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| Timestamp | Since previous | Game | ColeSlaughter's comment | |
|---|---|---|---|---|
| Apr 20 22:37:50 | Karot Fetus | ♥ 3 | I like this a lot! The concept is really unique, and although it took a little while to get to grips with the controls, once I was able to understand it, I had a lot of fun grabbing and launching those little critters all around! I wish there was a little more incentive to explore the whole level, because I liked the traversal controls you gave the player, but I found myself camping the mouth hole the entire time, since it was always swarming with little critter and I never had a moment chance to leave it without paying for it. Two massive thumbs up for the artwork! I'm a sucker for dat pixel art aesthetic. Overall this is really well polished and was a lot of fun! | |
| Apr 20 23:20:54 | 43m 04s | Baby on board | ♥ 1 | Absolutely loved that game win screen, hahahahaha! As for the concept, I thought it was very unique. :) With a little polish, I think I could turn into a pretty cool game! Just a couple of suggestions: 1. I think the sensitivity was a little too high for my tastes. I was whipping around the screen constantly, which didn't help when I was panicking trying to protect the baby, haha 2. The perspective was messing with me a little bit. It was kind of hard to tell how far my crane was when I was moving it back and forth, but that could also just be part of the challenge? Overall though, I really liked this entry. It's obvious that y'all had a lot of fun making this! |
| Apr 20 23:29:35 | 8m 41s | Grove | ♥ 1 | This game really nails the feel of what it's like for me to grow plants, and hopelessly watch as they all slowly die under my care in front of my eyes. 😭 Seriously though, I played this for way longer than I was expecting to! Nursing plants back to health was super relaxing and felt rewarding. I was about to suggest having a label to differentiate plants from each other, but I actually found it kind of satisfying figuring that out through trial and error. This is a really neat and relaxing experience, and I say you nailed the tone in spades! |
| Apr 21 05:23:28 | 5h 53m | Heart Break | ♥ 1 | I really like the look and sound on this one! The classic aesthetics really jive with the super simple low-res art. I especially love the slow-mo effects that come from holding down the click button. ...Maybe I'm just dumb though, but I couldn't figure out how to actually get the character to move where I wanted. The instructions say to click the heart to move the knight, but he seemed to choose a random direction to move when I clicked it, so I felt like I had no real control over him. :/ Again, maybe I'm missing something though. I really like everything else about this one though! |
| Apr 21 05:36:43 | 13m 15s | NEONOA | ♥ 1 | lmao these animals' dancing animations are friggin' hilarious! xD Neat idea! Wish the camera would move a little faster, but I had a fun time, nonetheless! |
| Apr 21 20:39:40 | 15h 02m | ORB | ♥ 2 | Super jealous of the lighting effects going on here! As for the gameplay, I found it super interesting. :) I didn't really find a reason to ever drop the orb after I picked it up, but I did enjoy accruing and spending your life points in order to survive. Very high-risk-high-reward, which was engaging for sure. |
| Apr 21 20:55:48 | 16m 08s | Flame Guardian | ♥ 2 | I like the idea behind this one. :) It's almost like your little flame stick is a companion that helps you get through the level. I do wish that that connection was a little stronger, through. The flame obviously depends on the player to not go out. However, from what I was able to get through, the flame didn't really offer anything to the player to help them get through the level. It would be cool if that relationship was a bit more symbiotic, but that's just my opinion. :) I think if the controls were tightened up a bit (for example, having more precise control over my vertical and horizontal movement in the air) this could make for a very cool game! |
| Apr 21 21:05:43 | 9m 55s | Time is of the Essence | ♥ 1 | Love the WarioWare feel of this. Really impressive y'all were able to make so many different games while also maintaining a cohesive aesthetic. :) I do wish the transition between games was a bit less sudden, but otherwise, I love how the music grows and evolves the longer you last. Really cool stuff! |
| Apr 21 21:13:50 | 8m 07s | Defenseless | ♥ 1 | God, my guy must have like...hundreds of mosquito bites by now...lol Fun little game. :) I kind of wish there were a few more things to interact with (I picked up something with E near the end, but I wasn't sure what it did...) Still though, I enjoyed the cute visuals and was able to protect my friend until the end! Nice job! I like how it ramped up in difficulty near the end. |
| Apr 21 21:24:51 | 11m 01s | By Lanterns Light | ♥ 2 | I think the platform placement is a liiiiiiiitttle too precise for a game like this. I spent a lot of time trying to position myself and get my jumps absolutely perfect that I started to get distracted from your guys' A+ aesthetic. If y'all spend some time incentivizing your players to explore rather than challenge them with difficult platforming segments, I think it would make things a lot more enjoyable. :) I also wish there was more of a point to moving the torch around. If you could interact with the area or something with it (instead of just lighting things) there would be a much stronger connection between the player character and the torch. Overall though, I really like the tone and aesthetic of this one. :) Very nice job! |
| Apr 22 04:18:12 | 6h 53m | Pizza with a Pulse | ♥ 3 | Always love y'all's completely unfettered creativity. This game is hilarious and at the same time quite a step up in terms of technical complexity! The controls took a long time to get used to, but once it finally clicked I was able to have a good time! :) In terms of polish, I would have loved it if there were maybe some subtitles for the guy who was talking to you on the phone. I could mostly hear him, but some parts when would mumble or say things quietly were a little hard to catch. Also...I mmmmaaaaaayyyyy have accidentally driven through the pizza shop building and fallen off the map. ;) Was super cool watching all the physics take over on the stuff inside my car when it happened, though, hahaha. |
| Apr 22 04:29:48 | 11m 36s | tiriplici | ♥ 2 | I've played a lot of games where you control two things simultaneously, with one protecting the other, and my feedback has almost always been "It would be a lot more interesting if the things you're controlling were protecting each other in some way!" This is the first game I've played where both things the player controls have some sort of mechanical significance. The fridge depends on the toaster to keep it alive, while the toaster depends on the fridge to see where the heck it's going, I like it! :) Nice job here. The art is also nice and crisp, and the animations on the fridge are especially cute/hilarious. It _did_ seem a little too punishing with how little damage the fridge can take before it's game over though (and the bread's projectiles move ridiculously fast compared to the actual enemy's move speed). Also, I saw what looked like a toggle for audio in the top right-hand corner, but I wasn't able to hear any sound. :\ Despite all of that, though, this was a fun little game to play through, awesome job! |
| Apr 22 04:41:23 | 11m 35s | Doin' It Live | ♥ 2 | Super duper impressive that you were able to do this all by yourself! I love the personality of this, and the gameplay is unique and interesting as well! I will say that the tutorial is kinda mandatory in order to actually play though, prolly should have made that a required thing for the player to see before starting. Other than that though, I liked this charming little entry! |
| Apr 22 04:53:24 | 12m 01s | Egglicious! | ♥ 1 | Would have been nice if I was able to learn the controls before being devoured by skeletons, but once I was able to avoid the first one, I had a fun time! :) I like the trade-off the player has to make between being able to see and being able to attack, makes for some interesting gameplay. |
| Apr 22 05:10:41 | 17m 17s | Tusk Til Dawn | ♥ 0 | wew, either this game is super tough, or I suck at tower defense games. After a few attempts I was finally able to get past the first tidal wave of skeletons. Got completely wiped by the boss at the end though. :( Favorite little part by far was the Cave Mansplainer and his seductive "heey~" hahahaha |
| Apr 22 05:34:50 | 24m 09s | The Bloodhaven Academy Dragon Club | ♥ 1 | I officially don't suck at dragons. This game has a _lot_ going on, and it's impressive just how much content you guys were able to cram into such a short amount of time. Unique dragon and character sprites, different tracks for each battle, an RPG system, stats sheets, dialogue...hot damn! I would say that one area of improvement might be the UI during battle. When I was in combat, I completely forgot how much damage my moves did, and what my opponent's dragon types were (although I could figure it out based on the design and color of the dragon, mostly). It would have been much more convenient if I had all of the information I needed to make a decision in the heat of battle. Other than that though, dragon finding was neat, and I liked the inherent risk/reward factor of it, since you _have_ to replace one of your dragons when you go out, even if you find a crappy one. Feels like you could cheese the system and keep repeatedly going out to find the best dragons though. If there's a limit to how many times you can go out, I certainly didn't hit it... Awesome job, you guys! This was a great entry! :) |
| Apr 22 05:45:36 | 10m 46s | _So_Below | ♥ 1 | I don't know what it is about this game, but I really dug the atmosphere of it. It was almost meditative going back and forth between the coal and the furnace, I prolly played it for way longer than I was expecting to. I love the little details, like how your robot's eyes glow in the dark so you can still kind of see where you're going, even if the light is almost completely gone. :) I think with a little more polish applied to the overall sound design, this could make for a really neat experience! |
| Apr 22 19:10:51 | 13h 25m | Disco Lets's Go! | ♥ 1 | Wow, this game is suuuper cool! Super intuitive and easy to understand. :) I will say that the tutorial screen was pretty intimidating when I first saw it, though. I thought there was going to be a LOT more going on, but it was actually super manageable, which I appreciated. This seems like the perfect kind of game for people to chase high scores in, low skill floor and high skill ceiling and all that, I like it! Plus the music and sounds are excellent. 👌 With a little more polish, this could be a really fun mobile game! |
| Apr 22 19:18:44 | 7m 53s | Deal With Those Papers | ♥ 2 | Love the simple ambiance in this one. :) The office sounds are oddly pleasant, which pairs nicely with the silly premise. Unfortunately it looks feels like I would often hit a wall after a while and be unable to put my papers anywhere. :( I kind of wish at least the trash cans would empty themselves a little faster so that I always had at least somewhere to put my papers, even if it wasn't optimal. Still though, I had a lot of fun with this one, and AC is OP ✌️ |
| Apr 22 19:25:49 | 7m 05s | The Last Robot Archer | ♥ 0 | My guy, I am super in love with the polish in the effects in this game. It runs buttery smooth in WebGL and feels excellent to play! The gameplay is also unique and interesting, and I enjoyed trying to master it. I do kind of wish my little robot guy would start shooting faster, but I think with a little tweaking and balancing, this game is well on its way to being something retail worthy. :) |
| Apr 22 19:33:06 | 7m 17s | Eggsploration | ♥ 1 | Dat ending cutscene...what a twist... This was a nice game. :) Simple, but effective. Sometimes I would drop the egg without really understanding why it happened though. As far as being challenging, I felt that the difficulty curve was just right. Also the art was super cute and charming! Nice work all around! |
| Apr 22 19:44:53 | 11m 47s | The Dragon's Curse | ♥ 4 | This is some top-notch writing. I'd have to say my favorite part was the "Difficult conversation" I had with the gatekeeper after I refused to pay the toll, haha. I love the atmosphere and overall tone of this game! Although I wish there a non-random way I could go about completing it, this is a pretty good compromise given the time constraints of the jam. Absolutely well done! |
| Apr 22 19:50:51 | 5m 58s | Save That Baby | ♥ 1 | Despite being such a simple game, there is a LOT that I appreciate here! For one, there's absolutely no friction between the player and the game. No menus to navigate when you die, no instruction screens to convey the simple premise, just continuously spawning babies and you're immediately in the action. It's a weird thing to point out, but I really appreciated it! The mechanics are also deceptively more complex than they originally appear. I love the fact that you can essentially put "spin" on the baby like it's some kind of ping-pong ball, and that you have to use that to your advantage in order to prevent the baby from hitting the outer walls. This reminds me a lot of old-school flash games I would play all the time back in the day. Simple concept, but addicting replayability. Well done! |
| Apr 23 05:28:18 | 9h 37m | Snoo's Quest to Antarctica | ♥ 1 | lol...I played through the whole game without realizing there was an attack power-up with the arms that I had completely skipped over...Had to double-back and grab them so I could "pass as human" Super impressed you were able to make this by yourself! Reminds me of some old-school adventure games with its silly premise and anthropomorphized characters. :) Nice job! |
| Apr 23 05:37:33 | 9m 15s | The Gumbo Garden | ♥ 1 | Good lord that "pot is almost empty" music stressed me out D: I was frantically filling my pot with ingredients just to try to make it go away, haha. I like this game quite a bit. :) it has a unique premise and an undeniable style. I do with the UI was a little easier to parse though. I would argue that what ingredients you're missing is the 2nd most important text on the screen, just behind the names of the ingredients themselves, and yet it's in super tiny font, and difficult to parse when there's a lot of them stacked on top of each other. I think with some consolidating and balancing, this could turn into something really cool. :) Nice job to everyone who worked on this! |
| Apr 24 23:47:40 | 42h 10m | Red Breeze | ♥ 0 | Very beautiful game. :) I do wish I could have tweaked the sensitivity settings on the camera, but that's not the kind of polish I expect from a jam game. I appreciate the vastness of the world you guys were able to build, and found myself stumbling upon a bunch of random little things that were fun to discover! |
| Apr 25 00:01:07 | 13m 27s | Letter to Thomas | ♥ 1 | Love the atmosphere and art on this one. :) I almost wish the more "game-y" elements were toned down a little, so I could focus more on the story and characters, but I really like what y'all have put out here! I also respect the bold choice to save your title screen until the end, very nice touch. 👌 PS: Super appreciate the nuanced take on the theme, too! One of the more unique interpretations I've seen so far. |
| Apr 25 00:09:44 | 8m 37s | Hive Preserver | ♥ 2 | I like this. I like this a lot. :) Super simple concept, but nice and polished. I'm a sucker for games with a fun method of traversal, and the combination of being able to leap around while being 1/4 the size of your enemies was super fun to play around with. Also, hat's off for the level design! It's not easy to pull off a seamless, cohesive level in such a short amount of time, but y'all managed to pull of a tutorial sequence, several progressively challenging rooms, and a satisfying finale setpiece! I'm super impressed! |
| Apr 25 00:21:20 | 11m 36s | Mega Kinetic | ♥ 2 | This is a really fun one with a lot of personality! :) I did run into some issues where I would bounce against the alien, and he wouldn't reset to yellow, but that didn't detract from my overall enjoyment. I think the game is at its best when the alien is flying around the arena at high speeds while I try to keep up with it. xD Very bold move making a physics-based jam game, but I'd say it paid off! |
| Apr 25 00:39:44 | 18m 24s | Keep our Mother alive | ♥ 0 | Now _this_ is a game with a lot of personality! :) Visually, there's a lot going on here, which I really like. It's impressive what y'all were able to pump out in just a short weekend! Although the mechanics were simple, they certainly did their job, and it was kind of zen going back and forth looking for things to eat. :) The rounds could probably stand to be about half the length they are now, I think, but that's a minor criticism in an otherwise fun experience! |
| Apr 26 02:47:13 | 26h 07m | Haywire | ♥ 1 | Glad I stuck with this one for a couple of deaths. :) You have a really cool concept here, and I think if your systems were just conveyed a little better to the player, you'd have a dynamite game on your hands! Once I figured out how the bars impacted each other, and how to manage them, it was really cool trying to split my brain between managing 2 different resources (my life bar and the core's life bar). However, it took me a long time to figure out how to even interact with those systems. The buttons don't provide much feedback, and especially for a SHMUP-y game like this, you're going to want some sort of visual feedback that can be noticed in a player's peripheries (the reddening of the screen when a core is approaching overheating is a nice touch). The visual style of this game is excellent, so I have no doubt you'll be able to channel that visual flair into player feedback and make something truly spectacular. :) |
| Apr 26 02:57:28 | 10m 15s | Square Loves Circle! | ♥ 1 | I am a huge fan of using mechanics and level design as a metaphor for a greater meaning. And although the metaphor here SEEMS simple, you are able to make it resonate so well with the way you present it. Well done! I also love the subtle little charms this game has, my particularly favorite nice touch is the heart that opens and closes every level. :) So cute! I do think that some of the challenges the game presents to the player are a little on the difficult/frustrating side, though. The traversal mechanics are pleasantly floaty, but some of the segments seem to require some pretty perfect jumps/timing. I think if you had more time to playtest with groups of people you would have no problem tightening up these issues, though. What you have here is already very solid! |
| May 4 06:25:27 | 195h 27m | Nekotchi | ♥ 0 | How the ding dong diddly am I supposed to cure this poor cat of his poison? D': A stuffed that fool full of pills and he ended up dying after 7 days, lol. But I couldn't get him out of either the poisoned state or the "doesn't look good" state. :'( I loved the art in this though. :) I think some ambient background music could go a long way, but otherwise this was a nice little experience. |
| May 4 06:33:35 | 8m 08s | Leap Of Faith | ♥ 1 | This brings me back to some old-school flash games I used to play. :) Very nicely done! I do wish some of the obstacles were a little easier to maneuver though. Seems like going through houses is generally a death trap since the jump is so difficult to precisely aim/predict. I feel like I had the most fun when I was flying around outside. I also like the subtle mechanic where your jump strength is magnified when you're in water. :) That was a very nice touch. |
| May 4 06:41:22 | 7m 47s | Operation Asteroid | ♥ 1 | I think you have a very very interesting idea here. The fusion of space shooter and tower defense game in 3D is genuinely novel, and with some polish could be something really special. Some suggestions: 1. The missiles and the asteroids seem like they use the same color palette, which makes it hard to parse information when a lot of stuff is happening at once 2. The instantiated bullet object takes up too much camera space when it fires out, making it even harder for me to tell what's going on when I'm trying to defend my planet. 3. Making the scene brighter and having a larger variety of colors could go a long way in helping the player keep track of everything on screen Sorry if it sounds like I'm ragging on this too much. I actually tend to be the most critical of games I really like, because I see a lot of potential that usually gets me excited. ^.^ Nice job!! |
| May 4 07:03:48 | 22m 26s | Friendly Fire | ♥ 3 | There's something to be said for an adventure platformer game with no enemies, especially in LD. :) I reeeeaaaaallly liked the atmosphere, humor, and tone of this whole experience. The way everything was woven together into one cohesive package made me stick with it all the way to the end, and I'm glad I did! The writing was clever enough to feel like an enjoyable reward upon completing a mission, and the level itself was super low-stakes in terms of dangers, which just made things extra enjoyable for me. Well done, you guys! This is one of my favorites! ❤️ |
| May 9 22:55:33 | 135h 51m | Flicker | ♥ 0 | Alright, I really like this game a lot. The visual polish of all of the effects, the smooth and intuitive movement, the fun traversal mechanics just begging for a speedrun mode, it's great!! However, I will say that I wish the level design itself let me have more fun with the game. :( The checkpoints are waaaaaaayyyyy to spread out, and the margin of error you have to reach each one is razor thin. A good rule of thumb when designing a game is that if you as the designer feel like the difficulty curve is juuuust right, it's probably *way* to hard for the average player. The fact of the matter is that aiming your way through tight vertical shafts where the slightest bump on a nearby platform can kill all of your momentum is very frustrating. I have way more fun when I'm bouncing between walls and shooting off at long distances without stopping too much to line up my next shot. This all sounds pretty negative, but I'm trying to explain myself as best I can because I see a lot of potential in this one, and I would love to see it succeed in the future! You have a lot of the really important pieces down pat here, and I'll bet if you weren't under such strict time constraints like you were for this jam, you'd have no problem playtesting and polishing up the level design to really play to your game's strengths. 👍 |
| May 9 23:02:30 | 6m 57s | It's About Slime | ♥ 0 | A fun little simple game, I appreciate that I was able to figure out all of the core mechanics without a long drawn out tutorial screen. 👍 While I liked the idea of the compass that shows you were enemies are at first, obviously after a certain point when stuff starts going off the rails it becomes very redundant, and actually takes up a huge amount of screen real estate, which kind of interferes with the gameplay a bit. :/ Still though, I had a lot of fun with this one, well done! |
| May 9 23:08:06 | 5m 36s | Open Fire! | ♥ 0 | Charming little entry. :) The art and the music really sell the experience. I wish I had a better idea of what was going on, though. There were a lot of bars filling up on screen, but I had no idea whether or not my actions were doing anything to affect them. Still, mashin' away at the keys gave me an opportunity for some well-earned frustration venting, so thanks for that! |
| May 9 23:15:46 | 7m 40s | Rekindle | ♥ 4 | I like this one. Pretty simple, but polished and fun to mess around with. :) I liked the dynamic weather and the dual purpose that logs serve as both a weapon and a resource. I do kind of wish the chopping happened a little faster though. It got pretty frustrating near the end when I was being swarmed with wolves and then essentially stun-locked out of acquiring new logs to beat them off and keep my fire alive during the rain. And I obviously can't prepare ahead of time by pre-chopping a bunch of trees because the wolves just take them away. :( With a little bit more balance tuning, I can see this one being a lot of fun! |
| May 9 23:25:06 | 9m 20s | The Keep! It's Alive! | ♥ 2 | Now _this_ is a game with a lot of personality! I love how you guys were able to strike a good balance between what looks like absolute chaos and the simple controls and premise. I think my favorite touch was how the keep switches hands based on where the player's cursor is. It's simple, intuitive, and seamless. I also appreciate how you guys mixed up the gameplay by adding a few unique enemies and visual obstacles to keep things fresh. All-in-all, nice job! |
| May 9 23:29:48 | 4m 42s | SAVE THE DINOS! | ♥ 0 | A simple game, but I appreciated the twist! Originally I fell into the trap of trying to shoot down every meteor that came on screen, but then very quickly learned that I just had to make sure I protected the dinosaur gender that was most in danger. Tying your fail state to what is essentially 2 separate health bars is a pretty clever idea. :) Wish the difficulty ramped a little slower, but I had fun with what I played ^.^ |
| May 9 23:38:58 | 9m 10s | Sharkbait | ♥ 1 | Uh I'm sorry, is this a procedurally generated level or did you make this enormous map by hand?? Either way, absolutely well done! This was a nice little exploration game, and I really appreciated the ambiance you were able to build up with it. Pretty bold to make a slow burn of a game for a game jam, but I respect it wholeheartedly, nice job! 👍 |
| May 9 23:42:17 | 3m 19s | Spoon | ♥ 1 | Always a fan of one-button games. :) First time I saw the game over screen it got a chuckle out of me! I kind of wish the obstacles were a bit more strategically placed instead of random, though. Sometimes I get caught in an unwinnable situation where a rock spawns in front of me, but right in the middle of my jump arc, another one appears at my feet... Still, nice job nonetheless! |
| May 9 23:55:41 | 13m 24s | Pupper Truckers | ♥ 1 | Charming little game, it's impressive how much art y'all were able to cram into it in such a short amount of time! I do wish the UI was a little bit more parsable, though. A LOT of the screen real estate is taken up by tutorial text and quirky little jokes, but almost all of the critically important information is relegated to a difficult to read small number next to the characters (health, current scrap amount, etc.) I feel like if you drew more attention to these important bits, it would smooth over a lot of confusion during a player's first time playing. :) Other than that though, I enjoyed this one quite a bit! It was a neat little twist on the "protect the object" gameplay almost mixed with a bit of tower defense too, very clever! |
| May 12 08:51:44 | 56h 56m | Bunnurse | ♥ 1 | I like this game quite a bit! The art style and premise is both goofy and charming, and I experienced nary a hiccup bug-wise while playing, which is no small feat. I liked the dynamic between braving the battlefield vs. being in the medic tent, and the changing music did a great job selling that transition. I also loved the cutscene at the beginning. I wish I could do a bunch of crazy camera motions like that, haha. I do think that the systems in place could do with a little tightening up. I learned pretty quickly that it was basically impossible to treat 4+ patients at once, because their life meters would deplete so fast I would only be able to save 2 of them before being able to bring one back from critical. The days seem to progress fairly quickly as well, although I got better at managing my time the more I played, so maybe that's not that big of an issue. Regardless of all of that, though, it is _extremely_ impressive what y'all have been able to crank out in a weekend! The perfect trifecta of functional, fun, and unique! |