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| Timestamp | Since previous | Game | ColeSlaughter's comment | |
|---|---|---|---|---|
| Apr 30 01:46:50 | Karmaman | ♥ 3 | This is one fantastic looking game! The grainy effect really helped sell the old-timey cartoon aesthetic. I also thought the suicide animation was hilariously graphic. There are a lot of little details to appreciate here, well done! I did feel as though the difficulty spiked up pretty fast though. The first level was a great intro/tutorial to the mechanics. But the level after that was fairly sprawling and maze-like. I found myself getting soft-locked a lot, because my main character (who could jump the highest) fell into a pit that was inescapable. The restart button helped alleviate a lot of the frustration though. This almost feels more like a puzzle game than a platformer, and I'm a fan! This is some awesome work! | |
| Apr 30 02:00:32 | 13m 42s | Diffraction | ♥ 3 | Oh man, I love the voice acting in this! It really sounds like you guys had a lot of fun recording this. :) Pretty ambitious to try and pull of a point-and-click adventure game in a single weekend, but I'd say y'all accomplished that in spades! There were just enough breadcrumbs to guide me to the next location, and I can't say I ever really felt lost. Would've been nice to be able to interact with more object (even if it would just be filler dialogue) but I imagine time constraints were tight enough already. Awesome work, guys!! |
| Apr 30 02:13:45 | 13m 13s | Grim | ♥ 1 | Man, you KNOW I had to bring myself to 1HP to get the Edgelord! Haha, but seriously though this game looks really nice! I especially like the awesome particle effects that come out of some of the higher level scythes. The gameplay itself was also pretty satisfying (especially when I threw my scythe into a line of enemies). I kind of wish there was a better way for me to dodge incoming enemy fire, though. More often then not I would be forced to take some damage if the fireball was too high to jump over and I was in a narrow corridor. But other than that, I like the idea here. :) |
| Apr 30 02:16:56 | 3m 11s | 100 leaves | ♥ 1 | The main gameplay scene doesn't seem to load for me. :( UI shows health going down but the screen is all black... Lemme know if you manage to fix this and I'll try to give it another go! |
| Apr 30 02:23:31 | 6m 35s | With It Or On It | ♥ 2 | ...Now this is one SEXY looking game! I love the silhouette sunset aesthetic, here. It's also a nice touch that the battlefield slowly gets overrun with bodies the further you go. Wish there was maybe a little bit more to do (for instance, I never really felt the need to jump at all), but given the polish of everything else, what y'all have managed to put out here is super impressive. Nice job! |
| Apr 30 02:31:23 | 7m 52s | Dirty Cash | ♥ 2 | Oh man, I love this. A simple concept, but super polished and well-presented. For a while I didn't even realize there was a pit of eternal fire. I was just having fun shepherding wealthy businessmen around the street. Kinda funny that the businessmen can unknowingly fall into their demise without the power of my coin too, haha. Would be nice to incorporate a jump of some kind. Sometimes I felt it kind of hard to lure people into a pit by going around it, since the businessmen would just follow me around it as well. But that's just me being nitpicky. I loved everything from the sounds to the visuals to the premise itself. :) Well done! |
| Apr 30 02:39:44 | 8m 21s | Ratso The Eraser | ♥ 3 | At first I was going to say this game was too hard, but then I discovered that you can draw and erase blocks ANYWHERE on the screen, not just near the mouse! After that clicked for me, I had a lot more fun with this. I like the style of this, and the concept is definitely novel. Would be neat to see what you guys would be able to do with this outside of the game jam constraints. :) |
| Apr 30 03:26:51 | 47m 07s | HeistLyfe | ♥ 2 | Nice touch putting the actual clock time on the phone there. ;) I like the presentation of this game, with multiple "screens" to display all of the information. It's a little rough around the edges (I couldn't consistently "yoink" things by standing next to them and pressing E) but I like the idea of an art gallery heist a lot. And the different flavor text you can find from the things you steal is cool to discover. SUPER impressive that you did all this by yourself! Awesome work! |
| Apr 30 03:38:30 | 11m 39s | Gladiator Souls | ♥ 0 | I think my favorite thing about this game are the little details, like the individually named pig gladiators. I like the idea of winning favor from the audience in the arena! Although I wasn't exactly sure what I was doing to earn that money... The models and the sounds were all on point, though! I love the little animations for the player character and pig enemies. :) |
| Apr 30 03:48:34 | 10m 04s | Fields of Sacrifice | ♥ 2 | Art style gives me maaaajor Dante Alighieri vibes. Awesome stuff! I like that you pretty much went "all the way" in terms of sacrificing limbs. ie. Sacrificing a leg to limit movement, or sacrificing BOTH legs to not be able to move at all. Really made it feel like the later sacrifices were really impactful! I also like the way you implemented blindness. Half blindness especially was a neat effect. I liked it to the alternative of just a black shadow. It would be super neat if there was a bit more enemy variety, both in their attack patterns and in their placement, but given the amount of time we had this is super impressive! |
| Apr 30 03:55:19 | 6m 45s | InstaLifePlus | ♥ 3 | Oh christ, this game kinda spooked me a bit. o_o Reading the increasingly ominous messages from my family and then hearing footsteps behind me and some kind of slam actually made my heart skip a beat... This is a really cool concept, and executed with a lot of polish! Everything from the visuals to the sounds seem to come together really well. :) |
| Apr 30 04:04:07 | 8m 48s | Tanemaki | ♥ 5 | So those seed sound effects are pretty much the best thing ever. This is a nice relaxing game. :) Simple, easy to understand premise and a lot of fun to mess around with. |
| Apr 30 04:18:57 | 14m 50s | PizzoTyping | ♥ 2 | "Oh, a typing game. I'm good at typing!" *Flurry of Italian words* "...Oh god, I suck at typing" I love the simplicity of this game! The art style is both very polished and very easy to process at the same time. The writing and humor were on point, and I love that everything, even advancing cutscenes, was done with typing. This is a super well-made game. Awesome job! |
| Apr 30 06:04:43 | 1h 45m | Gaia's Gambit | ♥ 0 | I love this art! :) Wish the game went on a little longer, but I imagine the time limit must've really limited your scope. That, and it looks like you made this all by yourself?? That's super impressive! |
| May 1 03:57:59 | 21h 53m | Meter Maid DX | ♥ 1 | Love love loooooove the art style here. The character's designs and movements remind me a lot of the Shantae games! :) I think the concept here is really interesting and unique. Building a natural traffic system must not have been easy at all. I'd love to see this expanded with some more polish. Maybe a larger map, different cop routes, etc. Awesome job! |
| May 1 04:09:43 | 11m 44s | The 7 Cents Deal | ♥ 2 | This game really made me dust off my old mental math skills, haha. Visually, this game is absolutely flawless. Everything feels so cohesive and comfy, y'all should be really proud! :) I wish there was a bit more of a difficulty curve, but tuning things like that during a game jam always seems like a pipe-dream, so it's understandable. I really appreciate it when a simple concept is super polished, it makes all the difference in making a game feel complete, like this one. :) |
| May 1 04:19:57 | 10m 14s | Victor Sold His Soul | ♥ 3 | The off-kilter camera was an awesome choice, really helped set the uneasy mood. :) I really like the mood and general tone of this game. The art style is Tim Burton-esque and the sound design is eerie and ominous. I ran into a few bugs during my playthrough. Particularly, when I tried to enter my lab with an artifact, the camera kept jittering and I kept hearing a "door closing" sound. And after that the clock stopped and I couldn't progress. :\ Still, I like the idea of this game, and would like to see more in this style! |
| May 1 04:34:08 | 14m 11s | Zoltan's Idea | ♥ 5 | Methinks your game might be a little bugged? I could never get past owning 1 cat. After I finish the first mini game, I'm not able to click on any other cats to recruit them. :( Regardless, I closed and opened the game a bunch to make sure I saw all of the minigames. :) I love the art style here, and the games remind me a lot of WarioWare-style micro games. Wish they were a bit challenging, but I imagine time was tight just to get this in. Well done, either way! |
| May 3 06:47:38 | 50h 13m | Seize the Clay | ♥ 3 | Well this is a downright gorgeous game! I love how much space it gives the player to be creative, you don't see that much in LD games. :) As an engineer, I was particularly impressed by the sculpting phase of the pottery making process Bringing down the temperature during the baking part could mmmaaaaaayyyybe be sped up a bit, but that's just me nitpicking. This was a pretty relaxing entry! |
| May 3 07:00:13 | 12m 35s | The Ends | ♥ 0 | Man, this spoke to me on a very personal level. Stretching yourself too thin to try and achieve your dreams while still attempting to make enough money to stay afloat is a brutal cycle, and I think you've captured it perfectly here. One of the rare LD entries that I actually had a personal connection with, excellent job! |
| May 5 04:36:48 | 45h 36m | BETRAYDED | ♥ 3 | Holy lord, I am DEFINITELY going to have to come back to this when I can play this with the rest of my team. Everything from the art to the animation to the sound paint this wonderful cartoon-y mood. It's a simple, well-polished concept that I can totally see a group of friends getting excited about on a living room couch! I also love that the "loser" has a chance at redemption if they don't make it to their truck in time. Moments like that are almost guaranteed hilarity among a good group of friends. :) Excellent job! |
| May 5 04:48:59 | 12m 11s | noPRAVDA | ♥ 1 | I love the style and the audio here. And I also appreciate how you left things a little morally ambiguous, nice touch! The hit boxes did feel a *little* wonky to me. Sometimes I wouldn't hit a rebel when I was lined up, and other times I would find myself accidentally hitting comrades and getting attacked back. :\ Still, I enjoyed the experience, and absolutely loved the presentation of it! |
| May 5 05:02:02 | 13m 03s | . | ♥ 1 | eggsworth.png Thanks for not putting a character limit on the name field. Significantly enhanced my experience. For a first-time game made all by yourself, I'd say you knocked it out of the park! :) It's always super risky to do a narrative-based game for a game jam, since you will often find yourself stretched thin, but I'd say this was very solid overall. And of course, the art was just downright adorable. Sharks are actually my favorite animal, so that pincer boi was the best. *Impressive entry* *Cute art give diabeetus* *Thank you for sharing* |
| May 5 05:16:31 | 14m 29s | Beyond the Slot | ♥ 2 | Thought you could sneak some easter eggs past ME, eh??? I found 2 secret rooms. :P Don't know if there's more, but those were fun to discover! I love the sense of humor in this game, and it's obvious that y'all had a lot of fun making this! I wish the hit boxes were a little more precise, but that was more than made up for with this game's sense of humor and clever art style. :) Well done! |
| May 5 05:21:39 | 5m 08s | Insurance Billionaire | ♥ 0 | Nice simple game with an immediately appealing concept. :) I like the retro aesthetic, from the art to the music, everything works together really well! I wish I had a better sense of how to maximize my insurance claim, but the simple act of crashing cars for money was fun enough on it's own. Well done, especially for a solo project! |
| May 5 05:37:16 | 15m 37s | Ghostly Tricks | ♥ 1 | Hey wow, I'm really impressed with your puzzle designing skills! Your levels did a great job of teaching the player the basics of the mechanics, and then using the levels to wordlessly teach them the nuances of what is possible (using someone else's life to revive your body, picking up someone's life even while you're in a human form, etc.). I will say that *some* of the rooms required some pretty precise actions, which was sometimes frustrating. For a puzzle game like this, figuring out the solution should be the tricky part, and actually executing the solution should be painless. I had to try a few times to throw a bomb to hit a button *and* kill an NPC that was walking in circles, which was frustrating because I knew what I had to do, I just had difficulty doing it. I wouldn't expect that kind of level design polish in a weekend jam game though, and what you already have here is beyond exceptional. Absolutely nice job!! |
| May 10 00:18:07 | 114h 40m | Goals | ♥ 1 | Always ambitious to do a puzzle game for a game jam, since you really don't have much time to playtest and hit that "sweet spot" for difficulty. But hot damn, you absolutely succeeded with this one! Simple premise, easy to understand controls, pleasant visuals and sounds, and a *perfect* difficulty curve. And on top of that, you added some story and symbolism as well! Absolutely dynamite job, this is one of my favorites, now! Would love to see this expanded upon. |
| May 10 00:36:12 | 18m 05s | Something Of Legend | ♥ 2 | Ooooohhh, a rhythm jam game...How ambitious! :) I love it when people take chances like this. I will say, it did take me QUITE a while to figure out how the whole game worked. And even by the end, I wasn't 100% sure I knew what to do. But at least I had figured out that my actions have cooldowns. ^.^" Would have been nice to have a tutorial. Dropping a player right into a menu where they have to make decisions before they even see the mechanics of the game can be pretty rough... The art and audio in this game are great, and have a lot of personality. I especially liked the "rabbling" crowd. Sounds like you guys had a lot of fun making this. :) As a side note, great idea adding a name input, I always have fun with this. ;P lustyTog.png |
| May 10 01:10:34 | 34m 22s | Memories of a Captain | ♥ 1 | Heeeyyyy, I like this quite a bit! It's a nice simple arcade game with a simple premise but still fun to play. :) I'm not sure if it's intentional, but I did encounter quite a bit of stutter/slowdown when flying through dense fields of asteroids. It certainly added to the challenge but was also kind of jarring. Also, I didn't notice until *way* too late that dialogue was scrolling at the bottom of the screen. Seems kind of tricky to read it while also dodging hundreds of asteroids (especially when the text was so small on my monitor). Still though, I like the aesthetic of this game, and the music is super peaceful despite the fast-paced action. :) This is all especially impressive considering you did this all by yourself, well done! |
| May 10 01:34:35 | 24m 01s | The Oarsman | ♥ 0 | Nice, snappy platformer! It's pretty insane that you were able to get this all done by yourself in a weekend. The controls were really satisfying and responsive, pretty rare for a platformer game made in this short amount of time. :) I also love how the visuals were dynamic and pleasing to look at, it really feels like you had all the time in the world for this! I will say that I did have some initial confusion about the life depleting system. I opened a BUNCH of doors before I realized what was happening. Also, I maybe disagree with the fact that picking up souls depletes health as well. It can kind of get you into some situations where you're soft-locked out of a level and have to restart (which is not insignificant given how long some of them are). This kind of stuff comes to light with playtesting though, and few if any compo games have time for that. This is a SUPER well put together game, regardless! |
| May 10 06:12:26 | 4h 37m | PayTime | ♥ 0 | I'll be honest, I really didn't know what to do in the game the first time I played it. :\ I think player feedback could go a long way in instructing the player how the player is supposed to play your game. I got the jist of if after reading through your description again, and after playing it for a bit more I really enjoy the concept! :) I'm a big fan of Papers Please, and the art style and premise of this game reminds me a lot of it! I will say that the difficulty level starts waaaaaaaayyyyy higher than I'd expect it to, though. Tasking the player to calculate overtime based on score, age, and hours worked, while also factoring in their profession is a lot to take in immediately. I feel like the appeal of Papers Please was that it started out simple, and slowly added different things for you to check, but it was all manageable because of the slow way they doled out new mechanics. For this game, I felt like I needed to bust out a calculator just to get past level 1. That being said, I think this game has got some legs! :) And considering you made it all by yourself, it's *super* impressive. I hope to see more from you soon! |
| May 10 06:26:05 | 13m 39s | Top Hat Terror | ♥ 1 | First off, the good stuff: Holy hell those sounds effects are fantastic. Literally every single one. I don't think I can pick a favorite. I love them. I love the effort you went through to add some personality to your game in the background. Big 'ole top hatted red boys in the background are a good foreshadowing of how crazy you can get in the future, nice touch! Having the level change as you respawn helps with replayability, so it's great that you went the extra mile for that. One major frustration though: Hitting space to jump only worked about 50% of the time. I looked through your source code, and noticed that you're processing inputs in FixedUpdate rather than Update :) That's usually the biggest cause of dropped inputs, at least in Unity. Contrary to their names, Update actually runs a *lot* more often than FixedUpdate (sometimes multiple times a frame, I think). In general, FixedUpdate should be used to process physics, and Update should be used to handle inputs. Something to keep in mind for next jam! :) Still, especially since you did *all* of this yourself, color me impressed! This game has a lot of personality and a premise that's super unique and hilarious. I hope all of your future games are held to a similar audio standard. ;) |
| May 10 06:49:31 | 23m 26s | Grim Adventures | ♥ 1 | You kiddin' me, man? Cloth physics? Metroidvania level design? Multiple game states? Multiple enemy AI? BOSS SEQUENCES? ALL EXECUTED WELL? Really really REALLY nice job on this one! I think it's super creative how you handled the theme. Exploring the alternate dimensions was a neat idea, though I would have liked it if the camera was a bit more pulled back... Also, are the names of those other souls pulled from other peoples' entries into the name field? I sincerely hope so, because I was particularly proud of mine... drjangleberries.png |
| May 10 07:00:02 | 10m 31s | Time Sucker | ♥ 2 | A very interesting concept. :) I would have liked to see the "time sucking" aspect explored a bit further, perhaps using it to interact with the environment to solve puzzles. Or, if you'd prefer it to stay an action game, maybe they could get you power-ups. It took me a few plays to get a sense of the controls and the objective. After that, though, I was able to have a little fun with it! It does seem a tad on the easy side, even if the difficulty does ramp up, I feel that it does so at too slow of a pace. I love the design of the little time suckers though! They are as cute as they are creepy. :') |
| May 10 07:15:36 | 15m 34s | Blood Chest | ♥ 1 | Do you happen to have a downloadable version of the game? :) Seems like a bit of a toss-up as to whether or not it will work properly in browser. I couldn't kill any enemies in Chrome, but Firefox worked just fine. I worry that not enough people are going to be willing to try multiple browsers, though... Regardless, I have a lot to say about this one! First off, I love the art style, the treasure chest character is both adorable and horrifying, and I loved the stark contrast between the cutesy heroes and their inevitable blood-stained demise. The premise and mechanics were also super unique! I would have liked the speed of the tongue to be a little faster and more "punchy" but it served its purpose well. Not sure if this was intentional or not, but I was able to get a lot of value out of chucking heroes at other groups of heroes and having them all splat at once, so it definitely felt like there was some strategy there! I do kind of wish I had the ability to move my treasure around though. After a certain point, due to the nature of how you kill everything, all of the treasure ends up right at the doorways, and it becomes impossible to protect them as they are immediately stolen the moment an adventurer spawns... Regardless, this was a fun little entry, and certainly one of the more unique ones I've seen. :) Well done, all of you! |
| May 11 03:39:46 | 20h 24m | Generation: Why?! | ♥ 1 | This is a neat, unique take on the theme! :) Y'all really leaned into the satire for this one, I love it! I will say that the mechanics were a bit hard to grasp, though. I understood that taking pictures with people upped your followers and your health, but I never really got a good sense of what followers did for me. The controls were also a little bit tough to get a handle on. Stopping dead when hitting a platform and bouncing on up and down moving platforms are not ideal, but physics and collision detection for platformers are always tricker than they seem. In case you haven't tried it yet, I would suggest adding the moving platform's velocity to the character's velocity, regardless of whether or not the player is putting in any input. That should help ensure that the character stays in contact with the moving platform, and should even make it possible for you to add horizontally moving platforms as well. ;) These are all nitpicks though. This is an impressively complete game with more personality than you see in most jam games! Great sense of humor, and hilarious art style. Good job all around! |
| May 11 03:50:24 | 10m 38s | Basil Price: Mint Investigator | ♥ 1 | "A Phoenix Wright: Ace Attorney inspired..." *Sold* You really managed to capture the spirit of those games with this entry. :) Nice job! Narrative games are always risky to pull off in a weekend, but this was pretty well done! There was maybe a biiiiiiiit too much 4th wall breaking for my tastes, but otherwise the dialogue was fun to read and discover. :) Also, from what I experienced, the game was pretty much bug-free! So nice job there! This definitely scratched my Ace Attorney itch, so thanks for sharing! |
| May 11 04:05:55 | 15m 31s | Your last 10 seconds | ♥ 1 | *"Do you want to play with us? Do you-"* Nope. Nah. Fuck no. No way. Not a chance. Whew, throughout this entire game there was an air of both unease and intrigue that kept me going but also made me worried about what I might see next... Glad I went for the download build at your guys' request, the audio ducking really adds to the experience. :) I think the concept is solid, and is definitely worth exploring. I would maybe just revisit the design a bit, seeing as how you can cut off someone's dialogue with a blink, which effectively makes you not need to see things in order to progress (which unfortunately undermines a lot of what this game is going for, I think). Still though, this is one of the most unique entries I've seen in LD so far. Absolutely bang-up job. I've never been so invested in the narrative of a jam game before! |
| May 11 04:11:57 | 6m 02s | PepperTony | ♥ 1 | "Made in about 2 hours" Jesus christ, man. You are a machine! Despite being made in such a short amount of time, it's a pretty creative entry and relatively bug-free! :) The pepper grind sound was maybe a tad grating at first, but nothing too problematic. Happy birthday to all of your family, and congrats on that ridiculous streak you've got goin' here!! |
| May 11 04:24:49 | 12m 52s | Lifelust | ♥ 1 | @mateusboga I remember your game from last LD! I always dig the look of your games, man! As for the game itself, it was simple, but well polished. :) I wish there was a bit more strategy involved other than just "run up to monster and mash space" but I did learn to try to keep my distance when attacking, so at least there was that. The powerups were a neat addition, but I kind of wish they had more of a noticeable impact on the mechanics. Changing your mobility or attack style could have gone a long way in making the game more engaging, but that's more of a post-jam kind of thing. I'm sure y'all were crunched enough for time as it was. Y'all pumped out something awesome here, so well done! :) PS: Thanks for letting me kill myself at the shop 👍 |
| May 13 04:49:21 | 48h 24m | Sheep It | ♥ 2 | Now this is a clever little game. :) I love how you're able to pick up on the mechanics of it without any sort of explicit instruction. Simply interacting with the world is all you need to do to understand and learn what your objective is and how to follow through on it. I loved being able to discover how to automate my sheep herding, and the sense of progression felt real and natural. I will say that the fence was a bit of a confusing inclusion, especially since I only ever found one use for it. I would have liked to see more applications to the items I got from the pipe of mystery, but given this was a jam game, and what you already managed to make here is incredibly impressive, I can look past it. Y'all made a really nice, peaceful, and funny game here. :) Well done! |
| May 13 05:02:52 | 13m 31s | Dudes of Wizardry | ♥ 1 | Interesting entry with a lot of neat ideas! :) I love the art style and the little intro cutscene at the beginning. The humor in this is very amusing as well, happy y'all went silly with it! The gameplay itself was rather confusing to me, though. I had a hard time understanding what spell did what at the beginning, because there wasn't much feedback as to what each one did. Once I was able to figure out (most) of them though, I felt as though the combat was a little sluggish, and preferred to just jump over enemies and outrun them, which is not ideal. I never could understand what the bottom spell slot did. It LOOKED like some kind of healing spell, but it didn't really do much when I cast it... Regardless, I like the ambition behind this entry. If y'all plan to polish it up in the future, I'd very much look forward to seeing what you're able to churn out. :) |
| May 13 05:19:52 | 17m 00s | Cats Without Cars | ♥ 3 | This is an entry with a lot of personality! :) I love the art and overall style of this game, it suits the wacky premise you guys have here, well done! As for the gameplay, it was very easy to understand and learn, but I never felt like I was able to get "good" at it, if that makes sense. It never really felt like I was able to properly dodge incoming bullets, or position myself in a way were I could either take on a defensive position or go on the attack. Whenever I would get into a skirmish with another cat, it was always a toss-up as to whether or not I'd come out on top. Other than that, though, I really enjoyed this game. :) Well done! |
| May 13 05:24:57 | 5m 05s | EXCESS | ♥ 1 | This is a nice simple game with a lot of polish. :) I would say my favorite detail is the way that the audio ducks when you're not hitting anything, and then amplifies when you actually make contact with an enemy. The game itself is a tad on the easy side, but I don't think it's a detriment to the overall fun I had with it! I'm a sucker for twin-stick stuff, so this scratched just the right itch. Excellent job, especially considering this was a solo project! |
| May 13 05:39:44 | 14m 47s | Knock Knock... The travelling soulsman | ♥ 3 | I love love looooove the personality of this! Each of the character designs are all unique and fun to interact with, it was always a nice surprise to see who would open the door next. :) I also like how there were different way to get the person to come to the door. Either by knocking, ringing the door bell, or just breaking the freakin' window. xD The gameplay itself was also really clever, although most times it just turned into a guessing game as to whether or not the person at the door would take it well. It would also have been nice if there was an immediate "offer deal" option once you discovered the person's wish. Then you could avoid repeating a bunch of known "safe" dialogue options while waiting around for the final deal offer. Other than that, I love how polished this is, and how absolutely delightful it is to interact with. Awesome job!! |
| May 13 05:47:50 | 8m 06s | LastSwap | ♥ 1 | Now this is a very interesting and unique concept. :) It took me a little bit to get a handle on the controls and mechanics of the game (a tutorial would have been very helpful here), but once I did I was able to have quite a bit of fun! It seems to me like there's a pretty massive balance issue between the number of enemies spawning and the number of minions that I can spawn though. Whenever I would summon a ranged monster or a skeleton, it would die immediately, so I just opted to spam giants over and over until I died. Balance and tuning are REALLY hard to get right in a weekend though, so I don't hold it against you guys at all. I'm interested to see where you take this in the future (if you plan to at all). Nice job! |
| May 13 05:59:31 | 11m 41s | STR!PES | ♥ 2 | Clone or not, it is so ridiculously cool what you were able to accomplish here! As an engineer, I absolutely respect the amount of work that went into making something like this. The fact that it turned out this polished and fun to play is just amazing. I've never played the original Super Hexagon. I know that it can be a brutally difficult game, but I wonder if it's as unforgiving as this one? I felt like I had to be *super* precise in some sections, and almost anticipate what was happening next left I be punished with death. Still, that didn't stop me from attempting *multiple* times, because the restart time was the perfect length for me to want to try again, and again, and again. Awesome job here! I appreciate you going out of your way to have an original take on the theme, as well. :) |
| May 14 05:10:44 | 23h 11m | Noobmancer | ♥ 2 | Hey, this is a neat little game! Super polished, I like how seamless it is to create a clone of yourself while maintaining momentum in midair. I imagine that took some effort to get right. I do wish the clone mechanic played a bit more of a role in the mechanics though. Spawning a platform out of midair is neat, but the combat just seemed to be a simple "walk next to enemy and make a clone" without much variation, regardless of what type of enemy it was. I'd love to see this idea taken further. :) It seems like it has some potential, and already a significant amount of polish, well done! |
| May 14 05:20:21 | 9m 37s | Root Maker | ♥ 0 | Interesting idea. :) I like the mood and style of this game (The music really sells it, too). Unfortunately, much like the actual stock market, a lot of my choices seemed left up to chance as to whether or not they'd pay off. :/ I'd love to have been able to make more informed decisions, but even when I was given information on the bottom ticker, things seemed to move way to fast for me. Maybe some sort of turn-based approach would be more engaging here? Also, please please please let me use the num-pad to enter transactions! My buy/sell rate was drastically slowed down by my inability to use it! :( |
| May 14 05:31:44 | 11m 23s | Force of Nature | ♥ 3 | Neat idea! This is a pretty cool looking game, lots of flavor here! Seems a bit arbitrary to use a MOBA control scheme for what to my is begging to be an action game, but that might just be my own personal biases talking. :P It does seem to be a tad slow, though. I feel like I experienced everything the game had to offer in the first few minutes, and then the rest felt like a bit of a grind of doing the same things over and over until I unfortunately died. :\ There seems to be quite a bit of potential here, though. Y'all were able to pump out something quite cool in a weekend! :) |
| May 14 05:43:29 | 11m 45s | Kappetalize | ♥ 2 | Yeahp, this game definitely made me crack a smile. The ragdoll movement paired with the ridiculous music is hilarious, and the smooth map pan/cutscene immediately sells the mood of the game. I will say though that the goofy physics only ever seemed to be a frustration for me, and really only served to be a disservice to the gameplay. Getting from point A to point B in an open area was easy, but unnecessarily slow and choppy. Unfortunately, its inclusion did not make the game more fun. :( Other than that, though, this game is exploding with personality, and I love all of the wacky, dark humor going on here. I also love how the map of the area was varied and filled with a bunch of little surprises. I love it when I discover little details in a jam game like this. :) |
| May 14 05:50:48 | 7m 19s | The Vampire's Prisoner | ♥ 0 | Neat idea, great style, but I was a bit confused as to some of the mechanics. This game definitely could have benefited from a tutorial. At first I was convinced there was no way I could beat the game before midnight hit. It wasn't until I read through the controls one more time that I realized that the blood bank existed, and what it was used for. Some sound effects would have been great too, to help with some feedback. Other than that, though, the game was virtually bug-free and ran really smoothly for me. This is definitely a well-made game that I can see getting expanded on in the future. Well done! |
| May 14 05:59:43 | 8m 55s | Undercave | ♥ 1 | I like the style of this one. :) Reminds me a bit of Hollow Knight with its aesthetic and tone. I also like some of the little details here, like how your field of view decreases while you sleep. I did find the game to be a bit hard, though. If you didn't know *exactly* what you were doing, you'd run out of food/sleep pretty quickly. I also didn't really find many useful ways to avoid enemies early on, so I was almost always guaranteed to be hit by them. Other than that though, this is a pretty neat concept. And for a first LD game, very well done. Congrats! |
| May 15 05:42:55 | 23h 43m | Cat Your Life on It | ♥ 2 | This is a really entertaining idea! :) I love the atmosphere of this one, and I especially appreciate that the premise and mechanics are unique and interesting. It would have been nice to see a little more juice in the action department (the heartbeat and camera shakes were a great touch, though), but overall I think visually this looks fantastic! I had to play it by myself unfortunately, but maybe I'll whip this out when a few more of my teammates stop by for a visit. :) Awesome job! |
| May 15 06:00:59 | 18m 04s | Dr. Ectomy | ♥ 1 | This is a really well-executed puzzle game! :) My only problem is that I'm terrible at packing puzzles like these. :P So I definitely struggled a lot. There is a *ridiculous* amount of content here! I appreciate you adding a level skip/redo in the game. Makes it really easy for stupid people like me to still see all of your mechanics and tricks! This one was really clever, and you should be proud! |
| May 15 06:09:46 | 8m 47s | Digital Gray | ♥ 1 | Love the voice acting (acting?) in this one. :) Really sets the mood, along with the music. This is a fairly standard twinstick shooter, but it has a lot of unique style and personality that sets it apart. I also really appreciated the polish. The controls felt fluid, and it was always easy to tell what was going on. I did find the teleport to be a bit unwieldy, personally. On top of paying attention to my character's position and enemy positions, paying attention to my cursor's position was just a bit too much. I always ended up hurting myself when I used it so instead I just opted to ignore it. Other than that, this was definitely a stand-out game. Awesome job, guys! |
| May 15 06:20:25 | 10m 39s | Bloodmoon Season | ♥ 1 | Awesome sound and level design here. :) The tight corridors and surround-sound effects really amp up the tension as you're hunting around for werewolves. I wish the combat were a little more polished, though. I was never able to kill any werewolves with my crossbow because every time I tried to shoot one, my LMB wouldn't fire an arrow! :( And then once I killed the werewolf with my sword, I pulled out my crossbow again and it shot just fine (while wasting a bunch of ammo in the process). Regardless, this is a neat idea, and certainly unique compared to most other jam games (a first-person game is ambitious in its own right). Awesome job! |
| May 15 06:28:23 | 7m 58s | We Pay In Blood | ♥ 0 | I liked the weird "unhinged" look of this game. :) Gives it a lot of personality and charm. I will say that I found the combat to be a little lacking, though. Especially in the first level, it demands a level of precision from the player that I feel is a little unfair. You have to constantly fidget back and forth to stay in range of oncoming enemies, without getting too close to get hurt, and you have to hit each enemy *five times* in order to kill them. I worry too many players will get frustrated too quickly with that. :( After the first level, the game becomes a lot more fun, though. The different weapons help to change things up and keep it interesting. Especially for a solo project, you did an awesome job. :) Congrats! |
| May 15 06:36:32 | 8m 09s | Current_CE | ♥ 1 | I always love creative little platformers like this. :) I will admit, it did take me a while to understand the core mechanics of the game, but once it clicked I had quite a fun time! I also love the personality of this game. The batteries are super cute, even when they are sapped of all of their life and are left as a husk for their friends to discover... >:) Nice job on this one! |
| May 16 03:35:30 | 20h 58m | A life well spent | ♥ 2 | Interesting idea...I see what you're going for here, and I like the concept of it. Try as I might, I just couldn't get the "fun" meter to rise at all. :P I'm sure that was your point, but from a player's perspective trying to get immersed in the narrative, it would have been nice to have some options to belay making money in order to improve personal happiness. Because at the end of the day, we do all have a choice. I think the concept of choosing what to sacrifice would have made for a more impactful narrative, but that's more of a post-jam kind of scope, methinks. Y'all did great with the time you had! The art and animations are great, and the music and sounds are also exceptional. :) Awesome job, here! |
| May 16 03:42:39 | 7m 09s | They ran out of mana | ♥ 1 | I like this game. :) Very "Slay the Spire"-esque. I will say though, especially on first playthrough, it's a little difficult to form a strategy. "Add 1 Teeth Golems to your deck." New players (myself included) think "what does that mean? Is that GOOD?" It's difficult to make value decisions when your deck contains so much variety and you only see a small amount of it. That being said, I love how much the cards interact with each other. Changing values by adding 2 or multiplying by 0 really have some chain-reaction effects that are fun to discover. I think you guys hit a great sweet spot with synergy here. :) Awesome job! |
| May 16 03:50:44 | 8m 05s | Darkling | ♥ 1 | Yo, I really dig the style of this one. Reminds me of old-school DOS games. I also remember seeing your post about how you came up with the design for the glove. Really sweet stuff, man! I will say that I did find it a little difficult to suss out a strategy to victory. Even if I tried evading enemies and shooting, I'd get ambushed from behind and there was nothing I could do about it. In the end, my strategy was to just "keep jumping and shooting" which unfortunately made the game a bit too easy. That aside though, the music and sound effects were effectively somber and weirdly nostalgic. The bit-crunchy effect on them was super satisfying and pleasant to listen to. All-in-all, well done! |
| May 16 03:57:02 | 6m 18s | CandleStickMan | ♥ 1 | Nicely done. :) It did seem kinda way too hard to complete, but I appreciate you having a "skip level" button that helps to experience the entire game. I noticed a little wonkiness on moving platforms. That's pretty typical, moving platforms are always tricky to get right in a platformer. I imagine you've learned a lot from it! I liked the personality of this game! Seems like a very charming entry. And considering you made it all by yourself, I'd say that's ridiculously impressive! |
| May 16 04:05:41 | 8m 39s | Life is precious | ♥ 2 | Neat idea but reeeeeaaaaaallly really hard! I was basically worthless if I wasn't perpetually stopping time every opportunity I got. And the fact that the little baddies kept coming during the final boss made it pretty much impossible for me to beat it. :( My strategy was pretty much to die immediately (which is a little counterintuitive because you HAVE to) and buy the SMG. Every other gun felt way too underpowered for me, considering how many enemies were always on the screen at once. Still, it's rare that a game has me strategizing like this, so kudos for that. This is a pretty impressive entry. |
| May 16 04:11:40 | 5m 59s | Zap Signal | ♥ 0 | I 1000% love the idea of this. It's rare that a game surprises me and makes me crack such a huge smile. :) I just really really wish it was a tad more functional! Reloading never happened as smoothly as I wanted it to, and reticles stopped showing up after my first playthrough (I had to reload the browser every time I wanted to try again). The art and animations were downright gorgeous and the personality was off the charts! I would love to see this game polished and expended on in the future! :) EDIT: Downloaded the Windows version, didn't encounter the reticle bug there. :) Also, I had better luck reloading when I started at a higher pitch. Maybe consider accommodating lower pitches for people with deeper voices like me? |
| May 16 04:22:04 | 10m 24s | Mr. Mage and the Bag of Coins | ♥ 0 | I love the setting of this game! :) My favorite touch was the silhouettes in the background. I liked the mechanics, but I think the level design could have done more to accommodate and encourage players to use their chest ability. 90% of the game I was just jumping from platform to platform. Because recovering the chest was often a cumbersome task, I tried to avoid using it as much as possible unless I absolutely had to use it. Other than that though, I will say that this is one of the most bug-free platformers I've played so far during this jam! A lot of people tend to struggle with making moving platforms, but I didn't notice any issues with this one. :) Nice job! |
| May 16 04:25:29 | 3m 25s | Heart Key | ♥ 1 | Jams are always SUPER challenging when you just can't think of an idea. :) I've been there, too. Glad you at least found some way to have some fun, regardless! As a humble engineer, this already looks and plays way better than anything I would be able to make by myself. So nice job there! Hope things pan out for you a little better in the next one! :) |
| May 16 04:40:09 | 14m 40s | Fluffensnuff | ♥ 0 | This game is downright adorable. And super clever! I really enjoyed trying to puzzle things out, and it was a nice touch to put the "best number of moves" leader at the end of every level. :) On top of that, the art is super cute and is in service of the gameplay. Everything here is neat, tidy, and easy to understand. Although, I might be a bit stupid...I couldn't get past lvl 8. :\ I tried using the hint too, but I just couldn't understand how to capture the bird without alerting it. My understanding is that it will only go where the seed is. And if the seed is 2 squares away from the nearest hidey-bush, then I just can't get to it. Maybe I missed something here? Other than my own stupidity, this was a fantastic game! |
| May 16 04:57:05 | 16m 56s | Ollo's Life | ♥ 1 | Stupid kid dun' deserve this cat. T.T This was a really sweet entry. :) Really captures the aesthetic of a Game Boy game. Wonder if the RGB puzzle was maybe a bit too "technical" for people who just play games, and not make them, but otherwise I enjoyed every minute of this one. Nice little short story, and heartwarming charm to it. Well done! PS: Thanks for letting me choose "no" the first time it asked to save the kid's life. That ending was darkly hilarious to me for some reason. xD |
| May 16 06:15:10 | 1h 18m | Rainbow Rampage - Twitch Overlay Game | ♥ 1 | Watched this on Elysia's stream. Really cool idea! :) I love it when people innovate the medium that games are played on. It's a *super* ambitious idea (especially for a jam) and y'all pulled it off really well. The art is super adorable too. ^.^ I can't wait to see more of what you guys put out in the future! |
| May 17 03:12:31 | 20h 57m | Between Light and Shadow | ♥ 1 | Now this is a game with a lot of style and some unique ideas. :) Pretty ambitious to try and develop two characters simultaneously over the course of a single weekend, but I'd say y'all did a pretty good job! One thing I didn't particularly care much for was the combat. Unless I missed something, whether you chose rock, paper, or scissors, you always had a 33% chance of actually dealing damage and a 66% chance of either doing nothing or getting hit. It never matters what choice you make because the outcome will always be out of your control. So I just ended up spamming "scissors" and hoped I wouldn't die. Other than that, though, I loved the charm of this game, and the art was downright adorable. I also love how the entire page background would change when you would swap between worlds, nice touch! |
| May 17 03:21:52 | 9m 21s | Necroxeon | ♥ 1 | This action game's got a lot of juice to it! :) I love how even the "weakest" attack (the fire attack) feels super powerful and is fun to use! I can tell a lot of thought and consideration went into deciding what each ability did. I will say that it did take me a while to figure out how to use the life-drain ability. I had to read the text on the webpage again to really grasp it. I always just made spirits to help me out, so I didn't last long until I figured it out. After that, though, it was smooth sailing! I had a lot of fun with this one, awesome job! |
| May 17 03:31:02 | 9m 10s | Minus | ♥ 1 | A 2D PLATFORMER WITH BUG-FREE MOVING PLATFORMS! Congrats, this is the first one I've encountered all jam. ;) There's a LOT going on in this game, it's super impressive that you put it all together yourself. At it's core, it's just a simple difficult platformer, but those things are my jam, so I had a lot of fun with this one. There are a lot of nice touches and polish in this entry, it certainly feels like one of the more "complete" games I've played in a while. Awesome job! |
| May 17 03:39:21 | 8m 19s | The Harvest | ♥ 1 | Now this is a unique concept! I always like seeing games outside of the usual game jam genres. :) Well done! I will admit that it was suuuuuuper confusing at first. I had no idea what my objective was, or what I was capable of doing. It took quite a bit of trial and error to understand things, and even then experimenting was difficult because it took a veeerrrrrryyy long time for my actions to start showing any sort of results. After I harvested my first planet with accumulated biomass though, things made a lot more sense. I like the style of this game, too. It's very simple and easy to parse. There's no fluff that would get in the way of seeing everything. Overall I think the minimalist aesthetic and sound choice were excellent for the kind of mood you were trying to convey. |
| May 17 03:49:22 | 10m 01s | GTApp - Great Tube App | ♥ 1 | This was super fun and cathartic. :) I like the classic GTA style you got goin' on here, and the hard cut from peaceful music to dubstep was absolutely hilarious! It did seem a liiiiiiiiittle too easy to keep you combo up, though? All I had to do was find a group of people to run over and I'd be set for a long time. I realized later that I'd get bonus followers for *narrowly missing* pedestrians, without the penalty that comes with actually hitting them, but I found that to be too tricky to pull off, and the penalty for hitting them wasn't to big to deter me from doing it. Dunno if that was intentional or not. Regardless, I had a lot of fun with this one. :) Super awesome job! |
| May 17 04:10:09 | 20m 47s | Sick Business | ♥ 1 | I absolutely love this one. There's so much going on, and the darkly humorous tone of it all was spot-on. It's impressive that this was done in a weekend, because it feels so polished and thought out! Every single one of the minigames got a chuckle out of me, and I'm super duper grateful that you decided to put a "practice mode" before every one of them. At no point did I ever feel lost or confused about what I had to do, which is usually the sign of a well thought out jam game. I will say though that I was confused as to how I lost? I always had enough money to pay the mafia when they needed it, and I did notice that I would also have to pay money to the cops whenever they caught me taking out a body...Maybe not all cops are bribe-able? :P That maybe could have been clearer. There was so much I needed to keep track of that the schedule of the cops never really crossed my mind. In the scope of a jam game, I can't really think of anything else that could have been added to this, but I have no doubt you guys had to cut out a lot of ideas just to get this to the finish line. I'd love to see this expanded into a full game at some point! |
| May 17 04:27:24 | 17m 15s | Elevator Pitch | ♥ 0 | For an action game, this definitely starts out ssssuuuuuuuupppeeerrr ssssllllloooooowwwww. I timed it, and from the moment I hit the start button up until I finally can start messing around with your super fun physics and gameplay mechanics, a solid *1 minute and 40 seconds* passed. By game jam game standards, that is almost an eternity. An "Advance Text" or "Skip" option would have been very much appreciated. Once the game got started though, I had a blast! Flipping tables and tossing computers around was just as fun as your gifs made it seem, so I'm glad I was patient enough to sit through the intro to get there. Everything seemed super polished and bug-free. And although I harped on the intro quite a bit, I will say that I did enjoy the little touches that were a part of it. The text effects were really neat, and the entire scene with all of the workers in cubicles was super impressive. From a player's perspective, it was a little cumbersome, but from an artistic and technical perspective, color me impressed. All-in-all, awesome job! |
| May 18 06:37:22 | 26h 09m | I D E N T I F T Y | ♥ 2 | Aaaayyyyeee, I finally woke up! :) I like the concept of this, it really did a good job attempting to sow doubt in my mind about who was real and who was fake. I kind of wish the final confrontations gave me a better idea about who was real and who was fake though. On my second playthrough, I was more critical in examining the initial talking phase, which helped me identify the phonies, but there wasn't really much indication during the confrontation phase, and for a first-time player, it's kind of hard to keep all of that information in your head at once. Love the unique concept here. Not sure how it fits the theme, but I always appreciate against-the-norm games like this! |
| May 18 06:43:14 | 5m 52s | Ballhogs | ♥ 0 | I love the idea of this one. :) Very funny concept! I do feel though that some concessions were made for "realism." For instance, I don't really think an "out of bounds" penalty was really necessary. For a premise like this, an invisible wall would have been much less punishing and would have maintained the "silly" illusion as players started to learn the mechanics of your game. Other than that, I had a great time intercepting my teammate's shots and dunking them myself. xP Awesome idea here! |
| May 18 06:52:28 | 9m 14s | Battery Life | ♥ 1 | I really really think you could have done without the combat in this game. The puzzle premise is so unique and immediately intuitive. I really wanted to engage and figure it out at my own pace. But the enemies add a variable to the mix that only serves to make things less fun in my personal opinion. If you take too many hits, or aren't *perfect* with your shots, you might end up with not enough energy to finish the puzzle, and that's no fun... I think the core concept has an insane amount of potential, and I would love to see it expanded upon in a slower-paced, more methodical game. Personally, I think you've got something really cool here. :) |
| May 18 06:57:26 | 4m 58s | HeartString | ♥ 0 | Neat idea. :) I did find the controls to be kind of really slippery, which was especially frustrating in the tight corridors and when the mice were blocking my forward momentum. The art is super lovely though! I love all of the animations, and the lighting throughout the scene. You did a great job setting a mood for the game, and I can tell a lot of effort went into it. :) |
| May 18 07:10:09 | 12m 43s | Meds of Honor | ♥ 3 | Ayyyeee, old-school Half Life 2 sound effects, nice. ;) This game idea is hilarious. Killing enemies by overhealing them is a funny concept. I kind of wish I could heal myself with the medkits I was grabbing though. Unless I missed something, I often found myself getting softlocked out of a level because I didn't have enough medkits to progress, and I didn't have enough health to buy them (especially the big vending machine ones) Other than that though, I had a lot of fun with this one. Really captures that old-school Doom aesthetic too, nice job! |
| May 20 23:43:09 | 64h 33m | Coinroll Adventures | ♥ 1 | I feel like this game has a lot of potential with some polish! :) First of all, it took me quite a while to figure out your mechanics. I had to look back at your list of controls on your game page to figure it out, but ideally the game should clue me in on what is possible for me to do (I didn't even have my hand on the mouse for the first 2 or so levels). The game is a little slow-paced and floaty, and it's pretty difficult to fire my coins with any sort of confidence in their accuracy, resulting in a lot of guessing and checking. Other than these problems, though, I love everything about the game. I love how the "enemies" can also be used as platforms. I love how you can jump higher when you have fewer coins weighing you down. I love how you can stack coins to get to higher areas. I love the platforms that you can walk on but your coins can't rest on (this is an especially inspired idea, and has a lot of potential design space). I would love to see this polished up and expanded upon in the future. There are a lot of cool ideas here, well done! |
| May 20 23:48:22 | 5m 13s | BetYourLife | ♥ 1 | Nice, simple, and well executed. :) I can see this being fun to kill time with on a phone with friends. I played the Windows version, and was a bit confused as to why the "Bet Amount" had arrows next to it, suggesting I could change it. However, clicking on them didn't do anything. :/ Other than that, I like the execution of this classic idea. Really well done! |
| May 20 23:56:49 | 8m 27s | Meat Mountain | ♥ 1 | Neat idea! :) Could use a little polish but I like the concept. I definitely think the tutorial should be MANDATORY for people to play. Put it on the critical path so there's no chance that players miss it, and make it skippable in case you're worried about annoying return players. I will say that some of the enemies were fairly easy to cheese, especially when they would only use one attack pattern, but otherwise this was a unique concept that was fairly well executed. Nice job! |
| May 21 00:02:16 | 5m 27s | Dragon's Gold | ♥ 0 | Now that is one tiny sounding dragon. :P Haha, I loved the sound effects and the visuals. The biting was pretty great, though I wish I had more opportunities to use it. Biting to move the gold sounded interesting, but it didn't seem as impactful as I would have liked it to be. Otherwise, this was a neat little game, and it's especially impressive that you were able to put it all together by yourself! |
| May 21 00:18:47 | 16m 31s | Project Slorgan: The Escape | ♥ 1 | This game could DEFINITELY use a tutorial to help players out. I know you list all of the controls and their purposes on your game page, but as a player it's super hard to not only remember every single control at once, but it's also really difficult to picture what everything does before even seeing the game. That being said, once I got the hang of things, I had a lot of fun! The control scheme was interesting to play around with, and the amount of visual polish going on here is super impressive! I was excited to see what you'd be doing from a level design perspective, especially after I discovered organically that I could wall-jump. Unfortunately, I was disappointed to find that the level pretty much just cycled after that. :/ Maybe it opens up more later in the game, but I was stuck going through the same obstacle course area for a LONG time, so I just assumed that was the whole game. I think this game has a lot of potential if it were to be polished up a bit more. :) Awesome job! |
| May 21 00:44:09 | 25m 22s | LIFEPOWERED | ♥ 1 | This is so well-made it is absolutely insane. How the hell did you manage to create such a lengthy experience without ever making it feel boring or slow? There is absolutely no fat on this game, and I'll bet you had a bunch of ideas that you probably didn't have time to implement in the single weekend. I would absolutely love to see this fleshed out into a full game. My only complaint is that sometimes there was a lot of waiting around after dying. Since you don't respawn with any full health containers, you often have to backtrack and wait for some slow drops to top you off. Other than that, though, the sheer number of surprises this game had to offer was insane given how much time you had to make it. Absolutely stellar job here. This is far and away my favorite game of LD44. |
| May 21 00:55:40 | 11m 31s | The Money Hole | ♥ 0 | Hey, this is pretty neato! :) Wish there was maybe a bit more to it, though. I had more than enough MP to just spam Thunder throughout the entire game, so there wasn't much of a challenge there. I did enjoy the graphics, music, and dialogue though! Rare to see humor land for me in jam games, so well done there! |
| May 21 01:03:51 | 8m 11s | BattleType | ♥ 2 | Typing Tower Defense game, eh? Now that's definitely a genre that I haven't heard of before! Sweet idea! I think the one thing this game is lacking a little bit of is feedback. I often found myself very confused about the results of any action I took. Summoning guys drained my health, yes. But there was no sound to notify the player of that. I had a similar issue with spells. I found out after a while that they heal me, but I didn't really notice until I saw my health higher than I remembered it being. Also, it wasn't immediately apparent what summoning guys did until they made it to the edge of the screen or started fighting other minions, so there was a loooooong wait time between me taking an action I was unfamiliar with, and seeing the result of that action. I love the idea of this though, and would love to see it fleshed out! This is definitely one of the more unique entries I've played this jam, well done! |
| May 21 01:12:07 | 8m 16s | Nyapocalypto | ♥ 0 | Seems pretty impossible to lose. ;) Once I realized how to move the raincloud, I could pretty much flood the board with as many minions as I wanted. I made it to about Wave 13 before I decided to call it. I think with a little balancing, this could be a really fun game! The personality and charm of the art and sounds are perfect, and the core concept of it is intriguing and engaging. If I just felt a bit more threatened while I was playing it, I'm sure it would have made for a much more interesting experience! |
| May 21 01:38:20 | 26m 13s | Lousy Life Lessons - [LLL] | ♥ 2 | So...much...STYLE!!!! Hot damn,everything visually and musically was so ON POINT with this one! Usually stories in jam games are fairly cumbersome to me, but in this game, every cutscene felt like a reward. I loved every single key frame and how they were used to set the scene. I loved the silhouette player character and his idle animations. It was all so well done! I do think the game could have done with some checkpoints here and there. Especially for the "cat on fire" scene, I found myself having to take several blind leaps of faith because the camera was so pulled in. Restarting from square one every time I died was pretty frustrating. But that's a small blemish on an otherwise awesome game, well done all! |
| May 21 01:57:29 | 19m 09s | Mr. Money’s Extra-Ordinary Money Factory Blitz | ♥ 2 | Neat idea for an idle game. I think you could've benefited from speeding it up in the beginning, though. Usually the appeal of idle games isn't the waiting, it's the multiple things you can do to kill time WHILE waiting. You should be able to do a bunch of little quick things while waiting for the long tasks to complete. That said, when the game DID get rolling, it got a lot more interesting. :) I wish it evolved past "upgrade thing to get more money faster" so that there were some interesting choices or trade-offs to make, but given this was a game jam, I'm a little more forgiving of that. Nice job, overall. |
| May 21 02:06:02 | 8m 33s | Face to Death | ♥ 3 | Nice little auto-scroll runner here. :) The UI was a little wonky on my 2560x1440 monitor, but otherwise things seemed fine! Would have been nice to have a little tutorial or instruction page before being dropped into the scene though. I died within like 2 seconds because I had no idea what kind of game it was going to be and what I would have to do. After a few practice rounds though, I got the hang of it and had quite a bit of fun. :) |
| May 21 02:21:09 | 15m 07s | Sword of Hearts | ♥ 1 | Really really really stellar job here! I love the bait and switch that gives you a "bad ending" for playing the game normally. It really challenges you to think about the proper way to get through a level, and it helps that it hints to the player that certain things are possible. The controls were maybe a biiiiiiiiit too rigid for what I prefer in a platformer, but that aside, this was one of my favorite entries. Awesome job! |
| May 21 03:05:05 | 43m 56s | Assault on Crown Archipelago | ♥ 1 | Grog + Monkeys = Nightmare Fuel, holy shit! Other than that there is just so...much...CONTENT here! It's pretty insane! So many secrets to uncover and places to explore. Hat's off to the level designer. I'd have to say my favorite island was Lone Palm Island. Super flavorful! :) Kinda wish there was something there for the ending, I went back and looked around for a few more chests just to get it, and all I got was a congrats screen. :/ In terms of a few minor nitpicks, I did find the first-person platforming to be pretty cumbersome, especially when it played a crucial role in progression. Also, the theme seemed like a bit of an afterthought, but I'm more forgiving of that if the rest of the game is solid. All of the weapons felt unique, and I especially enjoyed how the cannonball weapon ricocheted off of walls/enemies for multi-kills. This is some stellar work here. Awesome job, you guys! |