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Feedback comments for LD46
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| Timestamp | Since previous | Game | JUSTCAMH's comment | |
|---|---|---|---|---|
| Apr 21 13:05:08 | Unnamed Balloon Game: Video Game Edition | ♥ 1 | The voice acting is awesome, I love your raspy voice, makes him sound like a hardened mercenary or something, who is grieving over the loss of their balloon and playing games in their lounge room. Nice! | |
| Apr 22 08:21:15 | 19h 16m | Hellianthus | ♥ 2 | The graphics of the upper area were beautiful, serious congrats on that! I did get stuck in the sewer area, I couldn't figure out what to do with the blue particles, and the way forwards seemed blocked. I will say tho that the camera was very jarring, the look ahead caused the camera to move pretty fast, and it was sometimes a bit too strong. Congrats again on the graphics! ❤️ |
| Apr 22 08:39:44 | 18m 29s | Plant Party | ♥ 1 | Aaaahhhhhhh, I love the chaos of it all! Before I knew it I had flowers needing ranch sauce, heaps of radios playing different tunes and I was madly trying to 'water' plants without flipping them on their head, it was awesome. I only wish that I could lift plants higher than waist level, but that just served to increase the chaos. Really fun game, I love the irony of completely stressing the hell out, just so you can get some flowers and attempt to be happy. ❤️ |
| Apr 22 08:56:11 | 16m 27s | MELT | ♥ 1 | Oh wow, the game feels so dang good to play! This is some of the best sound design I've heard in a long time; that feeling when you die, but an arrow lands and saves you... *perfect*. My one critique is that the level design didn't feel particularly inspired, I didn't feel like the mechanics were fully explored. But tbh, that's me digging for something to critique, it's pretty hard to say anything bad about your game! ❤️ |
| Apr 22 09:07:54 | 11m 43s | Radiohead | ♥ 3 | Awesome game, I reached 29! My only real issue was on the password game, I got 34O9, but the font doesn't differentiate between zero and the letter O, so I typed it wrong. Maybe if the letters were in lower case that would've been easier to catch. I must say though, I am super impressed by the difficulty of the game! I was constantly on the edge of my seat, numerous times I was thinking I wouldn't make it, but then I made it by a fraction of a second, which felt soooo good. Awesome game and premise, it was heaps of fun to try and optimise my score! ❤️ |
| Apr 22 09:18:50 | 10m 56s | WAVER | ♥ 1 | To be honest, I found this game pretty hard to play. I know which key is where, but it was hard to know what to press based exclusively off the person's position in the crowd. I wish that the people were labelled, so that I didn't need to constantly look down at my keyboard to determine whether I needed to press g or h. It all changed so quickly, I couldn't keep up. The graphics were great tho! |
| Apr 22 10:47:01 | 1h 28m | A Day in Granple-Bee's Garden | ♥ 2 | Nice game! I didn't find it relaxing, the shades of red quickly building up was concerning and the aphids just wouldn't go away. But I still found it fun, and I particularly love the graphics. It's cool how it was all physics based, a very impressive system. Well done! ❤️ |
| Apr 22 11:19:32 | 32m 31s | Burn to Love | ♥ 0 | Jeez, that ending tho... I love the art, really beautiful, and definitely what drew me to this game. It was annoying how dying forced you to go through the dialogue again, but it's not a big problem. Some might say that the short length is an issue, but I think it was a great strength, the game had a story to tell, and it was really effective. ❤️ |
| Apr 23 13:24:09 | 26h 04m | Keep It Alive | ♥ 1 | Help, my pet is too happy and it keeps killing itself! It took quite a while (5+ runs) for me to figure out why it was dying and that there were meters I had to maintain. I had assumed that I wanted to pick the option that played the happy sound, and was confused why that killed them. I eventually noticed the changing stats tho, and when I did, I got a bit further, but *why is the thing so damn happy?!* You gotta actively make it sad to keep it alive, which was such a weird but interesting dynamic, I was often picking the bad options just to keep it going! Awesome game, could've just been a bit clearer with the stats. ❤️ |
| Apr 24 06:16:47 | 16h 52m | Famished Flame | ♥ 0 | Doesn't look like anyone else experienced this bug, but I found that dying broke the game (I couldn't jump after respawning), and I had to restart after death. I tried again and got the same thing, I made it to around 200 each time. I really love the indicator for your trajectory, the animation in it was a nice touch! I do wish that you didn't need to start clicking on the player to move (like it'd be nice if I could click anywhere and drag down to launch myself). I love the music, and the UI for the menu was great, surprisingly polished for a jam game! The graphics were nice, I initially disliked the square rain from the clouds, but I came to respect the clarity of it, it's clear where the hitbox is, which might not be the case if you'd used rain particles. So overall it was a very cool game, I would have definitely played for longer if I didn't have to restart each time! ❤️ |
| Apr 24 06:49:11 | 32m 24s | The Last Dragon | ♥ 0 | I felt the gameplay needed polishing, but the graphics, audio and lore are all really great! The last part before the egg was rather annoying, I would press the jump at what felt like the right time, and nothing would happen. The lore got me totally invested in the game tho, I love the presentation of it. Would've been cool if we could've seen this 'order' in the game, and if they could've had more impact on the story. I liked the subtle lighting in the world, and the parallax scrolling works really nice! ❤️ |
| Apr 24 07:18:55 | 29m 44s | Battery Savior | ♥ 3 | Damn dude, it's genuinely sad how few plays you've gotten! If you play and rate other LD games, then LD will promote your game and show it to more people. I really like this entry, cool premise, interesting controls and nice graphics. I do believe that there is a bug regarding the player's speed, there was a level that I am *sure* was impossible to complete. It's the level shown on the first gif of this page, you do it with ease, but I didn't have even nearly enough time. I suspect that the player's speed is dependent on frame rate, I'd suggest researching Time.deltaTime, you use that to ensure the game is the same regardless of the player's frame rate. I really like the graphics, particularly the rainbow cable, it just looks really slick. The game's style felt super clean, so congrats, I hope you can get more attention for this! ❤️ |
| Apr 24 07:45:14 | 26m 19s | FurBall | ♥ 1 | Hey, that's a really cool game! It was quite fun juggling those cats, and I love the change of level theme (tho I do wish that the mechanics changed a bit over time). I really liked the music, particularly for the lava theme, that just had a really cool mood to it. Speaking of the lava area, boy did I cut it close, one life left for the last 1000 metres (but I made it!) I'm not quite sure about these underhand and overhand hits, they both seemed to do the same thing, and I couldn't find any way of charging the hit. Speaking of controls, I didn't initially realise that you could jump, and I thought birds were a death sentence. It was rather unfun to play without the jump, you could perhaps tutorialise in game so people know what they're doin. But once I figured that out, I had quite a bit of fun, and I managed to save the stupid critters (who just had to go bouncing around near lava...) ❤️ |
| Apr 24 10:41:47 | 2h 56m | Dimmer | ♥ 1 | Controls were a bit hard to reliably use, for the first half of the game I was using wasd shift and control (which was all on one hand, and really hard to coordinate), but on the second half I realised I could use arrows and zx, which helped sooo much. I just didn't know the other option existed, and I wish I'd known sooner. On a more positive note, I really enjoyed the game, nice pixel graphics, and I was very impressed by the changing music in each level. The levels were great, I'm just not sure that the dimming screen added much to the game. Overall a great little platformer! ❤️ |
| Apr 24 11:07:55 | 26m 08s | Haywire | ♥ 1 | Wow, what an interesting game! Sound design and graphics are absolutely on point. I dunno bout the temperature thing tho... I can't say it added much more than something else to think about. Maybe I'm wrong, I only played a few games, and maybe there's some meta to keeping the temperature high or low or something, but both felt roughly the same difficulty, and switching the temp just felt like busy work. I still enjoyed the game, the shooting and moving was very responsive, and the enemies are neat. Great game! ❤️ |
| Apr 24 11:37:11 | 29m 16s | blob | ♥ 1 | Aww, this is a really cool game! I agree that it gets really hard, probably a bit too fast, but after a few tries you can figure out the timing! Is it just me tho, or is the intended strat for the last level to juggle the dude all the way across then back again in one motion? I'm glad then that I found a way to cheese that level, juggling sounds like a pain (I just squatted next to them and reflected them to the goal). I like the aesthetic of the game, tho I do wish that some of the hitboxes were bigger, as bouncing dudes off of your head was very hard to time. Speaking of that mechanic, it took me a long time to figure it out, I sat on the tutorial level for head bouncing for a good five minutes until I stumbled upon the answer by accident (the tutorial could've been clearer). Otherwise tho, I really enjoyed my time with this game, congrats on the awesome submission! ❤️ |
| Apr 24 12:11:44 | 34m 33s | myBUDDY O.S. | ♥ 1 | Unfortunately the overlay version didn't work for me, the no PPT version worked tho. I feel like a large part of the charm is the game sitting on your desktop, perhaps whilst you do other things. If it is intended for you to do other things at the same time, it might be cool if you could minimise the stats menu? It'd also be helpful if at least a few achievements started off visible, just to give me something to try to do whilst keeping my pet alive. The art all looked nice, and there was some neat variety to all, with the powerups and different enemies. I can imagine this overlay tech being pretty cool, and the virtual pet element was neat too, congrats! ❤️ |
| Apr 24 12:26:51 | 15m 07s | Torchlight | ♥ 2 | Wow these are some really nice graphics! I love the pixel art character anims and I particularly love the lighting and bloom. It looks like a finished game, you just need to get some of those mechanics working properly, and I'm sure you'd have something interesting! |
| Apr 24 12:38:50 | 11m 59s | KIA | ♥ 2 | I didn't find any bugs, but I did feel like the game was weirdly balanced. Enemies did so little damage, and healing was super cheap and easy. Maybe enemies could do more damage as the game progresses, or exp could be less and less frequent. I did however, love the variation in the enemies, with them approaching in different ways, and having their own attacks. If you do expand upon this, it'd be cool to see new enemies appear as you get later into the game! Overall, it's a strong entry! ❤️ |
| Apr 24 13:10:02 | 31m 12s | Protect The Plant | ♥ 1 | Cool stuff, the map was very helpful, and once I'd gotten a look at the map, it was pretty clear that I had to deliver the water to the plants. I think that more than anything, I'd like an actual goal, like a solid ending to each level. The endless mode is cool, but I need an actual goal to keep it challenging. On my playthrough, two died, and I ended up going back and forth between the water and a single plant, which proved repetetive. Having a concrete goal could fix that, and motivate me to complete the harder maps. Speaking of harder maps, I tried the extreme map, and that looks seriously cool. I challenged myself to visit each of the water and plant spots, which made it all a lot more interesting. So overall the game was really good, it just needed a bit of something to keep it engaging for longer. I really liked the detail of the antenna colour representing whether you were in light, I think that's a brilliant little detail. Nice 3D models and a great premise, congrats team! ❤️ |
| Apr 24 13:25:55 | 15m 53s | Tower of BOOM | ♥ 3 | Nice job with the game! Not sure what you could do about it, but a minor balancing issue I found is that it's super op keep shooting and going down. You shoot fast enough to kill dudes as you pass, whilst staying in their firing range for as little time as possible. I still really love the gameplay, and I think this game would benefit immensely from an online leaderboard, to flex your progress. The combo timer is a super cool touch, it felt really cool taking out enemies so quickly. Overall the game is awesome, congrats! ❤️ |
| Apr 25 01:31:47 | 12h 05m | Saving Iyla | ♥ 2 | Nice game! I got stuck in the witch's roof... twice, but I did eventually beat the game. The game felt rough around the edges, particularly in the graveyard area, but it was still a fun little metroidvania. Also, dunno if you intended it, but you can sneakily get around the troll's minigame, by climbing up the cliff behind him using speed. I think it's a bit sad that the game has all of these awesome potions, but you can only have one equipped at a time, and it's pretty slow to swap out the active power. This is the main factor that made the graveyard hard, I needed to be small and swap back and forth between mist and speed, but the swap mechanic just didn't allow it. I think it'd be good if you could use the potions by pressing a dedicated button for each, it'd allow you to chain the different powers in interesting ways. The game was still fun, I really liked the style of the game, with the tea cup cauldron and nice character animation, and the music was well made too (even tho it didn't loop). Overall the game was great, nice story and characters, but it could've used a bit more time for polish. ❤️ |
| Apr 25 02:06:53 | 35m 06s | Doin' It Live | ♥ 2 | Nice work with your game! I love the animation of it all, it makes for a nice, whimsical mood. I feel like the gameplay is perhaps lacking some chaos, or some sort of goal, like perhaps if you had to reach a certain number of viewers or something. The eyebrows were a pretty cool touch, I think it'd be neat if you had to change emotions faster, like if part of a sentence was casual and then you had to quickly switch to angry for the last part. Cool creation, congrats for making such a fresh and wacky game, I love it. ❤️ |
| Apr 25 02:26:10 | 19m 17s | Feed Charles | ♥ 1 | Oh my gosh... This game is frickin awesome, amazing job! I love everything that this game has to offer, awesome art style, incredible music, and super fun gameplay. This is genuinely my favourite game that I've played thus far, normally I've got something critical to say, but this time I've got nothing bad to report! I initially disliked the movement and the way you grabbed items, but after playing for a while, I'm really used to delivering stuff and the chaotic physics of the items is part of the fun. I really like the mouse control scheme, it's easy to learn, tough to master! Congrats again on the game, it's all such a beautifully stylised package! ❤️ ❤️ ❤️ |
| Apr 25 02:42:17 | 16m 07s | Faclive | ♥ 0 | Awesome game, I love these little coding based puzzles! I really like the addition of the coloured tiles that allowed you to use if statements, that made for some very interesting solutions, particularly for the final level where you had to use an if to switch the active function mid-way through the level. All round an awesome game, I was jamming to the music, and loved the graphics. I only wish that there were more levels. Congrats on making such a polished compo game! ❤️ ❤️ ❤️ EDIT: Hold up, what's the level in the bottom gif of this page? I didn't see that in game, did that not make it to the final game? |
| Apr 25 03:00:54 | 18m 37s | Spoon | ♥ 3 | Hahaha, dunno why but I found this game super funny. The different sound effects, the premise of it and the silly walking poses. I'm sure you know about the rocks and stuff that just appear out of no where, this bug made it all even more funny. There really needs to be some sort of increasing difficulty, the only thing that ever killed me were those teleporting rocks that would suddenly make impossible to pass obstacles. A bit more variation would've kept it fun for longer, but I still enjoyed my time with this game. The graphics and music were great, I just hope you can spare some more time to polish future games. Very solid entry, congrats on the oddly funny gameplay! ❤️ EDIT: I just noticed that you opted out of humour! And you also opted out of audio... If you made the music, then why opt out of that category? |
| Apr 25 03:49:25 | 48m 31s | Decay | ♥ 2 | Uh oh... this game is too much fun... I sank an hour and a half playing this?!?! It's too good, I love the puzzle elements, and the upgrades in the menu are really cool. I loved the slow drip of extra plants that you got given for the levels, it felt awesome when you had enough plants to pretty much cover the board! One thing that sucked was on one level, I had a huge system where sun was pinged across the map multiple times, and the level timed out before the whole chain reaction was finished. Otherwise I really enjoyed this game, this is the longest I've spent on any one LD game, and for a good reason: the game is outstanding! Well done! ❤️ ❤️ ❤️ |
| Apr 25 13:59:25 | 10h 10m | GhostVac | ♥ 2 | This is a really cool game, even without all the technical wizardry going on behind the scenes! The boss is really hard, but I felt motivated to get back there and beat it each time! I love all the little arcade machine features, like how it shoots out the balls to reset, and how you can see different reflections from the glass and other parts of the machine. I really love the board in the background, it's exactly what an arcade game would have, and looks awesome. All round a really cool game, I only wish it was longer! ❤️ |
| Apr 26 03:16:28 | 13h 17m | Luciole | ♥ 1 | Really interesting and atmospheric game! I will say tho, that even with the detailed instructions on this page, I had difficulty starting the game. I needed time to play around with the controls and figure it all out, but the game just threw you straight into the deep end, with the ghost things killing you if wait for even a second. The ghosts need to give you more time, particularly at the start to help players figure out how to control. I loved the atmosphere of the game, but it doesn't seem like the music loops, so the last part sounded a bit weird with the clicking / chattering / geiger counter sound being all you could hear. I really love the lighting effect you made, how the light cast on the trees is hand drawn. Made for an awesome visual style, the visuals were definitely a huge highlight of the game. I also loved the panic when I realised that the light was getting dimmer! And finally, nice job with the final scene, I left the ending to the last minute and rushed it like crazy, but you can tell that a lot of effort and care was put into your ending, congratulations! ❤️ |
| Apr 26 03:49:29 | 33m 01s | HOME | ♥ 0 | Cool game, dunno why but I found it a bit hard to get started. The things that extend out of asteroids had small hitboxes, so I didn't think you could hit them. The mines were just weird and I didn't realise how to stop them until late in my gameplay. It felt weird that they passed straight through the ship, and only damaged the ship if you went near them, which wasn't what I'd expected, I was trying to use my shield on them, or shoot them or something. That enemy just felt weird. I also found it hard to manage ammo and shield on the earlier runs, and large portions of early runs were spent with zero ammo or zero shield. Maybe this resource management could have gotten progressively tighter, like for the first section you had all the ammo you needed to get used to the systems, and the game gradually provides less and less ammo? I also kinda wish there was an ending. I understand the desire to have an endless mode, but it'd be nice if after the third zone, I got something satisfying, rather than a faster version of the previous areas. On the subject of endings though, that death scene is super cool, the audio and everything about it is very masterfully made, and I'm glad you could skip it for future runs. The art was very nice and I was impressed by the classic style of it! The early game was a bit slow, but late game had you moving crazy fast, which was an awesome difficulty curve. The variety in the enemies were also nice. Overall an awesome game, despite my issues at the start, I had fun! ❤️ EDIT: Sorry for the short essay =P |
| Apr 26 04:23:01 | 33m 32s | Rememberance | ♥ 1 | Oh boy I cut it close, I literally picked up the final piece of evidence with zero seconds remaining, as the game was fading to the next scene. The game was pretty cool, most of the art was good, but there was some weird parts, like how floor boards flickered as the camera moved. I really like the story aspect of it, but I feel like you missed out on the real juicy part of the whole setup. At the end, the player gets to decide the sheriff's fate, but ultimately we know nothing about him. We don't know the accuracy of these pieces, what his intentions and values are, he could be a nice guy, or perhaps super cynical... I feel like the story should've gone deeper into who John Johnson was, rather than just list some alleged past actions. I wanna know the guy I'm judging, then be provided the tough choice of whether to smear him or memorialise him. I still really liked the game, it was neat running around doing errands for people and finding the different clues. I'm super proud that I managed to get the hints just in time, and that's largely due to a well designed time limit. I *really* appreciate that time stopped when you were talking or reading, it made the game so much more approachable and encouraged me to look around. I also really like the opening title card, and the little comic sequence, but the actual game art felt completely different from both of these, and it was a bit jarring. Overall the game was really good, I'm impressed that you guys managed to make all of that in three days, good job team! ❤️ |
| Apr 26 05:02:55 | 39m 54s | Potos | ♥ 4 | Wow, congrats team on making such an awesome little game! It's really interesting how you told the story, and in the end I did feel invested in the plant, even when... oh shoot, spoilers. The game was responsive, and had lots of nice details in the world, and it was really worthwhile just looking around, I love how the different screens are actually just you looking around, and each shows the room from a different angle. I love how the world changed over time, with the plant gradually taking over... everything. And then there's the simply incredible art, brilliant use of colour and style, every frame is pretty, and it's crazy how much animation there is in the plant growing. It's all a really coherent experience and I'm super glad I got the chance to try it! ❤️ ❤️ ❤️ |
| Apr 26 05:29:13 | 26m 18s | Once Bear Got a Job at Hell | ♥ 3 | Frickin awesome art style, I love the intro cut scene, and the gameplay is just as pretty! Like others have said, the gameplay is a bit confusing, but I eventually figured it out. It was a bit annoying how placing things didn't always work, and I'm not sure that the dragon was worth the money. The art though... That stuff was amazing, that art style will stick with me for a while, tho I don't have the skills to replicate it. I love all of the hands that added / removed things, and just the style of it all was perfect. Congrats on your game, you've nailed such a striking style! ❤️ |
| Apr 26 07:40:15 | 2h 11m | Firepower | ♥ 1 | Hey, congrats with your game! It's a really solid entry, and I love the addition of the upgrades, it's awesome to end up stronger after each run. The speed felt pretty ridiculous, and there was a point that I started avoiding speed, just cos it was *too fast*. It was also annoying how frequently runs were killed by enemies somehow getting out of bounds. But I like how the difficulty ramps up, you've done an excellent job with the gameplay. The graphics aren't the best, but I really like the simplicity of it all, otherwise it would be nauseating to be moving around at such crazy speeds. It had great clarity, and that's something to be proud of. Congrats! ❤️ |
| Apr 26 08:16:24 | 36m 09s | Shipping Schrödinger's Cat | ♥ 2 | Woah, what an awesome game! I love the movement with the beat, the timing of it all, and the introduction of extra boxes at the end. The thing that I struggled with was the height of the level, it often wasn't obvious which parts of the stage were elevated, and it wasn't clear what tile a box would land on if it fell. Otherwise, this game was awesome, it felt great moving with the beat, and that last level was quite the doozy! Congrats! ❤️ ❤️ ❤️ |
| Apr 26 12:07:02 | 3h 50m | And weep above an endless grave | ♥ 3 | This was a pretty weird game (but that's not a bad thing). It was weird how there was no direction. It was weird how new mechanics were arbitrarily added without any warning or explanation, and only used once. The characters were weird, they clearly knew each other, but the girl seemed terrified, and the man seemed evil. The goal was weird, how each level ended in a satanic ritual. Ultimately, I'm not sure what to think about this game. I feel like there's some layer here, some implied story, and I really like that. It was weird in an eerie way, and I think the ways you challenged the norms amplified that. Don't get me wrong, I'm intrigued. It's one of those outlandish games that makes you think back on what you played. It makes me wonder; what could be the significance of the crow and the rising, blood red water? Where are they and what are they doing? Anyways that's my writers brain going crazy, the possible interpretations are interesting! I like the character animation and art, that was really good. I was also impressed by the audio, it made for some stunning atmosphere. I felt like a lot of levels were almost teasing me, like they'd kill me right at the end just for laughs. Dunno if that was meant to be frustrating, but I had to redo large sections of level multiple times, which I didn't like. The environments also lacked contrast, things like the black crow and ladders failed to stand out from the background. Overall, the game was very interesting, and you've certainly won my prize for weirdest LD game! ❤️ P.S. note that when I'm saying weird, I mean weird in a good way, something that stands out and intrigues! |
| Apr 27 10:25:12 | 22h 18m | Deep Roots | ♥ 3 | Nicely made! My only wish was for the abilities to have more use, like if the dash allowed you to get somewhere more easily. I found that the top left area had a heap of stuff, but you couldn't really get there without the caterpillars reaching the plants, so it would've been nice if the dash allowed you to take a shortcut. It also felt particularly brutal at the start, whilst I was still figuring it all out, and it took three of four runs to keep the plant alive long enough to also get the powerups. Was there an actual way to escape? If so, the game could do better at directing you. The game was still very interesting, in particular, the art was well done and I liked the ambience of it all, it felt like you were there. The dash and movement felt well polished, and even though the flower's timer was annoying, it was clear what needed to be done. Overall, this was a nice game, good job team! ❤️ |
| Apr 28 10:18:48 | 23h 53m | Ember Story | ♥ 3 | That was a very interesting way of telling a story! I do have some critique on the medium though, the sound of logs being added was louder than the voice, and in general they the narrator spoke pretty quietly. Also, keeping the fire alive was a trivial task, and didn't really add much. Perhaps if there wasn't any fail state, there could be some actually interesting choice to the fire? Maybe there could be more connection between the story and the fire management? The actual story was cool though, and I congratulate you for trying a new medium! The narration added so much to the game, and I love the illustration of the scene and fire. There's a beautiful style going on here, with the stylised menu and art! It was an interesting story, the sort of warm tale you'd hear whilst huddled around a fire. Overall a very beautiful game, I just wish it was longer! ❤️ |
| Apr 28 10:30:48 | 12m 00s | Rise of the Quack | ♥ 1 | Cool game! I was just warming up, and things were starting to get tough, multiple enemies were about to touch the stasis thingy, when suddenly! YOU WIN. It felt odd really, I didn't feel like I'd deserved it, like maybe the win should've held back until the wave was over. I didn't really get a great feel for the game either, a minute felt like it was over quite quickly, but the game was fun, I wanted to keep playing. I wish that you could move whilst attacking, but otherwise the controls felt slick. I like the variation in the enemies too, and the art was really good. Overall, the game was great, I just dunno why you had to end it all so quickly! ❤️ |
| Apr 28 10:51:41 | 20m 53s | Billy 335 the Bot | ♥ 2 | Heyo, very neat game! I must admit, I was very surprised when I set the robot to go back and forth, and the move counter didn't just tick up for free. I'm impressed that you actually considered that, cheese denied. Like others have said, the rotation feels a bit odd, otherwise I loved the game, it was simple and fun to play. Good job with the graphics too, congrats! ❤️ |
| Apr 28 11:23:22 | 31m 41s | This Website Will Self-destruct (dot) com | ♥ 1 | This is a truly interesting idea, and I genuinely hope the site never self destructs. The comments here have been pretty empty, but I still saw the timer getting refreshed every thirty or so seconds, so I'm hopeful that it can keep going, perhaps someone will set up a script to save the website, or maybe it'll find its way to an online list. Either way, there's huge value to a site like this, and I really hope we can keep it alive! Thank you for this awesome project! ❤️ ❤️ ❤️ |
| May 1 04:44:11 | 65h 20m | Mount Ookie | ♥ 3 | Really cool game, I was able to make it to the end at almost max health. It wasn't easy though, on my first attempt I got absolutely demolished by the wasps. I love how the game wasn't just a back and forth between the wasps and feeding, you had to throw wasps at other wasps and occasionally clear the path. It was a very strategic game, you had to kill quickly, but also keep its health up and keep moving. It was remarkably balanced and thought out, I love how the wasps had so many uses and the entire game revolved around the ways you interact with them. Overall a very well designed game! The graphics were also very nice, and the music too, all very masterfully crafted. Congrats team! ❤️ |
| May 1 13:33:14 | 8h 49m | Finn the Fox | ♥ 1 | Neat job with your game! It wasn't ever too hard, it could've probably used some extra complications to make it more interesting. Like maybe each level could have different ingredients available, like maybe the last level could have no apples, and just cherries, which would force you to go to a new plant each time? Imagine if each level had different fruits and other resources, and you had to learn the recipes to keep Finn alive? Like what if one level had no water, and you had to somehow juice fruits to maintain Finn's hydration? Still tho, this is a really cool start, you need to take it further! Art style was decent and it was great learning the recipes on the first few levels. ❤️ |
| May 1 13:49:46 | 16m 32s | Vegarden | ♥ 1 | It took multiple runs for me to figure out what to do, I hadn't understood the flower mechanic at all, and was having difficulty using qwerty controls. I eventually started using arrows and that was so much better, and I figured out the flower mechanic and started racking in points (I somehow missed the instructions on this page). I eventually got 620, which feels half decent! The game was pretty good, certainly a strong start. The voices were cool, I just wish there were more lines than just 'flowers'. The setup's pretty funny, and the gameplay is a nice take on the theme. It was pretty brutal how things could be lost forever, but I also think that was a good choice to avoid the game going forever. Congrats on your first LD! ❤️ |
| May 1 14:07:21 | 17m 35s | Necroban | ♥ 1 | Huh, puzzle games this smart make me feel really dumb. I'm stuck on level 3, and I'd swear that I've tried every possible combination, but I guess not. This is a seriously cool game tho, I'm impressed that you're able to make such a tricky level in such a small and limited space. It's a super slick mechanic with some really crazy possibilities. One thing tho, I like going into LD games blind, and that meant I had no idea what to do. I figured out movement and skeletons very easily, but I had didn't understand the skeleton mechanic at all. There could possibly be some better in game tutorialisation, maybe a hint at the start or a level to let you play around with it. Overall it's a really cool puzzle, congrats! ❤️ |
| May 2 04:19:55 | 14h 12m | Brainstorm | ♥ 1 | That's a pretty cool idea! I found it a bit janky making connections, some things couldn't be connected at all, like I wanted to connect tax and annoying, but I couldn't left click on tax, even though tax was green. It'd be nice if you could click and drag the connection. I also wish there was more feedback, I often didn't know if a connection was good or not, and I often lost sense of time. These things were off in their own corner and could've made themselves a bit clearer, perhaps the background flashes or shakes when you take damage, and maybe there could be sounds to indicate a good or bad match? Maybe a little +300 (or whatever) points could show up so you actually know what the connection was worth? Still though, the idea behind the game is really unique and very interesting, I'd love to see this game get polished and expanded upon! Congrats on your game! ❤️ |
| May 2 05:05:17 | 45m 22s | Die-Alect | ♥ 1 | Cool game, but it was very hard to get into. The description on the page wasn't particularly helpful, I had assumed that I wanted to put people in the buildings, but I died. I eventually figured out that there needed to be some in the building, and some roaming around. But then I was a bit unsure about my cause of death, the death message didn't really say much, and I hadn't noticed any stats fall low. I now see that everyone has their own stats, which seems impossible to manage. I'm still not perfectly sure what the death condition is, I suppose one of my citizens dropped to zero stats? I wish it was easier to learn in game, like if hovering over an icon told you what it meant. I'm guessing the book looking icon is efficiency, but I have no idea how efficiency helps. It'd also be nice if there was some warning when things were going into a critical situation, like if dying citizens would flash or make a sound. It'd be nice if the death message gave an overview of *why* you died, so you can try to do better next time. Whilst playing, I had so many unanswered questions, are the different looking characters any different? What do I gain by keeping a store open, and is there some bonuses I'm missing out on? The way that smithing starts at zero makes me think you don't need smithing, is that the case? I also didn't know what the point of the two apartments were for, do I need to let my dudes rest or something? Ultimately that all boils down to needing better in-game tutorialisation and indicators. The actual game is very good looking and sounds great, an impressive feat for a team of two! I like how you mixed it up with the typing segments, and I definitely improved my typing speed over the course of the game (partially from memorising the available messages!) I've been playing for a while, and it's quite fun, even tho I'm not perfectly sure what to do. I like the different references that pop up occasionally and am impressed by the detail everywhere. I like the mood, I've had the game running in the background and it's nice just listening to the rain and peaceful music. Overall it's a really cool game, but with all of the moving bits, it's hard to figure out what to do. ❤️ ❤️ ❤️ Padding 30.png P.S. It's funny how much I'm noticing by just taking a minute to watch your gifs. I now see that there is a difference between the characters (civilian, innkeeper and merchant), but I had no clue in game (maybe the class could be highlighted). Same thing with the efficiency showing up in the battle scene, it looks like the efficiency affects the speed that text is decrypted. I think I missed all of this because of time pressure, I knew my dudes were dying and I was focused on the ever decreasing stats. Same with the battle scene, I just tunnel visioned on the text to spell out. P.P.S. Sorry for the essay sized comment, but I hope it helps! I think you can definitely take this somewhere (if you want to) |
| May 2 06:02:44 | 57m 27s | Firelighter | ♥ 0 | Interesting game, but I'm not sure about the balancing. The second ability left behind a trail of burnt ground, and felt useless. I also don't see why you'd sleep. So I ended up holding down z on the normal step, and just circled a bit of fire, replenishing the grass that it consumed. And that seemed to work without a hitch for a long time. Ultimately I found that this uninteresting tactic was the most efficient, and I never engaged with the other options that the game provided, even though the second ability looked pretty cool. I also got into an odd habit of forgetting about z. I just held the button down, and when I did want to think about something, I forgot that I was speeding it up and wished I could slow the timer down. I know that sounds pretty stupid of me tho. Overall though, the game was pretty good, I like the graphics, though the obstacles were a bit hard to spot. There's also a neat optical illusion in the graphics, if you stare at a point it looks like there's dots on the intersection points of the grid. That's called the [Herman grid](https://www.illusionsindex.org/i/hermann-grid) apparently. Even tho my gameplay tactics felt a bit cheap, it was still fun trying to keep the fire alive, and the unpredictability meant you always needed a backup plan. This strategy didn't work forever either, perhaps I could've used the dash to recover, but I didn't use it enough for it to be a consideration. The fire was also very well animated. Congrats on your game! ❤️ |
| May 2 07:00:41 | 57m 57s | Critical Freight | ♥ 0 | The game is really cool, I love the tension of it all. The first time I got a call from the colleague I had a bit of a jump scare moment, it was so loud and sudden. I was also surprised when I got given a gun, it got really hard at the end. When I heard about the drones, I was looking to the sky, the description of it sounded like the enemies would be flying around. I also wish you could move faster, perhaps a run? I played quite a few times, and got very used to the level layout, by the end I was walking up the ramp backwards whilst shooting dudes, which felt *awesome*. I think I was about to win when the game crashed, and there'd been a few other unfortunate crashes before that too. I tried again, and whilst I really like your tutorial, it's a bit slow to come back to. I finally beat it, and gosh darn did it feel rewarding. There really is so much to think about, and it's completely manageable. And then right at the end, it's a perfect amount of stress and a perfectly timed ending, super cathartic stuff. It took quite a few tries, due to crashes and the difficulty of it, but beating it was *worth it*. Nice audio, and the graphics were good too. It's a brilliantly designed game, congrats! ❤️ ❤️ ❤️ |
| May 2 07:18:39 | 17m 58s | Companion | ♥ 1 | Nice little game, I wish it were longer! It was a bit annoying that enemies could stand inside the player and not get hurt, but with some caution, the game is pretty fun to beat. The pixel graphics were very nice, my only critique is that the key counter should be in a proper pixel font, rather than the weirdly anti-aliased font. The tile set and characters are actually rather impressive, I think you're underselling yourself on your pixel art abilities! I also liked the audio, the simple chip tune music is quite nice. If the game was longer, I'd imagine it being a lot of fun with some variation, some larger dungeons and new enemies. Overall the game was pretty neat, congrats! ❤️ |
| May 3 02:13:32 | 18h 54m | pestilentia | ♥ 1 | Hey, I finally got to play this, and it was pretty good! Interesting idea that you've got to separate them out, but I dunno about the balancing. The game was pretty easy, particularly because you only needed one uninfected person by the end. It was always possible to isolate at least one person, then it was just a waiting game. I think there should've been more requirements on later stages, like there could be 'VIPs' that you need to protect, or possibly some infected people could be aggressive and move towards uninfected people to make it harder and less random. The core idea is neat, but the randomness of their movement and simple goal made most levels trivial to beat. Otherwise though, the art is neat and the gameplay was clear. I didn't need to read anything to figure out the mechanics, which is great design. I also like how early stages had shelters partially built to suggest strategies. Overall the game's great, I think there's a lot of potential to expand upon! ❤️ |
| May 3 06:31:25 | 4h 17m | ʞɐdʇomʞɐ | ♥ 1 | Hey, if you turn it back on, can you ping me? I'd love to give it a try, sounds like a unique experience! You'll probably need to turn it on again to get the last fraction of a vote needed to reach 20. |
| May 3 06:44:15 | 12m 50s | The Apocalypse: Your Fired | ♥ 0 | Wow, when I heard the game music, I knew the game would be great! But then the music stopped and was replaced by a glitchy static sound... If you could get the music looping, the sound would be perfect. The art was also pretty good! The complication of needing to fetch wood wasn't particularly interesting tho, you could have maybe tied the fuel level to the combat somehow (like perhaps you need to protect the fire, or maybe a larger fire gives you some boost). The game could've also been a bit faster, speed up both the player and the enemies to make for a faster, more exciting experience. Still though, the game was great, the music was a huge highlight for me. Congrats! ❤️ |
| May 3 07:49:35 | 1h 05m | Keep IT Alive | ♥ 2 | I made it to the end, and I'm glad that I neglected my monster and won with him almost dead. Interesting game, though it was pretty slow. I do wish the combat was a bit faster, but the extra focus on timing was neat. The game did feel a bit lifeless, with so many empty, pointless rooms that maybe had a monster in it. I wonder how the game would've played with two or more monsters in the same room, might've made for some interesting encounters. I also felt that there was way too much health, I had 70 by the end of the game, and kept getting health when I just wanted spare batteries. Graphics and music were nice, I was very impressed by the opening scene, that was seriously well done. Overall it's a good game, congrats! ❤️ |
| May 3 08:12:46 | 23m 11s | The Fridge | ♥ 0 | Cool game, but to be honest it doesn't feel particularly balanced... I only got around five hundred whilst playing properly, but by just spamming the post it I was able to get the following record: Highscore.jpg I'm not sure if that's a bug, perhaps I'm spamming the post it note too quickly, but even when I slow down, I find that the best strategy is to do almost nothing. The art is amazing tho, I really love the visual style. The sounds are also nice. The game also has a great concept, but I'm not sure that it's quite balanced. Still an all round awesome game, congrats! ❤️ |
| May 4 04:33:28 | 20h 20m | Spatious Inc. | ♥ 0 | The game looks awesome, I just wish I didn't suck so much. I wish that there was more than one contract, like perhaps the contracts could be randomised, or maybe give me access to a few different contracts of a range of difficulties. I felt like I needed a smoother ramp to be able to beat it, there was so much complexity and I was being thrown into what felt like a tough contract. Still though, the game looks and sounds amazing. I can't believe that these graphics are for a jam game, seriously outstanding stuff. I'd appreciate a smoother difficulty curve, it's a lot to handle all at once. Otherwise, the game is great, I just wish I could get further. Congrats! ❤️ |
| May 4 09:32:32 | 4h 59m | Train | ♥ 0 | The game is cool, but it was hard to pick up and play. The game is crazy fast paced, which is great, but you're thrown in with no understanding of how anything works. It's hard to quickly get to grips with what to do, it'd be nice if the difficulty slowly built up rather than starting you in the deep end. It was hard to figure out the controls, and the tutorial didn't really explain the coal shovelling mechanic. Otherwise though, the game was interesting, and the ending was... surprising. I certainly didn't expect that, I like how the game seems endless from the surface, but actually... Nicely done with the graphics, I was impressed by the different text effects and ui polish. Audio is well done too! Overall the game was really good, congrats! ❤️ |
| May 4 10:30:14 | 57m 42s | XCAPE | ♥ 1 | Hey so first up, really cool game, I love the style of it! To be honest though, I was having difficulty with this one, I got pretty far and then I believe the lives system booted me back to the start. I've got no clue what causes you to respawn or not, I think it's that you can't get hit as a ghost, but why do I sometimes die even if I'm not hit? So I thought I'd try to find an easier way through the stages and well... It turns out you can beat all of the stages by holding the forwards and shoot buttons. It's pretty trivial that way, you might want to add something extra that forces you to stop and take your time? Maybe something to encourage you to beat the enemies? Another issue I had was that I didn't know where my hitbox was, sometimes bullets would zip through my head without problem, but other times bullets would hit me? Overall though, the game was awesome, and I love the visual style of it all. It really is a blast of colour to the eyes, which is awesome for the action gameplay. Awesome music too, and I love the variation in the enemies and levels. It all looked and felt very cool! Congrats on your game! ❤️ |
| May 7 10:27:06 | 71h 56m | The Three Sisters | ♥ 0 | **Big heckin spoilers alert!** Wow this is weird, I took one look at the map and knew to go to the west sister, because it had the only dead end on the entire map. I got there in six moves, and didn't encounter a single roadblock. It was an uneventful climb up the mountain to victory... Which is crazy cos it sounds like everyone else struggled. I'd better give the game another try and see these obstacles people are talking about. So I'm back, and I've tried a few more paths (though not all of them, there's a lot there!) and wow was I lucky. But at the same time, the path I took felt very natural, the game mentioned bandits and stuff, so I thought it'd be best to stay hidden in the forest at every opportunity. Then when I reached the river, I followed it north and up the west mountain. The west mountain just seemed suspicious, being the only spot with a dead end, there'd surely be something interesting or useful there. Now that I've seen some other paths though, I'd suggest giving the player some more agency. A lot of paths seem to just be death, like I went up the north sister and just... died. My dudes went to sleep and didn't wake up, but I didn't have any choice in that, and it felt cheap. The bear seemed cool in practice, but in reality there isn't any way to exit unscathed, when I picked that path I was just doomed to lose. Maybe you could've provided a conundrum; "There's a bear ahead but it's blocking the only path forwards, should we continue?" That way when I get mauled to death it's my fault. There should probably also be some extra steps to winning the game, like I found an old knife and there was the letter four carved on a tree. Perhaps make it so you can't just stumble on the victory, and instead you have to use some item or solve some code to win, to reduce the chance of winning first time? Although reading other comments, it sounds like there's multiple endings, which is pretty neat. Regardless of all of that, I really liked the game! I love exploring nature, and am pretty good with maps. This reminds me of a hiking spot that I've been to a few times, with all these weird paths climbing up and around a set of mountains. I love adventure, and this sold that feeling, I liked how detailed the map was, you could always know where you were and what was ahead (other than the b.s. deaths). The writing was great and really set the scene, I was consistently curious what was around the next bend, which was an awesome feeling. I really appreciate the hard to reach areas like the lumber mill, that was a really cool discovery when I found it. Overall it was an awesome game, I love the sense of adventure! ❤️ ❤️ ❤️ EDIT: Oh wow, I kept playing and it turns out the win location is randomised! That's super cool! Although at the same time I could also imagine that being really hard to overcome. If I went to a particular spot and it was wrong, then I'm not going back to that spot, but because of the random goal, that spot *could* be the answer on a later run. I think there needs to be some extra design here for that mechanic to work perfectly, otherwise people may visit everywhere and never find victory. |
| May 8 09:22:56 | 22h 55m | iNanny | ♥ 1 | So you've heard already that the game needs balancing, and I totally agree. I feel like it'd be a good idea to guarantee that switches spawn in each block of stuff to give you some agency. Find ways of weighting the spawner to your advantage, proc gen is awesome but you need to ensure that each game is roughly equal in difficulty (and that it is possible to overcome every challenge). I gave it a few tries and wanted to keep going, but the introduction is quite a slog to get through... It's rather slow and it took about a minute of mostly standing still to beat the single laser section. Otherwise though, the game was awesome, super stylish with its music and neat animation. The art was very impressive and it's cool how the music is a timer. I love the core design of the game, how you need to block the bullets, I just wish the proc gen did a better job at keeping it fair. Overall awesome game, you really killed it with the style! ❤️ |
| May 8 10:07:46 | 44m 50s | Retrospective Sparks | ♥ 1 | **Mild Spoilers** Heyo, pretty cool game, but honestly I had difficulty solving most of the puzzles. I think I got lost in the pronouns of it all, the last question in particular, I thought I was asking the question, but I was a guy and the answer was... Just with how cryptic it was all trying to be, it lost me. I saw the newspaper, but the answer for q2 was the last thing I'd have guessed. Same thing with q4, I didn't see anything indicating that that was a gift. And as the text effects piled up, I gave in trying to reread everything and just went for the answers. The graphics though are impressive, and the story is pretty cool, I just found the answers a bit obtuse. I like how everything had a sound effect, and the text blurring was a nice effect (even though it made it harder to read). The few questions that I did get (Q1 and Q3) were really well done, it felt good connecting those dots. Overall the game was pretty cool, I just wish there was more stuff in the world pointing you in the right direction. ❤️ |
| May 9 00:54:29 | 14h 46m | WHALE HOUSE | ♥ 1 | Hey, the game was pretty hard but that just encouraged me to play longer! I like the idea of the upgrades, but I could never feel any improvement, I'd imagine there's small stat boosts, but I never felt like I was doing more damage, or that the heating was decreased. It'd be nice if they were bigger boosts so that you could feel it and know that you're getting stronger. I also wish there was some music, but the sound effects were suitable. The art was amazing and I love the mechanic of the rising water. The game was really fun, and whilst I doubt I'll set any records, my best score was 1858. The only other score post that I'm seeing is 40, and I beat that by a fair margin! Overall the game was awesome! ❤️ |
| May 9 04:39:22 | 3h 44m | Chicken Luck | ♥ 1 | Cool game, but I often felt that I didn't have any control. The snaking bridges between islands seemed to force you to consume heaps of squawks and there wasn't enough field of view to be able to see and avoid oncoming traffic. The game was otherwise pretty neat, I really love the graphics, with the squawk effect and the text bubbles on the chick. The audio was well done too, though I feel some music could have added to the funny mood of the game. I like the mechanic of calling in your chick, and it was interesting how the chick followed further and further behind you. Overall the game was really good, congrats on an awesome compo entry! ❤️ |
| May 12 08:40:06 | 76h 00m | Wayward | ♥ 4 | Wow, what an awesome game. It took me way too long to realise that it was a metaphor for life; always moving forwards, never backwards, sometimes wayward. This is rather similar to my game, and it's neat to see similar ideas executed differently. I like how yours doesn't have any particular goal, you're just wandering forwards talking to people. I'm not sure about the light mechanic, I'd wander off then it'd eventually bring me back to the path and I'd assumed that to be a bug, but I now see you've got some light you need to maintain. Not sure why this was necessary, it didn't limit you at all, you could easily just go back to where you were. Perhaps it's meant to have some story connection, but I don't see it. I think it's amazing that every character on the map has a different sprite. That is so crazy, and I'd have never noticed without seeing your post about it. Them all being black blobs made them hard to distinguish, but I like that it sets up the theme of individuality. It was also cool how different areas had their own music. I found myself constantly looking for meaning in it all, the arches and the regions of music, and I'm happy to have found no meaning in them, it feels true to life that you don't fully understand what's going on. Perhaps that's what you were going for with the light mechanic, the random setbacks in life that you can recover from but still need to fix? Regardless, this was an amazing game, and I'm glad to have experienced it! ❤️ ❤️ ❤️ |
| May 12 09:04:35 | 24m 29s | Captain Planet | ♥ 0 | The game is a bit cryptic in its presentation, like people above say, controls aren't immediately obvious. I also didn't understand why my meters were going down despite there being very little polution on the planet. It seemed that they only ever went down, and that nothing I did brought them back up. Another thing I didn't understand was the bazooka, it seemed to do the same thing as the other gun. Still though, well done with your game, it's very cool how it dynamically paints the world. The 3D graphics are well made and although the controls felt inverted, it was simple to control. Some music would've lifted the mood, and perhaps some variation to keep it replayable for longer (like if the bazooka actually did something, I could imagine it being fun to replay). Overall, well done on releasing your game! ❤️ |
| May 12 09:38:51 | 34m 16s | Pacman's Dream | ♥ 1 | It was a cool game, but it was tough to understand what was going on. I think you could've made the score go up for every enemy you kill rather than for every ~5, that way you'd get immediate feedback that what you did was good. I don't think there was any indicator for player health, and it wasn't obvious that enemies killed you. The leaves were obviously important, but without reading the description, you couldn't know why they were important or what they did. Otherwise though, once I had some grasp over what was happening, the game was pretty great, I like the method of movement and it was challenging in later levels. From your post mortem, it sounds like its been a hectic experience, and I'd say you've done great to pull this together. With better indicators and/or tutorialisation, I could see this game going somewhere! ❤️ |
| May 12 09:43:42 | 4m 51s | Fine Flowers | ♥ 0 | Oh no, it's a shame I can't play, my computer's got a tiny screen and the game isn't showing properly. When I try to zoom out, I only see black. Restricted view.jpg The game looks really cool tho! |
| May 12 10:33:32 | 49m 50s | IT!? (need more letters in my title) | ♥ 1 | Nice game, it's really awesome! I like the scrolling to reload, it was very tactile, though in the later part of the game I found myself relying on my mouse's near frictionless scroll, so I kinda just spun it and focussed on shooting. The game was also a bit dependent on chance, you simply had to sacrifice something and pray that it wasn't that. I like the difficulty of it, you had to make quite a few treks to the ammo dump, which was very hard in the heat of battle. Ultimately I won based off a lucky pick of which item to defend, and even then the game was super hard. I like that there were the two places in the map that did stuff, but the hint machine was too far away to be valuable, it was better to pray for good rng. Overall the game was very cool, nice job with the graphics and I love the tactility of reloading. The graphics and audio were great and most of the design was on point too. Overall great job! ❤️ |