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| Timestamp | Since previous | Game | Coda Highland's comment | |
|---|---|---|---|---|
| Dec 5 02:27:41 | Car Destruction Racer XIV | ♥ 3 | Well done! I found the throwing mechanic to be kinda awkward, but the idea was hilarious. | |
| Dec 5 02:31:47 | 4m 06s | Unbearable diet | ♥ 0 | I agree with @adventureislands that it really needs more speed. I found it REALLY hard to play on a laptop, because I have to click and drag with my touchpad. It doesn't even fit on my screen either; I had to zoom out my browser window. Maybe add some keyboard controls for non-mobile users? But I can see what you were going for and it's a really cute game, so kudos! |
| Dec 5 02:44:58 | 13m 11s | Humanity Hero | ♥ 3 | Nobody else has commented on it so far, so I will: The random name and description generators were a brilliant touch. |
| Dec 5 03:00:16 | 15m 18s | Total Party Kill | ♥ 0 | The HTML5 version isn't working right now. The loading bar gets to full and then the CDN throws an HTTP 500 error trying to load assets so the game never starts. And for whatever reason, Stencyl thinks I don't have Flash... And I'm a Mac user! I wanna play this game. :( I'll bookmark it and come back when I get on a Windows machine for a while. |
| Dec 5 03:10:27 | 10m 11s | Fire and Atlas | ♥ 0 | It doesn't really feel like that much of a "sacrifice" but the game is fantastic in and of itself! |
| Dec 5 03:14:41 | 4m 14s | Dungeon O' Coins | ♥ 1 | A solid entry, especially for a younger team like yours! Keep up the good work in future projects! |
| Dec 5 03:36:23 | 21m 42s | Paper Space Program | ♥ 1 | I have to agree with @ente and @betz, I can't figure out how to actually play. It seemed fairly obvious that you just picked the cheapest options for the first couple of launches because that's all you can possibly afford, then twiddle your thumbs on fast-forward for a long time because there's no obvious way to make money except to just wait for it to slowly increase. Ten weeks later and I've not even made half a million cash when the cheapest rocket I can launch costs way more than that. What am I missing? |
| Dec 5 03:50:08 | 13m 45s | The Mist | ♥ 1 | I see potential here, and while the graphics are really simple they do a good job with the music to set a good mood. Unfortunately, it feels like the game is entirely too dependent on RNG -- no matter what strategy I could have picked there just weren't enough Order missions coming up for the first four times I tried to play it (which meant I couldn't reject bad ideas, either), and then I got really lucky on my next play and got the mission that boosts everything several times in a row early on so everything was staying maxed out all the time. |
| Dec 5 04:07:16 | 17m 08s | Robot Altar | ♥ 1 | The movement controls are kinda fiddly. I would recommend putting a dedicated "stop" button on the UI (or even adding keyboard controls) to make it easier to stop a robot near a wall, because right now it turns around and the button that WOULD have stopped it now makes it turn around again. But overall, great game! |
| Dec 5 04:09:43 | 2m 27s | Occupational Hazard (HTML) | ♥ 2 | Go figure the VIP has no sense of self-preservation and is so self-important you can't tell him not to go somewhere. XD |
| Dec 5 04:18:07 | 8m 24s | For The Greater Good | ♥ 0 | This was a lot of fun! I've never been a fan of using the up arrow for jumping, though, which made the game a lot harder than it needed to be. |
| Dec 5 04:44:08 | 26m 01s | Escape Pod | ♥ 1 | @godsboss I think that's a Firefox issue. Try Chrome or Chromium. That was a fun little diversion. Very gruesome. XD |
| Dec 12 04:38:56 | 167h 54m | The King's Battle | ♥ 0 | Any chance of a Mac build? |
| Dec 12 04:46:29 | 7m 33s | Checkpoint | ♥ 1 | I agree that this is more like a short bit of interactive literature than a game, but it's definitely worth going through it to see what you've made. |
| Dec 12 05:01:17 | 14m 48s | Gears | ♥ 0 | It's like riding a whole herd of Yoshis! I do have to agree that the platforming might be a bit too precise for a game that has so much of a focus on puzzle gameplay. But it's an awesome experience all together. |
| Dec 12 05:54:49 | 53m 32s | Medic ! | ♥ 0 | I expected to just play one game of this to evaluate it for the sake of the karma. I ended up playing four games in a row trying to optimize my strategy and I'm going back for another one. EXCELLENT game. Well done! If I may make a suggestion: Drags can be annoying for laptop users. Could you consider supporting a click to select a card and a click to put it on a patient? Or even better, number keys to pick a card and a click to put it in place. That way reaction time isn't so limited by hardware. |
| Dec 12 06:25:06 | 30m 17s | Revolver Curse | ♥ 1 | This is really well done. The physics feel great -- the right balance of floaty and controllable. Getting the hang of combos to make sure you keep your ammo full is a fun touch. Is the big cross the ending? |
| Dec 25 13:37:10 | 319h 12m | Money Run | ♥ 1 | Pretty solid, though since you seem to be an experienced team I'll give some more pointed feedback for you to help you improve the game's polish. The bullets are nearly ignorable. Give them more visual feedback, maybe a bolder streak for the flight path and definitely a bigger impact animation to show where it hit. The steering feels weird. The car just slides around instead of feeling like it's really gripping the road. This is just a graphical thing; the play control itself is just fine. EDIT: Wait, this is your first time? In that case, this is super impressive. Good job! |
| Dec 25 14:15:14 | 38m 04s | Gorth | ♥ 1 | This was pretty fun. I have to agree that it would be more playable if the two actions were on the same button, and the fence made it a real pain to pick stuff up there, but those are really the only complaints! I have to disagree with @aurel a little bit. Plenty of historical consoles -- especially the Atari 2600 -- had sprite scaling and rotation, so pixel size consistency isn't always a strict requirement. |
| Dec 25 17:53:12 | 3h 37m | Sacrificio Inc. | ♥ 1 | I disagree with the "lack of variety" complaint because it's a jam game. (My personal approach to this issue is procedurally-generated content. It's a little trickier to do with a puzzle like this but not impossible.) The graphics and theme were great. A suggestion for non-mobile play control would be to permit dragging as far as you want, or to pop up directional arrows on a click so a move is click-click that you can manage quickly. Repeated short drags are particularly challenging with a trackpad. |
| Dec 27 00:01:13 | 30h 08m | Ursa | ♥ 4 | I wasn't able to get far enough to ever see the sacrifice stuff. If it hadn't been brought up by other commenters I wouldn't have even known it was there. I'm sure I must have just been missing some obvious-in-retrospect trick to clearing the level I was stuck on. But I played enough to see that this game is very shiny and pretty, and while the play control took a bit to get used to it works quite well. |
| Dec 27 01:52:35 | 1h 51m | Sacrifice Pit | ♥ 0 | It's a good idea and reasonably well implemented for a new jammer, so take the advice that follows as an experienced dev wanting to help you grow, not as criticism against what you've built. Custom physics is THE way to go for a 2D platformer in Unity. It's not as hard as it sounds and I'd advise getting some practice in. I don't mind sharing my code from older jams if you'd care to take a look. One trick to remember for game jams is that if you have behaviors that aren't working quite right, think about how you can turn it into a game mechanic instead of a bug, because rocket-jumping off of the side of a block is actually kinda fun. To add an idea that hasn't come up in thread yet: Instead of having sacrifices open up a LONGER path, have them open up a NEW path closer to the entrance. That avoids feeling like you're retreading a lot of empty space while still keeping to the mechanic. I would also advise putting in an animation that makes the sacrifices feel more impactful. It'll really bring out more of a polished feeling. |