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PeachTreeOath

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Apr 21 06:46:33 Astrodrift ♥ 3 This game is super fun and really intense. It has the same tenseness of Sonic underwater levels.....but even worse because things can go so wrong even when it's a simple step. I loved how I'd be grabbing a nearby astronaut but miss him, and suddenly the pressure is on to find a better way to position yourself in the route while getting that oxygen again. The gamefeel is solid as always and again, the tension is through the roof despite the game looking like it's supposed to be relaxing. A great entry, it's impossible to guess what you guys will make next.
Apr 21 06:54:47 8m 14s ADRENA-LINE ♥ 0 Lvl 37. How do you have such a good control over the player's emotions? All I could think the whole time was OK, my heart just jumped right there, damn this guy. Super tight design and the right levels of juice. I'm nothing but thoroughly impressed.
Apr 21 07:01:43 6m 56s Save the Fish ♥ 3 I really like memory games, the first game I ever coded was Simon back in Java lol. This game is super hard though because there's much more variety in here and a bit less memory queues you can use. Your game has great art direction and I'm surprised this is your first LD game given this level of polish. Great job!
Apr 21 07:12:29 10m 46s Space Drone Guy ♥ 3 I love the core gameplay. The controls are simple to understand but actually quite challenging to master even though there are many others in the genre. I think it may have just a bit more space drift than other games which adds to this feeling of skill-ceiling. I thought the enemies were pretty charming actually haha. I loved how you'd get close and they'd kinda scurry away like a slow bug. One thing that is rough about balancing this type of game is wanting to stay close to the hive at higher levels. I found it safest to hang by the hive and right click from afar since that could still kill things, so I found myself looking at the minimap more than the game itself. I think that's fine because once I was more confident, I'd go out more and more often to hunt things down. This is absolutely the most polished game I've seen from you. I actually thought a team made this at first and then I saw it was just you. All the small effects and particles on things really added up, along with the consistent artwork!
Apr 21 07:32:48 20m 19s Motobot Defender ♥ 2 s1.png I'm starting to understand your trend of exploring challenging controls :) I fear to see what kind of full, commercial game you would make... I very much enjoyed the gameplay. One of the first things I noticed was the small pause when you hit something. That's actually not really that common an effect. It felt as good as when you eat a ghost in Pacman, which is one of the best examples of that effect that I know of. The controls were very fun. I like it when a game shows you a possibility where you're like ok I can do that, but then you struggle to achieve your vision. In your case I mean how you can see a huge line of guys lined up, where you're practically salivating, and then you miss half of them because the angle you're landing on from the halfpipe is off. My biggest combo was 12x which was super satisfying. Lastly, I think one of the more interesting things I noticed was that there's actually a few decision points in the game. For a simple design I didn't expect to make that many interesting decisions, but they were definitely here. I was always gauging how much I could get away with focusing on points and not defense (kinda like your previous game). I would think "ok, I can go for a couple scoring attempts before Mother will take damage" and try that. However, you can also MISS hitting that guy who's about to hit your base, so your decision-making was based on how confident you were in saving your base, so I found that to be surprisingly challenging. I don't particularly have any constructive criticism but I think you could get some good bang for the buck with new enemies which I'm sure you're aware of. The reason I want to highlight that is because I could see that adding a LOT to decision making. You only get short glances at the enemies in this game, so if you saw some faster enemies you'd quickly have to change your route or consider going back on defense. This is definitely a really intriguing core concept and I loved that you gambled on making such difficult 3D controls. The game is way more interesting because of it.
Apr 21 08:05:54 33m 06s Flippy Fish ♥ 3 High score: 97! This game made me laugh aloud immediately. It also scared the hell outta me cuz I didn't know the knife was gonna come so fast. This is literally the best reskin of the Battletoads race level I've ever seen. How much further does it go beyond my score? I wanted to try more but I was getting hypnotized by the game in my post-jam state. Overall a very well done game and the best one I played so far. Amazing job from a new team, you got a lot of 5 stars from me :)
Apr 21 20:19:42 12h 13m Grasp ♥ 1 There's some great atmosphere in this game. I think the best part of the game was actually the beginning, leading right up the the title of the game. Presentation like that REALLY stands out, it's very rare in jam games or even real games. The game had some decent tension, not necessarily from the stamina bar, but more from the atmosphere and extremely dangerous tentacles that 1-shot you. One thing I think could be improved is the variety in level design. I could feel the progression of challenges in the beginning. But after a while I felt like the same skillsets were being tested so the execution became rote. Overall the game did a good job pulling me forward. A big part of that was the intro, and the rest was because of the things in between levels. They were mysterious and intriguing enough to get me wanting to find out more. I had a sense of what the game was about but I'm glad you made it more concrete at the end. I'm not much of a fan of total interpretation cliffhangers like Braid, I think that's a bit lazy so good job there and good job on the game!
Apr 21 22:15:44 1h 56m Body and Soul ♥ 2 Very solid entry. The core gameplay is simple but well executed on, not just on gamefeel but on juice as well. The upgrades are where this game really shines, and they come often enough that it's really hard to stop playing. Although I think the rapid fire is the strongest, the big laser beam was the most fun to play with. I liked that it had a long duration, so that you can do nice trick shots where you clean a line, while other ghosts charge into the side of it. A lot of depth put into a simple weapon. Some criticism is that the essence visually looked dangerous to me, so I thought my guy was being pelted by projectiles nonstop and I had no way to stop them. I knew the HP wasn't going down but it still took me a while to realize those were beneficial, and that there was only 1 projectile monster in the game. Overall I definitely wanted to play this game from start to end. Very addictive, and in my winning run I actually didn't have any duplicate upgrades (where 1 weapon replaced another) so it really made me wonder how strong my character could get. Awesome job, engaging game!
Apr 21 22:41:36 25m 52s MACHINA ♥ 2 One of my first thoughts when playing this game was "I'm glad he put up his source code cuz I wanna see how these shaders are done!". I wasn't aware of who you were, but after looking through some of the comments, I now see you have a website and a bunch of tutorials so that's fantastic, you have a new follower :) The game itself is fun though can be pretty punishing. The very first run I played I actually spawned in the corner surrounded by 2 blocks, so I had no idea what was going on lol. In subsequent runs I more understood the game design because I had more normal levels. I know this game's a bit obscure but it kinda reminded me of Atlas Reactor which is xcom but w more interesting abilities and movement. The game feels REALLY good when you make smart plays like funneling enemies into an area and then AOEing them down. Like others pointed out, the tutorial was tough for me. I was piling a lot of info into my head and couldn't keep track of it all. I only understood all the mechanics after a second pass. The flavor text is nice but it did add to the difficulty of keeping all that info in my head. The game and atmosphere it beautiful and there's quite a bit of tension in trying to keep the player alive. It sucks when you get a level that has no blocks near you but like you said, this is a pure roguelike in that sense :)
Apr 21 23:08:35 26m 59s Lamps ♥ 4 Heh, I'm happy to see other people here are avoidant of horror games. I was hesitant to play at first but I was like nahhhh, these people made On the Fly, there's NO way there's a jumpscare in this lol. So for my first playthrough I ran around lighting things up properly. The purple glowing doors really confused me, I figured they would open up eventually, but the further I got, the more I questioned if I was playing correctly. I didn't pick up on the light duration as an indication of the correct path to go. I thought I needed an item or upgrade to progress through there (similar to the purple doors) so I made a mental note of it and moved on. Ultimately the thing that did me in was that I thought I had seen the same hallway a few times and was going in a circle in a haunted house. Given my previous confusion in the above notes, I thought I was playing incorrectly and exited. I read up on the comments here and once I realized there were only 4 floors, I fired it up again and finished it. This is not any bad criticism of any kind, I hope I could outline the thoughts going through my head and what may have gone through the heads of other players. The concept is very intriguing and there really isn't similar gameplay out there (I could be wrong, I do stray away from horror after all lol). The atmosphere most reminded me of the early basement scene in To The Moon. Don't want to spoil it if you haven't played it, but it has an amazing effect of revealing the contents of a basement similar to this game. Also, you get bonus points for creating a nice LD page itself. Creating a little story out of the gifs and markdown was pretty clever.
Apr 21 23:45:35 37m 00s The Olympic Flame: 2420 ♥ 3 Who's responsible for this game? I DEMAND ANSWERS! First off, that gif is the most enticing thing I've ever seen. This was a must play. But actually, digging into the gameplay, it's VERY good. At first it's frustrating cuz you kinda blame the RNG for all your mishaps. I was determined to beat this game though so i pressed on. There were lots of tricks involved, and I found that the strategy was essentially to find ways to burn through your cards to get through the next section. There were tricks like hitting walls with your front and back cards, using rotations heavily where you sometimes just spin in circles, etc. The core gameplay was mindblowing to say the least. You had to quickly map out the path in your head and keep it in your mindspace while juggling all the cards. It gets even hairier when you use backwards cards to move forward because you now have to twist the route in your head and work that way. All the while the queue is moving forward and you have to doublecheck that you didn't miss a spot. I don't even need to say much about the humor cuz I know everyone else will. You guys went all in on the concept and I loved it. I unfortunately only got to the 5th or 6th checkpoint. The game as you probably know, doesn't restart very well lol. Which is hilarious cuz all the bodies fly everywhere, but the game eventually becomes unplayable :(. Let me know if you, the devs, could even beat this game, it's one of the hardest yet beatable games I've seen here.
Apr 22 03:33:14 3h 47m She Rocks ♥ 1 Clever theming, the concept is quickly understandable and the controls are forgiving for getting out of tough areas. The game is QUITE tough though, because you die so fast. I ended up playing extremely carefully, as if every block could a landmine. But even then it was easy to jump into the wrong spot because it was a bit of a memory game too. Would be interesting to see how this game plays if you had just a little more time to live as it could make exploring feel a lot less scary.
Apr 22 03:58:06 24m 52s Restartigrade ♥ 1 This game is definitely fun to just run around and hit buttons since the tartigrades can interact and jump around in weird and fun ways. There were some spots where the game design really shined, namely when you were using multiple characters. There were a lot of levels where I didn't really need multiple and it ended up being a fairly standard platformer. Nonetheless, good job exploring the concept. I can see the idea has a lot of promise and you could do plenty of variants of this in the future.
Apr 22 04:21:20 23m 14s VampySitter ♥ 4 Great job on the animations, you gave the vampire a ton of personality. It's unfortunate I'm always scaring away the wampire as that walking animation is so good. I liked that there was a bit of risk/reward to your options. At first I started with garlic as it's safer in general, but then I started using the cross more because there are no pits at the top so it seemed safer. However, it DOES expose you to stakes more, so you really just have to juggle your risk that way. Pretty cool game!
Apr 22 04:55:45 34m 25s DUNDER ♥ 3 Decently difficult game, but VERY satisfying when you complete them. I was actually stumped on the first ramp puzzle for a long time but I got it after a while. I actually think swapping the first balloon puzzle with that might be a better progression for the player, mostly because you're given so many tools for the ramp level that it can be overwhelming. With that said, the balloon puzzle is the best part of the game and I'm impressed with how finely tuned the game is. I really liked the overall Lemmings concept and you definitely hit the nail on the head with the theme here.
Apr 22 05:26:31 30m 46s Birdie Burglars ♥ 2 Neat concept and something that would certainly fit in the mobile-space, controlwise. I attacks felt pretty satisfying because of a combination of the cat animations, as well as the general whack a mole feel of the game. I thought the 1st level was actually the hardest level because of limited ammo. I liked that there was kind of a risk reward decision, where you want to take a shot as early as possible to start the ammo-regen process, but you are afraid you might miss because they're almost about to duck behind the bush. There were some tense moments at first but I eventually got the hang of it. The later levels were easy for me since I didn't need to worry about ammo. What was your gameplan for coming up with music for this one? You had some jazzy tunes early, and the last theme seems like something that would belong in Donkey Kong Country. I thought the soundtrack was great, it was the primary reason I played all the different levels lol. Overall the concept is really engaging. There's a lot of charm to the idea of cats trying to protect a bird. I feel like there's a Looney Tunes with this concept but can't quite remember it..
Apr 22 05:34:27 7m 56s Hikikomori Simulator ♥ 3 I love stat-raising sims. This game reminded me of Tokimeki Memorial... minus the whole dating system. You captured the stat juggling feeling well and the art style lends itself well to the bleak mood of the theme. I realllllly like your cover art too, as that facial expression captures a surprising of emotion. I'm impressed with that record of 6 days. It seems like RNG is involved so I tried my best but still could only manage 3 days after a few runs. Great job, the game really stands out from the crowd!
Apr 22 06:39:48 1h 05m No Fish To Die ♥ 2 lol nefarious is an accurate word. I got stuck on level 10 as you need to play pretty perfectly and consistently to make it through there. I spent a LOT of time on your game though. I've played a ton of short level platformers as it's a pretty popular genre for LD. I reallllly liked the twist you added though. It's like there's now 2 phases to the stage, 1 to clear it and 1 to make it out alive with the fish, and sometimes those 2 phases blur heavily. I liked how you could divide out the level so that the fish had to be transferred through the level differently than the player, it just gave you more to think about in an otherwise simple genre. Great game, you must be a hell of a platformer player because you had TIGHT timings on everything :)
Apr 22 06:52:34 12m 46s Chivalric Saga ♥ 2 LOL I like the title. Totally thought I was coming into a grand strategy game when I opened this, only to find a rolling game. When things go right, this game makes you feel like a god, like when you pass through the birds and dogs. It was fun watching the physics happen, and the game always felt fresh because you always rolled down just a little differently most of the time, so it wasn't just a rote memorization game, you had to think on the fly about placement and angle. The instruments playing on collision was an amazing effect, I'm surprised at how blended in they sound despite playing randomly. Great presentation overall!
Apr 22 07:20:54 28m 20s Get the Barky Started ♥ 2 10/10 title and cover art! Great twist on the Keep the Party Going theme that's popping everywhere. Even if it's mechanically similar, the dog alone makes it stand out haha. The UI is nice, simple, and understandable. We actually use a bit of the same idea in our food truck game. The game really shines when it gets super hectic of course, and you're just running around doing driveby barks. Fun game overall! What made you guys go with a 2D game this time? Usually you have 3D looking art.
Apr 22 07:51:05 30m 11s Keep it aloft ♥ 2 I was pretty impressed with the different levels you could squeeze out of that simple mechanic. The last 2 levels of the game really got me nodding and saying "oh yea, that's really clever". I could see where you were going with this, where you could have even more difficult trick shots while juggling different colored gems and not touching obstacles, but I'm glad you kept the jam game simple enough for people to finish and see the concepts. I didn't realize this game was a metaphor for life until I read the description just now, that's a pretty interesting twist though I didn't catch it in game. Overall I thought this game was really fun, I played it til the end after all. I thought it was challenging and gave me a chance to learn a few new mechanics I don't normally flex. Nice, creative entry!
Apr 22 07:58:22 7m 17s Overstock! ♥ 3 I found the game design to be really fascinating. First off the game is a 3rd person stealth game, where you're focused on hiding something from everyone else. That alone was a really different twist I haven't seen before. But you didn't stop there. There was a whole resource management portion of the game too, where you had to collect and spend resources, but since the monster follows you, you had to think a little on the best route and timing to gather resources without triggering the customers. So basically while playing this game, I was surprised at the amount of decisions I had to make for what seemed to be a simple concept. Although the general concept/mechanic is really interesting, I did think the execution could use some work. Sometimes the gameplay really shined where the customers got close to the monster and created tension, but other times the mechanics didn't mesh well together. I'm not sure what a fix might be other than level design? Not sure. Either way it's nothing bad. I think you have a really ambitious game design here. I'm glad you went with the idea and I can see a brilliant design somewhere in all the complexity.
Apr 22 08:28:06 29m 44s Passing Flame ♥ 4 Wowwww this game is very hard. I found that if you take basically 1 hit it was basically over since you also lost speed and vision. It actually took me a few runs before I realized you can go under the table. Once I figured that out things went a bit better and my highest score is 900. I found the game fun because of it's difficulty. I thought the monsters were EXTREMELY scary because of how devastating a hit is. I'm not sure I agree with making the difficulty any easier. I think for jam games it's important to make sure the difficulty doesn't prevent players from seeing all the content. But since you have all your content up front, I think it's fine to just challenge the player a bit. Good entry, I really liked the vision effect as well as how the sprite changes as your flame dies down.
Apr 22 21:40:00 13h 11m Fleur Defense ♥ 5 Really great mashup here. It's both satisfying to build up your towers, and devastating when you lose them. I'm not even talking about the lemon trees, I felt like I failed each plant when they died! I found it rather easy to find a good workflow so I was able to build a strong army and sustainable economy early. Unfortunately I didn't realize there was a set amount of waves, I thought it was endless so I quit early. Regardless, the game loop was fun, especially early on when I wasn't quite sure where to place things and what to build. With more plants and enemies this could surely be a hit.
Apr 22 21:51:30 11m 30s Keep the Game running ♥ 2 Ambitious concept! I really like ideas that play with calendar aspects. Your game reminded me of https://ldjam.com/events/ludum-dare/42/taskmaster-2000 which also has that kind of mechanic. The game was a bit hard to figure out what the flow was, but it was playable regardless so I just kept moving forward.
Apr 22 21:57:08 5m 38s Beat Savior ♥ 0 Ahh I didn't notice the blue indicator either. My music kept playing offbeat but I just adjusted and shot in between beats lol The game is pretty polished and is more interesting than most aim games. It's impressive you got the mp3 loading and everything to work in the jam timeframe, have you done that in the past? Either way, solid entry and a good variation from other games using the "keep the beat alive" concept. PS. we weren't looking to make an aim trainer but our game ended up playing as one lol, give it a shot when you can.
Apr 22 22:17:46 20m 38s A.D.A.M and E.V.E ♥ 2 The whole time I was playing this I was thinking "I wonder if these guys used Crusader: No Remorse" as inspo. After seeing the 1999 release date I'm almost certain of this now... This game is amazing. One of the best implementations I've seen of the 'fish survive out of water' concept I've been seeing a lot. Mostly because there's a lot of choices to be made. Some realizations I had over time were: - Screw single gun gunplay. Yea the baby takes more damage but the firing rate is too rough - Make sure to pick up baby while operating consoles, to save on HP even more - That final run was pretty challenging. Eventually I decided to shoot at the bugs as early as possible. And once I got to the gate I would just drop the baby to tank hits while I opened it lol. Btw that baby can tank alien hits LIKE A G So in the end this game had very fun puzzles and level design. There was tension at all times because of the baby and short levels, but also I really liked how RNG played into the game. Some fights would go well, others I would break apart easily. That variation in gameplay made it REALLY stand out against other games like this, because it wasn't just a repeat-improve loop. There was that bit of tension as to whether the run was gonna go right or not. Great job!
Apr 22 22:29:06 11m 20s Blooming with You ♥ 2 Great writing! You have a really good sense of dialogue flow because it was very easy for me to pick a choice every since prompt, as they would be things I would say irl, even the snarky ones. Because of the music, I was pretty sure the bonsai was going to turn into a monster or something, so I made sure to play it like Five Nights at Freddie's and be careful. I'm glad that wasn't the case, at least with the ending I got. Overall this was a nice deviation from the other game I've been playing this LD. I was skeptical at first because I'm not much of a narrative game player, but your dialogue was relatable and it drew me into the world very quickly.
Apr 22 23:16:54 47m 48s Mut-ant ♥ 2 This game is REALLY innovative, I love it and am still playing. In terms of a full version, I don't know if this could translate directly, but I absolutely think you have some interesting components in here that could be taken further. This game is basically a real time deckbuilder of sorts, mixed with.....merge mechanics I suppose. It's hard to find just 1 analogy for the gameplay cuz there's so much to it. I love the concept of building up your deck WHILE you're in a battle, using a tableau of different upgrade options. Compare this to Slay the Spire where you're only upgrading your deck outside of combat. I think it's really brilliant and you get the sense of claustrophobia that a lot of merge games have when your slots are piling up and you're trying to make the best of what hand you were dealt. How far can you get in this? I can't actually get past alpha but maybe I'm missing something about the strategy. FYI I was thoroughly confused in the beginning, mostly because the game looked strange on my widescreen monitor so I couldn't tell if it was bugged or not. The main thing I missed was that right-click is discard, and the whole game unlocked after that. So to anyone reading this comment who also has that issue, just make sure to right-click. This game is worth your time if you're looking for innovation. This game is a 6-star in terms of innovation, I think this is basically a new genre of deckbuilders, so great job!
Apr 23 02:04:50 2h 47m Omiga Daycare ♥ 2 $4590 here, this game is tough! I've seen a lot of tamagotchi games on LD but this one shakes up the formula in a much needed way. Usually they're pretty simple, but simply multiplying them added a whole new level of multitasking to the gameplay. I liked that you threw in a monster as a twist to it. Are there any other unique ones further out that I didn't reach?
Apr 23 02:21:02 16m 12s Keep it alive ♥ 1 At first when I played this game, I have to admit I was a bit impatient and jumped to the last level after I thought I understood the game. I died a lot and then went back to clear the levels the proper way. When I revisited level 8 I loved it so much more. It's almost like the first 7 levels was leading up to 8, and 8 really showed the brilliance of the gameplay. The solution is real clever and you feel very smart when you clear it. Great twist and I encourage everyone to rate after they've experienced or cleared level 8 first. The game allows quite a bit of flexibility on game design and I'm impressed with all the things you showed. The multiple character aspect is definitely the most intriguing, as other games like this don't explore that much. Good concept and execution overall!
Apr 23 02:38:32 17m 30s Genomix ♥ 2 Really engaging game, it reminded me a lot of Plague Inc where you're just upgrading your subject in various ways and watching how it plays out. I think it's really fun to have these types of games cuz you can just replay and experiment around with various things. The VN portion was a pretty interesting mashup. I guess when you think of it, it's not too far off from a normal dating sim formula, you just swapped out the statbuilding portion with a tech tree of sorts. Neat twist to the formula and also a unique theme/story that's not commonly covered!
Apr 23 02:50:49 12m 17s Life Light ♥ 2 Really wanna play this but I need some pointers. I'm picking up the sticks and drag n dropping them onto the fire but nothing seems to happen. I'm going out into the darkness to grab sticks too but my fire always dies out in a minute or so. What am I missing?
Apr 23 03:08:44 17m 55s Cubleton Survive ♥ 4 First off, I gotta say that the story is a really nice touch. A nice, short exposition that makes this one stand out from the other beat-making games from this LD. It actually gave a bit of a haunting feeling as Energy was running down and you knew this was the last signal from humanity. The gameplay is intriguing and it I liked that you had a somewhat unusual UI for making your beat pattern. The visuals stand out a lot and it's a bit more immersive than it normally would be. Overall I liked that there was a bit of exploration to the game in terms of not just finding the best sounds, but also playing with the different mechanics like group selecting and just rolling around.
Apr 23 14:43:54 11h 35m Fishy Fight Fishy ♥ 0 Hehe that was something alright. Was the anglerfish meant to be used for something else? It looks really good compared to the other pieces.
Apr 23 15:03:24 19m 30s Extinction Intervention ♥ 3 Wow this game is so well done. You guys did an amazing job making all the enemies/disasters totally different with different threat curves. It's like a good bullet hell game where you have to analyze what's going on on the screen and quickly come up with a plan based on what you need to handle and when. I know people are mostly calling it a clicker game here but really it's a time management game like Diner Dash, but allows for more "skill" in the core gameplay if you can click faster. Also, was the music inspired by Megaman? The theme really sounded like a mashup of Dr Wily + Shadowman to me. Anywho I loved it, great job.
Apr 23 15:42:34 39m 10s Dad's Breath ♥ 2 Nice theming and bold messaging. You guys didn't really hold back when it came to pointing out the hypocrisies or fallacies with the system. A few people mentioned the walking speed being an issue. While it does get tedious when you're going for all endings, I thought it was really important to have that speed for the first playthrough because it's really important to give the player negative space to think and reflect in. Good entry overall, very cohesive experience.
Apr 23 16:13:50 31m 16s Lost in the Mine ♥ 2 Wow this game has a lot of content for a jam! I played all the way through and definitely enjoyed the upgrades. Around level 13 is when I started just running through everything because I had enough life by then and I didn't really need gems anymore. One thing that was painful was the backtracking you have to do on a few of the levels, but other than that it flowed well. The chicken is balanced very well and was the right amount of challenge for me. Great job!
Apr 23 16:27:26 13m 36s Feed the Machine ♥ 3 I love how absolutely creepy the machine is, it reminded me of Sinistar but even worse. Even though the game and tutorial are a bit overwhelming at first, I liked that it required me to explore a bit to learn the ropes and get a feel for where everything is. The lack of UI certainly made me paranoid about all the systems, especially after I died the first time. I totally agree though, you really just have to make design choices and learn from them. That's a good attitude and it's the best way to get better. Ambitious game with an impressive amount of systems.
Apr 23 16:43:41 16m 15s Beam Slinger ♥ 4 This game needs more attention! This is one of the most solid core gameplays I've seen so far. It's very kinetic and feels great as you're building momentum and swinging around like a space Spiderman. The decision to make your colors change as you level up and get to later levels was brilliant, because after I had seen the first level and how it plays out, the main thing driving me forward more was how cool I could make the main character look. The game is very addicting not just because of the upgrades and testing the speed limit, but also that you feel like you're mastering the game over time. Very very good entry! 5/5 fun
Apr 23 17:11:48 28m 07s Keep It Alive ♥ 2 This game just oozes style and seems to be one of your fortes. That is, creating a world+vision in your head and going ALL IN on it. I agree with others here, the game just kicked into another gear when the cart tilts and it just breaks the player's idea of limitations in their head, very brilliant mechanic. On a side note I had to look you up since I've enjoyed your past 2 game jam games. I love that you're an industry vet that takes game jams seriously and loves the community. It's great to see that because I find that a lot of people in the industry don't make time for indie efforts like this. I'll certainly be following you and am excited to see a full release of Sacrifices Must Be Made.
Apr 23 17:28:03 16m 15s Turtle Team ♥ 1 That poor turtle swimming and getting harassed by sharks is a charming concept. I didn't mind the sharks as much and I understood why they were there. They were essentially a time limit to force you to be somewhat optimal about how you gathered food. Underwater look and movement speed felt pretty accurate, and the shark certainly gave you a sense of danger and survival. I have to agree that the game could've been condensed a bit more, because after the 5th thing you grab or so you kinda have seen most of the gameplay. Fun concept though, with some more time you could've brought out those turtle personalities even more!
Apr 23 17:34:00 5m 57s Flight of Chernobog ♥ 1 The gameplay here is a bit underrated. The gameplay actually has a pretty good innovation in the grab mechanic. Usually shmups are all about positioning and well, shooting, but in this game you have to weave in the grab as well. So when you see a wave, you pay attention to when and where you can grab and stop shooting to pull it off. Very cool mechanic, it lets it stand out quite a bit in the genre. You also put a good amount of effort into making the waves interesting as well. Solid entry overall!
Apr 23 21:43:14 4h 09m Pro Fishing: The Fishing Mini-Game Game ♥ 2 Wow, I'm super impressed with the amount of content in this game. Thank you for putting in those difficulties with less-grind. Although I spent a lot of time in this game it was nice to have an accelerated mode to get back to rating LD games. The best part of the game is that every fish has a different personality and fight tied to it. Also, you included very rare fish into the mix too. The combination of both of those made hooking rare fish very satisfying. The spawn rate of those fish were quite low though which is understandable for a longer form game. But I did snag some kind of ultimate, max speed fish once in the ocean but fail to catch it. I went through seemingly 50 octopus but never saw it again so that was a bummer. Overall a fun game. It's not often that there's an LD game that provides a longer experience with that much breadth so great job on that! Edit: I think I did miss the LD theme in this one, what was your interpretation?
Apr 23 22:56:29 1h 13m Woodpunk ♥ 2 Impressive game as always, this is the game for people that love exploration. It was always a joy to see new areas and hear new themes. I was always really intrigued when a new quest character popped up because they had so much personality to them. Was the purpose of the minions to make sure your friends didn't take damage? They were so fragile I'd be surprised if anyone 100%'d this game. I think it's possible but it would take a long time with very careful play. I'll revisit this game after LD rating is over and try to do a full completion, though I'm scared of losing someone at the very end lol. Side note, probably the funniest thing I've seen this LD is the grandma just POPPING like 20 seconds into venturing out into the world. I actually thought that was part of the joke til the end ship told me I needed them...
May 7 05:33:08 318h 36m Air Ball ♥ 1 This is a really funny concept and I hadn't seen this done in any of the other jam games despite the fact that we've probably all played something like this growing up. I like that in some way it's like a rube goldberg machine that you're constructing on the fly. There are many kinds of games that do this but not in a real-time fashion like the way you do it. The game is inherently enjoyable because of the theme, friendly graphics, and just wanting to see how big a crowd you can generate. Took a bit to get over the learning curve but I'm glad I stuck with it!