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Jeremy Ryan

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TimestampSince previousGameJeremy Ryan's comment
Apr 20 03:57:05 Dr. Glebin's Electric Brain ♥ 2 Nice entry! The graphics and lighting were really nice, and the audio was a good fit for the experience. Really intuitive, as far as Rube Goldberg life support systems go.
Apr 20 04:14:07 17m 02s SideKick ♥ 3 Great entry! Good attention to detail with the sprites and animations. It was a really good design choice to have different enemy types that force you to interact in different ways --- for instance, aliens in the air and cabs on the ground that force you to move around a lot vertically. The sound effects were appropriate (especially the nefarious "nyehehe"), but I think could be a good area to work to push games the next level. I think this game could have benefited a lot with exaggerated cartoon sounds, and by the end where there were a lot of enemies, it would get increasingly hectic. With mostly beeps and boops, it sounded a little bit empty even when there was a lot happening on screen. It was really nice to have random levels! It kept each run fresh where it otherwise might have grown stale with a single hand-designed level. Well done for 48 hours!
Apr 20 04:26:51 12m 44s Boundary ♥ 2 Really neat concept! I'm sure there will be a lot of "control the level" games this event, but this felt very fresh and not tedious (untedious?). Sometimes it took a while to figure out what was going on in a level, especially involving switches and semitransparent blocks. The level design and progression eased you into it well, and the controls being displayed next to each obstacle was a good design choice. I liked the fact that the ball continued straight from level to level, and that the music changed slightly throughout the game. I was disappointed when it looped around and I realized I had run out of levels. It would be fun to watch speedruns of this if it had more levels. Great work for 48 hours!
Apr 20 04:43:19 16m 28s Space Maze ♥ 1 Nice entry! The monochrome pixel art aesthetic suits the gameplay nicely. I was a little confused before I read the game description, but after playing a bit I got the hang of it. I suppose the idea is that you bumble into things a bit, map out the area, and then try to run through and optimize. This gameplay loop was nice once I knew what to look for. It would be neat if there were procedurally generated levels, or more hand-selected ones.
Apr 20 04:58:26 15m 07s Keep It Alive ♥ 2 Not going to lie, this is one of my favorite submissions that I've seen, despite literally not being interactive.
Apr 20 05:50:34 52m 08s Plant Boy ♥ 1 Holding off on rating because my keyboard inputs don't seem to be going through. I think I have the same problem as previous people do. Let me know if you find a fix so I can come back and rate!
Apr 20 06:07:54 17m 20s Lively Spirit ♥ 1 Great use of theme! I did catch one bug; if you reset with "R" during slow motion, it stays slow when you respawn. Other than that, the game played pretty smoothly. The fast movement speed was tough to react to cars and obstacles when you're required to jump. I really like the slowdown on the body hopping, although the framerate got a bit choppy (perhaps you could have decreased the simulation speed, rather than the frame rate?). Graphics and audio were simple but got the job done. Good work for 48 hours!
Apr 20 06:14:22 6m 28s Bunny Plague ♥ 1 Nice entry! I really like the one-bit pixel art, and the movement and controls were all pretty smooth. A couple times I died of hunger because I forgot I had to eat (it might be nice to have some sort of visual or sound indication if it gets too low. Object permanence is great! We need more bunny corpses on this website.
Apr 20 06:38:39 24m 17s Robositter Infernal ♥ 1 Nice work for 48 hours! The turret building mechanic was nice and felt rewarding as I surrounded my child with swaths of robotic firearms. It would be nice if placing a turret had a sound effect; most other things do, but for some reason that was left out. The artifact collection was nice as a goal and victory condition.
Apr 20 06:50:01 11m 22s A Night In The Dark ♥ 3 Nice entry! Too bad your engine doesn't support audio, it could have pushed the experience to the next level. The one-bit art style worked really well, and you did a good job of using effects like negatives to simulate extra shades. Overall the game was very smooth graphically, and the environment was very reactive when you hit a tree or pick up an item. The "long-term" interactions like the (spoiler) that leads to the (spoiler) were the cherry on top. I could see this expanded to include even more things, on top of having to maintain the central fire. Great work for 48 hours!
Apr 20 17:04:26 10h 14m Don't Mind Me! ♥ 1 Really solid entry! The art is simple but very clean, and there's enough variety to give the sense of a full world. When I stepped into the bushy area I had an immediate sense of "oh, there's more than just a bunch of levels in a row." The audio is a bit simple, and got repetitive. It was nice that the player had a walk sound, but without other sounds to compete with it, it got a bit tedious. I really liked the intuitiveness of the level layout; when I saw the branching path with the two gates, I immediately realized I had to beat two challenges to proceed. Similarly, when I saw the little corner in the top left as you're leaving the brown zone, I knew there must be somewhere I could go back there. I did find Shmoop, then promptly lead him to the brain room to his death. RIP Shmoop, again. Pretty smooth other than minor graphical bugs (shadow rendering over walls) and getting stuck in a corner on one run. Lowest hanging fruit for improvement would probably be checkpoints --- because your walk speed is slow, it feels really bad to have to completely restart and do the introductory levels again. Overall, great work for Compo! Best of luck for the rest of rating.
Apr 20 17:22:01 17m 35s Pain Pong ♥ 3 Nice entry! The sound effects were really nice for getting the timing down for multiple balls, and it was neat that more challenges kept getting added as you went. It would be nice if the paddle was semitransparent --- it sometimes felt pretty bad that you had to track the path of the ball while obscuring it with the paddle (or hold off until the last moment, then cover it, but I was bad at judging when that was). Fun framing device with the selective breeding of ping-pong super-clones.
Apr 20 21:15:49 3h 53m Balloony ♥ 3 Nice entry! The little animation and story at the beginning were great, and the game played smoothly. The audio was nice without being disruptive, and the narration was a nice touch. It did feel pretty difficult to avoid some of the obstacles at times, especially when there were several tacks flying in from the sides (it's hard to line up the balloon vertically since you can't knock it downward or horizontally). Some kind of music would have added to the atmosphere.
Apr 20 21:25:26 9m 37s Keep Your Egg Alive ♥ 2 Downloaded and running, let's see how long I can keep this little dude alive. I'll be back later with a rating! Is the music original?
Apr 20 22:41:12 1h 15m CRAZY PARTY RESUSCITATION (CPR) ♥ 4 Nice entry! I got to round 22. My biggest quibble is that the audio playback when I repeated the rhythm was delayed by a fraction of a second, which made it difficult to repeat the rhythm (I assume the input itself was unaffected, but it was disorienting to hear the rhythm I was playing a tiny bit slow). Other than that, neat idea, catchy music, and a nice atmosphere. Well done for 72 hours.
Apr 20 23:02:32 21m 20s The Grand Plant Hotel ♥ 4 Great entry! The graphics and UI were on point, and everything felt really intuitive and responsive. There was a variety of characters and plant types, which was nice. It was good that you were given some hints through the letters, or just from intuition (algae is probably going to want a lot of water, for instance). The music was pleasant but got a little repetitive, especially since the game is slow-paced. Great work for 72 hours and kudos to the whole team!
Apr 20 23:24:36 22m 04s War of the Elements ♥ 5 Nice entry! I know you opted out of graphics and audio, but the assets you chose to use were good. It felt a little bad that there wasn't really an order to how the water enemies spawned, which meant there was a chance you would just take damage if you strayed too far away from the fire to collect wood. It might be nice if there was an indication for off-screen enemies, of something of that sort. Nice work for 72 hours!
Apr 20 23:36:34 11m 58s Hikikomori Simulator ♥ 3 Nice entry! I unfortunately couldn't make it past day 3 --- I think I'm better at this in real life. The graphics were really nice, and the various descriptions and animations breathed some life into the game. Music could have brought it to the next level. The randomized effectiveness of various tasks sometimes felt bad, especially if it results in you losing. I guess I just need to play safer and not let any stat go too low. Well done for 72 hours!
Apr 20 23:46:41 10m 07s Super Smash Berries ♥ 0 Neat entry! It's cool that you designed a variety of player characters and that you kept switching them off as you played. Some of the hit boxes and animations were a little ambiguous, particularly on Strawberry's attack. I had a hard time hitting enemies without getting hurt. Mouth-made sound effects are always fun, but it gets a bit repetitive (especially on Blueberry). Nice work for 48 hours!
Apr 21 00:04:04 17m 23s Maintenance ♥ 2 Really solid entry. The concept is neat, and you use the visuals and music to establish a lonely feeling very well. This should definitely have been a Jam entry given that you used outside textures and sound effects, but I've tried to give a fair rating on all categories other than Graphics and Audio. The work you did do in these areas was very good, especially the design of the city. Well done for 48 hours.
Apr 21 00:36:09 32m 05s Outskirts ♥ 1 Neat little game! The art and animation you chose looked nice, but some of the styles clashed a little bit. It's nice that there were a variety of enemies and townspeople to interact with. It was a little annoying that the hero can only take one hit (although it was nice that you could respawn at town for ten coins). The timing and hitbox on the attack animation were a little bit odd, and it took me several tries to get the hang of it. Some (relatively) low-hanging fruit for improvement would be "game feel" elements on attacks and interactions. I'd highly recommend searching YouTube for "Art of Screenshake." It's probably the most useful 30 minutes I've ever experienced in terms of game design. Congrats on making a thing in 72 hours!
Apr 21 01:08:05 31m 56s My Mother is a Caravan? ♥ 7 Really solid entry! The graphics were really top-notch, and there was so much content for a game jam game... procedural generation, a variety of enemy types and some NPCs, as well as general attention to detail and nice animations on everything. My only quibbles are mostly with the UI. Most things are nonblocking, so you can (for instance) talk to an NPC while picking up the carriage. Or, when navigating a menu, you swing your sword. Some of the collisions were also a little odd. Relatively minor stuff. The music was nice, but the track was short enough that it got a little repetitive. The SFX were nice (I especially like the wizard's "oho"). Great work for you first Ludum Dare, hope to see you back in the future!
Apr 21 01:35:27 27m 22s What Would Make Me Feel Alive? ♥ 1 Wow. That was quite the experience. And it was, in fact, more glue than I expected. Overall, it was a good experience. The cartoony art style and wacky story came together well, and there were a surprising number of illustrations for the various characters and backgrounds. The UI was smooth, courtesy of RenPy. While the music was individually nice track-by-track, I think it could have done a better job at portraying the same mood as the narrative. Some of the more suspenseful scenes in particular would have been elevated by more suspenseful music. Great work for 72 hours!
Apr 21 04:02:37 2h 27m Protect Egg. ♥ 2 Nice entry! I made 75 seconds. I accidentally tabbed out of the window at the beginning on my first run, and failed to catch that the egg was mouse controlled. Quickly figured it out for my second though. I like that the enemy appearance is telegraphed really well. You get a sense of the location and the distance before it comes up.
Apr 21 04:24:05 21m 28s Evergreen ♥ 3 Wow. That was quite the experience. The art is really nice, and combined with the music gives a really calm, peaceful feeling. There are tasks you have to perform, but it's relatively relaxed and low stress. Then the second phase happens, and you're thrown for a loop. I really liked the seasonal cycling and the variety in tasks (bugs in two places, weeds, clouds, etc). I like how you introduce them in a subtle way, just by mentioning them in the quest book. Once the player knows what to look for, the interactions are intuitive. I did have some trouble with the weed hitboxes (or perhaps I just couldn't tell visually whether they were fully grown or not). Other than that, the interface was smooth and intuitive. Well done for 72 hours!
Apr 21 05:02:47 38m 42s Coronary Flypass ♥ 0 Really solid game, and hilarious premise! I managed to pass the first sniper level by just flying over everything, then jostling the heart out of the basket at the end.
Apr 21 05:50:20 47m 33s The joys of parenthood ♥ 1 oh
Apr 21 05:58:55 8m 35s Keep it Alive - the Rectangle that is ♥ 1 Nice entry! I got all the way through, but I think some of the levels could be a little more lenient with the timing. Some were really tight! I liked the overall level progression and introduction of mechanics, though. I particularly liked the series of levels early on where you removed a brick each time to show you can move the brick behind to the front, and then that you can move a single brick underneath the character perpetually. Graphics were simple but clean. Nice work for 48 hours.
Apr 21 15:55:35 9h 56m Story of Lost Demon ♥ 1 All the sprites and illustrations, as stills, look beautiful. A few of the animations could have been more dynamic (for instance, the bat flying; because the body wasn't moving up and down opposite the wings, it didn't feel like it had weight). The music was nice but got repetitive quickly because the loop was so short. Some SFX would go a long way to get immersed in the world. The story was a nice framing of the gameplay, but proofreading the dialogue better would go a long way in making your game feel more polished and engaging. Well done for 72 hours.
Apr 21 16:04:30 8m 55s Mama Birb ♥ 1 Art style is really nice and clean. As other people have said, it would be nice if the movement was faster; it felt like even when I was collecting bugs at maximum efficiency, the babies were still dying (I only saved one). Music and SFX would go a long way in making for a more complete, polished experience. However, even without them, you do a good job and making the obstacles reactive and giving various animations for taking damage, hungry chicks, and provoking the anger of a goose. Well done for 48 hours!
Apr 21 16:21:42 17m 12s Rebutia ♥ 1 Solid entry. Music and graphics were fairly simple, but clean and nice to look at. The animations were nice, but there was more latency on the player attack than I would have liked, and it was sometimes tricky to fire it before I learned the exact timing. I never really learned what the advantage of sliding was, other than just traveling faster, but it was really fun to do! Overall, great work for 48 hours.
Apr 21 16:31:37 9m 55s Super Survival Ball ♥ 1 Nice entry! It was really satisfying to build up a large number of balls at once and get combos. All the graphics were nice individually, but it got a bit overloaded visually pretty fast. The contrast of the balls against the background was a little tricky, since they're lighter than the darker bits of the background and darker than the lightest parts. Combined with the fact that there was text scrolling across the screen made it difficult for my eyes to follow. In the future I'd recommend using a more muted background (again, the one you have looks great! It's just hard to track the ball against it). The music was nice, and the different SFX for the different ball types were a nice touch. It would have been cool to see more ball types, powerups, etc. Good work for 48 hours!
Apr 21 22:41:07 6h 09m Bait ♥ 3 Nice entry! As AdonisDevs mentioned, it felt pretty bad to be cornered by enemies, especially since there's no reset-level hotkey to my knowledge. I think the fact that the green enemies were long and narrow often meant it was more difficult than it seems like it should be to slip past them (as they turn and face you). Apart from that, the game concept was really nice. You made a variety of levels with a few different mechanics and provided lots of opportunities to show how the game mechanics worked (the shooter level comes to mind, where you see enemies getting hit and killed in the second room). Graphics are pretty simple, but hey, it's a game jam. You did have good contrast on important hazards, especially on the spikes. The turret bullets could have been a little big larger and brighter for better visibility. Adding some simple animations and effects to your future games could help bring them to the next level. Well done for 72 hours!
Apr 22 18:28:57 19h 47m Cheat Or Die ♥ 1 Really solid entry! The art was really nice, and all the poses and expressions were very emotive (especially for the identical septuplets). As others have mentioned, it would be nice if the dialogue was skippable, since I was really bad and kept getting caught almost immediately. I appreciate the sound design just being clock ticking and pencil scratching. Even with just ambient sounds you make a tense atmosphere, and the intimidating look of the supervisor helps as well. I do wish it was a little more clear how his vision worked; sometimes I got caught with things I didn't think I should have, and other times I got away with things I didn't think I would. Overall, great work for 72 hours!
Apr 22 21:54:18 3h 25m RobotDefender ♥ 0 Nice entry. As others have said, the UI could be a bit more intuitive, but I figured out what each of the units did after a few tries and had fun experimenting with different strategies. It's a bit punishing that your towers get destroyed so easily; if you have a bad round, you don't only take damage to your base, you've also lost all your units. That being said, you provide some tools to help save your units by putting little shields in front of them or slowing down the enemies. My best was level 6. Well done for a Compo, especially since it looks like it's your first LD!
Apr 22 22:13:01 18m 43s Preservation of the Legend ♥ 3 Nice entry. The staring contest was hilarious, but I was remarkably bad at it... took me probably ten tries, then got through the rest a lot more smoothly. Also how dare you not count this as a masterpiece: masterpiece.png Great points on humor, and well done for such a rushed entry.
Apr 25 21:19:03 71h 06m Croze's Moving Castle ♥ 1 Neat entry! I like the concept of having to explore to search for wood, then return to your moving fortress. The lighting was nice, as were the graphics (particularly the sprite for Blazane). As people have mentioned, the movement was very slow. I liked the fact that you got slower when you picked up logs, but the base movement could be multiplied easily by three or four times. Otherwise, it can feel bad that it takes you a minute to go and pick up a stick that gives you twenty seconds of fuel. I do think the resources were a bit scarce as well, although increasing the movement speed would mean you would effectively have access to more as you can search farther. It was nice that it starts you out with a stockpile in case you get unlucky at first. It would be really interesting to see this game be expanded to include more random landmarks, hostile enemies, or other secrets lurking in the dark. Well done for a Compo entry!
Apr 27 01:54:23 28h 35m OVERHOSPITALIZED ♥ 2 Really neat game! I was only able to save 16 people. I like that it gradually gets more intense, but I think it could start out even a little bit slower. By the time enemies were pouring in, I hadn't yet figured out what all the equipment does. I appreciate the detail of holding the "used" items and having to discard them. Great work for 72 hours!