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TimestampSince previousGamefre's comment
Dec 4 02:38:14 Suicide Rabbits ♥ 1 Nice game, very cute! It was hard to tell how big the trigger areas were; I kept dying on the same mine.
Dec 4 02:44:19 6m 05s Rain Away ♥ 2 Nice game! I loved the art style and the sound came together really well. I also struggled and didn't get to the end. Gravity flips could happen faster to give more reaction time.
Dec 4 02:50:42 6m 23s Flufy Hat Co. ♥ 2 Art is great, gameplay is too dark for 3AM and no sleep :P. I'm gonna go cry now...
Dec 4 10:13:07 7h 22m Ludum Dare: The Game ♥ 1 Nice meta theme :) I love the high level of polish, especially how the scene changes as time passes. Perhaps the game mechanics could be tweaked a little to make the decisions feel more important. For example: * Sleeping/eating/gaming refills the whole bar, can't be interrupted, clears progress on the current feature. * The success rate % is visible and decreases with the 3 other stats (player decides whether to stop or keep going until the feature is done). * Building a feature takes less time (seeing feature cubes drop is rewarding, I'd give the chance for more). Overall, well done!
Dec 4 10:15:26 2m 19s BLOODY BULLETS ♥ 0 The game doesn't run for me :(
Dec 4 10:38:15 22m 49s Boonioo ♥ 8 The atmosphere and look came together nicely! Props for going full 3D :) Perhaps the gameplay could be faster/tighter: * I ran out of creatures and died 3 times without killing a single enemy (maybe make it easier to kill the first wave?) * Rebuilding took a while (maybe make creatures hatch faster so you can collect them all at once?) * It was hard to tell what each creature did (perhaps add a basic description panel in the world?) * Consider adding juicy feedback to actions (particle effects, sounds). I really like the mechanic of customizing your team. Well done overall, this looks like it took a lot of effort!
Dec 4 10:53:31 15m 16s Soul Harvest ♥ 1 Nice game! The diversity of skills and enemies is great, gameplay feels pretty deep. I like the sacrifice/tradeoff mechanic, there seemed to be lots of combinations but giving just three choices was perfect. As a push for next time, I'd work on making the world/story more coherent. There are already good elements there (the map gets more complex each time). One way to do more could be to implement a progression through e.g. forest > village > city > castle, and adjust the art/enemies accordingly and with more contrast (e.g. animals > farmers > soldiers > elite guards). Well done!
Dec 4 11:03:11 9m 40s Rainbow Factory ♥ 2 Awesome game, sets a great atmosphere! The cute graphics are awesome and the mechanics interesting. I found some puzzles quite hard since you had to react quickly and not all the elements were visible at first. +1 for having the ability to respawn a unicorn without losing all progress. You could also attach the camera to the unicorn and slow down time by holding space to give time to tweak traps. Another tweak that could help would be to make the click area for the elements bigger than the graphics themselves (a lot of times I failed to grab what I was trying to click on because the target was so small).
Dec 4 12:28:07 1h 24m Horny Demons ♥ 1 Nice card mechanics, reminds me of Cultist Simulator :) I like the risque theme and the level of polish in the gameplay! One small visual tweak would be to add margins around the play areas so that the decks don't touch the edge of the screen (see [beware of tangents](https://schweizercomics.tumblr.com/post/11966164633/the-schweizer-guide-to-spotting-tangents)). Tag me if you end fixing the event deck (seems allowed as per the rules) and I'll give it another shot! Great work :)
Dec 4 12:43:10 15m 03s Sirius Galactica ♥ 1 Awesome game, I loved the minimalist look and attention to detail with the particle effects, camera shake, audio feedback... I played it until the end and lost just enough oxygen to make sacrificing crew members meaningful. One way to push the sacrifice dynamic might be to lose oxygen over time based on the number of crew members on board and take out one crew member per hit instead of oxygen. You'd have to let yourself be hit to regulate the use of oxygen and last long enough.
Dec 4 13:05:40 22m 30s Battling Madness ♥ 1 Way to set a high bar! I love the attention to detail and production value, especially the creepy walking sound effect :D. The trade-offs are nice, at some point I traded swapped controls for what seemed like bigger projectiles twice, resulting in nicely overpowered shots :). One way to put more emphasis on the theme of sacrifice might be to offer 2 or 3 of the trade-offs as part of the initial storyline, so you can experience the gameplay variations even when you're not that great at dodging projectiles. I really liked this overall, well done!
Dec 4 13:11:44 6m 04s Please Player ♥ 2 Love the small packaged dose of humor in this. Great tiny scope, amazing voice acting :)
Dec 4 13:35:34 23m 50s Reactor Overdrive ♥ 1 Nice game! I like the presentation and in depth exploration of the theme, especially how different gun shapes work better or worse depending on what tiles are enabled for aiming. I also like the attention to detail, projectile effects, little speech bubbles :). Here's my take on what could be more effective: * Pause while assigning power (to give people time to understand the options and the trade-off mechanics). * Make the graphic style more consistent, especially in scale (go full low-res pixel art, add thickness to enemies, switch between reactor and power assignment views rather than zooming in a sprite). * Introduce the mechanics/enemies one at a time (show a few examples of what is best in a given situation, for example disable shields if enemies don't shoot, choose elemental that enemies are sensitive to). As it is, I found it hard to tell what would be a good strategy. Overall, well done!
Dec 4 13:50:56 15m 22s The gift for us ♥ 1 Nice work, looks like a lot of thought went into the content and progression system! I like the game premise about stealing and breaking gifts and especially the dancing goblin :) I stopped playing before I had explored all the content because it felt like everything was on cooldown and I had nothing to do other than waiting. I'd suggest speeding up all the timers by maybe 4x to make it possible to discovered more of the content (I'd aim for 5-10min of gameplay). Well done!
Dec 4 14:00:24 9m 28s Jim's Limb's ♥ 1 Congrats on getting something out there! I like the gory details when your arm flies off :) I managed to get some distance into the cave, but I kept getting caught by the tentacle without seeing it fly in or when I failed to shoot it. For the next one I would suggest playtesting the game as early as possible and toning down the difficulty to make sure that the first steps are pretty easy. One tweak you could do is make the tentacle move 1/4th the speed so you only get caught if you stop moving forward for a while.
Dec 4 14:23:17 22m 53s Colossus ♥ 1 Well done for a first game in Unity! There was a lot to figure out (animation, particle effects, sounds, physics,...), so props for that! As you get more used to the tool, I'd suggest prototyping and polishing the gameplay as early as possible (before worrying about art style). Some examples of gameplay tweaks you could make: * Limit the sword swing speed to maybe 2x per second. * Add more gravity to the jump, but let the character hang on the the colossus. * Push the player away after a few successful hits (in order to repeat the climbing section a few times). Overall, I enjoyed this, I can see that it took a lot of work, keep it up!
Dec 4 15:15:50 52m 33s Be The Bridge ♥ 2 Nice, creative game! I like how the ship was built in multiple layers. One way to get more out of the main mechanic would be to list some possible interactions with the environment and make levels around that. Some possible uses for ship pieces of various shapes/properties: * Long, thin piece used as a platform. * Round, heavy piece used as a weight to trigger a switch. * Armored piece blocks projectiles. Well done overall!
Dec 4 15:40:54 25m 04s Views ♥ 3 Nice intro/UI and gameplay feedback (sounds, camera shake, effects). I like that everything feels well-packaged and finished! I like the theme and swiping mechanic. What was your process for coming up with the story and gameplay? Some ideas to make the world feel more consistent: * Buildings blocks appear on existing stacks (rather than flying up). * Swipe construction workers to halt progress on that building. * Use the bomb to clear the stage (or remove 80% of the existing buildings). Well done overall!
Dec 4 15:56:50 15m 56s Space Hopper ♥ 1 Nicely packaged game! I love how the atmosphere came together and feels consistent between the theme, graphics, audio and gameplay. I especially liked the music and overall audio balance. I found myself struggling with recovering after landing straight vertically after missing a ledge (I had to move away again, but small movements were hard to execute). Perhaps a small amount of bounce on the character could help the player recover from these cases? It might also help get rid of the sliding effect that happens when landing almost horizontally (it tends to push you against a ledge as well). Well done overall, good polish!
Dec 4 16:13:45 16m 55s The nightmare ♥ 1 Good job on putting a 3D world together! It looks great and feels appropriately creepy :). I didn't realize that __you can interact with E__ so I fumbled a bit at first, but I dig the atmosphere. One way to set the mood even more might be to add sound effects for imaginary events happening off-screen (maybe creaks in the dungeon, shuffling bushes in the forest, a moan from downstairs when you walk back after picking up the knife,...). Well done overall!
Dec 4 16:27:35 13m 50s All For The King ♥ 1 Good concept and visual style! I struggled with positioning bouncy slimes to make the large jump and it took quite a while to restart each time. To make it easier, perhaps the slimes could stay in place between rounds so you could adjust more easily? Another option would be to introduce concepts one at a time and reward the player more for finding the right combination rather than being perfect in slime placement. Anyways, well done, this looks nice!
Dec 4 17:03:05 35m 30s Offering ♥ 2 What a nice and relaxing game! I love the mood and consistency of the world and the polished little details (falling leaves, sleepy stump, the variations in sound effects). Looks like we had a pretty similar interpretation of the theme, just in different worlds :) I gave up after ~20 tries in the area where you have to make a series of precise low jumps to and go through a 1-wise gap without hitting spikes. Here are some details/suggestions I picked up on: * Love the checkpoint mechanic, it's very clear. * Agreed that tile maps are awesome, you seem to have a lot of content. Because the theme and world are so nice, I'd consider spacing out the challenges a bit to give players some breathing room (e.g. add a fairly easy area with a bit of text for lore around the items to find). * It looks like the character should fit in one-high gaps, but it doesn't. I'd shrink the collider to make it possible or make the model slightly bigger to make it clear that it shouldn't (to make the platformer mechanics more intuitively predictable). * Especially for jam games, consider giving alternate paths to make sure people can see all content without too much trouble (thinking of where I got stuck). Keep the main path fairly easy but give a couple optional challenges (I like to be able to finish the game in 5-10min then go back to look at details). You could make items the optional goal and tease them by giving the first one and leaving the rest in visible, but hard to access locations. Great work overall, this was awesome to play!
Dec 4 17:08:10 5m 05s Dark Roads ♥ 0 Hey, I can't find a download link, on itch.io, maybe you could add a direct link?
Dec 4 17:51:54 43m 44s Tim's Christmas Nightmare ♥ 2 What a nice, creepy game :D I love the atmosphere details (intro scene, parallax background, falling snow, props, flickering lights) and how you can trick monsters into running into a trap (: What was this made with? If it's Unity, you could enable "prewarm" on particle effects to start with snow already falling. I found the checkpoint mechanic very useful, although a couple times I killed myself before realizing where I was because the camera restarted from the beginning. Because the lore is so nicely developed at the start, I'd consider giving some breathing room between challenges and adding bits of story during quiet sections (like finding a drawing or piece of cloth, something to set the mood). Overall, really well done!
Dec 5 00:42:18 6h 50m MeowByrinth ♥ 3 Yay, a cute animal game where you don't have to kill them! I liked the game mechanics and how you figured out how to make all combinations of powers work. The intro is also nice and makes it easy to understand. Next version could have fun kitty sound effects (running through grass, meowing...) to maximize cuteness :)
Dec 5 15:46:57 15h 04m Reap what you sow ♥ 1 Nice game, I really liked the lore events and small details like the wind in the trees :) Looks like a lot of work went into this, it's impressive you got all the mechanics working bug-free. A small issue for gamepad: there seems to be no deadzone on the stick, so it tends to bounce and aim at the opposite direction when I tried to move one step (but then again I have a beaten up gamepad). Gameplay-wise, I like the mechanic of having to sacrifice something or bad stuff will happen. Perhaps you could have made the stakes higher by disrupting the gameplay loop more, e.g. having the bear god ask for a specific tool to be left at the altar each day. Ask it was, I always had one crop to spare so it didn't feel like a hard decision. Overall, I found the game enjoyable and well made!
Dec 5 19:40:13 3h 53m KeyboardGod ♥ 2 This is super fun and cute! I especially liked how you made the mechanics very clear and the key combinations just the right difficulty. It felt like muscle memory started to kick in by the end and I could start planning what move to do rather than trying everything in a random order. One quick suggestion would be to pause the game and introduce the sacrifice mechanic more clearly when it first appears. It was hard to tell when it was active, maybe the soundtrack could change to something faster paced. Overall, this was nicely packaged and polished, well done!
Dec 5 19:55:19 15m 06s HELL ♥ 1 Great polish, I especially liked how the minigun spread increases and how the main character and bullets emit a faint light :) Looks like this game is pretty popular, if you feel like giving back, consider leaving constructive feedback on people's entries, there's a lot of insight in this you could pass on to others. Well done!
Dec 5 23:11:07 3h 15m Vikrifice ♥ 4 Hey, this was really cool! You set the mood really well with the viking theme. The pixel art was amazing and worked really well. I reached the third level before I got frustrated with waiting for platforms and restarting from far away. Here are some thoughts for next time: * A slight parallax effect in the background could make the playable plane pop out nicely. * UI elements (hearts & skulls) could be larger (I played with a gamepad, far away from the screen). * There is no gamepad mapping for picking up/dropping creatures. * I liked the (E) prompt on animal pickup. Consider making it even more obvious (e.g. colored, animated or larger). * Spikes look like fences :). I'd make them more messy, e.g. set diagonally. * Adding even more visual feedback for pickups (hearts, skull), e.g. animate them to the UI corner, particle effects,... * The level and puzzle design was great, but maybe a bit dense. The lore is really nice, so you could add breathing room between challenges and add tiny bits of lore in the middle (just short text notes would do). * Short transitions between levels would be nice (or a "Level complete" text). It felt like we were teleported randomly and was a bit disorienting. Overall, this was super awesome and fun, well done!
Dec 11 15:38:40 136h 27m Lost In Space ♥ 1 Nice game! I like the setting and the randomness in ship design. The time pressure worked well for me, it seemed fitting with the escape pod theme to have to decide quickly who to vent into space :) Some couple of tweaks I would suggest for next time: * Make the click hitbox for plates larger than their 3D model (I missed a lot of clicks with the time pressure). * Add more contrast between the alive and dead state of the cubes (the eyes change colors, but because losing a cube is quite significant, this could have much stronger feedback). Other than that, everything felt very polished and readable to me, well done!
Dec 11 16:01:26 22m 46s OVERCHARGE ♥ 2 Well-made and very polished game, great work! I liked how you introduced one new turret type per level and kept the mechanics pretty straightforward. Valid strategies seem to emerge organically from the unpredictability of the enemy physics and you did a great job balancing that.
Dec 11 16:14:47 13m 21s Viking Snow Fight ♥ 3 Very cool, well done on the packaging/polish and audio mixing/foley. I like how you kept the gameplay scope simple and added lots of cool details.
Dec 13 10:18:09 42h 03m Cook ♥ 0 Having to type "You're not in control" type of things was a bit triggering to me, so I put this down shortly after entering the house. Props for the creepy vibes there :) I've left out most of the rating categories because it looks like this was just the intro and I missed the main content. As a suggestion for next time, I felt that the mood was appropriately set after repeating 2-3 sentences, so I'd move on to the core loop at that point and perhaps bring back the mechanic later. As it is, I had no idea how much more I'd have to repeat stuff and it got a bit too dark already. If that's what you were going for, well done ;) Overall, this looks like it took a lot of effort, congrats!
Dec 16 00:53:40 62h 35m Icy Golems ♥ 1 This game is great and especially impressive given the compo constraints! I liked the small animated details and use of multiple point lights. The tilt shift effect is a bit strong for my taste, but hey, gotta make use of the post-processing stack :) Thanks also for sharing the making-of guide, I found it very interesting!