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Feedback comments for LD46
Junebug's games and stats for all events →
| Timestamp | Since previous | Game | Junebug's comment | |
|---|---|---|---|---|
| Apr 21 03:24:46 | The Messenger Assist | ♥ 1 | I love how atmospheric the sounds are! The visual effects and the sounds really sell the location. Very cool! | |
| Apr 21 15:59:20 | 12h 34m | Slime Life | ♥ 1 | This game was really well made! I enjoyed the way the activities that kept your stats up interacted with each other, how you need to go hunting to get food to eat, but also for fun, but that drains your energy faster. Contrary to some of the other commenters, I actually found hunger the easiest stat to keep up, it was energy that kept killing me by running out while I was distracted hunting. I liked how your home got more decorated and homier over time, would have liked to see some kind of reward for maxing out all four stats. The art was well done, I liked the kind of mono-chromatic style and the harsh lighting on the objects in your room. Overall, great job! |
| Apr 21 17:12:06 | 1h 12m | Pet Keeper | ♥ 1 | I loved the sound effects, especially the way the ultimate says "heal" while it's active, it was charming in it's own way, and helped me realize that it did heal since I skimmed the rules a little quickly. Nice work! |
| Apr 21 19:15:07 | 2h 03m | Protect the Earth | ♥ 0 | This is a clean and simple interpretation of the theme. I like how straight forward and responsive the gameplay is. Frantically trying to get the power ups while defending the earth at the same time was a fun way to spice up the repetitive task of destroying asteroids. I would have liked to see some kind of penalty or incentive to not just spam rocket shots, maybe by having a combo system that resets on misses or limiting the number of active rockets a la old arcade games. Overall, well done! |
| Apr 21 23:43:52 | 4h 28m | Bakeneko no Ko | ♥ 1 | Having this style of game play inspired by a theme that seems to have encouraged a lot of frantic, fast paced games is pretty refreshing. Thanks for the chill diversion, I hope more people play it so we can see the true end! |
| Apr 22 00:48:44 | 1h 04m | Root Quest | ♥ 2 | I like it! Getting subtle Earthworm Jim vibes. The coyote time is strong with this one (in a good way). |
| Apr 22 07:49:00 | 7h 00m | Faire L'Amour aux Plantes | ♥ 3 | For the first 4/5ths of the game I was thinking "wow, I love these plant designs" and then you made me kiss a naked Neil deGrasse Tyson plant and for that I can never forgive you. |
| Apr 22 08:03:25 | 14m 25s | 7 DAYS OF FEEDING | ♥ 2 | This is pretty good for "technically [your] first finished game"! It was fun to figure out when it was most effective to perform certain actions, although preaching at school and murdering in the alley always seems to be a good bet. Thanks for sharing, I hope to see your games in more jams in the future! |
| Apr 22 08:26:42 | 23m 17s | Lamps | ♥ 4 | Ghost guy is my friend now, he gets me through the hard times. |
| Apr 22 19:58:01 | 11h 31m | A.D.A.M and E.V.E | ♥ 2 | I love the aesthetic you've made with this game. It's amazingly cohesive given how much time you had to work on it. Even though a lot of the environments are just made of grey blocks it doesn't feel like placeholder art, but like it was intentional and as a limitation of the "system". Even some of my frustrations playing it, like not being able to move and shoot, I accept because it feels like an older game where that sort of thing would be standard. Thank you so much for making the robot dying not a game over, and for the generous checkpoints. The only thing I would have wished to be different was having the code for the last door be randomized every time you die. I took too long in that section and lost, but then when I came back I was able to quickly rush through it because I remembered the code, making it feel a little too easy. Other than that one hiccup, the level design and pacing was great. One detail I especially liked was how the robot had to drop the baby to lift doors. The animation for opening them really sold the difficulty and the fact that it was established at the very beginning made it feel like a fact about the world and less of a game-y hindrance. You folks did a really good job on this one, A+! |
| Apr 22 20:53:42 | 55m 41s | Cosmic Felk is Dead! Long Live Cosmic Felk! | ♥ 2 | Long live Cosmic Felk! In actuality though, from the description of animal noises and people moaning in tubes I'm kind of glad we got to listen to some holo-ska instead. The pixel effect was cool, I liked how it grounded the art style more than it would have been without it. Good work 🙂 EDIT: Just realized I left the game running so I could keep listening to the music while writing this. That's how you know you did good. :P |
| Apr 22 21:18:13 | 24m 31s | Cryoloop | ♥ 1 | I love the retro feel! This is my first time seeing anything done in bitsy 3D, so it was an interesting first taste. I was about to ask if you were going to do a post-mortem, thought "I should check her twitter first just in case she's already talked about it" and now I might be subbing to your patreon soooo... good job! The retro horror aesthetic was well executed on, I loved the grainy textures on the interface. Echoing what others have said about audio, but otherwise this is an awesome compo entry. |
| Apr 23 01:51:30 | 4h 33m | Olive and Kale | ♥ 2 | Once I figured out that I was over watering the plants (I was so confused) it was a fun and kind of calming experience! The art style was cute, I especially liked Kale's character design. |
| Apr 23 22:55:11 | 21h 03m | The Keep! It's Alive! | ♥ 2 | You've said it only loosely fits the theme, but honestly I think the fact that it's such an out of the box interpretation of the theme makes me more impressed with how you used it, not less. The feedback via screenshakes, sounds and visuals for slamming your fists down is A+. Good stuff! |
| Apr 24 18:15:03 | 19h 19m | A tale of Rebirthism | ♥ 1 | The gameplay of A Tale of Rebirthism is fun and engaging, but obviously what makes it stand out is the dialogue, which was consistently funny throughout. I wasn't sure if the typos and misspellings were intentional or not but they only added to the charm. Good stuff! |
| Apr 25 03:27:53 | 9h 12m | Elementrees | ♥ 2 | Great job! You can tell you put a lot of care and time into this. It's impressive the amount of content you were able to create within the confines of the jam. My favourite bit was how the music changed from zone to zone seamlessly, it was really well done. The boss at the end was hard! Some of his attacks like the laser were pretty easy to dodge, but others combined with the smaller enemies were trickier. Overall, well done! |
| Apr 25 04:32:42 | 1h 04m | King's Table | ♥ 1 | So far this is the only game this jam I've come back to to kill some time, so take from that what you will. Honestly, with a few more levels this would have fit right in with any of the free flash tower defense games I used to spend hours on. Taking inspiration from chess pieces and how they move is a neat idea, mostly because if the player already understands the rules of chess, then they know approximately how the tower is going to function. The only thing I felt was missing was a clue to what pathing the poker chips would take. Especially on the blank slate first level it was possible to place a tower and have the pathing change in an unexpected way, having you lose very quickly. Showing a dotted line with how the pathing will change while you're placing a tower would be a welcome addition if you decide to revist or update this game in the future. |
| Apr 25 04:39:00 | 6m 18s | Dog's Best Friend | ♥ 1 | Thanks for showing some of the behind-the-scenes! Especially impressed that you even made your own font. Dog CPR was obviously the best part. |
| Apr 25 04:42:27 | 3m 27s | Life Alive | ♥ 1 | Great work! Having the extra mechanic of needing energy to keep players moving is a good addition to the game of life formula. It runs out quick enough that you need to keep looking for it, but not so quick that one or two unlucky generations makes you lose right away, so good job for striking a good balance there. I appreciate that they always spawn somewhere safe for the player so you don't get baited into letting yourself die by the game of life rules. |
| Apr 25 04:45:37 | 3m 10s | God Simulator: Mountain Edition | ♥ 0 | Good work! The visual style is pretty appealing, with the bright colored blocks. The little achievements for getting taller were a good touch. |
| Apr 25 04:51:27 | 5m 50s | Peck Beach | ♥ 1 | Love the visual style, it's obviously reminiscent of Paper Mario. I'm curious how the player is rendered, they get rendered over top of some of the obstacles in the overworld. Why not just place them in the 3D world? I liked the battle mechanics, although guarding seems to never be a bad decision. Do you plan to take this further, or will you be leaving it after the jam? |
| Apr 25 04:56:41 | 5m 14s | By Lantern's Light | ♥ 0 | The graphics were well executed, the lantern light, and the silhouettes looked pretty cool. I'm not sure if it was just my computer, but the lantern oil depletes extremely quickly. In the first stretch with the falling water it felt impossible to complete in time, even on the attempts that I moved near perfectly. Echoing what others have said about the camera position, it would have been nice to be able to see lower, especially since down does not always mean death. Additionally, having the oil drain about a sixth of the way before even being able to start moving after death was annoying, would have preferred not to have to bump in to the oil can again to have the maximum amount of time before running out. |
| Apr 25 05:00:10 | 3m 29s | The Dark Cave | ♥ 1 | Thanks for the explanation of the spider's movement! It's always very cool to see procedural animation in action, and it works really well for insects and stuff like this. Having the spider be procedurally animated also added to the spook factor I think as well, more than it would have been if it were just traditionally animate. You picked an interesting visual style, clearly reminiscent of Limbo, and did well with it. Having the visual for how far your sound traveled was a good touch. Nice work! |
| Apr 25 05:04:32 | 4m 22s | Tumbleweed | ♥ 3 | Echoing what others have said about the visuals, they're amazing and you really knocked it out of the park in that department. The only part I had issue with the gameplay was the first ramp, travelling up it I wasn't able to summon the wind and it took a few tries to get over. The visual cues for the wind, and having other things that it interacted with beyond the tumbleweed was excellent, it really sold the idea that you were the wind, and not just controlling the tumbleweed with an unconventional controls. Amazing job. |
| Apr 25 05:08:36 | 4m 04s | The Call of the Unicore | ♥ 1 | I skipped reading some of the controls in the beginning and didn't realize you could swap the kind of item you were holding and needed to pick one of them up in order to feed the unicorn. I actually thought that was kind of a cool limitation and it made finding items at the right time more important. My mistakes aside, this was well done! The art style was cute and it felt pretty polished. With a few more features, this wouldn't have been out of place on one of the free flash game sites back in the day. Great job on the visuals, the unicorn was super cute! Hope to see another project from you this fall! |
| Apr 25 05:11:37 | 3m 01s | Let's stick together | ♥ 2 | I think level design and balanced puzzles are some of the trickiest things to do on the fly, so good job here! The second level specifically was just the right amount of having to figure it out, and I had an "aha" moment when I accidentally got the Queen to run across the exit in the middle of a move and realized she just had to touch it, not end on it. It'd be cool to see more levels of this, it's a good idea! |
| Apr 25 05:16:24 | 4m 47s | Fish Motel | ♥ 1 | What a wacky concept! It's stuff like this that makes game jams so interesting. The end of day stats were a good touch, they really encouraged me to keep playing. Good to know that even if the fish weren't making it to the motel, someone was putting them to good use! |