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| Timestamp | Since previous | Game | PeachTreeOath's comment | |
|---|---|---|---|---|
| Oct 7 17:19:53 | David & Goliaths | ♥ 2 | Honestly I'm super impressed you were able to come up w a unique core gameplay system and have it be this fun. It really shines once you get more than the rock because now you're making quick angle decisions based on what you want to use at the time, and the radius is big enough that your angle choice makes a drastic difference so I found it really engaging at all times. If mobile-port it could work as is, but if a pc adaptation you could have movement which would REALLY lift the skill ceiling cuz now you're adding your positioning into the mix. Great core system w lots of room to grow! | |
| Oct 8 01:19:41 | 7h 59m | Build Or Die | ♥ 1 | Ultra-hard mode is suuuper fun, though it seems like the enemy towers also die quickly so as long as you survive the initial wave you're in the clear. From here on out I'm only going to refer to that mode because I enjoyed it more. Honestly the controls were fantastic, there were so many aspects to optimization that made the core loop very engaging. 1. You have to time your landings to land on things right as they spawn, which is very fun and very tricky when you have 4 things building at once 2. You needed to basically shoot the gems into the portal efficiently, so it was like a basketball mechanic (and then preferably land on a gem as it was spawning) 3. Do tricky stuff like grab a drill and quickly drop it off, purchase another building, then re-pick that drill up If anything, I was very sad the boss died too fast, I was just having fun how to build an efficient workflow. The game is kinda like Kingdom: New Lands but with heavy execution requirements. I'm definitely glad you decided to release the game even though it didn't fit your personal standards, I know how that can be. But really I see plenty of good stuff here. I'm sure you're aware of the flaws but the main ones for me was not particularly knowing the difference between the bots (though I noticed Hulk only cost 150 in the orig version so I spammed more of those hoping I was abusing something). Also without a minimap or something it's unfortunate I can't see the destruction I'm leveling upon my foe. A more simple improvement I might add is a small platform in the middle of the y-axis that you can build on. I suppose some players might find it annoying that they're bumping into it but I think it could change up the flight routes you take and create some interesting execution. Overall a really good vertical slice of an idea. I think you have a knack for slightly weird flight mechanics and I loved how you mixed it in with a good dash of strategy and planning to make my brain work a bit. |
| Oct 8 01:56:46 | 37m 05s | No Bullet Hell | ♥ 2 | There seriously aren't enough parry mechanics used in genres outside of fighters. There's Cuphead at best but I think it could be explored way more. Loved seeing it here in a shmup. Normally the only thing you think in a bullet hell is where to dodge, but w this mechanic you have to take a step back to analyze the pattern, and figure out where/when a good gap is to parry and then fire back, so a totally different approach to situational awareness. Another potential mechanic is Kirby-style stealing, where you parry a laser beam and get to fire that back once, adding a whole new dimension to shooting. Good foundation for sure. |
| Oct 8 02:20:21 | 23m 35s | Float | ♥ 3 | I agree with @erebus , for a 5 hour game you have a fun game with a pretty unique mechanic. Since the level is procedural and the game is timed, I figured the optimal strategy was to basically draw a spiral with my path, collecting as much as I could. So with the controls (which work brilliantly btw), it was like a very delicate balancing act of keeping to the spiral, while doing minute adjustments if there happened to be bigger clusters nearby. If you do veer off the path, it can be hard to correct as you have to maintain a mental map of the spiral you've created. Actually the more I type about it the more I enjoy the game. It really is a solid core game mechanic and you've balanced it incredibly considering I had like 2 secs left to go from a good run. |
| Oct 8 02:27:49 | 7m 28s | Zen Master | ♥ 2 | I haven't seen a breath mechanic used for balancing stuff, what was the original concept? irl meditation itself is the hardest game. It's like a bullet hell of thoughts sometimes... I do admire you setting a goal and executing on it. It can be pretty hard not to feature creep so hopefully you felt like you broke your curse of overaiming :) |
| Oct 8 02:52:29 | 24m 40s | The Life Spirit | ♥ 3 | Very neat concept and cohesive visuals. I know it's possible to spam tiles but I think there's still some goodness here with some tweaking. As an action game, it is a frantic game of spreading out your pieces correctly which isn't always easy (there really isn't time to choose the best piece though, you just grab one and analyze later). When a wave is about to hit, you have time to drop 2-3 pieces to guard places on the fly. Honestly w just 1 mechanic to protect against spam, I think the game is fine as is. Even without a queue to show waves, I liked that it was a VERY quick reaction/analysis/placement game, so great job on the execution! Side note, is it mathematically possible to build a formation that permanently protects against all dangers?! I'm not clever enough to figure that out. |
| Oct 8 03:24:19 | 31m 50s | Typewriter Monkey | ♥ 1 | 16 letters w/o looking anything up ~44 letters when just typing as fast as possible, stupid PROLOGUE! So......I actually do like playing typing games and this one isn't half bad lol. I realllly like the concept of something being revealed or something happening as you're typing something out, haven't quite seen that before. I definitely got very nervous as I went further cuz punishment is so heavy, but such is the curse of typos. I'd love to see someone write up a monkey script to play this and see how long it takes. |
| Oct 8 03:38:33 | 14m 14s | Unstable Ground | ♥ 1 | woo! Got to wave 8 or so. I actually really don't like Space Invaders but this was infinitely better. You really had to be careful with your positioning. Basically any time I saw fire shot down I'd first make sure I was safe, but then also quickly access if the blocks around me will blow up and make me fall to my death. It was a constant calculation of safety and that extra layer just made the core loop so much more engaging. Fun game overall, I'm surprised that small iteration made so much impact. What's the inspiration behind space squid though? lol |
| Oct 8 04:54:57 | 1h 16m | Mastafoon! | ♥ 4 | Cool mechanics! Honestly even the lasers being realtime in a turnbased environment was a good enough touch but you added in the pickups on top of that, though tbh I would've love to see more things with the realtime mechanic. Speaking of lasers, that 1st laser level was TOUGH. There were lots of paths and timing variations to try so it was fun poking around all that. I think the last level may have its tuning off as you can just rush to the end taking the shortest route. If anything that laser level could've been the last level haha. Either way, it was a fun world to explore. From my perspective the AI still seemed...intelligent in the sense that I couldn't easily predict which way they were gonna go so that very much added to the complexity of coming up with strats. |
| Oct 8 05:07:07 | 12m 10s | An Universe From Scratch | ♥ 1 | Boy do I love Doodle God. I actually haven't seen too many people try that formula, I liked your approach to visualizing the concept, it really helps me remember which combos I've tried already so I don't look like a fool (again, something Doodle God constantly does). One thing about this game is that it can a little tricky guessing what things may combine with what so it can come down to a lot of trial and error. Nice, ambient atmosphere which matches the theming very well. |
| Oct 8 05:26:26 | 19m 19s | Unlock Everything | ♥ 5 | Wow there is a lot here... I was definitely smiling during the ending sequence cuz I knew that beautiful quote was about to come up. First up, the upgrade mechanics. At first glance I had assumed it'd be a typical 'unlock everything' game that I see in LD from time to time. But you really made it interesting right off the bat by only having the "unlock right" happen, that was brilliant. Cuz then you place players in a 1-directional puzzle and you only focus on that. It wasn't gimmicky and I liked how woven into the gameplay it all was. Secondly, the megaman-ness. This game is great. As a MM vet, the game is a bit on the easy side but the boss is tuned just right. Got him on first try but barely, since the blade speed is super fast. The pacing and difficulty felt to me like a modern take on the older MMs. I've been following you for a bit now. This is your first compo game correct? If so, why'd you go solo and how was the experience? I say that cuz this LD was my first solo LD as well so it felt very different. Also, I've always wondered since you're clearly one of the best here at making awesome tunes. How long does it normally take you to crank out a theme? |
| Oct 8 05:35:46 | 9m 20s | Blankspace | ♥ 1 | Wow, you've done a ton of reviews and it's only day 1, love the dedication! Funnily enough I just tried a similar LD game before arriving here, so it's interesting to see the contrasts in design. You're the first one of seen of this genre where you actually take away abilities, that's very unique. Aside from taking away vision you lock up controls differently at parts and forces the player to change up their mindset. Speaking of vision, I liked that you took away vision, but gave it back in the form of fireballs so there was always a way to pull it off. In general I like that you played w turning on and off mechanics and forcing players to use what else is in their toolbox to solve their problems. This game has a decent amount of breadth for the timeframe, so all in all great job to the team. |
| Oct 8 05:41:08 | 5m 22s | Colorless | ♥ 3 | Nice, I can tell you put a decent amount of time into tuning because you pretty much end with < 1/2 a second left per level lol. Solid execution and cohesive all around (gameplay, art, sound). I wonder if there's a way to play more with the color mechanic than just as a timer, seems like some unfulfilled potential there. |
| Oct 8 06:07:36 | 26m 28s | The Daily | ♥ 1 | Couple things that really stand out. First is definitely the graphics. I've never implemented it myself but I've always like the 2-3 frame squiggly animation in games. Even if someone is not great at art (not in your case) it can make it pop and salvage an art style. Secondly, even though the controls are simple, I liked that there was slight thought into choosing which one was the best one. TBH I struggled with figuring out the correct mappings here and could only ever survive a few days. Most people looked gloomy, like say, the businessman with a briefcase. But eventually I found that he responds to smiles better. Now that punk kid, he's even better. Just smiles and donations all day! Very cool coat of paint over a recognition/reaction style game. |
| Oct 8 06:18:44 | 11m 08s | Leaf blower | ♥ 2 | Whoa this game is an unsung hero. Great mechanic I haven't really seen before. The weight of the ball + the moving pit of death made the controls challenging and engaging. My personal favorite moment was ~5 from the end where it was diagonal left to right and it looked like a ladder of sorts. Honestly EVERY section kept me wanting more cuz you guys kept switching it up and testing the player's dexterity in different ways. The last section in particular had me holding my breath every run. I loved your gameplay, 5/5 Fun. Something has to be said about the art direction too. The game is very "Orisinal-esque" http://www.ferryhalim.com/orisinal/ which is an art style I haven't seen replicated in many games. It was very soothing but still had the sense of conflict through your gameplay. Overall an awesome game and I hope more people see this! |
| Oct 8 06:40:45 | 22m 01s | Stop at Nothing | ♥ 1 | Holy crap this game is mindboggling. I do think the game makes sense but I had to read you explanation comment on that link. You totally baited me. When I fired it up I thought "oh alright, another slide block game" but you proved me wrong quick. You get a 5 for innovation for sure, because it wasn't just the gameplay you had to figure out, but also how to show players info in a nice way and I think you got it. I actually thought I bugged out the game the first time I hit a reverse level! Also, THANK YOU for putting in a level select menu. 30-some levels is a ton to design in jam period, but I was glad I could preview all the later levels I wasn't smart enough to reach. |
| Oct 8 07:18:35 | 37m 50s | Bob | ♥ 5 | Once I started this game there was no stopping me. I HAD to grab everything, that's how compelling the theme and presentation was to me. I think a big part of that was that it was single screen gameplay so I could see all my goals at once, but knew I could only swim so far at first. Definitely a 5/5 on theme, I haven't seen anything better this jam and probably won't. I loved that there was a mix of objects above water for you to plan for, and then objects below the water when you had the resources to risk grabbing them. It provided a mix of strategy and luck to me. Even though the objects weren't TOO different it was still a perception thing. Ultimately what I like most about this was that you can call it YOUR raft. Not just the custom layout everyone will inevitable differ on, but even the little touches like tossing the radio or keeping it, and simple plant placement made it feel homely which is shocking to me. That's not an easy feeling to achieve and you guys nailed it. I think the art style and color palette really contributes to this game being a nice, relaxing adventure. Amazing job as always, kudos to the entire team. |
| Oct 8 07:31:51 | 13m 16s | Spam Space To Exist | ♥ 5 | At first I was a bit worried about the game because my dinky laser wasn't all that impressive, but then I realized ramming people was pretty darn efficient so then I started to get swept into the game. It's really neat because it's kinda like Katamari or agar.io but you have to at least rotate your ship to pack protection into any holes in your shape. And of course once you get enough ships you have 20 some lasers firing at people and the game changes from an absorption game to space fighting which is awesome, kinda like an early game -> mid game -> late game shift which is a great trait to have. Tbh though I played like 5 different runs and could not get past those last ships. They are beastly, but maybe I just need to be more patient with them. I tend to duke it out more or less, or get caught in a lot of crossfire too soon. This is a REALLY great iteration on the absorption mechanic. The lasers and shields alone show the potential of this concept but I think there's even more to explore with new ship parts. Very exciting idea and loved playing it! |
| Oct 8 07:51:38 | 19m 47s | Warp Trash Flotilla | ♥ 7 | Oh my god this game. oh MY GOD This is hands down...the funniest game I've ever played on LD. If I could rate 10/5 I would. It's pretty silly right off the bat, a guy rotating rapidly around a booster. I pick up a few pieces, then maybe blow my ship up cuz of a bad config, only to spin helplessly in space all over again. I then start figuring out how to assign things properly to not blow things up. And now I'm playing it safe and not moving as fast while my guy is just JITTERING AROUND MY SPACESHIP HOOKING UP PIECES like some kind of rabid space spider picking up whatever it can to add to its web of death. It's so absurdly brilliant I can't believe it. I don't even want there to be a balance pass, just keep adding more to this. aaa.png |
| Oct 9 04:58:54 | 21h 07m | Vault 7 | ♥ 3 | I'll give you guys my playthrough experience cuz I know that can be insightful. My approach was to start but running over the bottom buttons, then clicking on them and hitting space hoping it would do something. Took me a little to actually move north. From there I hit each level one by one and checking what the results were. I noticed 1+3 were the same and 2+4 were the same (unsure if procedurally generated) so I flipped on 2+4 and nothing, then 1+3 and got out. Tbh I didn't fully make the connection between the colors, I was going to analyze it as my next step but I guess I lucked out. Neat challenge was a change of pace from some of the other games this LD. |
| Oct 9 05:13:18 | 14m 24s | SHIPWRECKED | ♥ 3 | Hey fellow shipwreck game! I considered the idea of a trade-up game myself but couldn't think of a way to make it engaging. I really thought you did a good job pulling it off. The first thing I noticed was actually your intro. The team logo is professional and the LD logo just gave it even more umph. I reallly liked the art style, though as much as I love a man who can walk using only his feet, the characters were on the weaker side mostly cuz they seemed less consistent with the environment. The environment though, was awesome to look at and was one of the reasons the game just kept pulling me forward. The choice to use a black sky was incredibly bold but I loved how it turned out, it really makes things pop. Screenshots don't do this game justice, once you're in you can tell a lot of work was put into making it all work together. |
| Oct 9 06:11:33 | 58m 15s | The Song of Calirum | ♥ 4 | Agreed with above, I think the funniest part of this game is you can say no thanks in the beginning and the game just quits on you. I absolutely laughed aloud there. The gameplay is super engaging and has a big exploration aspect to it. The large amount of choices and events give you the just-one-more-click feel because it was just fun to see all the different ways you can hone your resource counts. I feel like it's impossible to beat it on your first try because you don't have a sense of what cards to save up for, but then you lose and gain some experiences about what kinds of goals you want to reach next time, like 4 stamina for going on the mountain. So speaking of enlightenment it's almost like each time you play you're reincarnate with some knowledge of your past attempt and can do better this time. I'm probably looking too far into that intent but since I just played your game, it just sucked me into that whole world of sacrifice and enlightenment. Seriously the presentation and polish is incredible. Are you guys pros? You guys may like the game I made this LD. It's a bit in the same vein in terms of decision-making and being system heavy. I actually built a similar mechanic where you gained resource tokens, juggled them, and prevented them from getting to 0. However, I nixed it because it was too confusing. That makes me appreciate your game even more because you pulled off what I couldn't. Also, did you have trouble balancing this game? I can't imagine what you could do other than just play it a ton. |
| Oct 9 06:59:15 | 47m 42s | HEI$T | ♥ 2 | I really love incremental games and play them pretty frequently. This was a great take on a higher quality art one and I think it has some unique things here w the presentation. In the genre, your core mechanic has to look and feel good since it's practically the only action you take in the game and you really nailed the effect. It was super satisfying to click, both graphically and audibly. I did bust out an autoclicker right off the bat though, and as others have pointed out, it grew the size of the bank to an extreme amount within a minute lol. The upgrades themselves are very satisfying. In a lot of idle games they are strictly multipliers, or if you're lucky they might spawn a new building in the view. With yours I was eager to see what guy would pop out of the van. It's a small touch but there was a connection between what you upgraded and who's on your crew so that was very cool. There is potential for further depth here like having different crewmembers do different things, or stronger at different missions and I'm sure you have a list of planned features. There is a niche for these types of games. Games such as https://store.steampowered.com/app/1056390/Ultra_Savage/ are idle games with a heavy coat of paint on top and I think you could qualify for that market. |
| Oct 9 07:34:57 | 35m 42s | Beggars Can Be Choosers | ♥ 3 | Man how am I gonna trip on an apple like that?! Excellent game and the main reason I love reviewing games on LD. This is a really unique mechanic that I admittedly didn't fully grasp at first. I initially thought "what's up with this game? I can just mash on beg and be done with this." Once you start getting an economy going though, there's a lot of brilliance to the design. Money is a constant thing to juggle, higher priority than even HP. I loved having to play risk reward calculations constantly but at the same time being able to make smart decisions (which my game also experiments with). Maybe I'm just foolish but it took me a long time to realize I should flip 2-3 coins depending on how many I need split up, and then make my decision based on H vs T values. Once I realized that I started making a decent amount of progress. One thing I like about the game is that there are distinct phases to the game. I think that's something all good game should have to keep the player on their feet. You have the begging phase in the beginning where you're just trying to minimize damage, the economy phase, and then building quest items while maintaining your cash flow. It's all very well done. What's even more unique about this game is that you can easily go BACK to a previous phase, even all the way back to a beggar if improperly planned. Again, this helps shake up the player's plans and keeps things interesting. It's hard to think of additions I'd add to the game, it all seems so well connected. How did you guys come up with the mechanics? |
| Oct 10 05:31:34 | 21h 56m | CosmiCraft 🌟 | ♥ 4 | I've played a few spaceship building games this LD and I have you say you guys nailed the upgrade system the best. I think it's because each module is very noticeable and very different from each other, it really does feel like a proper roguelike in the sense that upgrades feel very satifying to get. As others have mentioned, the combat is on the easy side so you unfortunately never get the chance to use all the firepower you have at the end (I had 30-some modules on before I finished). Either way, similar to a fishing game it's really addicting to hunt down and get a nice catch. The art and sound are super cohesive, you guys have a very complete and packaged presentation. It's a total shame that the main menu theme is only on that screen because it's an AMAZING theme that I think a lot of people won't stick around for. It starts off spacey, goes into an Owl City-like vibe, and then this cool, alien-like future that has exploration/hopeful tones. I left this one on repeat for a while. Another thing that caught me off guard was that you used a lot of panning in the game music. I like it but what is the reasoning behind that cuz I never would've thought to use that? I think it goes without saying that more modules and more enemies could be added to the next version of the game. Are there any other features you had planned but couldn't fit them in? The only twist I can think of is if the trophies were somehow detrimental to you, like they take up 5 blocks or something. That would be one way to increase the difficulty over time w/o actually tuning any enemies. Cool entry and I feel like your logo needs to include that 5th guy ;) |
| Oct 10 06:04:05 | 32m 31s | Veni, Vidi, Upgradici | ♥ 5 | Out of all the "feature unlock" games I've played this LD you really stood out by offering upgrades for the enemies themselves. At first it reminded me of You Have to Burn the Rope where I was like "wait........is there really no reason for me to upgrade the enemies???" so I really liked that you gave players the option to opt out of that til the end, I found it hilarious. The unlocks for the enemy definitely inspire other ideas for me. Something like a version of your game where the only thing you do is be forced to upgrade the enemies, so you're trying to pick the option that would least destroy you >:). Similarly I loved how played with the different tracks in music to feel like you were upgrading it. In general all your ideas were very inspiring, an easy 5/5 for innovation from me. Surprisingly, the game was actually somewhat difficult because I was paying a lot of attention to where the energy pellets were and eating damage from the enemies, such that started getting scared when I was down to 2 hits. I will admit that was when I started paying attention to the gameplay more because I was more excited about the upgrades at the time. I think the actually fight gameplay could be retooled in another version. Overall, I came into this game expecting a bit of the same from what I've been seeing in other games but was pleasantly surprised. I think the enemy upgrade system has serious potential and would love to see that explored in the future! |
| Oct 19 02:06:30 | 212h 02m | The Legacy of a Loser | ♥ 2 | It's not often we get statbuilders on here, I'm usually pretty drawn to them. This game I found decently difficult though. I tried a few runs but couldn't quite figure out the right balance of stat growth. Not to say that was a bad thing, I was definitely engaged for a long time and loved that there seemed to be a few different paths to try out. |
| Oct 19 02:16:39 | 10m 09s | Trueque | ♥ 1 | I actually liked this idea a lot. There's a few trading games I played this LD but this one took the most "skill". I liked it because it was a lot like Price is Right where you have to be decent at knowing how things are priced. I could see this working further if you had prices that were even closer to each other so it was hard to make the judgement, even better if it was multiplayer! Great job w the concept and the execution, both gameplay and art-wise. |
| Oct 19 02:32:18 | 15m 39s | WELCOME TO NOTHING | ♥ 2 | Really unique experience but I just could not get very far. What are some of the more successful shapes to use? |
| Oct 19 03:16:08 | 43m 50s | ...and to Nothingness Return | ♥ 1 | Excellent themed game (and oddly satisfying to eat the world like that). I liked that you ramped up the difficulty pretty quickly, that was pretty key to keeping me going. Around level 11 is when it definitely started taking me a while to get past levels. I liked that each mechanic had a real world tie to what it represented (like the city taking 2 hits), it was just another good tactic for drawing me into the game's universe. |
| Oct 19 03:42:24 | 26m 16s | Nocero | ♥ 2 | The game was pretty addicting and it got me to go all the way and kill everything. The game is balanced quite well as others said, I basically ended the game with 3 hp left or so. I thought the game was fairly intuitive. Once I realized the lips monster had armor, you can generally deduce if future enemies had armor or not just by looking at them so well done on that front. Even though the RPG-ness of the game was just a small adjustment, I thought you hit the theme well and again, it was engaging trying to collect more think points. Also, great job on the BG, very Earthbound-like! |
| Oct 19 03:52:13 | 9m 49s | Froog | ♥ 2 | That is the least voxel-y voxel art I've ever seen. Was it achieved with just unlit shaders or something else? There's quite a bit of personality to the game with the camera angles and the baby frogs hopping all over you. I'm glad you don't penalize the player too much for falling off the level, I definitely got cocky thinking I knew what the level design was going to be, only to fall to my doom every time. |
| Oct 19 04:04:23 | 12m 10s | VOID | ♥ 1 | c l e a n graphics. I was definitely taking notes on how you designed it, awesome job. The gameplay itself reminded me a lot of Into the Breach rather than XCom because you give away hints about what the enemy is going to do so that I can plan accordingly. Like someone said, all this needs is some metasystems and RPG/deckbuilding elements and you have some real potential here. |
| Oct 19 04:20:54 | 16m 31s | Scribble from Scratch | ♥ 4 | Holy crap this execution! I normally run gigantic teams like yourselves but I usually can't get results this cohesive. How do you guys do it? Have you all worked together a lot? I only see 1 other gamejam with this crew. Hard to come up w feedback nobody else has. It's a great engineering game with a splash of unique art and theming to go with it. I love that it conjures up doodles everyone may have done as a kid. I died many, many times but I loved finetuning things over time and learning how everything worked together (and how much launching power they had). The thing I like about this game the most is that there are just so many solutions possible, I always love seeing that type of stuff. Awesome job! |
| Oct 19 04:41:22 | 20m 28s | From Nothing to Mine | ♥ 3 | Like others I was impressed at the scale of this game until I looked at your guys' past games. Seems like you always make these heavy system games which is pretty awesome. I'm curious, what are some of your favorite games to play since you have some influence from them? I feel like something like Factorio or maybe Cities Skyline... Good to hear some of the strategies in your posts above. I was trying to figure out some good builds to keep afloat and it's good to know that I wasn't crazy thinking I had to be optimal right off the bat. My game is a bit on the difficult side as well but I will agree with you, just make a game that you're happy playing and you'll feel good about it in the end! |
| Oct 19 05:59:58 | 1h 18m | Election Simulator 2019 Island Edition | ♥ 2 | Definitely giving this a 5 stars for theme, this is one of the most unique takes on the LD theme I've seen. On my 2nd try I basically spammed the cheapest ad campaign for a while and I managed to get that first position. I personally was afraid to attempt another campaign soon so I just left it in the bg like an idle game til I got enough for another campaign lol. Is there a better approach to playing the game? I couldn't figure that out but at least my strategy worked for me :) |
| Oct 19 06:08:34 | 8m 36s | Sweet Tooth | ♥ 2 | The rpg feeling of this game was great even with the short amount of content. This is probably because everything gives you a MASSIVE power boost which is really satisfying, especially the skates. Some of the effects as also extremely fun to watch like the mansion at the top just blasting you with candy. I've played other halloween games including Costume Quest but I really loved your approach to this. |
| Oct 20 20:20:19 | 38h 11m | Blank Page | ♥ 1 | I had many thoughts about this game and @aurel honestly covered all of them. I too played well over an hour but I did get stuck on the 5s. You definitely created not just the feeling of exploration, but of powering up over time. Every time you discovered a new node there was a chance it was a new tool to add to your arsenal and I've never really seen that before. Progression via environmental discoveries or something. And then every time you reached a new level and gained a new mechanic, that was a huge surge in power and it made you change the way you looked at the map itself. It was a super addicting game and it's a shame this was your first LD, I went to your profile hoping to see other gems! |
| Oct 20 21:32:31 | 1h 12m | Dream Avatar | ♥ 1 | I thought this game was pretty engaging actually. I didn't find it too confusing mostly because each playthrough is relatively short, so since the game takes place in essentially 2 scenes that loop over and over it was easier to keep track of everything going on. I think your writing captured the feeling of lucid dreaming pretty well, though the main thing that sucks about lucid dreaming is that once you start thinking too much about stuff it'll kick you out of the dream haha. I'll admit I could not figure out the true ending because I thought I had tried every combo, but once I came back to the comments section I saw the walkthrough and was able to complete it. Great twist and it made everything else make sense afterwards. Excellent execution and bold to have confidence in your writing ability like that. I actually had some dialogue in my game for an iteration but I didn't think I could pull off good dialogue in time. I now have a bigger appreciation for LD games like yours. |
| Oct 20 22:11:15 | 38m 44s | ΛLIENGUIST | ♥ 3 | Definitely the definition of "start with nothing"! Like many others, I started just clicking around on the words trying to piece it all together. I started out thinking it was a Simon Says type of game, but little did I know you guys put in SO MUCH MORE to the game. It was fun parsing out the language and syntax, though I think later on when there were many NPCs and many words, I started to lose track of who I had said what to (not sure if that had mattered) and I started to really get stuck in the later areas. Regardless, the game is very bold and unique. I normally think Mastermind-inspired games are too cookie cutter but all the elements of this game came together to make me want to play and explore more. I really felt like I was learning stuff about the world along the way so that was probably it. |
| Oct 20 23:05:51 | 54m 36s | Neon Void | ♥ 2 | The most engaging thing about this game wasn't just the atmospheric and art, I actually liked the powers the most. They weren't just "here's 50% blast radius" or something. Each color was VERY unique and had their own playstyle tied to them. I didn't mind having to stretch my finger, I thought it added a lot to the execution ceiling. It was very fun once you got all the powers, it kinda reminded me of the Torchlight mage where you're constantly jumping around casting a bunch of different spells on your toolbar. Very engaging gameplay with a terrifying 1-shot enemy. |
| Oct 20 23:25:25 | 19m 34s | My Stuff is in There! | ♥ 4 | I am really bummed that some of these reviewers clearly hadn't played much of the game and commented anyways. I loooved the active listening portion. I tend to fly through text as well, and that was a bit of a meta-mechanic that made me pay attention to what they were saying more, as well as showing the character's growth arc which was pretty brilliant. The game honestly had some funny moments as well like the spongebob text and also the camera work when flying out the house. I honestly didn't think too much about this game at first thinking it might be a bit of a joke humor/narrative game, but it showed unexpected heart in the 2nd half of the game. I gotta give huge kudos to the writing and boldness for executing on a game like this. The game world is engaging and more importantly, memorable. |
| Oct 21 01:02:05 | 1h 36m | Lost Temple of the Monkey God | ♥ 1 | Wow! What an unapologetic old school exploration game (that 33rd coin was pretty devious). I too did not actually get the owl. I think I just knocked over the statues and continued running off or something, but good to know that wasn't needed anyways. I've never been this engaged in the atmosphere of an LD game before, probably because 3D is rarely done, and even more rarely done this well. This is probably the last game I plan to rate this jam and holy crap, thanks for leaving me with such a great last impression. I spent quite a bit of time of this game and a big part of that was how professional and cohesive the level design all was. Awesome job! |
| Oct 22 20:56:08 | 43h 54m | Start with Muffin | ♥ 1 | Really neatly packaged game, I saw a lot of things here. First off, the levels were actually quite engaging. You kept me playing cuz every level showed off a new idea/mechanic and it just pulled me along. Of course, the 2nd level mechanic probably could be explored more in future levels by having different routes that took off different amounts of icing, and perhaps ones where you have to dodge icing that's timed to hit you when you don't want it. Either way, the intentions of your level design was super clear and well done. Were you guys going for a tiltshift effect with the postprocessing? If so, that's something I've always wanted to try but a. I've never gotten it to look good and b. I'm always afraid it'll run like crap on webgl or mobile. It looks like you found a decent solution though and it really helps sell the miniature world look. Lastly, this is one unique theme haha. Not sure how you guys came up with a muffin for main character and gameplay but it's a great idea since they are decorated from scratch after all. Very creative and the game in general was hard to put down til the end. |
| Oct 23 04:47:59 | 7h 51m | Bob the Brawler | ♥ 2 | whoa I scanned the comments and I'm surprised no one got this score (unless I missed it) but I maxed out the score at 9999999 or whatever. On my 2nd attempt, I was running around clicking like a madman like usual but my finger started getting really tired so I just parked myself in a small corner pocket and twitch-mashed on my mouse. The enemies just piled up and you can go on forever until your tendons run outta juice :) Regardless of that run though, the game was a great experience. I love when a game is consistent on all fronts. The fonts, the gfx, the music all came together so well, probably because it was done by 1 person. But the gameplay was also very cohesive too. Before I cheated the game I was really enjoying scrambling around, picking up hurt walls and either replacing them quickly, or keeping them around for quick deploys like a Jackie Chan fight or something lol. I'm shocked you guys have so few LD games under your belt, this seems like something a much more experienced team would pull off, so an amazing job to you! |