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Sciman101

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TimestampSince previousGameSciman101's comment
Apr 20 21:23:25 jumpgolf ♥ 0 Really solid, fun entry! The aesthetic felt distinctly 'torcado', if that makes sense? I could easily see this being expanded into a longer game, maybe with more surface types (bouncy, slippery, etc).
Apr 21 12:41:10 15h 17m Slime Mama ♥ 2 Really nicely put together! The aesthetic is nice, though like others have said the controls are a bit slippery at times - especially the throw button for me, I'd try and throw something and quickly turn around only to throw it in the wrong direction. The physics also made throwing stuff a little unpredictable at times. Overall though, really strong entry!
Apr 21 13:07:58 26m 48s of_t ♥ 1 I'm really impressed how well put together and cohesive this feels. It almost feels like a boss fight from a much larger game. The aesthetic is executed basically perfectly imo, and you get a real sense of the environment. That said, it could be frustrating to play - I haven't reached the ending proper yet, and a lot of the time death feels like it comes from things I can't see. Cubes just outside my FOV, walking backwards over the edge, etc. This could just be me not looking around enough, but given the game's visual style I feel like being able to see things like the edge of the map clearer would make gameplay less frustrating. Either way, really nicely done!
Apr 21 13:13:59 6m 01s Probably the worst game in this event, but I'm still so proud that I finished it ♥ 1 Interesting idea, almost a reverse tower defense. Definitely tone down the difficulty on your next project, though
Apr 21 13:48:16 34m 17s Let It Burn ♥ 1 The atmosphere of the furnace on visuals alone is incredible, I only wish it had audio - the sound of wood and paper going up in flames as pipes and machinery clank would fit this so well. Other than that, one thing I found was the game itself, while incredibly well done presentation wise, didn't actually have that much challenge - I didn't feel like the timer was too hard to work around, and when I ended up missing it I didn't really feel like going all the way through the levels to catch up to where I was again. Still, on presentation alone this game is fantastic, and I could see it being expanded into a longer thing.
Apr 21 13:58:23 10m 07s Restart Later ♥ 0 Pretty stressful! I do agree with some other people that more unique obstacles could be nice, but what you had was a good mix. Though, the 'this feature requires a system update' thing was a little annoying, for a bit I thought actually letting the game restart might unlock them or something. Fun concept, well executed!
Apr 22 04:15:27 14h 17m Giant Blobs From Mars ♥ 1 I found it interesting and really well polished, but the gameplay itself felt kind of slow. Filling the board didn't feel satisfying - But, then again, I'm pretty tired right now so take that with a grain of salt. It was also a little hard to tell when energy was being produced, at first, maybe little '+1' indicators rising off of the goo when it makes energy. That all being said, visually very polished, and the music was really pleasant to listen to.
Apr 22 04:19:20 3m 53s Blood and Volts ♥ 2 One of my favorite entries so far. Feels great to control, save for some minor collision errors I ran into. The art and sound work really well and the whole thing has a great sense of game feel. Difficulty ramps up a little too much later on, but if this were polished up and some more features added I could see it being released like a super crate box type thing. Great work all around!
Apr 22 15:52:49 11h 33m Restartigrade ♥ 1 Fun and cute! If I had to make two suggestions though - the camera feels too zoomed out, especially considering how detailed the tartigrade sprites are. It _does_ make them feel more 'microscopic', though, so maybe that was intentional. It also felt like sometimes the mechanic of having a bunch of characters to control was kind of unecessary, since I'd just isolate one and get them to the end. Maybe having a number of tardigrades you need to get to the end instead of just one? Either way, fun little game!
Apr 22 16:29:05 36m 16s LYMPHOSITE ♥ 3 I know this was made with a whole team, but the fact you put this together in 72 hours is nothing short of incredible. If this was on Steam in it's current form, it'd fit right in. The visuals, sound, and sheer polish you managed to cram into this thing is incredible - I have no idea why you decided to include _rebindable controls in a LD game_, but good job on doing so. My one complaint, however, would be that the Little Fellas were hard to identify at first, and I don't think there was enough of them. They don't really look like currency, and with a name like 'Little Fellas' i assumed they'd be a creature of some kind. So, it took me a bit to realize they were the tiny crosshairs. Additionally, i never felt like I had enough to buy anything from the intermission, that might just be on me skill-wise but it might be worth looking into. Either way, I hope this gets more ratings soon - well done!
Apr 22 18:18:35 1h 49m Bloody Musician ♥ 1 I think this is a really interesting idea, I'm glad to see other people using the theme to make a rhythm game, but I feel like a few things hold it back. Namely - there's so much to keep tabs on. There's the notes, the incoming goblins, the knights, the queen, etc. If the notes matched up to some kind of background music better, then it'd be easier to take your focus off the track and onto the knights. Also, missing a note in most rhythm games gets you a quick alert you missed, but here it's this long jabrled note that's really unpleasant to listen to, and distracting enough where missing one makes you miss a few more - at least, that's my experience with it. That said, I'm impressed you made something so in depth in such a short timeframe, and I think this has a lot of potential moving forward. Best of luck!
Apr 22 18:29:32 10m 57s Hextayin' Alive ♥ 2 I agree with everyone else in that the game is _super_ daunting at first, but once I played a few times I had a much better understanding of how things worked. I'm not one for strategy games, so I couldn't get that far in, but I found the concept really interesting and the presentation was really well done. I'd be interested to see an idea like this expanded into a longer form game. Good work! Rest in peace, John Conway.
Apr 22 18:39:40 10m 08s Type or Die ♥ 2 This was really fun to play! Easy to understand and pick up, and the glitches and obstacles were really creative. I'd turn the audio down a little - the game over sound was kind of abrasive, but other than that this is a nice, simple entry. Good job!
Apr 22 18:49:30 9m 50s Pennywise Crossing ♥ 1 I feel like this is the base for something bigger. The idea of collecting balloons itself is fine, but it needs something more like a time limit, or some other element to make it more engaging. The tank controls on the player don't help, it makes moving around a little clunky. Lastly, and this is more down to preference, but the post processing feels a little over the top - especially on a web game, it resulted in everything feeling slower and stuttery, and made seeing the balloons a little more difficult. I hope that helps! Either way, I'm glad I'm not the only one who thought of the 'IT' pun 😄
Apr 22 19:02:39 13m 09s The Puzzle Of The Fantastic Fungus ♥ 2 I used to _love_ powder game, this really brings me back. I think it's a really interesting, unique idea! I found that a lot of the substances seemed kind of useless at first, but maybe I just need to play for longer. I'll definitely be coming back to this one!
Apr 23 14:48:58 19h 46m Welcome to the Mall ♥ 3 I think this game has an interesting idea behind it, but a few things sort of held it back in my mind. Figuring out how to control Bob took some getting used to, and even then the pathfinding wasn't always great, meaning it felt kind of awkward and clunky to move him around, not to mention how slowly he moves. The idea of dropping boxes so you need to avoid not trapping the character is good, but some way to quickly restart or go to a checkpoint in case you _do_ trap them would have been nice. Lastly, the cannon trap was so loud it practically jump scared me when it went off, especially since there was no other audio. That said, I still think it's a cool idea, and the visual presentation works really well in the game's favor.
Apr 23 14:57:16 8m 18s Squatch Watch: Keeping The Myth Alive ♥ 3 I really liked the visuals, you pulled off the PS1 style pretty well. It's clear a lot of work went into this, and I think you guys made something pretty funny and interesting. That said, the stealth elements feel a little overshadowed by Bigfoots ability to kill everyone in sight. (Though, sometimes the corpses would start sliding after me, which was kinda terrifying). I might make him a little less powerful, give him a cooldown on his attack or something. Either way though, great entry!
Apr 23 15:12:34 15m 18s Potater Toss ♥ 1 Probably the most surreal game I've played this Jam, and I mean that in the best way possible! Only issue I had was figuring out how to combine the various toppings - i get you have to press the potato up against it, but it seemed kind of random as to when it worked. Either way, funny and weird, good job!
Apr 23 15:18:29 5m 55s Mother Bird + Flamethrower! ♥ 1 Fun and cute! :D I'd say the mouse sensitivity was a bit too high, not to mention the tutorial text at the beginning of the game vanishes too quickly, but other than that this was fun! Congrats on your first Jam entry, hope to see more from you in the future!
Apr 23 15:30:59 12m 30s under the sun ♥ 0 I really adore the way this game looks - the player character in particular, but the lighting effects are also really nice. The controls, though, were a little hard to get used to - namely, the character moves way too fast for some of the areas where you need fine control. Also, since the light was shining at an angle, it felt hard to judge where the flower actually needed to be in relation to the light squared I could see on the ground. Light shining straight down would be a lot less interesting, but it might be easier to read as a player. Still, really enjoyed, good work!
Apr 23 15:42:57 11m 58s The Call of the Unicore ♥ 1 Fun and simple! Two great qualities for a jam game to have. I like how you need to manage resources for yourself and for the Unicore, and the visuals are all really nice and pleasant. If I had one suggestion, it would be to make the SFX a little less high-pitched, and add some more feedback for shooting. A little screen shake can go a long way.
Apr 24 17:59:37 26h 16m Dungeon Farmer ♥ 0 Congrats on your first jam game! It was fairly simple, but for a jam game that's perfectly fine. One issue I had was I couldn't move at all - I'm not sure if you need to reach a certain threshold before you can move, or if it was just disabled. I might also add a sound effect for when you kill a spider, and maybe a tiny bit of screenshake. Small things like that can go a long way.
Apr 24 18:06:42 7m 05s _So_Below ♥ 1 Like others have said, I really enjoy the aesthetic of this - from the grumbling of the furnace, the sparks floating up, and the generally oppressive atmosphere. Unfortunately, I didn't really feel any motivation to keep playing, since as you said there's no win/loss state. There's nothing wrong with that - more narrative driven, meditative experiences are interesting - but I feel like there's room for a little more as far as gameplay goes. Maybe the pile of coal is limited, or something. Either way, once again good job on the atmosphere, I'd love to see this expanded into something bigger, game or not!
Apr 24 18:21:40 14m 58s Gaia ♥ 3 beat the devs.PNG I _really_ like this idea, and I feel like you guys did a great job executing it. The meteor wasn't described in the tutorial, but to be honest that made finding it accidentally a lot more interesting. My one complaint is that the building sound was a little loud, and once exponential growth kicked in it started getting kind of hard to listen to. Other than that though, great job!
Apr 24 18:37:23 15m 43s BBYS ♥ 1 Wow, I didn't realize you could turn anxiety into a video game For real, though, this was fun! Really challenging, too, I couldn't get past stage 1. Figuring out how to harvest food took a bit to figure out, but once I did it flowed a lot better. One minor complaint I do have, is once 2 or 3 of the spider guys got my bby, it was basically impossible to get them back, and it was ensured game over. Maybe if the player could pass through the monsters? Regardless, nice work!
Apr 24 19:07:53 30m 30s Soul Blazer ♥ 3 _Thank you_ for putting in checkpoints - so many LD games leave out checkpoints or save systems and it can be infuriating. As for the rest of the game, I liked it! the body horror imagery felt perfectly creepy, and the premise in general with the candle-fingers was really interesting. Some elements felt a little out of the blue, though, like the snowman enemy and loud buzzers, compared to the old castle vibe. It was also a little frustrating to let go of a key accidentally for a second, only to have to go back to the most recent checkpoint, especially at the ending. Overall, though, this wasn't enough to ruin the game for me, though, and I had fun! Good job
Apr 25 14:21:39 19h 13m Mauritius: The Last Odyssey ♥ 0 This seems like a really neat idea, but like others have said I wasn't entirely sure how to actually play. One thing I noticed in particular was that the dodo didn't have any clear way of displaying it's current needs - being fed, using the bathroom, etc. The gun mechanic also, while really interesting, felt awkward to use, especially when the gun got caught on the corners of the room. I think there's something here, it just needs to be a little more fleshed out.
Apr 25 14:28:52 7m 13s Yobuds ♥ 1 Really nicely put together! Super easy to understand, fun to play, not much more you could ask for in a jam game. The difficulty scales pretty well, and giving each of the little guys a random move speed helped make things feel more hectic since you couldn't just group them all together. Nice work!
Apr 25 14:48:19 19m 27s Keep Him Alive ♥ 1 This is a neat idea! I agree with someone else in that the piles of loot is nice, and the occasional surprise enemy was a good touch. That said, the way enemies move made it feel hard to attack them since they move so much faster than you, and only when you're so close. Also, when I _did_ kill them, the screenshake was absolutely insane - way more than you'd need for defeating a boss, let alone a common enemy. Maybe tune it down a little Overall though, not bad!
Apr 25 14:52:52 4m 33s Another f****ng escort mission ♥ 1 Wow, this kid sucks! I will say, there were a lot of UI decisions that I really liked, like the colored text to indicate the hostility of your response and the line for the bow and arrow. Overall fun to play, though the difficulty scaled a little fast imo.
Apr 25 15:21:36 28m 44s À la Fenêtre ♥ 1 I love the storybook-like quality this game has, the visuals and audio go together so nicely and it's clear you put a lot of effort into the presentation. I didn't run into too many bugs, thankfully, and was able to spend time taking in the story. While I'm not sure how much the theme matches, this is a very special game and I'm glad you all made it. Excellent work!
Apr 25 15:30:26 8m 50s Open Fire! ♥ 1 Really loved the graphics and presentation, though some sounds for when characters shoot would be nice. I also have the same issue most people seem to - the game is really simple, and short. Normally that's not too bad for a jam game, but you can win by just mashing Q, S, L, and P, so the gameplay doesn't feel very engaging. A possible improvement would be if you had to figure out which guy to use based on the enemy type, instead of them only being available if there's an enemy for them to hit. Still, not bad, but could use something more.
Apr 25 15:56:48 26m 22s Perpetual Motion ♥ 0 Finally got around to playing this, kudos to you for putting together a card game for the LD! I thought it was a neat concept, but ran into the same issue as niterich - once you have a decent loop setup, there's no incentive to change your system, since it generates the same amount of energy each round. Maybe it was lost in translation, and I'm supposed to shuffle the cards that _do_ make up a loop. Either way though, this idea has potential, and I think you pulled it off well aside from that one balance issue. Great job!
Apr 28 15:21:20 71h 24m Catch The Mouse keep it alive ♥ 2 Interesting - the graphics felt a little out of place sometimes, and the difficulty curve is a bit odd like others have said, but it's playable and decently fun. Good work!
Apr 28 15:36:40 15m 20s Keep it Live ♥ 1 I _really_ love this idea! The UI and sound design is slick, you recreated the feel of Twitch really nicely, and the chat honestly could have fooled me into thinking it was real if it wasn't for the game being obvious (though, twitch chat isn't super complex to begin with, so i'm not suuuuper surprised 😅 ) My only two complaints are the lack of a quick restart button - having to go back through the main menu is a little annoying - and I found the last level a little too difficult. Otherwise, I really enjoyed this! Great job
Apr 28 16:10:36 33m 56s Soccer Life Story ♥ 0 Neat idea! I'll admit, I'm a little confused where the theme plays into it, but either way I'm really impressed you pulled off a game so wide in scope for a LD. That said, that scope might be to it's detriment a little - I felt like a lot of the game was sort of half-realized, whether it be minor bugs or lack of content. I feel like focusing more on the soccer aspect would do the game more justice, but that's just my take on it. Also, the footstep sounds were a little buggy and became kind of annoying to listen to after a bit. That all said, still, congrats on putting together something so ambitious!
Apr 28 16:25:16 14m 40s WAVER ♥ 1 Here I was thinking I was the only one who used the interpretation 'keep the wave alive'. In all seriousness though, great job! This game is crazy polished - you could put this up on steam as is and it'd be fine, IMO. All the little ways you add variation to game play, the visual and audio polish, it all works together so well. My _one_ suggestion would be, like other people have said, an option to label the crowd members with jerseys or something to show which letter they correspond to. Other than that though, genuinely blown away, great work!!
May 3 16:15:29 119h 50m Feed the Fire ♥ 1 Cute and simple, I like it! Something to add more variety to gameplay would have been nice, maybe a way to make it endless with increasing difficulty so your goal is to last as long as possible. As is, just losing after you run out of fuel is kind of unsatisfying. Overall though, for a simple little jam game, it's fun!
May 3 16:42:15 26m 46s Good Dog ♥ 1 I don't think I've ever played a game quite like this before, really nicely done! It took me a bit to realize I could throw my dog onto enemies to kill them, but once I realized that it really took off. One minor issue I had was the fact that the grapple was bound to the shoulder buttons - on my controller it felt awkward to reach, and since they weren't being used for anything I feel like the triggers would have been a better choice. Aiming was also a little odd, since I was expecting it to auto-aim most of the time instead of actually require me to aim. Maybe some kind of reticle or laser-sight looking thing could help clear that up? Either way, I really love what you've done here, great work!
May 4 15:58:32 23h 16m This Website Will Self-destruct (dot) com ♥ 1 It's not really a game, but I think it deserves recognition for what it is. Reminds me a lot of 'Kind Words', but with a more slimmed down interface and the whole threat of self-destructing. Not a whole lot else to say, it's a neat concept well executed and I hope it stays up for a good while. Good job!
May 6 17:29:25 49h 30m Keep it, Alice ♥ 2 I think this is a really interesting idea, and there's some parts I really like - using portals to move between the chunks of the world, the resource gathering, etc. That said, I feel like the game wasn't vert clear often - finding your way back to the sapling from a random chunk of the world was confusing, and the resource counters didn't make immediate sense - having a more progress bar style of display might help with that. Reading he comments, I realized there's a map, however it still feels a bit confusing. Overall though, the idea is very interesting, and I'd love to see this more fleshed out with more quality of life features added