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| Timestamp | Since previous | Game | glimaleite's comment | |
|---|---|---|---|---|
| Dec 3 11:40:55 | The Greater Evil | ♥ 1 | Hey there! During my first run, when I got turned into a priest I can just kept playing, unsure if it was the expected behvavior. So I just went as a priest to the altar and became that shady guy again, by touching it. And then I got stuck on the "Start the Sacrifice!" thing, and nothing happened, even though I pressed spacebar as you mentioned in the instructions. Then, on my second run (I had to reload the itch.io page), it worked properly. I was going back to the start whenever I was hit by the good guys. The things that I liked the most: the level design MECHANICS (not the way you placed them, but the ideas behind each obstacle), the music and the art of the priests. What I disliked the most: - I had to go back to the very start at every failure. It's not a big deal, specially because its a short game. - On the second floor, there's a specially evil jump you have to do. It felt really out of place, because the other parts were designed more forgivenly (is that a word?) That's it! Congratulations on the entry, being able to complete a compo is crazy and you deserve praise for that. Cheers! | |
| Dec 3 11:51:30 | 10m 35s | Lost In The Flames | ♥ 1 | Hello there, congrats for the entry, compo is maddening and you've made a pretty good job! What I liked the most: the track and the way the flames get more intense as time goes by. I really felt like 'I gotta get out of here asap' and I wasn't even looking at the temperature! Also, I enjoyed that there were paths that you simply had to pass through the flames. Graphics looked good and I had no bugs whatsoever. What I disliked the most: I felt like the inventory popping up everytime was unnecessary and got in the way of the gameplay itself. Also, I think that one easy thing to make the controls better is if you move faster between the grid cells. The transition is just too slow, in my opinion. Cheers! |
| Dec 3 12:03:25 | 11m 55s | Stones | ♥ 1 | Hey! Congrats on the entry, compo is crazy! What I liked the most: - The way you taught the game in just a few seconds, very straight to the point, I appreciate it. - The mechanic of finding the right route, it's fun and mentally engaging. - I appreciate that I didn't feel rushed at any moment. Suggestions: - I feel like the movement was a bit weird. Sometimes you went a bit off-center and kept hitting the collision box, instead of moving to the intended position. I think that you should've used grid movement, it would be more accurate, since the cells are soooo tiny! - The camera was a bit off as well. It wasn't centering the character properly, but it was following it, and that made it a bit confusing. - I think that if you split the level in smaller chunks and make the past chunks invisible, it will be more readable and easier for the player to understand what's going on. |
| Dec 3 12:16:26 | 13m 01s | The Depths of Fortune and Glory | ♥ 2 | Hello there! Congrats on the entry! It remembered of me that I still want to do some gauntlet-like stuff! What I liked the most: - the ghosts after the time is up! - hitting green guys felt good, probably because they died in one shot and the sound was sweet; - straight to the point gameplay; - I believe the level was procedurally generated? It didn't feel the same between different sessions; Some suggestions: - the green guys spawner was too similar to the green guys, it was a bit confusing; - I felt that some enemies were immortal, because they wouldn't die, but then I realized that they just had a large pool of health. The impact didn't feel like it was causing damage, you know? The green guys were the exception. - the camera felt too close. I could only see things when they got too close, felt uncomfortable; Cheers, grats on the compo :) |
| Dec 3 15:48:12 | 3h 31m | Nino's Servants ~ The Day We Die For Her ~ | ♥ 0 | Hey! Congrats on the entry! What I liked the most: - The overall gameplay and concept, unusual and creative! - The animation of the men running towards the dogs, its hilarious What could improve: - The lack of sound and a goofy track really impact the overall experience, but that's compo, right? - There were times that I basically had no choice (but most of the times I was doing some sort of resource management); - The graphics would be more appealing if you had maintained the same pixel density across the scenario and characters. That's it, congrats again for the funny entry! Cheers! |
| Dec 3 15:55:10 | 6m 58s | Fuite / Escape | ♥ 1 | Took me a while to understand what was going on. It's really important to teach the game! You can do it here, even now, after you've published the game, so make sure you do it! I like the looks of the game, nice colors, fairly simple graphics, but still look nice, mostly because of the palette. The font you chose is also fitting with the geometric style of the art. Congratulations for your first entry, starting with a compo entry is crazy and you've successfully completed it! Cheers! |
| Dec 3 16:22:04 | 26m 54s | Dungeons of Forfeit | ♥ 1 | Hey! I gotta hand it to you, I am really impressed with what you've managed to achieve on these 48 hours of the compo! A roguelite in such short time? Holy cow! I got to floor 6 and level 7 or something. What I liked the most: - The general atmosphere you've created with the audio, writing and graphics; - Its a roguelite! In 48h! It works just as I'd expect, but with 3d graphics! Lovely! - The writing was pretty cool ;) What could improve: - I didn't see any other enemies besides the skeleton, don't know if I went far enough, but it felt like if there were other enemies, I would've seen them by then; - The whole sacrificing thing barely affected my gameplay. I chose to not sacrifice all the time and there was no punishment (I understand that some enemies spawned or something, but they never were a threat to me); That's it, huge congrats for you! Cheers |
| Dec 4 16:06:30 | 23h 44m | Total Party Kill | ♥ 0 | Gosh, what an amazing job you did there. Loved the visuals, loved the audio... the gameplay as well... I only have 2 nitpicks: control scheme is weird (responsive, but odd setup), and those spikes are a bit misleading, it's not clear that ice cubes can pass through them, for instance. And the levels are so clever. God damnit! It's the best game I've played so far, I can see this becoming #1 in most categories. **somethings I've noticed that could be even better: - I feel like the order of the levels are a bit scrambled. There were one or two levels that were pretty easy in the second half of the game, it felt like they were trying to teach me the basics. Cheers and congrats |
| Dec 4 16:38:04 | 31m 34s | Tezcacoatl's Dance Dance Paradise | ♥ 1 | Hey! Congrats on the entry! What I liked the most: - Diagonals! I've seen tons of games over the last years use this type of gameplay, but they hardly ever use diagonals. - Game feels and plays great! Its charming and funny! What I disliked the most: - Diagonals! LOL, I see why that's not such a common thing. It's hard to get it right and it usually feels like the timing is off (as a player) - It got repetitive real quick. You did a great job, congrats again ;) Cheers! |
| Dec 4 17:00:26 | 22m 22s | One Life One Tear | ♥ 3 | E aí seus doido. Joguei aqui. Vou tentar dar um feedback bem completo dessa vez! Vocês mandaram bem na mood, criaram um clima bem pesado, especialmente nos primeiros 3 dias. Depois eu senti q virou um jogo muito numérico, mas explico isso mais na frente. Lepletiba mandou bem na arte, apesar de ter uns retratos com menos carinho q outros, hehe. Vocês conseguiram polir bem, tá tudo funcionando direitinho, ritmo tá condizente com o clima, tem efeitinho de ruído... o som tá animal, padrão Arlam! Eu percebi alguns problemas só: - Quem não recebe atendimento necessariamente morre. Isso no começo é forte e é legal a mensagem, mas em 2 ou 3 dias, acaba banalizando a morte dos caras. Chega um maluco com 94% de chance de sobrevivência mas acaba morrendo depois por um corte na mão. Acho que ficaria mais interessante se as pessoas permanecessem ali na fila e a % ia mudando com o passar do tempo. Acabou me fazendo sempre botar os caras com maior chance e que exigiam menos recursos, me tirou um pouco do clima do jogo. - O lance da chance ser correlacionado com os medkits necessários faz com que dificilmente sequer valha a pena tentar salvar uma pessoa numa situação dessas. Eu meio q ignorei, pq não tinha escolha. Entendo que é parte do tema, mas acho que não precisa ser tão forte assim a proporção. - No fim que eu peguei, eu salvei a tal da Alice O'Connor, mas pra mim ela apareceu no final do nada hahhaa eu nem sei quando eu a salvei. Achei um pouco estranho isso. - Último ponto, eu não sabia se tava acabando ou não. Isso me incomodou um pouco, me fez jogar com pressa e ficar dando alt tab pra ver se encontrava quantos dias durava o jogo, ou se era infinito. Pronto, é isso. Eu falei muito nos pontos negativos, mas eu gostei bastante do produto final. Sempre tem coisa pra melhorar, mas acho que ficou excelente, provavelmente pra mim o melhor de vocês até hoje! |
| Dec 11 02:17:19 | 153h 16m | God of Indecisiveness | ♥ 1 | Hey there! Congrats on your first jam! The fact that you started with a complete compo game is amazing, really! The game is pretty simple and I agree with the others who said the difficulty ramps up too slowly and when it gets to the last level it drastically changes. One other thing I noticed is that the undecisiveness that you're trying to show us doesn't really come into play. He is actually very specific and clear to what he wants, hehe. If it changed mid level, then this aspect would've become more clear, I guess. Also, what @lex said, there are other ways to increase difficulty, but I get it, compo makes us go for the easier ones hehe. Huge congrats on the entry! |
| Dec 11 02:46:12 | 28m 53s | Documentia | ♥ 2 | Bloody hell, what an amazing idea and great execution. I loved the idea of deleting stuff out of the game. The way you alternate between opposite moods. Just amazing. One thing I think could make the game a bit more usable is to have some sort of indicators on people that still have dialogues left on them, I feel like its the only thing that could make the game better. Huge congratulations to the team, great jam entry, the most innovative one I've played this year. Cheers! |
| Dec 11 10:40:17 | 7h 54m | Diaball | ♥ 1 | Man, that's just amazing. It's a complete game, ready to be released, and it's bloody fun. It looks good, it's fun, it's creative, it sounds good. Everything is just so bloody good. The only thing that was a problem for me is that I only noticed you could slow down time after I read about it in a at the itch.io page. After that, the game was so much more enjoyable hehe. It's just incredible. The amount of polish, the amount of little design things, the level design... Just release this somewhere else already lol Cheers! |
| Dec 30 10:56:14 | 456h 15m | The Awful adventures of Awful Dave in Awful 3D World | ♥ 0 | Hey there! Congrats on the compo entry! It's a fun little game, its funny because I was working on a beat'em up just last night. What I liked the most: - It's humour. The boat thing made me laugh out loud. Definetly caught me off guard! - The idea of sacrificing an attribute to boost another one, and the idea of abilities having a sort of penalty, it's elegant! - You mentioned the 3d art, but it's not problematic at all. It's fine, it is a compo! Biggest problems for me: - The animations of the attacks are a bigger problem though. The punch didn't feel like punching and many times I thought that the animation didn't play (but I enjoyed the exaggerated running animation though haha). - Because of the attacking animations, sometimes I felt like the impact on the enemies never happened, even though I was facing them and attacking them. Not sure if it's a bug or the animation just makes it more confusing. Oh, the kicking animation was good though! Congratulations one again on the entry, we all know it's hard and compo is even more! Cheers! |
| Dec 30 11:11:07 | 14m 53s | Archibald's Snobbish Journey | ♥ 1 | Hey there! First of all, congratulations on the entry! Compo is crazy and completing it is a big achievement, at least on my book. Ok, let's get to what I liked the most - I liked the idea itself. Tossing things away, hoping Archibald doesn't mind that much about the pokeball you just sacrificed (hopefully it was empty!). - The description lines were well put out and were ambiguous enough to remain interesting for the whole playthrough. - I like the way you showed 'our health points'. It's simple to implement, it's easy to understand as a player and it is uncommon! I just wouldn't refer to them as clouds on the tutorial, I think it should be Icons. Biggest problems for me: - It gets repetitive quite quickly (most games do, anyway!); - I started enjoying the music, but 15 seconds after I was tired of it already lol; - When I played, I though there was an end to the game, maybe this is what made it feel more repetitive. I wanted to get to the end of it because I was hoping for some conclusion. I made it to 19 items. - The animations of the trees... they kinda made me a bit dizzy! Congrats again! |
| Dec 30 11:23:36 | 12m 29s | Card Grangers | ♥ 0 | Hello! Congrats on the compo entry! What I liked the most: - Art! Everything looks so good (except the mouse cursor). - Drafting! I like it a lot and I was happy to see that on video games as well. - Easy to understand, cards do what you expect them to do. Biggest problems for me: - It felt like a math game to me after a while. Since there was no randomness involved (except for cards drawn) or skills, I was just doing the math for each round. This made it repetitive quite quickly (but most games get repetitive to me quite quickly). - A little balance could make the game more fun. Make the battles go faster, I'm sure the game will be more fun. Add some granularity (go from 1 damage per spell to 10, that will give you the ability to make the attack 25, for instance, or 2.5x the damage of spell). And a few randomness on the effectiveness of each card would be cool too! That's it. Huge congrats! |
| Dec 30 11:42:12 | 18m 36s | Fistful of Sacrifices | ♥ 0 | Yay! I won! Congrats on the compo entry! I had fun playing it, even though sometimes I was getting a bit angry with the aiming (my fault, I sacrificed it for MORE BULLETS) What I liked the most - the idea of upgrades debilitating other attributes. - levels were designed instead of being procedurally generated and it still offered a pretty good length for a game jam entry. Also, the way you were introducing new enemies on further levels. - overall funny writing. Biggest problems for me - projectiles too small! Shooting peas becomes a bit frustrating quite quickly, specially at the beginning when they are so slow (the speed can be increased though, but not the size). - the movement could use a bit smoothing. Overall, it's a really good entry! Cheers |
| Dec 30 12:09:20 | 27m 08s | Trojka | ♥ 0 | Woah! Amazing! It looks great, sounds great, feels great, and plays great! The screenshakes, the way the camera behaves, the visual feedbacks, the 'hold space' thing, the tension that causes on the player, yeesh. I'm trying to find something bad about it... I guess I've found it too hard and couldn't get more than 1000 meters traveled. But, that's all. Really, huge congrats for the team! |