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| Timestamp | Since previous | Game | DDRKirbyISQ's comment | |
|---|---|---|---|---|
| Oct 10 04:31:17 | Ball of Duty: Special Drops | ♥ 2 | Great take on the theme, I hope to see more of this type of genre among other entries! | |
| Oct 13 00:48:12 | 68h 16m | You Broke the Game | ♥ 2 | Nice work! I was worried that there would be a bunch of comments complaining about the difficulty of the game (it's surprising how many game devs lack the skills to play games themselves!) but it looks like people are having fun with it, as they ought to be :) There can always be fine-tuning, of course (something to inform the player of exactly when the green guys will launch their projectile, since it travels rather fast), but for a jam, this was plenty fine! Great work on the spriting and animations, I think that's the standout part of this submission. Good music choice too. |
| Oct 13 02:14:49 | 1h 26m | Muscle Typer | ♥ 3 | Brah I type so fast QWERTY ain't enough for me I am glad this game exists lol |
| Oct 14 04:52:55 | 26h 38m | Scrap Seekers | ♥ 1 | Just a note: You might want to update the controls listed in the description! Says that F is for taking the scraps and D is for using "the buff" but it's actually the other way around in game. Not sure why trash gives me a speed boost but oh well! |
| Oct 14 05:04:07 | 11m 12s | Forlorn Fishing | ♥ 1 | Neat! It was pretty quiet, sort of an interesting (not in a bad way!) mood somewhat eerily apt for sailing down the river Styx. I do wish the gameplay started to become a little faster paced with the upgrades though -- as is nothing really changes except for the numbers. You can also get randomly screwed over by the RNG and not have anything catch on your line which sort of leads to a feelbad moment, wish there was some more skill/less luck involved there. But good job on your jam game nonetheless! :) |
| Oct 14 05:13:44 | 9m 37s | The Carpenter | ♥ 3 | Pretty funny haha. Oh, I see that you've opted out of Audio here -- I was gonna say shoutouts to whoever produced the main music track here -- the bitcrushed drums, bassline, and pitch slides all come together to make something really fun! You may want to credit the original author of the track somewhere in your description though...=/ The pitch modulation whenever you hit a boost arrow was an interesting effect, I can't tell if I like it or not but I think it.....sort of works out especially considering the backing saw pads which kind of give it that analog warmth? not really sure. Wish there was a little more to the gameplay here, but even then, it's pretty enjoyable. Honestly the music alone makes you want to keep sliding down that infinite hill haha. |
| Oct 14 08:02:23 | 2h 48m | Five Finger Discount | ♥ 1 | Simple but not too shabby! I normally am not a fan of filter effects personally but I think it actually works very well with what you have here, so props on that aesthetic decision. You had a nice mood and the music track added to the atmosphere well. For the gameplay, it did tend to feel quite tedious after a while, and I think the setup heavily penalizes you if you lose all of your lives. I think if you were to run with this idea, I think instead of having one very large level with a ton of rooms and money scattered about everywhere, I would have liked to see individual levels, each with varying layouts of guards that present different types of challenges. What you have is perfectly acceptable for a jam game though! |
| Oct 15 09:50:43 | 25h 48m | Sabotage | ♥ 1 | Awesome and fun! (as always) I probably should have played this later as a break from all the other mediocre entries that I'm bound to find while rating... What Haxe framework did you use for this? (just out of pure curiosity) The levels are pretty fun to work through! I can feel your experience from all the other top-down room-based games (Proletarian Ninja X, Atomic Creep, etc) coming in. I never had to retry a level, but it was still fun regardless, and I think the way that they increase in size and scope works pretty well. You had a good mix of elements in terms of trying to make the player manage their resources, while still encouraging a lot of improvisation. The punch move felt a bit underutilized, not sure if there is an elegant solution to that though. F was an OK key to use for me :) |
| Oct 15 09:58:02 | 7m 19s | Hungry Hungry Spiders | ♥ 1 | Great...this is **not** the game I needed to play right before bed... There was nobody else online so what better to do than to open up 10 browser tabs and feed all of the souls to one spider? Yes yes yes... Feels like writing a simple bot script for this would be a fun little side project. |
| Oct 15 10:10:30 | 12m 28s | Your choice | ♥ 1 | Played all the way through! Was more of a test of patience than anything else really. There were a couple of times where I swear I got a short hop instead of a full jump even though I didn't mean to, but maybe I was just going crazy. Nice! |
| Oct 18 06:19:55 | 68h 09m | Karl and Timmy | ♥ 0 | The Narrot is really the MVP of this game here -- it ties everything together! Well, you've got an interesting blue dot/cover mechanic going, but really aside from that, if we didn't have the narrator and nonsensical story, I feel like there wouldn't really be any motivation to keep playing. But the brief interludes really kept the pacing in a way that elevated the game to way more than its (admittedly simply) gameplay. Woo~ |
| Oct 18 06:33:18 | 13m 23s | Dissociation: Shadow of oneself | ♥ 2 | Really strange movement physics, especially with the seemingly-random acceleration and inertia, made things a bit difficult to control. The idea is pretty cool though, and the beam weapon looks and feels nice. Good job on your first game! |
| Oct 18 20:14:31 | 13h 41m | バクラウBloodless | ♥ 4 | Niiiiiice. Everything here is really detailed and polished -- the whole package really comes together to sell the entire thing and keep you engrossed. I feel like there could be a liiiitttlee tweaking of the dashing gameplay, or maybe a little more...."juice" to it somehow. It's a very vague feeling where it doesn't =quite= click right away, something about the timing or visual feedback or something where during the first few screens I didn't really feel very confident in what I was doing wrong or what the correct timing for the dash was supposed to be. After some practice I think I settled into the proper timing just fine. I think it's perfectly OK (probably even a good thing) if you need some time in order to really learn the rhythm of the gameplay, but I think what bogged me down a bit was not knowing for sure what the =correct= timing or spacing looked like -- therefore I had to do some awkward trial and error in order to figure it out. Sorry I know this is quite nebulous but it's a minor point and something that I feel like can only be fixed by minute tweaking. It's =really= close, so don't take it as a knock on your execution, I just wanted to point it out because I feel like it's the only part of the puzzle that's missing. Anyways, that aside, great job on the overall aesthetic! There are a lot of nice details here that I definitely appreciated during my playthrough. |
| Oct 18 23:00:22 | 2h 45m | SOMtHINGa from NoThINGa | ♥ 2 | Oh dear...trying to come up with elegant solutions to some of these was infuriatingly difficult. Level 8 was where I decided to just give up and start brute-forcing something without regard to effeciency. I know a lot of people who are super into games like these....great job taking a simple yet novel concept and putting it into a nice execution! Would be nice to be able to control the "rememberance" of child links down the tree -- either via right-clicking or otherwise. I get that preserving the previous links is a nice quality of life feature but sometimes I felt myself just wanting to nuke an entire branch. Great job! |
| Oct 20 21:52:19 | 46h 51m | King of Nothing | ♥ 2 | I'd like to humbly disagree with the comment above as I believe the rhythm aspect of this game is core to the feeling and play it is trying to achieve. The rhythm implementation could certainly be "snappier" for lack of a better word, but honestly it was good enough for a jam game -- not everything can be Samurai Shaver [/shameless plug]. A proper calibration screen is kind of like an input configuration screen -- it's always desired and convenient, but somehow never makes it into the jam timeframe... I was doing pretty well in this game! Until a rook came into camera view and immediately defeated me. Whoops! ;P That aside this is pretty small but still kinda clever and fun. As noted the scrolling design seemed a little unnecessary, I wonder how this would work with that aspect nixed entirely, instead having fixed board configurations that you'd try to defeat with just your king. I believe this would also let you scale the difficulty over time as well as provide checkpoints since you'd have different levels. I'd imagine things might (?) get pretty tricky later on with dense piece configurations. My brain is also curious what this might feel like with movement sets other than just the King's -- for example maybe a character that can only move by two squares at a time. Totally pulling this out of my butt though, that might be a horrible design in practice! Nice job! |
| Oct 21 06:55:30 | 9h 03m | Memories of Eleph | ♥ 1 | Great job, guys! I was a bit worried about the balance of the game at first, but the entire level layout was short enough that it provided a nice little challenge. I would echo the water feeling awkward -- I think people would (maybe??) feel less frustrated by the time limit if that were made to be a more useful thing, for instance putting the ghosts down for good. I would agree with the sentiment that the gameplay and mood feel slightly at odds at times. I didn't bother me that much, but I did wonder about it. I sort of liked the idea that you had to sort of piece together the dungeon by memory, which I think echoed the theme you presented, but the pacing of the gameplay vs the pacing of the storytelling felt conflicted. Didn't prevent me from enjoying this though! Great job for a jam entry :) |
| Oct 21 07:38:53 | 43m 23s | Singularity | ♥ 1 | Played until level 14! This was a pretty interesting concept with some neat visuals which could really be a lot better with some quality of life improvements. A lot of my other feedback has already been noted so I'll leave it at that. Nice job! |
| Oct 23 04:06:15 | 44h 27m | Ludum and the Lost Pages | ♥ 2 | Nice job! A few comments for improvement: - Please add the "R" for reset command somewhere in your description -- had to use it after teleporting out of bounds and falling out of the level. (thanks for including it!) - Please make the spells trigger on key press instead of key release! Triggering on key release is an unintuitive behavior that leads to people thinking that your controls are a bit unresponsive. I got used to it after a few levels, but it felt very off at first. - Please increase the volume of your sounds :) Other than that, it's a bit rough around the edges, but everything here is pretty great and fun for a jam game. Not having the entire level reset on death was an especially nice touch as it never led to any particularly frustrating moments (despite the key release input issue causing a number of deaths). An enjoyable playthrough! |
| Oct 24 05:42:55 | 25h 36m | SpaceCrafter | ♥ 1 | A well done jam game. Not much to say here except everything is solid, it was short, sweet, and enjoyable in just the right ways. Probably the only easy thing that I could come up with would be some sort of thing for trying to complete levels with the least number of moves possible, but even then I'm personally not really the sort of person who enjoys that kind of thing. Great work :) |
| Oct 24 05:47:38 | 4m 43s | TwoFiveFive | ♥ 3 | 89% average, woo! This was....surprisingly fun for what it is. Please make an HSV version :) I never work in RGB these days! |
| Oct 24 05:53:53 | 6m 15s | - V O I D - | ♥ 1 | Short and to the point. The ending is a bit scrapped together, but hey, you do what you gotta do, haha. Some animation here in the different scenes would really help the world feel alive. |
| Oct 24 06:04:02 | 10m 09s | Start With No Cat | ♥ 1 | Yay meowmies! Would echo most of the feedback that others already pointed out. By the way! To get rid of the awkward text wrapping issue while your dialogue is being spelled out, instead of simply appending letters to the text UI element, start with the entire text string already written, but use rich text tags to make part of it invisible. Something like: ``` This message is not <color=#ffffff00>fully displayed yet.</color> ``` |
| Oct 24 06:26:52 | 22m 50s | Desert Tiles | ♥ 1 | Kind of had a peaceful simcity-like feel to it, which was fun! Unfortunately it shares a similar issue to simcity in that once you get going late in the game there is a ton of busywork (I guess pretty much mirroring what it would be like to actually plant these trees in real life, phew!). Would have loved some quality of life features so it wasn't a mind-numbing experience of just constantly collecting seeds and planting trees, but nevertheless, good job. |
| Oct 24 06:34:12 | 7m 20s | A Field of Flowers | ♥ 1 | Nice! With a few quality of life improvements and a =tad= more progression this would be wonderful! As is it's pretty enjoyable for a compo game too. Great job :) Also, those petal animations are really great -- quality work on those. |
| Oct 24 06:45:14 | 11m 02s | Higher Desire | ♥ 4 | What a game, haha. Getting used to the timing window took a little bit -- of course, I was fine afterwards. I do wish that you were punished for missing a beat entirely, and not punished so hard for being slightly off time. The way that it's set up right now actually encourages you to STOP pressing space while concentrating on shooting, and then resume pressing space when you can dedicate your focus to it. Again, this is because there is no penalty to missing a breath beat entirely, but a steep penalty for pressing space off-time. It should also be noted that you can in fact double-tap space during the span of a single timing window to recharge twice. Regardless, this was a novel concept with some funny humor thrown in. A fun jam game for sure :) |
| Oct 25 19:23:26 | 36h 38m | Inspiration. | ♥ 0 | Nice. :D This was very fun, I love it. It's predictable, but in a really pleasing way and didn't bother me in the slightest. Great job with the PICO-8 palette as well, some of the little details like the shading on the traffic cones and the whole lemonade stand look really nice. I do wish the notepad was used a little bit more, but I'm sure you didn't exactly have a lot of time for that. Great job! |
| Oct 25 23:50:51 | 4h 27m | Palely | ♥ 2 | Whoops...try as I might, I wasn't able to get this working. Running it on my Windows Server 2016 GeForce GTX 560 Ti machine results in a short-lived error box with no other output to speak of: screenshot_20191025_164425.png Looking at the player log, it's trying to initialize Vulkan and dying: https://pastebin.com/UUSM5qNu On my MacBook Pro on the OSX side, the game runs, though it's got some nonworking shaders as evidenced by the magenta squares. I was able to play the very initial part of the game -- the first time I did so the orange/gear objects showed up, but every time since then they don't seem to appear, only the o-r-a-n-g-e letters which strangely seem to be uninteractable. I haven't tried on my other windows installs, but may get a chance to later. Any chance you could upload a build with vulkan support disabled perhaps? |
| Oct 26 00:56:02 | 1h 05m | Words With Foes: Quest for the Lexinomicon | ♥ 2 | 130! screenshot_20191025_175343.png Great job, great concept, great execution. This was really fun to play! I do wish that there was an option to amp up the difficulty a bit, as well as some way to mix up the distribution of letters a bit more (lots of As, E, and Ls). I thought at first that this was going to be a timed battle type thing, but I'm pretty glad it wasn't. Thumbs up! |
| Oct 29 18:10:30 | 89h 14m | Ignis Universia: Eternal Sister Saga | ♥ 3 | I could tell you guys had fun with this one -- it's great to see that. Nice job! :) |