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| Timestamp | Since previous | Game | mike_inPrinciple's comment | |
|---|---|---|---|---|
| Aug 13 03:23:04 | SWORD1 | ♥ 1 | I enjoyed this one. The combat was interesting! Not too fond of the slidiness of the character's movements though. | |
| Aug 13 04:43:52 | 1h 20m | Satellites - Running out of Space! | ♥ 2 | Really pretty. But other than that, barely a game, in my opinion. |
| Aug 13 04:49:13 | 5m 21s | Shrinking Out | ♥ 0 | In my opinion the movement of the character is far too unresponsive. Especially in a game like this, where high precision means life or death. That's the first thing I'd look into improving if I were you. |
| Aug 13 05:20:23 | 31m 10s | Edge Of Space | ♥ 2 | Ludum Dare's eval system really lacks something that rewards execution. This game looks, plays, feels competently done. I enjoyed what I played. Good job. |
| Aug 13 05:38:26 | 18m 03s | Blockage | ♥ 1 | Motion blur too extreme for me. Made me feel nauseous. Also, I broke your game by deliberately dropping a key block on the other side of the exit. :D |
| Aug 13 07:51:29 | 2h 13m | Space Ninja | ♥ 0 | I also couldn't see anything. As it stands, the game is unplayable for me. Sorry. |
| Aug 13 07:58:45 | 7m 16s | Volka | ♥ 2 | Very clever. I enjoyed it. I really liked the lerps on the circles as well, so when you fire the lighter green kind of follows your trajectory. I do think that it gets a tad repetitive over time, however. Anyway, one of the best submissions I've seen so far, well done. |
| Aug 13 08:06:54 | 8m 09s | Aperature XP | ♥ 1 | Ta dan! Thanks for bringing back memories. :D |
| Aug 13 08:25:48 | 18m 54s | Ice n Fire | ♥ 1 | I was able to create a safe haven of frozen mummies around myself. The AI was not able to get in for a substantial amount of time. You may have to find a way to avoid spamming infinite ice bullets. |
| Aug 13 08:30:52 | 5m 04s | Party Simulator | ♥ 1 | Ehm... I was able to beat every opponent by clicking on the second option very fast, irrespective of dialogue. At any rate, I think you would need a much higher variety of dialogue options for this to work. |
| Aug 13 08:38:42 | 7m 50s | Forklift Frenzy | ♥ 1 | More than meets the eye at first. I like the controls. They are a puzzle in and of themselves, for instance going to the bottom row requires reversing, which was clever. Then, when trucks don't arrive you have to move things to the area, which may get in the way of your movement later. One of the best submissions I've seen, and a great use of the theme. Well done. |
| Aug 13 16:47:37 | 8h 08m | WHELM | ♥ 0 | Enjoyed playing it for a while, however, I did have a lot of trouble understanding my own health. I couldn't track when I was going to die at all, so all deaths were surprisingly sudden for me, sometimes inexplicable, even. Also, I think the camera shaking and lerping back all the time was excessive. It made me slightly nauseous. Switching to full screen made my system go kaput. I lost one of the screens and had no idea how to convince Windows to give me it back. I had to reboot. Lastly, I was not able to try out the controller? Not sure why, it simply wasn't recognised. With all this said, I think it's a very good use of the theme. One of the best I've seen so far. Nice work. |
| Aug 13 16:54:29 | 6m 52s | The Eternal Fight (for space in bed) | ♥ 2 | I had no idea if my input was actually producing the effects in the instructions. I did a few runs and the only thing I found working was the left arrow. Pressing it mindlessly and repeatedly lead to a win. Yeah, so not sure if I can give you much more feedback other than "I don't know that the game works". Sorry. |
| Aug 13 17:15:47 | 21m 18s | Mancha! | ♥ 1 | I like the neatness of the design, however, the game's rules are highly exploitable. All you need to do to win is wait until the timer gets to 1 second, then touch the AI. I do like the AI's behaviour, it's reactive to yours, but somewhat delayed too. Feels pretty natural for something so simple. Last thing, I think you should have given users control over the window's position. I was trying to stream your game, and it firmly lodged itself in my non streamed screen, lol. :) |
| Aug 13 17:25:22 | 9m 35s | Closing in on Pascal | ♥ 2 | I didn't enjoy the sticky controls when slowing down, overly responsive in the air. I found they make the game needlessly difficult. I thought the walls moving with time + your position was quite clever. Overall a pretty good entry in my opinion. |
| Aug 13 17:33:22 | 8m 00s | U Kill U Fall | ♥ 1 | I loved the weapon variety. I didn't like the amount of bugs I found. From sometimes jumping miles into the sky to enemies falling and remaining alive and making noises. |
| Aug 13 17:40:20 | 6m 58s | Save Me A Seat | ♥ 1 | Unfortunately hampered by its bugs. When you pick up pop corn you cannot put it down. When somebody sits down, I was never able to get the to go away BEFORE somebody else would spawn in the queue. |
| Aug 13 17:55:18 | 14m 58s | Vampyre | ♥ 1 | One of the best entries I've see. Mood is very well done, I did find the premise oppressive and the music helped as well. Easily one of my favourites so far. Good job. |
| Aug 13 18:08:01 | 12m 43s | Rise and Shine | ♥ 0 | Love the animation on the tower. Game too repetitive for me. Sorry. |
| Aug 13 18:24:59 | 16m 58s | Exodus Terminus | ♥ 1 | I really enjoyed the variety of dialogue. I was not able to enjoy the gamified mechanics much. I just wasn't paying attention at the numbers going up or down. With that said, this is one of the games that kept me engaged for longer than a mere few minutes, and I could have continued even longer. Well done. |
| Aug 13 18:44:07 | 19m 08s | Space Run | ♥ 1 | The game is very feature complete. There is progression, in levels, difficulty and mechanics as well. I thought the difficulty curve is a little harsh between the planets. The levels are rendomly stitched together from what looks like pre-made parts. Overall, a very complete game for a game jam. |
| Aug 13 19:30:30 | 46m 23s | Mike the adventurer | ♥ 1 | I think your main feature doesn't work! The rest is pretty competent though, if a little repetitive. Hard to eval. |
| Aug 13 19:43:30 | 13m 00s | Too Many Boxes | ♥ 1 | I think you should turn off colliders for things you carry. The game wasn't very enjoyable for me, hitting walls with the stuff I carry all the time. Also, you should likely apply a transparent shader to your object when you carry it. Couldn't see the bin behind taller flattened boxes. |
| Aug 13 19:53:50 | 10m 20s | Crystalmancer | ♥ 1 | In my opinion the game lacks a way to get you out of trouble when you make a mistake and get hit. There are no invincibility frames after damage is sustained, so playing this I die a lot and I feel like it's essentially a one hit kill game. The visuals and audio are great though. Very coherent. |
| Aug 13 20:46:32 | 52m 42s | Tower Crunch | ♥ 1 | Camera angle makes it very difficult to see anything other than the character's back. Shooting is therefore an act of faith, more or less. The game doesn't seem to have a difficulty curve of any kind, so managing the tower when there is plenty of space at the beginning is far too easy in my opinion. I was never in trouble. The music loop is way to short. I didn't mind the riff, but it was played hundreds of times. |
| Aug 13 20:58:18 | 11m 46s | Box overflow | ♥ 2 | On later mazes the user is expected to commit the area to memory, which is both difficult and not particularly enjoyable, at least in my opinion. I had trouble justifying the premise of a man dropping crates around. I was basically playing snake with an infinite tail. |
| Aug 13 21:12:53 | 14m 35s | Bookbinding | ♥ 1 | I think the art looks tidy and consistent, which made the game pleasant to play. I was not able to solve a single puzzle, despite me usually enjoying word puzzles. My primary problem was figuring out which book would bind with which, in a selection 4 to 5 books with fairly long words. And on top of this, the timer was adding what I perceived to be needless distraction to what I saw as an already pretty demanding task. In simple terms I'm not intelligent enough to play your game. ------- EDIT: I played this game again, after seeing the video example and realising I could make as many words I wanted. All of a sudden the game made much more sense and was much more approachable. I reevaluated it now and I can see myself really properly enjoying it. |
| Aug 14 00:50:00 | 3h 37m | Chef Frank's Franks | ♥ 1 | One of the better submissions I've seen. Works pretty well. I don't really see how you could improve it for a 48 hour dev time. Looks good, sonds good, plays well. Good job. |
| Aug 14 01:03:36 | 13m 36s | Bat-Chan! | ♥ 2 | Like the animations. Didn't like having to wait a long time to recharge my attacks. The game also has a few bugs that damage its quality, like dying at unexpected times, or being able to shoot and play when you are dead. |
| Aug 14 01:05:30 | 1m 54s | The TV Install Man | ♥ 0 | Same here. No link. |
| Aug 14 01:15:45 | 10m 15s | Temple Trap - The Game! | ♥ 0 | For me the biggest drawback was when I got a map that had pillars instead of puddles as obstacles. I had a very hard time telling walkable tiles apart from walls. A smaller gripe were the controls. The character accelerates too quickly and slows down too slowly, comparatively, so I find myself having trouble with precision movement that are small because I overshoot them and also having trouble with deciding when to release a directional key, which leads me to take damage fairly often. I do think you've made an interesting use of the theme though. Many of the games I've played so far use the idea of the shrinking space, which would make your game unoriginal, however, the fact you've tied the mechanic to health and the changing layout of the map help making the concept fresher. |
| Aug 14 01:25:16 | 9m 31s | The Super Olympic Death Race From Space Leaving Space Relay Septathalon 199996 | ♥ 1 | I liked the variety of disciplines, however, this enjoyment was weakened by the fact that every time you die you have to redo the same ones with the same level layouts over and over. This is an issue, because you often die due to your not knowing what the discipline you're about to face even is. For instance, I once touched a yellow block just out of curiosity. And that insta-killed me, forcing me to try again from the start. The "intentionally wacky" phyzzikz can cause you to very slowly glide down or up towards the floor or ceiling respectively, slowing your run down dramatically. Not sure how I feel about that. Overall, I enjoyed the variety. Ambitious. |
| Aug 14 01:37:48 | 12m 32s | Alchemy Factory | ♥ 1 | Novel idea. As I'm sure you expect from users, there were many combinations that made sense in my head, but not in yours. :) For instance I couldn't do fire and steel. Whenever I got stone I was essentially done, as I couldn't figure out a single combo with stone. But an alright concept if you can figure out a way to not surprise users with combinations that in their minds are missing, or combinations that make no sense, like Mana, for instance. |
| Aug 14 01:54:06 | 16m 18s | Judgement | ♥ 1 | The game cannot be completed for me. Once the selection is made, the game ends in a black screen. I personally object to games that force me to reason with somebody else's morality. There's a clear cut example in your game, for instance: "Served in the military". Ask a hipster, and he will strongly sustain that all military action is evil, for lack of a better word. Ask an intervetionist, and the military is the only way to go, and the highest of honours. The problem with morals is that they are relative. Scoring them with a simple int is too simplistic in my view. |
| Aug 14 02:04:48 | 10m 42s | Character Assassin | ♥ 1 | It can be challenging to find a second player for a game jam game, but I think this one is absolutely worth it. It's fund describing characters and received their descriptions to make one final solutions. I also decided to deliberately disobey the orders once, which made me chuckle. Nice job. |
| Aug 14 03:22:33 | 1h 17m | Rampart | ♥ 2 | Liked the art. My least favourite part is the random placement of milk and obstacles. I didn't feel in control of my fate, which diminished my enjoyment of the game. I think it may be more interesting to have the placement of the obstacles and power ups either depend on the player, or the environment, or be otherwise predictable, so that players can make informed decisions. Lastly, it's possible to pass a "turn" even when moving into a wall, which looks like a bug to me. |
| Aug 14 03:48:46 | 26m 13s | Count your Steps (or you will run out of space) | ♥ 2 | I like it that the movement is not locked to cardinal or semi-cardinal directions, as it usually is in puzzle games. However, this does come with drawbacks, like me stepping on several tiles at once when I don't mean to. Other then that, you have something here that looks like has some potential if you add more mechanics. Lastly, this is one of the rare few games I've see that has a mysterious atmosphere, largely thanks to the darkness and the golden coloured environment. |
| Aug 14 04:20:25 | 31m 39s | Ludum Delivery | ♥ 0 | I found it a little too easy over time, which made it repetitive, though with that said, I could have continued for a while. This game is a space management game, and, in my opinion, has no connection to the theme, which is about running out of space, as opposed to deciding how to allocate it. With all this said, I enjoyed playing it for a while. Thanks for making it. |
| Aug 14 04:39:16 | 18m 51s | Manspreader | ♥ 1 | I think this is the only game I've tried so far that's actually funny. Well done for that. Further, I really enjoyed how I had to manage the space in two different as well as opposite areas. My eyes struggled following both sides, especially when the difficulty increased. I was running out of space due to the space between my (eye)balls. Brilliant. Well done. |
| Aug 14 04:46:02 | 6m 46s | Postgirl | ♥ 1 | Presentation was very nice. Concept, in my opinion is a little shallow. It also has the issue that once you mess up on a side, you may not be able to recover at all. But I enjoyed playing it. |
| Aug 14 04:51:23 | 5m 21s | 42 Pillars of Stone | ♥ 1 | The random generation hurts this game. Quite a few times I was hit by enemies that basically appeared very close to me, because I happened to be near a corner. I definitely had a hard time noticing when I was being hit as well. |
| Aug 14 05:14:00 | 22m 37s | VCR STAR | ♥ 1 | I manager to make it say "The whoooooooole... potato". :D The game is very different, I've never played anything like it. The original clip was also quite humourous. Controls perfectly mirror the VHS recording era. One of the best submissions I've seen, but not sure it could translate into a real product. Nice. |
| Aug 14 05:25:09 | 11m 09s | Full Grave Panic!!! (Compo) | ♥ 1 | Very impressive for a compo game. Great art, alright sounds, good learning curve and difficulty curve as well. I can see myself playing this more as it is, let alone more polished. Well done. |
| Aug 14 05:32:13 | 7m 04s | Claustrophobia | ♥ 1 | My only criticisms: 1. It's basically impossible to complete in one go. You have to learn the switch pattern to succeed. 2. Mouse sensitivity is sky high. Other than this it's a little short to properly evaluate it as a game idea. |
| Aug 14 15:51:45 | 10h 19m | Protect the Core | ♥ 1 | I enjoyed this entry. I think the take on the theme was quite clever. I like it how you can manage blob growth by shooting it. There is a small and weird bug when you stop shooting that makes several bullets fire out in excessively rapid succession. It's like you forgot to turn off a bool when not shooting, or something. Also, taking a page from the Vlambeer book, have you considered doing something when the player is not shooting? Say something like charging the laser more quickly? Just a thought. |
| Aug 14 16:05:47 | 14m 02s | Chill Daddy | ♥ 4 | I really liked the artwork on the characters and the story board. The plot was simple, but effective in getting me emotionally invested in the character. I think the theme was missed completely, however, because the raft disappearing is just an aesthetic gimmick, as opposed to being an actual mechanic that has to do with space running out. |
| Aug 14 16:23:29 | 17m 42s | Waste of Time | ♥ 2 | I had a lot of trouble understanding what the devs wanted me to do to build new shelving. There seemed to be a very specific order in which things had to be done, and I struggle getting it. With that said, I did have fun playing the game and I would play it some more, just to see how many barrels I can safely stow. One more thing, I would recommend against making it possible to REMOVE barrels from the shelves. On a few occasions I found myself picking those up, as opposed to adjacent barrels lying on the floor. |
| Aug 14 16:36:50 | 13m 21s | Oddblock | ♥ 1 | I enjoyed playing it for a bit, but it gets repetitive quickly, due to the lack of mechanics. It's a little shallow, unfortunately. But I thought the aesthetics were very pleasing, especially the little details, like the blinking character and the cracks on the blocks. |
| Aug 14 16:59:41 | 22m 51s | The Red pixel | ♥ 3 | I think the most important part to improve here is user feedback. It's difficult to understand that the hearts are a currency you need to use to go through spikes, for instance. Essentially your hearts are nothing but keys. You should look for ways to clarify this, or, even better, alter the design so that they are keys and they are used as keys. For instance, you could use the heart manually to become armoured so you can take a hit. Or you could use the sphere object to become transparent so you can pass THROUGH the spikes. Other that this, I think this type of game has been done ad nauseam. |
| Aug 14 17:15:40 | 15m 59s | Where is my place ? | ♥ 1 | The controls are insane. :) Play with a controller plugged in. |
| Aug 14 17:27:45 | 12m 05s | Inventorious | ♥ 0 | Fantastic game. Big props for your tutorial. Often overlooked in games, but you did it basically without using words. It's great. This is probably the best game I've seen so far, even though it only marginally hits the theme. And I've reviewed 70 or so. Congratulations. |
| Aug 14 17:41:03 | 13m 18s | Just A Small Buisness | ♥ 1 | I really liked it that I could push the walls back. The design is neat, but the execution could use some work. The game is a little clunky in controls, collisions, the camera has a really weird angle, there are no physics on the props... Overall, I had a surprising amount of fun with this. Good job. |
| Aug 14 17:51:40 | 10m 37s | Space Collapse | ♥ 0 | Not too shabby, however, while it makes sense to have slidy controls in space, I really did not enjoy how difficult it was to get my ship to move and stop anywhere close to where I wanted it to be. This made me put down the game a lot faster than I normally would have... |
| Aug 14 18:04:03 | 12m 23s | Dear Leader's Diet Plan | ♥ 1 | One of the few actually funny games. Just a suggestion for the controls, say that smashing space is a valuable technique. |
| Aug 14 18:15:07 | 11m 04s | Ludum Dare to be Messy! | ♥ 0 | I found the setting, graphics and sound to be very well suited for your context. Unfortunately, the mouse sensitivity was too low for me, which made it very difficult to enjoy your game properly. |
| Aug 14 18:38:30 | 23m 23s | Miss Eyesore | ♥ 3 | Fantastic presentation with a title screen to kill for. However, I had trouble understanding the game's map at first, because I was lazy to read all of the instructions. With that considered, I also had trouble understanding which room was dangerous and when. The light intensity wasn't helping my understanding. Great project though. Good luck if you decide to carry on with it. |
| Aug 14 18:45:27 | 6m 57s | Landfill | ♥ 1 | Like the use of the theme... Might be because I made the same, but in 3D. :D Nice. |
| Aug 14 18:52:10 | 6m 43s | Shopper | ♥ 1 | I'm not sure this qualifies as a game... One technical suggestion, avoid moving the character using the Transform. Move the character by applying velocity to the Rigidbody instead. This will allow you fto avoid all of the clipping and flickering. |
| Aug 14 23:47:36 | 4h 55m | They Came while I was jogging | ♥ 1 | I couldn't understand what to do on the rooftops of the second level, after crossing past the wooden planks. This ruined it for me. |
| Aug 14 23:59:16 | 11m 40s | Going Up! | ♥ 1 | I started getting quite immersed and I was becoming more efficient, which is great, however, there were no mechanics to keep me playing after a bit. All I did is the same thing over and over, just facing what seemed to be an inevitable overwhelming end due to faster, more demanding passengers. I never unlocked the second and third lift. Quite a good entry, but it got repetitive for me fairly quickly. |
| Aug 15 00:34:38 | 35m 22s | Don't stop running! | ♥ 0 | I think this game would benefit from more leniency when jumping after having left a platform. Also, there is a bug where you can enter colliders by hitting them diagonally, I think. |
| Aug 15 00:42:55 | 8m 17s | Deposition | ♥ 0 | I came here to evaluate your game, but after launching it I was greeted with unskippable dialogue. A lot of it. Then, just to try the mechanics, I realised that I had already used 3 or 4 lines of paper. This discouraged me from playing any more. So I didn't leave you a rating, because I haven't basically experienced the game. I just thought you would find this feedback useful, hopefully. It's a shame, because I found your premise quite intriguing, otherwise. |
| Aug 15 00:55:54 | 12m 59s | Sofamino | ♥ 3 | I didn't like it that When I scroll the mouse wheel up is down and viceversa. Maybe a setting for this? Then again this is a mobile game, so probably nothing to worry about. I also had trouble with dealing with my cursor being all the way up. the game did not default to going down when there were no obstacles underneath. Not necessary a suggestion on my part, just an observation of my psychology playing your game. All in all, a competent entry. Well done. |
| Aug 15 01:24:29 | 28m 35s | Overflow | ♥ 1 | One of the best games I've played in this event. The team behind this is a talented bunch. Keep going. One thing many, myself included, should learn from this team is tutorialisation. Also, I appreciated the attention to detail. Everything animates, everything is dynamic. Well done. |
| Aug 15 01:54:14 | 29m 45s | The Big Crunch: Cosmic Horizon | ♥ 0 | Liked the ship movement. Despite being in space it is quite responsive. That felt great. I really enjoyed that the player's shots were in tune with the music. I found 2 bugs: 1. The music does not loop properly. 2. Point blank shots produce the particle effects but do not inflict any force on the asteroids. |
| Aug 15 02:17:12 | 22m 58s | Clippy's Awakening | ♥ 2 | One of the most feature complete games I've seen so far. It's a proper adventure game. One gripe I have with these games, usually, is the enemy respawn. I understand why it's there, but I'd be eager to see some new inventive solutions to the problem of empty rooms. Seeing exactly the same enemies appear makes me feel like my progress is being artificially held back. For instance, the Souls series did a great job of justifying full respawns, but that's rare. I'd like to see a differnt solution, like a change in enemies, or a reduction of them, or something. Fantastic job. |
| Aug 15 02:39:13 | 22m 01s | EVOLUTION | ♥ 1 | Art is stunning. Game is politically inclined. I enjoyed killing the earth. :) |
| Aug 15 02:46:08 | 6m 55s | The Crappy Shipper | ♥ 1 | The spawning of boxes after the first wave is too slow, in my opinion. It seems to me that it would make more sense that we would get MORE boxes over time, so we get a proper difficulty curve. I experienced a crash after my second restart. Why F6 to restart? Am I missing a joke? |
| Aug 15 03:30:50 | 44m 42s | Never run out of SPACE: a ZIP folders journey | ♥ 0 | I couldn't get past the first level where you drop through data. That level required me to memorise the pattern of the data all the way down. Should I fail, back to the start I go. I didn't enjoy that at all so I dropped it completely fairly quickly. The art style and the narrative seemed compelling. |
| Aug 15 03:40:31 | 9m 41s | Typewriter | ♥ 0 | I played it for a bit. Initially I thought it was quite a novel idea and well executed, what with all of the effects, screenshake, characters being fired at you and so on, but I was a little disappointed to find that there was no difficult curve, as far as I could tell. Nothing was managing to kill me and enemies were not becoming tougher. Also, I don't think you hit the theme. I don't see how I would be running out of space. I always had somewhere to go. |
| Aug 15 03:51:47 | 11m 16s | Secret Knight | ♥ 1 | I've tried a few playthroughs and several times I felt like I was being spotted without justification. It doesn't mean I'm right, I just felt that way. :) So I started focusing on the witnesses. Doing this made me slower so the population would grow too fast for me to cope. Unfortunately, due to this dynamic I didn't enjoy your entry as much as I thought I would. With this said, it looks like a fairly complete game, so congrats for that. |
| Aug 15 18:47:04 | 14h 55m | Bloody Hooligans | ♥ 3 | Reminds me of good old mindless fun games like Carmageddon. Had a good time playing this, though I'm not sure where you could take it as a proper project. :) |
| Aug 15 18:59:26 | 12m 22s | Polar Bear Ballads | ♥ 1 | I think this is one of the best narrative drive games in the jam so far, and it gets there without using words. You feel the oppression of your living space shrinking as you play, and at some point, you simply have to accept your inevitable and tragic fate. |
| Aug 15 19:26:54 | 27m 28s | No Place To Die | ♥ 1 | The thing that kept me from enjoying this entry the most was the aim dependent movement controls. For a top down view, the conventional controls scheme is that you move in the direction you point your left stick (WASD) and that you aim independently from the direction you move. I got stuck in the environment many times due to this controls scheme. The game has a great presentation, but is somewhat shallow in content. |
| Aug 15 19:36:08 | 9m 14s | As the world burns | ♥ 1 | En enjoyable pick up and play top down shooter. Not very innovative, however, and the theme is only marginally present. The flames to devour the environment over time, yes, however, this is the typical "boulder is chasing me" mechanic. One more thing, I found the game very easy to go through, yet, I died unexpectedly once when touching the fire. I wasn't able to clearly determine where my HP were and make decisions according to my health status. Other than that, I had fun playing it. |
| Aug 15 19:44:29 | 8m 21s | Zlinx | ♥ 0 | In my opinion, you should have waited to move the hazards until the player inputs anything to make the character move, especially because you cancel input listening when you respawn. In other words, when you die holding the A key to go left, you respawn and your A key is ignored, yet, the hazards do trigger and you die quickly. |
| Aug 15 20:04:40 | 20m 11s | A New Kingdom | ♥ 1 | I had trouble jumping off of platforms when I wanted to. I would recommend you look into tricks to make the jumping mechanic more intuitive to execute. I though the standard non-charged jump was sufficient, and even excessively high to cover most distance. In fact, I often felt like I was hitting platforms above me. |
| Aug 15 20:19:43 | 15m 03s | Stop Climate Change! | ♥ 0 | I think the physics in the game are too far removed from what I perceive as real or predictable to make this an enjoyable game. I spent the majority of my time avoiding conflict due to being almost certain that I would miss all of my attacks, and, in the game, all missed attacks result in inevitable (or close enough to inevitable) ultimate failure. |
| Aug 15 21:01:39 | 41m 56s | PIM : Product Input Management | ♥ 2 | I lost once because the timer ran out without me noticing. I would appreciate being aware of my surroundings while I play. I understand the inherent difficulty and joy of balancing multiple plates at one time, however, in this case, I think the feedback is too meager. I think the combinations make no sense. I cannot recognise the icons and what they will do. My brain basically resorts to "more combinations = more dollaz", which I think is in line with the design ultimately, but I do think this hurts user immersion. With all this said, I found this entry fun to play and aesthetically pleasing. Nice work. |
| Aug 15 21:37:38 | 35m 59s | OVERLOADED | ♥ 1 | I enjoyed the "get out of the way" feeling I was experiencing throughout the game. I also liked the different languages the characters spoke in their funny chipmunk tones. This is a game that genuinely made me chuckle on multiple occasions. With that said, I cannot see it turned into anything other than a quirky jam game. |
| Aug 15 21:59:24 | 21m 46s | MY SYSTEM IS GETTING HACKED | ♥ 0 | THe only think I struggled with is enemy detection. I blame the asymmetrical and vertical map layout. Other than that, this was a great entry and I enjoyed what I played. |
| Aug 15 23:12:08 | 1h 12m | Evolucity - Build as high as you can! | ♥ 1 | I couldn't grasp the controls for a while during my play time. This led to numerous failures that were not enjoyable, because I thought them unfair. Then I read your description and learnt that you can rotate and go up and down with the right mouse click. That changed things, but it was too late for me, my good will towards the game had dissipated. I would recommend you add the controls in the blue space within you game. There seems to be plenty of space for you to fit instructions there. |
| Aug 15 23:29:53 | 17m 45s | Brand new shop | ♥ 1 | I think the game was a little shallow. After I did the tutorial, I was capable of succeeding at every minigame (more or less) and a queue of customers never formed. So the game became dull fairly quickly for me. |
| Aug 15 23:44:40 | 14m 47s | CRUMBLE | ♥ 0 | I didn't enjoy the controls in this game. When moving to a next tile, the controls get ignored, inconsistently. So I died quite a few times, because I had expected that the game would buffer my button presses. In simple terms, I pressed Right, Right, Up, yet the game thought I had pressed Right, Up, skipping the middle input, which sometimes led me to my death. Secondly, I don't understand the purpose of doing any of the things you can do in this game. For instance, you can accumulate money and then spend it to fix the broken tiles. Just so you can accumulate money, and fix the same broken tiles again. Lastly, I think RNG damages the experience substantially. On some runs I had half the level broken and no money, on some other I was more wealthy and I could easily manage the broken tiles instead. |
| Aug 15 23:55:59 | 11m 19s | Chill Chair Simulator | ♥ 1 | I thought I fell off my chair too often and unpredictably. This diminished my chances of success. Also, the pattern at which things come out of the walls is random, so you may get easy or difficult runs, and it's completely out of your control. |
| Aug 16 00:08:55 | 12m 56s | Smoke: it's ok to feel | ♥ 0 | I though the dialogue selection movements didn't do anything for the game other than increasing the chance of misclicking. This may have been the design intent, meaning that the devs wanted the drunk bear to slur his words, or say something he didn't mean due to inebriation. I found it irritating. This was a little mitigated, though not in a good way, by the fact that the comments the bear had to make were all unrelatable, in my opinion. |
| Aug 16 03:14:30 | 3h 05m | Brightly-Wrapped Boxes | ♥ 1 | I liked the physics in the game, and the ability to rearrange gift. I caught some of the as they were falling, and it was a great feeling. However, I didn't enjoy the timer on the gifts. It seemed unjustified and unreasonably short. I wanted to take my time with the placement. Did you consider stacking the gifts on the stools and letting the physics do the failing for the player? I think that would have been more fun. Just my two cents. |
| Aug 16 03:20:55 | 6m 25s | Delusional Thoughts | ♥ 1 | Then humour was there. I kinda wish I wasn't playing snake, so I could have focused on the song instead. :) |
| Aug 16 03:34:49 | 13m 54s | An Ode to Space | ♥ 1 | I found very little use for the rewind function. Unless I am mistaken, rewinding is only useful to attempt to be more efficient at egg collection. So unless one is deeply invested in getting a high score, which I was not, the rewind feature seems not particularly useful? |
| Aug 16 03:50:42 | 15m 53s | Park & Match | ♥ 1 | I think this game is excellent. I am very impressed with the vehicle handling. One could almost call it realistic! The only downside I saw to the experience, is the lack of motivation to do well, especially over time. If this game had a scoring system that is exposed to the player, with various evaluations, this game would be a straight 5 for me. Great job. |
| Aug 16 04:08:04 | 17m 22s | PostMord | ♥ 1 | I could not figure out how to play it. :) That's my feedback. Sorry. |
| Aug 16 04:14:44 | 6m 40s | Running Away | ♥ 1 | I couldn't get past the second level, so I didn't evaluate this game, but I thought the second level's locomotion mechanic was quite novel and brainy. It was interesting. |
| Aug 16 05:09:49 | 55m 05s | Blast Off | ♥ 0 | For me the game worked weirdly, once the plant shrank to a minimum, it started growing again. The music didn't loop and I was left in what looked like an inert state. Could move, could shoot, wouldn't progress. |
| Aug 16 05:18:12 | 8m 23s | The Big Crunch | ♥ 0 | I liked the matching idea, but there was a technical thing that was really bothering me, perhaps more than it should have. When you merged two bodies, the animation leads them to the center of the universe, as opposed to the centroid between them. What you can do to fix this is: Vector3 centroid = ((planet[0].transform.position + planet[1].transform.position) / (float)planet.Length); Then you can lerp to that position. |
| Aug 16 19:03:39 | 13h 45m | COLLAPSE | ♥ 0 | The game seems to crash when clicking the Start button in the menu. I haven't investigated why, but I think it may have to do with selecting other menu options before you select Start. Look into it. You have decided to move the character using forces and you have not limited the maximumVelocity in any way, so the game is very difficult to play. Not so much because you MADE a hard game by design, but rather because the character slides all over the place and very fast as well. I was not able to complete the first level. |
| Aug 16 19:28:15 | 24m 36s | Endless Game | ♥ 1 | I enjoyed this one generally, but I'm not sure I agree with the idea of having the debris falling from the top kill you. I'm not sure this is actually what happens, but this was my perception. |
| Aug 16 19:40:04 | 11m 49s | Anna's Tale | ♥ 1 | I couldn't get a proper grasp of the mechanics. I clicked on memories and repaired them, but then that forced me to go repair other memories I had already seen. That grew old fast, so I started ignoring damaged memories. Unfortunately, it looks like the text was written by somebody with a fairly weak grasp of the English language. Because this game is story driven, this damaged the experience quite a bit, in my opinion. I would recommend that for the next LD you guys invest some time at the end of the project to proofread your content with a native English speaker. |
| Aug 16 23:54:08 | 4h 14m | NEK.O. | ♥ 0 | Interesting case study. I was completely convinced I would find a graphically interesting game from the thumbnail, and the only screenshot here, showing the only art that the game has that is actual art. But the game graphics and mechanics are very rough instead and fairly simple as well. This game sells itself well thanks to the thumbnail, but I found it quite shallow to play it. |
| Aug 17 00:01:41 | 7m 33s | Block Fall | ♥ 0 | I liked the concept but I couldn't get into it due to the choice of controls. The shoot key is mapped to left shift, which implies I should use my pinky to shoot. That caused me cognitive stress, that, compounded with the directional arrows for colour and WASD for movement while the floor is getting flooded made it almost impossible for me to play. I think I would have enjoyed this with one less layer of complexity, possibly, and the shoot button on something more central that I can use different fingers for, like my thumb for Space. |
| Aug 17 00:10:20 | 8m 39s | ChoppaFly | ♥ 2 | The art is hindering gameplay. It's not often not possible to tell where the colliders are. So several times I found myself hitting obstacles when I thought I wouldn't and avoiding obstacles that were actually in the background. Every collision kills you immediately, even the ones on your wheels at slow descending speeds, which forces restarts. I gave up after the 5th restart. |
| Aug 17 00:19:14 | 8m 54s | Blob Attack | ♥ 2 | It took me a while to understand how to eliminate the blob. once I got it, it took a few seconds and I was presented with a winning screen. The game has a relatively large world to explore, but nothing to do in it other then get redundant blocks to stop the blob, that, as far as I understand, are not needed anyway. It feels to me like many disparate ideas went into the design, but they don't gel together in a coherent experience. |
| Aug 17 01:06:59 | 47m 45s | Elevator Crush | ♥ 1 | I don't know if it's just me, but I felt like I had to press space quite a bit earlier than what the graphics suggested. I got used to it eventually, but with the speed increasing it tripped me up every now and then. |
| Aug 17 01:22:47 | 15m 48s | Sea of Bells | ♥ 1 | I enjoyed the experience overall, however, there was a design choice that led to a game breaking bug for me that I thought I would share. When I transition from 2D to 3D for the first time, I wanted to go down, not up. This is because in my mind my little ship was sailing on the sea before, so, when I transitioned to 3D, the game wanted me to navigate into what I thought was the sky. I would recommend simply blocking down movement when in 3D. That should solve the issue pretty simply. |
| Aug 17 01:45:07 | 22m 20s | Last Piece | ♥ 1 | The outermost blocks keep falling, so it's fairly easy to predict what to do. At that point the game becomes a grind. I rated it quite highly though, as it's quite complete, good looking and good sounding. Just not my cup of tea. |
| Aug 17 02:26:49 | 41m 42s | Writespace | ♥ 4 | I'm sure many people say this, but this is my very first straight 5. And I evaluated every category carefully. Thank you for this experience. I hope you win the contest. |
| Aug 17 03:14:45 | 47m 56s | We Haul | ♥ 0 | I encountered many bugs that allowed me to overlap things inside the truck. |
| Aug 17 04:02:19 | 47m 34s | Greenie Goes Right | ♥ 1 | The thing I could not wrap my head around was the fact that you go through falling blocks to land under them, even though on the previous column you are comparatively higher. So, in 3D terms, you clip though the falling block. That got me in a non fun way. What got me in a fun way, is that my brain screamed press left, and the character walked right as the premise of the game goes. |
| Aug 17 04:11:48 | 9m 29s | Space Hoarder | ♥ 2 | One thing I couldn't wrap my head around is the camera movement. I had no idea why it moved, when it would move, and what for. This was very distracting. |
| Aug 17 23:02:59 | 18h 51m | Concentrate | ♥ 2 | I like the concept. I found myself spending a substantial amount of time in the menu, freestyling. This is largely because that gave me much more freedom than the game itself. I think the time limit in the game (assuming that's what it is) diminishes its engagement for me. I think I would have preferred to lose when I pressed the same key at the same point on the bar a number of times, as opposed to finishing randomly. A complete board would have resulted in a victory. I had trouble understanding what the game wanted from me in terms of being on beat. I wanted to improvise sometimes, so I would do a 16th note, for instance, and I would get two orange boxes, but sometimes I would get one register and the other be ignored. The colour scheme meant nothing to me. Had no idea what an orange box was as opposed to a yellow one. The only one I understood is the repetition brown one. Another feature I think I would have enjoyed is re-listening to my "composition". All in all, a solid entry, but the obscurity of a few of the communication devices in the game hampers its fun, in my opinion. |
| Aug 17 23:14:05 | 11m 06s | CLAMPRESSOR File Archiver | ♥ 1 | The only thing that I found weird in the game was that when I wanted to clamp 3 files I had to be exactly in the middle of them. I would probably add some kind of AI that checks left and right and the pushes you in the right direction by 1 unity before clamping the files. In my experience, I didn't run out of space much. What I ran out of is time every game I played, so I'm not sure the theme has been hit as well as it could have? With all this said, I enjoyed my time playing this game, but I think it would need more mechanics to retain interest. |
| Aug 17 23:20:06 | 6m 01s | Demotrash | ♥ 1 | I agree with @gaoyuan-chen. The chain system feels good. Other than that, I think the game is fun, if a little shallow of mechanics. |
| Aug 17 23:42:21 | 22m 15s | The Consumer | ♥ 1 | Peculiar experience, I'll grant you that. I thought that the game mechanic actually got in the way of the experience. I'm not sure what sense it made to read words and decide if this word was bold enough or large enough or if the character were far apart enough. I found myself more interested in the content of the videos than the words. The experience aggravated for me when I started getting irrelevant and politically charged words all in a row, like "racism", "antifeminism", "bigotry", "chauvinism", "sexism", and so on. I felt like the game was trying to direct my thoughts much more than the films being played. And I got the impression that the game was all about demonstrating how the videos in question in fact were aimed to modify my mindset instead. I may be reading too much into this, but I always get defensive when I perceive that people, especially artists, devs included, are trying to project their morality onto me as an end user. |
| Aug 18 00:04:24 | 22m 03s | Snobs like it clean! | ♥ 1 | I played this one for a while, for my first playthrough. After a while it got quite repetitive for me. I was climbing up, getting meat, burning it, rinse and repeat. One thing that a buddy of mine who was watching me play suggested was that it would be more interesting if your safety on the surface from the wildlife depended on the snobby being alive and fighting. I concur with him. I think this would make the relationship between the snobby and the 99%-er much more realistic and subtle. I think I encountered a bug. As I lost, I was holding one of the directional keys. This registered in the game over screen, which led me straight to the main menu, so I have no idea what my score was. |
| Aug 18 00:46:31 | 42m 07s | memBrain | ♥ 1 | I realised early on in my experience that I could simply delete the first slot of memory with each room I would cross. From that point on, remembering how the map would look like served no purpose. This weakened the effectiveness of the intended design. With that said, I'm not sure the intended design works in the first place, at least not with this execution. I found the memory management mechanic to be irritating. It felt like a completely arbitrary limitation that served no other purpose other than annoying me as a player. It reminded me of the inventory limitations in the Resident Evil series of old. |
| Aug 18 01:23:07 | 36m 36s | SQUASH KILL | ♥ 0 | I liked the blood permanence. I think there ought to be a way to control zombie killing. From what I understood, the boxes would fall on zombies and it would be pure luck whether they would be killed or otherwise. Generally I didn't feel much in control of the game. |
| Aug 18 02:59:23 | 1h 36m | Deep Down | ♥ 0 | Very well designed game. I studied the learning curve alongside the difficulty curve in your game thoroughly as I was playing through and I'm impressed at your level of competence both in systems design and level design. I can only suggest two improvements: 1. Allow a small frame of leniency to jump off of a platform. You can leave the bool grounded variable on true for a few frames before you forbid jumping when the player reaches the limits of a ledge. 2. When detaching from sideways sticky walls, pressing down bounces you up. Talk to your friend spaceface14dev for a screenshot of what I mean. Anyway, excellent job. I hope you go far. |
| Aug 18 21:23:07 | 18h 23m | SuddenlyBunnies | ♥ 0 | The pain... |
| Aug 18 21:32:55 | 9m 48s | FoxyPops | ♥ 0 | Well done Jolene, for helping daddy and mummy make games. I also make games like them, and me and my little daughter Zoë make games together too! If you have the time (unrelated to LD42), feel free to play this game Zoë and I made for our family: https://multi-core-collider.itch.io/table-top-gear |
| Aug 18 22:33:12 | 1h 00m | Dice Builder | ♥ 1 | I had 2s and 3s adjacent several times, yet, they would not get removed? I'm afraid I don't understand your game, so I gave up. |
| Aug 18 22:45:48 | 12m 36s | CrumbleDungeon | ♥ 1 | I completed the game. The think I liked the least by a distance is the amount of clicks and movement I had to do to pick up a thing and use it. It's quite clunky. When you walk on an object, you have to drag the object into your inventory and only THEN can you equip it, which one extra drag movement I could have done without. Also, some object that are weapons don't look like weapons at all, like the faucet, for instance (assuming it is one, pixel art FTW). |
| Aug 18 22:59:29 | 13m 41s | DE/VOID | ♥ 1 | I got as far as a few levels in. My primary problem with this game is the inconsistency in the UX communication. Some level have balls that have physics, some don't. Some shrink over time with physics, some don't. Some levels need you to complete all balls to 42, some don't. This put me off of the game quite a bit. I think I would have appreciated different aesthetics for "balls" with different properties, so I would have been able to attempt to successfully resolve the levels before the dev forced failure on me as a user, just so I could understand what was expected of me. |
| Aug 18 23:18:53 | 19m 24s | Wackages | ♥ 1 | I'm not sure why you decided the game needed a cage to come up over time. I think it would have been more interesting if the shelves would fill up and then maybe start to tip over from the weight or something. Because of the cage, I felt like my only option was aiming as high as possible, which made me stare at my character's low poly bottom and not be capable of seeing where I was going. |
| Aug 18 23:28:38 | 9m 45s | LectureRush | ♥ 3 | I found the clicking on the students quite unresponsive. Considering the amount of plates this game expects the player to balance I find the precision required to successfully clicking to get the students to sit down is excessive and distracting. The same applies to determine which row they will go to. Perhaps adding steps on the sides of the auditorium may help clarify which row the student will choose to go to. Lastly, a small detail, I found the professor's exploding head's sound obnoxiously loud. |
| Aug 18 23:58:06 | 29m 28s | Llama Hotel | ♥ 0 | Suggestion if you make a similar game again. Change the sun orientation so it points down. That way I at least have a reference as to where the llamas are going to fall so I can try and catch them. Alternatively, try a different camera angle. |
| Aug 19 02:21:31 | 2h 23m | Monster Girl Chaos: Hollow Apple | ♥ 1 | I think for a LD game this may be a little too ambitious, in that there is a lot that can go wrong. In my experience, the battles were far too slow. The first two to three turns were spent approaching one another. I never once felt in danger. Unfortunately I grew bored of the game fairly quickly and I gave up playing after finishing the second battle. |
| Aug 19 03:18:51 | 57m 20s | L: An Interactive Mystery | ♥ 0 | Fantastic execution, especially given the limited time. The UI for the numerical pass code and the verbal password looks the same. This led me to believe that I had to input a 4 digit number in the notes app password. I eventually solved the problem, thanks to somebody else, not myself. As a substantially more mature man (read old) than the story discussed, I found both the main character and the child (L) insufferable. This made it very difficult for me to actually care for the girl's safety. |
| Aug 20 22:08:45 | 42h 49m | WearOut | ♥ 2 | Hi there, I tried your game on request. Here's what I have experienced: 1. The description is incorrect. You don't use W to kick or Space to punch. It's left and right click, at least for me. 2. I started kicking enemies when it seemed appropriate, say at 0.5 meters distance, but that would get me hurt all the time. Also, some enemies would be impervious to any and all of my attacks. 3. At that point I started simply continuously clicking both the left and right mouse buttons and I started defeating all of the enemies without any trouble. When I got to score 100 I was bored, and I gave up playing, as it didn't look like the game would get any harder. 4. I saw your clouds in game teleport. It seems to me that you are moving their transform. You should have scrolled the x axis on the UV of the texture instead. Something like material.mainTextureOffset = new Vector2(Time.deltaTime, 0f); would probably have worked. All in all, unfortunately, you have a broken game that is easily exploitable with very little incentive to keep playing it. |
| Aug 24 15:48:17 | 89h 39m | XORN: The Fallen God | ♥ 1 | A solid entry. I can see myself playing it more, in potentia, but there are a few aspects of the experience that didn't click with me: I find the aiming exceedingly difficult to control. I think there are several reasons for this: 1. There is no in game indication of where the cursor is (I did notice the arrow at the character's feet, but that's not what I mean). The standard pointer cursor blends in with the black and white graphics of the game and I often found myself swinging in the wrong direction. 2. The character's attack animation locks you in a direction. You need to wait until the end of the animation to rotate. I see why the devs did this, logically, but it may be a good idea to experiment with allowing the player to move and rotate the root bone irrespective of animation status. 3. Sometimes enemies spawn on the protagonist's head and they seem to want to stay there. The camera angle makes this difficult to notice, so the player finds himself swinging the sword pointlessly several times before he realises the situation. 4. The most deaths I experience were not from falling to my death, but rather being hit by enemies, because I wasn't swinging my sword their way, but rather the opposite way. Conclusion about controls issues: It seems to me that this game would benefit from a completely different approach to controls. At the moment it's setup as a twin stick shooter, however, in the game one never shoots anything. Perhaps a more Diablo-esque approach to the combat may have been more empowering for the player. Another option could have been an auto-targeting system based on proximity? Take these suggestions with a pinch of salt, of course, as they would entail redesign of the spawning system and who knows what else. The bottom line is I didn't enjoy the controls as a user, and that puts me off of the game forever, and you don't want that as a dev, and I don't want that as I player. :) I also have a bit of feedback about the audio. The music seemed quite dramatic, enticing, and overall fitting of the setting, however, during gameplay it was really quiet for me. Perhaps its overall volume is set too low in the mix? I'm no expert, but the music felt faint while playing, and the lack of other in game SFX was much more evident because of this for me. I really liked the purchasing system for repairs. There are a few problems, like less than clear UX for when you don't have enough money and seemingly pointless upgrades, like ATK+, but the repairing of blocks made me feel in control of the space running out situation. Good work guys. |