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| Timestamp | Since previous | Game | pickens-inc's comment | |
|---|---|---|---|---|
| Dec 6 13:51:03 | Mo' Loot Mo' Problems | ♥ 1 | That was really amusing! It was a great take on the theme. The gameplay was really quite solid, if a little buggy - I often couldn't throw enough things overboard in time, and sometimes the timer would bug out. Dragging items across was a little more difficult than it ideally should have been, but it functioned, and the game itself was fun. The challenge really came from throwing things off, rather than the actual combat, which was cute and fun but was more of just clicking until the enemy died. The audio was super silly and fun, love the use of the Wilhelm scream, and the little pirate noises. It all fits really nicely with the cute aesthetic of the graphics. I love low poly, and they fit really well here. Would have been great to have some fog to cover up the ends of the ocean instead of it just being a rectangle, but hey, 72 hours :) Overall, really nice solid entry. Well done! | |
| Dec 8 22:03:52 | 56h 12m | Cosmo Buddy | ♥ 1 | Nice! Very stylish look and feel to the game. I think the concept and brevity of the game work really well together, and had an element of replayabiltiy to it too. Really smart choices. The graphics were gorgeous, even the text font and style fitted perfectly. I think everything I want to say has probably been said regarding feedback, but I'll give it anyways. It tTook me a moment to realise how the theme tied in, realising that the "Lives" system was actually meant to represent different cruel members. It would definitely be cute if you were actually a captain in the rocket, and all the crew were standing outside waiting one by one to become the one who has to go out and get the gems. My biggest criticism beside that is probably that the controls felt a little floaty. I think perhaps the gravity needed to be upped, at least. It felt sometimes like there was an input lag, or some such. It didn't feel as tight and responsive as I'd have liked. It also would have been great if there was a different screen for the victory condition! It felt a little sad getting the same game over for winning as my losing, but this is the LD, you can't make everything, sacrifices must be made :) Overall, it had a really simple, smart concept which was compelling and executed fairly well. The graphics work great and you can be proud. Good job! |
| Dec 23 11:59:43 | 349h 55m | Hellhole | ♥ 1 | It's been said, but this game is absolutely gorgeous. I would genuinely consider making a general animation a Wallpaper Engine. Really really good stuff here. The game itself was a little confusing to understand - I wasn't sure what levelling different buildings did, nor how they affected my resources (not with regards to the cost, but to how, if at all, they would speed up my resource gain). I always had plenty of villagers to sacrifice, and had everything max level within plenty of time before doom. The actual doom cutscene was absolutely amazing, and I was looking forward to seeing what happened. When it came out and I got the good ending, ooh that was satisfying. Just iwsh the actual journey there had been more difficult and strategic. More explicit tutorialisation probably would have helped wiht that a lot, but I know this is the LD, and so that's a very common problem. I'd love to see this expanded and refined. The sound design was also great, music moody. Well done, everyone involved! |
| Dec 23 12:40:56 | 41m 13s | Manned Missile Master | ♥ 1 | Wow, this is really fascinating. The movement actually feels really satisfying, something that surprised me with the fact that keyboard-controlled vehicles were never something I was a huge fan of. The concept was fun and silly, and somehow, every start to the mission harkened back flashbacks to Armoured Core, for me. Not sure why, maybe it's the way you're dropped in, initially. The graphics were quite charming, especially of the missile itself, though they were a cause of some frustration. The lack of decent lighting and shadows meant I had a lot of problems with perspective sometimes. This was especially prevalent when trying to figure out in De-Automation as to whether I was in front of or behind the missile, and even moreso in Boring Game, where sometimes I would not be able to tell where the turn was since the back of t he cave looked like it was part of the walls to my left and right. I also once thought I was looking at a red sky with the sun, when in actuality it was the solid wall reflecting the light attached to my rocket. These were nitpicks though, and I really did enjoy the game, and its variety was really nice. The sound design also was brilliant, loved it a lot. Well done! |
| Dec 24 16:17:06 | 27h 36m | Mantis | ♥ 2 | 4th.PNG Aw yeah! Not too shabby if I do say so myself 🆙 This is a nice, simple game, with a mildly challenging additional mechanic. I think, perhaps, that the mantis energy replenishment was a bit too forgiving. I never got close to running out. But it was a compelling score collector. I have to admit, I have no idea why but the scoreboard inclusion really was what got me playing this much longer than I otherwise would have (since it's a simple premise and understandable in gameplay). Instead I found myself striving to get the top spot, but I'll settle for 4th :) Well done! |
| Dec 24 17:08:26 | 51m 20s | Berrytales - Fracture Flight | ♥ 2 | Really neat! I think all my criticisms and points have said already, but I'll reiterate just in case! First of all, loved the concept! It's super cute (albeit slightly ominous, haha!) and interesting how abitious your scope was for this game - lots of content. I know from the name and style that you guys were behind the last game (please, tell me, do the cherry boy and the briar princess ever get married?! I must know!). My brain was far too slow to handle everything needed to be done at once. It would have been a lot easier if I could just press left/right once to switch to the three parts of the ship to do stuff, rather than moving. It made things extra confusing. Everyone has mentioned the control issues, I realise. I also would have liked it if eyes burst in one hit. Having to reaim was difficult, and trying to manage that and keeping aloft and keeping the dragon fed was extremely difficult. Still, it was an adorable, gorgeous little game and you guys did a good job. The music was adorable as well as the sound, and the art was great. Well done! |
| Dec 24 17:59:30 | 51m 04s | Off the Rails 2 | ♥ 1 | This reminded me so much of Jet Set Radio! From the art style to the zany PS1-like music. It's a shame you didn't get to finish it and would love to see it completed into a game! Skating around was really satisfying, despite the lack of sound, the Potato mode looked gorgeous and I kept it on there willingly. The music was perfect, the protagonist was adorable. The animation for fast skating was a tad peculiar, I think it should have been a little wider in stance, especially with the arms. Regardless, I thought the whole thing was super cute, and would enjoy seeing it completed and polished further. |
| Dec 27 15:11:52 | 69h 12m | Neon Kata | ♥ 2 | I love the aesthetic. The entire game is gorgeous. The game is fun too! Marred only by a lack of polish that is standard for LD, so it's hardly a valid criticism. I really enjoyed running around and killing stuff to the music, the mechanics were clear and easy to understand, (though a minor nitpick for me was that the 8/8 to me implied I only had 8 bullets max. 8/inifnity would maybe have been clearer for me). The theme was also super well executed and obvious, yet had a genuine impact on the game. Criticisms regarding gameplay I think have mostly been mentioned, but I'll do so anyways. Movement felt a bit clunky, and so some smooth transitioning between directions would have really helped. Obviously, animations were a bit janky at times, especially whilst aiming. Enemy hitboxes felt a bit too small or odd, and more feedback from hitting enemies would have been good, especially since the sound effect for shooting is so good. Definitely you guys absolutely took it away with the graphics and *especially* the particles. I love seeing great particles and you have them in abundance. Theh ead, the laser, the reload, the bomb explosions. It all looks great. I have lots to learn about making particles, evidently. My only criticism is that it felt a bit inconsistent style-wise. I would have seen the frog, then the protagonist, and thought they were from two completely different games. Would love to see this fully extended and completed, and with its own original soundtrack. Well done. |
| Dec 27 16:08:05 | 56m 13s | God's Thirst | ♥ 0 | Solid entry! Very solid gameplay loop, nice and clear. The sounds are crisp and sharp, a good choice even if you didn't make that. The combat itself felt a bit bare bones, never saw what I could feasibly do besides blocking an attack then spamming attack. Also not sure To improve or extend I think it would be a great idea to add some variety. More weapons or powerups. Some environmental hazards or obstacles would do a lot. Another suggestion is to have multiple weaker enemies, then maybe get health for sacrificing, annd maybe if you don't grab the corpse and sacrifice them, the enemies will. Just some suggestions! Really neat entry. Nice job! |
| Dec 27 16:48:17 | 40m 12s | Sacrizism | ♥ 1 | Extremely difficult, but I think you know that! Ufortunately I ran into a lot of trouble with controls. The right stick wasn't working for me (using a DS4 controller), and on arrow keys I could only really shoot in diagonals, which is odd. Would have really loved to have been able to fire with the right stick whilst also moving about. Lots of content though, which is really impressive. Music is great, and the little intro was quite charming too. Well done! Good entry. |
| Dec 27 23:54:43 | 7h 06m | Cyberdisc-0 | ♥ 1 | This is definitely my favourite entry that I've played in this LD. This is my 12th time doing this, and I don't think I've ever played an entry that was *this* aesthetically appealing! I absolutely loved everything about it. The gameplay was super tight. Much prefer using a controller, movement felt way more natural with it. Fighting people felt really satisfying, and though it would have been great to have more moves to work with, like a block or dodge, or for the AI to be a little dumber in a way that lets me be more tactical, even the three I had felt great to use, especially when an encounter was ended with that lovely slow mo finish! 👊 The balancing spike was quite alarming, mostly because going from one checkpoint per encounter to the sudden boss followed by two encounters without one. I laughed and cried when I saw that message, initially I was surviving Bill and Ted with only 1 or 2 health! But the dark souls player within me persevered and it felt great to get my health back after (though%LS |
| Dec 28 00:12:28 | 17m 45s | At least it's not death... | ♥ 0 | First entry this LD that I've given 5 stars for theme to! Really good entry here, and absolutely dastardly! The gameplay itself was simple and satisfying until death, whereupon it becomes crazy. I wish there were checkpoints, as that did make it very difficult - in fact I found it rather unplayable at random rotations, but some mixups like fading in and out, becoming bigger, but getting moon gravity was super interesting and a really cool challenge! I absolutely loved the changing colours sacrifice, oddly. It made it look really really pretty, actually, albeit very distracting, which is obviously the point haha. Some music would have really made this shine, but it's a compo entry, so that's perfectly understandable, and I can really see the results of you focussing gameplay. Plus I know you're a programmer :) Well done! Hope you're proud of this entry. |
| Dec 28 00:43:00 | 30m 32s | Feasts must be made! | ♥ 3 | Cute entry! The concept was clear from your description, especially the helpful TL;DR, and the gameplay itself simple. I actually think it was far too easy, as I never had to sacrifice anyone. Maybe I'm just a godlike platformer 😎 hahaha. The graphics were cute, especially the menu ones, though they did feel a little inconsistent. It's been mentioned, but the environment and the "cages" (which looked more like dungeons to me, haha) felt like they belonged in separate games to the protagonist and the fruit. I'm glad to see you fixed the requirement to press E when picking up, because that was a minor nitpick that interrupted the pace of the game a little for me. The music was charming, if a little shrill occasionally. Well done though, a complete experience. Good job! |
| Dec 28 11:42:03 | 10h 59m | FTD : Fixin' to Die | ♥ 3 | On par with the best entries I've played this Ludum Dare, and possibly ever. Phenomenal execution in all regards, which is great considering the size of your team is quite large. The concept was grim and amusing, and implemented really smoothly. I'll be honest, I hate Overcooked, but I loved this. Overcooked felt like it lacked any actual consistent character, charm, personality. Felt a little dead to me. But this game, ironically, had all of that. The frantic gameplay was emphasised by all the voice acting which was amazingly done, the surgeon's empathy mixed with his childish lines whilst operating was just perfect. I'll admit, it was actually too difficult for me, I've never been amazing at these kinds of games, so I didn't get to beat it, but as far as I got I was unbelievably impressed, and it's also a testament to the sheer amount of content in the game too. The only frustrating aspect really was the luck factor. I gave up when I failed three operations of 80+% hehe. But that can't reallybe pinned to you. It also would have been good to better understand how the length of the operations is discerned. Those are literally the only two thingsI could think of to improve upon perhaps, or to explore. It also had a really good, really clever use of the theme, and I'm glad it wasn't a grim dark gruesome approach to it - making it humorous really helped everything. I will lastly mention that using any audio that isn't yours and yet still rating yourself in the audio category is usually grounds for not rating at all for me, but the voice acting alone carries it, so I'll make an exception tis one itime, haha. I really hope and expect to see a fully released version on Steam at some point in the future :) |
| Dec 28 13:58:20 | 2h 16m | Beyond | ♥ 1 | Well... that was horrifying. You rather enjoy stripping the player of parts of their body, don't you? :P I think that tapped into one of my biggest murderer-related fears, the torture, taking apart my senses. When the head cracking happened I shuddered. I honestly can't say I enjoyed this game, but I didn't hate it. I experienced exactly what I think you intended for me to experience, and that's not easy to achieve. Well done. |
| Dec 28 15:26:20 | 1h 28m | Sacrifish (Local multi-player) | ♥ 1 | A really neat little idea there! I actually think it would have looked better with a completely minimalistic aesthetic, than the fish idea, like other number-y games. Really like the concept, though it'd be great to somehow have a way of ruining life for your opponent, as mentioned by others. The concept was great and super simple, as all good jam games should be. The implementation was really solid. It would have benefitted from some music, I think, but I'm nitpicking. Well done! |