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Kosmo

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TimestampSince previousGameKosmo's comment
Apr 21 01:59:57 Happy Life ♥ 5 Definitely got the stress of all of the multi-tasking across. Graphics were good. I had some issues understanding what exactly I was supposed to do -- was there a difference between responses? What was the purpose of the menu/drinking? I think a little more feedback about what my choices were actually doing (other than ignoring people) would be beneficial. Overall great job though!
Apr 21 02:15:11 15m 14s Lights Out ♥ 2 You did a good job of coming up with unique mechanics that effect the candle (drips, windows, waterfalls) -- but the gameplay was just so slow that once you start getting to the more difficult sections (I didn't get past the geyser things) it feels extremely repetitive and slow. The graphics were high quality and the mood is fantastic. In my opinion, each room should have been a bit smaller. This cuts out unnecessary repetition (solving the same puzzle again), and allows you to keep your slow pace for the mood. Don't take my criticism too harshly though, I still enjoyed the game -- just some advice for next time : )
Apr 21 02:24:27 9m 16s Greedy Monsters ♥ 1 Good job on the game -- I especially liked the title screen. It is a simple idea but you executed it well. Next time, I'd try to get some music/sfx in there as it can go a long way to making a game feel more polished. Might be interesting to give the 'attackers' a bit more AI too. Thanks for the game : )
Apr 21 02:36:13 11m 46s Bubba's Beach Balls ♥ 1 Great job for your first jam! The hook-shot mechanism worked without any issues and it was fun to swing around. I did get stuck on top of a seagull for a little while -- but that is partly my fault since I purposed tried to land on it. I think with a bit of level design (mid air obstacles, and maybe an ever increasing risk of failure?) and the game would have a lot more replay value to it.
Apr 21 02:51:30 15m 17s Protect the Plant ♥ 1 Petal drop was a great idea to show health. Good job on making audio (although some fly buzzing would have really sold it for me!) I think it would have been fun to have a few other kinds of insects come to vary the gameplay up after a while. Overall good job though.
Apr 21 02:56:59 5m 29s Puppy Peril! ♥ 3 Audio a clear standout! Great job on the music. Question: Is it intended that ghosts subtract from your score? You can't stop them from reaching the bottom right?
Apr 21 03:08:02 11m 03s Keep What Alive ♥ 4 The graphics and audio were both good and the underlying mechanics seemed to work well enough. I had an issue though where the game window (html5 on itch) was not large enough to fit the whole game window and it was difficult to read conversations.
Apr 21 03:21:36 13m 34s Inhabitable ♥ 3 Definitely made me smile, great job! The arm animations/IK worked really well. My only real criticisms are that the game is a bit simple and while the audio was pretty great, it did get a bit repetitive. Making the track longer or giving me a way to lower the volume would have been appreciated. Overall good job and thanks for the game!
Apr 21 03:32:44 11m 08s Kaze No Kami ♥ 0 Simple gameplay but it all worked well. Its a bit of a tech demo at the moment. Great job for the time constraints, but I think the game would benefit from some more interesting interactions -- maybe oil fields that rapidly spread the fire or a dam that if burnt would steam water through the zone. Thanks for the game!
Apr 21 03:44:17 11m 33s Alien Medicine ♥ 1 Managed to save my organism. Game was ok -- I didn't realize at first that the main way to lose was through the green guys corrupting the 'walls', but that's my fault as it clearly said so in the tutorial. It felt like i was having hit-detection issues when shooting the main virus (may have just been the hit sound not playing though). Overall, good job -- but I think the game needs a little more content (more enemy times or abilities). Thanks for the game!
Apr 21 03:52:37 8m 20s Dream Hoppers ♥ 4 The game looked and sounded great -- the gameplay was a bit repetitive though and I can't help but feel like this was made for a different theme. I think it needs another mechanic to make the game more complex as time goes on. Thanks for the game!
Apr 21 04:00:33 7m 56s Royal Decree ♥ 1 My first round I'm fairly confident was bugged -- I ran around the whole town but only found 1 cake (I needed two) to satisfy the princess. I don't fully understand how it relates to the theme either? On the other hand, the game controlled well and the graphics and sound were very nice. Thanks for the game!
Apr 21 04:08:35 8m 02s Connection ♥ 1 Managed to win on my first play -- but it had me thinking. Great audio, the background music had my head bobbing and the 'chunk' noise it played when slotting a card was satisfying. My only real complaint is that I didn't see a strong connection to the theme other than trying not to lose. Overall, I enjoyed the game! Thanks!
Apr 21 04:14:29 5m 54s Kims little shop of Convenience ♥ 0 Thanks for the game! It looks like a really good start, but I had a hard time finding anything to do? I walked around a good part of the town and found a few people to talk to -- but never found any monsters to save. Keep up the effort and hope you do another game jam in the future!
Apr 21 04:27:35 13m 06s Egg Scramble ♥ 1 Conceptually, I like the idea of tying ammo to a timer -- however in practice it made me not want to shoot. I think the sheer number of enemies makes shooting feel like its never the right move as there will always be another beetle or bat right around the corner. If there were fewer enemies, I would feel more compelled to use the gun. Thanks for the game!
Apr 21 04:38:28 10m 53s Keep the Conversation Alive ♥ 0 It actually loads if you wait a fairly long time -- but then you just get a tutorial.
Apr 21 04:45:31 7m 03s Brawnfire ♥ 0 Definitely a highly polished game -- good job. The audio, visuals, and gameplay were all pretty solid. Good job!
Apr 21 05:17:31 32m 00s Josh Dumb ♥ 1 Whew! I managed to beat it but it took a lot out of me. Overall I like your game, definitely on theme! The game my team made for this Jam is very similar (placing objects to steer a helpless create away from hazards). There were a few levels where the timing was extremely tight between when you would get an item and when it was need (coupled with needing to switch to my shield to avoid incoming fire). I think if you want to keep the timing that tight, I would recommend giving the player more control over object placement. I would often over/under rotate or accidentally switch back to the arrow when trying to get the spring. If there were specific buttons for each thing (maybe WASD for up down left right arrow, Q for shield and E for spring) I think it would go a long way to lowering frustration without making it easier. Overall, a solid game! Plus, I appreciate the cut-scenes : )
Apr 22 03:51:20 22h 33m Snip Snap ♥ 2 Game ran and worked well. It was clear what I had to do and it definitely got stressful as it sped up. It was a bit slow in the beginning though. Having to click the pot definitely makes it harder to keep up with the typing! Thanks for the game
Apr 22 04:03:52 12m 32s Stranded ♥ 0 Game was fun, although I feel like I should have lost a few times -- the game did not seem to be properly tracking days without food/water. Thanks for the game!
Apr 22 04:39:30 35m 38s Useless Machines Inc. ♥ 1 Took me a bit to actually understand what I was supposed to be doing -- I saw the bars on the back, but didn't stay long enough to realize they were decreasing. Once I figured out that they correlated to the three interactables it started to click. My favorite action was the pump. I liked that you had to do it at a particular interval. The crank and the hold button were a bit too basic by comparison. It felt like I could just stand there holding the mouse. The wheel for example, could have required I crank at a specific speed. Finally, I was able to activate all of the things while standing at the rear looking at the monitor. I'm not sure this was intended as it led to me moving around the world a lot less. Overall, the graphics were high quality, the game ran well and played well. Good job!
Apr 22 04:48:10 8m 40s It's Coming Right At Us ♥ 1 Really liked the Ghost -- his face and the title were the reason I clicked your game. I found the timer to be very tight, although since the level never changes it only took a few tries to get it down. You did a good job of making the mini-games feel hectic, but the first time I got to them I had no idea what I was supposed to do. I still don't actually know how to use the beehive. Overall I enjoyed it though. Thanks for the game!
Apr 22 06:10:55 1h 22m Seven ♥ 2 Thanks for bringing it to me on stream, had a good time playing it! Really interesting mechanic that led to some interesting and rewarding puzzles. I appreciate that you changed up the mechanics over time, introducing them slowly throughout the game. Allowing for quick 'undo' and 'restart' are also extremely important quality of life features, so good job on recognizing that and implementing it. My only real criticism is that I don't think it strongly relates to the theme. Overall, great job! I enjoyed playing it.
Apr 22 06:13:56 3m 01s Planets wars ♥ 2 Thanks for bringing it by the stream, I enjoyed playing it. Overall I think you did a good job with game feel. The controls were tight, the bullets felt good -- particularly destroying incoming weapon fire. My only real complaint is that the game is a bit simple for how long it is. The one level where there was a mix of enemies stands out as a more interesting level as I had impactful decisions to make. Do I focus on a bigger ship that will take longer to destroy? or the little ones? Adding more types of enemies (like say a sniper enemy, or bomb layer) would make the player need to do more decision making rather than just bullet hell. Overall though, great game and good job!
Apr 22 06:16:46 2m 50s OVERHOSPITALIZED ♥ 2 Really enjoyed the game! No major complaints at all actually. The game played and controlled well, I think there was an appropriate amount of difficulty, and it was just silly enough to keep me entertained while playing (nice easter egg btw). As I said on stream, I think the easiest way to improve it would be to make each of the medicines have a slightly different mechanic (e.g., the washing your hands with the virus, reusable defibrillator) -- but that is a small nit pick. I think you should be very proud of the game you put out especially for a 72 hour jam! Great job!
Apr 22 06:18:48 2m 02s Orb Crunk ♥ 2 The art was by far the standout here. I'm amazed that you accomplished it by digitizing real watercolor 'sprites sheets'. I think a few quality of life improvements would make a big difference though -- the most obvious being an indicator as to which direction the old man currently is. Thanks for the game!
Apr 22 06:22:42 3m 54s Aqua Vitae ♥ 2 If the graphics were actually made during the 72 hour period, that is extremely impressive. I think this probably qualifies more as an experience rather than a "game". As an experience, I think it is quite good -- however as a game it is lacking interesting decision making. The only real aspect of the game that you can 'mess up' is allowing the pressure to build up unnecessarily. Overall, I enjoyed your game. Thanks for bringing it by for me to play.
Apr 23 07:02:25 24h 39m Reckless Brave ♥ 2 Great game, very well done! We actually made an extremely similar game for our game jam (guide a duck back to his mom by placing helpful critters to help him navigate the world, frogs=spring, eagles=dash potion, blockers=signs, and we had a sugar glider as a parachute instead of a platform). We definitely approached the level design differently though. Our levels are way more sprawling, and because of that, possibly more frustrating as it takes longer to see your plan executed. While this smaller level design limits the extent of puzzle, I think that it was a great design choice. If you get a chance, take a look at my game -- I'd be curious to see what you think of it seeing as they are so similar! Thanks for the game and great job!
May 8 06:58:23 359h 55m DUNDER ♥ 1 Great game, very well done! It took me a minute to realize exactly how the wires/triggers modified blocks, but once I got that everything was very intuitive. My team actually made a very similar game (place objects to help guide an uncontrollable character to a goal -- lemmings-esk). We made the decision to have large levels where you scroll the camera around. In hindsight, I think limited the puzzles to a single screen was a good design choice as our levels can be a bit daunting at times. I'd be curious to hear your teams thoughts on our game if you get the chance. Great job!