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| Timestamp | Since previous | Game | Eduardo Yukio's comment | |
|---|---|---|---|---|
| Apr 30 22:35:24 | PizzoTyping | ♥ 3 | Things I didn't like: - The bass part of the music made me think that I had made a mistake, I was confused - When I made a mistake, I had to wait for the error animation to continue typing. If I realized that I messed up and continued typing before the animation was finished, it got me another error, because I had already typed a lot of things. It made me feel angry haha. - Repeating words is not bad, but consecutive words I think are not cool on typing games. I had to type "mortadella" three times in a row xP. Variation is nice. Things I liked: - The pixel art is very beautiful! - The change of music between gameplay and "cutscenes" are nice. - Mafia theme is funny. - Screen shake is juicy. - The sound effects when you get things right and when the level finishes are satisfactory! - The game has a well specified scope, with 10 lvls and a finish screen, I know how hard this is for a jam game xD. - The "tutorial" teaching the core mechanic of the game being made into the "cutscene" to introduce the theme was smart and well done! - I haven't noticed any bugs, my experience was smooth. I love typing games, had fun playing it, congratulations! | |
| Apr 30 23:38:45 | 1h 03m | Super Epic Insurance Fraud 3000 | ♥ 1 | Things I didn't like: - The controls are a bit confusing, sometimes they don't do what I think they should do. - Almost every time that I got hit really hard and was launched out of the screen, I wasn't able to come back, neither walking nor teleporting. It punishes players for good plays. - The teleport mechanic isn't clear on how it works. Things I liked: - Very funny theme! - The physics works wonderfully to make it fun and engaging. - The point system is addictive: I think I've played for 30min trying to beat my highscore. I swear that I reached 300k!! But I closed the window before taking a print xD. If you keep track of the highscores here on the page and update the top 1, I'm sure it will engage people that already played your game to come back and beat the best score. - Nice work putting two lanes with two ways. If one gets too crowded with stopped cars you can go to the other one to get those sweet fast red cars. It's one of the ludum dare games that I have played the most, nice job! ldHighscore1.png |
| May 1 00:09:57 | 31m 12s | BraveBelly (Thiccboy hurdle jump sim) no download required | ♥ 1 | Things I didn't like: - The music is very repetitive and the drums are higher than the rest. I missed some kind of melody. - The gameplay is boring. It gets speedy at some point before 100, but then it never gets any harder. There is no penalty to hitting the high hurdle too. I seriously turned on a podcast in the middle of the gameplay. (I only died because I got baited trying to pick a fruit immediately before a hurdle, you are eviiiiil hahaha.) - I didn't understand the commands to walk left and right. Clearly the best place to be is at the left of the screen, to have more time to react to the hurdles appearing, so no use of walking left and right. Things I liked: - The art is good, the parallax effect is well done! - Funny theme, the pixel art belly is very funny xD. ldHighscore1.png |
| May 1 01:59:25 | 1h 49m | Reaper's Keeper | ♥ 0 | One of the best jam games I've ever played! Absolutely beautiful, all of the art elements are awesome, the character, the monsters, the environment, omg! The gameplay is very satisfying too, it's simple, engaging, rewarding and addictive! My only complaint is that I wanted more xD. I found it rather easy, on my first playthrough I only slipped once. I think if it had like 3 more levels with increasing difficulty it would be more challenging and even more rewarding. The music fits the game perfectly, and it's not dull: I'm writing this listening to it on the background and it doesn't become tiresome. It's cute, fun and very polished, congratulations! |
| May 1 03:01:16 | 1h 01m | Bartleby in Space | ♥ 1 | The art is simple and beautiful! The music fits the game well too. The gameplay works fine, it really feels that I'm controlling some astronaut in space, he keeps spinning, even in place xD. Funny texts too, just thought that it didn't combine well with the theme, because you are limited on time, which gives an anxiety to find things quickly, so reading flavour texts goes against that. But overall it's really good! |
| May 1 03:31:21 | 30m 05s | Woodland Warfare | ♥ 2 | The art is really good, everything is beautiful and polished. The music is nice too. But the gameplay is not so good. I didn't understand how things worked, there is no tutorial, I thought that my tree could hit his tree, the summon that costs 20 does just a little bit more damage than the one that costs 5, I lost suddenly 2 times, really didn't get what happened. The interface is clunky, I had to click several times on the characters to make it appear the menu on top of them. I think with more time spent to polish the design and the technical parts, this game could work well. |
| May 2 06:12:26 | 26h 41m | Wizard of Worth | ♥ 1 | Nice take on the theme! Generally shoot'em ups let you spam bullets but here you used the theme to do something new and fun. |
| May 3 02:50:23 | 20h 37m | EXO | ♥ 2 | Things I didn't like: - A little confusing. At the start I walked near the building point and it said to press F, but I kept running and hitting F and nothing happened haha. Maybe if the platforms had more contrast with the environment it would indicate it better. - Sometimes I had to press F two times to enter building mode. - I got confused when I built something and then got hit. I thought that some monster was near me while I was building, but then saw nothing. I took some time to remeber that the theme is "Life is currency" and realize what was happening xD. It could have something to indicate why you are losing health while building things. - The green barrier dealt damage to me. Nothing indicates it, I think if it were red it would be better. But even then, I would think that it would be impassable and would try to pass through it just to confirm haha. - The default configuration for mouse sensitivity was way high for me, had to fine tune it before playing. - Monters died with a little bit of health on their life bar. When they were dying, I thought that they were hiding themselves or something. - The music didn't combine very well. I think it fits more into a Horror game, like if you are entering into some unknown place. For this game I think a bit more calm ambient or even a bit of action would fit more. - The Tesla coil simply didn't work, it did nothing. I even upgraded it and it still did nothing. I couldn't sell it too =(. - The cannon hit the tall monster like 50% of the time. If it was intended, it needed to be more clear. - Wave timer is too long, since I already had spent all my life building and upgrading towers and the life I gained per wave was a small amount, there wasn't anything that I could do while waiting for the next wave. Things I liked: - The ambient is very well done! - Nice graphics for monsters. - Weapons are well modelated. - Particles are beautiful, the catapult explosion was satisfying. - The rate of fire from the weapons are very satisfying too. - The preview for the weapons are very well made. Sorry for the wall of text and the complaints, I really like tower defense games and I feel that if this game got more polished on those things it would be a really good game! |
| May 3 04:15:49 | 1h 25m | Dr. Ectomy | ♥ 1 | One of the best level designs that I have ever seen on a jam game, OMG!!! The art is well done, nice choice of font too. The layers mechanics could be introduced more clearly, I spent some time until I understood how the organs would fit into the lower layer. I spent more than one hour playing, this game is very challenging and rewarding! If it were on an app I would DEFINITELY come back to play it until the end. The puzzle structure is simple, yet you managed to keep introducing mechanics and inventing new puzzles, amazing, really, congratulations! |
| May 3 15:53:24 | 11h 37m | Boskov | ♥ 1 | Things I didn't like: - The game crashed when I accidentaly clicked to submit a score without putting a name on the game over screen. - I'm using a Playstation 3 controller, so a tutorial image showing the xbox controller would help me map the buttons mentally, like X being the square on my controller - One of the things that I've learned searching for how to do tutorials is: "Teach gradually through experience". The game starts with all the mechanics already there, it overwhelms the player. I had to lost several times to understand what each thing did. Things I liked: - The recharge mechanic is very interesting! It makes you use one hand to spin the stick so you can't do other things, it's smart. - The mic mechanic is cool too and it fits the theme. - The pixel art is simple but well done! - If I undestood correctly, that ranking in the game over screen is updated online? That's awesome! |
| May 3 19:40:02 | 3h 46m | Your Life, My Currency | ♥ 1 | Things I didn't like: - The game has many subjective phrases, like I think people that never showered must go to hell and what is wrong about fondling crabs? xD. It makes us lose to learn the mechanics. I don't know if this is the best approach to teach new players. - At the first playthrough I did something like 15/3, because of the previously point, and lost. Again, for the first round, getting 80%+ right and losing, it's not so balanced I guess. - The choice of putting the scan lines was not a good one. It certainly gives the game a personality, a uniqueness. But it worsen the gameplay, which I think is the priority of the players, given the challenging nature of the game. Things I liked: - The audio is veeeery good, everything about it. The shop, the title, the sound effects, everything is very pleasant. - The pixel art works, it's nice. I liked the style too, jesus and lucifer dressed like office people. - The devil deals were a nice variance to the gameplay, allowing players to choose to take the risk or not. I noticed the catch, that it would be difficult to send EXACTLY X sinners to heaven, and even so I lost haha, it was fun. - After learning which phrases are bad and which are good, the game becomes much more enjoyable. The mechanic of immediately sending someone to hell/heaven let people that got the idea of the game to just be as good as they can, only limiting themselves by their own hability. I felt that I was doing very good and fully entered in "the flow zone" where I didn't blink and my mouth was a little opened hahahaha. I was just living the game, very difficult to do. I was very satisfied with my performance. Very fun game, well done. ldHs.png |
| May 3 20:23:02 | 43m 00s | I Burn | ♥ 0 | The music is good and the graphics are nice too, but it is simply not a game. What differentiates a game from a movie or other medias is the interactivity. Even controversial games of the genre "walking simulator" has some kind of interactivity: you have to walk and point your camera to where you want. Regardless of the quality of your work, it simply doesn't make any sense to be here on Ludum Dare. This is a game event. You submitted a "JAM GAME", it's literally written on top of the page. I was expecting a game. So I pushed every button of the keyboard and managed only to open the console and change the camera on the Spectator mode, but that was it. I got disappointed. Your work has quality, but not on a game event, maybe in an art one. |
| May 3 21:29:11 | 1h 06m | Pit King | ♥ 1 | Things I didn't like: - The click to update popup is not very practical, it fills the screen unnecessarily. It would be better if it were smaller on top of where you clicked. Also the arrow button doesn't work if there's a turret underneath it. - I built a line of exploding potatoes and they bugged: enemies walked on top of them and didn't explode and when I clicked on some of them, the game would select three or four of them. - I can build walls on top of walls and turrets on top of walls. - I couldn't sell turrets that I misplaced or don't use anymore =( - Very easy. Things I like: - Audio very well made, since the first second I was already into the music. The in-game sound effects were awesome too. - Art and animations are on point, it seems like a finished game sold on steam, the cannons launching, the enemies walking and dying, everything is very good! I'm a programmer but when I learn Art I want to do something like you guys did here. It remembers me of Super Nintendo games. - Satisfying and fun gameplay. Seeing the turrets shooting ememies feels really good xD. Very well made and polished game, just a few bugs and the balancing problem, but great overall. |
| May 3 22:58:47 | 1h 29m | The Last Drop | ♥ 3 | Things I didn't like: - The gray monster seems to be invincible before he splits himself. I expected that I could kill him if I maintain distance and deal damage equivalent to killing all the little blobs, but I was just wasting life =(. - The initial learning curve and addition of mechanics was very well done, but after you reached full ATK, there was no purpose to use the red seed. I wasted some life to see if they would add more things, but no. Ended up with 20+ red seeds. I think it would be better if the game tracked the ATK bar and when you completed it, it stopped droping red seeds and went right to the yellow ones. - After reaching full Cost upgrades the game should stop, in my opinion. Because there was nothing more to do. The game was so fun, engaging and happy! After getting all buffs, you just repeat the same things over and over. I reached wave 25 and stopped out of boredom. It left a bitter taste. =( Things I liked: - The music is astonishing, it's absurd how people can make things so good like this in so little time!! I intend to learn music some day and this is what I want to do, amazing! - The art and animations are really, really good too! Little details like the bubble exploding on contact, very well done, really. - The monsters walking pattern is simple but works very well! The fights were challenging. - The bomb mechanic together with the different move speeds of the enemies were very smart. It was like a mini-game to mob them and throw the bomb. See them all dying because you calculated it correctly is very satisfying! - The mix between farming and fighting was very well done too, adds variety. Overall, one of the best jam games I've played, congratulations! |
| May 4 00:00:01 | 1h 01m | Attack on Jerry | ♥ 4 | Things I didn't like: - At first I wasn't understanding what I had to do. I took some time to see that there were icons that I could click and took even more time to realize that I could only put turrets on the blue places haha. If it had some simple arrows ponting to the turret and then on a blue place, I think it would be sufficient. - It would be even greater to have like a grid to see exactly where I could put turrets, because what I did was simply spamming clicks and praying to get it there hahaha. I was able to put a lot together, I don't know if it was intended (see picture) - The balancing was not so great, I noticed that the nose was overpowered and just put tons of it every time I had the money. Never got hit. In fact, when I put something like 7 or 8 together, the viruses didn't even left the spawn point lul. - Low variety of enemies. The "nose abuse" could be avoided if some enemies were tankier and slower, so I would have to build a high dmg structure. - I didn't understand why I had to select the number of waves. A beginner won't have reference so he will left the default and if he managed to advance through 5 waves, then why make the game stop? I think it could be 20 by default and don't let the player choose it. - The huge map without a zoom tool or fast movement was not so good too, I had to constantly slowly move through the map to check the two spawn fronts. Things I liked: - The gameplay is fun, I love tower defense games and you guys had the right idea about the genre. The multiple fronts and the combination of turrets eliminating a bunch of enemies is very satisfying. - The art and the animations are very nice, they follow an art style that is different and simple, but works. It's vapor-wave like haha. - The music is good too, it stands on the background, doesn't overwhelm the player. - The theme was fun. Overall a fun game that could me more challenging if it had more enemy variety. ld1.png |
| May 4 00:59:28 | 59m 27s | Mana Drunk | ♥ 1 | Things I didn't like: - It's a bit confusing the part where we hit the purple one and then he absorbs mana and when we kill him we gain absurd amounts of mana. It scales too fast. It's kind of fun too, but more confusing than fun hahaha. It's too chaotic. - The sound effects stacks when you kill many monsters. It gets really loud. (I use Godot too and have the same problem, don't know how to solve...) - The difficulty curve ramps up too fast. The levels 1-5 are very easy, the green blobs pratically don't count as threats. Then the boss comes and instakills me, lul. Things I liked: - The effects were very good, like when enemies died or when I threw a large bomb and many died, satisfying. - The music is awesome!! - The boss fight is very challenging. I was satisfied when I finally killed him. - The pixel art is simple but beautiful! |
| May 4 01:51:09 | 51m 41s | Our Dear Friend | ♥ 1 | Things I didn't like: - The game is very dark. It is not a problem by itself, but I understood that the hook+rope mechanic existed to deal with it, like putting it on the rock you are standing on and then going down into the unknown. But it doesn't work, because monsters keep jumping on you and past the middle you have an invulnerable ghost following you! So you don't have time to use the hook slowly and safely, it works more like a fast traversal mechanic than an exploration one. - Many times I died I felt that it was unfair. Spiders popping out on me, falling into pointy things that I didn't know was there, arrows coming out of nowhere. The only thing that could prevent me from taking those damages is memorizing. After I've died a bunch of times, I had memorized that some place had spikes, some place had a spider and such. I don't know, maybe it's subjective, but I don't like memorizing where every threat are on the map. - The game has mechanics like the arrows, the hookshot and the person that gives you things. I thought that I would have to learn to use those things right, to be able to progress. But in the end, to reach the end of the game, I simply had to ignore all of this and ran as fast as I could, together with the memorizing technique. It rewards reckless, lucky and good memory people instead the ones that really try to use the game mechanics. Things I liked: - The ambient was amazing, the little creatures that gave you life shining just a bit was a nice touch. It really sets the mood. - The music helps with the mood too, it's good. - It has a compelling story, you want to go further to learn more. - The hookshot works very well (I'm trying to make a game with the same mechanic, it's remarkable that you managed to make it work in such a small time!!) - I haven't noticed any bugs, everything works perfectly! - The arrow works perfectly too, being able to recollect it is awesome! Overall, it's a difficult game that has an interesting ambient, story and core mechanics, very difficult to do in a jam, good job! |
| May 4 18:49:12 | 16h 58m | Lifeblood Arena | ♥ 2 | Things I didn't like: - Sometimes I lost a lot of life on the first or second wave, it would be nice to have a retry button to instantly go to the beginning insted of waiting to die. - I've noticed a bug: sometimes my hit counted many times, I killed a bull in one attack (it did the attack sound many times) - I think it would be nice to have an invulnerability time after taking damage, because when I made contact with a monster I got hit several times, this seems unfair. - The whole idea of trading your life to pick skills is only used once. The moment I realized I liked speed and didn't like ranged attacks, I simply made a "build" spending everything I could on speed and removing the ranged. Then I would never change it. The fact that I never regenerate my life made me not want to spend it on other things. Things I liked: - It's nice that you let people choose which playstyle they want: focus on speed, ranged attack, dash etc. - Nice graphics, very simple but functional. - Melee attack is juicy - The music is good! The sound effects too, mainly the "pop" when monsters died, very satisfying. - I liked that before the wave begins, there is a little delay to let you think about a strategy - Very challenging! I hit wave 5 several times, when I finally was beating wave 6 I felt thrilled. Hitting wave 7 was rewarding. Overall, a very challenging and mechanic oriented game, with rewarding sounds and difficulty, good game! |
| May 4 19:05:33 | 16m 21s | Veggies For Life | ♥ 0 | My notebook has a rather small resolution (1366 x 768) and you chose to not give me the choice to resize the window (with that popup that unity games has, before the game begins). This makes the game totally unplayable, I couldn't read the tutorial entirely and I only saw one seed on the menu. |
| May 4 19:27:07 | 21m 34s | In Exchange For My life | ♥ 0 | Things I didn't like: - The melee attack is very lackluster. Its animation is too clunky, it doesn't indicates the range of the attack very well, and if I was walking to the left and attacking to the right, it continued to attack to the left. I don't know if it was inteded or not, but anyways, it's confusing. I only used spells for the entire game. - Sometimes the red monsters don't blink when taking damage. - Very easy: the life is currency theme didn't even offer any difficulty, I just spammed spells and my life would be regenerated on the next update room. - Unbalanced: the dash and the other spells are overpowered and it costs just a little health. - It ends too abruptly. I think if it had just one more room with a very strong boss would make it more rewarding and less sudden. Things I liked: - The animations of the spells are very good. It was very satisfying to use them. - The sprites are very beautiful! |
| May 4 20:22:07 | 55m 00s | Kill The Money | ♥ 2 | Things I didn't like: - The jump is too "floaty", I think if it had more gravity and you had to press the up button longer to jump higher it would feel better. - Having to jump and shoot feels not very practical, if I were able to shoot in the direction of the mouse I think the game would feel more dynamic. - There were an unbalance of levels and weapons. Lots of weapons but only a few levels. I just experienced two weapons =(. - The "Your life is currency" theme was used but it never offered much difficulty - You can only change the direction of you character on the ground, it's a bit strange. Generally, in many games, when you are jumping, if you hit the left button your character immediately starts to face left. Things I liked: - The art is EXCELLENT, a very cute pixel art. The rolling animation is awesome xD. - The variety of weapons are nice. - The music sets the mood very well, nice sound effects too. - It's absurdly impressive that you made all of this on your own in so little time, really inspiring! Overall, I think this game has a lot of potential. If you polish the gameplay, I can see this being successful on steam and such. |
| May 4 20:43:24 | 21m 17s | Monotheizmation | ♥ 1 | Things I didn't like: - Very confusing, I didn't understand bery much what I was doing and for what purpose. Like, the sun and rain were very intuitive, but the population mechanic was not clear. When people had bubbles of humans should I put more population where they were standing or on the houses? If they wanted the animal, how could I provide it for them? There were other icons like the leaf and other plant that I didn't understand, I was taking care of the things that produced them, why people were sad about it? haha - The game starts abruptly with all the mechanics already there. The main thing that I learned searching for how to do tutorials is: "Teach gradually through experience". If the player started with only one mechanic and the game explained how to use it and what consequences happened, one mechanic at a time, it would be much less confusing. Things I liked: - The mood is nice, the music and graphics made me feel calm and happy to provide for my people xD. - The theme was fun, being a god that people sacrifice other people to. - The limited time to enhance each thing made me want to continue improving and continue playing. If you continue working on this game and make an objective system and such, I could see this being an addictive game. |
| May 4 20:57:49 | 14m 25s | 9 Lives | ♥ 0 | - The cat movement is very irritating: we can only jump forward if we had inertia before jumping and while on air we can't control it, it feels very bad :( - It has a very high bounce effect when hitting things, it doesn't make much sense haha. - I couldn't buy more than one item per lvl, which also doesn't made much sense because I had enough lives. - Why is there a orange bar at the bottom of the screen? - The Descriptions of the items have many typos - The cat simply got stuck while I was jumping from one platform to the other. It remained on the walking animation and didn't move anymore. - The sounds made with the mouth are funny though xD. |
| May 4 21:53:40 | 55m 51s | That Time When I was Reincarnated as a Coin | ♥ 1 | Hello! I knew you for the game De/Void, it was an awesome game, so I decided to play your entry for this ludum dare too. I played for much more time than I am proud to admit hahahaha, maybe 1 and a half hour. It was definitely a VERY challenging game, but extremely rewarding too. The mechanic is so simple but you can do so many things with it, it was very smart of you to do this. Trying to put the coin on the side to let is slide, together with the lock on the camera view was really, really smart. That ramp on the last level was the hardest part, for sure, but the Esc button that wipes all the dead coins of the way was very well thought. The animations on the face of coin ant the story were a very nice touch, you have a sensitivity to do simple things that works so well, it's inspiring. I finished the game with an extremely rewarding feeling, you did an awesome job, again! Good game. |
| May 6 19:31:17 | 45h 37m | Soul Surge | ♥ 0 | Things I didn't like: - The attack working in the direction the player is facing instead of where the mouse was pointing at felt weird to me. - The hitboxes are a bit awkward, sometimes I was spamming the attack, directly facing the zombies and they hit me. - When I took damage, I expected to lose souls. When it didn't happen I was confused. Maybe if it was clear to the player how many hits he could take before dying and that it was a different mechanic from the souls would make it less confusing. Things I liked: - Amazing art and animations. I follow your youtube channel for a while and seeing that you are primarily a programmer, but you also make beautiful art, it's inspiring. - The souls being used to buy upgrades fits the theme very well. - The rooms systems was very well thought. Nice game! |
| May 10 19:44:07 | 96h 12m | Lifelust | ♥ 1 | The gameplay feels clunky. I didn't understand how the staggering works: the skeletons stop attacking me when I attack them? Can I avoid their attacks? When I wait for them to come and I spam my attacks, I take damage. If I try to attack and run, I take damage too. It feel that it's impossible to avoid damage. Loved the art and music! I liked the variety of items and their mechanics too, very good job on those! |
| May 10 23:45:50 | 4h 01m | Idle Idol | ♥ 1 | Things I didn't like: - The specific sound that plays when you click on the statue is not so pleasant, sometimes I avoided clicking on it because of the irritating sound. - At first, it wasn't clear that I had to reach 1000 cultists to finish. I thought that I had to fill the screen with the 300$ building. It caught me off guard. I clicked to play again just to be sure and saw that you put it in the beginning, but so much thing is happening on the screen that I missed it. Maybe put some popup before the gameplay telling this to the player and only start the game when he hits OK, or something like that. - I played for some minutes thinking that the trees were put in a smart way and I had to think where to put the structures to optimize the space. But then I realized that you can destroy the trees haha. It would be nice if that information were clearer, I felt dumb. - Sometimes I destroyed some structures while trying to click on the statue. It would be less prone to error if the right button destroyed them, instead of the left. Things I liked: - The music is very good, it works nice in the background. - Most of the sound effects are good. - The art is amazing, very very good pixel art, it's inspiring. Nice animations when you destroy trees and such. - It offers a complete experience, with an end game screen, very polished. - The mechanic that makes the player avoid incremeting the currency too fast is awesome because it requires the player to be proactive, making it different than other idle clickers. I generally avoid clicker games because I'm easilly addicted to them. This was no different hahaha, had to finish it! Very satisfied with the experience. |
| May 11 00:06:36 | 20m 46s | Escape from Hell | ♥ 1 | Things I didn't like: - The hitbox of your attack is a bit weird, sometimes I saw that my sword hit the soul blobs but it didn't damage them. - I got confused with the mechanic that I had to use my soul as a bridge to the north pathway to be ressurected, because the NPC says that he will ressurect you, so I collected some souls and then talked to him again, waiting for him to ressurect me, but nothing changed. And the text on the screen was confusing too, because it says "press space to ressurect", so I pressed and nothing happened again haha. There are two ressurecting mechanics here, the one when you spend your soul and the one that brings you back to the living world. They got a bit mixed. Things I liked: - Nice pixel art and animations! it's amazing that you did it together with the design and the programming. - The whole story that you had to beat one very strong boss is cool, I felt like playing Dark Souls haha. - Being able to talk to the npcs was a nice touch. Overall a cool experience! |
| May 11 10:49:12 | 10h 42m | Rashness | ♥ 1 | Awesome art and music, really well done! The music reminded me of Super Meat Boy, which I love! I liked the build system too. Just somethings that bothered me a little were: - I was constantly clicking on the same spot the entire game, it's tiring, maybe if we could hold the fire button it would be better. - I chose the dash and speed upgrades. I was constantly going left and the camera wasn't able to follow me properly, I wasn't seeing my character xP. Overall a very good game, it's inspiring that you did it all alone! |
| May 11 18:16:08 | 7h 26m | Library of Madness | ♥ 2 | The gameplay was a bit weird to me, like having to be exactly at a certain position to be able to climb up or climb down a platform is too clunky, not dynamic. Sometimes when I was too close to the enemies, I couldn't hit them but they could hit me. Not being able to just drop from a platform seems very unintuitive. I think I picked the tome of vanishing two times. The art is very well done! The little details like the colored books, grass on the walls, it's great. The music is nice too! The level design is good, I felt compelled to keep going and finish the game. The game starting to getting weird and creepy with each book picked was an excellent touch too, good job! |
| May 12 00:36:36 | 6h 20m | Impact! | ♥ 1 | This game has a lot of content! Nice art and music. The theme is very funny too, like running out of emails because they will waste your time haha. But I found the gameplay confusing. I was going through the platforms, then I saw a door and got teleported to some other place unexpectedly. My complecionist self that wants to see all the paths got anxious haha. The interface to accept or reject something only works with the mouse, interrupting the normal flow of the game. Maybe an ingame tutorial would help too, because I didn't understand well the two special modes, so I played the whole game with the dodge mechanic haha. Overall an interesting and funny game. |
| May 12 17:36:46 | 17h 00m | Darkling | ♥ 1 | I didn't understand the decision of cleaning the enemies at the end of each wave. This makes me don't want to fight them, just run until the time is over. I kept running on the edges of the map and I was able to survive many waves, without shooting or buying upgrades. There is a bug where the character keeps jumping after I press space only once, I think it has something to do with the terrain where you end your jump. Despite those things, the mood is nice, the shooting feels good and the game fits the theme well too, nice job! |