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| Timestamp | Since previous | Game | davidsheadgames's comment | |
|---|---|---|---|---|
| Apr 20 01:20:59 | A Fistful of Daisies | ♥ 2 | I already want to give it 8/8! It's actually a pretty fun storyline. It would really be nice if you could hold down the mouse to shoot instead of have to click each time, and it's incredibly hard to get past 10 enemies, but it's got a lot going for it for 24 hours. | |
| Apr 20 15:32:01 | 14h 11m | Fatter | ♥ 1 | Success! I died of obesity! 200 points! I really liked the concept for this one. And mechanically, it makes for a fun mini-game. Also, it seemed to be balanced well between the finding food pickups and 'starving' that one could keep going for a really long while. It would be cool to see some variety in enemies and maybe get some pickups that aren't directly related to food (a speed pickup or an 'slow-starve' pickup could help you with getting more enemy variety to balance back and forth) |
| Apr 20 16:13:15 | 41m 14s | Something Fishy | ♥ 2 | Really cool concept! I think it definitely starts to make sense once there's a huge amount of fish on the screen and you're struggling to keep all of them going. I think the rate at which it goes is decent enough too to make for a good 5 minutes of fun. One bug: if you let the fish all die, there's no apparent way to reset and try again, though you have to pretty deliberately fail to make that happen. |
| Apr 22 09:32:22 | 41h 19m | Mirror | ♥ 0 | Just a heads up: I scanned the windows 1.1 file using VirusTotal and two of the apps said that it detected a Trojan. It's not clear that it wasn't just a heuristic, but maybe rebuild the Windows build just in case? Google Chrome is also blocking the download too. |
| Apr 22 09:56:33 | 24m 11s | EDO | ♥ 4 | I've played it a few times and I generally like the concept. I think the balance gets completely out of whack at around the 400 m mark (Cars start showing up in both lanes, completely block resources on the sidewalk or other shenanigans), but I'm happy to say I almost made it to 600 m. I have no idea when the ending is or if there is an ending. It was a fun game though. No bugs either, which is nice. If I were to make suggestions for improvement, I'd suggest letting the alien drive forward and backward so they can actually be strategic in how they navigate around the cars. Also, water works for coolant too in desperate times, but that's just from personal experience. Also, take the black cars out, as they blend in with the asphalt a little too well. |
| Apr 22 10:40:17 | 43m 44s | Eternal Sunshine of Pure Turpentine | ♥ 0 | I feel like I'm missing something about this game. When I try playing it, the patients walk in through the left side, walk into a table and then just stand there. I can run around into the various rooms and jump, and when I enter the rooms, a UI shows up. However, nothing seems to happen when I try to buy a cure for something and nothing appears to happen otherwise. I'm very confused, and the game is lagging out on my potato of a laptop. The game might be broken in some way. |
| Apr 26 21:22:38 | 106h 42m | LD46 - Grower (not a shower) | ♥ 0 | I think the sound effects went a long way in this game in terms of conveying the mechanics a little easier. Unfortunately, I don't think it communicated enough, and I didn't get a lot of fun from playing it. I think a lot of it was the lack of visibility into whether my work was helping or hurting. I first stayed in the rain as much as possible and couldn't grow except the first time. Then I tried just avoiding the snow and eventually just died when I accidentally touched it. I think the commands as they are needed first time help a lot, but maybe something more to explain when the timing is right, like a meter or an indicator would help. Otherwise, I think I kind of figured it out, but couldn't get past the phase where I was gaining/losing petals frequently. I think it just became too hard at that point and the erratic behavior of the rain and snow made it too hard to progress past it. |
| Apr 26 22:15:22 | 52m 44s | Save The Game | ♥ 1 | I really like the concept of playing a game in order to keep the console battery alive. I loved it in concept, though this jam version of it had some bumps that kept me from wanting to play it more: 1. I was confused at why it was adding the scores of previous play-thrus together as it seemed to have nothing to do with the keeping it alive. 2. I had to practically guess that I had to click the virus in order to actually fight it, as there wasn't enough of a visual indicator otherwise, so my first few plays were really cut short without that knowledge. Maybe spawning it in different locations could also give some much needed variance. 3. Also, I think I really dislike the laughing sound effect of the virus, like... I really hate the volume level on it when wearing headphones (too loud!). But it definitely gets my attention, so it accomplishes what it needed. I do like the concept though and I think it should be added onto, to continue the whole "play the game to keep the console alive" feel of it. As an example: it might be nice for the mini-game itself to have 'lose' states that were not related to the whole game reseting, so you'd have to keep restarting the mini-game, but it would still charge the battery, so 'winning' the game doesn't necessarily 'win' the battery. Anyways, keep it up! It's a good concept! |
| Apr 26 22:54:57 | 39m 35s | Monster Love | ♥ 0 | There is a lot of great going on here, from the concept of keeping the flies off a corpse, to the morbid humor surrounding the whole thing (including smacking rats with a flyswatter to get them to power generators and things). The variety of obstacles and enemies, and number of level challenges is amazing in such a short time. I also personally liked the art style here, as it's reminiscent of a lot of hokey DOS games and aspiring to make something that hits a personal nostalgia nerve for me. Normally, I don't like having to download a game, but the art alone got me past that feeling and I'm glad I did it. There are still a few negatives to this: the controls for the flyswatter are pretty unintuitive and feels hard to predict where the swatter will go, which makes it way harder to hit flies on the table than it should be. The hitbox for the electric floors is way too huge, where the player can still be hit even in places where their body is nowhere near the panel. There is also a bug where some "Try Again" buttons will just skip ahead to the next level. The second to last level also feels like it needs a balance pass, as it was sheer broken AI and luck that was the only reason I won finally. However, I really love this entry and hope to see more! |
| Apr 26 23:05:43 | 10m 46s | Blood On The Snow | ♥ 3 | The graphics look really good, but it feels extremely broken. I suspect it's because of the controls or because the web build in Unity sometimes has breaking bugs depending on the browser (played in Firefox). I cut it short and am holding off on voting because I couldn't get past the control issues to win the first battle. I could barely get movement in and it was near impossible to turn the character in the correct direction to actually attack the vampire bat character. |
| May 6 02:09:48 | 219h 04m | Flower Dreams | ♥ 1 | I wasn't exactly sure how to play this one to its maximum peak. It felt a bit random as to whether a leaf/flower/plant piece would live or die suddenly. I did find you could trim the whole bush in one snip at the bottom, which was super satisfying. The sounds were satisfying too. I think with an explanation of the underlying rules, or with something more predictable, you could make a great puzzle challenge from this. Someone above seemed to figure it out much better than I did, so there's a winning strategy to this. |
| May 6 07:05:36 | 4h 55m | Keep IT alive - The daily struggle | ♥ 1 | Pushed Bill out the window, ignored all the IT calls, and just drank coffee all day. Best IT job. I liked this one, because of the IT references, and kudos to you for trying to use libgdx! A few notes of improvement: - It would be nice if the tutorial was skipable. I tried skipping it and broke the game drinking too much coffee. - As mentioned above, ignoring the phone calls seems to have no penalty. - I did encounter a bug where I ran out of calls, but happiness was at 100%. Game win? - I really like that you added some dynamic 2D lighting. It's a nice touch. |
| May 6 07:20:37 | 15m 01s | Keep the Engine going | ♥ 0 | I liked the game concept, and for completing it in 14 hours, I can totally commend you. I think there's a lot of room for improvement, and if you have time, I think it would be worth going in and polishing it more and adding to it to up the challenge a bit. I like the concept though. |
| May 6 07:32:06 | 11m 29s | Zombie Survival | ♥ 0 | I liked the puzzle aspect to the levels. I also like the macabre theme to it all. Though, it did take me a while to realize it was the zombie you were trying to keep alive. Also, the dark texture of the other characters and the dark background made them kind of hard to see. They looked like demon characters to me. Also, at the end, it just cut to black, so I assume I did them all. Roughly 4 - 5 levels? |
| May 6 07:43:41 | 11m 35s | CAT 5 | ♥ 0 | I was struggling to find the cat.com file and I noticed that deleting files would just cause the files to come back anyways. I'm not sure if there's a bug in the game or if that's intentional. I liked the "Task failed successfully" dialog and I liked the Windows-esque-ish interface, though it's plenty less intuitive ;) Anyways, yeah, I think there's a bug that's keeping it from being winnable maybe. |
| May 6 08:01:35 | 17m 54s | Human Apocalypse | ♥ 1 | I think the art and animation is very nice and fluid. I wasn't sure what the gameplay was going to be, and it was mostly narrative focused. As far as I can tell, there's only two options to do, and most of the time is spent in dialogue. I couldn't actually shoot the zombie, though the gun kept going off as I fired. I was also stuck in a shooting pose as the zombie knocked me over, so I was extra confused. I think this was a bug. The dialogue system was kind of awkward to use and buggy too. I was stuck in a dialogue loop with the cop character for a while. So... while I didn't exactly like the game, I do appreciate the effort put in it, and the animation was very nice and fluid, so kudos there. A valiant effort for 48 hours. |
| May 6 08:13:23 | 11m 48s | Reeactor | ♥ 1 | I was very confused by the interface, and he lack of scrolling around the window meant I needed to expand the window size from the default just to see the whole system. Also, the debug interface gives nice values and red indicators so I knew what was actually happening. I think it makes more sense for that to be the core game, specifically the colors because they give the player a sense of what's overheating. It seems like there's a lot going on in the backend simulation, but I'm still very confused about the goal of the game. I did manage to keep it from overloading in a few seconds, and kept it stable for a while. |
| May 10 02:54:52 | 90h 41m | Keep Floating | ♥ 1 | That's definitely an interpretation of the theme! The game is a simple sort of thing, but the music was good (though I was confused how it fit with the game) I think I want to parrot the above and say that the "float" section would be better if treated as a bonus section to get extra lives than as a penalty. Otherwise, the concept is alright, and I love the play on the theme. Hit a score of 234, which isn't high, but I think its enough to get a sense of the game. I liked the "Up" reference in the background. |
| May 10 03:17:14 | 22m 22s | LD46-Keep it alive | ♥ 1 | Swooping in with ratings! I think the game is broken (ball doesn't seem to connect with enemy locusts at all, thought rarely sometimes it'll hit one.) I'm not sure what's happening to be honest and there are no instructions to help. I like the art, though the locusts don't really look like locusts. |
| May 10 03:19:23 | 2m 09s | Beached | ♥ 0 | Still not opening... you still need to publish your page on itch.io in order for others to see. |
| May 10 09:31:41 | 6h 12m | 8-Bit of Farming | ♥ 1 | I played the 1.01 version instead of the original because the original felt broken until I finally figured out how to plant seeds. Ironically, I think this means the visuals are a little non-intuitive at the start. I liked the art and limited palette choice. I think it gives it a lot of retro charm. The music was quite nice, and the challenge was interesting. The controls are a little difficult to handle (left click seems to apply to the grid next to you where right click applies only to the one below you) And some of the mechanics could also use a pass-through (having to wait to remove the corn just to apply the two fertilizer types to a piece of ground was annoying) However, the slow-paced nature of the game makes it less a concern. In 1.01, I think the upgrades were well-balanced against the 'annoyance' factor, in that I had just earned enough for the next thing right as I was feeling a need for it. At the same time, like most idle games, earning the next upgrade made a lot of the previous effort and challenge a complete moot point, which kind of left the final upgrade feeling like a downer than a success. If I was to recommend a single change, I would suggest focusing on a satisfying 'end' to the game. Otherwise, as is, it feels polished enough to be a real mini-game that stands on its own. |
| May 10 09:45:47 | 14m 06s | Father... Musn't I Kill It? | ♥ 0 | This is why you should always play games in incognito ;) Got to kill it AND let it grow into a new pet. I liked the devious mechanic of making your choice permanent (I think through stored cookie, but I haven't checked), the art had its own style going for it, and it had an interesting premise. It does inevitably 'die', just because there's technically no other option other than waiting. A good twist on the premise. It's asking for a review of audio, but I didn't get any audio... |
| May 10 10:26:57 | 41m 10s | Acorn City | ♥ 1 | It was a very cute game. I really liked the low poly squirrel. I also have to say it's really a good thing someone mentioned there's a glide mechanic in the comments. I went back and looked at the tutorial screen once again and notice a distinct lack of any documentation for the mechanic and was extremely angry trying to get that last nut! Otherwise, it's like most collect-a-thons, including the leap of faith collectible, which I also didn't enjoy as much. However, otherwise I had a good time playing this one. I think with a little more playing with the movement of the squirrel, you could have an interesting 3D platformer idea here. |
| May 10 10:46:54 | 19m 57s | Keep the Streak Alive | ♥ 0 | I like the concept, but that hardestest level, no thanks. I was already kind of abusing the game just to advance! However, I really like how fluid it feels and I think if the rules were more relaxed (i.e. use the boxes but you don't have to hit all of them, or hit all the boxes but you don't have to land it in a tiny cup) I see some potential for a fun physics puzzler. I do also like that there's variance in the challenge each time. I think that adds a lot to the potential of what you could do with this idea. Nice! |
| May 10 11:39:26 | 52m 32s | The Village Alchemist | ♥ 1 | I couldn't figure out how to craft a stein, so I couldn't enjoy the most important resource: beer. Otherwise, I like the concept. Really you need to know what you're doing to do well, and it took me a few tries just to safeguard the walls (kind of) but even then it was overwhelmed pretty quickly. I'm not sure if zombies just perpetually spawn or if villagers are just getting overwhelmed by something else, but it felt like I practically cured the population early and then was completely overwhelmed suddenly. I also don't know how to get into the shovel shop, but don't really know how to make use of it. It's a good concept. But could use either a balance pass or some stats to tell how things are going a little better. Way further down the line, it might be nice to have villagers that do more than just resource gathering (ala blacksmith or specialized healer) It was fun to try, though, which is more than enough for a game jam entry :) |