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| Timestamp | Since previous | Game | Quasar47's comment | |
|---|---|---|---|---|
| Dec 9 10:23:46 | Space Battle Zero | ♥ 1 | Pretty cool game, I'm impressed by what you did with the camera angles in the main menu. I like the core concept of your game, albeit it's a bit short, and not quite interactive; all I had to do was wait for my weapons to charge and for my enemy to be in range for a guaranteed victory. But the atmosphere is very well set up, I would have wished though that the ambience reflected more the tension during the battles, if you can see what I mean. Maybe through the music, I don't know. But for 72 hours, I think I'm asking already a lot. | |
| Dec 9 10:33:10 | 9m 24s | Dino Madness | ♥ 0 | I love that music. I makes me feel like there's something epic going on the screen, when all I'm doing is shooting dinosaurs ^^ With that said, i don't really get what I'm supposed to do, even though I've read the tutorial. From what I gathered, I'm supposed to kill the dinosaurs, but also the citizens to not keep them too numerous, but sparing some of them to not let the village die ? It's a bit tedious to do, espacialaly when you realize that no matter what, even if you only kill dinosaurs, your counter still decreases at an alarming rate. It would have been nice as well to add a visual effect to the wand, because the first times I shot with it I thought I was just missing my target or it was a bug. Anyway, good job regardless! |
| Dec 9 10:55:44 | 22m 34s | 2305 : New Generation | ♥ 1 | Hello there, I've downloaded your game and would like to test it, but the .exe throws me an error message : "Failed to load archive". Could you please help me fix it so that i can review your game ? |
| Dec 9 11:09:57 | 14m 13s | The last outpost | ♥ 3 | Hello there, pretty neat idea to make a tower defense game for the jam. Especially in my eyes, since I love that genre :) Altough, there are some things that would need to be corrected. First of all, some enemies do not drop currency when they are killed by the turrets during the first wave, which means I ended up destroying my turrets in order to simply move them, whch is not very practical. I assume this fits to the theme, so I won't complain about that, but it would have been nive to have short tutorial panel in the Options to explain that. Secondly, there are two bugs that I noticed. They are not game-breaking, but it was fun to watch. First, if you left click on a button to create a tower, and the left click again on the button, you will create a copy of your tower preview, with the glowing halos stacking on top of each other, which can't be moved at all not deleted. Secondly, if you move the camera to far away from the battlefield, you will simply exit the map. This not horrible, but with a few lines of code it could have been avoided. That said, the game is quite fun and easy, and very generous on how much damage you can take. That's something I love, consdering most of tower defense games let the enemies inflict a lot of damage just to keep pressure on the player, which is not something you would like to experience in a strategy game. Overall, you did a great job :) |
| Dec 9 11:19:37 | 9m 40s | Golden ticket to heaven | ♥ 1 | Pretty cool indeed! The art style, the music and the slow-paced gameplay make it wery peaceful and relaxing. This time, the theme really applies to the gameplay, but I had some problems with controlling the balloon. It is not really affected by gravity, which means if I press space only once, the balloon will keep going up without letting me a chance to make it go down again, except if I pick up items by chance. The hitbox is really small; in a few occasions, I missed a golden bar or a valuable item by only a few pixels, which is very infuriating. Also, you can spam the spacebar to go up infinitely, so it goes a bit against your idea of "the heavier you are, the harder it is". Still, a pretty funny and relaxing game, good job considering you only had half a day to do it :) |
| Dec 9 11:38:03 | 18m 26s | The Orion Trail | ♥ 3 | I'm honestly really surprised, in a good way. You guys have made a game I could reaplay just for the sake of seeing each possibility I could find. By the way, is the game beatable ? I could only make it halfway before running out of water. I love atmosphere the music puts me in, I really feel like I'm in space and I'm responsible for leading my followers to extinction if I fail. The theme couldn't be more adapted to your game, you really knew how to make profit of it. I also like what you did with the planets. How did you make them ? Are these just spheres with a texture, or do they have a shader ? I need to know. The game may be a bit too hard and too long, though. Either the pirates are way too powerful, or your ships are too weak. Also, your resources drain quite fast, and there were very few times where I could resplendish my water or my fuel. I think your game gave us way more fighters and people than needed, instead of mandatory resources like food or water that are given sparsely to us. Also, the friendly trader asks way too much fuel in exchange of resources, and knowing how long the trip is, I only bothered with him once. With all that said, good job guys! I'm very impressed! |
| Dec 9 12:19:23 | 41m 20s | The Cave God | ♥ 1 | Pretty funny game, the Light God sure has some good lines. The music puts a relaxing atmosphere in your game, and joking about the theme of sacrifice was actually a pretty good idea. Although I prefer games with more gameplay, this one serves its purpose well. Good job! |
| Dec 9 12:38:58 | 19m 35s | God given gifts, taken | ♥ 2 | "Hoop Hop"... "Hop hop" Very neat platformer! It's a bit sad it doesn't fit perfectly the theme, espacially with a story about conflicting goals, but I really liked the basic graphics and the sound design. It reminds me of the old, short flash games I played when I was little. The music is a bit repetitive though, but the sound effects are magic. I also liked the overreacting faces during the dialogues, I can see you had a lot of fun making this game. It warms me to see that. Good job! |
| Dec 9 13:21:50 | 42m 52s | Scapesheeps | ♥ 0 | Interesting concept that fits well in the theme, but it's hard to control both the lonely sheep and the group with the keyboard if you do not have a QWERTY keyboard. Also, when a sheep die, the wolf instantly chases the rest of the group and kills them in one hit. Maybe it would hae been easier if the wolf took some time to eat one ship, leaving the player much more time to avoid it and go to the next challenge. |
| Dec 9 13:41:21 | 19m 31s | Hello operator. | ♥ 1 | I'm really impressed with this one. Nice hommage to Papers Please, with very nice visuals to make this concept your own. It's pretty easy to win, in fact. The only thing I had to do was plugging every phone call I had into their respective destinations, and that's it. The game doesn't really punises you for helping one side or another. I really like the short dialogues in this one, it gives more life to the characters, even though they quickly become repetitive. But for a 72 hours game, this is perfectly acceptable. Once again, the main problem of this game is that the moral choices have no consequences on the character we're playing, it just builds a score meter. In Papers Please for example, you had a family to take care of, and if they died, it was a Game over. Here, there is nobody to take care of, nor a cause the main character is willing to take part of. It would have given him a bit of a personality, or at least a reason why he is helping either the Resistance or the Propaganda. Still, a funny game with a sweet concept, good job! |
| Dec 9 13:55:48 | 14m 27s | Noroi | ♥ 1 | Very nice game! The sound design is a bit simple, but I like the low-poly graphics and the evolutive weapons. It's a bit sad that there isn't much else to your game; the goal is to survive as long as possible while slaying as many enemies as possible. I guess you were mainly focused on the graphics, rather than the gameplay, but I think it leaves a taste of unfinished to your project. I vould have loved to see what else you could have put into your game if we had more time for the jam ;) |
| Dec 9 14:36:11 | 40m 23s | Ants | ♥ 1 | It was very hard for me to control the ants. The controls on the screen don't match what really happens to the ants when you press the correct button. In the end, I was stuck at the first level and I couldn't make the ants lift the ball to guide them to the next part of the level. It it something risky to let the physics control how the game should be played, and unfortunately, that didn't hit for me. The lack of music and any king of audio effect hits the nail in the coffin for me. I see you wanted to compose music for your game, but I think you should have taken some music on internet and quickly focus on the controls instead of that part. |
| Dec 9 14:47:57 | 11m 46s | Dungeout | ♥ 2 | A bit hard and short, but enjoyable nonetheless. The graphics and the sound design really enhance the bundersome atmosphere and the claustrophobic feel of playing a lonely, weak character, wandering in the dark and trying to flee horrible monsters. It's a bit sad however, that there's not a lot going for it in terms of gameplay; the levels are a maze and you must get out of there, whitout any puzzles, or dialogues with NPCs, and I think that's a missed opportunity. But as I already said in other reviews, in 72 hours there's not much room for ambition :) |
| Dec 9 15:34:17 | 46m 20s | Out of Frequency | ♥ 2 | I like the idea of using the theme of sacrifice as a mandatory element to progress further into space. The music and the sound effects really compliment the atmosphere of your game, and easily manage to show how truly big and cold space really is. There's something in this game that gives you the hope of maybe finally finding the new planet, only to find another lost satellite asking you to go farther away from Earth. The controls are what you'd expect for a game like this about exploration of space. They are really fun to mess with, except that the thrusters don't push the player as far as it should. You only have 3 or 4 attempts to find another satellite to repair tour ship before being stuck. And I don't know why, but as soon as I come closer to a satellite, my ship kinda stays stuck to it, and the thrusters don't help me either, so I'm forced to restart the game again and again. In the end, I don't even know if there is another planet or not, I can't go far enough to see it. But in the end, it's a solid game and I had a lot of fun with it, good job! |
| Dec 9 16:02:27 | 28m 10s | Pecto | ♥ 1 | Nice concept! The theme of sacrifice fits perfectly well here, with each card owning an advantage and a drawback. They're pretty fun and satisfying to use, especially the one that gives 5 more cards if you're lucky (or full of gems, if you know what I mean ;) ) but some of them cost a lot of gems to be upgraded. Thankfully, I didn't have to fight everyone to get new gems or cards. A problem however, is how slow the character is, and how narrow the FOV is. I easily lost track of where exactly I was after a few corridors. But still, that didn't take out much of my enjoyment. Randomness is one of my guilty pleasures. It's never fair nor cruel, nor a good or a bad thing. It just exists, is extremely frustrating when you miss your chance, and extremely satisfying when you manage to pull off a boost or a extra item by pure luck. Your game hit a sensitive zone, so props for that :) |
| Dec 9 16:15:26 | 12m 59s | Save the Sheep | ♥ 1 | A bit hard to control. You need to drag your mouse over all entities you want to move, then right click on them and only then drag them to their new location. I think it would have been easier if the sheeps followed you automatically and you had only the dogs to place correctly. This way, progress would have been faster and less tedious. With that said, the atmosphere is quite peaceful, and the core gameplay in itself is interesting. A bit short, but in 72 hours, hard to not make trade-offs, right ? Good job for what you've done, guys! |
| Dec 9 16:27:36 | 12m 10s | Book of Fire | ♥ 0 | Unpolished, but apparently you ran into some issues while creating the game, so I can understand (I had not enough time either ;) ) I like the idea of sacrificing yourself to progress, but you're regularly forced to take damage when you're supposed to save your health for later. Before getting the Book of Fire, you're forced to ran into at least one trap. The fact that the jump button is the spacebar doesn't help either, it should have been mapped to the W or Up Arrow keys for more convenience. Also, the Book of Fire throws fireballs at you instead of the enemies. I don't know if it was intentional or not, I'll just assume it's a bug. But in the end, you managed to get a game out in a shorter period of time than most other people here, so can only encourage you to get better next time ;) |
| Dec 9 16:42:57 | 15m 21s | Blood God | ♥ 1 | The controls were a bit confusing at first (I thought pressing up would move the character forward, not up), but once I got used to it, it was quite fun. I like the idea of using yourself (your blood) as a weapon, and the graphics really nailed the medieval uviverse. The AIs are a bit tough, especially the archers who will constantly shoot you every second even when you're harvesting blood, and I died a few times because of them. But overall, it's a solid experience. Maybe nerf the archer's health a bit and it would be awesome. Good job! |
| Dec 9 20:16:05 | 3h 33m | Murder Hotel | ♥ 1 | A really funny game, great to pass time. I'm not a fan of clicker games usually, but the voice acting made me laugh and I tried to score as many kills as possible before the end of the week. The pace is a bit slow, but nonetheless, it's still enjoyable. Good job! |
| Dec 9 20:34:52 | 18m 47s | A Starving Monk | ♥ 1 | Pretty nice for a runner! It's hard to avoid everything that runs into you, espacially the benches, which spawn very quickly one after another. The controls were quite akward to use at first, I was used to the simple A and D keys to move gradually the character instead of snapping it to a fixed position like you did in your game. But hey, you made a functional game and it's funny, so goob job! |
| Dec 9 21:07:47 | 32m 55s | Final Flight of STS Recovery | ♥ 1 | It was a risky to make a physics-based game, but I'm glad you didn't gave up on the idea. That said, I think it was a bit too ambitious for a Jam, and the end result feels a bit unpolished : Enemies that sometimes have a rando m speed boost, your vehicle which tends to slide on slopes as if it was on ice... Looking forward for future fixes, but as it is already, it's a pretty good job you've done given the idea you based your game upon. |
| Dec 9 21:21:45 | 13m 58s | Super Robot Carl | ♥ 1 | It was a bit hard to land precisely on platforms when jumping, and the robots tend to slide on each other instead of sticking together like it should. But apart from that, it was a really neat platformer. I coud see you couldn't afford putting very complex puzzles into your game, but the difficulty is already acceptable. Good job! |
| Dec 9 21:27:02 | 5m 17s | Wrath of The CubeKing | ♥ 1 | I like the idea of being stuck in the dark, and the music compliments well the claustrophibic feeling I got while playing your game, but the level here is quite confusing. I kept being lost in the dark, unable to find my way through the maze, and when I did find another light to guide me, nothing happened. It would have been nice to add a tutorial about what to do, because I couldn't progress further. |
| Dec 9 21:42:01 | 14m 59s | Forest Of Sacrifices | ♥ 0 | I couldn't beat it. I was stuck after I climbed the floating paltforms after the mountain of goats. Two platforms were blocking my way, and I couldn't figure out how to get past them. I tried to go in the other direction, but I found no other way to progress. Did I miss something? |
| Dec 9 21:58:56 | 16m 55s | Antidote | ♥ 0 | A bit short. Hard to tell much about this. I liked the idea of the potions incapacitating the player and changing the gameplay, but the poison doesn't let you enough time to do anything, let alone adapt to the seconday effecs of the potion. I can only repeat what masterkrepta said, but if I could make a suggestion to improve your game, maybe try to implement other mechanics, like platforming or something fast-paced like that, where the potion is used as a reward for completing the minigame and as a reason to play it instead of just being given to the player like that. This way, the player would be occupied enough to focus on the different sequences of the game and having fun, rather than worrying too much about the poison bar drcreasing. I hope I have been clear with my idea, but as far as Game Jams go, I know you may have had a lack of time to do something polished, so I'll let it slip |
| Dec 9 22:01:58 | 3m 02s | Otto | ♥ 0 | Really entertaining and addictive. I had some trouble at the beginning to add multiple parts to my glider, mostly because I don't know what some of them do. It would have been nice to add short descriptions to the parts to prevent that, eg: "The X part allows you to reduce air resistance by X percent", you see where I'm going. But apart from that, I didn't know such a simple game wouls have so much replay value, I really liked that. |
| Dec 9 22:17:30 | 15m 32s | Salty Horde | ♥ 1 | Interesting game. The more you place towers, the more enemies you can get, but also the more health you lose. Trying to balance your health/tower ratio while avoiding enemies is a bit tough, but nothing impossible with a little training. Good job for a Game jam :) |
| Dec 11 19:44:33 | 45h 27m | A Blood God's Virgin Voyage | ♥ 1 | A pretty challenging game. I'm not quite used (nor good) at that kind of mechanic, so I couldn't beat it easily. I love the UI effects and the funny names these hearts have; the gameplay really ties with the theme here: Strengthening your creations and sacrificing them to let weaker ones continue their trip. I could see you puta lot of efforts into making this game, and in 72 hours only, this is a pretty good job you did there! |
| Dec 11 20:00:18 | 15m 45s | Watching | ♥ 2 | Pretty interesting game, the only game of that king I've played on this Lundum Dare so far. A bit short, and I would have liked to see the theme being more personal to the character, that would have justified his action of killing that random guy. It's not clear why the "TV" is talking to you, nor what are its motivations, its goals, etc. I like the humor in this one, but it's sometimes unexpected and comes in situations which doesn't require it at all (eg: tke little ritual boold sacrifice, maybe putting it elsewhere would have been a better decision, but it's just my opinion). The auto-scrolling makes it very comfortable to navigate. I didn't realize you could click on previous choices to display alternatives pieces of story, so I has stuck like ten minutes on the scene with the japanese cartoon with getting how to progress, but I eventually did. A minor problem however is the color of the interactable text when the background itseld changes color. The dark blue on the black background makes it really hard to read, maybe changing the color to red would have been softer on the eye (and give more of an uneasy feeling, if you see what I mean). Other than that, it's a pretty good experience, I really like the silence intalled during the scenes with the TV, but maybe more static noises would have been welcomes. Good contrast with the happy and cheerful music. Good job, and sorry for my little wall of text! |
| Dec 11 20:18:31 | 18m 13s | Platformer.txt | ♥ 3 | Pretty addictive game. The mechanic, while not the most ergonomic, is really interesting in its implementation here. I'm a bit sad it's not longer, but in 72 hours, it's sometimes hard to do more with less. I really like the saving function to bypass some obstacles, and I'm glad you decided to keep the puzzles simple and accessible for everybody (I'm kinda noob in puzzles, so the only level I has trouble with was the one where I had to put the PlayerCollision.Txt file back in its folder as fast as possible). The problem would be that the game does not tie much with the idea of sacrifice. Since you have a limited amount of available files per level from the get-go and you can swap easily between them, the trick is more about proceeding by elimination rather than really discarding files to get to the end. Sure, the jump is disabled in the last level, but maybe (just a suggestion) the game should delete itself some files, and you'd have to either recover them or recreate them yourself to continue, that would give the game more puzzles to challenge the player whie giving him a sense of pride for managing to trick the game into it's own... "Game" (pun not intented, yes I'm proud of it). But as I already said, in 72 hours maybe I'm asking too much. I suggest you to not let that project go away and expand it to make a full-fledged game. Good luck, and good job! |
| Dec 11 20:42:07 | 23m 36s | We Fight "Together"! | ♥ 1 | As someone already stated in the comments, once you've found the perfect angle, the only goal is to run back and forth getting more soldiers. The physics-based destruction was also a good idea, I think it would perfectly fit into your game's humor. Personnaly, the problems I has was that firstly, the soldiers still had their colliders active while being dragged into the castle, which means they often got stuck in the stairs and the roof when I was about to reach the next floor. I would also like to see the run button mapped to the second shift button, it would be practical for the poor unfortunate left-handed people like me, who still live under the tyranny of the despotic right-handed. Also, an alternative button for the E key, for the same reason as above. The last problem is that, since you start in your castle's garden and you have to carry the soldiers inside, you always start with a disadvantage compared to the opponent, whose cannon is always locked on you and already inflicts damage to you before you've even fired your first hit. With all that said, let's talk about the pros: I really enjoy the premice of this game, having to litteraly use your own people as cannon fodders to destroy the enemy ; even when you carry them, they stay in that T-pose completely ignoring you, adding even more wierdness to that ludcrous scene. For a game made in 72 hours, this is really not bad at all,considering you had to create every 3D model yourself, thing that I didn't do because I was too afraid on wasting crucial time on it and not enough in gameplay. Now, if you've sat through my wall of text, I have only two words left : Good job ;) |
| Dec 29 11:49:33 | 423h 07m | Scapegoat | ♥ 0 | Pretty good job considered the short amount of time! But I see you've taken profit of the month to polish your work and I admire that :) You've put a lot efforts into the graphics and the sound design, that's usually something you rarely see on a Jam. I'm also glad to see you've chosen to keep the puzzles simplistic, I'm not really fond of scratching my head for hours in front of an enigma. What would have been great would have been to see the future landing point of the carrot before throwing it, but I know by experience that it takes a bit of time to implement, so I let it slip through. Good job! |
| Dec 29 11:59:59 | 10m 26s | The Lord's Shepherd | ♥ 0 | A bit complex for a Jam, I'd say. However, I'm glad you put so much efforts into something as risky as a management game. I encountered a bug however, where the panels used to buy lands and animals wouldn't dissapear no matter how many times I had to click on the screen. Also, the mouse click detection feels a bit unresponsive, like when I tried to add more lands to my farm for instance. But seeing how big this game is for a Jam, it's easily understandable that some bugs went under the radar. All and all, it's pretty great for what you've done, especially knowing you made all of your 3D assets. Good job! |