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| Timestamp | Since previous | Game | JohnLee Cooper's comment | |
|---|---|---|---|---|
| Dec 4 00:29:51 | Non-increasing 451208114412965 | ♥ 1 | I like the idea here, and the execution. The stick figure art style and the necessity of having to continuously hold down click contributed to a very strange mood, which I like. I'm not entirely sure whether or not my choices made much of a difference? I was actually trying to deliberately lower the number... Though maybe the point is that the ending is true no matter what, I really was mostly looking at the number. Alright, you got me. | |
| Dec 4 01:44:38 | 1h 14m | Retribution | ♥ 0 | Works quite well as a proof of concept, and it would be cool to see expanded with different enemies and sacrifice options. The effect on kill is awesome, although it happens a bit frequently lmao |
| Dec 5 04:08:05 | 26h 23m | A 15 Year Voyage From Mars | ♥ 1 | That was pretty cool. I like the goofy writing and the balancing of ship health, happiness, and the special item per ship. Something simple that would probably help it be more engaging is if the repeated text (intro, the "not the x!" text, etc.) had more variants. It's also odd to worry about sacrificing amenities when you're about to land in 2 minutes anyway. It would be interesting to see a longer term setting for a system like this, where missing parts have specific actual repercussions. |
| Dec 5 04:13:37 | 5m 32s | I Am A Snowman | ♥ 0 | While it's obviously very rough and unfinished as a proof of concept its very good! I like the simplicity of the 3 actions and i feel like, based on that last challenge, it could be a really fun action game to try to balance how to use each of these resources every level. I like the mechanic a lot and I would definitely encourage you to continue it if you have the time and energy. |
| Dec 5 04:29:55 | 16m 18s | Selfportrait | ♥ 1 | Nice! love the art, love the relatable struggle |
| Dec 5 04:36:02 | 6m 07s | PIVOT | ♥ 0 | Wow that was really cool! Wasn't expecting something that unique, And it makes for a really interesting high score style game. I feel like it has a ton of potential to be expanded with different shapes and maps, but the base stuff is already really fun and interesting! |
| Dec 5 04:49:05 | 13m 03s | Watch Your Step | ♥ 0 | Nice. Fairly simple block push stuff but that level was quite a clever puzzle, took me a while. The ability to push several blocks in a row is pretty unusually for this type of game and could probably lend itself to a ton of other good levels. |
| Dec 5 04:58:50 | 9m 45s | The Cult of the Hungry Scrungus | ♥ 0 | Cool style for a ball maze game, and very fitting for the theme. It was quite laggy for me and the physics a bit awkward but that may very well have just been the Webgl build. |
| Dec 5 05:28:29 | 29m 39s | Omelettes | ♥ 1 | Ahh, great use of the theme and I love that you converted a common saying ("you have to crack a few eggs" and such) into a clever puzzle mechanic. It's a bit hard to read the depth in the orthographic perspective, it might work better in isometric, but the layering you did with the sprites was good as a shorthand for height. Really the only problem is that all of the levels were possible ;) |
| Dec 6 04:34:15 | 23h 05m | Peacemaker | ♥ 0 | An interesting take on the theme, and genuinely put me in an uncomfortable place morally. I like the notion of the player's intent being an unknown even in the narrative, the game doesn't try to justify your actions, that's up to you. |
| Dec 6 17:02:10 | 12h 27m | Gottfried | ♥ 0 | A good take on the "using your dead bodies to progress" mechanic. The lives and the throwing mechanics add a good amount compared to some of the other ones ive seen this ludum dare. I will say that the physics of the game are a bit too slippery to let me be very precise with my jumps or throws, which makes some of the levels unnecessarily frustrating. |
| Dec 6 21:23:29 | 4h 21m | Perfect Specimen | ♥ 0 | Some cool ideas here, and I love the model for the failed specimens. But the level design has me pretty perplexed, I stopped playing when at one point (after catapulting the failed guy forward) i dropped back to the start and was unable to progress? I guess maybe I was supposed to have figured out the code by then but I had not. There also seems to be something weird with your buttons, I think they might hold doors open longer the longer you stand on them? at any rate I was able to skip stuff if I wanted by standing on them for a long time and then just running through the door before it closed. |
| Dec 7 18:38:44 | 21h 15m | Legend of Nobutaga | ♥ 0 | I was able to play it by renaming the folder to "Data". It seems a bit unfinished but what was there was certainly interesting. I like the visual style for the player character, and the mechanic could be interesting, although I couldn't really tell what was going on well enough to make any meaningful choices |
| Dec 7 18:46:08 | 7m 24s | ld43sj | ♥ 0 | I like the visuals quite a lot, and you did a really good job of making it easy to see into the ship in organic ways. The gameplay leaves a bit to be desired, I feel like the challenge was less about the logic of moving around boxes and more about aligning myself with the boxes and making sure I don't get stuck. Maybe grid based movement would be more fitting for this mechanic? also I got sucked into space the first time i pushed a box out which was hilarious and great. |
| Dec 7 19:07:19 | 21m 11s | Falling Temple | ♥ 1 | Interesting take on the tetris formula, feel like it would make for good co-op with one person controlling the order and the other doing the placing (although I played it alone). I'm not totally sure how it fits the theme (beyond I guess the temple visual) but its quite fun. I'm also curious how you determine Likeness. |
| Dec 7 20:17:14 | 1h 09m | Lintalho | ♥ 1 | Very rough around the edges and we had to work around the bugs (mostly with the camera) to be able to play it. But the idea is good and the mechanic of choosing what to sacrifice was really interesting. The ending is also fun. After playing through once we actually went back and tried to see how far we could get without sacrificing anything, which was surprisingly far. we were trying to see if there was a way to beat the game with both players alive, which would have been a cool alternate ending. Like I said its very rough around the edges but clearly engaging as we spent a lot of time with it. Keep up the good work! |
| Dec 7 21:17:12 | 59m 58s | Underhome | ♥ 1 | dont have time for a proper review but just wanna say this is sick and its wild that it has no reviews. I love the flipping world effect |
| Dec 10 04:29:30 | 55h 12m | Do It for Their Sake | ♥ 0 | this is pretty interesting. Once i figured out that you could move diagonally (which took a really long time, wasn't expecting it in this style of game) the difficulty mostly went away but there were definitely still some interesting points of routing. There are a lot of interesting concepts in here that don't totally mesh I think? There's the jumping in front of bullets, which is somewhat interesting, and the diagonal movement is so novel for a sokoban game that I feel like you could have puzzles just about that. The real time bullets are also an interesting addition but they don't really add much to the puzzles imo. Still, excellent work especially as your first time! This is a good lil puzzle game! |
| Dec 11 22:44:45 | 42h 15m | Dark Roads | ♥ 0 | Ha I love this, the aesthetic (especially the audio!) and tone is perfect, and I went from perceiving the looping of the dialogue as a bug or lack-of-time thing to a clever design/narrative decision, which is really cool. That said I think there were some things that definitely seemed to be going wrong, like me sacrificing Rudd and then him just... still being there. I think this is my favorite of your jam games that I've played Sebastian, I'd love to see a more cleaned up and coherent version of this. |