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TimestampSince previousGamepl4typus's comment
Apr 29 10:03:08 15 Minutes to Live ♥ 2 Hi ! I've seen your game when you published your title screen and I instantly liked the story! Now that it is published, some thoughts: 1) great game 2) the story: good job having about two characters each room with one being useful and the other not. Lets you deliver some silly stories behind our own and it works good. 3) the music : really good ... but for 10 loops max ^^' after it gets super annoying. But that fits the "I have only one freaking thing one my mind right now" experience. Plus you were compo so ... > TIP : did you thought of making some silent moments here and there ? to lighten the repetitiveness and having different types of tension ? (maybe the moment we enter the gym and we know for ...?) 4) the playtrhough : 15min is a bit too much when we run like a desesperate guy across the city, as I did. Thus, I ended the game in less than half of the time (I had like 11min or smtg). So: a) this is cool because I didn't know it until the end and thus was stressed out as intended; but b) maybe to reenforce the difficulty you could strech out the city and/or add more useless people and/or keys and doors. idk ---------- Also : - sometimes the hitboxes for speaking to a chracter are a bit tiny - in the scene with the police officer, at a moment we are speaking but it's marked "polieman" instead of our name. Overall great game dude !! Really liked it, fits the theme, is not too long nor too boring and you manage to do something that feels big with little. Which is a good sign of nailing compo, in my opinion. see ya ;)
Apr 30 11:17:45 25h 14m Victor Spumante And The Raindrops of Burgundy ♥ 2 Hey man, awesome game you have there. Really, it was sooo funny. Your imagination is one of a kind ;) And, actually, not so "crazy" as it may seems. This idea of selling your blood to vampires was brillant in the end, regarding the theme ! And how you put the things to go weird little by little is also very clever. Me and my GF would play your game and see the "limb" button appear. We click on it naive as we are and it was just several minutes latter that we stopped, looked at each other and were like "are we really doing what we think we're doing?" Haha excellent game dude, and you tell everyone a great lesson : do not take you too seriously ;) see ya PS : oh yeah and btw, AWESOME MUSIC man ;) "Victor Spumante" :D
Apr 30 21:55:11 10h 37m One More Drop ♥ 2 Hey ! I'm surprised to see you don't get reviewed for your audio, I thought it was really good. Sound effects were really good and I liked the song that was playing through the game. About that, nice choice to put a chill music to a game that asks for focus and dexterity. So, about that, the system was really good. I liked also the fact that the game does not begin at first and you can ask the old guy to begin the game (I have spotted there some bug when you skip the dialogues: they become gibberish?). But like other people said, it needed more difficulty. Begining with low difficulty is more than fine, don't get me wrong. But I began being bored about at wave 4 so maybe adding more ennemies ? Overall, great game, awesome graphics ! A few other things: - maybe make the speed boost a little longer and a bit less powerful. - maybe shake less the screen for each effects. Nice one to have add the map to see where the monsters come from. :) see ya ^^
Apr 30 22:07:02 11m 51s Projekt Rekt ♥ 1 Hi, man. Nice graphics, too repetitive music even if it is nice to have some hip hop while doing some arcade. The twist about using the __remaining__ life to have upgrades is a good idea. The shooting unfortunately is not well done as sometimes the zombie can be in front of you, not mooving and you lick on his head and it does nothing ... But still, nice concept and development :) see ya!
May 4 14:16:40 88h 09m Does Money Grow on Trees ♥ 1 Hi pal, Very good game you have here, and in compo ! I liked the ambiance, the graphics of course, the feel (UI, juice, etc). Special mention to the ambiance: harming ourselves being the main interaction we have to win the game, plus the whole backstory that unfolds if we're curious enough on the web is really a good idea. What you do here is very clever: you are neither telling nor showing us a story but rather making us doing it (by having us harming ourselves), thus you create a very cool implication for us in the story, as small and vague as it is. Nice work. Some ways for improvement: - your sound effects were a bit too high pitched for me And that's about it, for a compo game, very nicely done. Please check out our game about robots that has to be fixed: https://ldjam.com/events/ludum-dare/44/life-corp See ya.
May 4 14:50:34 33m 54s Hight Point ♥ 0 Hi, I liked the idea, but I would say it is not so well done. It is fairly possible that we play your game and ask ourselves a couple of times "What am I doing?". And it's true, the game does not make you feel like what **you** are doing is what the **"you"** the game says is doing. One way to change that would have to come up with different gameplay ideas : mashing or staying active on one button is not the same thing and could be two separate gameplays (maybe for the guy shooting JFK it would be staying on one button and just releasing on the good moment, maybe for a guy running it would be mashing). One other way to do this would be by simply giving the letter we're mashing a sense: R for Running, D for Driving, T for Talking, S for Shooting, etc. It is simple yet making us associating what we're doing with what's happening on the screen. Here we're a bit "out" of it, unfortunately. I say unfotunately because the idea of giving us __any__ moments to deal with is actually a good idea. The music is really good yet very repetitive for a game that could go long. I would suggest that you associate maybe some or all the screens you got with a soundeffect to make the story more alive. Also, I really appreciated that you managed to get the difficulty going up but slowly. That's what arcade is all about (check out the game Celeste for that matter). Nice job there. Anyway, you definitely have good ideas here. Continue this way and don't stop trying to improve ^^ see ya
May 5 20:57:00 30h 06m The Tail of the Serpent ♥ 1 Awesome game. I never give my ratings but this is a complete 5 stars for me. Some good points: - the mechanic, simple to understand but difficult to master - the awesome art direction, graphics and music really act together to display a very nice puzzly ambiance - the quality of life features, the Z button, the possibility to do every level in the order we like - the level design and progression, smooth, we learn by trying and doing instead of being teached, well done - the game feel, I eventually began to thought of myself as a real snake and began thinking "the snake way", figuring out how I could manage my body structure and playing with it was very cool Some notes: - The second half of the game maybe feels a bit like another game (almost a big truck simulator where you need to park backwards :O) - I figured the trick for levels 16+ quite early: that's the good point when your game mechanic is super clean. - I feel like there was a bit of not knowing where you were going with levels ~8-15 as I felt they were of inequal difficulty. I managed to do some of them very easily while others were really hard. - the few last levels really stand out for me: they're interesting, diverse, use about all the abilities we've learn and teach/ask us to rethink them under a new light, great stuff. - the last level was weirdly easy One question: - how do you come up with your levels? Is it mainly by designing a mechanic and then testing a bunch of things? Really, man. Brilliant. see ya
May 7 07:53:10 34h 56m Heal Zone ♥ 1 Hi, very nice game (: I especially liked the fact that we don't destroy but rather move the "ennemies" or blocks. Then, actually, the physics are very well done and some funny things can happen when there are many blocks that come but they begin to get pushed back by the other blocks you just shot. Eventually, this could have lead to something even funnier where blocks become bigger and/or more circly so the gameplay would evolve from just "shot everything that comes by" to "shot those things in a right angle to make them block the next ennemies". The upgrade system was well thought even is maybe too thin. great job overall, see ya
May 7 09:55:04 2h 01m Arrow of Light ♥ 1 H
May 7 11:13:05 1h 18m Once Upon A Plague ♥ 4 Nice one. Good take on the theme. The "exchange life for upgrade" was obvious but you did it well. In my first playthrough, I felt really oppressed by these waves of monsters and stressed out by not knowing what to do and what were the mechanics but, eventually, learning little by little I achieved to get a way to bypass any difficulty thanks to the slowmotion. Indeed, on my second playthrough I basicaly just spammed: "1, click point A, 2, click point A, 3, click point A, 4, click point A ; 1, click point B, 2, click point B, 3, click point B, 4, click point B, etc etc" running like that in circle more or less, on the entire map more or less, never playing with the bombs or any other weapons than the rapid crossbow (I don't remember its name). So even if the first time it was really satisfactory to enter the game's universe and having fear like the characters and really feel that "dark time" ambiance with the Silent Hill vibes ; I rapidly understood how to beat the game easy. It is not a matter of not enough ennemies or that they came from the same area. To resolve this problem, I would suggest one or some of these ideas: - removing the slowmo ; maybe, then, letting us, while we have selected a unit, clicking and dragging to move the units ; or, maybe, letting us select multiple units at once like in Warcraft3 for instance - having monsters that would do smtg else than run onto you, maybe they would hurt the church, eat the blood cubes or stay at one point for some reason, this would make us more proactive and force us to go to them instead of running from them, shooting from behind - changing by a tiny bit each monster's walking speed: this would make the waves not being like straight lines that just follow our path but maybe some strange forms and behaviours. I appreciated the ambiance, the music and the sound effects are really good. I also liked the little tweaks like the fact that the 4th guy can have more than 100 health. The micro-management of each of our units' health was also very cool btw, spending time resting at the end of each round thinking "Ok, who will need the msot this health". And obviously awesome art and also UI. Overall excellent job, there are some small improvements to do here and there but that's already more than enough for a LD game ;)
May 7 11:20:43 7m 38s Drop of life ♥ 0 Hi, your game seems really cool but I can't launch it on WebGL. Is it just me? Do you have a dlable version?
May 7 11:56:17 35m 34s Ente ♥ 0 Hi, really felt the Minnit vibes, an hommage, I guess ? The idea of giving your secrets is extremely interesting and show us how video game can have super creative ways to interact with. I get that your game can have no other point than speaking your secrets to it, but I feel like something could happen eventually at some point. It feels like we give much to the game, but the game does not gives us much. It could be seen as an introspective journey, I guess. Well done anyway, clever little thingy you got. Please continue making games, you can bring much to the medium, I think.
May 7 12:42:42 46m 25s Faustian Sands ♥ 0 Nice one, I liked the ambiance and all but already at my first attempt I had no reason to sell anything to the man and "won" without suffering from nothing. I guess I have made just the right choices. Nice take on the little animations to get in the mood while it is just a text game.
May 7 13:15:18 32m 36s A.N.D.Y.R.U.S.exe ♥ 0 h
May 7 13:50:44 35m 26s This is your life now ♥ 0 Very cool game, a bit too juicy (too much shaking screen etc) but that's ok. Super interstering to dive into. Makes you think about yourself. Great job and amazing art direction and polish.
May 7 13:56:48 6m 04s Aniu on the mountain ♥ 0 Hey, I didn't quite get everything I assume. How do you get more snow ? I believed I gained more snow each run but without me doing anything good or bad. A bit confused. Maybe try to improve the guidance?
May 7 14:05:59 9m 11s Protect The Dungeon ♥ 1 A bit slow, maybe you could have added a "fast-forward" feature. I'm writting this comment while the game is running, we spend most of the time waiting. Not very cool ... On the other side, I super enjoyed the whole upside-down thing: being the vilains that must defend your castle is great.
May 7 14:21:31 15m 32s Liquify Bo! ♥ 1 Hi, here are some notes ... Good points: - nice art - nice concept - nice details (those particules for the falling water) Bad points: - "oily" floor? Not great for master the movement which is super important for a plateformer - super precise spots where to "die" with a non-precise spawning script: plateforms can only appear on tiles if I am right, which can be disappointing because your character does not moves tile by tile and thus you might think being on the good spot while pressing space but the plateforme does not appear exactly where you are but rather on a specific tile up or down from your position - space for "dying" instead of jumping: I would have rather choose Shift or E or Enter for "dying" and Space and Up Arrow for jumping ... - no audio Overall good game, needs a bit more polish I assume. See u
May 7 14:40:08 18m 37s F_NULL ♥ 1 Hi, the game doesn't respond. I can't play it...
May 7 14:57:26 17m 18s missed messages. ♥ 1 Awesome art and music. Great UI and gamefeel. Nice story, could have been shorter maybe. Also, maybe it's just because I just finished DDLC, but your scenario sounded a bit "déjà-vu".
May 7 18:54:01 3h 56m The Money Hole ♥ 1 Hey guys. So, I want to say the plot, the concept, the idea, whatever, is a really good and clever idea. If I understood right this boy/dude/spirit (? what's up with that "I'm not a boy" thing btw?) stole or had a wallet which was curse and every penny he had inside was like a part of his life? Am I right? Then, a guy makes a hole in this wallet which leads to the hero having his life taken away as long as he walks or do things which causes his money to be lost. Am I still right? So, anyway, if I am indeed right, this is a **great** story. No other game I have played on the jam had an story idea that brilliant. I am talking _story_ idea. Unfortunately, what your game lacks (and that's why I voted No to your poll) is that you don't lead this idea nowhere. Your "game" is actually just a mere playable cinematic. The idea you got, your concept, never was transformed into a gameplay mechanic, I believe. I may be wrong, though. On second thought, I think you should definitely pursue this game and make it longer and thicker but if you make something out of this key idea: the pierced wallet. Here are some suggestions or thoughts on how to develop that: - the hero could have to do some jobs to earn money. As this money gets lost every few steps, he'd have to think ahead of his movements and do the strict minimum to get the job done and, thus, be paid. - then, some trade system could be interesting: let's say that to leave the curse he has to go somewhere far away to meet a curse lifter (may it be the Witch), then it would be cool to have, all the way along the journey, nomad vendors or normal vendors with which you could buy things (food, maps, horses, etc) Generally speaking, these are some thoughts on your game and your story: - what was the point with all these characters? instead of giving us a vast cast of characters we don't know nothing about (the child, the barmaid, the guy in tuxedo, the hero also, the witch), you should give us few characters but make clear what are their relations to each other, their personal motivation and why/what do they have to do with the story you're building. Too many of theses characters seem unjustified and arbitrary. I'm thinking of the Witch, for instance, what's with her? She resolves all the problems just like that! "Magic" is not always the good option to follow when you resolve the narrative tensions you've build. Instead, try to think of your characters personnalities: shall they fight? negociate? forgive? flee? etc. And if you trully want magic to come in, explain it a bit more. Let it be mysterious, it's not bad, but make us understand that something is happening and not just by telling us: "Oh, ok, it's done, magic and etc.". - I really think you should ditch or at least change a lot the fighting system. If your game is about currency and life, why bothering having this fighting system? Yeah I know it's RPG Maker. But then you should ditch it maybe. Overall, the art and the music were good also, did you do them or was it from RPG Maker? Anyway, I hope my comment was helpful. Please feel free to respond to me, your idea should be digged a bit deeper. See u
May 7 19:09:27 15m 26s No More Bleeding ♥ 0 Hey, Nice cinematic plateformer. Awesome graphics and music and sound effects. Special mention to the intro cinematic and the menu screen which were super super gorgeous. However, you should have improve the feedback for the plateforming gameplay: getting down after a jump triggers an animation that taaaakes tooo much time to let us play again after. But hey, well done. Really, this mood and the idea behind it, great job.
May 7 20:00:21 50m 54s Slice of Scythe ♥ 0 Never had this fun while doing the groceries. I actually wanted to redo it instead of taking her soul. Anyway, good game, my remarks: - too much shaking in the intro cinematic - awesome art and also music - very nice mini games. i must say that individually, each of them is not super fun or interesting (except for the grocery one, please make a whole game about it, I'm serious! 😬 ) but them, all together, plus the UI of the pannel and the storyline makes a very good whole with an awesome feel: you did much with little, which is (in my opinion) the goal of LD so good job :)
May 7 20:04:46 4m 25s Zap Signal ♥ 0 Your game looks so cool! But I don't have a microphone 😭
May 7 20:50:58 46m 12s Darkest Decision ♥ 3 Incredible game. Nailed atmosphere, truly awesome sound effects. Juice is good. Felt the Reigns inspiration with the little tweak "you see the changes only after all decisions took" which is not bad. Oh and **terrific** character design on this smiley god. (The twist with his true face made my a real effect)
May 7 21:21:51 30m 53s Drytown ♥ 2 Indeed, excellent game. I thiink everyone above said what needed to be said. I think that for a jam game, yours is very complete and proves how much skillful you are to make games. Appreciate the honesty for the Music category.
May 7 21:43:23 21m 32s Catiro ♥ 0 Hi, unfortunately you made a game about rhythm and synchronism where the music and the beat you want us to follow are not the same. Moreover, the music's beat (drums or whatever) are really not enough readable or metronomic ... But I guess it is super difficult to make a rhythm game in a such short time. Else, gameplay is fun, maybe not fine tuning of the patterns (sometime 4 or 5 dodge attacks and you have to wait, it gets boring). Art is good. I don't think this is hardcore as you sell it ...
May 8 09:02:26 11h 19m 99Hearts ♥ 1 More powerups .... More POWERUPS ! ... MOOORE POWWEEERRRUUUPPPPPPPSSS !!!!!! Nah I'm good, not getting too cocky because infinite shields etc. Oh? I'm dead. ^^ So, to be serious, great game. Must have been a challenge to make a system like that in the jam time. The begining, for me, was a bit difficult and I felt the shooting mechanic was missing something (didn't feel great), that was until auto-aiming and increased rate which transformed your game into a Shoot em Up. I'd have only a few ideas for improvement, because we can always improve ^^ but your game is great as it is. Here are the ideas: - maybe make your ennemies more distinctives from one to another (color palette, shapes, projectiles) and also from the landscape (more contrast on the outter lines of the monsters maybe?). I'm talking art here, not mechanics. These were good more or less, some ennemies felt a bit similar but that's no problem because the overall cast was diverse. You could, neverless, have added some close range fighting guy that, especially when we have a huge map, would make us run back and _use_ this huge map we've build. - Yeah, that's maybe something also: if you plan to make this into a game or reuse the idea somewhere, maybe consider giving more purpose to the _rest_ of the map, the one we've "cleaned". Maybe shops that don't disapear, heal spots, lore spots, timed powerups, or simply add unbreakable rocks that force us to backtrack a little ... idk Else, good music and art also. Great job :)
May 8 09:55:11 52m 45s Blood and goods ♥ 3 Awesome game. BUT !... I definitely think it has to be more finely pitched. Several things that could be consider to polish it a bit more, most of them are quality of life features: - while we mouse-over an icon, some little window could show up to remind us what it is for - on the web version, the game stops when we change window, that is unfortunate especially considering that the game over screen is super long to pass (it was actually faster to reload your page ...) - if you consider pursuing th development of this (what I think you should, it's definitely a good game), consider making the QTE not AQZSED based but maybe, with a controler, ABXY based - about that, maybe you could have made the first 10 levels only 4 buttons QTEs (maybe AQZS) and the rest of the game 6 buttons QTEs ... To make us accustomed to the system ... Also, on the difficulty and the balance: - I think that the system is not quite well balanced, but I may be wrong. I feel like the first encounters are **super** decisive for the rest of the game and that the first merchand also. About him, sometimes he can offer you (the first merchand), stuff at like 14 or 15 HP to trade, wtf? I had like 6... screen blood .jpg Here, for instance: WTF ?! This shit spider deals fucking one-shots per second ! Most of the time, it was more interesting for me to trade my blood instead of fighting... That's good in the few first rooms because it make an atmosphere but man ... This is what I think after playing it a bit: you challenge us to kill the ennemy before it can attacks us because most of the time he deals more damage than he asks for blood. You should make this maybe a seoncd-part of the game feature, after a checkpoint maybe, and let the first few rooms of the game be: if you can kill the ennemy within two of its attacks, it's still interesting to fight. Or I am just super bad 😭 Nah, definitely, sorry, I have tried many times and still, meeting a two shots spider in the first room that I need to kill within less than 5 seconds is not fun at all, only frustrating. And I'm serious calling it not fun: I don't find nothing enjoyable in keyboard-based QTEs. Especially if the letters are random. What **could** be cool, on the other side, would be that we need to type a certain word to kill the monsters. May it be curses or power words are we would have been a wizard or smtg. Then the QTEs would be fun ... On the other side, HUGE musical track that evolves quite like it should be. And super nice art. And UI also. Keep those up.
May 8 10:03:37 8m 26s Jukebox Panic! ♥ 2 Really felt it was a phone game to be. And for that, mouse control was not super satisfying. But anyway, I like very much the idea so good job. Make it a mobile game maybe ?
May 8 10:10:16 6m 39s Current_CE ♥ 0 I don't get how to make the battery bounce. I don't get where I am supposed to go. Nice music and definitely nice concept but something is off to me. ¯ \ _(ツ)_/¯
May 11 17:08:14 78h 57m Escape from Hell ♥ 2 Hey @becher ! :) You got so much feedback I won't be long, your game is great and super creative. Obviously you nailed the programming too. However I must say I miss some soundtrack or sfx for your game. The idea is actually very very awesome and would be perfect for a true game with storylines, soundtrack, exploration elements (maybe between limbo and real world, one affecting the other). There's **_definitely_** something to dig further here. And hey, I really like what you're doing. **If you feel that you need someone to make music or sfx for your games don't hesitate to get in touch with me ... **I'll try my best to make something that would suit what world you wanna create. Great job, anyway. You've got talent man ✊️ see ya
May 14 16:18:42 71h 10m Life Merchant ♥ 1 Very nice simple game :) This gameplay could definitely enhanced and become a real game. Great job :) I you would like someone to help you with music or sfx next LD, tell me! ;)
May 14 16:38:21 19m 39s Don't pay with your life ♥ 1 Hey, very nice game! I was pleasantely getting really invested in your game. I liked the upgrade system, it was like in old school action rpg games: they came at the right moment and felt very usefull. Your level design was also pretty good. Some points were a little "meeh" but else it's fine. Also maybe you could have added like a sound and visual feedback on when we loose HP between each level. + maybe more NPCs here and there to tell silly story, it would have been cool ^^ Anyway, very good game and still simple, great job :)
May 14 17:10:43 32m 22s Our Dear Friend ♥ 0 Excellent game! The difficulty was likable even if, in a real game, it should been increasing slowlier and with save points. Overall great art, music, and obviously mechanic. What you nailed is really the "what my mechanic means to my game" question. Here, having the hook meant not only moving but the ability to slowly descent the level, kill ennemies, move faster, lighten some areas, etc. Clever stuff, keep it up :)
May 14 18:06:13 55m 30s power+light ♥ 1 Super game and super concept. I only regret that some wall hitboxes are a bit hard ... The "you pay for what you see" is, on the other hand, a great mechanic.
May 14 18:10:14 4m 01s Galactic Boarder ♥ 1 Seems like a super concept but it is too hard to stay on the map and keep collecting the coins. The physics are a bit unmannageable
May 14 18:38:01 27m 47s Divine Worshiping ♥ 3 SPEDRUN.jpg Well, I had fun. @tempii your WR had been overcome ! AND with less sacrifices ... My religion is better than yours.
May 14 19:45:33 1h 07m Dear Substance of Kin ♥ 1 Snap. That is mood building. You guys know how to make stories.
May 14 19:59:25 13m 52s The Steep Price Paid in Grey Dale ♥ 1 Hey, your game seems great, it has awesome visuals and mood for sur, but for some reason I couldn't get into it ... :/ Maybe it was the langage barrier (even if I speak very well english and understands it also very well, maybe some vocabulary was a bit too specific for me) but overall I think it is the narration: it seems that even if two separate people speak, it is like a conflict in the head of only one person ... Maybe because too much backstory there is that we don't unveil (the characters' psyche and their relation). But hey, don't mind too much what I say. I think I have not goten all of it ^^'
May 14 20:17:47 18m 22s Annabelle & Annabelle Otherworldly Meats ♥ 2 Awesome game, great art and music ! Love the two-rooms two-atmospheres idea. Overall the mechanics are well polished even if their are some bugs like the monsters spawning or the big monster's sprite that is a big red square. [edit: oh, it was intentionnal ... and fun, actually] Anyway, great job you two.
May 14 20:41:44 23m 57s Enemy Of The State ♥ 1 Hi, great hide and seek simulator! Also super fun game. Liked the meme russian voices.
May 14 20:49:34 7m 50s The Walking Sim ♥ 0 I actually liked the music.
May 14 20:58:57 9m 23s Slime, life, time, money. ♥ 1 Hey, that's a pretty good game I must say. Also, it's cool that you made it on Scratch, very original. It tells everyone that you can do big with little. I like that time is something to avoid. Tells us that time is something to be aware of.
May 14 21:25:58 27m 01s Glass Cannon ♥ 2 Hey. It was not a very good game to me. Most of my gameplay was clicking on the shop, then clicking on an upgrade and doing i this over and over, plus having the map moving while I was clicking because the ship moves while I click. So the shooter gameplay became a clicker gameplay with some epilespy not-friendly display. That's unfortunate. Game design-wise, waves were too long to wait for when we become overpowered (about wave 5). Because we can go on an infinite map or almost infinite and because waves change only when we finish on, and _also_ because ennemies have **nothing to do** with the upgrade system: **we can be overpowered at wave 1**. That is everything but a "progressive" game design. Also, because the screen is too short, ennemies that come in late-game waves can appear like instantely on your screen + you can shoot an entire wave of ennemies without seeing them ... _ On a more bright note, the sound design and the sound track was gorgeous. I liked the pixel art too ... I believe there was a good idea here, but it needed more quality of life features: the shop screen maybe pausing the game and not making us get a epilepsy attack ; the overall size of the space ships smaller or the displayed area on screen wider ; a better wave system with less waiting. The boss idea each 5 waves was cool, neverless.
May 15 09:22:45 11h 56m Seed. ♥ 2 Awesome game. I have gotten the feeling of fighting against myself. Makes you think about what humanity is doing ... Thank you.
May 15 09:39:38 16m 53s Myrrh ♥ 1 The save idea is great however the difficulty curve is just way too high too soon. On note especially: + For a game where you need to avoid things, some collision might be more fluid (I'm thinking the paths over the water where sometime you can be stuck because of a too tight path and you're not going the right direction that is one or two pixels above). Loved the art tho. Great idea overall and **we feel that there is a lot of love and involvment in this project**, which is super nice to feel. If you plan to make this something bigger or even reuse some ideas of this, please **try to work on the difficulty curve as it is this that brings the "flow" feeling** that enhances the storytelling and everything ... But for a jam game, very well done neverless :)
May 15 10:06:30 26m 52s A Cup's Life ♥ 1 Awesome music. Absolutely gorgeous, fits the atmosphere, also the menu and ending theme. Nice. About the art, it is cute, nicely done. Not my cup of tea ( ;) ) but it's very good work :) (idk if the "cup of tea" pun is something you say in english) **BUT** there is one BIG problem with your game: the level design. If some say it is well thought out, I argue that there are some problems with it: + First, your level design is movement perfect for most of the screens, which leads to strange things: I felt that because I finished the levels with no health, this god-figure that replenish your health at the end of each level was the only thing that made me progress in your levels, not my own movements, choices and decisions of micro-managing this health bar. Maybe you could have given a bit more freedom for your player, this god-like figure giving then not always the same amount of water but would give water until we have a specific amount. This would lead to the player having to "make his path" through the levels and yet having to do with "what you gives him". Other elements could go in this direction: seeing above ennemies of water bubbles how much they require to pass trhough or how much they give you, and if this leads to a screen that you can entirely reads before going, you can add difficulty by making one level two-screens, or making the ennemies moving ... + On this note again, I said that **_most_** of the screens were movement perfect but not all. This led me advance a level with one health less than what was required to beat the level. Thus, making it impossible to beat (level design bug). I had to reload the page to go to this level again with only the right way to have all the healths required... Well, tell me what you think ... Thge last point was clearly a bad experience for me but hey, it's a Jam game ^^
May 15 13:14:28 3h 07m ORBid ♥ 1 **Too much screen shake!** Jeez, you don't like epileptic people do you ? I'm not one, but it was so shaky that at the end I had to turn my head elsewhere from the screen and just randomly right click about everywhere ... Also, quite fun game. But in the end the gameplay was only this: right click. This is because it was more interesting to just have the ennemies suicide themselves against you than to actually shoot anything onto them (except for the bosses). So your action game became a clicker. + On point in particular needs to be fixed, in my opinion (other than the screen shaking 😠 ) was the map size. You should make it larger and more diverse maybe. + Another one, maybe. Sometime (for one boss fight in particular, for instance), you let us go into the level even if we don't have the required upgrade (speed boost or teleportation) which leads us to a dead end. We have no choice but to restart the game, and that's super frustrating. **Especially considering your game is very addictive.** Else, the ennemies were more than fine. The concept is cool also. And I really like how you handled teleportation here. ... But, damn ... **That _screen shake_** 😟
May 15 17:19:19 4h 04m What do YOU want? ♥ 3 Pas mal, magnifique visuellement et j'adore la musique. Malheureusement, par contre, j'ai pas compris trop comment fonctionnait le système d'acceptation et de refus des offres par les humains alors j'y allais un peu random et du coup je suis pas rentré dedans à fond ^^' Sinon j'ai bien aimé le concept de jouer le diable et de faire des propositions, on peut faire ressortir un petit côté sadique caché ^^ Pour un taf de jam, gg all vous avez géré :) En plus le menu et le tuto fonctionnent bien, c'est des petits détails mais ça fait tjrs plaisir ^^
May 15 17:22:20 3m 01s Death Note Teaches Typing ♥ 0 Hi, mmh, your rar folder doesn't seem to like my extractors (izarc and freearc). Got any idea? Any web html5 stuff or an other download ?
May 15 17:57:29 35m 09s Forgotten Keep ♥ 1 Hey, awesome game, would have been awesomer with music and sound effect but hey you were alone. As you were not Compo but Jam I would suggest you had taken a good free score from the internet, there are plenty (this channel for instance: https://www.youtube.com/watch?v=CUZfbROgnN4&list=PLobY7vO0pgVKn4FRDgwXk5FUSiGS8_jA8&index=41 ). Also, if you want a musicmaker for your next LD, if I'm not teamed up already or by myself, don't hesite in contacting me a few days/weeks before the event...
May 15 18:05:39 8m 10s Nutty Twins ♥ 1 Hey, super game you got there. I love puzzle games and this on's really interesting. **But** one thing I couldn't bare was that screen shaking all the time :/ it was really joy kiling unfortunately. Considering that the respawn is something that would happen a lot of time, maybe less screenshaking or even none (with some other effect) would have been better ^^' :/ Else, the mechanic was really well thought out. the theme was not perfectly matched but i don't care ... The music, also, was really good. Nice job overall :D
May 15 20:14:04 2h 08m KNIFE=LIFE ♥ 1 Hey, after a lot of really harsch defeats, I became a lot more aggressive and finally completed your game. This is my time, I suppose it's good comparing to the other comments. I have a few suggestions however: first **less screenshake**, please, I beg you, there are too much games out there that use screen shake like it is everyday food but it's really annoying (healthly speaking, and i'm no epileptic ... :/ ), plus the flashing lights when we upgrade ... argh ! Second and third suggestions then I'll go good points. I'll say the music is a bit repetitive after a while. Also, some checkpoints would have been of great interest here for a casual playthrough and not a speedrun. **Good points now, yay !** So basically your game is awesome: loved the feeling of the gameplay, which is something quite unusual in jam games. I really had the feeling of being a baddass ninja doing fancy moves like a boss and surviving super close to death so many times. Felt AWESOME. A bit too much tho. (Your game is very addictive 🤪). About the slowmo mechanic, I wondered if it would be cool to have the whole game be slowmo (ennemies and their bullets too). I don't know, it needs testing i assume. But what you came with is already good enough. Else, the animation of the character and its style is grrreat. Loved it. Nice job. This ... actually ... could be continued to a real game...
May 16 09:07:37 12h 53m Cats get 9 Bets 🐾 ♥ 1 Dude, the soudtrack tho...! Haha nice game, cool idea :) Edit: OGGY's SOUNTRACK on THE PAWTE !!! Edit2: Yeah, maybe a bit more interaction would be even funier ^^
May 16 09:14:25 6m 48s So-called life ♥ 1 So called game huh ? ^^ Nice soundtrack btw and UI too. The concept is nice also, a bit provocative but hey :D
May 16 09:25:35 11m 10s Seize the Clay ♥ 3 Well ... What the actual fuck ? I adored your game! It's so creative, unique. Let's you play it seriously or, like I did, absolutely ruin your potery but having some hyper funny in the end :D (that actually made me more money than the pottery that was supposedly more like the one on the picture). GREAT JOB :D Awesome concept ^^ Does someone of your team or one of their relatives is into pottery ? ❓️
May 16 10:11:36 46m 01s The Trade ♥ 1 **Hi. I don't know if you are artists, trolls or prophets. ** Two times I achived to be in the late 95% but my computer made appear a window in front of me which made me begin all from scratch, again. I'll take it as it is: I had not to see what's behind this loading bar. This is actual meditation, at least it was for me. Thanks for bringing it to me. Your description is no lying ad. Oh, I hope you guys are familiar with her work, btw. https://www.youtube.com/watch?v=TFSr_6CTeOM Now, I think you are the three together. That's beauty. "Beauty is in the eye of the observer"
May 17 17:19:50 31h 08m Harvest ♥ 1 Nice entry. I liked the quality of life features that many LD games lack: working menus, tutorial, feedback when we get hit, some narration to contextualise ... It feels like a real game. The intro cinematic, in particular, is a greeeat atmosphere creator and you absolutely nailed it. Did you do the music for this cinematic in particular? It was super well done. Oh and I liked the hero artstyle without the reaper deal so 😭 you should have kept him like that ;)
May 17 17:27:58 8m 08s . ♥ 0 Dude I got E, wtf ? My abilities were awesome !
May 17 21:06:07 3h 38m Pucamuc ♥ 2 DUUDE WA SOO CLOOSE I hade like 9 babies and all the chimkin or almost Man Seriously, you have here a **great game** that, actually, can be ported to be commercial. Reminds me of Celeste in a way: + simple but effective core gameplay, easy to learn, hard to master + evolutive gameplay with sooo much creativity in the added mechanics + good level design, secret areas, good balance on risk/reward + difficulty + atmosphere + music + art style **You have made a wonderful gaem.** Don't let it go to waste ;) Also ! If you would make it less gore with this blood and babies, it could definitely be a great game about frogs! Reminded me of frogs' jumps when I played your game !
May 18 09:47:17 12h 41m Watt Balance ♥ 1 Hey, clever entry here :) Liked the music a lot :) Sound effects were a bit too loud but htat's a detail. Gameplaywise, the main mechanic was pretty neat, original and interesting. But, at the same time, having to wait to recharge was a bit boring. Don't get me wrong, it was nice to go with the lore, but in the actual gameplay that's dead time. (I'm actually writting this comment while my robot is charging haha) I super liked the level design. It's **amazing** to see that much content for a jam entry. That's maybe too much actually. Maybe you could have reduced the scope of the levels and added more features like ennemies, powerups, environement mechanics and such. The levels were a bit Nintendo inspired I felt and worked very effectively (batteries not far from power stations, several more ennemies meaning there's something around). Having to loose batteries to progress in the game was also a very clever idea, in my opinion. Oh and unfortunately, one time I clipped into a floor while coming down from above and it made me die (I had like two more batteries full). :/ Don't forget to rate and leave feedback on other games to get yours to be more reviewed too. If you get 20 people to rate your game you will score to be in the final ranking list.
May 18 10:30:57 43m 40s Jailocorp ♥ 1 Hey, nice game. Good grpahics and music, first of all. Then, the atmosphere was very nice (felt like an Escape Game IRL). And the intro cutscene, OMG, gorgeous. Nice voice overs also. But I have to say, your game is less about puzzles than about problems. To be less hard and more rewarding, to be less vague and unclear on what to do or how the things are related, you should have worked more on the logical bounds between the elements of your room. Hints, progressive difficulty (think of The Witness for instance), more feedback when stuff are going the right way ... It's a bunch of things to make the whole less random. A idea could be, for instance, to have some notes leaved here and there from previous subjects that could tell hints about **other** problems, easier one but which have the same mechanic/concept of the hard one that are in the room. Anyway, overall it's a good FPS game, finely polished. Good job but, to me, you could improve a bit your game design in the way you deliver the problems to make them be puzzles and not problems.
May 18 10:56:19 25m 22s Lifelust ♥ 1 Nice game, nice music score also. You should post it on bandcamp, soundcloud or something. The gameplay was simple but effective. However it loss interest to me about wave 5 because there was no renewing of the gameplay, only increasing rates of HP, damages and such, which is absolutely fine for a jam game, don't get me wrong, it's just that it's not the most orginal gameplay ever but hey ;) Oh and the artstyle was brilliant too, I really liked it. It truly made the atmosphere efficient. Maybe what could be improved is the feedback while progressing: + more ennemy types, + maybe boss fights (same sprites but wider and with more health, demands a slash and cover gameplay that adds a bit of variety to the game) + maybe a bit of plateforming + and graphicaly you could made the blade be bloodier and bloodier (that would have been soooo cool!) Anyway, great job overall :)
May 18 11:28:03 31m 44s Doki Doki Boom Chaotic ♥ 0 So how is this related lorewise to DDLC? Fan side stories are always creepy and awkward, don't disappoint me ;)
May 18 12:36:56 1h 08m DEADline ♥ 1 Damn it's hard. I liked the idea that we can type only certain letters in a word to climb faster but then the word disappear if we don't finish him. However, something (because I belive the positionning is half random) we can have words that we can't go to because others block the way.
May 18 12:40:39 3m 43s Hammed Robbery ♥ 1 Loved it, so fun :D Nice mechanics, AWESOME sound effects :) Maybe the mixing of sounds and music can be improved, though. Sfx were loud whereas music was not. Both should be more of less same loudness. Else, the game is great :) A pig would have been the last thing I could think of for a stealth game, great job ^^
May 18 12:55:58 15m 19s The Last Minutes ♥ 1 Brilliant game. Felt the Undertale vibes. The work on dialogue boxes and the sounds of them is top quality. Even playing with it in the intro cutscene with the plot twist about who we're speaking to. Nice. Could have been even better if you implemented the ability to skip of make dialogues go faster when they're already read. Nice atmosphere and mood, really felt the "last minutes" thing ... You have made a beautiful thing here. :) Edit: also great humor here and there, that's awesome too!
May 18 13:50:04 54m 06s Hell's reefs ♥ 0 Hey, salut, joli bout de jeu que tu as là. J'ai adoré les graphismes et la musique particulièrement. Je trouvais que le gameplay était un peu bof, mais pour un jeu de jam on peut pas demander bcp plus. Le travail narratif et d'ambiance est assez ouf par contre, bien joué sur ce coup. Pour les pistes d'amélioration je dirais : le pathfinding, le feedback (est-ce que les boules des phares faisaient vraiment des dégâts?) GG sinon :)
May 18 15:12:29 1h 22m A Life's Work ♥ 0 Nice message. I like it that it is a girl that gets the job after ... I'm not going political too much but yeah, "this" work is not freedom for anyone. Anyway, needed maybe audio but it's ok like it is. The arts are good and the gameplay (which revolves around the idea that came in What Remains of Edith Finch) is neat are works good. The storytelling is well mastered and timed because you shut down the mini games just as we begin to enjoy it, very clever.
May 19 16:59:14 25h 46m City33 ♥ 1 Veeery cool game. We need more clever gta like and yours is super nicely done. Loved the art and the musics, keep it up ;D Btw, I really liked the music. Do you plan on posting it on bandcamp, soundcloud or something? And the use of the silence in between the musics in the buildings was - even if it was because you hadn't the time to create a track for that - super clever: silence is something that we must do something with, it actually tells sometimes more than an actual track. Great job there :)
May 19 17:36:42 37m 28s MoneyBag ♥ 1 Hey, I actually really liked your game: the weird charadesign, the nice secrets that are puzzles (oculd have been more but still is very ok), and the idea to loose some health to progress is, in my opinion, super clever. Nice entry ^^
May 19 18:37:44 1h 01m Necromancer 4 Reincarnation ♥ 0 You should have implemented a tutorial maybe.
May 19 18:45:43 7m 59s Lunatic Luke ♥ 0 Liked it. It had a Jak3 vibe, if you know that game. However I felt the movements of the vehicules were not super optimal and I felt also like there was no real difficulty or threat. But nice concept, I like that everything was revolving around the same Juuce bar.
May 19 18:54:11 8m 28s Library of Madness ♥ 2 Remembered a bit of original Prince of Persia with the controls. That was nice :)
Oct 8 15:47:32 3404h 53m Death Got Your Girlfriend ♥ 1 hey, seems like the rar file on itch.io is corrupt ? I can't open it with WinRar or IzArc.