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TimestampSince previousGamesenex's comment
Apr 20 01:19:03 Not Clowning Around! ♥ 2 Not too bad eh - I did the standard thing of jumping in without the how to play part and didnt fully get it. How to play helped! The drinks book was a little cluttered for me initially but once I got into the groove it was fine. Nice gameplay - a few simple elements combined really well eh. Nice
Apr 20 06:10:44 4h 51m Keep It Alive ♥ 1 Interesting game idea. I actually quite like the concept but I am not sure if I am missing anything with the presentation - are the puzzles following logic or trial and error? I watched the solution video which helped but I wasnt sure how to tell what was interactable in the scene or not. Regardless, very very neat approach! I think the idea that you are controlling the little orb (instead of having a mouse cursor) is solid too and allows you to open up other puzzle mechanics based on your movement.
Apr 20 06:19:17 8m 33s Tom Braider ♥ 1 Great little mechanic using the follower to solve puzzles. Concur with other points about having puzzle 'tells' rather than trial and error though. Good approach overall
Apr 20 06:32:54 13m 37s The Basics ♥ 1 I lost the ability to interact with the UI when it was time to pick up the Axe every time I played so unfortunately I cant comment too much. Also had a few issues with the trigger picking up the nutrients that were thrown in. Quite a nice aesthetic art wise though and feels nice enough running around.
Apr 20 06:37:38 4m 44s Bob The Bog Roll Defender ♥ 1 Very cool - simple idea but executed nicely with good polish AND very nice sound and music. Are the spikey haired zombies meant to charge THAT fast? Hard to play with just a laptop trackpad but also need to get good I guess Great work mate, best I have played so far.
Apr 20 07:09:31 31m 53s Sabotage Body Gaurd ♥ 1 Couldnt get to the gameplay part, just stuck infinitely scrolling at the "Landing..." part for me (for over 5 minutes) (Windows 10 64 bit, i7-6500U laptop)
Apr 20 09:12:30 2h 02m Ribbiton ♥ 1 I really enjoyed this one - the graphics (2D billboard in 3D grid world) really grabbed me. The movement was nice and general game loop was nice. I did have a bit of trouble gauging the combat range which made it a bit harder to enjoy. Some more SFX would have been nice too but overall, really very nice entry. I can definitely see myself returning to this. (And possibly even having a go at something in a similar vein myself in future!)
Apr 20 09:24:10 11m 40s Death Spacing ♥ 2 Interesting idea. The interaction shader for the chair was nicely done and I enjoy the concept of jumping up to fix stuff (space legs!) however I think I might have missed a few mechanics. I escaped after hitting two asteroids and now know that the fixing is find the red panel and press E (found it quickly but a little by accident - I thought it was a button to open the door). I am not sure what the gravity 1-6 thing is either? I didnt use it anyway. Is the lack of player control after you hit stuff by design or just a hold over from parented physics? Overall it was a nice idea and I kind of want to see this after a few weeks more development to play as a proper game!
Apr 20 09:32:03 7m 53s Robotree ♥ 1 Loved the art style although the toon shader took away some of the depth - lost the edges of walls with the ground. If it is toned down slightly it would be spot on. Also the bucket at the end seems to use a different (standard) shader? The game felt like it was something you wanted to make (FPS) with the theme worked in there any way possible (as opposed to being designed around the theme) but it was certainly a nice base. Some funny dialogue (ignored the spelling issues) too so nice work there. I ran through straight to the water bucket without shooting then when I picked it up there were no more enemies; didnt fire the weapon once. Is it meant to be done in a pacifist way? I would love a bit more content/gameplay in this world and style!!!
Apr 20 09:44:21 12m 18s Bouncy Battlegrounds ♥ 1 Very unique concept, I dont think I have ever seen this kind of mechanic. A little counterintuitive and would benefit significantly from some new player experience consideration but I really have that mechanic stuck in my head now. Kept me engaged for a few runs, certainly the beginnings of something very unique. Would love to see this taken further!!
Apr 20 09:52:57 8m 36s Keep My Keep Alive ♥ 2 Nice and simple, would have benefited significantly from additional feedback (as some others have said) and sounds but I think its a great little starter for getting started with touch typing. I like the "progression" of multiple letters per monster but without feedback that a monster has been 'hit' (visual, audio etc) the repeated letters feel a bit strange (almost like keypresses are just missed). Also definitely use a different font. This took too much time trial and error to work out it was a d: letter.png (I can see it as a capital D now but I thought it might be bugged initially as I was thinking lower case! Assumed b or p, possibly even a initially) Nice work overall though. Kind of inspired me to consider making similar games for my kids!
Apr 20 22:31:48 12h 38m Tusk Til Dawn ♥ 0 Simple but nicely balanced. Music was suitable - not intrusive but added a nice background and tempo suited the game well. The buttons to place units seemed to show I could place units when I didnt have the funds (I couldnt - just appeared that way) so maybe the button appearances could be amended but didnt detract significantly. Pretty neat game. I got wrecked in my first one but made it to 7 in the next one with a bit of MS use.
Apr 20 22:56:27 24m 39s Grovetender ♥ 2 Surprisingly deep. Very good example of simple mechanics interacting to combine to something more than the sum of the parts. First attempt was ok, second attempt a lot better. The UI is good however I didnt get the storage concept right away (changed the approach I took in my second attempt). While there is merit in a brief intro (eg. a splash screen prior to the game with mechanics notes) I found it pretty easy to pick up and run with. Some things such as adjacency I am still not clear on (ie. 4 way or 8 way?) so some additional feedback there would help. The points above are minor in nature though and dont significantly detract from what is quite an engaging little game. It wouldnt take much extension for this to be a great little mobile game! Well done - great result.
Apr 21 02:57:43 4h 01m Absolutely Authentic Streaming Experience™ ♥ 1 Very interesting idea in the vein of the XXXX simulator style games. I would almost prefer there to be no turn timer - understand the idea to add urgency but I missed a lot of the comments etc flying by. Clearly some clever work in there so would appreciate being able to read through it all! (Or is it simulating twitch chat flying by!) If the timer is there I think a more obvious display of key metrics (hype, viewers etc) would be beneficial, I didnt really pay attention to them much as I was focusing on the cards. (If there is no turn timer this is not an issue though) The donations and use of google text to speech was a great addition. Quite enjoyable. Well done
Apr 21 06:11:18 3h 13m King's Table ♥ 1 A bit counter intuitive at times with attack ranges etc. Would benefit a lot from attack previews when placing pieces (both for patterns and timing) Art style is VERY slick. UI is very nice and the animations are excellent. Great idea to combine chess and TD. Congrats on the submission.
Apr 21 10:00:27 3h 49m Save Dave ♥ 1 What an absolute ripper of a mashup. The art was a great style (especially your pet) and the combat vs care ratio (and ramping?) was quite nicely tuned. Sounds worked fine and were focused on the pet which (intentional or not) I felt made it fit even better as it reinforces your main focus is the care of your pet. Loved it
Apr 21 10:13:23 12m 56s OtherworldlyFlavors ♥ 1 Pretty interesting approach. Simple on the surface but has an interesting layering to it, juggling the different impacts of decisions. Certainly glad I gave it a few tries. I may have missed something but it seems that some options (early game) are random such as the first food choices. Getting off to a good start there helped a lot on the run I beat it on however by the end I think I still had a few choices I could have used so there may be more fudge in it that I initially felt. Fun little experience!
Apr 22 00:34:57 14h 21m Keepin' Alive! ♥ 1 Good take on the theme but really needs more to do. Even something as simple as different words to be typed out (Fever? etc) and maybe a timing target too (ie. each letter should be pressed at a certain point, maybe even in time to music) Music very nice!
Apr 22 00:52:19 17m 22s Ponk and Sheeply ♥ 2 Very cool little concept - like a mix between mini golf and a platformer lite. Wasnt too impressed initially, seemed like a clunky mini golf style game but the added puzzles possible regarding getting Ponk to the goal as well were actually quite interesting. The death effects were great too. Would have preferred no music for it as a Compo entry (you say "Some music was used courtesy of ZapSplat.com") The WASD controls were too fiddly for me to really enjoy it. Getting into the right position was hard as well as using distance to line up shots - especially trying to run through the wold level. I think it would be a challenge to make that feel good but if you can refine it, there is quite a solid game here! The inconsistency with level edges was also a rude shock - I assumed that the edge would mean you fell off however level 2 (I think) I noticed that there was an invisible barrier so you could use it for trick shots. One of the later levels involves a narrow path with NO edge barrier though and there is no visual difference between the two. Looking at the level design I assumed the barrier might be missing but it would be better served with some form of visual indication. Overall, great little idea and enjoyable enough that I kept retrying the level in your second screenshot (where the platformer mechanic options start to shine!) Certainly think there is a marketable game idea in here! Nice work
Apr 22 05:54:14 5h 01m Henry and Alan ♥ 1 Not a lot there gameplay wise but pleasant enough to play. I actually thought the music was fine (although I will caveat that by saying I am NOT a musician and have pretty simple tastes) and kind of complimented the laid back gameplay style. It was deceptively difficult in parts, I think mainly (for me) due to the fact you dont conserve momentum from the platforms. Not a negative point, just something my brain had a bit of trouble with for some reason.
Apr 22 06:00:12 5m 58s Build with Haste ♥ 2 Interesting idea but I think it would benefit a lot from momentum conservation - ie. There is no penalty for just building almost vertical blocks. I very quickly went to this solution then got bored of that run: blocks.png I do like the idea - could see it working very well with a downhill marble track style setup.
Apr 22 06:10:27 10m 15s Flight of the Cepheus ♥ 1 I like the idea of crew (?) member feedback. The cutaway to inspect the ship was also very neat but not sure if there was any gameplay reason for it? Is there any reason to interact with the people on board other than to see the thoughts? I dont think I fully understood all the interactions, would benefit a lot from a tutorial (even just on the game page). Intent behind the sounds seems ok but I did not like how it played out - too tinny and full on. Interesting approach, felt a bit FTLish with almost a hint of Rimworld (character dispositions etc) Interesting little submission.
Apr 22 06:15:15 4m 48s IGKNIGHT: Keeper of Flame ♥ 1 Nice little game. Appeared to have varied AI goals (fire vs knight), not sure if they were conditional based or just different targets. Found it very difficult to aim properly, would have been much better to align to mouse position rather than scrollwheel or arrow keys. Nice sounds and art.
Apr 22 06:47:35 32m 20s The Light Child ♥ 1 So I had an interesting range of feelings about this game. Overall, I think it is a great compo game. My thoughts while playing: 1. Initially - Was pretty put off by the tedium of having to run a bit, drop the flame, go back and get the axe and keep leap frogging. I also didnt like the fact that the axe and logs had colliders - got slightly stuck a few times between axe and logs (although generally picking something up freed you). 2. Once I grabbed the first orb and enemies came I actually liked the juggling of flame and orb. 3. When running around I was a bit put off about no orientation mechanisms (map, landmark etc) as I lost the axe at least once. 4. Once I got a few orbs I worked out the general layout and the lack of orientation support really didnt matter. 5. By the time I picked up the third orb I had one placed and one close to the middle. This is the stage it got a bit tedious as it became a matter of kiting the enemy horde far enough away I could loop back and do a quick juggle to make progress. 6. Despite that... I wanted to finish it so stuck with it till the end. 7. Got worried I had messed something up as I put the flame back on the altar but the enemies came all the way up to him. So summary: Firstly I would say make the ending more impactful! The player deserves it! I am not sure on collision with the axe etc. It felt bad when I got stuck (especially during a quick refuel with enemies coming) but it also had the side (unintended?) benefit of me being able to harvest in the dark - drop the axe at the base of a tree, move the light as far away as possible this was during initial exploration) then run back through the darkness until your movement is blocked then pick up and start swinging. The enemy eyes in the darkness was perfect. Great for mood and allowed you to manage time better as well (as you can see them coming). The horde of enemies at the end lagged a bit (webplayer) but also more enemies didnt really serve much more of a purpose after you group them all up. A bit more random movement (eg. if player is out of range some will wander) might help with unpredictability I quite liked the art, enemies seemed a bit off but the rest had quite a nice little aesthetic going. Feeding the fire effect was very satisfying. Nice work eh. I am not sure how far that mechanic could be stretched (ie in a longer game) but it makes for a great little game here. The basic idea could be expanded with some additional mechanics (eg. enemy types, ways to deal with enemies, leaving embers for points of interest etc possibly) to extend the gameplay and possibly even be put up as a cheap short game for sale.
Apr 22 06:57:06 9m 31s Save It With Fire!!! ♥ 1 Interesting idea. I like the added complexity of the mixing even if it didnt click while I was playing it. Having a visual indication of what each tub is would have also assisted in understanding faster. I like the LD submission page information but a list of resources by icon would have helped a lot. Nice idea
Apr 22 07:24:15 27m 09s Defend the Loot! ♥ 1 I like the idea but it feels like there is a disconnect between killing the enemies and the base building; unless I missed something you cant fire over the walls. I did not find a use for building up much because it seemed the strategy was kite enemies around shooting them, occasionally using a block as a way to bunch them up. The building etc was nice and overall it had a very nice presentation, would love a way to tie in defences with defeating the enemies though!