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| Timestamp | Since previous | Game | ashashza's comment | |
|---|---|---|---|---|
| Oct 12 08:22:32 | [LD47] Falling Asleep | ♥ 2 | @james-joubert I liked the kinda dark and dreamy atmosphere in this, the piano and voice over added a lot for me. Gameplay wise it felt like things happened very quickly, I either won or lost in a few seconds. Maybe longer but certainly felt really short. I liked the idea of grabbing different items with different mouse buttons, so I wish there was longer to play with that. | |
| Oct 12 08:31:42 | 9m 10s | Paradox | ♥ 1 | Wow, the music track in this is great. Really sets a mysterious yet progressive tone. I also liked the graphicaly style of the surfaces, minimal yet defined. Like others have said, I wished there was a bit more colour on the surfaces, this would have helped me orientate myself in the alien landscape. I see this is on your todo list :) Movement wise, I found myself spamming the grapple key a lot. Both to reach places and to backtrack. I know you want to indicate grapple point better, but I also wonder if it's worth adding a cooldown on the grapple so that I'm being more strategic about timing and placement. |
| Oct 12 08:38:29 | 6m 47s | Jazz It Up | ♥ 2 | This jam oozes smoothness. I thought the subtle touches in this were really clever like the single screen tutorial which completely introduces all the controls with very little friction. The spotlight that suggests a solo is great at gently suggesting a way to play without ever forcing anything. And the audience clapping intro really helps sell the mood for me. |
| Oct 12 08:48:31 | 10m 02s | Eternal void | ♥ 0 | This is really pretty. The music and footsteps really sell a mood for me, which I liked. I agree with others that because the text core to the puzzle, it could have been more easily readable. |
| Oct 12 08:58:55 | 10m 24s | The Well Of Reality | ♥ 0 | I liked the stark contrast between the two worlds in this. Like others, I felt I had most to do during the hell sections with running, dodging and shooting. I wished that the garden / non-hell part had more meaning. Maybe if there was a way to get some diretions / guidance during the maze that would have increased my agency there? Cool jam! |
| Oct 12 09:27:01 | 28m 06s | Stuck on Loop | ♥ 2 | This was really endearing, I played all the way through. Like others have noted, the visual style is pretty awesome. I thought the music would wear on me but enjoyed it the whole way through. I think good use of few mechanics here to make puzzles interesting. I do wish I could have moved backwards (leftward) in the world. I can see how only going one direction added to the theme but it would still have felt loopy enough for me if I were able to go back and meant I felt more comfortable exploring puzzles in a different order. Overall, great jam! |
| Oct 12 09:37:52 | 10m 51s | Exolvuntur | ♥ 1 | Cool jam! Really enjoyed this music. I struggled with some of the issues others had too. The frame rate was quite low, I think that's due to the number of realtime lights in the scene. It seems like there might be a light attached to each bullet. I also found it hard to differentiate bullets from the environment. One trick I've seen for this is to take a screenshot of the game, make it monochrome and see if it's readable that way. Then you can tweak color values until it's readable and reimplement those in the game. There's clearly a lot of effort that's gone into this and just a few small tweaks could increase the awesomeness. |
| Oct 13 09:28:55 | 23h 51m | Orbit Jumper | ♥ 0 | Elegant idea. It's really simple and yet devilishly challenging. Like others, I wish there was a bit more range to my vision. There were times when I had to take a leap of faith and when that ends in a smash it felt unfair. I wondered if it could start zooming out if I spun around a star for some time ... that would make me wait enough time to see where I want to go but not too much where I'm too far away to make a good decision on when to jump. I also liked the style in this, minimal visuals and audio that didn't get jarring or take away from the experience. I think the particles, while subtle, really added a lot. |
| Oct 13 09:50:31 | 21m 36s | Flip a Talk | ♥ 3 | This was really charming. The art is super impressive for a jam. Environments are a pleasure to look at and make me want to keep advancing just to see what's next. The characters are cute too and the subtle animations really bring them to life. I felt like I was interacting with something alive instead of just a cutout. For the game's design, I'm a big fan of the overall goal and the idea of a deck builder. Card choices felt a bit limited, which is understandable for a jam. My biggest gripe is that I still felt like I was "fighting" and "attacking" other characters. This is from the sword visuals on the damage cards, the attack language and also the health being decreased. While I'm perfectly fine with aggresive language (there's a place for it)... I really wished I had the option to charm / compliment / reason my way out of the battles. I had this hope that if I somehow befriended an opponent they could actually tag along with me and help in future encounters. I imagine there could be costs to having a larger group size (like having to play morale / inter-communication cards to keep the group together). I'm sorry if this comes across as overly critial of what is an excellent entry, it's just that the mission you stated really resonated with me and I'd love to see something like this exist. I think it could be an amazing way for kids to learn about the differnt styles, approaches and consequences of communication. |
| Oct 17 18:58:59 | 105h 08m | Demobius Derby | ♥ 0 | Wow, nice work, there's a lot here for 72 hours. Vehicle controls, AI, visual effects, sound effects, a whole crowd, powerups ! Like others mentioned, I also strugged with the controls. Just turning really. The throttle control felt great but turning was difficult to judge, as if the turning started accelerating as I held it down. This was with a keyboard btw. From a game perspective, it felt like I had very little chance to get back into the race after a mistake. Partly due to my terrible driving skills but also because most powerups seemed to focus on cars behind me, and I really kept trying to get rockets to stop cars ahead of me. I wish I'd had more chances to make a comeback. Overall this is a really solid jam with tons of content! |
| Oct 17 19:25:40 | 26m 41s | Singularity | ♥ 2 | This was a treat. My first 2 tries ended in disaster as my opponent managed to get quite far ahead and I couldn't claw my way back, even as I understood the mechanics, I just didn't get cards which would allow me to close the gap. Overall I really liked this jam. As others said, it's got polish and I'd be curious to play an expanded version of this where there are more card types, different opponents and levels which extend past the loop. P.S. I played the postjam version. |
| Oct 17 19:32:59 | 7m 19s | Deep Winter | ♥ 1 | Like others, I loved the art style here! Those animations were great. I also wish there was more reasons to explore and keep hunting enemies but understandably time was limited. |
| Oct 17 19:42:47 | 9m 48s | Time to Act | ♥ 1 | 2020-10-17 21-40-03 Screenshot.png Whew, managed in 3 loops but that was with some serious corridor running! I had a good time with this jam. I'm a big fan of exploring and solving puzzles and this jam allowed me to do both! The music really helped amp up the adrenaline as the ship drew closer to the event horizon. |
| Oct 17 20:07:01 | 24m 14s | Loop Guy | ♥ 2 | This is such a gem. That music track, the level design, the character and the sheer loopyness of it all. One gripe, I tried so much stuff to advance the first bit of dialogue in the intro (click, space, enter, WASD, E) ... luckily I saw it was F on the itch page. I wish there was an onscreen instruction for that ... otherwise I may have given up and missed the glory of Frederick's journey. I'm so glad this exists! |
| Oct 17 20:18:24 | 11m 23s | S.H.I.P.S. | ♥ 1 | This was really interesting. I think it's a clever concept. I started playing with much lack of coordiantion and trying to time and hit each of the buttons. Nice idea of have ships destroyed when hit. Left with 2 ships I just started mashing those 2 buttons and life got much easier... Eventually I wondered "wouldn't this just be easier with 1 button?" so I let my 2nd last ship die and started mashing X like crazy. That worked suprisingly well. :) Initially I thought that there was a negative feedback loop becuase as ships died, it would get harder to defend. But I found that's not true. Then I kinda wished that after a certain number of kills that ships would grow back which would push me to start using all 4 buttons again. Nice jam! |