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Oct 7 23:28:37 The Singularity ♥ 1 Nice stuff! The graphics are pretty clean and are pretty clear, even if there's a bit simple and the music choice gave it a pleasant, lighthearted vibe (though you should probably loop it). Controlling was kinda awkward though, as there's no real feedback for your input and it's kinda hard to tell how fast you're going when every other object is also moving. That being said, the concept of "space agar.io" is quite novel and fits the theme pretty well. All in all, not too shabby (especially given that your time was cut short).
Oct 7 23:38:24 9m 47s Logical ♥ 1 Those are some... uh, _minimal_ graphics lol (I kid). Of course, you don't play this kinda game for the graphics, you play it for the puzzle and it's definitely got that. It's ultra basic and gets by with few moving parts, but gets complicated fast. Definitely makes you think. It's also great how you start with literally no options and then work your way towards the next piece which you then unlock after solving the puzzle with the options you have. Sound works, but a bit of background music wouldn't hurt. 😛
Oct 7 23:56:02 17m 38s Badwiches ♥ 5 I don't get it, but I like it lol. The music and art style are charming and there's just something great about feeding random kids garbage for profit (wait... that came out wrong). The help button didn't work for me, not sure if I missed something, but I got by. The physics were a nice touch and it really complemented the audio/visual feel. (Also the number of unique models is quite impressive.) The healthbar could perhaps use a bit more feedback to let you know when things are getting too bad (maybe turn it red below 20% or something), but the changing facial expressions are a nice touch.
Oct 8 00:08:00 11m 58s Styx ♥ 2 Very unique visual style! Also the fact that it's a pure HTML/js is pretty cool. It is a bit slow going from scene to scene with the long transitions, but you could make the argument that it's an aesthetic. Personally, I'd prefer them to be a bit faster (and perhaps remove a couple of the scenes which didn't do much other than bridge two other scene) but it's not a dealbreaker. On the plus side, it definitely fits the "start with nothing" theme. Ya don't get to take anything to the afterlife, after all. 😉
Oct 8 00:17:53 9m 53s VOID ♥ 1 Digging the minimal aesthetic. Felt like I wasn't getting quite enough attack cards, but I ended up winning on my fist try, so... good enough, I guess? The mechanics feel pretty solid though. With some more variation, you could make this into a really deep puzzle/strategy game. It would be nice if there was some background music, but given how clean everything else is, I think I can let it slide a bit. All things considered, it's a pretty good game. Well done.
Oct 8 02:19:49 2h 01m Deboned ♥ 2 I like the animations. Having the objects sway to the beat was a nice touch and gave some personality to the (small) world. It would be nice if the ghost moved a little faster since you have to go back and forth so much, but it works. However, I did manage to get stuck when I sold some seeds I don't think I was supposed to sell, so now I had no pumpkins or seeds to buy lol. One suggestion: perhaps use a different sound for the "action" feedback noise and the background music's lead. It was a bit hard to tell when it was giving me feedback that I couldn't do something. That being said, the game does have it's charm and ain't too bad overall. Nice job.
Oct 8 02:25:22 5m 33s ASHES TO ASHES ♥ 2 I like the idea, but the rules were a bit too much for me to discover on my own. It's a pretty unique style of game for sure.
Oct 8 02:32:49 7m 27s The Daily ♥ 0 I concur with the previous opinions; the art and music work well together. Also fits the theme quite nicely. The controls are simple and work nicely, though it's a bit hard to tell if you did something correctly (other than the sound of change). Maybe that's the point? Idk, regardless, I thought it was pretty well done.
Oct 8 03:02:57 30m 08s Draw Your Own Adventure! ♥ 3 This is very impressive for a jam game! The voice acting was very thorough and the drawing worked flawlessly. Made for some great comedic scenes. The story was longer than I expected too which was nice. Additionally, the backgrounds and the music both fit quite nicely with the rest of the game, though the music did get a little repetitive after a while. All things considered, though, this is a really complete package and a pretty polished one, at that!
Oct 8 03:11:44 8m 47s Vault 7 ♥ 4 A bit short, but I definitely got the vibe you guys were going for. One suggestion I have (aside from just "more puzzles" 😛) would be to reduce how much the character slides around. It's nothing major but just seemed a little like it was on ice or something. Did it ever explain why it was called Vault 7 though, or did that just go over my head? Would be a nice little touch if it didn't.
Oct 8 23:13:09 20h 01m Become Human Again ♥ 1 Excellent eerie atmosphere with the music and dark-ish visuals. The game was quite short but that is to be expected with a jam game. I have a few main suggestions that I think could improve the player experience significantly. First off, I believe the player collision should be tight with the circle, even if that means the particle effects go outside. I was frequently running into objects that I thought I wasn't touching (especially spikes 😛 ) because I didn't know how far out it went. Secondly, I would suggest making the player not bounce when they fall since it causes there to be a couple frames where jumps don't register. Makes it difficult to go fast. Additionally, some background (other than just solid colors) would help it feel more complete, even if it's just a tiling texture. Speaking of the background though, the red flashing one was quite distracting. I _think_ this was intended though, so in that case... mission accomplished? All in all, not a bad game!
Oct 8 23:24:01 10m 52s Agnus - Balls of Steel ♥ 2 Nice little game you've got there. I was a bit confused about the goal initially... nothing said the ball couldn't go off the bottom of the screen of you'd lose (unless I missed that), but once I figured that out, the rest was pretty easy. Not knowing what was coming next kept me on my toes, though I would have preferred a bit more consistency in how many times you needed to accomplish a task to progress (sometimes it was 5, sometimes 10). Some background music would have also been nice, but I'm guessing you guys just ran out of time for that. Such is the nature of jams. 🙂
Oct 8 23:47:37 23m 36s Pocketon Peak ♥ 2 Not bad! I definitely get the aesthetic you were going for (similar to another certain game featuring a variety of monsters) and the music/art work great together. It was longer than I initially anticipated which was partially nice because it was more content, but bad because it was so slow getting everywhere. That combined with the fact that you can die and have to start sections over made it a bit less than fun to play, however the checkpoint system was appreciated that much more. 😛 With that out of the way, here are my main critiques: - The dialogue could be a bit more... engaging? ("Oh you're not dead!" Thanks for noticing.) Not sure if this was a limitation of the dialogue system, the time constraint, or maybe both, but it would have been nice to hear a little bit more from the residents to fill out the story. - Having to use the arrows to turn in place felt pretty awkward. I imaging you intended it to be like the aforementioned-monster-game how you could tap and turn in place while still holding the buttons to walk, but ran out of time to implement it. If not, I would suggest that be the way to turn in place instead. 🙂 - The "puzzles" (more like fetch quests, I suppose) were at least generally pretty interesting and weren't too difficult which was nice, however given that they often involved risk of death, they seemed a bit uncharacteristic of the style of game. In face, the whole dying thing seemed a bit out of place for such an otherwise-relaxed experience. Personally I'd remove it and just let it be a walking simulator, but each to his own. With all that said, I still think this as a pretty nice experience, even if moving around was a bit of a chore. I'd give it a 3.5 overall.
Oct 8 23:56:55 9m 18s Spirit Path ♥ 1 I like the minimal aesthetic. Glad you got checkpoints in there (I definitely needed them a couple times). I didn't realize initially that you needed to press space multiple times to free the flames so I had to backtrack a bit, but not too bad. I would suggest that you put some indication that you need to press space as well (and probably just make it so you need to press only once). Additionally, perhaps make the blocks fall when you're a bit less close to the edge. Really makes the cracked blocks nerve-wracking when you're trying to guess which side will have a platform before it falls. Regardless, I'd say it was an enjoyable experience.
Oct 9 00:06:24 9m 29s Sosig ♥ 1 I dig the aesthetic (and the music), but unfortunately the game became unplayable for me early in the first level with massive lag spikes and stuttering audio. Not sure what's up, but I'm running an AMD FX-8150 with a GTX 1060 so I'm guessing there's some issue with the game. Wish I could have seen more, but oh well. I'll assume the rest is pretty good too.
Oct 9 00:46:16 39m 52s Draconomics ♥ 1 Excellent art style. Main menu UI went off the screen for me, but otherwise worked fine. The mechanic of getting gems faster (but also more garbage faster) from the mines is pretty clever. Nice job!
Oct 9 00:54:42 8m 26s StarLink Xpress ♥ 1 The physics were pretty fun (though a bit hard to control). Would be nice if there was some "out of bounds" detection that automatically reset you when you're basically out of range of everything. Not a bad game though!
Oct 9 01:09:45 15m 03s Barterin' Buckaroo ♥ 2 The character design and general art style is great! Also really dig the play on words you've got there with Rick. 😛 It was very interesting trying to figure out which items people would want, however I eventually ended up just guessing on a few of them because it was faster. The music fit well but was a bit repetitive and probably could have used a _little_ more variation. All in all, a pretty great little experience! Definitely captures that cowboy essence.
Oct 9 01:18:52 9m 07s Peak Velocity ♥ 1 Nice work with the atmosphere of the game and the general variety of models. Also holding space to jump higher was a nice touch. It was generally pretty decent, however I had a couple of thoughts on some aspects that could be improved: - Sometimes it wasn't obvious when you could run off a ledge and live or there was a gap. Perhaps a little ⚠️ sign when you need to jump would be helpful. - When you walk off a ledge it just keeps playing the run animation. Guessing you didn't have time for a fall animation. 😉 - Some footstep sounds (even quiet ones) would be a nice little detail to help ground you in the world. - A sprint button for the slow intro section would be nice since you have to replay it when you die. All things considered, not a bad experience! Well done.
Oct 9 01:59:34 40m 42s Catachresis ♥ 1 "I don't have any dialogue anyways" killed me lol. A+ with the humor. I'm surprised with how many references you crammed in there. Some of the visuals felt a bit inconsistent with the art style, but it generally worked. I noticed you opted out of graphics and music so it's a bit hard to tell exactly how much content is original (I'm guessing the dialogue is for sure), but still seemed pretty nice overall.
Oct 9 02:13:04 13m 30s Memories of Eleph ♥ 2 The art style here is great and fits nicely with the music. The sound effects were perhaps a little too intense though, in my opinion. The puzzles were pretty simple but still interesting. However I found that the limited time and fast enemies were very punishing, especially for what seemed like a more relaxed "artistic" type of game. Personally, I'd suggest that the enemies just send you back to the beginning of the room if you wish to keep it difficult (so you don't lose all your progress and time) or alternatively just ease up on the enemy speed and amount of "memory" (?) they consume when you get hit so it's harder to reset. Not a bad experience overall though.
Oct 9 02:29:37 16m 33s CRAB GAME ♥ 3 Well, it's... an experience all right. lol
Oct 9 03:51:36 1h 21m Soulbound ♥ 2 Wow, this is pretty great! Minimal, but very well made. The voiceover is a bit quiet at times against the background music, but is an otherwise excellent touch and fits perfectly. The music itself is pretty solid (with a couple boss tracks I was really into) and helps make the attack system that much better since it helps you time the shots (assuming you line them up in some logical order). The graphics were nothing too fancy but were clean and consistent. There was clearly a good deal of attention to detail in order to make do with less. Regarding the content of the game, I was surprised how much unique stuff there was. Item variety was probably the weakest aspect (everything was either +hp or attack variations) but still offered enough interesting possibilities I can't fault you for that. However the amount of enemies was very impressive (with multiple unique bosses!) which really caused this game to stand out to me. Even still, the game did feel pretty short which I have to mention. But hey, it's a jam game. The overall pacing of the game may actually be one of it's strongest points as it felt very well balanced with clear progression up to the bosses. Even though the bosses themselves felt a tad on the easy side (considering they were bosses), the timing of every thing worked well enough that it wasn't too much of a sticking point. Unrelated to the merits of the game, I feel like there's a pretty strong Binding of Isaac influence here with the enemy mechanics, general look of characters/projectiles even though the actual art style was nothing alike. Also had a similar flow of getting loot from defeating enemies (which is albeit a pretty common mechanic, but still). Overall, I'd say this is definitely one of the stronger games I've played this jam so hats-off to you guys on that. Even made me type up this feedback essay here. 😛 Also, is that red skeleton who throws bones a Paper Mario reference?
Oct 9 04:08:03 16m 27s Cipher ♥ 0 Took me a few levels to realize what was going on, but then it all clicked lol. Really clever minimal presentation and great aesthetics. Music is a bit repetitive until the variations kick in at higher levels (and I'm not sure it quite fits with the visual theme) but isn't unpleasant to listen to. I'm impressed with how many levels you've got though. It feels pretty complete for a jam game. Well done!
Oct 9 04:55:29 47m 26s the shrine the monk and the minotaur ♥ 2 Interesting aesthetic. The music/sounds are pretty nice and it looks pretty unique. Some of the art is a bit inconsistent in style, but overall it's not too bad. The walk animations are a bit jittery when the screen scrolls and it would be nice if there was a bit more indication of progress when walking on large stretches of ground.
Oct 9 05:39:29 44m 00s DesertTamer ♥ 1 Lol those graphics. Good effort, at least! Not sure exactly how the numbers are affected by your choices, but I like the concept even if it was a bit confusing. Not too bad for a compo entry!
Oct 9 05:53:22 13m 53s Zen Master ♥ 1 Even though the graphics may not be super impressive, they're very consistent in style and fit the mood nicely. The background music was a solid choice given the theme and it was a good idea to make it really easy so you could focus more on what the game was trying to accomplish (meditation). It's simple, but effective. It perhaps could use some actual end condition (if there was one, I never hit it) but otherwise not too bad at all.
Oct 9 05:59:43 6m 21s Void Drifter ♥ 1 Ooh, I like the art style. Got some nice gradients there. Gameplay seems pretty Astroids-esque with the controls and wrap around screen but still pretty solid. The sounds effects also fit pretty well. It's too bad you didn't get the upgrades screen in, looks like it would have been pretty cool.
Oct 9 06:26:27 26m 44s King Conga ♥ 1 Nice take on the snake genre (is that a thing?). The animations are simple but have a nice cartoony quality to them that works great with the conga theme. Framerate is a bit low on the WebGL version here but still playable. My biggest suggestion would be to add something a bit more interesting the longer you play since the game kinda stagnated. Overall, not bad, though!
Oct 9 06:33:51 7m 24s World of Nothing ♥ 1 Interesting concept. Guess this is kinda a tower defense game? (Genres are hard lol) The sounds and graphics are pretty charming and I think it makes a nice contrast with the dark mood. I like that there's the ability to place the items all around the world, though the UI for buying things is a bit on the small side. Some background music also wouldn't hurt. I agree with the above opinions the screen shake is a little on the intense side as well. 😉
Oct 9 23:39:09 17h 05m Soy Sauce Man ♥ 1 Interesting style. It definitely has a "feel" though it's hard to describe. It was a little confusing at first until I realized I could walk up walls and not jump. The noise you make when you hit the ground/walls was a bit overpowering given how much it played and I'd recommend some background music to help fill the silence. The game progression was actually pretty decent up until the level where the boss goes left and right (and crushes you). For that one, I'd suggest leaving a little more room to jump over to ease it up a bit. Overall though, not a bad game.
Oct 9 23:48:29 9m 20s Blank (Demo) ♥ 1 Those graphics are crisp! Nice and minimal, but charming nonetheless. Not really sure why I'm doing this (what's my _motivation_? 😛) but the gameplay itself was pretty fun, even if a bit short. The gradual introduction of mechanics was pretty satisfying and fair, though I would have likes to see at least one "culmination" of all the parts as a final level or something. Just seemed to end with no fanfare. But overall, I thought this game was pretty nice!
Oct 10 00:01:04 12m 35s Confused ♥ 1 Well... I am confused too lol. The boss was legitimately somewhat challenging so good job with making it feel like an actual boss fight. Definitely captures that retro "here's a game, just play it" vibe. My biggest complaint would be that it felt pretty short. The entire first bit of the game took about as long as it took me to defeat the boss, but given this was a compo entry, I'd say it was alright.
Oct 10 00:42:25 41m 21s Colorless ♥ 1 Not bad! I like the concept of the color in the world around you and the art was simple but effective. It would be nice if the screen scrolled a little earlier though since it was hard to see where I needed to jump in advance. Additionally, making it so you could go to the next level with a keypress and using a different sound for touching the goal would be nice quality of life features. The game overall could use a bit more length (and some background music), but it was fine as is. All in all, a very decent little platformer.
Oct 12 01:51:41 49h 09m Necrofenser Hero ♥ 3 Well, for some reason nothing I did actually seems to... do anything? Reread all the controls just to make sure I was doing things right, but pressing "e" didn't raise anything and mouse 2 didn't command anything. To be fair, left mouse did swing my staff, but I can't really play the game with just that. 😛 So I will give the benefit of the doubt that I encountered some weird bug and rate the other aspects of it. The graphics are pretty decent; a nice hybrid of "low-poly" and pixel art and the enemies and animals have a recognizable look that fits the style. The mood created by the lighting is excellent and the concept (even if I couldn't see it in action) was appealing to me. If it was not a bug and I was just unable to tell what I needed to do, then my primary feedback would be to make it way more obvious (because it was not obvious lol). Some intro text like "do this thing to begin" would go a long way.
Oct 12 02:14:10 22m 29s Inspiration. ♥ 0 Similar problem to @stefanie-leitch but otherwise a really nicely done (and rather meta) game. Looks like you probably need to normalize your input vector since you move faster going diagonally than horizontal/vertical (though perhaps that may not be a trivial thing on the PICO-8. I haven't attempted to use it. 😉 ) The art was pretty well done given the limitations and my only real nice-to-have suggestion would be some background music, though being a jam game and all, I can totally understand why there is none.
Oct 12 03:05:57 51m 47s Cyber Tails ♥ 1 Really interesting concept. The minimal, but still pleasing visuals compliment the quick gameplay nicely. More levels would obviously be nice, but given it's a jam game, the current level count is totally understandable. My biggest suggestion would be to add some more feedback doing good/bad, perhaps some sound for winning/losing the level and one for killing the enemies/when the red ones take projectile damage? All in all, a pretty enjoyable, distilled experience.
Oct 13 02:07:19 23h 01m Night Lights ♥ 2 Hmm... I was unable to play this in Chrome for some reason. Firefox worked fine though, so I can still give feedback. Nice choice of music. It fit the mood and the art quite nicely. The art itself was simple but got the job done and conveyed the mood well. It would be nice if there was a little more to it (I noticed your post-jam update added bats which was a nice touch) but I know the jam's time-constraint effects all too well. One suggestion I had would be to add some sound and perhaps some particles when you collect the fireflies to give the player some positive feedback for "doing good". Additionally, a highscore system would go a long way to help with replayability even if you added nothing else. All in all, not too bad for a first jam game. Good luck with your future jams!
Oct 13 02:29:37 22m 18s You Broke the Game ♥ 1 Those are some crispy pixel art graphics! Really nice job there. Having the hold-jump also was very helpful and much appreciated. The enemy variety was also pretty great for a jam game! As for my more critical feedback, I felt that the cutscene bars were a bit extreme in some cases as the gameplay was going on behind theme (particularly the part where you fall down onto the breaking blocks right after the mouse). Additionally, I completely didn't notice the start button "breaking" the first time around (whoops lol) so perhaps something else to put a bit more emphasis on that would be nice. Maybe a "broken" sound and/or some sparks or something coming out of the button? All things considered though, this seemed like a pretty polished entry. Well done!