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alaah

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Apr 20 12:33:41 READ THE LABEL ♥ 1 The first submission I played this event, and it already hooked me for a solid quarter hour. This is the kind of game I'd love to have on a mobile to practice quick reading and memory. The various paraphrases of death and the baits such as 'loss of wife' really make you pay attention, and the allergen+death mode wakes up the brain in an instant. It's a shame it doesn't have music, but it reinforces my wish to play it on the metro. On a technical note, I understand why you chose fullscreen mode in such a text-heavy game, but at least let me quit the game without alt-tabbing, like the poster above said.
Apr 20 12:53:11 19m 30s Uncomplited LD46 Game ♥ 0 It's not exactly a rhythm game, but after spending too much time on necrodancer I felt at home. Make more. Pathing is very nice, but I don't like how diagonal movement is sqrt(2) times faster. And I appreciate the cover of Staying Alive, but it appears to be the only link to the theme.
Apr 20 13:24:54 31m 43s The King's Efforts ♥ 0 Fun little text game. I was disappointed bribe was only a one-time ability. The riddles are relatively too difficult.
Apr 20 14:25:59 1h 01m Social Distancing For LadyBugs ♥ 3 Feels like a trip back to the beautiful Flash era. Audio is superb. The music loops after a short pause, but the amazing death jingle makes up for it. I highscored at 19815.
Apr 20 14:40:08 14m 09s souvenirs ♥ 1 Big thumbs up for a figurative interpretation of the theme. The music is incredibly fitting. I love the overall idea, which makes me hate the fact it's so short. It's more than just a game. Well done.
Apr 20 14:58:30 18m 22s Silly Fluffy Bunny ♥ 1 I managed to kill myself in the first level, but then it was smooth sailing. Really superb game; graphics, Morning Mood cover, sfx, pacing all on point. The only thing I felt was missing was a button to speed up the time.
Apr 20 15:13:15 14m 45s FlappyDot ♥ 0 Inertia and gravity are brutal, but that's the whole point (I'm sorry). It was fun once I grasped it. I became a pianist. What I disliked was that the border was outside of the viewport.
Apr 20 19:59:08 4h 45m A Meatball ♥ 0 I think the player should tilt the platforms instead of moving the ball, like in the Mercury series. Then, paired with an analog control, it would be incredibly smooth. Arrow keys are hard to use, especially with the camera tilted by 45°. Thanks a lot for making this game.
Apr 20 20:33:31 34m 23s Keep It Alive ♥ 2 I also thought the shoelace was gonna be a timing minigame, but I don't see the problem if it is almost instant anyway. The intro felt too long, but the ending more than made up for it. I have nothing more constructive to say; this is pretty much a flawless submission. Thank you for sharing it, Daniel.
Apr 21 17:35:44 21h 02m Tetris Life ♥ 1 I enjoyed it. Tetromino inertia felt slightly too strong and I could discard all red blocks by throwing them off screen and locking them (I see you fixed it in the post-compo version, though). Also I don't know if there's a hidden time limit or another loss condition, but I lost twice out of nowhere. I also didn't understand when and why the old tetrominos are supposed to disappear. And finally, you really should spend some time on optimization because I had 30-50 fps. Those are all my concerns; I hope they'll help you improve the game. I really loved the idea and overall execution.
Apr 21 18:16:23 40m 39s Tumbleweed ♥ 2 You should consider making animated shorts. Graphics, mood(+writing) and sound design are off the scale–I honestly can't believe all the assets were made during the event–but there was not much challenge, and the wind sometimes felt too unresponsive. I hope to see more from you, but polish that game design department. Thank you for making this piece of art.
Apr 21 18:30:30 14m 07s Amafufunyana First Jam :D ♥ 2 Character animation is well done. The forest is huge and realistic. But I didn't know what I was doing; just running around collecting fruit until I eventually walked outside of the map. While the graphics are well done, lack of (almost) any SFX and constant 5-15 fps didn't help with the immersion.
Apr 21 18:43:01 12m 31s GORID-19 ♥ 1 It doesn't load for me for some reason (Firefox), even after restarts and with addons disabled. I had no problems with other WebGL games.
Apr 21 18:54:28 11m 27s Keep It Alive top-down shooter ♥ 2 You got me really engaged by the final boss fight (the previous 3 damage sponges took a bit too long though). I think it would work really well with twin-stick controls on a pad, the current mouse aiming is really uncomfortable. I especially like the hp=ammo mechanic as it forces me to calculate my attacks better, and the screen shake. Good job
Apr 21 20:41:34 1h 47m Fire Escape! ♥ 0 I *love* puzzle games which show me something new. It's a very fun mechanic. It's a shame it's so short (the compo version).
Apr 21 23:27:50 2h 46m The Offer ♥ 1 I'm sure you learned a lot about jam time management, but I can't stress it enough: make sure to reserve at least an hour, even in the first day, for SFX. Basic footsteps with some intense reverb and spider noises would have REALLY bumped up the atmosphere; music wasn't even needed in this game. You nailed everything else, good job.
Apr 21 23:56:34 28m 44s Square Loves Circle! ♥ 1 This is my surprise favorite so far. It's very rare to see an LD puzzler with clever level design, and yet you also found time to include fitting, soothing music and a cute story. One thing that bothered me: inertia, friction, all that quasi-realistic physics. It's too intense. It makes me feel less in control and doesn't really contribute to difficulty.
Apr 22 00:36:00 39m 26s Fire ♥ 0 Pressing up and then right does a vertical jump. Overall all movements felt delayed by a second, maybe because of too much inertia. I liked the fire animation.
Apr 22 09:12:37 8h 36m Save Dave ♥ 1 I agree with the others that the idea is wondrous, but the consistent pixel art, and especially the spectre design, was my highlight. Wish there was more replayability to it.
Apr 22 17:45:18 8h 32m Carrying is Caring ♥ 3 Clever title, animal girl character. Instantly unforgettable. I love the idea, though I think the slowdown is unnecessary or at least too intense (intense enough to feel barely in control, especially using dash). I believe a core loop around catching the jar (ground or mid-air) with the dash would be more satisfying. I would buy fullprice a finished game based around this concept as long as you keep the animal girl. I think I could multikill a single enemy (the counter dropped by a seemingly random number with every kill, and I certainly hadn't killed everyone by the end). I floated through the stairs above the glowy thing and it was a bit funny. The technical side needs work, but it's a prototype.
Apr 22 18:15:45 30m 27s My Mother is a Caravan? ♥ 4 That's a massive team, and an adequate game. Nice job. My suggestions would be to actually have the mother targeted (the other commenters addressed it already), have a visible cursor to let me see where I'm targeting the ranged attack, and finally increase stamina regeneration. There's also a tiny oversight: an enemy spawned in the door smoke, unable to move, and the doors remained locked until I figured it out.
Apr 22 18:52:04 36m 19s Morose ♥ 1 So I was also stuck against the dark plant. I eventually couldn't even place a plant on the left and middle spot. It's a shame, because it's a fantastic compo game that feels like a 3-man jam game. It's as quality as Danman's games (it's the best compliment I can give to anyone), just with technical issues. I'm clicking follow in case you release a post-post-compo version. y.png
Apr 22 20:07:17 1h 15m Children of Glorbux ♥ 0 ^ 404 both links. Whoops
Apr 22 20:14:23 7m 06s Feed Me More! ♥ 1 Finally, another game with voice acting! I wish more jammers did it; it's so fun on both ends. Great job with the art too.
Apr 22 20:40:37 26m 14s Pacman's Dream ♥ 1 Something other commenters haven't addressed yet is that if you flip the button while the character is on top of it, it will still move in the old direction.
Apr 22 22:10:48 1h 30m Junior Juggle ♥ 1 I think your game is harder than mine. Past 9 items I suddenly feel the only way to continue is running an autoclicker. Nevertheless, I enjoyed it a lot, especially the art. If I could suggest something, I wish I could see the whole room with the ceiling. And... Even with the note in the description, I don't want to know how you made the SFX.
Apr 23 22:29:42 24h 18m Help! I'm Broken! ♥ 1 I'm confused. Is it over after "Process complete. Thank you"? If so, it should close the game or be a bit clearer.
Apr 24 14:26:25 15h 56m Fleurist ♥ 1 It's a nice premise, although I don't see keeping anything alive, unless the goal is to keep the piggy from exploding. You absolutely outdid yourself with the graphics; they're so smooth and fitting and certainly the strongest aspect of the game. And while they're so nice and consistent, the music is all over the place. This contrast is bad for the overall mood. I am by no means an authority on music, but for the most part I listened to a 3 seconds loop for h*ck's sake. The most cliche calm piano was probably the way to go. It's good to have a win condition to provide the players with a sense of pride and accomplishment. Some flash-likes with infinite gameplay use a high score system instead, which is at least some indicator and an incentive to retry. You went with The Sims approach, an open ending, which leaves the player with a question: "Is that all?". The final thing that bothered me was the economy. Maybe I'm missing something, but I sold a single yellow flower for $30 and my bank jumped from $10k to $15k. Then I sold a tulip for a grand total of $7k. Every transaction was way bigger than the pricetag would suggest. Basic combos should be worth less than the total price ingredients, there should be a timer and monthly expenses, and a market that diminishes the value of common bouquets. I'm sure you're aware of that and just ran out of time.
Apr 24 17:32:42 3h 06m They are corrupted ♥ 1 Nice job. My tip for your next jam is to sort your priorities, put things such as achievements and cutscenes on the "luxury" shelf and only make them after you're sure your core loop is done and done, fun to play and polished. I'm not saying the intro is not nice (because it is), I'm saying you ended up having less time to refine the gameplay, and combat and movement ended up feeling off. The numbers of stabs are chaotic (I can be 100-0'd within a split second) and hitboxes are meh. Remember the gameplay is (usually) the most important and you can't be overambitious in a prototype festival.
Apr 24 23:11:45 5h 39m A tale of Rebirthism ♥ 1 We met on MateusBoga's strim and I gave you my unoriginal thoughts back then. I don't think I have anything constructive to say on top of the existing comments. Just coming by to say I liked the game.
Apr 24 23:37:14 25m 29s Vestige ♥ 1 Right after beating a lategame(?) stage (the second one since they mentioned the exit portal), the character just slipped off the platform as it moved, without any input. It was like teleportation. Even though the game is quick and easy, I'm not redoing the whole thing after that. Prototype graphics work better than expected; they really fit the music and paint a pleasant atmosphere. I love the overall idea because it's simple, unique and enjoyable to play. I'd prefer if there were checkpoints; redoing a thing that isn't procedurally generated is extremely tedious. An easily fixable problem, although severely affecting the jam, is the key binding. Don't use the LMB without mouse aiming. I'm leaving a follow awaiting a post-jam because it's one of the most fun games this event.
Apr 25 01:04:16 1h 27m Cloudy With A Chance Of Pain ♥ 2 You absolutely nailed the controls (though what I loved, ctrl/shift+LMB, seems to be post-jam). Only two buttons, no bs, straight to the point gameplay. It's a perfect jam entry in this regard. Graphics are nice and consisents and sound design is one of the best in this event. My only concern is that fire seems to spread too fast, but maybe it's just me.
Apr 28 01:03:29 71h 59m He Needs Healing ♥ 2 I stopped clicking past 30k 2020-04-28 02_48_30-C__Users_al2_Downloads_He Needs Healing.png Let me thoroughly explain why DFG is an atrocious scheme. ASD would have been effortlessly 100 times better because WASD is commonplace, and arrow keys would actually make sense. DFG don't carry any meaning. Reflex is supposed to be automatic but it always had to go through the conscious parts of the brain. Forget ergonomics; I'd prefer arrow keys and I'm right-handed. If I see an arrow symbol, I immediately know which finger to use after thousands of hours of practice. If I have to interpret D/F/G into left/mid/right every single hit, and after about a minute you give me half a second to do so, I will face a roadblock. Someone suggested colors and it's also a must-have in my opinion; give more triggers for the muscles. You accidentally turned reaction-response into reaction-process-response.
Apr 28 01:23:14 19m 45s Chain Reaction ♥ 0 Lategame is calculatable yet so chaotic. You can be left with 2 fields and straight up win the game from that turn. Really unique and engaging entry.
Apr 28 10:48:07 9h 24m Here Alive ♥ 0 So it's like The Button, but the numbers were way off.
Apr 30 00:20:42 37h 32m Constance ♥ 3 You're winning the mood category. The art direction, voice acting, sound, probably overall best I've seen this event. I like games where the main character is insane (I have to finish Senua). Like other commenters said, map design is a bit lacking (3 same-ish platforms, one way to access the home). Walk animation is a little whack, but I'm terrible at it myself. It's an OK stealth game, but I believe this core loop would work better in 3D. There's a funny little bug: if a bystander wakes up right next to you, the "hey you" "oh god" lines will be played and restarted several times a second.