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| Timestamp | Since previous | Game | Shaolin Dave's comment | |
|---|---|---|---|---|
| Apr 30 03:52:57 | Barter In Blood | ♥ 1 | The barter system seems like it's just a regular difficulty setting, I didn't get "currency" from it because there was no consistent value to the life. The gameplay itself was too simplistic. Every level being one room with the same exit, ever enemy being a "run at you" AI and no variety (just more of them). Not that an LDjam game needs a lot of levels or enemies, but at least two of either one would have been great. I did like the ghosts, it seemed like a cute little homage to pac man. I loved the intro, though I really would have liked to be able to skip it as I had to reset the entire game after dying. | |
| Apr 30 04:01:46 | 8m 49s | Arrow of Light | ♥ 3 | I love the arrow shooting. It's a mechanic I've seen before, but rarely seen done as well as here. The graphics were excellent for a jam, enough that it seemed like a style choice instead of one based off time constraints. I accidentally found a cave when I missed a jump, which was either dumb luck on my part or excellent level design on yours. I see other people praising the sound, but for some reason the games entirely silent to me. Not sure why that is. Theme was it was pretty good, but for the life to actually be a "currency" i'd expect it to be used for more that just tolls. You should keep building on this game after the jam is over. |
| Apr 30 04:13:07 | 11m 21s | ShrekUnknown's BattleSwamps | ♥ 1 | I've considered doing a fan game for many LDs but couldn't find a way to fit it in with the theme. This does somewhat well. I like the graphics, even for "programmer art" it did it's job well. The concept of the game is good. I found the control layout to be a little odd, being so used to WASD for platformers. Guaging the striking distance to hit enemies was a bit though. |
| Apr 30 04:14:56 | 1m 49s | D.R.I.E.D. | ♥ 1 | Unforunately can't play this one (Mac), but if you do a Mac or Web build later I'll definitlely check it out. This caught my eye because the pixel art looks great, some of the best I've seen on here. |
| Apr 30 04:23:34 | 8m 38s | GROW UP | ♥ 2 | I like the concept, I think there was a classic C64 game that was similar. The aging seemed to happen randomly. The first time I played I "grew" up almost immediately. The third time it almost didn't happen at all. Every time I lost, it was unclear what had finished me. The return to the title is a little bit of a jolt. |
| Apr 30 04:29:39 | 6m 05s | goldenpixel | ♥ 2 | DEFINITELY need to play this game in full-screen. I think the graphics might be a little bit TOO simplistic. I couldn't really tell one thing from another. Controls were well-implemented, though. |
| Apr 30 04:34:01 | 4m 22s | Root Maker | ♥ 3 | Ah, "your life is currency" == "currency is your life". I checked it out for a bit. It was a bit difficult to get into, my numbed wasn't working so I was having to play with the regular number keys. I think it could benefit from some on-screen controls, allow players to use mouse only. But aside from timing your buy/sells to get the highest numbers, is there really anything else to it? |
| Apr 30 04:38:48 | 4m 47s | Blood Bastion | ♥ 1 | I like the concept, but its a bit hard to get into. there's a lot of UI elements covering the screen and things are zoomed in so much, that finding the right path is pretty much trial-and-error. I know that your life is currently draining, but I don't see the "currency" parallel there. Some sound/music would help too, even if it's just blips. |
| Apr 30 04:47:25 | 8m 37s | Bloody Accord | ♥ 1 | I think this was a bit complex for such a short jam. The controls were clunky, even something as simple as switching weapons on the scrollwheel instead of the numbers would make it more intuitive, and the letters for spells were out of the question. The tutorial was VERY long-winded and I didn't even want to finish it. I do like the character models. Actually all the models and environment were pretty impressive. I also liked the music. |
| Apr 30 04:52:16 | 4m 51s | Blood Chest | ♥ 4 | Well, I was about to call it a night but saw these goofy characters and was like "gotta try that out first" I like the concept, it takes the theme very literally. The controls aren't the most intuitive but the in-game tutorial is very well done so it's not much of a problem. I like the music. drawings are good by animations could be better. |
| Apr 30 04:58:21 | 6m 05s | Elthus | ♥ 1 | Character graphics are pretty good. Sound was minimalistic, but in a great way. The level graphics were way too dark, navigating the level was pretty much impossible to me. The grappeling hook mechanic was a great idea that was almost executed well too. I liked the freedom of movement, but I think it could have stood to be maybe a little more restictive. You should definitely build on that mechanic in a later game. |
| Apr 30 05:11:26 | 13m 05s | Soul n Sickle | ♥ 1 | Well, I like the pixel art, even if it's not animate. Music and sound is good. Unfortunately the rest is rather unpolished. I got the WASD moving but I can't figure out any more controls (if there are any?) The dialogue boxes for the woman on the main screen and the sign do not pause the action, and they have to manually be closed, so I was getting killed while my sight was obstructed. I didn't realize at first that a lot of the game view is cropped from the page until you fullscreen it (and I'm still not sure I got it all there). I had some sort of menu pop up in game and didn't know what to do with it or how to get rid of it. I noticed you haven't filled out this page at all, or provided anything on the itch.io page. Some instruction could go there to make the game more accessible (and you should update the link to say HTML5 instead of Source Code, I didn't realize the game was playable until AFTER i clicked) |
| Apr 30 05:14:34 | 3m 08s | What Death Has in Store | ♥ 1 | I'm not sure I get it. I played once and it froze after I tied twice. Second time I tied then noticed the "Store". I bought "Lucky" and clicked "Birth"... and it's frozen again. I don't know if the game's broken or if I'm playing it wrong. |
| May 1 20:09:53 | 38h 55m | Toy Store | ♥ 0 | First I just wanted to point out that with the pre-made music and the scanned background, you technically should have opted out of both the "Graphics" and "Audio" voting. Game controls were intuitive. WIth this jam I failed to make a game that someone can play with little to no instruction, but you definitely did that well. For an embedded game, you really should have made the portal smaller. I happen to be playing on a 13" laptop now and it won't fit on my screen, and it's not really resizable. |
| May 1 21:17:02 | 1h 07m | Protocol: R.W.S. | ♥ 1 | First with the negative, the controls. I'm using WASD to move, hitting space to jump is natural, but left-ctrl to dash was very difficult. I don't know if right-ctrl was suppose to dash as well, but it didn't work for me. The levels were simple and repetitive, but more than acceptable for such a short jam. Nothing else bad to say. The sound effects and music are amazing, I had to double check to make sure they were made during the jam. The character sprites looked like something out of a full retail game, and the background was extremely well-drawn too. I like how the grid animation in the background gave the illusion of movement. My only advice would be to tweak the controls and tutorial text., I naturally go to the standard keyboard/mouse position so even if the mouse buttons were alternate inputs for jump/dash then it would've been intuitive. The tutorial text could have been integrated in a better way. |
| May 1 22:13:48 | 56m 46s | GunAntrophist | ♥ 0 | Funny concept, though currency as ammo instead of life didn't really go with the theme. The controls were a little floaty but I still liked it. I had to play a second time because I didn't realize you could switch weapons the first time. The only big flaw I see is the aiming, Only being able to shoot certain angles the left/right seems unnecessarily restrictive for a game with 360 movement. |
| May 1 22:19:33 | 5m 45s | Goblin Launcher | ♥ 4 | Music and sound was good, the models were great for a jam. The sound lagged a lot though, might need some optimization/preloading for web. Some of the UI buttons wouldn't respond to me at all, and it wasn't really clear what was causing my character to stop moving a few times. I suggest tweaking this a little after the judging is done, it has potential. |
| May 1 22:30:51 | 11m 18s | Chickenarchy | ♥ 1 | The concept is interesting and fits the theme better than most submissions this jam. music is catch. graphics are adorable. The follow the mouse pointer movement is interesting but I would've preferred a click to move type. Having the drag the view around was just tedious. If you work on this after judging, I'd recommend replacing the controls. In the meantime, I suggest you center the game view on the page, having it all the way to the left was a little wierd. |
| May 1 22:33:21 | 2m 30s | Heal Zone | ♥ 1 | I also made my game in about 9 hours. Spend Friday night and all Saturday on ideas that had to be scrapped, Sunday redoing it, then I had to work on Monday so I was rushed afterwards to complete and submit. Can't play without a Mac or Web build. I like the concept though. The graphics look simple but effective. Maybe I'll come back if I get an opportunity to use a PC soon. |
| May 1 22:38:14 | 4m 53s | Bankin' Bacon | ♥ 1 | Graphics look great,sound looks good. Unfortunately I couldn't experience it any further than that. I'm just playing this on lunch break at work and don't have a gamepad handy, or others to play with. You should really make keyboard/mouse and option and have some sort of single player if you want more people to access your game. Anyway, I am bookmarking this so maybe I can check it out later. |
| May 1 22:39:40 | 1m 26s | Over | ♥ 2 | Graphics look good, but without a web build (or Mac) I can't actually play it. Please let me know if you do a web build, I'll definitely return and try it out. |
| May 1 22:46:52 | 7m 12s | Life is Money | ♥ 1 | There's a few tweaks I'd suggest. First, I think there should be a delay or cancellation to the death. Many times I shot the last of my ammo, lost, but caught the money from the enemy I killed. It'd be nice to only have game over after all potentially collectable money had disappeared. Also, the UI on the pause screen overflows. I think you can fix this during judging because it's technically a minor bug fix, allowed per the rules. I do see a lot of games this jam that combine life and ammunition or special moves rather than as currency, and this seems like the same. You are shooting currency, but i still know that i'm "shooting" my life, not using my life to purchase anything. Otherwise it's pretty good. I'd like to check back and see if there's improvements after judging is complete. |
| May 1 22:47:58 | 1m 06s | Ghosted | ♥ 1 | If it's possible to do a web build, I highly suggest it. Many people are unwilling or unable to download Windows builds, but I would like to try this out. |
| May 2 05:42:33 | 6h 54m | Pay the door | ♥ 1 | Don't have Windows so can't play, I highly suggest Web Builds (if possible) for people without Windows, or those who don't feel comfortable downloading apps. So I can't comment much on the game itself, the texturing looks nice. Theme-wise I'm not sure it hits the mark, you're not using your life to buy goods and services like you would with currency, it's seems more like you're just being injured by doors. Still I'm s sure that adds a layer of strategy to picking your path. |
| May 2 05:54:45 | 12m 12s | In Exchange For My life | ♥ 1 | First just wanted to note that your link only says "Windows". If I didn't click on it on accident, I wouldn't have even realized you had a Web Player version. A lot of people will only play browser bases games, either because they don't have Windows (like me), or they don't feel comfortable downloading so many apps. I highly suggest showing that you have an HTML5 version on this play to modivate more people to play. I noticed you used stock door open/close effects, was it the only AOL sound library? Anyway, unless you recorded those yourself, you should opt out on "Audio" voting. Some sounds for attacks/hits would have been great too. It looks like you just put a semi-transparent black layer over the floor to make the walls? That's a clever time-saving way to make the barriers clear while still using a good texture. I did notice you kept the skybox on for some reason, I think a solid black background would be better. I love the way the sprites looks, though the animations aren't great (the melee attack sort of looks like humping). I'd like to see more sprite art like that. As for the theme, I'm seeing a log of ones that interpret it like this. "Your life is currency" implies you're using your life to purchase goods and services, these seem more like your powers/abilities hurt you that and sort of exchange of wealth. One last thing, I like how you controlled the flow of the game with the doors locking/unlocking. |
| May 2 06:03:21 | 8m 36s | Merchants | ♥ 0 | I played about six times. At first I really enjoyed the controls, but I found myself stuck to walls three of the six times (bug fixes are allowed during judging so you might want to update that) I don't think it hits the theme very well. Currency is still currency, life is still life. I get that the risk of being robbed or killed is suppose to be the theme, but it still doesn't seem like your life is actually currency for anything. I could barely hear the music so can't really say much there. The graphics are great, though. Characters are cute and well drawn, I never had any question to as what any on-screen image was suppose to be. |
| May 2 06:07:35 | 4m 14s | Piggybanks in Space | ♥ 0 | I don't think it fit the theme very well. You aren't using your life to purchase anything, so how is it currency? I think you could have made this same game buy replacing the characters with anything, and the coins with anything that they eat. Artwork was cute, and I really liked the music. |
| May 2 22:29:46 | 16h 22m | Life is precious | ♥ 3 | graphics were good, i LOVE the music and sound effects. controls were almost perfect. theme-wise i think you interpreted it a lot better than most, and i like the risk/reward balance. the barrels exploding bullets into all directions seems like a clever way to quickly implement area damage. it works well here, but if you continue working on this later i might suggest a different effect (and probably player damage, too). Only major flaw I saw was that there was no player feedback when the next was being damaged, but I'm sure that was just a time restraint thing. Good job! |
| May 3 03:54:54 | 5h 25m | Ashes | ♥ 1 | Sorry, but it was just unplayable for me. I downloaded it, I have a pretty high-spec machine, I turned it onto the lowest settings, but it still lagged way too much to play. I went upstairs, ran out of water, went back down, filled up... by then it'd slowed down to about 1fps. It seems like a good concept, i'd like to play it, but you really need to optomize. |
| May 3 04:08:27 | 13m 33s | Orgain | ♥ 1 | I love the dark humor, and it's a great interpretation of the theme. but I don't really get it. The shop was in a different language and I couldn't actually figure out how to buy anything. Game seemed to reset itself. |
| May 3 04:16:23 | 7m 56s | Hot Slots: All In | ♥ 1 | Good interpretation of the theme, though I think life would be more like currency if you were gambling for more life instead of power-ups. Still, gambling with life is something I didn't even think of. I noticed some people saying the music is great but the game was completely silent for me. Also the slot machine was blank for me. It'd tell me if I won but I never actually saw symbols. |
| May 3 04:22:31 | 6m 08s | Collecting Really Nice Cats! | ♥ 1 | Okay, graphics were great, the sounds had me laughing out loud! I like how you completely abandoned the theme while still referencing it. I really enjoyed the game, maybe because I'm a dog person. Most games use WASD to move, so switching over to arrow keys was a little inconvenient. I suggest sticking to conventions, or allowing players to use either. I do think I found a glitch, if you press both the jump and throw button in midair, you do a double-jump. I don't think there's much to exploit there, though. |
| May 3 04:29:51 | 7m 20s | Double Deal | ♥ 1 | You weren't kidding about it being hard to learn! I love the graphics, simple, clearly identifiable, but pleasant to look at. Both the atmospheric and UI sounds were spot on. the gameplay was a bit tough for me, though. I might check back when I have more time to figure it out. |
| May 3 06:39:12 | 2h 09m | Coin-Op Kid | ♥ 0 | I've participated in Ludum Dare 4 times and I make an effort to play/rate a lot each time. This is definitely the best LD submission I've played so far. |
| May 3 19:15:07 | 12h 35m | Deenero | ♥ 0 | There's a lot about the interface that could be improved on. The changing text size, as people have mentioned. Also, the font itself isn't very readable. Functionality you take place over style. Then there's the controls, having a right-click function when there is no left-click funciton is odd, and having to press space to advance text when my hand is already on the mouse... why no just click to advance text. I do like the concept and story, and I definitely lol'ed at "yeaa boiii" |
| Oct 7 22:26:57 | 3771h 11m | The Price is People | ♥ 0 | The link isn't working for me, did you change the URL? |