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| Timestamp | Since previous | Game | Scott Steffes's comment | |
|---|---|---|---|---|
| Apr 21 01:14:14 | Zoo keeper | ♥ 6 | This was really delightful. I also think it's the perfect kind of game for a game jam. I understood the mechanics quickly and had a little piece of genuine fun. The art is also super cute. | |
| Apr 21 01:18:18 | 4m 04s | OwOrbit | ♥ 1 | I love how you took a simple concept and executed it beautifully with lots of polish on the visual side of things! Great mood to the game. |
| Apr 21 01:31:50 | 13m 32s | Stay Alive | ♥ 2 | I made it through every level by just running like heck. I wish there were more timing-based elements, so I couldn't just blast through it! I love the CRT-style blown-out graphics. Very cool! |
| Apr 21 01:38:49 | 6m 59s | Decay | ♥ 2 | Maybe I'm dumb, but I had a lot of trouble figuring out what was what. The light emitter looks like a flower, and how do I know how well I'm doing? I had some levels with only 1 flower to place and 2 mirrors, an no way to know if I was doing it right. I'd like to see a bit more tutorial. |
| Apr 21 01:46:31 | 7m 42s | A Single Flame | ♥ 1 | Well, you could have said in the description that nothing is implemented. I kept clicking trying to make something happen, then... Yeah. |
| Apr 21 01:54:55 | 8m 24s | Give Me Fire! | ♥ 1 | I liked the idea! The pacing was tricky, though. Early game I found myself just ignoring the beat to get stuff done because the beat was so slow. I love the crazy characters that come out to dance, and the fact that the music changes as the fire heats up. |
| Apr 21 02:58:09 | 1h 03m | Beacon in the Dark | ♥ 1 | I loved this! Management games are my jam, and this one delivered. It wasn't always clear whether power was flowing or whether my towers were doing their laser thing, but overall I had a great time. |
| Apr 21 03:01:32 | 3m 23s | Egg's Eggsoddus | ♥ 5 | What an odyssey!!! It went much farther than I expected, and I loved rolling around and exploring. The heal chamber was a delightful surprise :) |
| Apr 21 03:05:41 | 4m 09s | Airplane Mode | ♥ 0 | Couldn't play! As soon as I loaded in, my view shot straight up and I couldn't get it to stay down. |
| Apr 21 03:10:38 | 4m 57s | Purple Thing! | ♥ 1 | Hah! I love that, the level design bit made the whole game hit different. |
| Apr 21 03:42:43 | 32m 05s | Jack's Star Destroyer | ♥ 1 | I liked it a lot! I'm awful with WASD rotation controls -- maybe it'd be fun to try mouse-based control! I love the powerups that rotated around Earth. |
| Apr 21 04:09:49 | 27m 06s | moss | ♥ 1 | Wow, it's like Dear Esther meets Ape Out. I love the art!!! |
| Apr 21 04:10:44 | 55s | Manual Breathing | ♥ 3 | Wow, I never thought about how bad I am at multitasking until I had to platform and breathe at the same time. Cool concept! |
| Apr 21 07:22:55 | 3h 12m | Keep The Bouncy Thing Alive | ♥ 1 | Blue ball machine comes to life! I like the simplicity of it. Wait, now that I read the comments I see that those gray balls were... OTHER PEOPLE??? WOW, that's amazing! Review updated!!! Turns out I should have read the description hahaha |
| Apr 21 08:14:52 | 51m 57s | YMGYPBVF: You Must Gather Your Party Before Venturing Forth | ♥ 1 | I love the logic behind this game! It feels amazing to figure out the right order to move your pieces in. Great job on the game design, and I know it can't have been easy to make it all in time. Congrats! |
| Apr 21 13:00:27 | 4h 45m | Good Boy Wanwan | ♥ 5 | The mix of 2D and 3D was cool. Having little story parts between the gameplay made me want to keep playing to get the rest of the story. The core gameplay was a bit monotonous. Lots of time spent just walking through the city. The physics on granny were neat. |
| Apr 21 13:18:32 | 18m 05s | A Dangerous Errand | ♥ 2 | I love the concept and the unique art style. The absurdity of all the people standing in the street expelling sickness particles was great. The bullet pattern variation was also cool. The gameplay was pretty standard. |
| Apr 21 13:22:57 | 4m 25s | Bonsai | ♥ 2 | It took me quite a while to figure out how the various mechanics worked. Some infographics showing you how to do various things might be helpful. The movement using the mouse instead of the arrow keys was hard to get used to. Really cute concept that matches the theme well. |
| Apr 21 13:39:00 | 16m 03s | Don´t forget me | ♥ 3 | The controls we quite confusing to me. I couldn't tell which option was highlighted on the start menu and accidentally quit the game the first time. When there's text playing and I click, I expected it to jump to the end of the text and instead it closed the text box so I missed the second half of the text. Various quality of life improvements would make this game much better. I had a hard time concentrating on the story as I kept fighting with the controls. |
| Apr 21 13:46:40 | 7m 40s | Lich Clicker | ♥ 2 | Really good looking game. The sprite animations were really impressive. The WebGL build is set too big for the itch.io window. I had to scroll the window horizontally to get to the fullscreen button. In Player Settings you probably want to set the canvas to something like 960x540 so it displays nicely in the itch.io page and then people can click on the fullscreen button. |
| Apr 22 06:00:02 | 16h 13m | Chivalric Saga | ♥ 1 | Ha, I love the absurdity of it. And yet I'm drawn in, I must help the knight! The music matches the art style well. It wasn't clear to me why the mushrooms were different colors it made me think they each did something different, but I'm not sure. |
| Apr 22 06:24:02 | 24m 00s | Creature Coraller | ♥ 2 | The enemies were so funny. I love their expressions. Having to stop moving to shoot felt like a bit of a drag, but I guess it adds some challenge. I actually really liked how you had to reload one bullet at a time. It just felt good with the sound. The enemies should probably come in a bit sooner, I spent the first few seconds trying to shoot the guy I was supposed to protect. |
| Apr 22 06:38:06 | 14m 04s | Planet with a Cat | ♥ 1 | The graphics were really cute! It took me a while to figure out how the mechanic worked. I wasn't sure what the health bar actually meant. What I figured was that the trees block the meteors and that if the planet got hit directly, it's health would go down and not go back up. I didn't realize adding trees healed the planet. Once I figured it out it was a lot of fun! |
| Apr 22 06:51:23 | 13m 17s | Beer Tavern | ♥ 1 | It's tough to make a game with this many layers understandable, especially in a game jam, but after playing and losing once I generally go the hang of it. You were able to create quite a bit of content in a short time. The vertical layout was cool, though it was just a bit too tall for my browser window so I had to scroll the window up and down and I can't seem to fullscreen it. The character animations were also cute. |
| Apr 22 06:58:58 | 7m 35s | Keep Pit Alive! | ♥ 2 | I liked the hand drawn style of the horse. It's a nice change from all this digital art. Unless it was completely digital, in which case, it still looks good and stands out from the crowd :P |
| Apr 22 07:01:42 | 2m 44s | Bullets & Babies | ♥ 2 | Excellent combination of mechanics to make for a challenging but fun experience. I liked how the music changes when you're getting low on milk. Well done! |
| Apr 22 07:04:02 | 2m 20s | Savior | ♥ 3 | The controls were pretty difficult, but I have to imagine implementing them is more complicated than one might think :P The art style was perfect for a 3D game jam game. Not many people can pull off tasteful 3D in a game jam. |
| Apr 22 07:07:01 | 2m 59s | Medically Inaccurate | ♥ 2 | Shooting the syringes felt great. Seeing them stick into enemies and push them back was awesome. Balancing the heart health and your own health was also interesting. Great little combination of mechanics and gamefeel. |
| Apr 22 07:13:19 | 6m 18s | Dreadful Sanity - A Ludum Dare Game Jam Game | ♥ 1 | The art really created the proper mood for the game. Dirty pixel. art :P |
| Apr 22 07:50:39 | 37m 20s | StarShip Hamster | ♥ 2 | It would have been nice if the shooting had more umph to it. It was almost hard to tell if you were shooting at all. The area pushback attack was good. The hamster was adorable. The help text probably should be bigger or have an outline so you can read it easier. |
| Apr 22 07:54:17 | 3m 38s | The Birb | ♥ 1 | This art style is great! Everything feels cohesive. Much better than trying to go for a more complicated style and not quite nailing it. |
| Apr 22 10:39:22 | 2h 45m | Feed Me! | ♥ 1 | Hey! I started following you when you made STEREOtype. Glad to see you're still making games! The look of the game is perfect for a game jam. Pulling off tasteful 3D is hard in a game jam, but you pull it off. I admit I found controlling the little guy sort of frustrating. If you could give the player just a bit more control, I think it would be more fun. Maybe the ability to stop it from moving for a bit longer that you currently can. I may be missing some of the mechanics. It is fun getting him to jump to you. It might be good to include a way to immediately restart a level when you die, waiting for the animation was a bit annoying after the 10th time :P Keep it up! Check out my game if you have the chance! |
| Apr 22 11:57:04 | 1h 17m | Hope | ♥ 1 | Wow, I'm really impressed you were able to come up with all of these puzzles so quickly. I know when you get good at art or programming you can really crank out impressive programs and art, but it's rare to find people who can do really good game design under pressure. Hats off to you! We went with a more established game design, tweaked it a bit, and focussed on polish. I look forward to seeing more of your games in the future! |
| Apr 22 15:52:15 | 3h 55m | Terminal Charge | ♥ 0 | This was actually a really accurate simulation of what it's like to catch a flight, which would be fun in real life if it weren't so stressful. So this lets you have the fun without the stress. The phone dying added an additional layer and some comedy. It took me a few plays to figure out how to read everything. Maybe making your flight number more prominent would be good. It felt a bit random whether or not your flight would be reachable in time (just like in real life!) I'm not sure if you could do something to ensure that the combination of terminal changes never produced a route that was too long to walk in time. よくできたね! |
| Apr 22 17:08:28 | 1h 16m | Mr. Fluff | ♥ 2 | The core system was really creative, using the width, color, and... something to indicate the various needs. I didn't actually figure out what the hand was about. It's also awesome to have an analogue soundtrack, not something you see in a lot of jam games. |
| Apr 23 04:35:20 | 11h 26m | Cardboard Frank | ♥ 1 | The music is excellent and totally matches the situation in the game. The 3D graphics were really tasteful which is hard to pull off in a game jam. Flying around actually felt pretty good. I felt like I could control my movement pretty well. I didn't exactly understand how the ammo system worked. Do you just have a set amount? I was hoping charging up your attack would make it look different somehow. That would make you feel a lot more powerful I think. |
| Apr 24 05:52:01 | 25h 16m | Empty | ♥ 0 | I really wanted to see what this game would be like given the name. Simpin' ain't easy after all. |
| Apr 24 06:23:51 | 31m 50s | AMT: Alien Medical Technician | ♥ 1 | Holy crap, this is so cool! The art is really good. Like actually good, like not even cringey like a lot of manga style stuff tends to be. The gameplay is pretty standard for a rhythm game, but that's pretty cool. I know I've had trouble getting audio to sync properly when making rhythm games. The audio synthesis is a neat touch. Actually modulating the audio live instead of just turning a file on and off is really cool. Maybe it would be good to be able to click a button to hear how it's supposed to sound before you play it would be good. There was one song where I couldn't imagine what it was supposed to sound like so I had a hard time timing it just from the visuals. |
| Apr 24 06:32:22 | 8m 31s | Confluence | ♥ 0 | Didn't work in Chrome Incognito mode, Microsoft Edge to the rescue! (never thought I'd say that) I liked how you could only aim in the 4 cardinal directions. It made it much easier to control than the usual Asteroids style controls. The game works in that the computer's health pretty much becomes a timer for completing the power supply sections. But it felt weird to just leave the computer for long periods of time just letting it get hammered by enemies. It would be nice if there was something you could do to protect the computer while you're away from it. |
| Apr 24 06:39:24 | 7m 02s | Late Medieval Network Engineer | ♥ 1 | This is actually really neat. Looking at it I figured it was going to be one of those jam games where the rules are way to complex and unintuitive to grasp quickly (I've made such a game) But it was actually pretty easy to get a sense for how it works. The traveling mechanic was really interesting. Did you come up with that entirely or is it based on an existing game? The main network screen is a bit lackluster, for a second I was thinking that was the whole game. A little UI brushup would go a long way I think. |
| Apr 24 06:42:27 | 3m 03s | Feed me! | ♥ 1 | Ha! There have been a lot of these pet raising simulator style games this time around, but the setting for this one was really funny. Would have liked ASDW to work as well as the arrow keys. |
| Apr 24 06:47:47 | 5m 20s | Courier of Fire | ♥ 1 | Very similar, but also very different ours. I like how you can walk up the water and how you can relight the fire using the braziers you've already lit. It is definitely more of a puzzle experience where you can stop for a second and think about what to do, whereas in ours it forces you to just go. It took me a while to figure out that you don't need the fire to go through the exit and also It seemed like it the door should just take you to the next level instead of having to specifically interact with it. |
| Apr 24 06:52:03 | 4m 16s | Overwatch | ♥ 0 | It was a pretty difficult game, but nothing about it was frustrating. Changing cameras and pathfinding the guy through the level all worked exactly as you would expect. Well done! |
| Apr 24 06:56:19 | 4m 16s | Verbose | ♥ 1 | Easily the most creative take on the theme I've seen. Unfortunately it's quite a lot to take in. It probably would have been good to focus on a simpler set of systems and polish them. (I should know, I've made several indecipherable jam games) |
| Apr 24 07:01:06 | 4m 47s | Tower of BOOM | ♥ 1 | This really feels like it could have existed as an old arcade game. It took a while to get a sense of how to time things, but after a while I got it. I like the mechanic of breaking through windows (so many windows) It felt like a cheesy action movie in that way. X to shoot didn't work well if you were using ASDW Another shoot button that works with that layout would be good. It was fine with the arrow keys, but you know us PC gamers, we want to customize everything. |
| Apr 24 07:06:31 | 5m 25s | Breaking Egg | ♥ 1 | I will admit I found figuring out how fast I could go without damaging the egg was rather frustrating. I'm guessing I would develop a sense for it over time, but I wish there was some way to develop that sense more quickly. Like whatever calculation you're doing behind the scenes to determine how hard you're hitting, if you could display that in a piece of UI that would be interesting. Neat little idea for a jam though. I liked the music. |
| Apr 24 07:13:59 | 7m 28s | Feed The Fire | ♥ 3 | Lots of cool little things in this game. I like how the items only appear/change when you aren't looking at them with the flashlight (at least that seemed to be how it worked). I thought it was funny that you could burn guitars and books. The fact that what was in the colored containers was randomized at the beginning didn't seem that interesting to me, mostly just annoying. Mashing space to charge the flashlight felt good because of the sound. Well done! |
| Apr 24 07:18:11 | 4m 12s | LEADER KEEP THEM ALIVE | ♥ 1 | The interface is gorgeous. It really feels like you're crammed in somewhere looking at an old CRT. There's quite a lot of reading and complexity which is cool if you take the time to comprehend it, but can deter some people playing jam games. In the past I tried to make more complex games like this, but lately I've been going for more quick, pick up and play experiences which seem to attract more attention. But something complex like this definitely has more potential to become an actual game. |
| Apr 24 07:28:08 | 9m 57s | Me: Tree! | ♥ 2 | This was really cute and relaxing. Some calming music would be nice. It felt really good how in the beginning you're really struggling, but eventually you gain a foothold and things start going better. Having to warp the tree to get as much sun as possible and reaching down to find water pockets was also is neat. |
| Apr 24 07:34:38 | 6m 30s | My BFF! Glorpol! | ♥ 1 | Holy crap, this is freakin' hilarious! The art and animations are also really good. You should like, make games for real, unless you already are. Are you? |
| Apr 24 07:45:23 | 10m 45s | Fire my guitar up | ♥ 1 | I too was looking forward to guitar music. But it was still fun without it. |
| Apr 24 07:51:12 | 5m 49s | VITAL 2020 | ♥ 1 | Wow, this was legitimately unsettling, like in a good way. The core game system doesn't have much to it other than accuracy, but it really captured the sense of impending doom that comes with aging. Games are all about giving the player an experience, and this really did that. |
| Apr 24 07:54:39 | 3m 27s | LIFE:anti-viral | ♥ 1 | Some very literal cellular automata. Those viruses are brutal! I'm not sure what I did, but it feels like I hurt somebody/something. So that was an experience. And new experiences are what jam games are all about! |
| Apr 24 08:56:30 | 1h 01m | The Three Sisters | ♥ 0 | Oh my, froze to death. I must admit I'm not in the right mindset to rate this. I've been thinking about gameplay/art etc... It's hard to switch to literary criticism :P Game Jams are tough like that. I've made some text heavy games in the past and they didn't go over very well. But as a writer I have to imagine this is a really good exercise so I hope you got what you wanted personally out of the experience of making this. |
| Apr 25 04:07:17 | 19h 10m | The Empty Cone | ♥ 1 | You mention that that all the other controls are explained within the game, but somehow I missed them. I didn't figure out that you could press Q to pull up your weapon (or that you even had a weapon) until the 2nd playthrough which made the first playthrough incredibly frustrating. The upgrade menu was rather hard to understand. I couldn't tell if something I was clicking wasn't working because I didn't have enough money or because it wasn't clickable or what. It seems like listing the controls in the description would be a good idea, especially for a jam game. Maybe the controls show up on the screen, but I missed them both times I played through the game. Though maybe the whole point is to surprise people? I was certainly surprised when the monsters came in. I guess you have to balance the surprise with the chance that people will ragequit. Once I figured everything out the game was fun and had a good amount of depth, so good scores all around, but if there was a rating for intuitiveness I'd have to dock you. Very impressive amount of content for a jam game! |
| Apr 26 12:08:23 | 32h 01m | Junior Juggle | ♥ 1 | A good size game to complete within the compo limits. If you could somehow make it more about precision than fast clicking that would probably create greater potential for juggling lots of items. Maybe if you could charge up your click and toss the heavy items higher, that might make it more replayable. |
| Apr 26 12:16:21 | 7m 58s | Più, a bird song | ♥ 2 | The flying controls felt very nice, and the artstyle was really tasteful. Having more of an indication of how much longer the songbirds can survive would probable improve the gameplay. Not being able to see the layout of the map made it hard to predict where you could safely go without running out of gems. |
| Apr 26 12:23:29 | 7m 08s | Keep Him Alive | ♥ 1 | The attacking animation felt really good, if you found a sound effect just for that that would be great. I didn't quite understand why the big circles with "5" on them teleport you to slightly different version of the same level. Is it all procedural? I'm not sure exactly how you are supposed to beat the game. |
| Apr 26 12:30:27 | 6m 58s | Shapes | ♥ 1 | The jumping/warping felt really good. Aiming was kind of hard. I would have liked some sort of visual indicator of my health. It took me a while to figure out what exactly makes you die. A health bar would probably ruin the minimalist aesthetic, but I'm guessing there's some sort of graphic you could add that would indicate your health situation without looking too much like UI. |
| Apr 26 12:35:35 | 5m 08s | Keep the Keep | ♥ 1 | I usually try to avoid making games with too much deep strategy in game jams (people never read the instructions :P ), but you did a really nice job introducing the game's concepts in the tutorial. That's impressive. The art style is also really tasteful. This game has a lot of potential to be made into a full game that you could sell. |
| Apr 26 12:40:56 | 5m 21s | Cable Guy | ♥ 1 | Excellent addition to regular platforming mechanics. It was really funny seeing all that cable get wasted. Sometimes I forgot to press F and screwed up my server chain. Maybe being able to shoot cable to places you can't get to would be fun. |
| Apr 26 12:46:05 | 5m 09s | Memes Never Die | ♥ 1 | Very relatable game. I wish I had the courage to post my memes around town like that. All the animations/sounds were great, making it satisfying to play. For those of us who aren't especially artistically talented it would be nice if you had some hand-crafted memes you made yourself that you could choose to use instead. |
| Apr 26 12:50:28 | 4m 23s | Spirit cave | ♥ 1 | Really cool, reminds me of Noita. Making sure each level is beatable must have been interesting/difficult. |
| Apr 26 13:00:51 | 10m 23s | Precious Animals | ♥ 1 | Seemed a bit difficult at the beginning for a hyper casual game. I wish I had more control, maybe a limited resource I could use at the last second to protect the animals if I missed a bullet. Cute art! |
| Apr 26 13:04:07 | 3m 16s | Survivalgo | ♥ 1 | I like this better than the turtles I learned programming with :) |
| Apr 26 13:09:30 | 5m 23s | Kaoamaru Kaiju | ♥ 1 | Makes me think of the original N64 Evangelion game. |
| Apr 26 13:12:33 | 3m 03s | Virus Simulator | ♥ 1 | This is a tough one, just like the real situation. This could probably be useful for showing people the difficulties governments face trying to deal with this situation. |
| Apr 26 13:21:09 | 8m 36s | Sharkbait | ♥ 1 | I usually make game jam games with to much text/complexity as well. This time I also tried to go simple. It worked out well for you I think. The eels are really cute, they look like something from a Matt Groening cartoon. I would have liked a bit more direction at the beginning. I did a lot of wandering before what I was seeing started to change. |
| Apr 26 13:25:48 | 4m 39s | Firekeeper | ♥ 2 | The additional badges are a cool idea! Not being able to tell exactly what each badge does made it a bit confusing though. |
| Apr 26 13:35:53 | 10m 05s | Keep It Alive | ♥ 1 | Quite the experience. This belongs in a post-modern art museum. |
| Apr 26 15:04:48 | 1h 28m | My Mother is a Caravan? | ♥ 2 | I look forward to the anime adaptation of this coming out next season. 👍 |
| Apr 26 15:18:43 | 13m 55s | The Keep! It's Alive! | ♥ 2 | The animations are all great! It's also nice that, like you say, the controls are quite intuitive. |
| Apr 29 12:53:28 | 69h 34m | A 90s Game! | ♥ 1 | The pixel art was really cute! I found the collider on the tree kind of confusing. To get to where the lumberjacks go to you have to go behind the tree. I'm not sure why the lumberjacks seem to appear out of nowhere. It seems like they could just come from off the edge of the level. I think it would be better if you couldn't just stay behind the tree and instantly kill the lumberjacks. |
| Apr 29 13:40:51 | 47m 23s | Keep Them Alive | ♥ 1 | I liked how the controls were more physics based so you could get creative with how you solve the levels. In other games I've seen like this, the movement is really tightly controlled so it feels like more of a puzzle game. I like your way better. The sound when you get the blobs together was really intense and funny. |
| Apr 29 13:46:06 | 5m 15s | GNAT#46 | ♥ 1 | I like how the bullets bounce off the other planets. I think the shooting could have felt more impactful. Some sort of shake/sound/particle effects when you hit would be nice. The bullets could probably travel faster. |
| Apr 29 13:52:28 | 6m 22s | Cats In Flats | ♥ 2 | The different cat models were all hilarious! I liked being able to shoot as fast as I could click. There seems to be a resolution/aspect ratio mismatch between the game itself and the unity web player window. Probably a mismatch between the WebGL Player Settings and the itch.io settings. I'm not sure giving the player health in addition to the goldfish health was necessary or interesting. It would be nice to know how much health each cat has so you know how many times you need to hit them. Moving the furniture around was an interesting mechanic. |
| Apr 29 13:59:20 | 6m 52s | Baby, please don't break my hearts | ♥ 1 | Having to consider the physical position of your square to be able to attack was really interesting. If your hearts get too close to the sides sometimes the enemies can get to them before you have any chance to defend them. Maybe the enemies should only spawn in places where there at least some minimum distance away from the hearts. I suppose you're sort of able to control your hearts' position with the square, but it's really hard to do consistently so ensuring a certain amount of distance between the enemy spawn and the hearts would probably be good. |
| Apr 29 14:10:41 | 11m 21s | Civilitris | ♥ 1 | Clearly other people have figured this out, but what does "complete 3 rows/columns of the same type" mean? I made a 3x3 square of all the same type and it didn't count as completing the quest. |
| Apr 29 16:25:46 | 2h 15m | The Great Return | ♥ 1 | I played another game with a very similar setting and somewhat similar gamemplay: https://ldjam.com/events/ludum-dare/46/the-path But yours controls much better. I think hearding mechanics like this are inherently frustrating, but I think you pulled it off as well as I've ever seen it done. The fact the chicken stays put when you're not hearding it and the fact that you can speed the chicken up in a pinch make it a lot better to control. Maybe a few other options like throwing feed (a limited resource) which makes the chicken run to a specific location or something like that would be good. Well done! |
| Apr 29 16:37:51 | 12m 05s | Sunlit | ♥ 0 | This is honestly one of my favorite jam games of all time. I saw a streamer playing it and had to check it out. Initially I thought I had to trim off the yellow/red leaves which obviously didn't go well. Maybe if you could make them slightly glow in and out to make them seem like they're not dead that would be good. I really liked how I could clip the end of a static branch and get it to grow again. |
| Apr 29 16:45:52 | 8m 01s | Mount Ookie | ♥ 1 | All can be accomplished through wasps. The music really set the vibe. You did a really good job limiting the amount of art assets you needed so you could focus on quality. I kept pressing space to jump and throwing wasps accidentally. If possible I would make it so if you press jump within like 0.2 seconds of leaving a platform it still lets you jump. That tends to improve the feel of platformers. Well done! |
| Apr 29 16:50:10 | 4m 18s | Oak Defenders | ♥ 1 | A nice little tower defence game! Great job limiting the number of art assets you needed so you could focus on quality (though there are still quite a few assets, well done!) |
| Apr 29 16:55:33 | 5m 23s | For Ducks' Sake | ♥ 1 | The art and audio are super cute! I read your message about 360 vs 8-way aiming. That's a tough one. Certainly the game would be too easy if you just add 360 aiming, but the 8-way limitation doesn't seem to be a fun kind of difficulty. I think you would need to find some additional mechanic to add difficulty to the game unrelated to the aiming. Like having different bullet types to switch between for different enemies. |
| Apr 29 17:00:05 | 4m 32s | Soulectron | ♥ 1 | The art was really cute and the music fit the mood. I found it a bit confusing that the red things that block/damage you were the same color as the syringes that heal you. |
| Apr 29 17:07:01 | 6m 56s | Save the torch! | ♥ 1 | The art is really well done. I think just fixing up a few things with the platforming system could make it feel a lot better. The biggest thing I struggled with was not jumping when running off the edge of platforms. Our game got criticized for this a lot and I see now that it's worth fixing. If you make it so if the user presses jump within 0.2 seconds of leaving the platform it still lets them jump it makes the platforming feel much better. I think the overall concept of the game is fine. It could just use some general tightening up platforming wise. |
| Apr 29 17:11:00 | 3m 59s | Party Animal | ♥ 3 | An accurate simulation of a college house party, with cute animals! Well done! |
| Apr 29 17:16:22 | 5m 22s | Faire L'Amour aux Plantes | ♥ 3 | OMG so many kisses! The hand-drawn looking art style really set the mood. |
| Apr 29 17:29:37 | 13m 15s | Bogged Out | ♥ 2 | Very impressive amount of content. And very tasteful 3D art which is hard to pull off in a short time. Balancing getting gems and healing your golem was interesting. I'm not sure being able to die by falling into the water is an interesting mechanic. |
| Apr 30 08:25:08 | 14h 55m | Blood On The Snow | ♥ 3 | Very cool game with an impressive amount of content. When the first battle started, I was clicking the battle UI a bunch and didn't realize I had to advance the dialogue before I could interact with the UI. It seems like the UI should be faded out or something until you can use it, or give you a message "read the dialogue!" if you click on it before finishing the dialogue. I was surprised that it allowed you to confirm move orders before you execute them, but if you clicked attack, it just ran the attack and spent your AP without a confirmation even when you weren't in range of anything. Maybe it could detect if your attack probably isn't going to hit anything and warn you before executing the command. There seems to be some sort of bug where if you use right click to face an enemy you somehow enter move mode and are forced to move again when your intention was to turn and then attack. In general though really impressive! |