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| Timestamp | Since previous | Game | TopperVideoGames's comment | |
|---|---|---|---|---|
| Apr 21 03:34:29 | Chaincards | ♥ 3 | The artwork helps set a dreary mood and is fluid enough to get a sense of how the creatures would act. Beyond that the supposed strategy elements this game presents are lacking. The abilities appear to be on cool downs, so using the heal and evolve actions as soon as possible is the ideal tactic. It would also be nice if the next card could be selected to play when the timer is ready, having the feeling that seconds are being lost is a drawback of this kind of system. There are a few tweaks to make the game look cleaner as well, such as changing the card face to the next kind of card when it is off screen instead of when it is clicked. I do like the effort put into making a story, though the lore text is small to read. I get the impression this game had a lot more planned with the deck building aspect, but playing it over and over again against the same monsters with different cards is not very appealing. Hopefully post jam the team behind this game can finish what they envision this game could be. | |
| Apr 21 03:56:11 | 21m 42s | Feed the Chinga | ♥ 1 | This is a great use of balancing plates with the different minigames! I like how automatic the food game is to check on it less often, the face picker is a bit hard to tell what is correct but I do like how it takes more time to play it. Having the water game be practically the main game to play with it having no automation is a great touch to me, it means there is always something to do even if the bars get filled, though I can only last about 100 seconds. Having the chinga say something silly when checking the bars is both good comedic relief and a good distraction to waste time. I would prefer to have the arrow keys mapped to WASD as well, but that is a minor nitpick. The different minigames have somewhat different visual styles than the main creature itself. It is fine but it sticks out a bit. Good jokes all around, great work! |
| Apr 21 07:03:18 | 3h 07m | Prometheus | ♥ 1 | Usually a platformer where you cannot see the platforms would be a bad idea, but this works pretty well! Having some things show in the darkness is enough to see where to go, and the torch radius is decently sizes too. The setting is great for the theme, keeping a fire alive relating to Prometheus is clever. The about menu should have a way to go back to the main menu. The game is short, though I greatly appreciate the multiple checkpoints to reduce potential frustration for the times a blind jump leads to death. Great work overall! |
| Apr 21 20:21:31 | 13h 18m | My family is me | ♥ 3 | It took me a while to learn how to play this game. I struggled to figure out how to actually keep the family alive, as left clicking items next to them only consumed them. It was only doing through some random things that the method was to drag items from the inventory directly onto them and clicking on them. I also struggled out how I was supposed to find items, until random shooting revealed that the crates that were instantly spawning held items to pick up. I was confident I figured out how to play, and started again, dragged all my items from the starting inventory again to my quick select bar, and lasted a day. The journal popped up as I was outside, and I was instantly killed because the zombies attacked my person who stopped running to write an entry in his journal. There seems to be a sort of quality system to the foods, as some food dramatically decreased the thirst meter, and there is not that much water to be found. There is no feedback to getting hit, something the character would grunt but I had to keep one eye on his health icon. I'm guessing the character can be poisoned sometimes. I do enjoy how much there is in the game, it is a large map to explore with plenty of baddies. Though only one house is really needed to go to if the boxes keep spawning like they did for me. Naming the son Ludum is funny, and rapidly pressing reload makes me think the guy is a clockwork soldier. Having some more explanation on how to play the game with some tutorial would help out a lot, and rework the journal system so it is only from inside the house. |
| Apr 21 20:36:01 | 14m 30s | Clonization | ♥ 0 | It says no game. Where is the game? I'll check back later when there is a game. |
| Apr 22 00:39:51 | 4h 03m | Pump It ! | ♥ 3 | This is a really nice game! It is polished and has plenty of charm for the robot. It is very short, but what is here is done well! I always liked games that play with perspective, and having to use different angles to look at the right wire is clever. The arrows could be mapped to buttons on the keyboard to make it easier to play, but using the mouse for everything does add to the pressure of clicking it fast enough. Would be cool to see more levels that play around the perspective concept, such as only having top down and side views, to really try to understand the shapes of the wires. I would love to see more, great job! |
| Apr 22 03:09:39 | 2h 29m | Highlights | ♥ 2 | Pretty straightforward as far as the game play is concerned, so the meat is in the story and writing. I'm happy to say this story about coming out of depression is pretty good! Having the outcome based on what can be guessed are the best things to say can be subjective of what would make personal sense, but I do like the idea that saying neutral things can give more character which lends itself to being hints are what may be the best things to say. I also liked dropping the system to show the unconditional love of the grandpa, using the mechanics of the game to make a narrative point. Some things can be a bit cleaner, some typos and text going past the boundaries of the boxes they are in. I do like this subject material and think you did a fine job with this! |
| Apr 23 03:19:59 | 24h 10m | Robotanic Mayhem | ♥ 4 | I really like the potential this kind of game can have. I noticed more and more details as I played it, like how the water tank in the robot correlates to how much water it actually has, that plants seem to bloom quicker when their meter is kept more full. It does look superb too. The gameplay can run dull quickly, even though it is constantly active. I find the optimal strategy to be to stick next to the water tank and blast one or two plants to keep them alive, and knock out any zombies in two hits. As efficient the the right clicking sprinkler move is for water, it does not beat not running out of water. I can see this being a lot more engaging with some additions. I had one of the corns actually jump on the fence, so I imagined how cool it would be to have those obstacles block the player and their water but not the zombies at all times. Being able to spend the money on upgrades, purchase automatic sprinkler systems to slow the drain on a patch of plants as the intensity and difficulty ramps, that sort of thing. One nitpick is there was a sound that kept playing like a gear turning, I had no indication what it meant cause everything possible keeps happening after a point. Great work on this, I do hope you expand it out later! |
| Apr 23 03:52:24 | 32m 25s | Burning Time | ♥ 2 | Best aspect of the game is the audio feedback. Being able to tell when a tree is being hit is vital for this kind of game, and the sound effects fill that need. I do like how there is a natural difficulty curve as the trees that need to be chopped up become farther away from the fire as it is natural instinct to do the close ones first. Hitting the zombies was weird, it seemed like they could be hit anywhere around the player, but trees could only be chopped from right next to it. I was bummed to see that switching to the ax while holding a log dropped and broke the log, I almost would rather have a zombie pick it up and carry it away. The rapid pressing of the ax was cumbersome to do, it would be nice to have it keep swinging as the button is held down. Real cute looking game overall, nice work! |
| Apr 23 04:33:41 | 41m 17s | 7 Intelligence | ♥ 1 | This is really clever! I was a bit confused at first when I thought I was watching cutscenes, then I realized it was an actual level to play in! Really cool puzzle mechanics, luring the knight with a hierarchy of lures to guide him through a dangerous maze. It gets pretty hard pretty quickly, having to switch between so many things quickly, so I am glad you made time slow down when choosing targets. The humor is top notch easily, the silly sound effects when the knight fights are does anything really is great. It is a little tricky switching between targets quickly but there is plenty of feedback to know what is going on. Neat visual effects on the influencing as well. Great job! |
| Apr 23 04:54:35 | 20m 54s | Aniyah | ♥ 1 | Straightforwards kind of game, though I do wish there were some kind of checkpoint after each room cleared or a health system in place, getting one shot is not very enjoyable. There should also be subtle hints in the environments to make the nodes easier to find, like arrows in a dead end that would at least point to where the node relative to it. I do like the atmosphere of the game, and I like how you handled the darkness. The little droid buddy is a flashlight, and the shots light up the dark so it is recommended to keep shooting. If that was to balanced a heat meter could be put in along with the health to have a more balanced experience. Characters were simple but sweet, I do not see a Grandma AI often. Good work! |
| Apr 28 01:39:54 | 116h 45m | A Tree | ♥ 2 | I do like the angle this game takes on the theme. Instead of being an active reflex based game about keeping danger away, it puts the focus on how long a tree can live based on how it grows. It took a few attempts to see what would kill me, but found the best strategy was to focus on the roots, and buy the upgrades as I could. The roots directly supplied water, and I died once from running out of it. I was surprised that running out of a resource was a game over condition, but it does make sense contextually. The game does seem to boil down to making sure roots are bought every couple of months to keep up the supply lines. I did get a chuckle when the best ending seems to be being such a good tree that humans chop it down. Having some more explanation of the systems would help the player make better decisions. I have a good idea that the green icon is nutrients but I am still not certain. I can see easy replay value in this game, changing the stats based on tree species and environment if you wanted to branch out a bit with this game. Speaking of my optimal run had me never buying branches, leaves, or a trunk, so having half the game not needed seems weird. Nice work! |
| May 1 04:01:30 | 74h 21m | The Lonely Tree | ♥ 1 | This is a pretty game, and I think the sound design is pretty good, though some feedback effects could improve this experience a lot more. I was unsure if I was hitting the bots until they blinked out of existence, and I had to see them shoot the tree itself to see that they will aim for it. Sounds and visual effects for the bots and tree being hit would convey that vital information for the player. The experience itself is pretty straightforward, I do like being able to shoot the enemy bullets if the circle strafe strategy wasn't good enough to get back to the tree. I do like the detail put into the environment, it is nice to look at and the time of day change was nice too. Mostly good visual work, which resulted in a nice game. |