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Dec 4 23:28:06 Screw them ♥ 4 Wow, cute game fellas. Really dig the art style, and the humor is great - that grinning face indifferently scavenging its robot kin for parts? Adorable. I didn't read any of the disclaimers going in and managed to figure out scavenging restored health and how to attack, but didn't see any real feedback on whether I was doing the right thing. How many cows do I have to defeat, and what's my progress? I also started to get stuck a lot as the game went on. It wasn't clear whether this was a mechanic (did my treads wear out?) or a navigation bug. But considering where you're coming from and everything you put into it, I'd say good job overall!
Dec 5 01:25:15 1h 57m Morbid adventurer ♥ 1 @pancakefriday, can you help me with an issue I'm having? I'm intrigued by the concept and I've tried to play several times, but every time I reach a self-sacrifice door I get stuck writing my epitaph. I simply can't click on "send" and no button presses seem to do the trick either. For reference, I've tried in both the Win64 and Win32 builds.
Dec 5 01:57:07 31m 52s Ursa ♥ 5 Wow, this bear mom is more supportive than my actual mom! Really incredible job here. I love the theme and aesthetics, and it's got a ton of charm and personality. My biggest request would be to add a bit of [ledge forgiveness](http://kpulv.com/123/Platforming_Ledge_Forgiveness/). It's heartbreaking to run off a ledge and waste my double-jump because I hit jump a tenth of a second too late. Also, the hints could be better placed. I sometimes tried a level for whole minutes before I gave up in frustration, only for the hint to finally tell me about a mechanic I needed but hadn't been told about yet. You could have told me that 5 minutes ago. But yeah, the frustrations are the exceptions that prove this game rules!
Dec 5 03:28:18 1h 31m bouncy arts ♥ 1 I think it's pretty clear that you rocked it on polish. The motion graphics are spectacular, and the effects give it a ton of personality. In terms of feedback, I found myself wishing slow-mo was a keyboard button or something a lot. I kept getting my wires crossed frantically clicking between the two mouse buttons and frequently messed it up. As another commenter @shweep pointed out this made it tough to find a rhythm. But I could see this playing spectacularly on a touchscreen, aiming with one finger and pressing an on-screen button for slow-mo with the other. Please keep going with it!
Dec 5 03:39:47 11m 29s The Price of Crops ♥ 0 I really dig the art style, very clean. I wish there was a bit more feedback when farmers are assigned to a building, and that the gods weren't so brutal about destroying all my crops right away. Give me a little time to get going first. Now the gods are angry, I have no food, and all my farmer wants to do is throw away broken pumpkins! I think I'm not very good at this game. 😝 But good work overall. Perfect scope for a jam game - simple to pick up but takes a little figuring out, some nice polish, and a good expression of the theme. Cheers!
Dec 5 03:59:37 19m 50s Altar ♥ 2 It got a lot easier once I figured out I had to hold down the left mouse button to attack and not just click really fast. It's kind of hard to find my way around though. Even once I did find the right altars, the world is too big and looks too similar to make navigation easy. Simplest thing I'd suggest is just adding a wayfinding arrow that points to the correct altar for the spider type I'm holding. Or you could throw in a couple of unique objects as landmarks (recognizable rocks, a big weird-looking tree, lakes, whatever) that I could use to build a mental map - oh there's that one rock, that means the altar I need is up and to the left! That sort of thing. Good job overall though!
Dec 5 04:22:48 23m 11s Ho Ho Hold Up ♥ 0 @jessicawall I think you can only carry like 11 of each color elf, and then any more of that color just get sucked past you instead of sucked up. Neat little game for sure. I got confused and thought I was breaking something when my jumps just turned into flying, and then I *did* break something when I flew over the top of the level and right off the bottom of the world. Luckily I could fly though, and made it back okay. I also wish I ready the instructions beforehand. I wasted a lot of time on low-level elves near the chipper when I should have been exploring the bowels of the level hunting yellows. Overall, yeah, it's a little simple. But it made me smile, and that's pretty great.
Dec 5 04:42:02 19m 14s For The Greater Good ♥ 0 Hah, those puzzles ramp up fast! The red wall took me a minute to figure out. The first one with green took ages, but not because of the puzzle (I actually thought the green block was a great way to hint there was another character you needed to seek out). Rather, the platforming mechanics made it *really* frustrating. I was severely wishing for some [ledge forgiveness](http://kpulv.com/123/Platforming_Ledge_Forgiveness/), or a checkpoint or rewind system. It's tough when you know just what to do and but simply can't pull it off. But it's a clever game for sure. Good puzzles, lots of promise. I like it!
Dec 5 05:25:55 43m 53s Fireboy ♥ 0 I love the theme, fire and ice is super easy to understand and lends itself well to "sacrifice." Since you mentioned you were a beginner, some things to look out for in future projects: -Holding down forward and sideways to run makes you run faster than either direction by itself. Normalize your movement direction before adding it to your position to keep a constant run speed in all directions. -Restarting by pressing R didn't reset my life counter. Also, dying reset my life before repositioning and sometimes the baddies would get one last hit in between the reset and reposition, so I'd start with 7 life instead of 10. I ended up having to waste all my shots to reset for real. -You could fix the aim feeling "off" by firing from the center instead of the arm, so from the game's perspective you're firing straight forward, but offset the graphics for the fireball so users still see it coming from the hand. Still a really good entry, you should be proud! Can't wait to see your next game. 🙂
Dec 5 05:42:56 17m 01s Warlock Quest ♥ 1 Liked: suckin' up sheep, spittin' out platforms. Really cool concept, and a lot of fun to do! Nice innovation angle. Didn't like: platforming controls. They were just too finicky. And some gaps were too small to easily fall through, so I had to run back and forth trying to convince gravity I wasn't on solid ground anymore. Cool game overall, I'll definitely be giving it another play tomorrow!
Dec 5 18:00:43 12h 17m Astronaut's Journey ♥ 1 I really liked the concept and progression. The controls I thought were a little too finicky. Even with all the stability upgrades, my lightest stage would flip almost immediately. When I finally won it was basically just luck (and persistence). But it's a nice game for sure, with a lot of room to expand. Keep it up!
Dec 5 22:58:42 4h 57m Ludum Dare: The Game ♥ 0 Really fun idea, though yeah a bit too real at times. I wish there were some other ways to recharge motivation besides wasting time on a game. Maybe a combo bonus if you get on a hot streak developing? Nothing is more motivating than seeing a project come together. But I honestly had fun with this over several playthroughs. Nice work!
Dec 5 23:19:42 21m 00s Lintalho ♥ 1 Really cool idea, I can't believe nobody else has noticed it yet. I had a little trouble making progress since my keyboard doesn't have a right-ctrl button. But swinging rope and sliding blocks are platformer mechanics I can get behind, and I like that you blended puzzles and action instead of going all one way or the other. And I know from experience that pulling off multiplayer in a jam game is tough. Awesome job!
Dec 5 23:24:39 4m 57s Spaceshipwreck ♥ 1 I gave it a test drive but it doesn't seem to be in a terribly playable state right now. @ me if you release an update and I'll give it another go!
Dec 6 00:45:17 1h 20m Bobby and Nobby ♥ 0 I... what? I just tried to explore the cave! Why did you make me do those things? You're sick! In all seriousness, I see what you were going for. It was a little hard to figure out what I was supposed to be doing, but hey, I don't think beating the game is really the point here. Audio was pretty decent, it's on theme, and you did a good job on mood!
Dec 6 00:52:31 7m 14s Meteorite Command ♥ 1 Yes, it's very Missile Command. I did like the twist that you had to sacrifice something (your shields, and in effect one of your cities) to get more ammo. I wish my shots moved a little faster and didn't stop halfway up the screen though, and that I had a "nuke everything" option I could deploy when things got really hairy. But a good effort overall.
Dec 6 00:55:21 2m 50s TILL WE UNITE AS ONE: CHAPTER ONE ♥ 0 Yeah, I tried to play and got the same error. Seems you missed a few files when packaging your game for upload? @ me if you fix it and I'll give it another try.
Dec 6 01:04:28 9m 07s SpaceCrafter ♥ 1 I see an awesome idea that needs just a little more time to be fully realized. The building was awesome, but throwing me right into it without any idea of how stuff will be used... well, let's just say my first ship ended up backwards! But you've got a really cool concept with a lot of incredibly complex systems working impressively well. Damn fine job for a weekend's work friends.
Dec 6 23:08:33 22h 04m Blight Tower ♥ 1 Nice entry, an FPS is a welcome change of pace! The minion idea is really cool. I like having bots fighting on my side, although I also got confused about them turning on me. If you're amenable, you can always release a patch version that patches the bot color issue? And just a heads-up, your PC build seems to be missing some files and won't run for me. But even as-is this is a really promising showing for a compo game.
Dec 6 23:26:53 18m 20s Scapegoat ♥ 1 Popping in after seeing your game on Twitch! Nice graphics, but it really did a number on my computer even at the lowest quality setting. But pushing through I really enjoyed the puzzle elements, and it's got a ton of personality and charm. The song is genius of course, but even just the Zelda-style "in the beginning" animation, only with sacrificing goats instead of Triforce lore? Really sweet.
Dec 6 23:40:17 13m 24s Most Important Person ♥ 1 Oh man, those enemies are brutal! You did a good job on mood and were on point with the theme. The platforming mechanics were actually better than a lot of games I've tried so far (and good work on the Yoshi's Island style aiming system - works great). Overall, not bad!
Dec 7 00:12:20 32m 03s PeonCraft - Sacrificed ♥ 2 I get why strategy games don't usually make you play as a peon - it's kind of boring. But I really appreciate the little guys' sacrifice so much more now! As for the game overall? Wow. Great job on the aesthetics (it reminds me a bit of the Xbox 360 game *Kingdom for Keflings*) and you wonderfully captured the mood of Warcraft with those grunts. The looming players are just awesome imagery. If you want to keep going with this I agree that there needs to be something to actually do while walking from A->B, but as a jam entry? I'm so glad this got made. Props.
Dec 7 05:15:19 5h 02m Sacralice ♥ 3 Devious! I'll be honest, I wish there was more feedback about why my attempts to change formation weren't working (I eventually got the hang of it after studying the layout charts closer - red shirt guy is the key). But it gets tricky fast, and it's rewarding when everything "clicks," which is just what you want out of a puzzle game. Nice job. (PS. Congrats on clearing 20 ratings!)
Dec 8 00:00:08 18h 44m Monastico: LD43 entry ♥ 1 The core of the idea, where you have a character traversing a card-map and have to make choices/sacrifices, is really promising. I think the most fitting mechanic to add, and the one that gives you the most depth with the fewest additions, is to have each player add or remove a card from the board every turn (or maybe every season?). I could see players luring each other into traps, rescuing themselves from being stranded, and carefully choosing their paths and sacrifices around their draws. I'm not sure the "interactions" are really that compelling even if you added more, since the math is currently too simplistic (-1 of one kind of point for +2 of another kind of point is still just +1 point in the end). If building up a lot of a certain *kind* of point unlocked additional abilities, then I could see it being cool. Maybe something like the character with more reputation (i.e. higher status in the monastery) can push the other player off their square, or getting your learning over 5 doubles the value of squares in the library/study for your character. Good luck going forward! Once I wrapped my head around the rules I got kind of into it, so I'd definitely be interested playing a fleshed out version in the future.
Dec 8 03:21:32 3h 21m Preoparty jam game ♥ 0 Hey, interesting concept. It seems like you tried to do just a bit too much. The expansive deathmatch arena is nice and the characters have some personality which is cool. But it's really unforgiving with how long I can carry someone before they break out of my hold, and how many hits I can take. Please make sure to include a way to quit gracefully next time though so I don't have to CTRL+ALT+DEL to exit. Cheers!
Dec 8 04:28:24 1h 06m Caprae Mortem ♥ 0 It's a little bare-bones right now. Is there anything more you wanted to do with it if you had more time? I liked when the goats showed some spunk and ran away; they could get quicker and more panicky over time. And instead of being endless, how about a time limit so I have to keep up my sacrifice rate or lose the game. The damage rate was a little too slow, too. Maybe if I stayed focused on a goat for longer, or hit it more with the center of my beam, it would sacrifice faster? That way there'd be an element of skill involved. Anyway, nice job finishing! Cheers!
Dec 8 04:45:06 16m 42s Please the gods ♥ 1 I was pleasantly surprised! You have a cool, fully-functional game and it looks pretty good. (Just a heads up, consider adding some pictures to your listing so people know what you have to offer!) I think the balance is a bit off - the wraith meter is really aggressive in the beginning, but once I got my town hall leveled up a couple stages it basically never went down again. I just built a ton of stuff, raked in resources, and cruised to an easy victory. Nice job for a weekend's work, you two.
Dec 8 05:03:39 18m 33s The Orion Trail ♥ 3 SPACE GAMES! Really nice game you've got here, fellas. The sound design is top-notch, it's on theme, and you do a great job evoking a mood. There are a bunch of little tweaks and quality of life improvements I could suggest, but I'm sure you had most of them and more on your "todo" list. The one thing I'll say that I sorely missed was a summary screen after an encounter. If I'm gambling on an outcome, I can't easily tell how it went by which bars went up or down 1%. Let me know if I rolled a 6 or a 1! Also some indication of how much of each resource was represented aside from numberless bars. Do I want to give up 2 fighters or 150 people? I don't know, how many do I have of each? 150 sure sounds like a lot. (Anyway, the answer is always trash the fighters. I have like a bajillion of them apparently.) Very cool game though. I enjoyed it a lot. Thanks for making it!
Dec 8 05:19:21 15m 42s Solida Amationis ♥ 1 Whaaat. I gotta admit I'm not normally into this type of game, but it's super interesting to see here and refreshingly different. Neat story, and good job setting a mood. In terms of user experience it was mostly nice, but the individual letters bit was just frustrating, maybe after the first few switch to regular text with a lot of ellipses in between the letters? I think I lost some of the words clicking through that part. Also a minor bug, image "bg streets A" didn't load for me. Again, cool story and experience though. "I really like physics, so I do it a lot" might be my favorite video game dialog of the jam. Nice work!
Dec 8 17:27:32 12h 08m A thing I made ♥ 1 Yeah you're missing some files. It should look something like this altogether: Capture2.png
Dec 8 17:31:38 4m 06s Punch.IO ♥ 0 Whoa, this is actually pretty cool. It definitely needs more UI so I can understand what's happening, but a networked brawler is a really impressive accomplishment for a game jam! You should add some screenshots of the actual gameplay to your description to draw more players and maybe a quick walkthrough of how to get a match started (I just hit "host" and played against some bots I think). Nice job!
Dec 8 19:22:14 1h 50m Resist and Persist ♥ 2 Pros: - Great level of polish, nice game feel - Cool pixel graphics, consistent art style - Like the sound design and music - Good use of theme in theory (though I almost always died before I actually had to sacrifice any planets) - Most of all, it's fun! Cons: - Font is kind of hard to read - Ending is too abrupt. I'd like to see my ship explode and planets fall to the enemy before "game over" pops up - Balance-wise it seemed my ship's shields were the bottleneck. Maybe if I could siphon shield energy off my planets, there'd be more of a "sacrifice" element to it and I could keep playing longer. At the very least my shields should recharge a bit during downtime or something. Thoughts and suggestions: - I have a hard time with mouse aiming in games like this. I'd love the option to play with a controller as a twin-stick shooter - It'd be nice if the offscreen indicators communicated some level of urgency. Maybe bigger/darker arrows depending on how close the enemy is? Right now it's hard to tell which enemies to prioritize - It's almost impossible to take down big ships before they disgorge their fighters. It'd be nice if I could intercept them on their way in and take them out to save myself some mopping up later - Some more variety to the combat would be cool. You could add a superweapon on right-click (like a bomb that wipes out all nearby enemies) or maybe hold down left-click to charge my beam up Mega Man-style Overall one of the better entries I've played, and one of the few I could see myself going back and playing more. Very nice work.
Dec 8 19:47:41 25m 27s BLOODDEER SEASON ♥ 1 Cool puzzle game. Easy to get the hang of but challenging to think through some of the solutions. Excellent job on mood. What's the theme connection, that I'm sacrificing innocents by letting the deer get them? Since killing them is required it doesn't feel like much of a sacrifice. But yeah, I liked pretty much everything about it. Nice work.
Dec 8 20:13:15 25m 34s Price of Power ♥ 1 I love this, big change of pace from most of the jam games. Really impressed by the complete (and easy-to-understand) interface, though it's a little finicky at times. As you're already aware the biggest issue is just the readability of the cards and discoverability of the mechanics. I think I lost 2 or 3 times before I figured out I completely overlooked *attacking*. D'oh. Just adding section names to the cards would help a lot, and some sort of quick explanation about attacking. Other than that, I'm not sure what to add. Would like to see more depth and customization but it's a jam game, what's there is great work for a weekend. All in all a really respectable showing. P.S. You should add some screenshots to your game description. It really stands out among the rest of the entries, but it's hard to tell that from a wall of text.
Dec 8 20:24:45 11m 30s Escape from Scrapville ♥ 1 Impressively complete for a compo entry! Nice graphics and decent sound. The mechanic of sacrificing my battery is *clever*, but unfortunately running out of juice just isn't very fun. Scrap or lessen the charge cost to move (cost for lasers is fine). I wish the batteries had some indication of their blast radius before I shoot them. Blew myself up more than once. But I think you did good job across the board, and great on graphics, innovation and theme. Cheers!
Dec 8 20:51:17 26m 32s Coloremix ♥ 1 Rather than a cheatsheet, how about just telling me what color I'm going to get when I add them (by showing a ghost of the prospective color in the middle/merge area)? At least until I get the hang of things. Then I don't need to look at some intimidating chart. For that matter, maybe some way to see what a dot I already have is made from? Like right-click on burgundy to show a flyout of the colors that make it. Then I can learn how to do it myself without a ton of trail and error. Anyway, enough with suggestions. You did a great job for 12 hours of work, more complete than many entries are after 48 (or 72!). Could definitely see this as an addicting mobile game with a bit more work on the feedback. Good job!
Dec 8 21:29:34 38m 17s Soul Traveller ♥ 1 Awesome, caught this on Twitch and had to try it for myself. Amazing work, even apart from being a compo game. Graphics especially are top notch. Tough but fair platforming, and thoughtful puzzle design. Don't know what else to say. I want to see more!
Dec 8 21:35:40 6m 06s The Vegetable Farmer ♥ 1 Movement is brutally slow for me, maybe I'm doing something wrong? Cute premise and the retro graphics are neat (crossed with the hand-illustrated stuff makes it kind of creepy though!). Let me know when the vegetable farming gets implemented. 😄
Dec 8 21:41:28 5m 48s Please Him, Please ♥ 0 Nice step up from Pong! I really like the pixel art. Didn't see much connection to the theme (no real sacrifice involved), but it seems like you achieved what you set out to do and hopefully learned a good deal for next time. Good work.
Dec 8 21:48:36 7m 08s EVAC ♥ 1 Core gameplay is pretty basic, but the timing/sacrifice element does make it a bit more interesting. I love the way the missile explosions cascade and can wipe out the entire incoming barrage. Nice work overall!
Dec 8 22:18:13 29m 37s Sky Fortress ♥ 1 Impressively full-featured arena FPS. I'm not sure why (considering the simple graphics) but the game ran pretty rough for me, which made it kind of difficult to move and aim reliably. Maybe my rig just can't handle those cubes and capsules. But the things that work work really well. The blue spray weapon is tons of fun to use, easily my favorite. All in all a pretty neat entry!
Dec 8 22:27:39 9m 26s The Questiest Quest of the Intertwined Feast ♥ 1 Saw this on Twitch and had to try it. Nice work! Your game has a ton of personality. Music is reasonably good (important considering the genre). Some of the art is going to give me nightmares though. It's fun, funny, and flies by. What more could you want?
Dec 8 22:51:55 24m 16s Sacrifical Flight ♥ 1 My strategy was simple: *eat the rich*. Unfortunately I forgot to pick their pockets before throwing them overboard and ended up with a pretty low score. Anyway, nice little experience. It looks good, the music is nice and epic, and I won on only my second try! Thanks for this.
Dec 8 23:09:25 17m 30s Spaceship ♥ 1 Nice game! I like the concept, it's creative and hits the jam theme well. You could have a bit more feedback in the beginning, especially pointing out where I'm supposed to go (the door kind of blends in with the other props). I also thought it would make more sense if you had to carry the stuff back to the ship, so there's some strategy to sacrificing folks to get parts a little closer for the next person. Right now I'm basically throwing bodies at it. And speeding up the cycle would be nice, so I don't have to spend so much time walking out the door when I respawn. But overall it's a really nicely done game. I had a good time anyway!
Dec 8 23:35:14 25m 49s JOURNEY ♥ 1 *Very* cool. Probably the tightest-controlling platformer of the jam. You have a flair for presentation, the polish level is superb. Great audio, good use of mood. I felt the checkpoint spacing was a little mean at first, but considering how much the difficulty ramps up it turns out I really needed those extra practice deaths early on. Really just an awesome job all around.
Dec 9 00:17:53 42m 39s Long Live The King! ♥ 2 Wow, this is a very unique game. I dig it (though I'm also very bad at it). I have very few suggestions, it's a pretty perfect expression of your idea as-is. I wish the miner dug a bit faster. The intro is easy to accidentally click past, and I got stuck not knowing how to quit. Umm, that's pretty much it. Awesome graphics for what you're doing, good personality, good theme. Are you planning on doing more with it? I'd keep an eye on it for sure!
Dec 9 01:14:32 56m 39s Chomprush ♥ 0 So uh, good job on the nightmare fuel. The controls are a little rough, it took some work to get the hang of actually moving and shooting where I wanted to. Maybe a custom cursor would help make it more clear, and you could change it when you're over a target to help players understand they're supposed to be shooting them. Cheers!
Dec 9 01:31:31 16m 59s Garry's Sacrifice ♥ 1 Wow, you really have a lot of game here. I'm amazed you were able to put together all these different unit types, a map editor, level sharing, and everything else you have going on in one weekend. It looks pretty good, too! You could definitely use some polish, especially around in-game instruction and discoverability. I had no idea how to get tears at first and didn't know I could pick up animals until I re-read your description, for example. But there's a good deal of personality here, it's funny (what can I make with a pile of meat and bones? how about... a pile of meat and bones!), and it pretty much all works. Good job!
Dec 9 01:53:52 22m 21s Views ♥ 3 Hmm, concept is easy to get right away, so that's cool. Good production value - menu, sounds, and music are really nice, and I like the visuals on the the swipe effect and bomb. I would have liked more oomph to the actual building-slicing though. Maybe some rubble noise, or the sprite actually cutting off and falling away (perhaps comically building up in the background?). Nice job overall!
Dec 10 04:05:21 26h 11m Steampirates of Bermuda ♥ 0 Thank you for being honest and forthcoming in your updates! To start, I also had some trouble with the controls, through the inertia is important to the experience it's just a bit *overboard* (heh... sorry). The UI is kind of hard to read at high resolutions. And I thought a laser was kind of a strange weapon choice, thematically wouldn't a gun or something work better? But you do a great job invoking a mood, especially with that distant music of the ship I'm chasing, and the creepy music that comes with the purple dot? Whew. The weapons have a good feeling of heft (thanks in no small part to a great fire sound effect) - I just wish there was a meter/timer to show my reload progress since it takes quite a while. Or maybe keeping with the theme, a way to fire early but at reduced strength (only a few cannons and not the whole broadside) and risk injuring some of the crew! Sorry, this is all coming out as constructive criticism. I think it's a really cool start and want to see more. If you keep going with this, feel free to keep posting updates (clearly marked as not your jam entry) if only so I can follow along and see how it blossoms! You did a good thing here. Yo ho!
Dec 10 19:54:31 15h 49m ICATUS and the Golden Ball of Yarn ♥ 1 The theme and graphics are fantastic. Gameplay is a little simplistic and, I felt, unforgiving. The touchiness of the controls and they way the platforms disappeared so abruptly at the bottom of the screen was kind of furstrating (typo... but I'm leaving it!). But it's fun enough and adorable, which is what really counts!
Dec 10 20:54:13 59m 42s Anno Luciferus ♥ 0 This is really catchy and complete for a compo game. I like it. My one suggestion is that there should be more feedback that the hammer is ready to throw. It shows when it's powered up but I think I just have to remember to hold it for a few seconds before it can be thrown. Good work overall!
Dec 10 21:00:03 5m 50s En Passant ♥ 0 This is a really clever concept. I feel like the hitboxes could be a bit more forgiving and the game could use some checkpoints early on so I'm not replaying the same beginning stretch over and over, but yeah, super interesting overall and very fun. Nice work.
Dec 10 21:24:03 24m 00s Platform43 - Die to progress! ♥ 1 I like your interpretation of the sacrifice mechanic. A lot of games have you sacrificing yourself, but in doing so you have to replay a lot of stuff you've already seen where here you're right back into the action. The goal is simple but clear and fun - I managed to climb pretty far in the leaderboards but expect to get stomped off quick as more people play! The aesthetic is cool and charming (I recommend adding a screenshot to your description to let potential players see this better). Controls can get a little frantic but are tight overall. Really nice work!
Dec 10 21:34:15 10m 12s Doom Trails ♥ 0 As others have stated the gameplay is a little lacking. There isn't much to do but cross my fingers and hope I don't get squished. I played a whole game where we just took turns rolling 4's and getting smashed immediately. (I think I won though.) And hitting spikes at the end after finally making good progress for 10+ turns is heartbreaking. That said, you did an incredible job overall. The graphics are spectacular for a jam game, let alone compo, and you put a great deal of polish into this. With a little more work on interaction I could see it being outstanding!
Dec 11 16:49:12 19h 14m Reap what you sow ♥ 1 I think you did a fantastic job on this. It is, no lie, the game I've spent the most time playing of the entire jam. The retro (we can call PS1-era retro, right?) graphics are perfect and perfectly-suited. Sound effects are sort of cute. You have a complete and fleshed-out game loop. The balance was a little too punishing on new or risk-taking players though. Skipping even a day's tribute can wipe out a week's worth of work, so it's less of a sacrifice and more of a tax. I also wish the controls were a little less fidgety. It was simply too difficult to focus on the square I wanted to sometimes. Quality-of-life improvements like streamlining tool changing would help a lot too. Maybe let me swap a tool for another instead of placing them back down on their original tables? Then I could optimize my layout for the things I actually use and stick the hoe in another area code. And cut me some slack stamina-wise if I fat-finger the button and do the same action twice on one square. Overall though, brilliant entry. I'm impressed and thrilled it got made for this jam. Nothing else to say now but time for another play-through!
Dec 12 16:38:04 23h 48m Wildfire: Forest Containment ♥ 1 This is absolutely stellar for a compo submission. I'm impressed with the depth and balance of the game. @gurbx pointed out how frustrating it is when the fire spreads out of control and the way you eventually "make peace" with having to make sacrifices, and I agree completely. It's a brilliantly-done learning game in that way. The rough edges are few and far between. It's not terribly clear that you need to click and drag to aim the plane. The tractor is so slow as to be basically useless after the first couple levels. Building fire breaks is an important containment tool so it'd be nice to see that option upgraded in some way on later levels to keep it viable (multiple tractors moving faster, something like that). And it might be out of scope, but it could be interesting to add another layer on top with managing funding, like use your expensive options (helicopters and planes) less to retain more funds for later levels. Or other municipalities can lend you equipment later if you help them out now. But that's all pie in the sky. What you delivered is already fantastic, and very impressive. Great job!
Dec 12 18:35:27 1h 57m Oxygen Levels Critical ♥ 0 Very nice. I like the FTL-like interface, made it easy to figure out what was going on quickly (though I wished I could pan the camera around independent of my character). Agree with @erasmus-crowley that you should only be able to click on the interactables when you're near them. Also found myself wishing for more depth to the interactions. But the graphics are clean and cute, the sounds are decent, and it plays well to the theme. Seems like a solid entry!
Dec 12 18:46:14 10m 47s I'm Bored So Let's Sacrifice ♥ 3 Surprisingly fun and challenging. I didn't see that running was an option at first and couldn't do any better than 5, but after I got the hang of it I managed 7 I think. It still seems really hard overall, especially since once I finally catch up to my target they can easily slip away in the crowd! It also seems like there's a bug where if I panic and click someone more than once I get a "whoops" even though they're already being sacrificed (guessing since they don't match with the new target description?). But yeah, I liked this a lot. I had my wife over my shoulder reading out the descriptions and helping spot while I drove, and we got really into it! Nice job.
Dec 12 18:55:50 9m 36s Divine Favour ♥ 1 I think it's a shame you opted out of mood! In my interpretation of what that category means, I think your game does very well. It's a bit too challenging right out of the gate though. There's not enough feedback about what I'm doing right or wrong, and my happiness seemed to plummet instantly even if I didn't sacrifice anybody. I like @arkiruthis's suggestion to have the messages show up in a sort of log. But it's a good fit on theme, graphics are okay, and it's pretty complete overall. Not bad.
Dec 12 19:07:33 11m 43s The M.O.N.K. ♥ 1 Wow, this is a compo game? Those graphics are nuts. I will say it feels a little too slow and needs more in-game feedback, but the latter is totally understandable for a game made in a weekend and the former is just my own impression. I understand if other players like the pace as-is. I think it's an incredible entry overall though, really polished and well-done. Nice work.