff cats, the mannequin character, even there "holding" the cats makes it all more fun. The music is also really good! Smooth and very nice to continuously listen to, a necessity for a puzzle game as you usually just sit and think a lot, and good fitting music helps with that. Will try and finish all the levels :) Very fun.
Aug 15 13:43:38 47m 48s Space Farmer ♥ 1 I got to Earth! And only 1000+ people got eaten! Not that bad if I say so myself. I kind of understood what I needed to do? To be honest I just planted at random and got the food, and as soon as there was no more water I was off to the next planet. There is some potential here, but I felt like I did not need to spend very much time on a planet before going to the next so I never really slowed down to take in anything else. I did win at least. The theme is well represented and the idea is quite unique. There are quite a few things that needs improvement: like a more clear tutorial, the music was a bit glaring, the UI was a bit scattered and unclear and the list of planets was very low-res. Also not a fan of having the "logo" of the game right smack in the middle of the play-screen... Feels a bit out of place? Still! It's a full game, so a great effort!
Aug 15 14:42:37 58m 59s Panic Dungeon !! ♥ 1 Really enjoyed the "Swarm-control" idea! Was fun moving them around, if a bit to hard to keep any larger number alive, but that's the point i guess. The art is very well made, with walking animations and trap effects, the music sets a nice tone as well. Would have liked to see another level, or maybe even a "gauntlet" type game-play style where you have to get to point A to B with as many surviving as you can. All in all, a great small game :)
Aug 15 17:10:31 2h 27m CrumbleDungeon ♥ 1 Not bad! I really do like these turn-based dungeon puzzle crawlers, and you have managed to fit the theme in very well! The controls could however been a bit better, felt like i was missing a bit of precision with my mouse clicks as everything was so small, the inventory itself should have been larger (as in, visually, not more slots). I really like the simplicity that 1 Weapon == 1 Enemy, making you have to plan your way. Was however not that fond of the random movements, it adds a bit of unpredictability I don't think gives anything good to what is basically a puzzle game disguised as a dungeon crawler. A good game! was missing some nice sound-effects and music however, really makes a difference. Also think more about the small details, like some nice feedback when killing a enemy or picking up a item.
Aug 15 17:18:07 7m 36s Space WithoutSpace ♥ 1 I have no idea how to play this. What are the controls?
Aug 15 17:24:26 6m 19s Crystalmancer ♥ 0 Not my cup of tea, but i can appreciate it for what it is. It's very charming with the Game-Boy like style and sounds!
Aug 15 17:36:51 12m 25s A WEEK IN THE LIFE OF A VALET ♥ 0 Was not very interesting I'm afraid. It has some potential, but its a rather strait-forward "You work as a Valet" game with no twists or surprises, that with also the complete lack of any sound effects or other feedback effects just does not make it very interesting or fun to play. Also, as at-least the first "day" (was all I played) does not manage to show the theme at all, as you have way to much parking space compared to cars that arrive, the parking space itself is also just a large box, making it not very challenging to just park the cars in a good spot. Needs more work! Its a game, think what you could do more, like odd cars, cars that cant steer left/right, alien spaceships etc. anything is possible!
Aug 15 18:23:48 46m 57s SANDSTORM ♥ 3 Good thing I checked the comments! as I had the same vulkan dll error because I had not updated my drivers. Got it fixed! In any case! I give it a try, and it's a very nice "race & evade" type of game with potential! It is missing a few things game-play wise to make it more interesting, but the core is there. The environment is very repetitive and static, and there does not really not seem to be any danger in going "slow" while racing. It would have been nice to see the effects of the "danger-zone" while racing and not only on the world map. The game itself reminds me quite a lot of Race The Sun, I would recommend checking it out, as it really does something special with the environment while you race. The style itself is great! really like the low-polly look and solid colors of the ship and world. However while the 3d stuff is good, I think the background really should be improved. At the moment it's just a flat background and the issue with that is that you can FEEL it while racing. You lose a lot of the depth and the feeling of speed because there is no background parallax. Also, while there are some great details to be found here (like the crash effect), one thing that annoyed me a bit was how jarring the speed-up felt, when i pressed the forward key camera made a instant jump! Do add some slight Tween effects between transitions like that, even if its just a millisecond, as sudden jumps just does not feel that great. Other then that I think the danger-zone should be shown while racing, I do like your take on the theme! With the danger-zone and getting a choice of where to go next is a nice detail and creates a great logic to why you race. Lastly the music was awesome! Also, the crash/hit sound was really spot on! All in all, great job! Had fun playing it.
Aug 16 13:38:20 19h 14m Bunny Bazooka ♥ 1 The best thing about this game is the presentation! Silly and "so-bad-it's-good" (its hard for me to describe), but it becomes something special with all the details and sounds, love the bazooka BOOM. The gameplay itself is solid for what it is, a nice logic for your extra lives and a rather good difficulty ramp-up. Extra props for the start tutorial!
Aug 16 13:49:50 11m 30s Volka ♥ 1 A very nice arcade like game! As mentioned it gets rather addictive and fits the theme well. I like that it allows you to think-out different tactics, my favourite was pressing several times quickly in a row, the stop and turn on red made you able to remove almost all circles before, but it's difficult to time it correctly. Great job! As a small game there is only so many things to improve, I found the sounds a bit jarring, and there is potential to make "levels" to progress where spots on the map is already block, but its not truly necessary. Great work!
Aug 16 17:40:56 3h 51m Little Shop of Junk ♥ 2 Love it! By far one of the most fun and definitely most good looking games I have played so far. The presentation, both visually and audio, is really fitting and just fun. The physics mechanics are in for-front, and a is bit wonky at times (especially when trying to sell 3 items at ones), but adds to the charm. If anything, its that the difficulty ramped up a bit to fast in the from the fourth phase onwards. Never the less, great game.
Aug 16 17:55:37 14m 41s The Not Very Golden Age of Piracy ♥ 2 A very solid entry! It's basically a fully finished and polish already. All in all, great take on the theme, it plays like a odd strategy-puzzle-sport game, odd but I like it.
Aug 16 19:58:50 2h 03m Loot Keeper ♥ 1 A great game, well made, got some really nice style going with a cool mix of pixel-art and high-res images. While I personally did not find it that fun (based on a few things), I can see the charm in it and why others might really like it. The theme is represented well, with the inventory being the main focus of everything. I think it was a good idea to then take everything else (like the looting, fighting and progression) automated, as it would have become to complex with having a complete regular RPG system ON TOP of the inventory, and would have made the inventory just feel like a gimmick rather then the game-play. Good design choice! Now a few of my issues with the game: First of, the sound was not that great... The music just felt off and out-of-place, the camping music was the worst offender of this and completely destroyed the otherwise cool "dungeon"-mood for me. There is also an issue with the pacing. While the looting and managing parts are fine and has a quite nice stress factor to them, its just way to much down-time in-between those parts, especially while fighting several enemies in a row. The complete lack of interaction in-between does become rather boring as you just wait for the next chest or fire. It also took quite a while for my inventory to get full, and actually have any inpact that I got new things that started to fill the space, especially as its so easy to get rid of the most worthless stuff by just stacking them in a corner during the campfire. And the combat is... soso, as mentioned I have no problem with it being automated! (it is however, way to slow... it should at-least be interesting to look at). But the main issue I have is really one of information (or the lack there of). I have no clue of what decides who wins the combat. Obviously larger stats are better, but compared to what? I cant see the enemies stats, so I have no reference to what the numbers on my gear actually does. Also, do I need more armour then attack? Can i focus in only on attack and make a "glass cannon"? If not, then there really is NO choice but to try and always keep the stats at the same level, and I am suddenly very much at the mercy of the random loot drops to be good. Also I side note: why could I not drop and drag? Really felt like the game should have been played with only the mouse. With that said! A solid game with a lot of potential. The bonus is the really solid tutorial, showing really how much effort was put in to the details! Great job.
Aug 16 20:19:24 20m 34s Crumble ♥ 2 Give it a go! Not bad, you have nailed the mood and the setting that for sure! Love the low-polly style when done well, great colors and effects! Really like the silly character design too. It does not need to make much sense if it's just fun :) The game itself is fun to play, but as artish357 mentioned above, the best tactic is really just to take it very slow, and is rather boring. Love the cannon! But it does not really force me forward very well. Maybe implement a waypoint/pickup system? Or have stuff you stand on start to get more and more unstable so standing still becomes a real issue. Hope to see more! Cheers.
Aug 16 20:36:23 16m 59s 20000 Leaks Under the Sea ♥ 2 A lovely tiny arcade like game! Was great fun to play, even managed to win :)
Aug 17 13:20:34 16h 44m Hey, Hugo! ♥ 1 Very "Locoroco"-ish :) very charming game, LOVE the music, did find the "controls" a bit frustrating at times, feel like you where almost to "sticky" for the rather limited tilt angle, making doing forward be rather slow-ish (especially crawling past the rotating faces took a bit to long). Never the less! Very nice game all-in-all.
Aug 17 14:08:55 48m 21s Misadventures of Crowley Flatcheeks ♥ 2 Lovely game! The mood was spot on, was surprised that in the end it was a game about meeting characters and doing very simple "fetch-and-use" adventure-mechanics all while seeing the very world crumbling around you, making you have to not only focus on the "puzzles" but also where to navigate. It was a good balance and logical solutions to everything, making you always know what too try next. My only dislike was that the dialogue presentation was a bit messy, I basically had to zoom in to even see what they where saying, at the same time the choice menu was still the same size, just did not look "right". One solution would have been to have the camera auto-zoom so that the dialogue-bubble become the same size as the button-text then zoom-back out, or just increase the size of the dialogue-bubble if zoomed-out. I like the first idea better, as then we also get a better LOOK at the characters themselves, I was always zoomed-out so could not really see there design that well. Was very fun to play. Hope to see more :)
Aug 17 15:26:34 1h 17m A Bunny's Tale ♥ 1 Such a troll game :P Still cant but like it, even completed it! Where is my carrot? The presentation is very well made, and completely blinds you to what is to come. I do think however its almost to clearly evil, and most ppl will most likely just turn it off as soon as the generator part starts. I feel it would have been a better idea to make ppl at-least think its not that big of a deal, by for example: Making new jumps rather cheap at first, then increasing there cost as you go along, having more carrots to collect so you think "if I only take those carrots ahead I might not need more", then hit them with the hard reality of the game later on.
Aug 17 15:33:23 6m 49s doof ♥ 1 I kind of like the very odd physics behaviour and high speed in this, at first it felt strange, but started to grow on me as I played along. You just naturally start playing with the odd physics rules as part of the game. Not to say it did not get frustrating at times however, but the levels where generally very small and it was very quick to restart, a fair solution. The style itself is lovely! The "real-hand-drawn-on-real-paper" style really takes it somewhere else, and would really not have been as enjoyable without it. It also helps, I think, forgive/make sence of the odd physics. A great entry! Thanks for making it.
Aug 17 16:29:48 56m 25s Dungeon, Demon and 2 Walls ♥ 2 Not a bad game! Kind of like a continues boss battle, had fun playing it. Got some nice presentation and enemy designs, the controls work rather well, if a bit iffy knowing how far you can hit and you seem to only attack in the horizontal direction? seems like a odd choice for a game that has a lot of vertical space. As many has mentioned, could do with more feedback. Things like enemies spawn location, weapon attack range etc. Also would have loved a bit more "softness" to the animations, at the moment you only use very strait-forward frame-by-frame animation with no other added effects, try adding some distortion to the sprites on attacks, spawning or other actions to make them feel a bit less stiff. For example: When you hit a enemy or an enemy hits a wall, make it "bounce" by animation the scale, let it blink red or white, add some particle effects when flying away/spawning or killed etc. It's all in the details! Great effort. With a bit more polish it can easily go from good to great!
Aug 17 17:55:06 1h 25m Triple Tribble Trouble ♥ 2 A platformer, with a twist! Nothing wrong with that, easy to understand, easy to play! Not much more to wish for when you play quite a few games through a jam 😃 The art good and got some nice sounds! I think the theme is rather well represented. However, that said, when the theme "kicks-in" (the enemies start having many, many clones), it becomes impossible to complete at times. I'm thinking of level 3 specifically I think, got stuck there several times because the enemies kept blocking the door! and just spawning more and more. It might fit the theme, but sadly rather boring that it's at the cost of me being able to continue. I like the spawning mechanic, but maybe don't have them spawn when you jump on them/are close too them? otherwise you will continually find yourself in impossible situations. The platforming itself is also a bit imperfect, was possible to kind of "stick" to edges, something that just does not feel right in a platformer, the controls must feel "tight". A side on feedback as well, I would have liked to see a bit more detail on the actions, you already have some! like the death animation for both the player and the enemies, but nothing more then a sound-effect for the jump, and you jump a lot! Just a simple scale-bobbing would have worked. With that said, great effort. Cheers!
Aug 18 15:26:51 21h 31m Running from ⭐⭐Space⭐⭐ ♥ 4 I like this. I'm not a big FPS fan, but I really enjoy the way to gives a strange kind of spacial personal freedom (you can look around at anything, and move around where you want), that just does not feel the same in any other perspective. Even better then, that you explore a way to move very differently with the grappling hook, that frees you even more and creates a really nice sense of momentum. I think that's the main strength of the entire game, and all other aspects should support this. The level design mostly support this, with quite a nice progression of asteroids to grab, also really like that you can grapple the aliens themselves! Making you able to pick unexpected paths on the fly. However, I don't believe the shooting/battling part of the game adds anything to what's fun about it, at-least not in its current form. First of, the core of the gun-mechanic goes completely against gaining moving and gaining momentum, and to be honest it just always felt like a bad idea to shoot! While shooting you need to stop focusing on where your going, therefore increasing the risk of losing you momentum. If you lose momentum you increase the chance of getting shot by the aliens, and on top of this the only way to gain more ammunition is to COMPLETELY stop your momentum, preventing you from progressing (against your target goal) and become a very easy target. And I just now realise after reading Diablo's comment that I'm basically saying the same thing as him, but I guess it's worth repeating. I really like his momentum-gain-by-shooting idea. Another idea would be to focus a lot more on the level-design and make the challenge focus more on GOOD movement and momentum control (maybe only having aliens as only a selective hazard). Make the level feel more alive by having you fly through a active/moving asteroid field, locations that open/closes and you need to time yourself to get thought (or take a longer way around it, I think you should always keep the SPACE aspect) etc. In short: Let me be able to see a hazard further in-front of me that needs to be "solved/overcome" with movement, not guns. Another small detail I thought about was a bit on the presentation. Don't get me wrong, the game looks great! Some really nice 3D-assets, but I would have liked to see more details in several ways. For example: The shooting feel very bad at the moment... The laser shoot is tiny with a honestly irritating sound effect (Edit: Now that I look at it again, maybe it's actually not a laser gun, ops. Still don't like it however). Make it a bit thicker, add some particles to the beam/shoot and a nice IMPACT! etc. Make it FEEL like a epic laser gun rather then a pea-shooter (the same can be said about the grappling gun). I also found it rather irritating not to know when I was in RANGE of anything to grapple, maybe add a indicator (like the nice visual ammo counter on the gun) that tells you how much closer you need to get to hit the target, or at-least a on/off light that tells you when you can hit something. Do think about redesign the sounds... Its just not that great, and sadly removes mood rather then setting it. Overall a great entry. Had fun playing it. Managed to win on my second try :)
Aug 18 17:45:59 2h 19m Flat Builder ♥ 1 I really like the idea. Sadly i found it unplayable as the joints broke instantly as soon as I started the simulation (even without any buildings, and just using very simple patterns). Tested the Web and Windows version and had the same issue on both.
Aug 18 17:58:46 12m 47s Running out of Space ♥ 1 A simple game with easy to understand-gameplay and a fitting theme. What's missing here is testing and polish, it's sadly way to "raw" in it's current state. The largest issue is that sometimes you just lose without reason. Secondly I would have liked a bit more "style" to the art and presentation! Take some time and add a few fitting textures or try your hand on some nice pixel-art. It does not need to be anything complex, but right now it has no personality, it would really help with the mood and feel to the game without even changing the gameplay.
Aug 18 18:35:26 36m 40s The Subway: horror within ♥ 1 A strange management game in a sense, with some really, really excellent art and quite odd premiss. Different, yet simple. I like it! Also managed to beat it 😃 Do like that you made the timer go DOWN instead of making this an endless challenge, I like when games actually have a "real" end, even if it's a simple one. It took a while for me to understand the relation between the skills and the passengers (what's good against what, what they do etc.), but I actually managed to figured-out myself while playing (the only thing I missed what that the big guy pushed you more then the others). That's very good! You can't always rely on a player actually always reading or checking a tutorial, so having a strong visual logic is very important and I think you nailed it with the character designs. At first I was rather sceptical if there even was any tactical way of playing this, as the passengers seem rather random, but after a while I felt it worked. Seeing who is coming and using the correct cooldown at the right moment to get the best possible result was rather satisfying, and there effect and cooldown was well balanced. The ultimate ability a nice "work-towards" bonus goal as well, with a really nice effect, breaking away from the otherwise rather repetitive action pattern, giving the player a bit of respite. However, the feeling of risk losing because of randomness was a bit high, and something you could keep in mind. That said, there are a few things i missed. While really good looking, a bit more passive movements could have made everything feel a bit less "static" and more alive. An easy way to do this is to add simple "bobbing-tweens" to otherwise static characters to hint on there movement, instead of just sliding and fading them. Also, the gameplay is what it is, there really is only one best pattern/choice at any given time, and you cant really develop your own play-style. I would have liked if my ability choices actually was not so rigid and instead have a bit of a progression element in the game. A basic thing would be to have a upgrade-system, so I can improve the stats of the abilities, or even let me unlock new ones (I don't necessarily even have to start with all of them at the get-go). Also having a level-progression could have been nice, where passenger types are introduced over time. Great job overall! Cheers.
Aug 19 10:25:06 15h 49m Demonic Digestion ♥ 2 Some of the best mood and style I have seen so far. The gameplay is basic, but has gets you rather hooked on a nice flow after a while! Happy that you did not make the skulls way to fast so you have some time to react and move around them. Really love the small details that all make everything feel more alive, everything for the particle effects to the simple animations. Great job!
Aug 19 10:43:55 18m 49s Spiritship ♥ 1 I have to give you all props for at-least showing what you managed to make, rather then not submitting anything at all! The art and style shows potential for a sweet adventure game, it kind of reminds me of Machinarium a bit. Keep it going and aim for a full game next time 😃
Aug 21 09:07:10 46h 23m Underground Trip ♥ 1 It was actually not that bad! Got a nice flow after a while when you move around, searching for the buttons and avoiding creating impossible locations. The combat did however feel very unnecessary, I dont think I hit a skeleton ones, and it just did not feel very effective to begin with, especially as the "removing-island" mechanic also doubles as a way to remove the skeletons. Would rather see just a slight improvement of the controls and hitbox of the character to make the movement a bit more smooth. Great work! Might give it another try later on.
Aug 21 10:55:44 1h 48m Ultimate Cave Of Dangers ♥ 0 Have the same issue as batmanasb, i have around 160 fps and the character is crazy fast. Using the Win-version. It looks like it could be rather fun, but at its current state is almost unplayable.
Aug 21 11:31:56 36m 12s Little Bear Planet ♥ 3 Very cute. A game that really would not feel out of place right on your phone or tablet. I really enjoyed the characters and the mood they invoked, making it just not just another "face-less" puzzle game. That said, Its kind of what I expect a puzzle of this kind to be and if there is anything to criticize is, that while nice, it did not really offer me with any surprises or something that challenged my expectations. That's not necessarily bad, but personally I cant play more then a few levels before I find it a bit much (the characters did help however). I also find there where a bit to many controls (a nice touch to be able to rebind them). I don't really get why i need four buttons to rotate! Why not just have one for Left and one for Right rotation? I could see the use for four if you can rotate more then one step at the time, but at the moment you cant. Great job! Cheers
Aug 29 21:31:01 201h 59m Play Not With Food They Said ♥ 2 Kind of like a "toy"-game! I like that. Nothing that you really play for a long time but can appreciate for the art, absurdity and/or strangeness. Not a bad entry if a bit small, would have loved a bit more types of 3d-objects, even simple ones, and maybe even a few more interaction types then just the ball popping.
Aug 29 21:41:34 10m 33s Capacity System ♥ 0 Presentation wise one of my favourites so far! Love that you managed to pick the style so well, but still keep it rather focused. The mechanic is simple and well presented, you quickly understand what your suppose to do after just a few tries. I really like that you kind of started and ended with the same challenge/action (the final one was a bit to long however). A very good length for a jam-game of this type and mechanic. Great work!