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JustMars

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TimestampSince previousGameJustMars's comment
Apr 21 06:22:48 Tambo and Hambo ♥ 1 It was a fun and cute game. But it was a bit too hard to keep Hambo alive. Refilling the water didn't always work properly. Overall it was a funny experience and I liked the music. Keep up the good work :)
Apr 23 17:37:44 59h 14m Flame Keeper ♥ 2 For a solo developer, this was a surprisingly great achievement for only a 3 days of work! Definitely got the Zelda vibes from the flame puzzle at the beginning! I think I played the version where you made it 12.5% easier? (I assume 12.5% slower?), but I still felt it a bit too hard for a first puzzle (thought I did manage to beat it after a couple of tries). On another hand tho, the game was pretty short so I think that justifies a bit harsher difficulty curve as well. Overall, there are only 2 real criticisms that I have. One is that the players movement animation is out of sync with the movement speed. I believe that could be fixed without altering the animation, but I understand that you most likely ran out of time. Another thing that felt a bit flat was the physics; jump height was too low and the movement felt a bit janky. Otherwise, not too much to complain for a jam game. The graphics, especially the lighting/lightmapping were done really well. I liked the aesthetics, they fitted the theme of the game quite nicely. You also tied the theme well with the game mechanic, keeping the flame alive by not falling in the water and using it for some pretty neat puzzles such as the cannon in the end (which actually worked pretty well!). Glad you didn't just stick to the basics of lighting torches to open doors for the whole length of the game. I also appreciate that you put the graphics settings in the main menu; that allowed me to play the game on my laptop in a browser with a reasonably good performance. The z-fighting / camera clipping didn't bother me that much; its understandable for a jam game (hell, even some triple A games suffer from it). A longer gameplay length, better movement and animation syncing would come a long way to take the game to a next level, but overall, pretty LIT game :-)
Apr 23 17:58:09 20m 25s The Keep! It's Alive! ♥ 2 Wow that was quite something for a jam game; extremely polished, innovative idea with an addicting gameplay loop topped with fitting graphics and audio. Your take on the theme was quite a unique one also, I would never had come up with an idea of a game where you play as a castle/keep which eats people to stay alive lol. Not much to complain, only thing that felt a bit odd was cursor movement speed (it somehow moved faster than usual when focused in browser but I got used to it pretty quickly). I feel this game would work pretty great on mobile with touch controls too, so maybe you should add some more content and release it there? But anyways, nice entry guys!
Apr 23 18:19:53 21m 44s Escaping ♥ 3 Somehow the game looked and felt more like an artistic action movie rather than a jam game lol. Shooting at the cars coming from behind felt extremely juicy with the slow-motion, particles, door and car physics, and even a character model laying on floor (which didn't even glitch out, what?!?). Graphically the presentation was top notch; was expecting just an asset flip of SUPERHOT with driving, but was proven wrong. The rain effects looked amazing, the presentation was clean and it ran well even in the browser on my ultrabook. Soundscape was also spot on. The one thing I'd criticise tho would be the driving, it felt too challenging for me, but then again, could be just me being n00b. You guys should maybe expand on this idea; I feel like you are onto something. Very nicely done!
Apr 28 18:24:49 120h 04m The Drown ♥ 3 At first I couldn't get the app to open even thought I had love installed on my Mac. But by granting permissions with chmod and executing the game from terminal it finally ran :) As previous comments have mostly stated, the game itself is an amazing effort for 72h. The voice at the beginning sounded almost too professional (I wonder if you guys have had previous experience on the area?). The setting and story somehow reminded me of Death Stranding. The shallow surface of the liquid you move in along with ripples and reflections looked create, and the art overall was very consistent. The moody music blended well with the gameplay too. There are only about 2 nitpicks that I have, both so minor, maybe even preferential that idk if they really are even worth mentioning. Though the movement really felt like you were running in water; you know, it slows you down, I think that for an action game, it felt a bit sluggish. I believe Death Stranding was also criticised for same kind stuff tho xd. The other thing I want to point out is **extremely** minor: when hovering over the different workbenches, they had a visual indicator (outline), but in the upgrade menus itself, it was a bit difficult to decipher what I could click and what I could not. Again, a small nitpick. Lastly, in the movement tutorial where it told to move with WASD, but you could only move down, it got me a bit worried that my keyboard didn't work properly or smth. But thankfully, it only lasted for a second or two. I didn't get to try all of the weapons (or even finish the game actually), but the one that I tried felt really satisfying to use, with its sound effects and visuals. I felt like the game had a quite a lot of content, with the waves of enemies, guns, upgrades, voice acting, AI companions etc. which is quite an astonishing achievement for a jam game. I feel like not much would be required for a basic Steam release; I have seen much less ambitious games making their way there nowadays. Food for thought. Great job guys & girls!
Apr 29 10:56:31 16h 31m Feed Me ♥ 2 The concept was a great fit for the theme and the gameplay was fun while it lasted. Liked the reference to the one and only 'Tiger King', but I feel like not including Carole as a plant food was a big wasted opportunity xd!
Apr 29 20:34:57 9h 38m Protect It ♥ 1 Cool concept, but a bit lacking in the execution. The "it" should be either delayed a bit, slowed down OR (in my opinion the best solution) make the player start ahead of "it" so that you don't have to react in a split second or so. Graphics were quite simple, but they did got their job done. It was easy to decipher what objects where the enemies, which ones were bouncy and so on, but otherwise the visuals were quite bland. Audio side was a bit better, at least in my opinion. Good that you got some music in the background + sound effects, they help a lot. The gameplay worked as it should, not much to complain other than that the player movement felt a bit slippery (a bit "rigidbody" like if you what I mean). As the game was made in Unity, you could probably try to fix it by adjusting the physics material, rb component or the movement method, but you probably know that already, as you seem to have made some games in the past too. I am glad you made a WebGL build tho; it's really convenient for a jam so people can access you game easier. Lots of people only have desktop versions available, so it was ofc a nice + :) Quite a fine entry, keep em up guys!
Apr 30 08:13:08 11h 38m Mr. Cheesy ♥ 1 One of the most well-rounded entries I've seen in this jam so far. Hilarious and innovative idea *(humour++)*. Really addictive gameplay * (fun++)*. Fitting music *(++)*. And so on. It's kinda strange, but somehow I couldn't find much to complain about this one, overall its just really solid. Great work!
May 1 19:57:32 35h 44m YAB ♥ 2 What a cute creature! Gameplay was quite basic, but I liked the aesthetics with the 3d modelled foods and the overall looks of the blob. It had nice expressions with the sound effects and the jiggle. Some sounds though were a bit annoying and repetetive compared to the others. Maybe small variations to the volume and pitch could alleviate it a bit? There were clips which played a bit delayed too, but overall, not a big deal. I liked the visual indication of the alignment with the "angel ring" (or aureole I think? Ain't a native speaker so had to google it, thanks for helping me learn a new word!) and the devil horns, they were a nice touch. Although I still found the objective and the rules of the game to be a bit confusing; without reading the ldjam description it's quite hard to decipher what's going on based on the gameplay alone. But as you had even less time than the 48h compo default (12-14h really isn't a lot, I can tell from experience too), I understand that you had to wrap it up in a rush, without time for quality of life improvements and such. So knowing that, it seems that you were able to make the most of your time, as the game albeit its shortcomings, got completed in quite a playable state. Good job for this on! And hope you get more time in the future jams, whenever you decide to participate again.
May 6 19:32:13 119h 34m The Lost of Nix ♥ 0 Although the gameplay felt a bit dull, the music and the overall mood were great. Like that you used an actual instrument, for a 48h compo game no less! Character creations was also quite a neat little addition. The scaling of the UI seemed to be constant pixel size or something (and so, at least with WebGL on a higher res screen, the elements were displayed quite tiny). If this is the case, I would recommend to change the canvas scaling mode to scale with screen size (+expand) in Unity, as the game was seemingly made with the engine. It should make the UI display the same with screens of all sizes. Tho overall, not a big deal. Quite a solid entry, especially for only a one man in 48h. Keep it up!
May 6 20:14:57 42m 44s MyTube ♥ 1 Extremely satisfying gameplay. Extremely. Visuals were stylish and clear, and the audio side was spot on too. I appreciate the inclusion of the sound and post processing settings (no, its not a shader xd); without the distortion the game was much more pleasing to play. I eventually got to the end, it took quite long but the gameplay was addictive enough for me to continue. But I must say, that the difficulty curve was almost non existent, if there was any at all. The enemies spawned very sparsely, and there was never a real challenge. If you are going to expand on this project, that would be the main thing to improve on. Tho I have noticed, that somehow easy games do feel *really* addictive to play, especially juicy ones like this^ The humour of this game tho, was spot on! It described the current situation of YouTube quite accurately... The enemy themes were really clever, with demonetisations, copyright strikes and such. Also, the concept of defending you videos from them to earn subs, views and money fit the theme really well! The stats system was well made too, and it was visually pleasing to watch the views, ad money, subs etc. flow to and from the videos, and surprisingly with very little lag! (did you make use of the Unity's new DOTS / ECS features or were those all just basic GameObjects?). Overall, I don't think I even encountered any bugs (or at least didn't notice any) which was nice! Overall, a superb game, from the idea to the execution. Amazing job fellows, keep it up!
May 7 09:24:08 13h 09m Revenge of the Woods ♥ 0 Rolling as the "forest spirit" felt nice and the game was relatively bug free. Music was also fine. Your utilization of the pixelated art style tho, was really inconsistent. Mixing widely differing resolutions with each other usually leads to a messy presentation, as it did in this case too. Imo the high res "forest spirit" looked off compared to the trees etc. The background should always be higher res or same as the foreground, so that it looks as being further away from the view. As I said before, the rolling physics felt pretty great, but the gravity was way too floaty and the jump height way too low. The distance to move at the start before facing the first enemies was also WAY too long, as you had to travel it again and again every time you got hit. Level design seemed also pretty bland. The font used in the "story slides" at the beginning was quite awful. It was extremely hard to read, and also overflowed from its destined area on the right (at least in the WebGL build), which made it even more difficult to read. A decent entry tho, overall. Keep on making games and participating ld; it's a great way to improve you skills and push your boundaries forwards. But still, good job for a beginner solo dev.
May 10 19:28:25 82h 04m VampySitter ♥ 0 The presentation side of the game was great. From the title screen to the vampire's individual expressions every sprite seemed very finely drawn. Animations of "Vampy" were definitely the highlight of the game, along with the original idea, which was very fitting for the theme. Audio was mostly great. There was a small bug with the music which played at game over, as it didn't stop when pressing restart, and then continued to play on top of the starting track. A small yet annoying bug, but as you probably ran out of time to focus on small quality of life fixes like that one, I'll give it a pass xd. Another nitpick: on the difficulty selection screen (along with the rest of the minor UI you had in place), it would have been nice to be able to use the mouse, as it can be used in the actual gameplay too. Overall tho, I think the biggest issues in the game were the controls, camera movement (which does work as expected, but felt a bit unintuitive) and the lack of explanation. Without reading the jam page, the controls and the objective were quite unclear to dechiper from the game itself. You did at least have the controls listed in the help section of the main menu, but if you could have somehow taught them through gameplay or a short tutorial it would have helped a lot. Remember: people don't read! But despite the few flaws I mentioned, I think you still have a great LD entry here. For a one man team, I must congratulate you for this achievement! A quite unique and stylish jam game, great job!
May 10 19:50:53 22m 28s Keep It Alive ♥ 1 Reminds me a bit of Elmo or Don't Hug Me I'm Scared, and that's not a bad thing. I don't know what method you used to make "hair", but it looks pretty damn authentic, great job on that! As far as the gameplay, it was quite bland, but followed the theme and generally worked. The WebGL version wasn't too great (at least on a computer), but it functioned. For Ludum Dare tho, I recommend to target desktop first, mobile second, as most people play these on their computer. But hey, at least you didn't make it like NES or VR exclusive or something, cause that would make it even harder for people to experience. One epic of a creature you got there, nicely done! :-)
May 12 13:04:02 41h 13m The Last Guardian ♥ 2 I don't know what can be said that hasn't already been said (sooo many comments xd). Genuinely interesting gameplay tho, and unique ideas. Enemy and cacti AI were solid. Art style too was refreshing amongst all the other jam games. From the game mechanics, I liked the clouds the most, although they were all really solid. If I had to complain about something, it would probably be the music (which started to sound quite repetitive after a while) and maybe the movement speed could be a little faster? Really enjoyable and well made game, and as you guys are seemingly planning to continue the development further, I hope you the best of luck with that!