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| Timestamp | Since previous | Game | mrnyarlathotep's comment | |
|---|---|---|---|---|
| Apr 29 13:42:00 | Journey of the Homunculus | ♥ 0 | Solid enough compo entry in what I played, but I'll admit I didn't get to the end, because maaaaaaannnnn... no restart level option on death, back to the start through the tutorials again? | |
| Apr 29 13:54:24 | 12m 24s | We Are Nuts! | ♥ 1 | Pretty solid idea for an entry, but your platforming physics feels a little 'floaty' by default, and the double jump is kind of bugged - it jumps further depending on when you use it, and it also doesn't seem to reset when you land, so you can pretty much fly. Other than that, everything made sense and was intutive - I would have liked to see a bit more variation of some kind as you go on, but its a compo entry so I get the time pressures involved, and can't really fault you for not having a ton of different tilesets or whatever. |
| Apr 29 14:15:07 | 20m 43s | Trading Lives | ♥ 0 | Kind of like Flappy God Of War 😄 Anyone playing on PC finding space is autoscrolling the browser below the game window, left mouse button does the same as space, so you can play that way |
| Apr 29 14:27:04 | 11m 57s | Just Survive! | ♥ 0 | Hey, cool, I think this is the first time I've seen a UE4 webbuild in LD |
| Apr 29 14:37:07 | 10m 03s | Tower Walker | ♥ 1 | Hey, this was a really cool compo entry; I made it to the good ending, and didn't even notice you could buy extra gun turrets until I retruned to this page and saw your screenshot 😏 |
| Apr 29 15:22:21 | 45m 14s | RoShamBo ++ | ♥ 1 | Nice take on the theme - I did something kind of similar, and its always interesting to see where other peoples ideas overlap |
| Apr 29 16:01:50 | 39m 29s | Pay with your life! | ♥ 1 | echoing the comment above, that not being able to tell when you've 'killed' an enemy messes with your sense of how you're doing, but I did like that you 'front load' your decisions and then test them out in game, rather than doing it midgame. Gives a slightly more stategic feel. |
| Apr 29 16:16:51 | 15m 01s | utsvulten | ♥ 1 | weird, in the good way |
| Apr 30 13:14:37 | 20h 57m | My first LD Game: Mutant Lemonade Stand | ♥ 1 | Nice first entry! I played for a week, and hit a point where I was forced to kill myself to take extra cards... wow, being a hotdog seller kind of sucks ;) very macabre undertones as to whats going on... |
| Apr 30 13:21:09 | 6m 32s | Deadrun | ♥ 1 | Pretty simple concept, but well executed - bit of a stretch for the theme, but close enough that I'm not going to sweat it. I really liked that you managed to get enough assets made within the compo deadline to give the levels their own visual identity, instead of each level looking the same with a different layout - speaking from experience thats tough to do in a compo entry! |
| Apr 30 13:31:57 | 10m 48s | Blood-Tied TD | ♥ 0 | I really enjoy a good TD, and I think this worked really well with the theme, even if it skews to the tougher side of things - very easy to ruin a run early on. Also really solid use of retro aesthetic, right down to having your build menus 'in the world' rather than in a menu, and having two button controller style confirm / cancel selection. really nice compo entry! |
| Apr 30 13:46:16 | 14m 19s | Bound by Soul | ♥ 1 | Interesting take on the twinstick shooter - world freeze when shooting is a bit weird (not sure if its a bug or intentional, as it was on all weapons for me not just the second one) and makes things a little easy. The LoS visualisation is very subtle, but a nice effect. Was slightly disapointed I didn't get the boss fight I was expecting at the end... but hey, compo entry, I know how these things go, I figure the abrupt end was that contest deadline hitting. |
| Apr 30 22:17:55 | 8h 31m | Robooto | ♥ 1 | I got stuck on level 4 (I think it was) where I was stood by the door to the exit, but couldn't open it :( not sure 'Dab' /needed/ its own key, but you do you, lol |
| Apr 30 22:36:25 | 18m 30s | Chains & Ore | ♥ 1 | really nice compo entry - I lost all my dudes on day 3 at the section where you have to quickly alternate between the guy and his dudes to get through the doors while a rat runs along the bottom path, as my mind struggled to map use+left/right to up+down, but thats just because I suck, lol. A few weird little physics glitches (like sometimes my dudes would fall through the bottom of a lift as I was raising it), and there was an invisible blockage on a central platform in day 1 and 2) but those are easily forgivable in a compo entry that has quite a lot of depth to it |
| Apr 30 22:51:47 | 15m 22s | War Crimes | ♥ 1 | echoing comment above that "space closes shop" would have been a helpful line on the shop screen; also some minor 'nicety' features, like being a bit more generous with the trigger volume size for the fuel pickup so you can scoop fuel up while on the move a little more forgivingly (I found myself doing a little stop-start routine to grab fuel more than once) but getting into that level of nit-picking is only because the rest of the experience was otherwise really solid for a compo entry. Graphics were a little barebones but more than functional, QoL features like an arrow pointing 'home' to fuel depot / shop were welcome and added to the overall sense of polish, and nice responsive and intuitive tank controls and sense of movement. Overall the game felt like a reverse Desert Strike, heh |
| Apr 30 23:05:15 | 13m 28s | Battery Life | ♥ 2 | Nice idea - the margin of error for transferring energy was pretty harsh sometimes - it took me a few tries to pass the 'tutorial' level, because I sat in the conveyor belt charger until it has drained me fully, and then didn't have enough energy to open the door at the end; might be nice to only take the energy thats 'needed' rather than let you 'overspend' to the point the level is uncompletable, but you don't find out until later...? Its a solid concept, and with a little polish could easily become a project beyond the scope of LD |
| Apr 30 23:20:00 | 14m 45s | Zombieton | ♥ 1 | Yeah, the buttrock theme was great, gave Doom vibes. |
| Apr 30 23:32:17 | 12m 17s | Monolith | ♥ 1 | Yeah, its a shame that you obviously ran out of time, because theres a nice basis for a game here - kind of a roguelike asteroids |
| Apr 30 23:47:05 | 14m 48s | High Roller | ♥ 1 | 100% accurate simulation of being a ball of money rolling down the street |
| Apr 30 23:55:59 | 8m 54s | JUNO | ♥ 1 | Really nice overall aesthetic; I think the turn speed was probably fine, as standing still and spinning on the spot spamming lasers in a death blossom while powerups come to you is a pretty effective tactic |
| May 1 16:46:47 | 16h 50m | Hell's Business | ♥ 1 | Hey, just as a headsup - its a good idea to avoid using ALT for player controls for games you do web builds for, as most browsers use ALT + key for hotkeys |
| May 1 16:56:48 | 10m 01s | Make a Million | ♥ 0 | Its actually kind iof refreshing to find a more metaphorical take on the theme than a literal one after playing and rating a bunch of entries - this one is certainly unique. If you wanted to continue with this post Jam, it might eb nice to have some UX tweaks - maybe some marking like photoshop grids to show things like the middle of the imge more easily? |