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| Timestamp | Since previous | Game | CJGladback's comment | |
|---|---|---|---|---|
| Oct 7 21:06:29 | Stuck In The LÖÖPS | ♥ 1 | This is, as you know, adorable. I'd love to play a fuller game of this, but honestly enjoyed spinning and directing the rat to hoover up cereal (and then moonwalk out of the box 😄 ). The rat forward axis did feel a little off-center, probably just due to the asymmetrical graphic, but spinning the texture image a bit (clockwise, I think) might fix that. Anyway. Lovely experience, thanks for sharing! | |
| Oct 7 22:28:46 | 1h 22m | Loop Factory | ♥ 1 | I thoroughly enjoyed what I could play of this; my brain wasn't up to figuring it out past maybe the 5th level this time, but I'll probably be back for more. Good job! I did eventually mute the tab to think more clearly, so sound controls might be good for the to-do list if you expand this. Also, for future ideas: I did keep looking at the patterns of two colors on the ground tiles to see if they mean anything. They could be a hidden easter egg thing, source of plot, or maybe an easy-mode cheat sheet after a certain amount of time in a level? |
| Oct 7 22:58:31 | 29m 45s | Smells Like Chlorine | ♥ 2 | Not normally the kind of game I choose to play, but from sound to graphics it got the mood pretty perfectly. Really well done. I did notice that if you went back in the men's bathroom when you already had the mop (I was trying to put it away early, I guess) it respawned another mop. If only you could dual wield. 😄 And I did get a little lost thinking the out of order sign didn't progress anything, but that just extended that sequence a little while. Either way, great job, makes me simultaneously sad and grateful not to be in an office right now. |
| Oct 10 03:52:05 | 52h 53m | Paper Planes | ♥ 1 | I am a little sad that all the images were black squares (with very nice black square shadows) on my computer, in any browser I tried. But the controls are smooth, though I'm bad at them, the concept's good (the temptation to keep fiddling with functions immediately based on feedback is strong...), and it was a very pleasant experience to watch on a livestream (though that was the dot-clouds and high score version being played at the time). |
| Oct 10 04:18:38 | 26m 33s | O O O | ♥ 1 | Amazingly fun though mindbendingly tough (for me). I think this fits the theme with a "caught between two loops" for the puck, but also the player is stuck in a loop of correcting for the movements they just made and of always trying to beat their last highest score. However you interpret it, you made a really fantastic jam game. Worth downloading, which is a rare choice for me. |
| Oct 14 23:52:38 | 115h 34m | Slime Boi | ♥ 1 | My high score was 1800 the second play through (got lucky with a bunch of hearts and wasn't over-hopping and blindly hitting all the rocks yet). This was a lot of fun, thanks to good high-contrast art, easy to grasp (and low-physical strain) controls, and pleasant sound design. As some have mentioned earlier, a little more indication of where things will be might be good for making it less of a luck game. But this was pretty, and I appreciated the graphics making it more theme-consistent (unless there's further gameplay that makes it more of a loop than just the continuous cycle of times and seasons). |
| Oct 15 00:05:53 | 13m 15s | Tank Fall | ♥ 1 | I'm extremely bad at these controls, but I can see it being a fun game were I better. One small thing that might help people who struggle as I do would be to have a bright-ish arrow on the front of the tank pointing forward. I kept getting majorly turned around when firing while turning and just having that directional visual element to focus on (versus just the darker rectangle on the back) would help a little bit. As is, I greatly appreciated and used the volume controls (obviously making them visible on screen would be a bonus), and I liked watching other people play. |
| Oct 15 00:44:04 | 38m 11s | Ring Rush | ♥ 0 | This is fantastic! And I'm thrilled to say it's not just fun to watch but also to play. It's great witnessing how smoothly things go when they go smoothly--though also it's incredibly rewarding to get lightning reflexes to save a run on the brink of destruction. Just...really good job. There might be improvements to make with some subtle sound design softening (it's not at all grating, but could add a little sparkle) but overall I love this. Though no, I haven't made it to the end *yet*. |
| Oct 15 02:35:04 | 1h 51m | Skycrawler | ♥ 0 | This is a fantastic game; I got a little stuck (was just over-steering in the air) early on, but I'm really glad I pushed through it. Once you get the hang of not diving off the screen...you dive off the screen a few more times accidentally but laugh at the poor little character's blank face as they plummet out of reality. This was a pleasure to solve and one of very few games that I actually made it to the end; very nicely made. |
| Oct 19 22:13:43 | 115h 38m | Hot's Dogs | ♥ 1 | This one is certainly fun. I saw a more thorough exploratory playthrough on marcmagus' Twitch stream (including stacked cats and at least one chicken rolling away across the eternal ocean), and enjoyed a few minutes of playing it myself. Very chill. I did glitch into some of the steps and lock the game, including some jazzy scrambled UI while my hotdog vendor presumably fell through the pink sky.hots dogs glitched into steps.png |
| Oct 19 22:37:53 | 24m 10s | Crazy Looper | ♥ 1 | For all its simplicity in concept and graphics, this is fun. Good call on having marks on the power meter; especially when it does come down to trial and error, it's very helpful. There were a few times (playing in Chrome for Windows 10) that the meter didn't seem quite consistent. For instance, the final level I *barely* overshot the mark on the first try and accidentally held it about a half-tick *longer* on the next run, but that time I won. I'm not sure if there's a potential downside, but it might be a tiny boost to usability just to keep the meter visible the whole time, versus flickering out and back in when you start a new run, making it more difficult to visually keep your place from the last run. I did get a few (I think three) of the levels on the first try, so it doesn't feel *too* unintuitive, if you just added some other mechanics to make people want to stay around long enough to get used to the friction physics. Anyway. Drastically and intentionally overshooting the mark to zip through the loops was also a lot of fun, so if you're looking at a way to expand on this game mechanic, maybe you could play with that. Some extreme power modification options to try to loop through a whole course and back to the start a certain number of times? Extra loops (over jumps?) you can only access if you're at a certain speed? There are options. As-is, good job on the jam game! |
| Oct 22 20:26:43 | 69h 48m | Etracyte | ♥ 1 | I enjoyed watching marcmagus play further into this on his stream when you came by; your comments there were how I knew there was a minimum crystals requirement for each planet. So first planet I fell right down into a deep cavern immediately after somehow using a third of my fuel on the first jump. Thought I was a goner, but there were thankfully a total of 3 crystals reachable in that cave and I lived to maroon another day. Anyway, I am impressed with the game you have so far. And much like in real life, the adorable bats help with the bugs. 😄 |
| Oct 22 20:51:28 | 24m 45s | Arcternal | ♥ 1 | Well done! I also like the mechanic of running through the space between crystals while tracing between fairies. When it went smoothly, it reminded me of walking through tall grass fields or just along a fence line running my hands along the rails (ah, for the germs-ignorance of youth). And the visible spinning of the loop by reversed parallax was cool. The fact that the enemies share the color palette of the crystals mostly makes sense once you have the context, in that they're sucking the power out of the crystals. *But* since I didn't see them until they were on a crystal at first, I actually was a bit lost on whether they were targets to shoot or glitches indicating I needed to fire fairy juice at the crystals to help power them back up. So with that confusion and a few instinctive clicks on the fairies I was meant to just mouseover, I lost pretty quickly. |