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| Timestamp | Since previous | Game | Shawn Moore's comment | |
|---|---|---|---|---|
| Dec 4 03:08:38 | Elemental Storm | ♥ 1 | I really liked the intro where the story and game elements were included directly in the playing area! It's also cool how the world reacts to you sacrificing each element. Good use of the theme throughout, especially the end cutscene :) Being able to kill the water shrine was a bit too hard. Perhaps adding holes to the waves would keep the idea but make it a little more forgiving. I'd also speed up the bullets a bit so they have a chance to hit what you're aiming at. When you die you respawn at the very beginning which makes the game feel really slow. Maybe at the very least you can move the respawn point up to the shrine entrances, rearranging the descriptions to fit the game's narrative if needed. I somehow got my character stuck shooting continuously even though I wasn't hitting any buttons. Immediately after you defeat Grimmvich the cutscene begins but it took me a few seconds to realize it was a cutscene and not just the game bugging out. Some kind of positive indication that you won, even if it's just a flash or some other simple animation would make it feel and play better. I was able to defeat Grimmvich by sacrificing Fire and Water. Nice job kushamo! | |
| Dec 4 03:47:53 | 39m 15s | Total Party Kill | ♥ 2 | Everything about this was PERFECT. Bravo! My fiancee, who doesn't play games, saw me playing this and took over from me :D |
| Dec 4 04:26:08 | 38m 15s | ANGRY MOUNTAIN GODS | ♥ 1 | Nice job, and I agree with the above that comment it did have a board game feel! I also really like the way the theme was incorporated into your game, especially the Tiki heads of other gods zooming around the mountain :) The game balance is a bit off: every action other than spawning hikers can be spammed, so it was pretty easy to win even the 4 goats 4 gods board by focusing only on the four spots above the. I did so to win without any other gods getting a hiker in. Having a cooldown for each action would make it more balanced. Also, blocking hikers only when the tree is finished, not when it's started, would stop the easy strategy I used to win. Sound would help a lot in keeping the player informed, even if subconsciously, about what's happening on the rest of the board. Great job! |
| Dec 4 04:59:26 | 33m 18s | The Sacrifice Basketball | ♥ 1 | Not bad kumabotz. Picking your sacrifice up front is an interesting way to add the theme. The sounds made me laugh too. Some suggestions for improvement: spending a little bit more time on the graphics would go a long way. Just a few black lines would make the orange ball look much much more like a basketball. Same with adding nets to the baskets: without them they look a bit like chairs right now. The "easier game mode" sacrifice could be reworded a bit since I was a bit confused about what it meant: perhaps call it "reduced accuracy"? As others have mentioned, real physics would also make this go a long way. To take this further you could add some sort of power indicator so you know how long to hold the shoot button for. sacrifice-basketball.png I played four or five times and my best was 30 points, which looks like high score so far? :) |
| Dec 4 05:10:50 | 11m 24s | Typeless | ♥ 1 | Interesting take on the theme! It definitely got harder as the game progressed because I couldn't respond due to losing too many letters. It took me a while to figure out how to actually play due to things like tapping space to advance to the next dialog, and starting the game by typing, were both a little unclear. Very nice graphics! |
| Dec 4 05:37:37 | 26m 47s | Fire and Atlas | ♥ 2 | The art style is great and everything has a nice polish to it. In fact, the super-polished pixel art is what made me immediately want to try your game :) Giving more of a hint about how to play the game up front would go a long way. It took me a while -- going back to the the descriptions outside of the game -- to realize I'm supposed to look for "X marks the spot" and where the map does not match the territory. And once I did, it felt like it became more of a chore than a game. I think the way to fix that would be to interact with treasure somehow, even if it's just a little animation and/or sound effect (a classic example is like, what happens when you pick up a new item in Legend of Zelda), would be enough to make me want to do it more. Taking it further, having some sort of pressure -- like time or enemies -- would, I don't think the "10 digs and you're done" mechanic is enough. I think with a little bit more time, this could become a really fun game! The sound, graphics, and polish are definitely all there. |
| Dec 4 06:45:16 | 1h 07m | Sirius Galactica | ♥ 1 | This was a really nice game. I enjoyed the gameplay, and I loved the creative use of the theme. The music was simple but still engaging. Having allied ships was also a really nice touch (both for the theme and to make these space battles feel more important) However I beat it without having to eject any crew members or sacrifice any other ships, so I'm not really sure what I was supposed to do with that option. I was also initially overwhelmed by the control scheme: I would get rid of the "c" and "p" commands from the instructions, because before I started playing I thought I'd have to eject crew members during the level, and so I'd need three hands to handle WASD, shooting, and ejecting. This is super morbid but I think a little animation of a little astronaut exiting the ship and fading out would really drive home the theme. This is one of the few games this compo that made me immediately want to play through it a second time :) Good job! |
| Dec 4 07:16:14 | 30m 58s | Saving Bris | ♥ 0 | The music and art is really nice! You probably shouldn't let players fly off the map :) It's also asking a lot of the player to read a dozen paragraphs before getting into the gameplay; in the future I'd limit your narrative to a sentence or two! It took me a few tries to realize how to pick up fuel: it's a little bit weird that gems and fuel work differently, so to make it more obvious to the player it's probably better to unify them. It would also probably feel more fun because then you can zip around as fast as you want, rather than having to slow down and stop. More fun that way. :) Nice job Fersy! |
| Dec 4 07:26:50 | 10m 36s | I Demand Blood! | ♥ 1 | This game makes me feel like, bad as a human being, crushing a toddler saying "cookie?" So, nicely done :) Great use of the theme! |
| Dec 4 07:53:47 | 26m 57s | Sacrifice Management | ♥ 1 | I really enjoyed the humor, starting from the mug and continuing throughout. Like, of course a dark altar would have a fire extinguisher; not having that would a fire code violation. Good use of the theme to inform your design! The game had a nice puzzley feel to it. As someone else mentioned, the menus not being hoverable after you placed an item meant that the game felt harder than it should have been, which was frustrating. It would be helpful to include icons of the items that are loved and hated right in that menu too, along with red/green color. That would focus the game on the puzzle aspect rather than trying to decide if that sprite is an apple or some cherries :) Nice job Aycan! |
| Dec 4 08:04:06 | 10m 19s | My Scrimbles! | ♥ 0 | This game is really pretty! It's hard to make a brightly colored game that isn't an eyesore and you managed it. The music is engaging too. Great job Evan! There isn't really any indication of what drawing actually does or how I'm supposed to do a good job. Does ink deactivate the bomb area? The impression that I got was drawing would have the opposite effect of _trapping_ the scrimbles in the bomb area. Or do I use the mouse to directly push scrimbles out of harm's way? If so it seems like there's not really enough ink for that. Either way though, I played it a few times since the design was so solid. :) |
| Dec 4 08:25:25 | 21m 19s | Eldritchual | ♥ 0 | I love love love the art style. The humor too, like the cultist carrying popcorn and soda. Going through the tutorial, it felt like the rules are _suuuper_ complicated! I feel like the only way to make that work well is to introduce them gradually rather than explain them up front in prose. But, with only 48 hours, totally understandable that there's not enough time for that :) But, once I got into it, I was able to figure out that it is about resource management. I hadn't played a "worker placement" game before but it seems like an interesting genre. Small bug: You can click the previous lesson button immediately after loading the tutorial, which leads to a blank screen. Also, I paused the game to review the tutorial, but afterwards was really worried that the button "Begin Summoning" would lose all my progress by starting a new game, so maybe relabel it to "Resume Summoning" ? Great job! I look forward to your postmortem. |
| Dec 4 09:18:51 | 53m 26s | The Trolley Problem | ♥ 1 | I love the flip on the classical thought experiment named "the trolley problem". I also enjoy the nice touch that the trolley's blood splatter gets thicker and thicker as the level progresses… It's also a really compelling puzzle game! It took me some time to realize how to play - the click to change tracks command is missing from the first level's control instructions - so I just ran the trolley pointlessly a few times before I tried clicking in the right place. I feel like the graphics are a bit too simple that they get in the way of seeing where the tracks go. Using different colors for rails versus the ties would help scannability a lot. As others have said, there's no reason for the trolley to go so slowly since the player is just waiting :) One of my favorites of the compo so far! |
| Dec 5 03:05:39 | 17h 46m | Lost In The Flames | ♥ 1 | The graphics and music are great! I had some trouble with the controls though, as I got stuck in a few places and had trouble picking up items. It seemed like the check for whether you make it outside is a little aggressive: スクリーンショット 2018-12-04 21.53.06.png Nice job Wong! |
| Dec 5 05:13:12 | 2h 07m | Stones | ♥ 1 | Nice game! I like that the entire game is on one screen even though it's multiple separate levels. I ended up winning at 2:25 my first play through, then played again and got 1:30 :) To give it more of a puzzle feel, maybe let the player move only onto each tile exactly rather than allowing some slop? I'd replace the gray stone with a yellow stone or something because the player and the world are both grayish. I think spending more time on polish would go a long way towards making this feel fun! Perhaps some more animations like when you teleport with the blue square, or graphical flourishes like a particle explosion when you finish a level. That way the player better understands their effects on the world. Good job jihem :) |