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| Timestamp | Since previous | Game | Koolruz's comment | |
|---|---|---|---|---|
| Apr 21 15:26:44 | Dragon Eggs: Greatest Hits Edition | ♥ 3 | The physical dice-rolling was really charming, even if it felt a little bit slow after a few turns - It would have been nice to have the option to skip the animation, but it was still very cool! I definitely agree with the folks who said that the sound effects startled them - I had my volume turned way up, and got quite a scare when my piece was taken for the first time! | |
| Apr 21 15:35:02 | 8m 18s | Hard Beat | ♥ 1 | I really liked the sound you used for when enemies get stomped - It felt really satisfying! I did run into a strange issue where I would occasionally just bounce off of the virus rather than kill it though, which made it hard to get back to the hospital safely. I would think that I had more than enough time to make it back, but get stuck bouncing off of a virus. |
| Apr 21 15:48:16 | 13m 14s | a plant called martha | ♥ 1 | I greatly enjoyed meeting Martha - This was a great way to relax after a long weekend making a game! The dialog was very cute and kept me smiling, and I learned some neat plant facts! The general ambiance was extremely charming, and the music complemented that perfectly. |
| Apr 21 16:05:40 | 17m 24s | Mama Birb | ♥ 1 | Cute baby birbs, and a very fitting concept for the spring! :) One thing that was a little bit tricky to deal with (especially as I ran out of butterflies near the nest and had to look further away for more) was the way the camera moved. When going left, it showed more of the screen to the right, and vice-versa. This made it pretty hard to navigate, because you didn't get a good idea of what was coming up next. Great job getting everything made in 48 hours for the compo! |
| Apr 21 16:14:24 | 8m 44s | DIABLOW: Savior of the Damped | ♥ 1 | Congratulations on finishing your first individual jam game! I am a sucker for a good pun, and as such I love the idea of a blowfish named diablow being sieged by angelfish. :) |
| Apr 21 16:30:14 | 15m 50s | Isle of Light | ♥ 3 | I agree with everyone who loved the atmosphere - It was nice to kick back, listen to some music, and enjoy some island living! The low-poly look works really well for the mood you set! One thing I wished I was able to do was put down food/drink without consuming it - I would often pick up a bucket of water off the fire to make room for a fish that had washed ashore, and it felt a little bit bad to be forced to drink it when my hydration was still full. I missed the note with instructions that had washed ashore on my first playthrough - It might be good to place that more prominently on the island, but the controls were self-explanatory enough that I didn't feel lost, despite never seeing the instructions. Good job! :) |
| Apr 21 16:51:58 | 21m 44s | Keep the campfire alive | ♥ 1 | Having a stress meter instead of a health bar for a game like this where you're trying to outlast a timer was a great idea! :) It was nice to be able to "reset" yourself after a mistake, instead of feeling locked in to a run where you have very little health. I ran into two issues that killed me in frustrating ways. On my first playthrough, halfway in, I stopped being able to place the firewood that I was carrying into the fire, and ended up dying because my fire went out. On another playthrough, I died as the sun was rising, because firewood stopped respawning. :( It would have been nice to have a progress meter telling you how close you were to sunrise - It was hard to feel motivated to try again when I wasn't sure how much longer I would need to last in order to win. Letting the player see how close they were to victory would help them stay engaged, and give them that feeling of, "Okay, I almost had this, I need to try again!" |
| Apr 21 17:03:29 | 11m 31s | just a boring topdown shooter | ♥ 0 | This was a great way to dress up a "boring" top down shooter! Aesthetically the game is nice and clean, and the experience lasted just long enough that it didn't overstay its welcome. Great job! :) |
| Apr 21 17:27:10 | 23m 41s | Necroban | ♥ 1 | Interesting aesthetics, and a neat puzzle mechanic - I like the twist that you're able to choose which graves become the pieces that you're pushing around, and which graves are the goalposts. :) I got stuck on the Dead End level - I couldn't figure out why you would sometimes drag a skeleton, but other times you could walk away from it without dragging it. I'd be happy to come back and give the game another try though, because I want to see where you go with the mechanics! Edit: I went back and played a bit longer, and I figured out the mechanic now - I am just dense, and didn't realize that you would only drag the skeletons when moving directly away from them. 😅 |
| Apr 21 18:13:47 | 46m 37s | Bondfire | ♥ 3 | The music was great! I also loved that the main character's "gun" was a matchstick - That was a really nice touch! I ended up in a weird situation near the end of the game where I was surrounded by enemies and couldn't really move, but also was killing enemies quickly enough that I could keep refueling the fire and not die. I also kept teleporting back to a momfire that I was trying to travel away from at seemingly random intervals - I couldn't figure out what was triggering this. stuck.png Overall though, I had fun playing! The soundtrack was awesome, the gameplay was solid, and the graphics had a lot of cute charm to them! |
| Apr 21 18:30:56 | 17m 09s | Volleybody | ♥ 2 | It took me several lives to figure out the alien's movement, but I eventually got to the point where it felt more natural, and ended up bringing him on a walk all the way around the level to get three points! :) Once you got into a flow, there was something interesting that happened - Because you move at the same speed as the alien, you weren't really worried about your own position relative to the alien, and instead had to focus on frantically platforming without stopping or slowing down, which was fun! You might consider putting the fruit in fixed positions around the level, so that you can nudge the player into a path with a nice flow to it - It wasn't until I happened to get a second fruit that spawned to the left side of the level that the movement clicked with me. Because you asked for feedback on how the movement feels, I had originally expected the alien to bounce off of you in a more realistic way, as if you were a circle - Eg, if you hit him with the left side of your head, he'd bounce off to the left. This might make the gameplay more focused on bouncing the alien than on the platforming, if that's something you wanted to do. :) Overall though, keep up the good work! |
| Apr 21 18:44:10 | 13m 14s | Save The Game | ♥ 1 | I loved the game-within-a-game concept! It was a really nice touch that the buttons on the mini-game device actually worked to play the game as well. |
| Apr 21 19:05:34 | 21m 24s | EggScapement | ♥ 0 | Something about the goofy sound effects really worked for me. Great job with the audio! :) The graphics also fit really well with the mood you set. Something strange happened when I first played - My chicken seemingly couldn't leave the safe area in the corner of level one. It was only when I started writing this comment and left my chicken running around to get a screenshot that I realized there was a second level. I agree with @tbrax that the camera controls could be a little bit tricky when picking up eggs - It would have been nice if rotating the view was mapped to right click, so you couldn't accidentally disorient yourself, but this wasn't a huge issue. |
| Apr 21 19:53:33 | 47m 59s | Egg's Eggsoddus | ♥ 3 | I really enjoyed the game up through the "?" block section, but unfortunately I couldn't finish it past that. :( The jump pads felt very inconsistent - It seemed like the same pad would sometimes give me the boost that I needed to jump a gap, and other times just give me a tiny kick off the edge. If it helps, it seemed like the pads didn't work well when I walked over them with the point of my egg, rather than the side of the egg; it might have been some strange physics interaction. That hangup aside though, it was a fun game, and impressively large for a game jam entry! |
| Apr 21 20:03:55 | 10m 22s | Rouge Connection | ♥ 3 | I clicked on this game because the graphics looked really well polished, stylish, and cool - Great job! :) I found the camera difficult to use - The way that it quickly jumped ahead of me when I turned around was disorienting, and if I was making a short movement instead of starting a run, my character would disappear off screen for a second or so. Camera concerns aside though, this is a very stylishly executed concept! |
| Apr 22 16:34:31 | 20h 30m | Dr. Flower | ♥ 4 | Really cool concept for a game, and I liked learning about the different plants! I agree that it was a little bit hard to match an illustration to one of the plants in your guidebook, but mostly because you couldn't see your plant side-by-side with the photos. That said, I had fun looking for key distinguishing features in the illustrations so that I could figure out which plant I was looking at! There was one gameplay issue that I accidentally noticed when exploring the UI - Because the prognoses are randomized whenever you open the menu, you can cheat and figure out which answer is the correct one by clicking the prognosis button multiple times, and looking for whichever answer never disappears. |
| Apr 22 22:37:01 | 6h 02m | > keep typing! | ♥ 2 | I'm also running into the same issues that @sir-magic saw - Whenever I hit space, the page would scroll down, using Firefox. I also couldn't cd into the lab20 folder after logging in - I logged in, then the page jumped down, and I saw that there was a prompt to cd into lab20, but it was telling me access denied still. I'm unsure if this was intentional or not, but the scrolling made it too difficult to dig further. Firefox also opened a quick find prompt whenever I typed '/', so I'm guessing the scrolling is happening because keystrokes are being read both by the game, and by Firefox - When you hit the spacebar while not in a text field, that's normally a hotkey which scrolls the page down, and the '/' key apparently opens quick find. If the scrolling issue can be fixed, I'm happy to take another look at the game and leave a rating! I was having fun figuring out how to progress despite the issues - It's a really cool concept, and I want to see where everything leads! :) |
| Apr 23 03:20:55 | 4h 43m | Zombie Horde | ♥ 1 | This was fun, and it's really awesome that you made a game together with your son! :) I liked the difficulty curve - It started out a bit too easy for me, but quickly got to the point where I had to think about what I was doing, and it took me a few attempts to beat. One thing that threw me off was the way the timer slowed down at the end of the game - On one of my first attempts, I let a large wall of zombies build up to one side of me that I was slowly running away from, and ended up dying because I had a lot longer to survive than I originally planned for. |
| Apr 24 04:33:44 | 25h 12m | Daisy Danger | ♥ 1 | Cool game! It was cute (though perhaps a little macabre 😂) to see the daisy smile after all the zombies on-screen were killed! One thing that threw me off a little bit was how the difficulty ramped up very quickly - One wave, I was killing ~6 zombies, and the next wave seemed to have dozens of them, with no end to their spawns. It might have been nice to ramp up a little bit more slowly, so players could have time to get used to the continuous enemy spawn, after 4-5 individual waves - I just couldn't keep up. On the other hand, it was nice that I didn't have to spend a lot of time re-fighting the first few easier waves on subsequent attempts, so it's definitely a balancing act. :) |
| Apr 24 04:53:06 | 19m 22s | My inners are ours | ♥ 1 | Neat concept for a game, and an interesting graphical style! The three-color look really helps make hazards stand out, so you know exactly what to avoid. :) Unfortunately, I couldn't get very far - Because I had to replay the tutorial every time I died, it meant that I couldn't get much practice at the sections killing me. :( |
| Apr 25 17:08:38 | 36h 15m | Vote Jack! | ♥ 2 | I really liked the graphical style you chose, and the sound design was great; The music set a tense mood that kept me on edge the entire time! I really liked how you had to keep checking in on the silhouettes in each window to see if they'd changed, once you got to the later levels, because it gave you more of a purpose than just waiting around - Along those lines, the only real critique I have is how long some of the early levels went on without anything to do. The first few levels were pretty slow, and didn't require the player to do much, which pulled me out of the tense mood that you'd set. Overall though, this is a really neat game! Good job! :) |
| Apr 25 17:31:22 | 22m 44s | platformEGG | ♥ 1 | Very nice aesthetics - Well polished and appealing! I liked how the gameplay was a combination of tight platforming, and carefully planning your approach when carrying the egg. The optional difficulty provided by the pineapples was also nice - If you were having too much trouble on a level, you could focus on just beating it, rather than getting all the collectables. That said, I still couldn't get past the fourth level! :( With such tight platforming, it would have been nice to be able to retry whatever level killed me. Even though I was having fun when I got to experience new content, the amount of time that I was spending on the tutorial and level that I'd already beaten was just too much for me. I also had a hard time wrapping my hands around the keyboard controls - It felt like my left hand was overburdened, as all the controls (WASD, E, Shift, and Space) were mapped to keys that my left hand hit, and my right hand wasn't doing anything. Overall though, this was definitely a fun game, and a great concept! :) There's a lot of potential here for really neat platforming challenges, and you have very charming well-polished graphics and sound! Great job! |
| May 4 15:36:22 | 214h 05m | FIREGUARD | ♥ 1 | Interesting aesthetic, with a lot of nice bits of polish! That said, the gameplay loop didn't really make sense - There wasn't any incentive to stay by the fire or to fight enemies, so I didn't. If you're not actively trying to fight enemies, the game becomes very easy - Just ran down and to the right, whenever an enemy spawns near you. Because nothing is able to slow you down and there are no walls to stop you, you'll eventually end up "out of bounds" as it were. After about five minutes, I was pretty sure that I could have kept running away indefinitely, without ever losing. |
| May 6 02:43:43 | 35h 07m | Feed the Fire | ♥ 1 | Using particle effects for all of your characters was a cool way to represent fire, but it was a bit hard to tell when your projectiles were hitting enemies, and when enemies hit you. It probably would have helped to have some sort of feedback (flashing, shaking, knockback, disruption of enemy particles, etc) when they get hit by your attacks, to help your attacks feel like they have more weight. I didn't hear any audio on the webGL version, but saw that you have that category available for ratings - Was there audio that I missed? I managed to beat levels 1, 2, and 3, but I got stuck on 4. It was great that you let players retry from whatever level they died on - I ended up playing way longer than I would have if I had to start over every time I died! :) |
| May 8 14:19:38 | 59h 35m | Scared | ♥ 1 | This was really neat! I agree with other commenters, you definitely get attached to the little spirit very quickly! After about five or so moves, I didn't want anything bad to happen to them, and I felt pretty determined to see them to the exit! It took me a little bit of time to figure out that there was an indicator in the top right telling you how many spaces away from the exit you were - When I started out, I was just following candy and lights, assuming that they were indicators of where to go, and ended up very far off track. Once I saw the indicator in the upper right though, I managed to make it back and get the little friend to safety! :) |
| May 8 19:50:39 | 5h 31m | Balloon Ride (HTML5/Web) | ♥ 1 | The way that the balloon handles feels very satisfying! Just the right amount of acceleration/deceleration as you're igniting the burner - Great job on that! :) |
| May 12 17:07:54 | 93h 17m | Soda Pop Vampire | ♥ 1 | I really liked your game! The art looks great, and it was fun to play to boot! I have a few minor pieces of constructive feedback, but none of these detracted from the experience! I thoroughly enjoyed my time playing. :) The first suggestion I have is to slowly reveal your text for the intro, victory, and death screens by modifying the transparency of each individual character in the string, rather than adding new characters to the text you're displaying. This will prevent your text from jumping around from one line to the next, and can make your text reveal feel a little bit more slick and polished. You can see an example of the text-jumping that I'm talking about in this gif - The word "vending" starts on the first line of text, and then quickly jumps down to the second as more characters are added to it. text.gif The camera controls took me some time to get used to - Generally, they felt a little bit too sensitive, and it felt like the camera turned in the opposite direction that I would have expected whenever I moved my mouse. I had to move my camera while standing completely still, because otherwise I would accidentally start walking in an unexpected direction and die. Finally, a lot of the levels started you out by waiting for a guard to walk past you - This wasn't a huge deal, but it added a bit of frustration to each death. I wanted to be able to immediately try again whenever I died, and the short wait at the beginning of most levels felt somewhat punishing. That said, these are all minor nitpicks in a game that I greatly enjoyed playing! :) The art and sound design were both awesome, and the gameplay was both challenging and fair - I never felt too overwhelmed, and never felt bored. :) Great job! |