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| Timestamp | Since previous | Game | Wolfrug's comment | |
|---|---|---|---|---|
| Oct 7 21:19:12 | Los Cactus: Trip with Nothing | ♥ 3 | Serious Foddy vibes, goddamn you cactus and your slippery slopes! Very nicely done otherwise though! | |
| Oct 7 21:34:42 | 15m 30s | THE DUKE OF ABINSWAY | ♥ 1 | Nice use of the theme :D I know it's too much to ask for a jam game, but would've been cool to e.g. get to pick things ("he wields a sword! no, an axe!"). Also liked the little twist at the end :P Good stuff! |
| Oct 8 09:11:01 | 11h 36m | The Experience | ♥ 1 | Interesting! How many blue ones do you need to carry the cave? Didn't seem to be able to get enough. Also I built only the 'church' type of building, which I think means I'm not going to get any more blue peeps = never winning the game? A very curious little thing - but still definitely a game! |
| Oct 8 09:13:00 | 1m 59s | Heroes for Hire! | ♥ 0 | Waiting for the bug fix here too ;) |
| Oct 8 09:18:51 | 5m 51s | The Seven | ♥ 1 | Oh my god, ugh, my brain xD I suppose once you memorize the color positions, it becomes pretty easy, but when you first start it's definitely pretty jarring. My suggestion would be 1) make the color-changing work in some other way than 1-2-3-4-5-6-7 (contextual wheels, pressing one button to shift through them...). 2) make the wall-chasing-you a feature of only certain parts of the game, and let the player jump and color change without time pressure otherwise (e.g. for the boss end-of-level part). 3) add something, e.g. coins or the like, to collect from the platforms. We all love numbers going up! But a very nice effort nonetheless! I struggled a bit to find the use of the theme though, but oh well! |
| Oct 8 09:41:46 | 22m 55s | Gardenia | ♥ 0 | Nice work! I think I had a bug where none of my dudes went "unconscious" upon going into negative food, but then I can't imagine any way to grow enough food fast enough for one to be able to keep up with demand anyway :-D I get that you have like, slow-growing seeds and then fast-growing (but non-nutritious) seeds, and then you need to cross breed them into fast-growing-nutritious stuff, which is super neat! For a jam project it definitely shows potential: you just need to have stuff like "explore the planet to find new plants with new seeds to crossbreed!" and "this plant needs X amount of moisture/this kind of ground, and this plant needs this kind of ground" etc to make it deeper and more complex. But yeah, great concept, and well done! |
| Oct 8 09:55:00 | 13m 14s | UNPROTECTED HEX | ♥ 0 | Hah! A perfect game, excellent work! Works with the theme, is immediately comprehensible, fun, and infinitely replayable. You can't really plan your ship out that much, and the best way forward seems to be to just shoot madly. Most of the time when I died I didn't really realize I was even in danger (maybe have a little 'flash of red' when the pilot is hit). Also the final bandit boss was...just a tiny ship like any other? Not sure :-D Anyway, really great job! |
| Oct 8 09:57:02 | 2m 02s | Start with nothing | ♥ 1 | When you try to go to the itch.io link, it gives you this: 404.PNG Maybe adhering to the theme a bit TOO much? ;) Holding off on rating until it works! |
| Oct 8 10:14:38 | 17m 36s | The Lost Letters of Harry Williams | ♥ 2 | As a tech demo of what anyone can do in Unity within 72h, this is great! I love the day/night cycle and the graphics and environment in general. Great stuff. Controls and plays very smooth, although the download size is quite massive ;) As to the gameplay, well, following letters is tried-and-true of course, although you really need to place the second letter somewhere -much- closer. I finished the game without finding it! In fact, I finished the game by just finding three letters (4, but I couldn't pick one of them up). As such, the story was - to say the least - a bit disjointed. But I do hope Leonard finds peace! |
| Oct 8 10:38:46 | 24m 08s | Mage in Exile | ♥ 2 | Very nicely done! Obviously needs a lot of balancing (it wasn't clear for example that the forest wasn't already 'finished' after the tutorial, but actually level 1). I could pass the forest but the village was already way too much, nevermind any of the other levels. But everything worked really well otherwise! Suggestions: - Move the "use item" button somewhere else than U! It's impossible to reach while wsad-ing around trying to survive! Having a 'quick action' belt would probably fix this (e.g. place items and then click 1 or 2 to use) - Balancing/grinding. Let the player get somehow better, aside from by gathering more health potions (since they're so hard to use right now). E.g. give them better spells or level ups or somesuch. Right now the difference in difficulty between lvl 1 and 2 is really harsh. - Sounds! Even just some music. - Does "upgrading the tower" actually do anything? Not sure. Otherwise, really well done! |
| Oct 8 10:56:15 | 17m 29s | SectClicker | ♥ 1 | Cute little clickery-type game, although the mechanics are a little opaque. I got to a point where I didn't make enough money before 'taxes' to buy more anti-tax guys, so I felt kind of stuck. Funny comments by the cult members. Is there an end-game to it? If not, feels like there really should be! |
| Oct 8 11:09:23 | 13m 08s | Jump'n'Venture | ♥ 2 | Nice graphics, and good work on the progression overall (took me a moment to realize he'd forgotten how to run left :D). The jumping is a bit janky and the sound is quite grating, and yeah, I couldn't get past the wall jump section since it was all too hard really. Could maybe make the jump more like Super Meat Boy (so you can jump at any point while sliding) or somesuch, right now it's really hard to get right. Also some holes = lead to new area and other holes = death (might want to mark the 'death' holes somehow). But a good effort, and nice use of the theme! |
| Oct 8 11:15:09 | 5m 46s | VychVyzhProm | ♥ 1 | Yikes, okay :-D Definitely fits the theme, and very innovative. Just completely impossible for me. I think it would need to be paired with some extrinsic motivation to be fun to play for me (e.g. some kind of storyline or somesuch), although I think I know a few programmers who'd disagree... |
| Oct 8 17:11:40 | 5h 56m | Crazy Kindom | ♥ 1 | Heh. Amusing, although it seems it's endless..? Would probably need an end at some point. Also there's no way to quit from the main menu! |
| Oct 8 17:41:04 | 29m 24s | The Greatest Game in the World | ♥ 3 | I'm going to have to assume that last error message was intentional? :-D Very Stanley Parable all of this, fun stuff. The "color puzzle" was actually quite funny, well done! To others playing, y'all need sound on to appreciate this, fyi. Well done ;) |
| Oct 8 17:46:38 | 5m 34s | The Choice of Life: Middle Ages | ♥ 2 | Very "reigns", but with all sudden deaths. Maybe a "save" mechanic could be fun? On the other hand I guess there's no end, except for death? Cute use of the theme! |
| Oct 8 18:16:57 | 30m 19s | itemless | ♥ 0 | For some reason it wouldn't let me place the better blocks straight away, first I had to place some wooden ones..? Weird. Anyway, nice work for 48 hours! I'd say it would need an end-game, and increasingly dangerous enemies (as I saw it, they can juuust about break through 2 of the most basic barriers per night, and since you can replace them -through- walls, all you need is about 20 wood/stone to survive indefinitely). Also it really is too easy to fight them out in the open. |
| Oct 8 18:26:42 | 9m 45s | Nothing About Stage | ♥ 2 | Cute, but as others have said, it seems to be entirely based on luck and memorization. Also, the way the board was placed (kinda isometric) vs. the controls vs. the facing of the characters really confused my brain. As in you go up-down-left-right, but the dude is always looking down (or, in the grid, down-and-right), which is not even a direction you can go in! Also slightly struggled to find the theme, but good work otherwise! |
| Oct 8 18:37:28 | 10m 46s | HEARTSCAPE | ♥ 2 | Polished, beautiful, excellent game design, wonderful deck-building puzzle. Nothing, as far as I can tell, to do with the theme. But a joy to play! |
| Oct 8 18:45:02 | 7m 34s | Nothing in Room | ♥ 1 | I got an ending where I bash my head it against the wall, but I don't know if that's the actual end? I guess not? :-D Cute anyway, a nice bit of 4th wall breaking stuff here. Love the animations. |
| Oct 9 07:16:53 | 12h 31m | Revolutionaries and Pixels | ♥ 2 | Great work! Lovely little pixel fights, and remarkable scope indeed for a jam game. The factories, towns and farms don't seem to regenerate? So once you've gotten all you can out of them, you're pretty much stuck with what you have (including unarmed volunteers!). Difficult to imagine how to actually pull it off and win in the end, but hey, it was fun trying! |
| Oct 9 11:35:37 | 4h 18m | The Persistent Thief | ♥ 1 | Well done! On the webgl version, at least on Firefox, pressing Space (which I kept doing out of some ingrained habit) made the whole page scroll down, so that wasn't great :D Also the controls, as mentioned, were a little all over the place (H for hack?). I didn't quite play to the diamond, but did go as far as getting hacking and figuring things out generally. So yes, good work. A little mini-Thief/mini Hitman :D |
| Oct 9 12:28:59 | 53m 22s | Chronicles of the Mattock | ♥ 2 | Amazing work for a jam game, really nicely put together visuals and controls (and animations, and textures). As someone else pointed out, walking on the corpses' blades hurt me, and I think the skeletons would also hurt themselves on the mattock even if it was in the very end of the swing :D Also, I am not sure the big boss can actually hit you when you're right up next to it? That said, really enjoyable little game! |
| Oct 9 17:23:30 | 4h 54m | RoadOut | ♥ 2 | I mean, I gave it a high score, although it feels sliiightly unfair as there clearly already was an entire game here :-O There is no way you can make this much content over 72 hours. But I mean, it's incredibly polished and fun so - good on you, and good luck on the actual release of your game! |
| Oct 9 20:47:19 | 3h 23m | The Firebrand | ♥ 2 | This is absolutely perfect - I love it I love it I love it. I will steal it, and make it my own. Mood, story, writing, setting, the whole shebang. And in 72 hours too! Polish it up a bit and throw it out on Steam, pronto! |
| Oct 9 20:56:29 | 9m 10s | Damned Souls - Raising Blood | ♥ 2 | Great idea and execution, loved the weapon improvements, the level and enemy design, and the rising pool of blood was also a really nice concept. Didn't quite make it out (I've forgotten my classic Doom/Hexen/Heretic skillz), but a good run anyway! One criticism I have is that especially the book covers a bit too much of the screen, even when it's not in use. Makes it a bit hard to aim/see with it. But that's a minor niggle. Loved how killing the other prisoner started the music xD Nice touch. |
| Oct 10 04:22:23 | 7h 25m | Genesis | ♥ 1 | genesis.PNG That cluster of stars is me trying to recreate the creation of the earth :-D I think I realized at about the point when I tried to place some stars that, heyyy, this is a planet! Very cute, very relaxing, and a nice interpretation of the theme! |
| Oct 10 16:14:01 | 11h 51m | Lurking in the shadows | ♥ 2 | Good stuff, and surprisingly balanced (in the sense that I didn't manage to get a horde rolling at all). Great atmosphere too! :D Would've liked an end game, too! |
| Oct 10 16:47:17 | 33m 16s | Drake Hits Rock Bottom | ♥ 1 | Cute, and surprisingly expansive for a jam game. And great graphics overall ;) I don't think I'm the target audience (I mean, I know who these people are, I just don't...care), but neatly done anyway. Theme was perhaps lacking a bit! |
| Oct 12 19:34:52 | 50h 47m | Words With Foes: Quest for the Lexinomicon | ♥ 3 | 57! Well done, loved the little texts in between, and clever mechanics all around - also loved the joke with the "end bosses" ;) Nice! |
| Oct 13 21:27:45 | 25h 52m | バクラウBloodless | ♥ 5 | Super polished and beautiful. Took a second to learn, but by the end you felt pretty awesome :D Yeah, more combos etc would be cool, but this was great for a quick jam game! |
| Oct 14 07:15:24 | 9h 47m | HUMAN | ♥ 1 | Good work! I really feel the various mood debuffs need some kind of warning - right now you can be set up (say in a corner) for a block-hit combo, when you get feared and have 0 chance of dodging out of the way before you get smacked :-/ I couldn't get further than the third boss, I couldn't figure out any viable method to fight any more aside from the clumsy "dodging" (i.e. running around hoping not to get hit), as blocking gave you pain, and fear randomly prevented you from blocking anyway. Frustrating! But I understand that these kinds of balance things can't be easily implemented during a game jam! |
| Oct 14 07:32:40 | 17m 16s | ...and to Nothingness Return | ♥ 1 | This is what I get when I try to run it (it starts to the title screen and "press any button to continue", then gives me this: tonothingnessreturnbug.PNG This was btw from the version downloaded just a few minutes ago. |
| Oct 14 09:21:46 | 1h 49m | Desert | ♥ 5 | Nice work! I guess there's only one "end" to it all? I missed a few of the popups because I was picking up things too fast, and they started overlapping one another. What a depressing little story - but beautiful visuals! |
| Oct 14 09:46:23 | 24m 37s | HUNTER HUNGER | ♥ 1 | Hah, cute! Loved growing bigger and bigger enough to restart the few times I died of hunger, so well done! The bunnies kind of flying off into space to escape was a little funny, and once you could eat the humans, well...it was all over for them xD Would've been fun with some more organized resistance, but overall I understand that jam games have a certain scope. But good work! |
| Oct 17 12:36:25 | 74h 50m | Becoming Something | ♥ 0 | Nice concept, although the controls were maybe a little too fiddly :-D but good effort! |
| Oct 23 12:02:10 | 143h 25m | KOLENdor | ♥ 2 | Lovely stuff! Can't believe the tiny amount of ratings you've received :O My one criticism might be that currently it's all a little -too- random chance: I tried to "stock up" on things before e.g. doing the big bad gem ones, but half the time you'd just get negative things from the other hexes as well, so you could never really know. I suppose in time you'd learn which descriptions lead to which events, but that's not exactly something you can know on the first (or nth) playthrough. I did speak to the spirit of one of the developers though, so I can empathize :D Not entirely sure what to do about it, except possibly adding some kind of... "here you can gain population/lose population/morale" etc marker on each hex, letting you avoid risking things if you're at 1 of any of the resources... |
| Oct 25 12:34:23 | 48h 32m | Handee | ♥ 0 | Haha, very cute. And yes, I did get the whole "oh I see, it's pointing at ME as the monster"-vibe. Also killed the actual giant-monster-me xD Fun stuff. |
| Oct 28 09:21:51 | 68h 47m | The Kidnapping | ♥ 0 | A little confusing! I knocked the guy out on the first try, but as far as I can tell it was just blind luck :D Also, the way to the final key was...kinda hidden? There was no door or anything, I just clicked "use" around the main room until it took me to a place with the key. Sounds very nice and fit the mood. |
| Oct 28 16:26:03 | 7h 04m | Nothing to Say | ♥ 1 | Clever, and well done! |