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| Timestamp | Since previous | Game | justalocalhero's comment | |
|---|---|---|---|---|
| Dec 3 03:17:30 | SATIATE! | ♥ 0 | Really cool concept. I liked running around and grabbing people and putting them where they were needed, very field general feel. The font was a bit tough to read and I didn't have any audio (before or after clicking the button that mentioned no audio). Quite a nice game, good work! | |
| Dec 3 03:29:42 | 12m 12s | Expendibots | ♥ 1 | Love the idea of the synced controls. Really great take on the theme. Camera can be a little dizzying. |
| Dec 3 03:52:57 | 23m 15s | Cultist Clicker | ♥ 1 | The theme is a bit on the nose (Not that that's necessarily a bad thing). I like that you made sure there was feedback on all of your relevant actions. The layout is simple and effective. Still, clicking as a mechanic isn't very satisfying, so it needs something special to make it feel worthwhile. |
| Dec 3 04:01:52 | 8m 55s | Pyre of Vigil | ♥ 1 | It took me a bit to figure out what I was trying to do (after I burned all my cards for several turns in a row), but once I did I really enjoyed the gameplay. I love the play vs burn mechanic. The music is great. Really nice aesthetics. |
| Dec 3 04:15:52 | 14m 00s | Faces | ♥ 2 | Took me longer than I'd like to admit to figure out how to make progress. Simple, well executed, a lot of fun. |
| Dec 3 04:31:50 | 15m 58s | Downgrade | ♥ 1 | I love the look. I love the gameplay. I love the sound. I hate the slow, unskippable cutscene. |
| Dec 3 04:43:42 | 11m 52s | Dungeon Clicker Crowler | ♥ 0 | I sent three people through the open door but still didn't seem to progress in level. Not sure if there is something else to do. I like that there was a bit of exploration and that you added more interesting mechanics to the clicker archetype. |
| Dec 3 04:49:48 | 6m 06s | Behead | ♥ 1 | This is a lot of fun. I wish the hitboxes were a bit more forgiving, but it's a great arcade experience. |
| Dec 3 04:56:42 | 6m 54s | Oxygen Levels Critical | ♥ 0 | The very first thing I did on my first attempt was to accidentally send myself out an airlock. The camera was a bit rough (or else i've been awake and staring at a computer screen for way too long). I really like the concept and the cute little enemy faces. |
| Dec 3 05:04:30 | 7m 48s | Typeless | ♥ 1 | What a great concept! I love the look, all the little animations. It honestly captures the feeling so well of having something to say and somehow not being able. So well done. |
| Dec 3 05:09:49 | 5m 19s | Defuse | ♥ 1 | Looks gorgeous. Fun to play. The font could be a bit tough to read and the cutscenes were a bit slow. |
| Dec 3 05:28:55 | 19m 06s | Elementalist | ♥ 1 | Neat little puzzle. It would be great to have a little more feedback when the orbs are consumed or combined. Great way to implement the theme. |
| Dec 3 15:33:34 | 10h 04m | keiki mōhai | ♥ 1 | I like the concept. It gets a bit repetitive, making one circuit around the huts over and over until you need to sleep. The control indicators are a nice bit of polish. The music, while simple, fits well and contributes to the overall theme. Physically carrying the baby up to the volcano adds a lot more impact--although, with the crying sounds, I'm not sure that I felt bad about tossing them in exactly. |
| Dec 3 15:52:15 | 18m 41s | Penance | ♥ 1 | Awesome. Feels great. Looks amazing. I love the critters bopping around on their own. It can be a bit tough to slide around objects, but that's my only real complaint. Really nicely done. |
| Dec 3 16:03:35 | 11m 20s | Free-Bug | ♥ 1 | This is a really neat concept. It works as an arcade/puzzle style game where you optimize a strategy for how many to keep and how quick to cut ties with them if they don't grow fast, with just enough randomness to keep it interesting on multiple plays. It would be nice if there were different bug types or characteristics to allow more decision making. A bit more work on the aesthetics might have gone a long way since the player is often just watching for long periods of time. |
| Dec 3 16:05:52 | 2m 17s | A dangerous situation not to wear shoes in | ♥ 1 | I'm getting 404'd on the web version. |
| Dec 3 16:30:01 | 24m 09s | The M.O.N.K. | ♥ 1 | The animations are awesome. The gameplay is a lot of fun. The sound doesn't seem to be working for me. The screen drag is a little intense. Really great work overall, feels great to play. edit: I also sort of wish the screen drag was invered, but i guess that's personal preference |
| Dec 3 16:42:07 | 12m 06s | The Price of Crops | ♥ 1 | I absolutely love the look. The controls are a bit iffy; It's difficult to tell if i'm grabbing the farmer I want. The music sounds nice but is a little bit repetitive. A really nice showing overall. |
| Dec 3 16:51:25 | 9m 18s | Noah's mARK II | ♥ 1 | Really great core mechanic. The gameplay was a bit random. Sometimes I could shoot a huge asteroid out of my way and sometimes a tiny one wouldn't budge. Sometimes I could kill an enemy in one hit and sometimes it took a hundred. I could imagine there being a lot more things linked to the population size (bullet spread, bullet size, hull repair, etc). Now excuse me while I throw myself out an airlock again. |
| Dec 3 17:00:02 | 8m 37s | Creepy-Crawlies | ♥ 1 | This is a ton of features for a jam. The gameplay seems pretty deep. The bugs look nice. I wish I could tell how many resources I have, and that I could select what I want to build by hotkey. Otherwise this seems like quite a polished little strategy game. Very well done! |
| Dec 3 17:08:55 | 8m 53s | Non-increasing 451208114412965 | ♥ 0 | This is a masterpiece. Art style, music, mood. Everything works together perfectly. My only complaint is that I'd like to be able to hold space or forward or something to move instead of just clicking the text. |
| Dec 3 17:15:29 | 6m 34s | Reactor Overdrive | ♥ 1 | This has a great look. Shooting feels great. I like the aiming mechanic though it's certainly on the difficult side. Good use of the theme. Really nice job. |
| Dec 3 17:22:09 | 6m 40s | Warlock Quest | ♥ 1 | This mechanic is so great! With a bit of love to the platformer physics I could really see an effective full game out of this. Nicely done! |
| Dec 3 17:31:00 | 8m 51s | Dungeon Runer | ♥ 1 | The first time i tried it, it seemed like any time I hit any button I died. I'm guessing I got softlocked before figuring out what to do. Space and the arrow keys scroll the page, which is sort of frustrating. I really like the look and feel--ascii-chique. Obscuring the language adds to the feel of adventuring and disorientation, it's a really nice idea. It took a while (and a reset) to figure out how to proceed, but once I did, I liked it a lot. Nice work. |
| Dec 3 17:41:05 | 10m 05s | Evil Cult Managment System v1.0 | ♥ 1 | I wish the UI were organized a bit better. Not everything fit on screen, it wasn't so efficient to navigate. The ascii-art looked nice. It was well done to inject so much mood and paranoia with relatively simple effects. The gameplay seemed appealing but was set back by the ease of use. |
| Dec 3 17:47:32 | 6m 27s | Tropical Shaman Ultimate Carnage | ♥ 1 | Dashing around feels really good. The intro sets the tone well. The graphics and animation are simple but they don't get in the way. It could use some more user feedback and variety, but it's a really fun arcade experience. Well done! |
| Dec 3 18:03:58 | 16m 26s | To The Slaughter (LD43) | ♥ 1 | I like the way that the two resources interact with each other. The graphical effects were really great. It seems like there were a lot of spells to try that all felt varied and interesting. Unfortunately the controls made it difficult to experience all that it seems the game has to offer. I was often getting stuck on enemies which pile up quickly, stack on top of each other, and attack really quickly. It's difficult to focus on fighting and also see what resources you have available. I think it would have been a better experience if I could have acted a bit more quickly(There's already a cost for using abilities so it would seem to self balance). A lot to like, if a few issues could be ironed out. Really nice entry overall. |
| Dec 3 19:13:13 | 1h 09m | TrickyShot | ♥ 1 | I love this. Great main mechanic. Great victory condition. Great use of screen wrap. The time dilation when you get close to a bullet is a nice touch. It doesn't epitomize the theme so much as graze it gently, but you made a great game and that's way more important. Bravo! |
| Dec 3 19:27:33 | 14m 20s | Hello operator. | ♥ 1 | I adore this idea. Engaging core mechanic. Sets the mood well. There's a ton of design space left to expand into. Really well done. |
| Dec 3 19:55:51 | 28m 18s | Would You Rather Adventures | ♥ 1 | I like the idea of making difficult choices to gear up your character and then going off to fight. Unfortunately it doesn't seem to work properly for me. I'm not sure if i'm damaging enemies or if there's just no feedback. Clicking a button seems to take away my ability to control the character and he runs off screen. It asks me repeatedly what kind of sword I want, Am I getting sword upgrades after the first time or just replacing them? Solid concept that could use a bit of bug fixing and polishing. |
| Dec 3 20:49:07 | 53m 16s | Stones | ♥ 1 | Fun little puzzle. Looks great. Well polished. I'm not sure that it evokes sacrifice exactly; giving up keys to get through a door is pretty common practice in this style of game. Perhaps if the stones had more emotional weight(e.g. melting the companion cube in portal) it would fit the theme better without changing any actual mechanics. The camera is a little bit disorienting, it seems to pan pretty far away from the character in a way that I don't intuitively understand. The old-school blips and beeps fit well with the visual style. Moving around feels nice. Great work overall! |
| Dec 3 21:51:17 | 1h 02m | Mortal Decisions | ♥ 0 | I like the idea, it fits the theme well. I wish the actions didn't take so much real time with little feedback. Eliminating some of the waiting, or at least adding a progress bar or something else of interest, and getting back to making decisions might improve the experience. All of the choices that I saw seemed to be of a similar format. Maybe I got unlucky or didn't play long enough, but a bit more variety might be good. Making difficult risk-reward choices is a good core mechanic, accentuate that as much as possible. |
| Dec 3 21:58:50 | 7m 33s | Lost In The Flames | ♥ 1 | I died on my first playthrough because I got to the door, then turned around to go pick up a penny. Good job dev, you beat me. This is a nice little game. I enjoyed the mounting sense of panic as the fire spread and took away my path. I was a bit confused at one point when I had to step on a tile that wasn't fully on screen in order to proceed. |
| Dec 5 03:35:15 | 29h 36m | Paper Space Program | ♥ 1 | Really great look. Love that you can watch your station orbiting earth. I'm sure I wasn't playing optimally, but it seemed a little on the tedious side, just waiting for the numbers to slowly tick up so that I could afford the next launch. |
| Dec 5 03:43:40 | 8m 25s | Occupational Hazard (HTML) | ♥ 2 | The character swapping is a great mechanic. It's a really interesting the way you shift importance onto an npc and make the player expendable. This game subverted a lot of expectations: moving towards bullets, jumping on grenades, and so forth. I could see something along these lines making a really great full game. Well done. |
| Dec 5 03:55:24 | 11m 44s | My Little Daily Sacrifice | ♥ 3 | Looks amazing. Music and sound effects are great. Gameplay seems fun. Very polished. |
| Dec 5 04:05:18 | 9m 54s | Hazardous Cleanup | ♥ 1 | Really creative concept. Very clean, polished look, especially the UI. Nice sound effects. Nothing to complain about. |
| Dec 5 04:17:02 | 11m 44s | Resist and Persist | ♥ 2 | Fantastic. The movement feels crisp. The art looks really good. The overlay adds a lot. The music is ok; the sound effects are a bit of a weak point. It might have been interesting to spread the planets out a little more to really drive home the need to sacrifice, but i'm just quibbling. Really enjoyable and polished entry! |
| Dec 5 04:41:59 | 24m 57s | Sanity Wars | ♥ 1 | I like the idea of incorporating spellcasting into platforming. The fact that you can choose whether or not to access spells is pretty interesting, it could lead to options for challenges, achievements, speedrunning, etc. The color scheme and the floating eyeballs add some nice atmosphere. The controls are responsive, but the relative vertical and horizontal speeds feel a bit off. There are lots of ways to improve the plain old parabolic jump to make the character feel more weight(variable gravity, variable jump height or fall speed if you're holding the button, and so forth). Good concept, plenty to improve on. |
| Dec 5 05:09:30 | 27m 31s | Ethereal | ♥ 1 | Wow what a great little puzzle. This is superbly polished and fun to play. The music sounds fantastic and really sets the mood. There are so many nice graphical details. I love that you get to learn by exploring with minimal hints. I really can't say enough nice things about this one. Congratulations. |
| Dec 5 05:10:40 | 1m 10s | Triumph Tribute | ♥ 4 | Really love the music and the graphic novel style intro. Minigames as combat is a really interesting mechanic. The art look great. My only real complaint is that the combat is probably the most enjoyable part of the game, but you only access combat if you have ostensibly made a mistake. It feels a bit like you are punished with character loss for having fun. Really nice work. |
| Dec 5 05:42:30 | 31m 50s | Trials of K'zhak | ♥ 1 | The background art is pretty sweet. The sound fits well and gives an ominous feeling. Sacrificing stats between waves is a nice way to implement the theme although I never really got a good sense of the value of the stats as they changed. Dodging around feels nice, but I struggled to identify the hitbox on the attack. It seems much smaller than the animation (especially vertically) and a bit inconsistent. Sometimes I could spam attacks, or possibly only the animation, and other times not. It seems like you can dash and attack at the same time, but I could never connect this way. Probably more emphasis could have been placed on making attacking feel great since it is the core of the game. With all that said, it's a solid concept and I had fun dancing around and chopping up some baddies. |
| Dec 5 06:03:22 | 20m 52s | Stjarna Höfuð | ♥ 0 | Congratulations on completing the jam, and keep at it, it's a daunting task. I'm struggling to evaluate your game because it is fundamentally about moving around, but I find it very difficult to actually do so. I tried five or six without apparently having even two stars spawn within a radius that I could collect them before running out of mana. It seems as if you have to collect stars quickly, but also need to plan your trajectory far in advance, with the slow acceleration time. Either option could work, I just don't think that they work in combination. |
| Dec 5 18:02:59 | 11h 59m | Elder Loop | ♥ 0 | Fun game. Like the way you handled the fog of war. Sometimes I got locked out of a room if there were several enemies at the door and had no chance to progress. I would have liked to be able to hold down click to shoot. I like that you can search rooms for some easy targets to build up your strength while you try to avoid tougher enemies. Really nice entry. |
| Dec 5 18:17:37 | 14m 38s | Sacritech | ♥ 1 | Really neat game. Love the minimalist look. Energy conservation is a nice mechanic that leads to interesting playstyle decisions. The controls and relative difficulty of the movement add a lot to the gameplay. Is it worth it to try to cruise through a section at max speed and dodge bullets, or should you spend some precious energy killing enemies. The level design highlights the game features well. The only thing that I didn't really enjoy was the laser sound effect. Really nice job overall. |
| Dec 5 18:35:16 | 17m 39s | One Life One Tear | ♥ 3 | Really nice job. All the decisions feel tricky and impactful. The character portraits look great, and the background sounds are immersive. It does feel like medkits are always the limiting resource and there are always excess beds. The UI when you click on a patient feels a little bit slow to respond. I spent most of my time clicking on character so that got just a little bit frustrating. Really nice and polished game overall. |
| Dec 7 05:15:56 | 34h 40m | Pew! Pew! | ♥ 0 | Had a ton of fun playing this. The movement and shooting feels polished and satisfying. The enemies are nicely varied. Having to choose between dodging and firepower adds a lot of interest. The sound effects, art, and music work perfectly for the retro arcade style. Really nicely done. |
| Dec 7 05:52:24 | 36m 28s | Slime Laboratory | ♥ 1 | Usually this style of puzzler isn't for me, but the management aspect, and using the puzzle as a means rather than an end, adds a lot more depth and strategy. The slimes are adorable (am I a bad person for spiking them all?). The resource management is simple and effective. I think it could also work with a more long term gameplay mode. Setting up whole production lines of potions and building up high stat slimes. Deciding whether to focus on selling the slimes or the potions. Whether to make lots of generic potions or a few specific pure ones. There's just a lot of gameplay to be had out of the mechanics you chose. I really like what you've done. |
| Dec 7 06:06:40 | 14m 16s | Goblin Quest | ♥ 1 | Really cool, simple execution of the theme. I love distilling gameplay down to pure decision making. You did a great job of making the game feel different through multiple deaths. So much fun from two little buttons! |
| Dec 8 20:10:04 | 38h 03m | Sacrifices must be made - Ludum Dare 43 | ♥ 1 | I like the management/supply chain aspects, but it gets a bit unwieldy the longer you play. The timers seem to speed up until it becomes impossible to even gather the resources, much less add and remove farmers as they are dying off and being born. It also seems possible to place buildings on top of each other and render them unusable. The mechanic of sacrificing resources in order to delay negative events is interesting. It would be good if the different resources had multiple uses so that there were more trade offs and decision points. This concept could be developed into a fun game with some work. |
| Dec 9 11:51:13 | 15h 41m | Humanscape | ♥ 1 | Can you say ambitious? This is a lot of fun already and it has worlds of potential. Actually walking and laddering around a ship careening through space and taking on different roles is such a more personal take on a space shooter. I could see really playing up the character development of the crew who are all trapped together, reacting to deaths or various events in different ways. Really nice to see this. Can't believe you took on so much in a jam. |
| Dec 9 23:00:38 | 11h 09m | No Step Back | ♥ 1 | Such a fun and original idea! Simple and effective, fits the theme well, looks good. There's a fair amount of strategy involved in deciding whether to advance your furthest soldier or preserve the maximum number of soldiers. Really impressive effort. |
| Dec 9 23:12:54 | 12m 16s | hiJack | ♥ 1 | I absolutely love this. The minimalist look is great. The hijack mechanic and the ship variety provides a lot of freedom and strategic decisions. The particles and screen shake feel nice and juicy. I finally got to live my dream and play as an asteroid for a change (nice touch allowing that). The difficulty is maybe a little on the low side--hijacking seems objectively quite powerful and feels more like a sweet thing to do than a sacrifice--but as a showcase for the mechanics, this is fun and polished. |
| Dec 10 01:00:44 | 1h 47m | The Eternal Cold | ♥ 2 | This game is absolutely gorgeous and has a great atmospheric feel. Struggling to survive is a lot of fun and the events that I encountered all seemed interesting and meaningful. I do wish the screen transition was a little bit quicker, especially since you need to trigger it every time you want to take an action. Really great work overall, I had a lot of fun with this one. |