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| Timestamp | Since previous | Game | aurel's comment | |
|---|---|---|---|---|
| May 6 22:22:36 | SERVUS BONUS | ♥ 1 | That was a really fun game. I really enjoyed the atmosphere and the mood of the game, and it was actually a bit challenging. I spent quite some time in Paestum before I realized there was a second health vial! I never actually got the mechanic of using the slaves for cover, I mostly found them to be very frustrating and had to take long walks around especially in Neapolis to lose them so I could fight the soldiers well. Either way, that was very challenging and well balanced, and the music was delightful. | |
| May 6 22:33:53 | 11m 17s | The Harvest | ♥ 1 | I think others have mentioned the issues that I had (Speed, UX) but I think something that would've been nice is some ambience of some sort and some form of camera indication for when events happened on the map. Perhaps a small flash to the top/left/right/bottom just to help us figure out where things were coming from. This seems like an interesting game that, with a few more additions would begin to remind me of Sins of A Solar Empire! |
| May 6 23:59:35 | 1h 25m | Shadow Seekers | ♥ 0 | The dialog was charming and all, but I was very frustrated by the ranged projectile throw (really cool idea!) because it was on Right Click, which in the WebGL build, pulls up the context menu... Other than that, the lack of audio was a bit disappointing. |
| May 7 00:09:04 | 9m 29s | Reaping Riches | ♥ 0 | Pretty fun game - quite forgiving - a nice shooter, but I found that it was too easy to dodge the enemies and run away rather than trying to engage all of them. That said, I was pleasantly surprised when there was a second level with the additional laser mechanic, but I didn't really get the green/purple distinction, but it was pretty enjoyable all in all! Having bosses also was a nice touch :D |
| May 8 06:58:02 | 30h 48m | Blood and goods | ♥ 2 | Pretty fun, but once I got to level 71 I stopped as the game stopped increasing in item quality. Capture.PNG All in all, it was really fun, and I really enjoyed it. It felt polished and clean, but could have used some more balancing in the RNG. Getting to a level 60 shop and getting all rags and low level gear... 😅 |
| May 8 07:04:52 | 6m 50s | Furtual Rabbit: a defurred income game | ♥ 1 | Definitely a unique take on the theme. Played around for a little while - the first time my rabbit died because I didn't realize what clicking the buttons was doing. After a while I began to get an idea. Would have been nice with some sound effects to indicate when things were bad or when buttons were clicked, as this was a very button-clicking game. A fun take on the keep-an-eye-on-all-the-things genre |
| May 8 19:51:27 | 12h 46m | Escape from Hell | ♥ 1 | The art style was nice but I struggled for the first fifteen minutes trying to figure out what to do in the underworld with the slimes. It wasn't clear that there was a separate ghost form where pressing space sometimes killed you, and sometimes made you a fighter. I couldn't really make sense of that until after going through the game. |
| May 8 20:05:51 | 14m 24s | Order Eaty Eat 88 | ♥ 1 | The idea and style was definitely interesting... however, I spent like 10 minutes trying level 2 over and over and over only to realize the ledge was to the right after you jump down. It wasn't very clear what was solid and what was in the background, so I kept trying various things until I finally found a solid platform. Other than that, it was short, and could have used some music in addition to the ambience of sirens and other things in the background, but it was a nice game overall. |
| May 8 20:11:52 | 6m 01s | Piggybanks in Space | ♥ 0 | Yep - I think a coin counter would have been nice, or even having the enemies move around - I died when I tried to eat a pig I thought I was bigger than, but I guess I was wrong about it. On my 3rd play through I got really big but then there wasn't really much to challenge me any more. One of the things that makes for good game design is to challenge the player, and when you hit the top, it lacks that. |
| May 8 20:23:20 | 11m 28s | Rotten Planet | ♥ 0 | A really cool concept, but after two playthroughs I didn't see any terrorists. I also didn't really understand the point of building different buildings... they didn't seem to contribute in any way, except maybe, being more polluting. Was there any benefit to purchasing the more expensive buildings? Perhaps a way to automate the clicking, or a way to speed up tree growth, or something like that, would have been nice! |
| May 9 21:32:59 | 25h 09m | The Last Bank | ♥ 0 | I played the game for about 20-25 minutes... don't know why, but I got to about wave 18 and I still had no idea what was going on. I had upgraded a lot of things and collected a lot of money, had tons of guards, and it still was unclear exactly how things were working. There was no audio which affected things. Even after 20 minutes the controls were still frustrating, but even worse, the fact that you had a day night cycle was killing the shadows after a certain point which was actually very very infuriating for a platforming game, because I couldn't tell if I was landing on the platforms or not without shadows. |
| May 13 16:55:58 | 91h 22m | SPENDOTRON: 2019 | ♥ 1 | Made it to Wave 7 - very fun. My favorite element was the fact that all projectiles are destructible and can be shot down. The sound effects are great, although when the levels first start, the clicking sounds of all the pieces moving is a bit annoying. Another thing that might help is a second or two of frozen waiting before the next wave starts. Half the time I struggled to find my character after a wave started, having like a 3 second countdown before the wave begins would allow my eyes to refocus on the center of the screen and know which way to run so I don't immediately run into an enemy. |
| May 13 17:14:32 | 18m 34s | HeartString | ♥ 1 | Really fun! I made it through both levels after dying on my first playthrough. It would have been nice for there to be more enemies, but as I also made a game with enemies, we know the pain of working within the time limits ;) The art is excellent, my only gripe is that the way you guys placed lights made me think you were luring me toward the books or the tables and since nothing was interactive, I was a bit disappointed. I kept expected there to be some form of healing or other mechanic other than "walk through the maze and don't die", but it was a bit sad that that's all there was, because the game was otherwise really beautiful. I would also have really liked to have some better audio cues for 1) when the player is taking damage 2) when enemies see you, etc. It also would be nice, if you had used a randomizer for the skeleton sounds so that when they die they play a random sound, rather than always playing the same grunt, lol. All in all, I did really enjoy the game, and it's obvious it was made with a lot of love, but I wished there had been something more to it than "get to the goal and don't die along the way". In fact, as I was writing this I went back in and did a 3rd playthrough and just ran to the ending: - Level 1: 15 seconds - Level 2: 33 seconds So if I just run and shoot forward and more or less ignore the enemies chasing me I can make it out in very little time. One way to deal with this is with ambush rooms - where the gates lock until you defeat all enemies in a given space, forcing the player to deal with the threats. Anyway, that said, it was really fun and I enjoyed the game a lot. |
| May 13 23:48:29 | 6h 33m | Dismembered | ♥ 1 | I actually really liked this game. I love little puzzlers like this. I found the zombies to be quite dumb, and sometimes chose to run around instead of eating me, and I was confused because the attack seemed to actually kill the zombies in my case! Either way - it was really nice. (I played the version without the game breaking bug?) |
| May 13 23:53:19 | 4m 50s | time to time | ♥ 0 | All in all it seemed okay, but the controls were very frustrating. When you're playing with Mouse and WASD, picking up your hand to press Enter to proceed on cutscenes can get very annoying - "e" should have been good enough for that. That said, a good initial start for a game, but it needs some camera smoothing for the mouse movement - you have to gradually move to that angle, because as it was, it was extremely jumpy and hard to play. The art style was really pretty and looked very nice and cohesive, and the HUD was very nice - could have used some SFX for shooting or enemies or anything else other than music, however. |
| May 14 00:01:09 | 7m 50s | Gaia's Gambit | ♥ 0 | This was surprisingly beautiful and relaxing. I played through a few times to make sense of what was going on. I wish there was more to it, but what there was was really nice. |
| May 14 07:29:56 | 7h 28m | Slave Story | ♥ 1 | I really liked this. The writing was really nice, considering how I played through about 4 or 5 of the endings. I did notice one bug, however: If you choose to smash the spaceship as soon as you get it from your mom, the bad kid still wants your spaceship, which is supposedly non-existent. Other than that, this was really cool and really interesting - I only wish there had been more to it, as all the endings felt really abrupt and sudden! |
| May 14 15:41:34 | 8h 11m | Of Goose And Men | ♥ 1 | Played this with my wife - pretty fun. Took us the first 5 playthroughs to understand why the guy couldn't hold more than 2 eggs. You should be a bit more explicit about what "handing off" the eggs means, lol. The sound effects are nice and the meshes are pretty, but it would have been nice to have seen some animation rather than just forced poses for the robbers/peasant/falling eggs. All in all, great job. We |
| May 14 15:48:52 | 7m 18s | Mansionvania | ♥ 0 | Not bad - a good start to a game, but could use a bit more tightening up when it comes to the actual player movement. It was really easy to just dodge all of the enemies and more or less ignore them until the final boss fight. I enjoyed some of the effects - the raining cubes and the way you were able to do little regions with the colors and all, but the actual movement/controlling of the character felt very rigid and not fluid enough |
| May 14 15:56:58 | 8m 06s | Impact! | ♥ 1 | It took me until my second playthrough to even realize that you could fly/blink? I didn't really see what the point of those were as the enemies never really posed a challenge and were more or less unintrusive through my playthroughs. That said, I think adding a bit of direction would help a lot. I didn't really understand what was going on and just went from door to door, getting points and doing things for other. I liked that there were different regions, but I didn't see how they affected anything. That said, an interesting take on the theme, definitely, albeit a very depressing one, despite the chipper music :( |
| May 14 16:03:11 | 6m 13s | Forgotten Keep | ♥ 1 | I'm not sure what it is, but my computer also said this contained a virus. I did a scan using VirusTotal and here are the results. https://www.virustotal.com/#/file/1d920e87c4c1af4e22fd16119b3bb8c5edc62a7d1c2e23d1d9cf43a3d4707c7e/detection I won't give a rating as I didn't play it, but it might be worth figuring out what is going on here. |
| May 14 16:11:21 | 8m 10s | Remember | ♥ 1 | WOW. That was really good. I really enjoyed how it all came together, and the memories you picked up ended up helping/encouraging others, and the way it all tied together. The writing was excellent, if a little depressing at times, and I really enjoyed the overall ambience of the story. |
| May 14 16:25:43 | 14m 22s | LIFE Corp | ♥ 1 | The premise is definitely interesting, but it would have been nice to have had more enemies to fight. My only complaint was about the mouse sensitivity - it felt like it was flying around the screen - I had to reconfigure my mouse to be able to control this. Other than that, I might have a few suggestions: 1) Add either a Killzone below the arenas, or invisible walls around the edge, because it's easy to fall off of the level and then get stuck falling forever. 2) The camera easily clips through walls when you get close to them. I'd highly recommend lower the near plane of the camera to something smaller, like 0.01, rather than the default .3 that Unity comes with. 3) Keep up the good work! It's nice to see other 3D FPS entries here at LD! I only wish there were more of us! Suggested acronyms: Least Impressive Ferrous Enemy Liberal Ice and Fire Emitter Lustrous Incredible Flame Expeller |
| May 14 16:29:23 | 3m 40s | Heat of the Star | ♥ 2 | Other than some of the difficulty - had to play a few times through, I did enjoy a lot of things, like the art style and the map! (I too made a map, and had it bound to M!) Normally I hate this art style because it looks so... MS Paint-y, however, you integrated it all the way through and actually had it being cohesive with the rest of the project, which was cool. I might recommend choosing some different fonts, however, that mesh better with your art style... That said, it needs a bit of balancing as it is a bit tough to get through. |
| May 15 07:17:00 | 14h 47m | Knit Worth | ♥ 3 | That was weird but surprisingly addictive. I ended up playing this for a lot longer than I originally intended to. I got a decent amount and was even up to 6 million at one point before losing it all to a fatal error! :( Really fun game. Question though: If the audio wasn't composed during the jam, shouldn't you guys opt out of the audio category? |
| May 18 20:40:23 | 85h 23m | A Life's Work | ♥ 0 | That was interesting and very depressing. I didn't get a chance to sign it at the end because my mouse was captured and I couldn't click it; when I hit escape to free the mouse it all went gray. That said, I did enjoy it. Very cool little game. |
| May 21 15:22:41 | 66h 42m | Catch all the coins | ♥ 1 | Made it all the way to level 22 - I was thinking that something was wrong because the player kept going faster and faster, but then I realized that was the main challenge mechanic. An interesting little standalone, and props to you for writing your own engine for it - that's never easy! I think as others have mentioned that the diagonal movement needs to be balanced a bit. In terms of sound - it could have used some music to set a better ambience - or a bit of story - who am I? Why am I collecting these coins? We also had a coin collecting game and our sound guy had a hard time nailing down the coin sound - our initial coin sound sounded very much like yours (bicycle-bell-esque). |
| May 21 15:31:35 | 8m 54s | Surgeon Keeper | ♥ 2 | Took me a while to figure out what to do in the original version, but after I went ahead and tried out the Post-LD it made a lot more sense. It could have used a bit of text or something in the LD version - but honestly, for a COMPO game, this is pretty impressive! It was a bit funny but pretty buggy - that said, I'm sure you fixed most of them in the Post Version. The one thing that was annoying was having to go through the installer to play the game itself - when doing things for LD I don't think most people want to install and then remember to uninstall their games - mostly it's a run, rate, remove. All in all, an interesting albeit confusing compo entry, but I'm glad that you spent the time to improve it afterwards! |
| May 21 15:37:09 | 5m 34s | Lost Hearts | ♥ 1 | I think it had a lot of potential - the music was nice and began to set a nice atmosphere, but it would have been nice to see some animation, some combat, or some form of a goal or story. Who are those wolves? What are they doing? What am I doing in this forest? |
| May 21 15:48:24 | 11m 15s | Death Slave | ♥ 0 | The art style is definitely very interesting and nice. I did see a very weird bug - you can definitely go OVER the number of souls. I hit 54/50 on level 3, and I couldn't progress the wave, as I didn't have exactly 50 - then eventually as I was trying to the next wave I lost almost all my souls by touching death. I got into this weird state then. Either way, I think the one thing this needs is an indication that you're supposed to go back to the middle platform to advance to the next level. I wandered around for some time not knowing where to go! Also... nice UI. I was impressed. |
| May 21 16:50:20 | 1h 01m | Pharaoh's Purse | ♥ 0 | Very interesting - I made it all the way to wave 19 before I finally lost. I guess it kept my interest all the way there. Nice job - could have used some upgrades or ways to combine the snakes together because my map began to get clustered. Sneks.jpg |
| May 21 16:58:30 | 8m 10s | An I | ♥ 1 | That took a little bit of time before I figured that you actually had to help people and bring them the items... that wasn't immediately obvious because I just exited every level as fast as possible on my first playthrough. Secondly... you should consider using a button other than Control for shooting, simply because if I'm on HTML 5 and I shoot and press up to jump... CTRL - W closes the tab. This happened to me 3 times... |
| May 21 17:04:54 | 6m 24s | STUPID BEAST! | ♥ 1 | Got to about 300. Nice game! I died once because I was trying to destroy one tile but another one spawned next to me right as I pressed SPACE and I gave up two hearts (oops). I feel like "Space" should cost one half heart, not necessarily how many tiles I destroy! Either way, it was fun! |