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| Timestamp | Since previous | Game | AdroitConceptions's comment | |
|---|---|---|---|---|
| Oct 4 23:27:51 | The Death Loop | ♥ 1 | - controls state arrow keys + space... have to use left click to advance dialog - having to go through the dialog over and over gets annoying - given the 'die-retry' loop, the death respawn time needs to be much faster. - graphics are acceptable programmer art - music was good, but felt out of place for the game play. | |
| Oct 4 23:37:54 | 10m 03s | Bloody Baron | ♥ 2 | - default terminal width is 80... game needs more width then that. - game got stuck when voting for the first killer, wouldn't accept input. |
| Oct 4 23:45:36 | 7m 42s | Prelude to a Squish | ♥ 0 | - the ball doesn't seem to interact with anything other then the ground. - arrow keys did left and right, A & D did nothing. - music was really good - wasn't really sure what the loop or what not was. |
| Oct 5 00:20:51 | 35m 15s | Dynamo | ♥ 0 | it wasn't clear if the goal was to stop the stuff from getting to the light or make sure the stuff gets to the light... I quickly just stopped pressing stuff and watched the game play itself. |
| Oct 5 00:30:54 | 10m 03s | Loop Jumper | ♥ 1 | - not seeing the 'loops' outside of the one spot were you get stuck without jump or auto destructing. - the first level was harder then the 2nd and 3rd because that one you had to deal with the enemy vs just the limited movement tiles. - the music is ok - graphics are acceptable for the game style - the 2nd level that introduces the loops/forced movement tiles could have been shorter as a teaching level. |
| Oct 5 00:38:31 | 7m 37s | Ufomen Ride Again | ♥ 1 | - gameplay was interesting - not sure where the loops are - good scope/duration for a jam game - graphics were good - music loop could have been a bit longer, got repetitive towards the end - would have been nice if the level just restarted itself without the player having to click the 'restart level' button, after the the crash animation, having the ship ready to launch again would have been fine. |
| Oct 5 00:47:23 | 8m 52s | BrewBrew | ♥ 1 | - Not having brewing experience, not having all the relevant info for receipts available when at the shop/etc made it a pain to figure out what you might want to purchase. - the "you can't do that" sound is really annoying, would be nicer to just have the option greyed out/disabled, perhaps with something telling you what you need to be able to do the option. - There wasn't any clear reason for the dice roll, unless it had to do with stuff only staying on the board for so many turns, you always stopped at the shop, recipe place, and sell space. - It would have been nice to be able to craft something before 10ish laps around the track (this may go back to the first point of understanding what you need/don't need). |
| Oct 5 00:56:29 | 9m 06s | Strange Planet | ♥ 1 | - would have been better if it was hold to shoot, the 1 click - 1 shot meant your ROF was dependent on how fast you clicked (and meant you needed to smash on the mouse button) - the "loop" felt a bit forced just to make the theme work - the foul language didn't add anything to the gameplay and detracted from the over all experience. |
| Oct 5 01:06:06 | 9m 37s | Unchangeable | ♥ 0 | - I liked the attempt at the GB style, but some things seemed out of place. - It didn't appear much like there was any actual choices being made, just 'press button to continue story', if there was more then that I appeared to miss it. |
| Oct 5 01:20:46 | 14m 40s | LoopingAges - LD47 | ♥ 1 | - my second loop didn't require any progress other then clicking 'next' over and over - had a functional story |
| Oct 5 01:40:15 | 19m 29s | Loop Invader | ♥ 1 | - took a bit to figure out the logic/etc... but then it became a nice puzzle game. - the web version locked up when I completed the first level. - made for a very nice puzzle game after figuring out the gameplay loop and the goal state of the game. |
| Oct 5 10:25:40 | 8h 45m | Cympathy Drive | ♥ 1 | @code-ix - there is no download link -> no game to play |
| Oct 5 10:32:04 | 6m 24s | Bill Blue's Breakout! | ♥ 0 | interesting physics puzzle/platformer gameplay. There were a few levels were you had to play them more than once to finish as you had to memorize parts of the level layout to complete them. Thankfully the level restarts were fast, so this wasn't to much of a burden. |
| Oct 5 10:59:45 | 27m 41s | Hyperloop hell | ♥ 6 | - art is really nice - interesting use of the theme - the font choice is hard to read, especially with the colors |
| Oct 5 11:02:27 | 2m 42s | Spinny Platformer | ♥ 0 | In unity, the PC - Windows/Mac/Linux setting doesn't mean that when you build you get all 3, you only have the windows build on your page, so those of use with Linux or Mac can't play your game. You need to download the additional export options and repeat the build process after choosing the other OSes in the build settings window to do so. |
| Oct 5 11:08:41 | 6m 14s | Temple of Heh | ♥ 1 | - web build might not have been a great idea, the ctrl+WASD keys seem to all have interactions with the browser (IE trl-w closing a tab) - that our using shift might have worked better - I ran into a few times were I expected to be able to jump but couldn't - not sure if this is a need for coyote time or if it was a grounded studer, where when I was moving on a flat surface I was becoming grounded/not grounded, so some jumps didn't work (or perhaps some other issue). - the graphics were nice, however there was a few spots that it was hard to make out the different parts of the level, some more variation in the level parts might have been useful to help see things clearly. |
| Oct 5 11:14:36 | 5m 55s | BagJam | ♥ 1 | - interesting take on stuck in a loop - the color matching part of the game was nearly impossible for me (red-green colorblind) and it looks like others have pointed out some of the same issues, so it sounds like some more clarity here is needed - it was initially unclear that if there was a line of people, that you were to only push the items matching the first person, however even that was a bit odd, given that some people appeared to be in pairs |
| Oct 5 11:27:57 | 13m 21s | Under The Moon | ♥ 4 | - great art work - i liked how the moon was changing - really needs some sounds/music - I found the controls a but frustrating (everything on the one hand) - after the moon started changing, it wasn't 100% clear if it was a timer or just game state changing (clearly on death it was a timer) - the looping worked well - the movement mechanics could have used a bit of help (having to jump to go up stairs for example) |
| Oct 5 11:41:24 | 13m 27s | ARCPG | ♥ 1 | - good use of the time loop mechanic - interesting puzzles - great art (odd that you excluded from art category given the compo were you have to make the art yourself) - music and SFX were also good (same odd exclusion given the compo) |
| Oct 5 16:52:54 | 5h 11m | Cotton Candy Dream | ♥ 1 | - nice art style - good start of a game-play loop - some sort of indicator of how many pickups or whatever is needed to progress would be helpful. - would really benefit from some appropriate music - physics probably needs to be set to continuous on the ball, as if you get going fast enough you can teleport through stuff. |
| Oct 5 17:13:51 | 20m 57s | Splines 'n Shapes | ♥ 1 | - great puzzle gameplay loop - great use of simple graphics - good color choices - audio works well - improvements needed: [] (programmer joke for can't find anything to improve) |
| Oct 5 20:45:33 | 3h 31m | Race Condition | ♥ 1 | - took a bit longer then I expected before the track getting messy with cars - the past selves thing work well - could have really used some sound effects for crashing/accelerating/etc. |
| Oct 5 21:14:14 | 28m 41s | PolyFury | ♥ 2 | - gameplay was good over all, good feedback, juice etc. - good basic framework for a game - down sides - Menus have no hover/selected effect - audio sliders don't 'beep' to let you know what the new setting is for volume level - the movement was a bit sensitive, was really hard to get the exact position I wanted to be in |
| Oct 5 21:24:48 | 10m 34s | Build a Bridge | ♥ 2 | - game has a basic loop (driving around racetrack like loops to pick stuff up) - audio sounds are good for what they are - could have use some music - game models looked good (except for the water) - something is off about the executable, the Linux GUI file browser doesn't like opening it, it does start from the terminal, so it definitely is getting miss IDed by the GUI file browser - I am getting some intermittent "application is not responding" messages - one came up while playing, and the system got stuck as if I was always pressing the button(s) I was pressing when it came up - camera - the 'back up' spin snap is disorientating - would be nice if the camera took into account your facing, not just current 'slide' direction |
| Oct 5 21:36:14 | 11m 26s | Seasoned Herder | ♥ 2 | - best music I have heard in a game jam, I really like the seasonal changes to the music - game play was functional, however I didn't really feel like I had much agency or ability to 'play better', is was basically wander around, collecting stuff - it seems like there might have been some sort of 'loop' between the seasons, but I really didn't get any feeling that I was following through that. - props for a good menu - not sure why graphics wasn't opted out of given that the art was from an asset package. What I would have really like to see is some sort of bonus for traveling in season order or some other way that the seasons changed to be relevant (beyond the wonderful music changes). |
| Oct 5 21:46:09 | 9m 55s | I Blame Tim Beaudet | ♥ 1 | - reminds me a bit of old text adenturers/MUDs - would be nice to be able to use 'short' versions of commands, IE w for walk and ta for turn around - the 'come up with the actual path you take part' was less then enjoyable given that there was no way to work it out other then brute force and rote memory of your current facing - some text adventure quality of life features could take this from a 'slog' to something enjoyable - audio didn't work on Linux |
| Oct 5 22:09:15 | 23m 06s | Mobius Trips | ♥ 3 | - was expecting a mobius strip - music was good, would have been nice to have some sounds for breaking/rolling/hitting stuff - graphics was mostly good, the lighting was a bit dark or something making it hard to see very far, but that seems to be the expected behavior - I was a bit lost on the expected game loop.. wasn't clear if there was an ending or just endless 'more people, harder to drive' - some sort of UI or something showing progress would have been nice. |
| Oct 5 22:27:08 | 17m 53s | Neverending Duck War | ♥ 1 | - game crashed when I tried to open the menu (during the 'game starting' animation) - sort of gruesome going and attacking the other ducklings (but the ending is just as bad) - graphics are really nice. - I hit a point were the other mother had 0 ducklings and had to wait for the hunger to wear out while just killing the duckling as it spawned.... eventually a swarm of friendly ducklings were doing it and I was just 'watching'... some sort of check for the game is 'over' might have been nice. |
| Oct 6 00:13:25 | 1h 46m | The Titan's grave | ♥ 2 | over all fairly good... the last phase that i got to was rather frustrating... as you could only land a few hits per [fairly long] cycle and any mistake would undo all your progress. |
| Oct 18 21:16:19 | 309h 02m | Emile's Journey | ♥ 2 | that was a really interesting experience. At first it wasn't clear that there was any actual gameplay mechanic, just randomly clicking different clips, but right at the end it became clear that you were syncing up various items to each other. The art and music were top notch. |