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| Timestamp | Since previous | Game | JorgeGameDev's comment | |
|---|---|---|---|---|
| Dec 5 01:16:13 | Volcano Island | ♥ 1 | 2018-12-05 01H-05M-17S.png That was a nice quirky entry! Wasn't expecting a Simon-says game at first, but it was a curious fit with the theme. I made around 1100 points before losing my run because I confused the last character of a chain of six I believe. The graphics are really the shine of the game though, and the pixel-art is very crisp and appealing. The Kevin MacLeod was also a nice fit. Overall a very nice package that would have been even better with just a bit more content and innovation to it! The only issues I found with the game was that you sometimes could click through people that were behind each other which would throw them all into the volcano in a single go and make me lose the game. The second issue was that, if I clicked on individual people too fast, only one of them would count for 100 points, rather than each of them. Playing it more slowly rewarded me with 100 points each though. On behalf [of our team](https://discord.whalesandgames.com), congratulations on your entry and we hope we have pleased the volcano gods! ππ³ | |
| Dec 5 01:44:06 | 27m 53s | Tim's Christmas Nightmare | ♥ 3 | 2018-12-05 01H-28M-14S.png I don't think I'll be looking at Christmas the same way again for a while. That was definitely a chilling experience, and the introduction really set up one terrifying mood that I started wondering if it wasn't a bit for me, Capitan Scared-pants. The overall presentation was really top notch, from the graphics with terrifying Christmas-monsters designs and the overall eerie mother-is-missing atmosphere. Controller support is also appreciated. If anything, I found the game to be just a bit to unforgiving at first until I was able to get a proper hand of how I was supposed to kill the monsters and use the dash properly. Other than that, I didn't really find any other glaring gameplay issues or the like. Other than that the small phrases of _"I don't feel so good."_ and _"Coding your games is easier thank you think."_ lifted out the heavy mood a bit and put me a small smirk on the face. Even so, I find it a bit hard to rate the game in terms of humour properly. For me, the real star of this game is really the mood. It's perfect, made me consider how scared I would have been as a kid if I was in the same situation. In behalf of [our team](https://twitter.com/whalesandgames), congratulations on your entry, and I really hope our Christmas isn't as monster filled as Tim's. ππ³ |
| Dec 5 02:14:16 | 30m 10s | Serial Dater | ♥ 3 | 2018-12-05 01H-49M-03S.png From the moment I came across this game I knew I had to give it a play and see what it was all about. For starters, I don't think I will ever be able to see devil as anything other than 'Momma' after that. I was able to survive in both of my playthroughs and thoroughly enjoyed it! The presentation was superb and the randomly generated dates really made the game look varied, and proved just how much appearances could be deceiving. The sound design was also on point and I really liked the effect the jazzy music got with the clock ticking down sound effect. I really like how the different methods you could use to detect if someone was a serial killer or not got harder and more convoluted as you played, from the dots when using the eye power-up starting to move and increasing in dot counts, to the mouth one making you have to type more and more words that appeared on screen. A really nice difficulty curve overall! On [behalf of our team](https://twitter.com/WhalesAndGames) I have to say that this was a really great entry and I really enjoyed every minute I was hoping not to pick a wrong date and be back-stabbed by surprise. Now... if only I could appeal to momma devil... ππ³ |
| Dec 5 19:38:05 | 17h 23m | Goat 6 | ♥ 4 | 2018-12-05 19H-02M-29S.png Really nice entry! It has a very cute and endearing charm with the goat trying to sacrifice itself theming, and it's overall nice and well paced. I got to the end going through all of the 32 levels. π Unfortunately, I have to agree with the others and say that the controls are really the only thing holding the game back. There were some levels where the controls were spot-on, and others were where I had to smash the arrow keys about 5 times each in order to move (and sometimes I was able to move beyond the map as well). If you could fix those issues, then the game would be one of the best games on the jam I've played so far! The graphics and sprites were really captivating as well and I like the complete change of themes at mid-point and later on with the hell levels! Music was really nice as well, although I think the track at the final levels might have gotten just a little too bit heavy compared to how smooth the first two tracks were. Like I said, if the controls were fixed, it'd be spot-on. On [behalf of our team](https://discord.whalesandgames.com), thank you for this entry and we look forward to seeing more from you! |
| Dec 5 20:18:05 | 40m 00s | Identity Crisis | ♥ 1 | 2018-12-05 19H-47M-27S.png I saw this game yesterday on stream and from the moment I saw it I knew I had to give it a play. While it's not the first time I see games where you have to micro-manage multiple entities at the same time, this one really caught on to me, probably due to how well it fits with the overall jam theme. I played through all the levels and suprise-suprise was able to unlock the bonus level. The bonus level for me was the epitome of this game. With all the mechanics taught, it really showed how much you had to carefully micromanage the clones to try and get them into the right place while avoiding as the bullets as much as possible. I do feel like I broke through it, as I believe one of the switches stayed pressed despite having no clone on it. Oh well. π€ As for the presentation, I really liked the clean style of the game and despite the game having no music, liked how the sound effects faired in the background. The game controlled pretty well and was pretty smooth on a controller too! So far, it's my favorite jam puzzle game and I really liked how great it was overall! On [behalf of our team](https://discord.whalesandgames.com), thank you for this really in-depth and engaging puzzle game! π³ |
| Dec 7 19:52:01 | 47h 33m | Master Key | ♥ 1 | 2018-12-07 19H-14M-39S.png Well this was a pretty neat little entry! I really liked the puzzles that were on it and the whole idea of sacrificing game keys in order to try and solve the different puzzles. That racoon definitely looks dapper with the hat they have on. π€ If anything I would have loved to have seen some more levels and challenges come up, especially with all the keys you can sacrifice. The idea of sacrificing movement keys actually came up to me a level earlier than the one you're supposed to use it on and I can think of a bunch of potential ideas for going back and forth swapping your keys. It'd also have been fun if there were multiple altars across a single level, forcing to micro-manage the keys you have sacrificed along it, but those are really just ideas that popped to mind. π‘ Other than that, I really liked the presentation and the graphics were clean and accomplished what they needed too. The music was also fit the raider-mood well enough and the key combinations were also comfortable to play on. For me, again, the only sad thing is the lack of more content, but I hope you get to pick on it again and add some more levels to it! On [behalf of our team](https://discord.whalesandgames.com), thank you for this neat puzzle game! π³ |
| Dec 7 22:18:14 | 2h 26m | Sacrifice Simulation: GOAT FARM | ♥ 0 | 2018-12-07 21H-53M-58S.png Well, it seems like I just became a goat genocider because that's a really demanding volcano! It definitely required some goat micro-management, and it took me a bit in the first run to notice that goats multiplied depending of the number of ones in the pen. However, it definitely became harder to do a lot more points than the ones possible with the goats on the pen. While I have read in the description and on the comments above that were some balancing issues, it's unfortunate since it's really the only thing that's stopping the game from becoming an arcadish min-maxing goat sacrifice sim. π Besides the balancing problems, the art style was also cute and I gave a small laugh when I saw the female goat with the lipstick and all. The background is really appealing as well! The animation for when the goat gets thrown into it also gave me a few smirks. Really polished graphics wise! On [behalf of our team](https://twitter.com/WhalesAndGames), thank you for this neat entry! Hope you do a balanced-fixed version at some point, as it would definitely make for a neat and funny game! Cheers! π³ |
| Dec 8 00:08:35 | 1h 50m | Alpaca's Redemption | ♥ 1 | 2018-12-07 22H-26M-43S.png Well, I just learned never to trust Alpaca Gods again. This was a really nice and polished platformer, and the way you give-out your powers kind of mixes it in into a platformer-puzzler, having to figure out how to adapt the loss of your powers with the different elevators, spikes and platforms around the level. I was originally worried about giving out some of the powers in a less natural in the fear that the levels would become harder without some specific power-ups, but honestly felt that all of the levels were pretty balanced and chill even when you lose all of your stuff. Levels felt just as challenging with all powers as they did with no powers. It really showcases some great level design skills! (I made a second run specifically to test that theory down, trading a different set of powers-up as I went, and found the flow to be just as great.) The presentation was also really clean with the pixel-art being phenomenal. The controls felt tight even when playing on controller, sans for one or two issues where I suddenly dropped off a wall when climbing it. Just a minor annoyance, but nothing that deteriorated the experience in any way. On [behalf of our team](https://twitter.com/WhalesAndGames), thank you for this alpaca-powered entry! It felt great overall and I'm glad I had a chance at playing it! π³ |
| Dec 8 01:14:51 | 1h 06m | Altar | ♥ 2 | 2018-12-08 00H-38M-39S.png As much as I wanted to reach the end of the game and seeing the 'You win!' screen, I unfortunately ended the game mid-way through. Like other comments have said, the game would definitely benefit a lot from direction queues and sign-posting as to where to find the altars, as in both of my runs I spent a great span of time just moving around trying to find where the 3 π and 4 π altars were. The game had several interesting ideas in terms of the different levelled spiders and collecting mushrooms in order to collect spells, and the different spells gave the game a more strategic point of view. Although they do feel like they could also be slightly a bit more balanced as in most situations I mostly ended up using the third spell. Other than that, the graphics had some appeal to it even if you used some free packages, and the audio also gave it some mood, despite the rain sounds with no actual sound overlay. I'd recommend you increase the size of the embed on itch.io though, as some elements were slightly cut-off the screen. On [behalf of our team](https://discord.whalesandgames.com), it's really sad to hear that you had the issue of two team members dropping out during the jam. I really hope that all of you that made it to the end are able to do their best next time and that you don't unfortunately end up with the same situation. We'll be cheering for you! π³ |
| Dec 9 19:54:40 | 42h 39m | SkΓΈmp | ♥ 1 | 2018-12-09 16H-55M-15S.png Well that was definitely a cute platformer with a certain mood-twist twist to it. The first time I had to sacrifice the friends to open the first gate I honestly felt like laughing out load. The unexpected guts on such a colourful and cutesy platformer really caught me off my guard and really gave the game a nice humour tone. π The presentation of the game was really charming, and the music was also pretty fitting. The game felt a bit standard-ish in terms of the platforming action, but the controls felt pretty tight anyways. The achievements and all were a neat touch as well. Some more variation in the level design (such as using the cave tiles a bit more) would have given it a bit more variation in terms of level design. The only thing I feel that would have been welcome would be having some indication of where the finish is, as in the two runs I've made, while in the second trying to collect every friend, I didn't know there were two different paths to finish the game, and ended up finishing the run again before understanding it was the finish line. A quick reset instead of having to refresh the page would also have been welcome. On [behalf of our team](https://discord.whalesandgames.com), congratulations on this entry. I am going to have my friends guts exploding as I open doors in my mind for a while. Cheers! π³ |
| Dec 10 23:28:05 | 27h 33m | Death Metal Crowd Pusher | ♥ 3 | 2018-12-10 22H-55M-06S.png That was metal as hell! The graphical presentation and music were really stunning and the graphics looked really sharp and neat! The gameplay, while it did have the smashing issue that others have already talked about, did feel tight in terms of movement and pushing the others down the fiery pit. The combo at 666 points also made it interesting and varied in terms of pacing. πΈ However, I do feel like such great and really-well-designed graphics also come at a slight sacrifice (no pun intended). It took me a while to figure exactly where to focus my attention at first when I started the game due to how busy it was, and I eventually noticed that I was supposed to look near the stage, to see where and who I was aiming. I think this is probably more due to the way the presentation is setup than anything though, and my only thought is that I'd really enjoy to see a mobile version of it so the portrait presentation gets more justice. I hope you do consider it at some point, as I feel in the current desktop versions most of the graphics get downscaled that it doesn't make them the justice they deserve, and I think the gameplay would definitely work excellently on mobile! On [behalf of our team](https://discord.whalesandgames.com), thank you for this rockstar moment, and once again congratulations on the whole theming and the sharp art! Cheers! π³ |
| Dec 14 03:24:13 | 75h 56m | Welcome to the North Pole! | ♥ 1 | 2018-12-14 01H-38M-57S.png For some reason I can already hear "do you want to build a snowman" in the background. That was a very cute puzzle-platformer, and one that reminded me very much of _Katamari Damacy_ with the growing snowballs. While I didn't collect all of the different presents, I did make it to the end and had a nice time overall. While the music was very season-y and snow-y (those are verbs now), I do think it got repetitive after a while, in opposition to the rolling sound effect that definitely gave the snow a very audible texture which felt really nice. Presentation was really cute with the different snowballs growing in size, and the spike hazards were visible enough despite being ice-toned to match the rest of the presentation. Not terribly innovative, but enough to have a nice time. If I had to point out a complaint tough, I'd have to agree with some of the previous comments regarding the sudden switching of focus between snowballs depending on the direction you moved. I feel like it'd have been better to delegate that task to it's unique key as I often found myself switching between different snowballs unintentionally after already having gotten one snowball where I wanted it to go. Some of the puzzles to get some of the presents also felt a bit too harsh compared to the rest of the game (like the one from the screenshot I shared above). Other than that, I really liked it! On [behalf of our team](https://discord.whalesandgames.com), thank you for this snowy experience! Glad I had to chance to give the game a go after you guys posted your programming post yesterday. Cheers! π³ |
| Dec 15 02:12:46 | 22h 48m | Rift Plugger | ♥ 3 | 2018-12-15 01H-23M-34S.jpg I really liked the presentation in this one! The way the rifts and the player standout against the grayscale environment really brings attention to the most important game elements as you search the landscape for other villagers, reindeers and boulders to fill in the rifts. The sound also fitted really well with the environment and the sound effects were really nice as well (although the main character's scream on death felt a bit out of place with everything else). Gameplay while not really innovative, did accomplish what it meant to do, despite the issues with throwing some stuff into the rifts like other comments have pointed out. Unfortunately what broke the game for me a bit was the flow of it. I was really enjoying myself in the early levels and felt really compelled by the games pitch and mechanics but the later levels didn't fell as solid as the first ones and ended up breaking the feeling of flow I had in in the earlier levels. I feel like introducing the new enemies and hazards in more but smaller levels would have kept me on the flow state, but by the current 5th level with the whole following and brain(?)-spitting enemies with the increasing number of rifts while keeping the same health was already a bit too much for me. I also feel like your idea for the theme didn't exactly stick to me. I did notice there were some heart doors that demanded a heart sacrifice if you wanted to get through them, but they didn't feel like they were a _must_ and were more of a quick-way to get some stuff if you wanted to get the level done easier/faster. Other than that, I do think that the game was really solid in terms of gameplay, but could have definitely used some different pacing. On [behalf of our team](https://discord.whalesandgames.com), thank you for this game, and I hope to see more games with such stellar presentation from you people! Cheers! π³ |
| Dec 31 16:39:22 | 398h 26m | Send In The Interns | ♥ 0 | 2018-12-30 21H-39M-09S.png Well, that was definitely an interesting puzzler yet one with an unsettling premise. Not only are those poor interns getting barely any (if any) pay, they still have to deal with the chances of falling down pits, being squished by boulders and being impaled on spikes and... well, dying. The professor really needs to get it's own game going. Jokes on the plot aside, I really found the puzzle mechanics of the game to be engaging, and I thoroughly enjoyed the fact that there were multiple difficulty levels with increasingly hard puzzles. You can really tell the difference on how hard it it is to micromanage the different interns movements and levers from the easy levels, in which I was able to obtain full-stars on, compared to the hard levels, in which I was only able to obtain two stars in most of the levels. I also really enjoyed how there were secret levers in the latter levels that made solving those puzzles a much easier feat, all while motivating you to click on everything in the level in order to see if you could find any of those. All in all, if I had some suggestions to make, I'd really have enjoyed if there were some keyboard shortcuts for calling run and increasing the speed (rather than just the mouse) as I couldn't be pushing a lever to get interns through while increasing the speed at the same time. It'd also been nice if I could resize the game's window, as the graphics are look really crisp and appealing! This was a great entry, and on [behalf of our team](https://twitter.com/WhalesAndGames), thank you for this intern-powered puzzle game! π³ |
| Dec 31 17:10:07 | 30m 45s | PURITY | ♥ 0 | 2018-12-31 16H-55M-40S.png Somehow, I have already gotten used to the weird and sometimes macabre experiments coming out from this team's designers, yet, I still manage to be surprised at that times. Guess that's just the way things are, and I will just have to continue being amused. π Like always, that means that the mood and the presentation are the strongest points of this game, including everything from the choice of palette colours to the way text is presented and animations. It really emitters the eerie feeling of being in a cult circle, featuring child believers and all, and having to do 'purity' sacrifices for the sake of keeping integrity. Theming is strong in this one. As for the gameplay itself, I have to echo some of the previous comments that have been made regarding the game and have to say that some of the clues had me scratching my head first. For example, I originally thought the clue of "It was not passed twice to anyone" meant that it hadn't been passed around through a second-set of persons other than the partners of the person who has sacrificed, and only later realized it meant that it hadn't been passed to the same person twice. Likewise, the clues of who held the item also only specify some specific traits that multiple characters share, yet at the same time I feel like having such ambiguous descriptions is forcing you to pick on luck, risk it being wrong, and doing some sacrifices. I haven't had the chance to play the post-jam version yet as I am marathoning some last games before the clock ticks down to zero, but when I do, I will make sure to give it my feedback and buy both the creators a drink or a coffee or something. All in all, this was yet another intriguing entry from them and I got amused yet again! π³ |
| Dec 31 17:54:13 | 44m 06s | Sacrificial Run | ♥ 1 | 2018-12-31 17H-24M-58S.png I'm surprised this game didn't have the 20 ratings until a moment ago. It's a small yet clever management game, and one that got me in my toes as I tried to manage and keep as many sacrifices alive for as long as possible. With so many obstacles in the way, trying to keep them in a single controllable group proved to be an interesting challenge (and yet, I only figured out the huts gave you extra sacrifices only by my third run or so and just now re-reading the description I figured you can change the circle radius). The presentation with the pixel art is top-notch and charming, yet I found the aspect ratio to be an interesting choice, while at the same time, an awkward one. I assume the decision to keep the game's aspect ratio like that was to allow for the player to see ahead, but at the same time I feel like the game ends up feeling a bit narrow when in the context of the rest of the itch.io page. The aspect ratio ends up looking close but not exactly like a mobile game, which I have to add would be an interesting thing to see this game ported too! The music was kind of a surprise, not just because it sounded good and was appropriate, but for how much it reminded me of _Runescape_ music, which I've been played quite a while recently. Probably just a coincidence because of the shared instruments, yet a nice one to be sure. On [behalf of our team](https://twitter.com/WhalesAndGames), thank you and congratulations for this jam entry! I checked the _itch.io_ and _Twitter_ pages for your _Comic Adventure Squad_ group and I'll definitely be keeping tabs on your games for future jams as well! Cheers! π³ |