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| Timestamp | Since previous | Game | atmospherium's comment | |
|---|---|---|---|---|
| May 2 21:59:01 | SHELTER | ♥ 3 | As always you've got a great feel for establishing mood. Everything felt claustrophobic and the sound and lighting really built tension. A few qualms with how often some of the dialog would retrigger, but that's absolutely a minor nit-pick for LD (especially considering the work going into fully voicing the game). Gameplay itself felt good - it was slower and more methodical than I wanted at first, but I think was absolutely the right pace for the mood you set. The gating systems were cool, water effects were cool, flashlight was cool (except for some textures not working great with my settings). Great work! | |
| May 2 22:28:16 | 29m 15s | Vital Operations | ♥ 2 | Great job, everyone. Took a few tries to get the hang of surgery, but after a few attempts I was able to do armless and brainless surgery. Just like in real life. Character design and animation was great, walking was surprisingly satisfying. Music was really good, felt like the right level of energy for the gameplay. Does the music change as you reach certain thresholds, or was that just my imagination? |
| May 2 22:44:07 | 15m 51s | Biomass | ♥ 1 | Great work. The graphics were great - all the pieces from lighting to post-processing to texturing felt really satisfying. Gameplay was good and I like the upgrade system although, as other have mentioned, chomping away at enemies felt more useful than shooting them. Although shooting still looked cool so I kept firing anyways. |
| May 2 23:13:15 | 29m 08s | Mouseketeer | ♥ 2 | I enjoyed your take on the theme, both in relation to choosing mice and using the life insurance policies. It definitely felt like I was better equipped each time I went back into the maze. I found that some of the enemies (or spikes) would get several hits off almost instantly, which felt fairly punishing (although, it's a rogue-like, so punishing is part of the charm). Granted, it's a Ludum Dare so you've got limited time to tune some of those things. Music and art felt like they worked well together and the story bits were engaging. |
| May 2 23:44:44 | 31m 29s | Scarf Scarf | ♥ 1 | I'm not sure which wave number it was, but I got to where the larger cube throws out smaller cubes and couldn't get past it. This is a super weird game, but I really enjoyed it. The color effects were super sweet and I like the ability to change palettes to something more or less extreme. As I played I found myself throwing the scarf in different ways and finding cool ways of protecting myself. It's nothing super complex, but I could feel myself getting better at the game as I played, which is always fun. The music is weird and I think I would find it abrasive in most other contexts, but in this game it feels right for some reason. |
| May 2 23:58:28 | 13m 44s | Deadrun | ♥ 0 | Hey, I escaped death. I liked the mood and atmosphere of this a lot. Even the ways the field of view felt kinda distorted worked toward the feeling of being lost in a surreal plane, trying to outrun death. Things felt difficult in places, but I always felt that if I got caught that it was my fault (not to mention having checkpoints is SUPER helpful). By the end I found the balance of baiting the skulls and strafing to explore without feeling like I was about to get caught. |
| May 5 16:11:22 | 64h 12m | Cloud Tender | ♥ 1 | I like the premise of this, but had a hard time knowing what the best approach might be. I mostly just tried to buy anything I could afford and destroy all the factories. I ended up lasting for about 4 minutes, so I guess I was a semi-successful cloud god. |
| May 5 16:21:40 | 10m 18s | Black Market Crackdown | ♥ 2 | It sounds like most of my complaints about this are things that others have brought up or are already fixed in the post-compo version. That being said, I really like the Star Fox-style combat and the upgrade system (although I couldn't make it far enough to really feel an impact). The art and sound were solid. I wanted to hear more of some of the music tracks, which is a good thing. |
| May 5 16:43:43 | 22m 03s | Body + Soul | ♥ 1 | I liked this concept a lot. I found it hard to stay near the soul and effectively attack the enemies, so it kept making me consider the tradeoff of doing one over the other. I think refining the movement of the soul so it feels less random would make this feel a lot more manageable without it losing any of the necessary difficulty. Graphics were good, the color swap for friend/enemy was simple but effective and the UI did a good job of being unobtrusive but still making it easy to gauge my current status. Good work! |
| May 5 17:00:52 | 17m 09s | Fishtastic - The Adventures of Kailax | ♥ 3 | Good work. I liked the quirky sounds and graphics and gameplay was solid. I think the upgrades could have been more noticeable (especially the gun). That's a fairly minor nitpick (balancing issues in Ludum Dare entries are to be expected). Some of the foreground elements kinda blended into the background so it was sometimes tough to predict what I needed to avoid and what was fine, but other than those (minor) complaints, this was a fun entry. |
| May 5 17:08:40 | 7m 48s | Super Annoying Escort Mission | ♥ 0 | Nice take on an obnoxious game mechanic, letting it play out kinda like an RTS/Tower Defense hybrid. Obviously there's room for polish and improvement, but for your first compo and first time using Godot, you definitely ended up with something to be proud of. Good work! |
| May 6 15:58:00 | 22h 49m | Particle Overload | ♥ 2 | Always cool to see audio-responsive stuff in an LD, but especially getting things set up so that people can upload their own audio (I've wanted to do that in the past, but always ran out of time before I could make it happen). Gameplay was simple but effective, it seemed to work well in conjunction with the circle pulsing to the music. |
| May 6 17:09:46 | 1h 11m | Bloom | ♥ 0 | The mood on this was top-notch, the music built in intensity perfectly without losing the underlying beauty. Really strong work on that front. The grayscale graphics were nice and really allowed the color queues to pop. Gameplay was varied enough to keep my interest and the checkpoints kept me from getting frustrated (although that last tree section was a bit tough). Good work on this. |
| May 6 17:29:25 | 19m 39s | Dont Drop The Bass! | ♥ 1 | Nice rhythm-shooter. I know Unity makes it difficult to do rhythmic synchronization like this, so I'm always impressed when people pull it off this well. Synchronization wasn't perfect, but I was able to get the combo meter built up all the way a few times. The layers of music coming in the more you built up your combo was a nice touch (and the music was good on its own). Good work! |
| May 6 17:43:30 | 14m 05s | Jukebox Panic! | ♥ 2 | Nice game, it felt like it scaled in difficulty really well and was constantly giving me something new to have to avoid. I feel like the timer for each level was too long, I think aiming cutting it down to 30 seconds would have given players enough time to experience the challenge without feeling like it was a waiting game. But overall, this had good mechanics and was really polished. |
| May 6 19:05:52 | 1h 22m | invertebrae | ♥ 1 | This was fantastic. Definitely a bit confusing at parts so I ended up looking at the story structure. Really cool method for handling branching paths and giving the player more options as they play. The story was interesting and the music fit the mood. Really nice entry. |
| May 6 23:39:09 | 4h 33m | F_NULL | ♥ 1 | This game is great, easily the most fun I've had with an LD entry so far. I loved racing games like this growing up where there were insane twists and turns in the track. The visuals were excellent (even the fire level that some people have complained about). My only complaint is difficulty being a bit high, but that's hardly a serious complaint. This is one of the few games that I'll think I'll go back and play from time to time (and see if I can beat your scores someday). Excellent work. |
| May 7 00:12:44 | 33m 35s | The Adventures Of | ♥ 1 | Really well done. I got to the end, but it took a couple tries. Toward the end each of the battles felt like it could have gone either way, but I'd always get a shield upgrade right in time or have a crew member promoted. It felt like I was always on the brink of losing but that I managed to keep my crew (or at least myself) alive. This really could have been a confusing experience given the complexity, but once I got the hang of things it was manageable. I like the clear 2D graphics against the parallaxed starfield. It felt busy but not cluttered. Good work. |
| May 7 15:21:58 | 15h 09m | LIFE Corp | ♥ 2 | I like the look and feel of this a lot and you came up with an interesting gameplay mechanic. If you develop this further (and it looks like you are), I'd recommend giving the player a bit more freedom in the air to hold jump for different heights and have some basic maneuverability in the air, even if it's just slowing down a tiny bit. I found that I kept overshooting the bots no matter how carefully I lined things up. That's definitely not a complaint against the Jam version, as fine tuning stuff like that usually gets sacrificed due to time constraints. I think you guys are on to something, and I hope the further development goes well. |