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Feedback comments for LD44
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| Timestamp | Since previous | Game | Ivan Garcia Filho's comment | |
|---|---|---|---|---|
| May 1 01:56:28 | Bloody Money | ♥ 0 | Nicely done, i would just improve the combat, add some Vfx feedback to the attacks and also improve the contact with the weapon and also increase the attack speed or at least randomize it's speeed to get more dynamic animations and flowing attacks. | |
| May 1 02:08:09 | 11m 41s | The Harvest | ♥ 1 | Nicely done, i just missed a bit of UX / UI improvement, like arrows on the corners to show that there's a map to explore, some music or ambience, improve the selection vfx (just oscilating the fadein and fadeout loop isn't enough) and maybe a drag and drop from the bottom menu over the solar systems would be faster and more precise and even faster by reducing the amount of clicks |
| May 1 02:26:27 | 18m 18s | TRIWAR | ♥ 1 | Awesome gameplay, i stcu kinto the 6th stage and i would just enhance the experience adding more feedback to the units ... i missed a "spawn vfx & sfx" when the unit is summoned, also a vfx&sfx as a clue of the channeling time (the time it's taking to summon the unity), and maybe some footsteps or different attack sounds between the units to recognize who's attacking and taking damage... |
| May 1 02:39:19 | 12m 52s | Drytown | ♥ 3 | Awesome art and animations, i would just say that "hearts != liters of blood" , there's no way of knowing how many liters a heart has before you just die accidentaly hehehe ... And maybe enhance the dialogue fonts ... they are hard to read. |
| May 1 02:42:58 | 3m 39s | BLOOD FIGHTERS | ♥ 2 | So Juicy, i would just improve the sfx by changing the sound that each fighter emits, because once each fighter hits the other simultaneously it's hard to recognize the diffference between the duplicated sounds. |
| May 1 02:54:49 | 11m 51s | Coin Boys | ♥ 1 | Oh my God... what i just did to that cute coin!!!! i was poking rainbows all around and then i just killed him!!! |
| May 1 03:01:01 | 6m 12s | Heart of the Grove | ♥ 0 | Awesome graphics, you should just add more variation to the trees not jus the shape or color, i'm talking about different kinds of trees... |
| May 1 03:16:14 | 15m 13s | GÖLDF | ♥ 1 | Very Polyshed and it remembers me of my father playing "Chinquilho/Malha", trowing metalic discs on the beach towards circles drawn on the sand to score points as close as you get from the center... I would Just put a more dynamic background music, it gets anoying and repetitive after a few seconds... |
| May 1 03:26:12 | 9m 58s | Use your heart | ♥ 1 | You could try to fix the overlaping sounds, and add a vfx/sfx to when the user dorps a heart on the ground, i didn't notice it droped and i did that twice before i attempt to move towards the exit. |
| May 1 03:31:48 | 5m 36s | A Miner's Life | ♥ 1 | There's a lack of sfx, to the moment you start climbing to the moment you jump, lands, over a mushroom and even takes damage, also add more ambience to the cave. |
| May 1 03:43:46 | 11m 58s | DEA-7H | ♥ 1 | I love the way you mixed pixel art and 3D environment like some upcomming pixel art games this year, there's a lack of ambience, some street noise like cars, sirens, people talking and their footsteps... |
| May 2 11:35:59 | 31h 52m | SoulHunt | ♥ 0 | I know that the whole thing is bugged, but i could evaluate what "maybe" could be the core gameplay loop : "kill rock giants, earn souls, summons guardians, walk, repeat" ... no background music (just for the main menu), no sfx for walk cycle, attacks, ambience, and the particles comming towards the protagonist made think that it's like a "compass" trying to give me directions ... and found that your game don't have boundaries set just for the scenario... Good graphics, good little piece of mechanics shown and i would say that you could try to fix that i would love to play that thing again! |
| May 2 12:09:27 | 33m 28s | Force of Nature | ♥ 3 | awesome game, i would just improve somee of the mechanics, stacking multiple trees on the same stop should'n t be allowed it's just "weird" and just by forcing the user to find a free spot would develop differente user dynamics and behaviours, also, since the treeant collides with the sappliings, the user would bee forced to strategicaly place the tree saplings to avoid blocking his path and bmaybe force the AI driveen enemies deviates from the sapplings and gains time with them havaing to calculate large trajectories... the stomp skill is a bit nerfed compared to the slash , i would just use slash for everything, i think that stomp could be something more like a "AOE" spell around the treeant while slash just knock back and spread the units aways. Also, i missed the ability to just "trample" the smallest enemies, i would love to run above them !!! The shadows are a bit glitch, at first i tought that was kinda "Fog Of War HUD", but the shadows gave a good clue about where the enemies are comming and used that as an "enemy compass" and i would just put the braziers just a bit far from each other to avoid multiple shadows comming from the same units; Missed some ambience effects, like wind, tree leaves shaking, birds, grass hoopers, cicadas and etc ... Some Sfx that could have increased the weight of the treeant, like huge ground stomps followed by leaves shaking, and some wood creaking and squeaking, branchs breaking and hitting each other... |
| May 2 12:46:49 | 37m 22s | Your life is my money | ♥ 1 | Awesome graphics, neat and clean UI, and with a complete game loop! I missed some Sfx : no footsteps, no "hoovesteps", rock smashing and breaking, no animals idle grows, no ambience effects (wind, eagles, buzards, crows, wind, river), spear attack sfx not well synced with the animation and no grunt from protagonist. The camera should spin around the protagonist to avoid weird angles (maybe alllows the user to use Q/E to rotate it). I had a bug which made my cows sitll carry the wood i gave to the bridge guy and leaving me without enough inventory space to collect other items. More scenario animated elements to give an increased immersion like a simples vertex displacement shader on the trees and grass, sandstorm or dust particles floating around and maybe thumbleweeds passing by. More clutter on the plain ground, like small rocks and more grass pachs and vegetatiton variance. |
| May 2 13:12:13 | 25m 24s | Sheep It | ♥ 2 | Nice vegetation shading (apart of some trees showing the tip of the trunk on top of It), i would add some "see through" feature to avoid occclusion of the protagonist, robot, and sheeps. Increase the "breaks volume alittle more" and emit a "horn" sfx for the truck when it arrives to assist the user; Some "grab" sfx like a protagonist "grunt" to add some weight to the sheep, some grunt to the throw action to add some force and stregnth, also a sheep feedback to maybe add the feeling of hugging It; Change completely the orange balls that you use to lure the ships by something that looks like a bait (carrots, apples, lettuce); Some Reverberance to increase the sensation of a more open space. |
| May 2 14:30:20 | 1h 18m | utsvulten | ♥ 0 | I loved everything in this game, mainly the juiceness behind the picking and eating ... The UX of picking and eating is a bit hard to manage, maybe and auto aim interpolating the hand towards the closest grabable surface would be nice, the sensation of being behind a glass watching those guys eating each other is freaky. I would bet in maximizing the feedback of your actions, maybe turn the eyes back as close as there's no brain left, some sliva running off the corner of their mouth, maybe tears running off their face, some food splatts over their chests, dirtying the teeth.... |
| May 2 14:44:25 | 14m 05s | Knit Worth | ♥ 4 | Creeeeepyyyyyy !!!! And also an awesome game Intro!!! i just missed the lack of the art in the intro during the core gameplay loop... The feedback should be more Juicy, like adding some idle deformation on the silhouette of the "nodes" followed by a pulse into it's scale and electric pulses running accross the node conections, add some pulse upscaling as much as the user is connecting and increasing the combo, and flash the color of the nurmber... some electric arcs floating around the nodes could be attracted to the tip of the knitting needles and upon contact, ddischarge a running lighting arc downards the extent of the needle and some particles bouncing accross the cranium and add some reaction of the eye holes ... |
| May 2 14:57:45 | 13m 20s | Escape from Hell | ♥ 1 | Yeah, the lack of sound realy removes the charm of the wholle art and mechanics ... i would also add that you could improve the UX by putting the sword on the kinight's hand in front of him to enhance the user notion of the kinight's current direction it's facing when upwards and downwards, and also addd an animation of him falling up, because the bridge going up to the portal playss an incoherent animation of him falling back instead of falling into the hole... |
| May 3 14:20:50 | 23h 23m | Jukebox Panic! | ♥ 2 | Awesome! The way that you have to bounce the coin towards the jukebox makes me hate and at the same time love that!!! The Music is overlaping the ambience sounds a lot, maybe adjusting the volume would be enough, also add some reverberance to add more space and bring the user to inside that bar. |
| May 3 14:42:36 | 21m 46s | Dr. Ectomy | ♥ 1 | Awesome game, the lack of Sound effects made the game lose it's juicyest part of moving the organs around. |
| May 5 13:12:41 | 46h 30m | Addiction: Your Life is Currency | ♥ 1 | Nice theme, with a good music you could enhance the drama of your game context. |
| May 5 13:24:26 | 11m 45s | Necroxeon | ♥ 1 | Great Graphics and overall mechanics, well executed and polyshed! Youcould improve the ambience sound to give more space and add to the experience anhanced senation of the place which the protagonist is protecting, some reverberation to add space and also some idle sfx to the enemies. |
| May 5 13:39:41 | 15m 15s | Trading Lives | ♥ 0 | It's a good time killer, I thin that you could improve your background music to a more procedural loop to avoid repetition, improve the juiceness of freeing the souls by adding some sfx like a chains shacking and an echoing ghost scream, also some ambience sound like echoing whispers, some kind of echoing rocks bouncing, maybe some sand/earth/dust sliding and improve add some vfx to the chains being cut by the sword. |
| May 5 13:56:42 | 17m 01s | Long live the king! | ♥ 1 | Awesome graphics, i just had a bit of stuttering on my machine, but the overall look is awesome, the build size is REALLLY HUGE for that small amount of assets. The shading you did is awesomee, you could try to improve the "handdraw style" by making the shadowing use a "hatching" texture and maybe add some "grainy" texture to the large and bold contours like "pencil graphite"... The UI is neat and clear, but the art isn't following the same direction as the characters and evironment, maybe just add some hatching to the lighting and shadowing of the elements (fonts and icons) would fix that. |
| May 5 15:02:02 | 1h 05m | D E A T H S G R A S P | ♥ 3 | Awesome Art, remembers me of The Darkest Dungeon and Hellboy's negative and blocking painting, the story is embracing and i would invest more time into enhancing it's audio and sfx... on the living room some fire comming from the fireplace, footsteps ans wood squeaks and creacks when attending the door, some lock oppening and lock closing, and even door slam upon letting the Death enter and leave the house, some ambience sound on the scenarios like owns, bats, water dripping and some rats on the slums ... I love the parallax effect and i would also invest on more layers of objects accross the scenario to increase the sensation of depth |
| May 5 15:15:34 | 13m 32s | Rashness | ♥ 2 | Awesome graphics, i would just add a bit more of juiceness, upon shooting you could add a bit of motion blur, camera shake and protagonist knock back, increasing the sensation of weight put on the attacks, a trail render would also be nice to assist the user correcting the shooting trajectory... I think that the trail render right behind the boss is just messing with the silhouette and just remove It definetely. |
| May 5 16:13:31 | 57m 57s | Cats Without Cars | ♥ 3 | Awesome background music, softbody simulation turns things more organic and living. Color pallette turns some of the characters almost under a camouflage, i think that they should have more living, saturated, contrasting colors. Add some kindd of vertex animation to grass and tree leaves, a bit of leaves particles to add more depth and immersion. Add sound ambience to the forest, like leaves, wind, birds, with a bit of reverberation to increase the sensation of an open space. Add a flickering point light below the rocket boots to add more presence and power to It, some scorched earth and burning grass trails. Add small trail renders to assist the aiming and a point light to the bullets to also increase their visibility. |
| May 5 16:33:51 | 20m 20s | Bioenfluencer | ♥ 2 | Nice!, you should invest more in the juiceness your game could achieve, maybe add some flashing lights to the studio taking pictures of your monsters, few "like hands" and "signature bells" raising as a feedback of your followers, some ambience to your room, like a noise generator, your protagonist making noises while asleep, some flies to reflect the firtyness of the apartment, few vfx and sfx enhancement on the lab as you manipulate your brood, and even some sci fish sfx on the feeds screen |
| May 5 17:14:40 | 40m 49s | S:C:U:M - The AutoVore Division | ♥ 1 | Awesome aesthetics and the point of view from a production line system is also interesting, i would suggest a better audio experience.... background music, ambience sounds (some piston loops, gears, motors, genertors, vapors) and some variations for every room with a bit of reverb to add more space to the environment .... Add some variation to the slug sounds, and feedback (visual and sound) upon clicking above them... there's no much challenge on the gate itself, maybe you should add more interactions accross every system/room or challenge the user to spot and remove deffective outputs within the production line. |
| May 5 17:31:36 | 16m 56s | LiveOn | ♥ 0 | Awesome art dude ! There's a lack of ambience sound, like shocking waters, seaguls, birds, leaves shaking with the wind, some wind whispers and also some transition ambience, like cicadas and grasshopers at night. Also add few procedural loops to avoid repetition of the background music and enhance the interactions with vfx and sfx. |
| May 5 18:00:25 | 28m 49s | Insert Coin | ♥ 1 | Freakin awesome art!!! Nice music and mood, i would suggest you to enhance the ambience, you could improve the "darkness mood" of yout game just by adding some background sfx like rats, bats, owls pidgeons screams and wings flapping, some wind whispering, dripping water, and reverberation to increase space and emptiness. |
| May 5 18:12:15 | 11m 50s | UnderBreak | ♥ 1 | Awesome art, would be nice to addd more ambience to the scenes, to feel more like a dungeon or cave or underworld ... like ghosts whispering in chorus, bats, rats, some flames / lava boiling from beneath the first level, some reverberance to increase the depth of the scenario, footsteps and shooting sfx with some kind of muzzles cominig from their weapons and trail renders attached to the bullets to enhance the projectiles visibility and trajectory. |
| May 5 18:34:28 | 22m 13s | HeartString | ♥ 1 | Lovely, touching and chilling folk music also an awesome artwork. You could enhance the experience polyshing the sounds, like adding footsteps, equipment bag shaking and leather shrugling as long ad the protagonist walks. Improve the ambience by adding some torchs fire crackling, reverberance do add space and depth to the dungeon, echoing noises like, rats, bats and dripping water. Increase the strength of the shooting by adding a string stretching sfx, wood creaking to the bow, a vibrating arrow upon impact and some grunts from the protagonist before firing the arrow. Add more weight to the skeletons through some sfx like bones shaking and falling/rolling upon death. |
| May 5 18:50:09 | 15m 41s | PATH, a game of life | ♥ 1 | Cool music, ambience, sfx and graphics, well polyshed and love for the way that the exploration feeling comes exactly as "Bastion"! Well done !!! |
| May 5 19:36:03 | 45m 54s | Big Tiddy Goth Girlfriend: A Tale of Romance | ♥ 1 | Awesome narrative and background music raising the tension, the art is also well detailed. You could enhance the immersion to the narrative through some ambience sounds added for every scenario: Like phones ringing, peoples talking on the phone, doors opening and closing for the office. At the protagonist's home, add some music, keys being throw over the desk, and maybe some noise comming from the streets but muffled by the window and walls; And at the lady's home a bit of music, some reverberance to make the whole house looks empty, some grasshoppers and owls comming from outside.. After all, well done ladies! it's an awesome piece of art! |
| May 6 00:22:35 | 4h 46m | D.R.I.E.D. | ♥ 1 | Invoking and charmming game narrative, awesome graphics and cyberpunk spouts from the deepest part of my heart! You could enhance the experience by adding more unique sfx for every random event and more sequences of pictures to evolve the narrative and the protagonist. |
| May 6 00:50:40 | 28m 05s | Chibi Hobo | ♥ 1 | The most cute and charmming bot around!, Awesome animations, graphics and idea of recharging manually the robot's battery on the main menu buttom. There's a lack of sounds, like ambience sounds for the scenarios and the level design do not have the same effort put on the character, the robot reach a level of detail completely different from the level structure. |
| May 6 01:13:18 | 22m 38s | LastSwap | ♥ 3 | Since there's no order on the way you press the combinations, it's easy to just "smash" the arrowws and the AWSD in order to almost explode the battlefield's with an infinite army hehe... Good mechaniics, it's like a crossover betweeen a "generic siege game with a magika", the graphics are aewsome, but i think that you could disappear with the bodies over timee since the batlefield got completely covered by bodies... |
| May 6 01:31:19 | 18m 01s | Blood and goods | ♥ 2 | Awesome art, i love that bloccking/colorring style, remembers me of the darkest dungeon and hellboy. The music gets repetitive and would be nice if you could randomly chose the next loop and add also some ambience to every room, like dripping water, some rats, bats, and echoes to enhance the sensation of emptiness and loneliness. |
| May 6 01:42:13 | 10m 54s | A life well spent | ♥ 1 | Awesome graphics, animation and also the mood of the game... You should add more randomness to the sfx of the office, and also add more to the ambience like a noisy cityscape comming from outside and muffled by the window glass and create some day and night transition. |
| May 6 02:08:41 | 26m 28s | Doc. BLOODAWAY | ♥ 1 | Awesome graphics and art direction, ou should try to enhance the tension by adding a music with an increasing tension every turn, and some sfx of the victims trying to strugle against the test and the blood being transfered. Maybe some hospital ambience to increase the creepyness !!! |
| May 6 02:16:35 | 7m 54s | noPRAVDA | ♥ 2 | Awesome mood and art style, you could enhance the ambience with a noisy cityscape, some cops talking on radios, sirens and distant explosion muffled by the buildings surounding you to add the feeling of city under rebelion. |
| May 10 12:12:31 | 105h 55m | NecroBlood | ♥ 2 | Awesome entry, i love the graphics and the idea, i just have some concerns about the design, most of the 3 unity you may summom are completely identical, maybe you could reinforce the difference of each summon, maybe allow the skeletons to fire ranged arrows, the zombies a bit large to work like meat walls capable of luring the enemies while the vampires a full DPS and fast moving unit would entwine the mechanics ... There's a lack of sound, would be amazing to listem something like a comedy / horror like music and sound effects to increase the juiceness of the game... |
| May 10 12:25:19 | 12m 48s | Spider Disaster | ♥ 0 | Amazing entry, you should improve the attack speed and lower the damage for a more frenetic and vicious combat, the mouse response is a bit waky but the attack juiceness is awesome!!!! there's a lack of os sfx, like the footsteps, a procedural music that changes accordingly to the user's health would be awesome, some ambience would add the sensation of space and the feeeling of an open arena. Would be nice if you could try to hit the enemy body parts to strategicaly multilate your enemy and enhance the dynamics of the combat... |
| May 10 12:50:29 | 25m 10s | SHROUD (Synthetic Human, Radiation OUtput Determined) | ♥ 0 | It's an awesome entry, well developed from beggining to end and awesome graphics! There's some UI/UX problems, like the grass looks that like a hazardeous spike trap, using the mouse to shoot would be more intuitive and allow more control over the shooting since you allowed the user to click over the items on top of the HUD to use tem, it would follow the same language (use the mouse for everything you want to interact), never had to switch weapons or even open the inventory. You should maybe show the user some reward for exchanging your limbs (because i finished the game without giving a fuck to the robots asking for my limbs). Add some feedback sfx to the UI (like the sound of drinking water upon clicking thee water icon), add footsteps footsteps with some reverberance to add more depth to the huge scene you made, character sfx to reflect the primary need and some ambience sound to look more like a wasteland. |
| May 10 12:56:25 | 5m 56s | MAX PAYIN' | ♥ 1 | Good entry with nice graphics! there's a lack of ambience sound to give some clues of the place your avatar is, some footsteps to add weight and presence to the character, reinforce the feedback of your shoots and damage taken because they are limited a lot |
| May 10 13:04:41 | 8m 16s | Piggy Butchery | ♥ 1 | Awesome entry, with nice graphics and a lot of humor! There's a lack of ambience sound to feel more like a slaughterhouse, some feedback to the fig footsteps and some sfx to the closest traps to add more presence to them. Didn't hear any pig sound at all =[ |
| May 10 13:33:51 | 29m 10s | Where There's Smoke | ♥ 1 | Awesome entry, immersive and relaxing, i love the feeling of hidding from the rain and wait until it ends ... The ambience is also nicely synced with the rain. You could enhance the feeling of hiding from the rain, maybe by turning down the lighting of the environment as the rain approachs and shrinks the light gradually to surround just the protagonist and its furnace, while you change some of the scenario elements, like making some trees fall, and change objects positions to strengthen the storm and even add more dynamics to the user behaviour : "Should I hide and look for cover, or try to pass trough this path before it gets messy after the storm?" ... even add some lightning and thunders to add more drama and tension, maybe some mechanics like trees being struck by lightnings and use them to restore your furnace in the midle of the storm. The sfx of some UI interactions with the other characters is weird and i think that you could just replace by something more like steam, pistoms, and metal squeaking and slams to ressemble vapor machines. The character footsteps do not add weight to him, maybe you could add some idle steam engine loop and as the character walks you could change the pitch to go up when walking and go down as the character stops, with some steam and metal slams for the footsteps. The damage sfx is also waky, you could ad the sfx of a water dripping over the fire and releasing the steam, it would really reflect the heat of the furnace; Maybe add some idle flamesloop with the volume gradualy fading as the health goes away. Some vfx could also be added to the character like a small trail of smoke and some smalls sparks and flaming charcoals falling away from the furnace... There's also some problem with the UX of your scenario, it's hard to say when something could be used as a cover to hide from the rain and even if it's a walkable path or not. the silhouette of the graphical elements of the forest got too blended and it's hard to recognize what's a tree or bush or grass... The leaves vfx are awesome and they reinforce the direction of the wind but you should maybe add to them the same collision you've added to the rain, so the user could notice clearly the collision shapes. |
| May 10 13:55:39 | 21m 48s | The Last Drop | ♥ 1 | Amazing, cute and good graphics and animations. There's just a music and nothing more that tha, no UI/UX feedback, like using the water dropplets to shoot, on the seeds, or even when you collect the water from your plants... Some ambience would be nice to add more space to the environment, and create a night/day cycle atmosphere, while some damage sfx would also add juiceness to the attacks . |
| May 10 14:36:04 | 40m 25s | Lousy Life Lessons - [LLL] | ♥ 1 | Awesome noir mood, black and white retro style increases the drama and tension, even the fonts fit the theme. A short music loop but the way it beats like a heart is awesome and invoking. The voice over is waky, but it fits the character and the personality inherited by the art. The music's growing tension is awesome and bring you into action like a music asking you to dance. There's a lack of ambience, like a noisy cityscape with ambulance and police car sirens, people talking, car horns, and a some reverberance to add hight to the roofs of the buildings. There's also a bug with your parallax script on the first level, if you run into the wall to the left, the foreground building goes to right; The core mechanic of falling with your 4 paws into the ground is lame, you just have to press it anytime with the spacebar in the midair ... you could make the cat spin in a stunt pose and let the user spin the cat with the mouse to adjust the 4 paws perpendicular to the ground or at least force the user to press the space bar when really close to the ground and make the cat roll like a stunt maneuver ... The scenario is a lot static and it lacks movement, you could add a small motion to the platforms after the cat steps into it to wable due to its hanging cables ... add some lights flicking, and if you could.... 2D volumetric lights would be awesome to add depth... The Narrative is also good and the art enhances It, you should also add some subtitles to the ingame voice overs! |
| May 10 14:52:06 | 16m 02s | EXO | ♥ 2 | A bit confusing in the beggining but i managed to understand it's a FPS towerdefense like ... The graphics are good, i would sujjest to increase the visibility of the enemies, their color looks like a camouflage with the scenario, loosing it's silhuette and shape, the lack of lights and shadows also makes them lose ther volume. The lack of sound is sad, but its fair, if you compar with the graphics and systems developed, i would invest more in ambience, and even try something like Google's Ressonance to enhance the experience... |
| May 10 15:11:18 | 19m 12s | Take them with you | ♥ 2 | Awesome game, the way you have to attract the bots to kill them is a bit lame, i think you should evolve the dynamics of the cleaning bot movement and the virus robots too, like adding some inertia to the cleaning bot movement to make wide turnning arcs and maybe drift a little, allow the virus robots to charge more quicker than you could run away from them, but allow you to dodge them and maybe make each of the robots charge against each other and kill themselves ... The steering sfx is repetitive, you could add some perlin noise to the pitch and volume added to some pitch up effect upon increasing speed and pitch down upon decreasing speed... Try to fix the virus robots playing overlaping sfx upon entering their Line of sight. And add some ambience to the laboratory, to add depth and bring the feeling of a lab, like sci fi computer blips. |
| May 10 15:27:02 | 15m 44s | DISREGARD LIFE, ACQUIRE CURRENCY | ♥ 1 | Awesome graphics, never tought that the pico 8 could achive such... the reflections of the sheep and the moon over the water is awesome, but the reflecitons of the HUD is waky ... the sfx is a bit glitchy and the sky sometimes warps, would be nice if i could navigate backwards to catch the guys that just passed by ... |
| May 10 15:45:52 | 18m 50s | Seaway | ♥ 0 | Awesome graphics, relaxing, and engaging ... You should invest in your atmosphere and ambience, it's so fucking good the aesthetics you've reached ... enhance and bet on that ... you could improve the field of view mask by adding an animated noisy mask to look like fog and blur/distort the silhouettes ... There's a lack of some seaguls or flying birds, the sound is pleasing and you could add more by maybe adding some choking waters, wood of the hull creaking and squeaking, wind blowing and seaguls ... The sfx sounds a bit weird because none of them end with something being drawned or bubles or water splashes... Using the mouse to attack and move isn't so intuitie, you could switch to something like moving the boat with AWSD while using the mouse to aim.... I like the UPGRADE HUD ... it's minimal and clean and also fits the art ... but it's too small and hard to read ... make it even bigger (maybe); Adding some weather effects would be awesome and even better if a day/night cycle ... your game remembers me of sunsless sea and sunless skyes ... good job ... it's a piece of art! |
| May 10 15:51:21 | 5m 29s | Guardian Sphere | ♥ 0 | Nice graphics, and well polyshed, except that there's a huge lack of sfx, it's a shmup without sfx and it's really waky ... you should enhance the UX with the feedbacks of your shoots, damage, and ambience .... |
| May 11 02:26:50 | 10h 35m | Knock Knock... The travelling soulsman | ♥ 1 | Awesome graphics, the art style remembers me of some cartoon netwoork animations like adventure time... The UI/UX is also delightful, i can feel the feelinig of scrolling through contracts and folders, and smashing the bell door is fucking juicy and amazing... You could add more ambience sounds and some changes, like unique ambience sound comming from inside the house, muffled by the door with maybe some funny subtittles and onde you see the character oppening and closing the door you can hear it's sound constantly muffling as a feedback of your progress in the dialogue .... Since you have some time before you get fired, you could add some kind of day/night cycle to give a clue to the user of the timespam before being fired ... The ambience sfx of the main menu have some fire sparks and i think that would be nice to add some particles to the intro menuu and enhance the sfx ... |
| May 11 02:35:48 | 8m 58s | BraveBelly (Thiccboy hurdle jump sim) no download required | ♥ 0 | Nice art, i think that the vfx added to the obstacles andthe jump do not fit the same art direction and there's a lack of sfx for some important feedbacks, like jumping, landing, slamming an obstacle, footsteps, some ambience to add depth and bring the user closer to the environment (the forest in this case), some character idle sfx loop to reflect his status like getting tired... Some particles in the opposite direction would also increase the sensation of movement and speed, like leaves from the trees blowing against you ... |
| May 11 02:50:28 | 14m 40s | Zap Signal | ♥ 0 | Nice graphics and the voice oriented is something realy awesome... it's something hard to achieve for a jam and the idea is also something that also allow users with some kind of disability to play your game... it remember's me of a game called "there came an Echo" on steam https://store.steampowered.com/app/319740/There_Came_an_Echo/ Nowadays i work with virtual reality and i love the way that the technology added to artificial inteligence (like voice recognition) could bring entertainment to those which can't have the same experience because of their differences ... You could add ambience, and sfx to enhance the feedback and the timming of the user. |
| May 11 03:03:55 | 13m 27s | Cursed Samurai | ♥ 0 | Awesome graphics and animation, the vfx of most of the interactions are awesome, the lifting snow and the scarf add weight to the character ... You should enhance that at least with some ambience sounds and effects ... like the hail storm, some howling wind, the footsteps on the snow, maybe wolfs howling in the background, her cloth shrugling and the equipment shaking, her breath and some grunts upon attaking or taking damage ... A music would also be something meaningful to build the tension as you decrease the number of deaths. |
| May 11 17:45:59 | 14h 42m | Heartaker | ♥ 1 | Awesome graphics, and visual effects, the feedback is juicy and pleasant... there's a lack of ambience sounds and you could make one for the main scene and the other for the underwaorld... there's also a lack of footsteps and some sfx from your enemies like the shaking armor of the samurai... I don't know if the jump is something useful at all, i just opted for dashing all the time, even to reach the platforms... i think you could completely remove the jump feature unless you add more to It ... The music is amazing and adds tension to the fight... i think that you could enhance the juicenesss of opponents death just by adding a few more blood/fluid splashs, a bit of variation to their screams and a bit of echoes/reverberation to increase the drama and exaggerate the feedback... |
| May 11 18:51:57 | 1h 05m | missed messages. | ♥ 1 | Awesome entry!!! the main menu music music remembers me of Lorn and i love It... the way you hide May's face in the main menu is amazing and makes use of the user curiosity to move the mouse around, forcing the user to notice the parallax effect ... it's a well planned UX trick... Your art and the music creates a relaxing and pleasing experience, the way you loop the game is also clever because the context changes and you see yourself living the same day again and again, trying to fix the wrong choices you've made... For the amount of time i played your game, I can say that there's A LOT OF DRAWINGs for a 72 hours jam! None of them with less detail or work than the other, everything with the same quality... there're hundreds of texts and you used that to enhance the UX with few random interactions... The Story is beautiful and i don't have words to explain my feelings about that... but ... "thanks"! |
| May 11 19:48:05 | 56m 08s | LAZERBOI | ♥ 0 | Had some issues trying to run your game even from my computer, both, broswer and windows versions are way too laggy ... I evaluates just what could ... I love the synth retro like style, the graphics are good and the i would say that you should improve the protagonist's trail render... it's completely different from your art direction... Add some spot light flicks to the muzzle flashes and more impact light flashes to increase the depth and juiceness of shooting, some burning motes falling into the ground like melt steel to add more strength and heat to the lasers .. There's also a lack of ambience sound, maybe add some cityscape sounds and add some idle loop from the spiders engines, not only footsteps and add more wabbling to them, it's going to increase the spiders weight and volumetry... As you did on the city shader, you could do the same with the spiders, emiting some feedback from their emissive maps.... |
| May 11 20:00:09 | 12m 04s | Big Facinating Mutants | ♥ 2 | WHATAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA FUCK ? Awesome entry, it's rely hard to play ! |
| May 11 20:14:53 | 14m 44s | KNIFE=LIFE | ♥ 1 | Awesome entry, the shooting and upgrade vfx/sfx are juicy and addicting... there's just a lack of ambience, but the music and the reverb add some depth to the scene! |
| May 11 20:34:55 | 20m 02s | Death Got Your Girlfriend | ♥ 1 | Awesome entry and addicting, you should enhance the combat juiceness since it's the core experience, add more sfx to the attack like some grunts from the protagonist while releasing the attacks, some "wooshes" before effectively hitting the enemies, add different impact feedback sfx for every enemy (like bones shaking upon the skeleton taking damage for example while the hooded enemy something like hitting a leather bag full of junk) and wrap everything with some random pitchs and random volumes to avoid repetition and some reverberance to add more depth to your scenario... Add more ambience sfx to the scenes, like howling wind, tree leaves shaking, owls and even crows or howling wolves in the background... To add weight to the protagonist and the enemies, add some walk cycle sfx (like leather shrugling, a bag os equipments shaking, and some breath), localized footsteps, even if its a 2D game you could change the pan stereo of the sound to add at least some 2D clue and enhance the presence of your enemies and protagonist; |
| May 11 20:58:23 | 23m 28s | Sinking Town | ♥ 2 | Awesome entry, it's good to see that kinda of mix between 3D art and pixel art, at first i tought you used spritile : https://chemikhazi.itch.io/sprytile or crocotile : http://www.crocotile3d.com/ ... The music is a bit boring and repetitive, you could add some ambience, it's a goos scenario for that, like some choking water, some metal squeaking and creaking, wind blowing from the sea, seaguls, and maybe some fog would also add depth to that bluish city so close of the sea... There's also a lack of sfx to increase the presence of the characters... like some idle sound from their engines, some footsteps made out of metal slams, sppining gears and pressure releasing from their joints... |
| May 11 23:38:50 | 2h 40m | A Small Rocket | ♥ 1 | Awesome entry with an amazing art direction. I love post apocalyptic genres (do never believe in someone that do not love post apocalyptic genres!) There's a lack of ambience sounds to bring the user to inside the wasteland, whispering winds, leaves shaking with the wind, maybe some random crows and buzards wraped into some reverberation to add depth to the scene and enhance the sensation of depth and space, and a different soundscape to every shelter to allow the user mainly distinguish outdoor from indoor scenes and also recognise the shelter by it's unique soundscape. Also a lack of sfx for the character walk cycle, like the leather jacket shrugling, maybe some equipment bag shaking, the protagonist breath and some footsteps could add weight and presence to the character. Few but not so important interactions sfx like the opening and closing of the shelters, some leaves shaking upon passing through the bushs. The scene is rich but poor in movement, it's too static and lifeless, just add any sort of moving element, even a simple vertex shaders for the vegetation to wable would do the job, maybe some rats lurking from bush to bush with, crows and buzards over the trees flying far from you once you get close of the tree they are watching you or even eating some dead animal carcass, and even some particles like thumbleweeds, sandstorms, flying leaves or acid rain would add more movement and depth. There's no challenge at all, but you could maybe add some kind of radioactive storm outside that quickly burns the protagonist health and whenever the user reaches the shelter the wounds get restored and ready to plan another route through the storm to achieve the next goal as fast as possible before dying to the radiation. |
| May 11 23:51:43 | 12m 53s | Les liens du sang | ♥ 0 | Awesome entry with an amazing art direction. There's a huge sensation of ownership while managing your tree, but, wish i could have more control over the heritage (i don't know if there's a hidden math behind the scenes evaluating the characteristics of the couples i'm matching). The random events are something interisting, and you should use that opportunity to put randomly one of your characters within the roles of the events and also add pictures to show the best of your art style into complete procedural scenes with the faces of you proceduraly generated characters (i think that they are procedural). |
| May 12 13:08:22 | 13h 16m | Danko | ♥ 0 | Awesome entry with an amazing art and mood, i love the aesthetics of the game. The ranged attack power up is a bit overpowered, i think that you should replace the vignete mask for a cone of vision instead, facing the protagonist direction and even add other cones right behind every enemy to occlude other enemies behind their occlusion cones. The ranged attack is too transparent and always flicking, i think that you should make it a bit more visible and powerful. The temple stone emission isn't touching the ground around it, you should strengthens it's shinning red light and even try to increase and decrease its range in an oscilating/glowing fashion to also add volumetry and increase the presence of the stone, you could add some glowing and floating red motes, and some feedback upon taking damage like turbulence to the floating motes a red flash (a greater one that also paints the surounding area), some oscilating sfx synced with the glow that also pitch up and down upon taking damage. There's a lack of sfx to enhance the protagonist's presence like footsteps, idle sfx (like his breath, grunts before releasing the attacks, grunts upon taking damage, blood splats upon taking damage, sfx upon purchasing the upgrades). The scene is awesome because of the aestheticcs of solitude it brings to the user and you could enhance that with ambience sounds, like crows, howling wind, howling ghosts and ghostly whispers. There's also a problem with the melee attack, i don't know if taking damage upon contact with the enemies fits the design since there's no animation of the character turning to all axis (currently just left and right) because you have way too much effort to kill enemies that comes from bottom and top sides of the map compared to left and right, they are perpendicular to your sword collision area and you have to firstly align your avatar. |
| May 12 13:24:12 | 15m 50s | Bob the Zombie | ♥ 1 | Awesome entry with amazing graphics. There's a lack of sfx to increase the presence of the protagonist, like some idle loops (grunts, growlings, groans), footsteps to add weight to the character and increase the juiceness of the character eating the victims with more blood splatts sfx/vfx followed by an array of random sfx like slurps, bones breaking, and tearing flesh. Also add some ambience sfx to the park, like birds, wind, people talking and tree leaves shaking. |
| May 12 13:56:47 | 32m 35s | A Heart of Gold | ♥ 1 | For a compo game it's fair enough to cut down some features, and it's well polysehd except fo the lack of audio. The graphics and animations are neat and pleasant. For the lack of audio i will just list some of the missing features, firstly is the ambience sfx, you have about 3 to 4 different biomes within your forest and there's an apportunity for 3 differend soundscapes, like howlingwinds, tree leaves shaking, howling worlves, birds singing, crows, waving/running water and also another for the marketplace to distinguish from indoor to outdoor soundscapes. Sfx feedback to add presence and weight to the characters, like footsteps, shrugling cloth and leather, shaking bag of equipments, protagonit's breath and few grunts before releasing the attacks, dash skill, and pain grunts (as well for the enemies). |
| May 12 21:50:08 | 7h 53m | The dangerous life of an indie dev | ♥ 1 | Yeah.... every Indie starts should be compared to Peter Parker... a commom intern working for a not to well paid job, to arrive about 7pm as a looser into the apartment with all the bills above the carpet, and then wears a ridiculous costume of spiderman to break some ribs, lose an eye, maybe twist the 2 ankles and then return at 2am to finish homework, sleep at 3am, to awake 5am and start all over again ... for the rest of your fucking life ... without hope and dreams ... Awesome entry, i know that feeling bro ... |
| May 12 22:12:35 | 22m 27s | Sick Business | ♥ 1 | Awesome entry with funny micro games and an amazing art. There's a lack of reverberation on the shoes sfx to increase the sensation of depth and volumetry, also, you could slightly change the ambience of every room (like different equipments sfx and different peple talking loops). |
| May 12 22:31:36 | 19m 01s | invertebrae | ♥ 1 | Amazing narrative, and the sentence completion mechanic is also good to add some sort of owership feeling over the protagonist's story. You could add more hidden texts and actions, at least to allow the user to see more about the world thorugh the protagonist's eyes and also hunt some keywords, like allowing the user to see accross the subway window, see through the apartment window, look up and down the street ... describe the character's suroundings, toughts and feelings... |
| May 12 23:06:59 | 35m 23s | Reaper's Keeper | ♥ 0 | Amazing art and mood, the reaper opening the door as you fail is awesome... You could enhance the experience with some ambience sfx, like the customers talking with small reverb to add more depth, volumerty to the scene and also presence to the characters... Some feedback from the customers getting inside like a wind chimesfollowed by a door slam... Once the reaper appears, you could add a lock sfx from the door oppening and a small squeak... |
| May 13 01:16:28 | 2h 09m | Elevator Pitch | ♥ 0 | How could be so good to throw everything up in the air !!!! it's an awesome entry with an amazing art and sense of humor! It's the perfect relaxing tool !!! GOD DAMN!!! You could enhance the juiceness by adding more interactions and reactions to the rooms, like hitting the lights could shatter the lamps into particles and some fire, the smoke and fire of the equipments rise to the roof and activate the sprinklers, thrwing something too high and close to the windows could break the glass and make them just fly through. To increase the presence of the protagonist, you could add some sfx like grunts before grabbing and right after throwing the objects, some deep and fast breathing to show his stress and also add some footsteps (because the actual sfx sounds like the pants jeans shrugling on each leg). The shift button for windows isn't a good choice because of the damn windows always displaying a window with an option to keep the shift key always pressed. |
| May 13 02:00:10 | 43m 42s | Xochipilli's Trade | ♥ 1 | Awesome entry with amazing graphics! There's a lack of sfx, and you could enhance the presence and weight of the protagonist by adding some footsteps, cloth and leather shrugling, equipment shaking, some grunt variations before releasing the attack, some grunt before jumping and after landing. Also improve the skeletons attacks sfx by addind the sound of wood squeaking as the string stretchs, some bone shaking, the metallic blade hitting stone upon the arrow impact added to the surrent impact sfx (because it already sound like the wooden pole vibrating after impacting the stone). Some ambience change from outdoor (some jungle sounds, like birds, tree leaves shaking, some monkeys, wind) to indoor (a cave ambience with mode reverb, bats, rats, dripping water) and into the boss scene (boiling sounds from the lava). |
| May 13 03:43:00 | 1h 42m | Fateshift | ♥ 0 | Awesome entry with good graphics and art direciton. There's a lack of contact between the protagonist and the enemies, they should at least touch each other (add a piercing animation to use the length of the sword or switch for any long weapon, like whips, spears, halberds) and the enemy should have a damage animation synced with every attack landed to increase the sensation of progress and immediate responde from the game to the user ... I missed some details on the audio sfx for some important feedbacks, like a character grunt before releasing the attack, some equipment and armor shaking upon releasing the attack and when taking damage, and the impact of landing the sword on the enemy could trigger some random pain grunts or groans from the enemy. The feedback of using one skill or another is too weak and you don't feel ansious for using it as fast as possible, you could increase the juiceness of using them just by adding some flashing on the HUD, and a more powerfull vfx/sfx upon executing the skills. To bring the user to "inside the dungeon" you could invest in more ambience sfx, like some bats flying, rats, water dripping and howlling wind with a lot of reverb to add space and volumetry to the scene. The scenario is a bit static like a photo... add any sort of moving element, like a purple glow from the cristals, maybe some floating dust, maybe flames from the bottom of the scene, swarms of flying bats, or shake everything upon someone taking damage (like shaking the barrels, the bones and the torchs all at the same time). |
| May 13 12:18:25 | 8h 35m | Drop of life | ♥ 1 | Pretty good entry with an awesome pixel art style! There's a lack of some imre's a lack of some important feedbaacks, vfx/sfx of the pillar taking damage, vfx/sfx of the enemies taking damage, vfx/sfx of the skills being used. Also some additional sfx/vfx that could also enhance the experience: 1 - Protagonist's footsteps followed by leather/cloth shrugling sfx while walking, random sfx grunts before releasing the attack and skills, sfx while relasing the attack (like sword "wooshs") and then the impact sfx to notice the immediate result of your action, increasing the sensation of presence and volumetry. 2 - The pillar should haave some vfx/sfx feedback as it takes damage, and to notice the presence of the pilllar, you could add a glowing light comming from It and some floating motes orbiting around it to increase it's importance, presence and call the atention of the user (maybe add temporary turbolence to the floating energy particles upon taking damage to increase the strength of the damage taken by the pilllar) and even make the magic symbols shine whenever it takes damage. 3 - An ambience sfx would bring the user more close to the scenario and increase the immersion, like adding some howling winds, choking waters coming from the lake on the right ear to enhance the presence of the lake on the right corner of the scene, random birds like crows, and maybe something magical like ghostly whispers echoing, if you add a lot of reverberation you could also increase the sensation of depth and space into your scene. 4 - I love the way you didn't let you scenario goes completely static, it's alive and the feeling of your scene movement is well synced and amaging, just to add more volumetry to the scene you could add different layers of leaves flying away from the trees to increase the volumetry of the scene. |
| May 14 00:32:35 | 12h 14m | Jamsterdam | ♥ 1 | Awesome entry with pleasing graphics! I love the way the scenario is alive and always flowing, with the pedestrians and the bikers passing by. I can feel the presence of the boats engines but not their proppelers, their hull creaking, some water chocking against their hull, the people footsteps and voices, the bikers bicycles (like some gear sounds and bike bells when they get into the camera's frustrum), the vegetation (like some tree leaves shaking), some wind because of the breeze that comes from coastal cities, the sfx feedback of the coins falling over the street, the river, the bushs and the spectators claping their hands or hiting the floor with their feets. There's also a weird door behind the mic with "4 Xs" that the protagonist just pass through the collider and disappears. And some weird AI problems with the bikers, they oftenly get stuck against the walls. |
| May 14 00:47:23 | 14m 48s | Shroom Bois | ♥ 2 | Awesome intro music, i love the way piano always enhances and brings the feeling of dripping water, the ambience is amazing, you bring the user perfectly to inside the wet, cold and empty cave, the reverberation also adds depth and volumetry. There's a lack of enemy presence because they do not have any sfx, only the 2 protagonists. Choosing the old school guitar for the soundtrack remember of my childhood playing Diablo and "Estas Tonne" amazing guitar solos. The lighting could get even more dramatic if you added shadows to It and maybe some floating emissive particles like "magical floating spores". |
| May 14 01:04:27 | 17m 04s | Heartreasure | ♥ 1 | Awesome entry, with an amazing art that remembers me of the simon's cat art style https://simonscat.com/ The game is also amazing because It remembers me of my childhood when used to have lot of old books from classic disney movies with a lot of things happening on the same picture and you had to find everything else and your experience is even more amazing, because i wanted to interact with everything, and the way that the art suddenly appears is marvelous! |
| May 14 01:19:02 | 14m 35s | Blood 2B Rich | ♥ 1 | Amazing entry with good sense of humor. |
| May 14 01:37:02 | 18m 00s | Does Money Grow on Trees | ♥ 1 | Amazing UX juiceness, from the UI elements tweening animations to their sfx feedback, even the walk animation is juicy and pleasant. There's a lack of ambience sfx to distinguish from an indoor scene (the house) to an outdoor scene (the farm), like wind, tree leaves shaking, and the footsteps change to something like stepping over the grass while on the farm and over plywood while inside the house. |
| May 14 02:00:03 | 23m 01s | Soul Exchange | ♥ 0 | Awesome entry with interisting game mechanics, the spider is a bit tricky to handle when you switch sides (from vertical to horizontal and vice versa) i think that you could make the spider just stop on the edge and let the user chose according to the direction (if the spider is currently on the vertical, to move the spider you should press up and down and once you reach an edge you should presss left or right to use the next horizontal surface connected to that edge, if the spider is on horizontal, to move you should press left or right and once you reach an edge you should press up or down to use the next vertical surface connected to this edge), however, i know that if a platform passes close to the edge you would have to also check as a valid interaction (switch surfaces). |
| May 14 11:42:20 | 9h 42m | Kaumaha | ♥ 0 | Amazing entry with neat and pleasant graphics. The diference betweeen the female and male characters is too small and isn't affecting the silhouette, you can barely distinguish them and only when they are facing the camera while dancing around the fiery pit. The clues about the approaching peril are not clear enough to the user, using the zoom is a good strategy, but you should show something that looks like a scalable disaster, like a small flamming boulder hiting a tree and turning the tree into ashes to show the volcano as a peril, trees being lifted from the ground and flying because of the wind storm, the fertility god is something that you don't have to show because that's something you notice everytime you sacrifice someone ... There's also a lack of vfx and sfx to enhance the user feedback and juiceness of sacrificing someone, you could add some lava jet particles being spit upon the guys jumping into the pit, some grunts sfx before jumping and another after hiting the lava followed by some screams and steam like sfx to mimic the lava engulfing their bodies. Ambience sfx could bring the user to inside the island, like some tree leaves shaking, the water choking on the beeach, some seaguls, monkeys screams, howling wind and reverberation to add space and volumetry... Another soundscape close to the sacrificing pit to add a second scene sensation, by mufling the soundscape of the island, and adding something close to a boiling fluid to mimic the lava within the pit, flames crackling and maybe some ghostly whispers and screams to increase the sensation of a magical and deadly place. |
| May 14 12:02:03 | 19m 43s | Mine Corp. | ♥ 1 | Awesome entry with amazing graphics. The sfx are repetitive and you could maybe add 1 or 2 more variations and oscilate the pitch and volume to avoid that. There's a lack of ambience vfx and sfx which could reflect the status of the planet, like layers of sfx and vfx which you could turn on and off, some birds which could become crows and then turned off, tree leaves shaking which could after turn off, some wind breeze which could after become some howling and whispering wind, and once a factory is built, add a layers of some industrial sfx for every factory (1º factory turns on a steam loop, 2º factory turns on pistons and metal slams, 3º Factory turns on some sledgehammers and so on). |
| May 14 12:42:39 | 40m 36s | Darkest Decision | ♥ 0 | Amazing entry with awesome graphics! The main menu animation is juicy and well polyshed, i can visualy notice the flames shinning in the surface of the fonts and the sfx also makes me notice the presence of the blood dripping but the fire crackling got way too blended with the sound of blood dripping and i can't even say if i'm hearing blood dripping or flames crackling. I think that's because of the frequency of the flames animation asking for a more frequent and loud sfx. The ambience could bring more tension and solitude to the user and i didn't feel the rain outside, you could add some rain hitting the roof, the window and the left and right walls of the shack, however, muffled to feel that you are within a wooden place, and once the left villager enters, the sound on the left ear could breafly stop being muffled to feel the door being opened and then closed and once the villagger on the villager on the right enters, you could do the same, followed by a door lock being oppened/closed and a door squeak while opening and slam when closing. You could increase the drama by also adding to the rain hitting the surfaces, some random thunders and lightnings sfx. The footsteps are good and add presence to the characters, but i couldn't barely distinguish from which side they came and from which character they came from, you could try to randomize the speed of every character animation and then sync their animations to the footsteps sfx, also by interpolating the volume and stereo pan as they get closer to the center (as far as the left character is from the center, the lower is the volume and more the sfx goes into the left ear), making the user feel them comming close and walking into some virtual and volumetric space, add some footsteps clip variations and oscilating the pitch and volume would make you notice the difference between each charaacter and you could go even further enhancing with some additional sfx like leather shrugling in the case of the monk, some metallic and heavy equipment shaking for the knight. |
| May 14 12:55:40 | 13m 01s | BOB | ♥ 2 | Awesome entry with amazing graphics. I think that you should inprove the feedback of the user choices, because the only feedback that i had is the energy bar increasing/decreasing, you could sometimes show results of your previous choices and also use the window in the background to show some sort of time passing and space travelled. |
| May 14 13:18:03 | 22m 23s | Die Back | ♥ 2 | An Awesome entry with aamazing art direction and lots of developed and implemented mechanics in such short time. There's a lack of sfx and it would enhance the user anxiety as an "expectator", like dama sfx and skills sfx, some grunts before releasing an attack, a sfx whilee playing the attack animation and another to sfx to reflect the result of the action, like the opponent emiting a pain sfx, and another sfx to reflect the contact of the attack (like some shaking armor and metal clinging on the armored enemy). Some of the passive skills are also unoticed without an animation and a sfx for them. |
| May 14 13:29:19 | 11m 16s | Plunderlings | ♥ 1 | Awesome entry with amazing graphics. The sfx are funny but there's there's a lack of footsteps, some positional sound (stereo pan and volume) to assist the user with the position of the boss while offscreen, some ambience sfx to bring the user to within the scenaro and a music to dict the rythm of the game. The puzzles are awesome and well designed accross the level! good job! |
| May 16 12:26:15 | 46h 56m | Once Upon A Plague | ♥ 1 | Awesome game entry with an amazing art. The RTS mechanics are well developed and implemented, but the UX lacks of some visual clues, like the heroes shortcuts maybe shown in their portraits and floating above their heads, and increasing the visibility of the health disc by also making It more redish, constantly glowing and some particle vfx upon taking damage. The slowmotion sfx is something awesome to plan a strategy and i think that you could also add a "tab" shortcut to cycle thropugh every hero and also add a temporary feedback vfx to show the user where are the units going (like a glowing path from unit current position until the destination it's set to head towards). The weapons range got a bit blended with the ground and it's almost invisible, you could enhance the visibility by making it a more redish and glowing disc instead of just a circle. In the beggining i tought that i had to protect the church because it's way too extolled from the user point of view and that's not true, i think that you should try to lower the church attention by maybe putting more buildings around, that would make the path a bit more interesting than an open world without obstacles and also make the church less important than maintain your units alive (otherwise, i would sacrifice them to save the church as I did many times). The monsters are awesome but their purple beams looks like a buggy glitch, you should try to enhance the presence and the action of the purple beams by adding a glowing purple muzzle flash with a spot light casting shadows and a small trail of floating purple motes after the beam disappears. The units also don't have any visual clue of taking damage, any damage animation or a vfx of blood spilling. The enemies silhouettes are awesome and they look like some nightmares made entirely of shadows, darkness and void, but when they get too close of eeach other, they lose the silhouette and becomes a huge and dark black ball with samll purple dots... You coould try to add a contour to their silhouette since the ortographic camera makes the user lose the sensation of depth and their volumetry gets messy. You could also add some ambience sfx and bring the user more into the scene, like some howling wind or sandstorm, some crows, and ghostly whispers comming from the enemies with a lot of reverberaiton to add space and depth to the scenario. To enhance the presence of the church you could add some localized sfx like people praying and some gregorian chants comming from within muffled by the walls. The scene is a bit Static and you could add more movement to It, like some thumbleweeds passing by, maybe sandstorm particles and some crows flying around. |
| May 16 13:18:50 | 52m 35s | Styx It To The Man | ♥ 1 | Awesome entry with amazing graphics. The lack of sfx is sad because the scnario is asking for a rich ambience sfx, like river water running, the water choking on the raft's hull, the wooden hull creaking and squeaking, some ghostly whispers and screams, maybe crows flying around, some howling and whispering wind, with a lot of reverberation to add depth and volumetry to the scene and even a good music to bring the user a feeling of doing Styx Job. The path is too cluttered and you could increase the constant force down the river to strengthen the river dragging you to the right, and allow the raft to push the floating drowned bodies just for juiceness of crossing a river covered by drowned deads. The raft could have some water ripples comming from the hull to enhance the sensation of speed and movement. I didn't even notice the coins, you should enhance the increase and decrease of your core currency, like animating the spirits throwing 2 coins each of them into your hand. |
| May 16 13:42:56 | 24m 06s | With It Or On It | ♥ 1 | An awesome entry with amazing graphics. The scenario is marvelous and you could enhance the ambience sfx to bring the user into the protagonist's perspective, like adding some howling wind, the tired breath of the protagonist, some random crows sfx to feel the approchiang death, a grunt sfx before releasing the attack and a "woosh" from the spear before the metal clinging into the enemy's armor, more cloth flapping with the the wind to notice the cape, and some belts shaking to feeel the weight and the presence of the sandals and shield of the spartan. To enhance the juicenesss and sensation of power transfered to the user, make the spear cross the enemy body and spill blood into a cone behind It and another cone of blood after the spear return through the chest like a huge arch of blood bathe the protagonist. Wrap up everything wit reverberation and you will add volumetry and sensation of depth to the scene. Create more random death poses to enhance the foreground silhouettte of the enemy bodies. |
| May 17 11:50:23 | 22h 07m | Seize the Clay | ♥ 3 | Awesome entry with amazing graphics, too close of "night in the woods" art direction. The game loop is relaxing, but, there's a lack of UX feedback, while sculpting you could add some mud particles spilling whenever the hand adjusts the size and shaping with the fingers, you could also allow the user to rotate and manipulate the hand fingers to precisely create hand poses that would fit even further the pot silhouette. The same way you did in the sculpting phase, you could let the tinting vials already open, and force the user to put the tip of the brush within the vials, emit some particles of tint spilling out of the vial and dripping from the tip of the brush. I don't know if the intended aesthetics of the game is something close to relaxing, but there's a lack of ambience sfx to bring the user close to the environment, like some clues from what's outside the pottery, like some cityscape muffled by the building walls, the pottery engine, the oven flames and gas flowing, some wind chimes, door lock and slam when the customers pass through the entrance of the store and breafly remove the muffled cityscape to enhance the sensation of the door being open and close, some footsteps of the customers, wood squeaking and creaking from the plywood floor. |
| May 17 12:06:40 | 16m 17s | Wild Card Necromancer | ♥ 1 | Amazing entry, i love RTS genres!!! And you did an awesome job with an amount of pixels so low, you managed to achieve too many different slhouettes!!! The variety of graphics the same unity may have is something awesome, but, i didn't notice any difference between each unit, i think that you should enhance that difference like making the zombies create a zombie for every human killed by them after X seconds, the imps could be ranged units awhile the huge zombie could be just a fat and huge punching bag with a lure skill forcing every unit nearby to attack It. There's also a lack of audio, like a music to drive the user towards the aesthetics of the game and some ambience to answer "where am I" ? |
| May 17 12:20:50 | 14m 10s | A Pirate's Reward | ♥ 1 | Awesome entry with amazing graphics! The music is engaging, but you nocite it looping abruptly. The Ambience loop is repetitive but seamless, you should try to oscilate the pitch and volume of the clips whenever they loop to achieve almost no repetition and i think there's missing some random wood squeaking and creaking from the hull, seaguls, and enhance the cannon balls with some water sfx if you miss the opponent ship and add some wood being shatttered to the ship being impacted by the cannon ball. The horizon is too clear an i think you could add some fog to blend it with the skybox. |
| May 17 12:43:37 | 22m 47s | Dead Frog Tell No Tales | ♥ 0 | The art direction is amazing an pretty neat and well detailed. Amazing and engaging intro music brings you into the medieval world of the protagonist and calls the user to action, but, it's not seamless looping and i wish i could hear more of that kind of music than the current gameplay music. You could try to build and show a procedural story in the end of the timer, interleaving little paragraphs that could connect to the previous and the next one by using the chosen cards to enhance the output of the user interaction and enhance the sensation of ownership and agency. |
| May 17 13:52:35 | 1h 08m | Hell's reefs | ♥ 1 | Awesome entry with amazing graphics and pleasing aesthetics. The music drives the user with hope within a place surounded by sadness, i think you should also enhance the ambience sfx to bring the user to the ship's deck and feel more of the place you brought him/her. You coud addd calm water loops, some water choking in the ship's hull, the hull's wood creaking and squeaking randomly, maybe some sign of life but also connected to death like some crows, some howling wind, ghostly whispers and screams with lot of reverberation to add depth, volumetry and the sensation of something haunted by the deads and also increase the presence to the lighthouses by adding some localized 3D sfx comming from them, like lots of dead souls screaming and oscilating the pitch and volume. There's no clue of the lighthouse's reach, but, you could add more sunk ships around to give some clues and also improve graphicaly the level design. The loss os depth caused by the ortographic camera makes it hard to navigaate and you could try to add some kind to hight fog, or reflections or scrolling textures to the water to distinguish paths you can navigate. |
| May 18 22:39:46 | 32h 47m | They ran out of mana | ♥ 1 | Awesome entry with amazing graphics! |
| May 18 22:48:26 | 8m 40s | A Life's Work | ♥ 0 | Awesome entry with amazing graphics and micro games well implemented. There's aways room for improvements and the lack of sfx for UX feedback and ambience could bring the user more into the protagonist's perspective and and enhance the aesthetics of the game even further, a music could also drive the feelings of the user. |