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TimestampSince previousGameDuke's comment
Oct 6 10:47:52 Time Saver ♥ 3 This looks really nice, the art style is on point! Sound effects are adequate bu this could really use a pumping soundtrack :) I had some problems figuring out how to play this... My time always runs out, regardless of whether I kill an enemy or not. So I can only play for a few seconds before the game over screen pops up. Am I doing something wrong?
Oct 6 10:55:32 7m 40s Among Stars and Robots ♥ 2 Nice implementation of the theme! Those kind of games aren't really my cup of tea and I ended up having to brute force my way around the riddles ✌️ The tutorial in the beginning was a good idea because the UI wasn't self explanatory. Also, the soundtrack choice was spot on! Gameplay was fluid and responsive. The art, though a little bland, was put to good use. All in all a cohesive experience!
Oct 6 14:21:14 3h 25m ME! vs the unrelenting alien invasion ♥ 2 Good entry! Runs smoothly and I like the the little banter between the the two people that acts as a tutorial. good job! The game play itself is pretty straight forward and basic / easy to understand. It can get very cluttered after playing for a minute though and I usually died because I blew up the earth and the moon by myself. The earth seems to be a very fragile planet :) The art style is a bit all over the place (from scaled pixel art to non-scaled pixel art?) but get's the work done. Music is rather chill! Fits the mood, I think. The SFX was a tad generic for my taste. A little more work in the sound design department could elevate the experience, I think. The theme was properly included (and even dropped by name), but will not win any innovation prices paired with the gameplay, to be honest. Still, a worth while experience!
Oct 6 14:50:52 29m 38s Routine ♥ 1 A little on the weird side, but that's just how I like it :) I had no idea what I was in for but it was a nice change of pace to get a physics puzzle game with a really nice soundtrack. Reminded me a lot of the strange games of the windows 95 era. Game play and controls were a bit finicky but worked in the end. I had real problems pressing the start button in the beginning. When I was almost sure that it was already part of the game, it started by itself. very strange. The art style was jumbled but that's part of the charm I guess. I got stuck on one of the later fan levels. There was no tip and I had no idea what I was supposed to do. Just bringing him to the door didn't do anything. All in all, a pleasant experience and a good entry for a solo project!
Oct 6 15:41:49 50m 57s Hyperloop hell ♥ 2 Hey! Just as with the last jam, it's always great to play other games that relate to our own interpretation of the theme :) You're the first with another hyperloop game! Seeing that this is a compo, I really have say, that this is huge! Theres a lot of graphical assets, a dialogue system as well as a musical score. Kudos! Still, it might've been a little too much to swallow, I guess. I ran into a lot of problems which I guess, you already know about. But I'll still want to write them all down as constructive feedback (I really am impressed with the work though. I can't image doing this alone in 48 hours) Positves + The art and animation looked very good! Of course, rough around the edges but promising! + The illusion of a driving a hyperloop (which kinda resembles a straight forward train) was captured well. + One can tell that you put a lot of effort into the game and really the only thing that is missing is more time! Possible Improvements - The particular pixel font in the dialogs was a bad choice. It's a strain on the eyes and it was almost impossible to read everything without getting a annoyed after the two lines. - I wasn't really sure what you were going for mood wise. The soundtrack was really upbeat und happy. The subject matter in the story not so much. That was kind of a mixed bag. - Having trouble actually reading the texts, I lost track of what happens pretty quickly. And before I knew it I got stuck at the most right door while searching for something. It was really hard to understand what the player was supposed to do. That's really my main issue.
Oct 6 15:58:56 17m 07s Solar Spinner ♥ 2 Yeah, why not? :) Pretty simple mechanics but kept me invested more than I thought. A little more game play variation would've been nice, since the game play loop get's stale pretty quickly. Art and sound are nothing too special but do their job adequately. The soundtrack is nice though :) Considering that this is a compo, I think you spent your time in each part of the game just about right! Good job on that
Oct 6 16:26:58 28m 02s Worm Day ♥ 1 First of all, I want to praise the great art direction. The graphics look gorgeous and well designed. The music fits the style perfectly. The game play seems simple enough and piqued my interest in the beginning. It got quite tedious pretty quickly though. Also, I had problems actually eating the strawberries... even though my worm was direcly inside of it, it did not trigger anything. In the first level, it worked like magic, in the second, it didn't all of a sudden. No idea what I did wrong. Still, really cool idea!
Oct 6 16:29:30 2m 32s Boomie ♥ 1 I can't really play it right now. Every time the boomerang makes a loop, the game crashed with the following log message: `Boomerang is not defined`
Oct 6 17:58:33 1h 29m Redneck Raceway ♥ 1 Not too bad! The graphics are nice enough but the environment could use some ambient lighting. Also, the controls work, but the turning was very sensitive in relation the the throttling, which made it very hard to adjust to it. The stationary camera with it's low angle didn't help to make controlling the boat any easier. It was still fun sseing to boat ram int the shoreline all the time :) The voice acting in the beginning was a nice change of pace! Good addition.
Oct 6 18:07:44 9m 11s Dungeon Loop ♥ 0 Really nice! Those game play mechanics caught me off guard. The art and models are well made and fit the general theme very well. The music was awesome as well. Good job on making all the samples work well together. I played against three bats and got bored a little though, a little more variation would've been nice to keep the player invested. Maybe even some kind of rpg system in between the fights. I think there's a lot of untapped potential here :) Good job!
Oct 6 18:23:11 15m 27s Just another Day ♥ 1 Interesting and kinda unsettling... I really was hoping for a more sinister twist than just a visual effect at the end though :D It still was fun doing the chores and then finding all those notes. The riddles were pretty easy though. The art was a ittle all over the place and could use some more coherent art direction. Still, I kinda had my fun with it while it lasted.
Oct 6 18:37:49 14m 38s Glowing Home ♥ 1 Congrats! This was really nice, a very calming experience. The score was great and the visuals amazing. The game play was simple enough but very responsive and satisfying. I only played assisted mode since I would get really frustrated without the undo mechanic. Would've been nice to have a little more environmental variety. The same walls and laundry got old pretty fast :) There's a lot of potential for environmental story telling in this kind of game. Additionally, it was great to have a game with a beginning and end. Most of the games I played so far either had no ending at all or were so long that they over stood their welcome. This was just perfect. Good job!
Oct 6 20:04:33 1h 26m Hyperloop ♥ 1 Hello fellow HYPERLOOP game :) This is awesome! A very fleshed out and polished experience. The art style may be reduced but it's executed to perfection. Visually pleasing. The soundtrack is pumping and fits the context of the game well. Controls are responsive and dashing through the loop is very satisfying, especially at 144fps. Easy mode got boring rather fast, so I switched to hard mode. That's how it's meant to be played! I little more variation in obstacles would've been awesome. Maybe jumping over or ducking under stuff could mix the game play up a little. Congrats nonetheless. Very good entry!
Oct 6 20:15:49 11m 16s Stuck in the Hyperloop ♥ 0 On a side note: Downloading the exe file directly from this page doesn't seem to work for me. The new tab closes itself immediately without starting a download. No idea what's wrong here (Win10/Chrome). You might wanna look into that. Other than that: Hey fellow Hyperloop game :) I kinda like the survival approach to the frogger idea. The core game play loop runs dry rather quickly though and it might be difficult to keep the player invested long enough to try to actually reach help over the phone (does it actually works?) I had some problems with the food drops. In my first run, there wasn't any at all. I guess it's randomized? My second run hat a lot of food. The art is basic but I really like the way the trains pass by. You can really feel the energy of those things. The music is pumping as well, good work! I think the game in it's current state would improve from an actual game progression. Maybe a map where you have to get from point a to point b while having to cross the dangerous train tunnels, while also having to deal with the survival meters (maybe having to track back to get some more oxygen or fetch a food drop). Having the telephone right there at the start kinda destroy the pacing for me. But that's a minor issue! All in all, not too shabby, has potential :) A little more style than substance, but that's alright in my book!
Oct 7 17:07:54 20h 52m Traveling the Wild West ♥ 1 The game mechanics of this one are rather simple but actually pretty hard to master. My muscle memory somehow didn't allow me to play this properly :D The art is pretty basic and could be heavily improved by having uniformly sized pixels for all assets. It really looks pretty jumbled when you scale pixel art of different sizes together. The music was pretty annoying to be honest and I had to mute my browser tab to play. Some kind of health bar would've been nice. It seemed that my cart stopped after only having barely made contact with two bisons :( there were too many on the screen to really do anything about it in time. Seems like RNG got me good. Seeing that this was made by you alone, it's still impressive! But could use some more work in almost all departments like I stated above. Keep it up!
Oct 7 17:28:28 20m 34s ¡Puzzle in Time! ♥ 1 Not too shabby :) I get the core game play loop in general but it's not my favorite genre, so I didn't past level three (I get too frustrated with those games too quickly). The music loop was had a great vibe to it and the art was basic but effective. Still, the walking could've been a bit smoother. The jumping of the camera did strain my eyes a bit. Additionally, the graphics themselves could use some ambient lighting. I'm not a huge fan of those pitch black shaded walls. That's an irrational pet peeve of mine. Still, a good game! the game play loop works and has it's 'aha' moments, which is cool! Keep it up
Oct 7 17:42:06 13m 38s Express Without Remorse ♥ 1 That was a strange experience... to be honest, I didn't really understand what was happening o_o. I liked the bullet hell like space ship part, but I had no idea what to do in the rest of the game. I never earned any credits or junk to sell so I just clicked around without getting any obvious hints. That's something you really should work on! It would be a shame to lose the players interest in such a way when you spent so much time fleshing out the story or the meta game play. The art is rather rough and could use a lot of retouching, but I guess you already know that :) I really liked the voice acting in the beginning of the space part! Somehow kinda creepy. Keep it up!
Oct 7 17:55:21 13m 15s Chroma Clones ♥ 1 I went in completely blind and kinda understood the core puzzle mechanics (nothing that haven't been done before, but that's ok!), which fit the theme fine of course. Still, I had a lot of trouble really getting into the controls and what they do. Mybe it's just me, but it didn't feel very intuitive. I'm not a huge fan of puzzle games like this, so maybe I'm biased a bit. The art is very basic and "painty" but that's also excusable since you made it by yourself and I know how much time making good artwork takes. There wouldn't be much time left to implement actual game play afterwards :D
Oct 7 19:11:24 1h 16m Stage Fright ♥ 0 I all in for rhythm games, but that had really strange and intuitive controls :( It was hard to to switch the band members with Q and E with such a strange pattern. And then, suddenly I had to colors to fill and didn't know how to do that. Also, there was the possibility to rotate the active band member with the mouse? No idea what that did. The art and music was really nice and the presentation in general was really nice so it's a shame that it los me due to the controls. That's really something that could be worked on! Keep it up.
Oct 8 10:54:13 15h 42m Need More Space ♥ 4 Nice, that was actually well made and polished! The art really stood out, nice graphics, models and animations. The game play was fluid and the looping planet worked great. At first I was a bit lost due to having no heat source, but of course, I just had to get to the warm side of the planet :) The progression of the levels was a good idea as well. I had only one issue: Using space to consume did not work most of the time. My character just stood there and did nothing. One time I got him to drink the water he hold, but the next level, it didn't work anymore and I died :( Sound and Music was snappy as well! Good job all in all
Oct 8 11:08:50 14m 37s Looper - The Last Mission ♥ 2 Wow, this was actually pretty cool! A closed game loop with such fancy pixel art as a compo? Count me in! You even got a leader board going. What the hell :D That's what I call good time management. Really nice! But seriously, the game runs fluid, controls intuitively and I didn't encounter any bugs. The walking speed was a tad slow and the soudn effects could use some more volume mixing but other than that It's awesome! The idea is not too innovative (the concept is as old as there are games with time jump mechanics) but fits the theme well. This is a lot better than most jam entries I played so far. Kudos!
Oct 8 11:16:46 7m 56s Sleepy Hamster ♥ 1 Very unique entry :) first of all, I loved the art work. Very talented illustrator you got there. The game play itself was not so self explanatory and I was a bit lost at the beginning, even though the music was awesome and pumping. Loved the beat. After scanning the UI I found out that it's a rhythm based game and the second run was more effective. Generally, it worked great, but could use some more audio visual feedback when collecting or hitting stuff. Here's some constructive feedback you might to work on, if you come around to it: - The controls didn't work all the time. I had issues with movement inputs being ignored sometimes, wich gets really frustrating in a context like this. - It wasn't always clear if you would hit an item when changing lanes. The game could use some more visual aids to help the player make informed decisions if a jump in a specific direction would be a good idea. for me, it came down to intuition which didn't always work out. Maybe a slight grid or something could help. Other than that, a really solid entry. Loved the music and art! :) [Edit] Oh hey, it's one of your entries @mykola :) Dunno I you remember, but I played your fire game in the spring. Loved the music there as well!
Oct 8 16:52:31 5h 35m Splines 'n Shapes ♥ 1 Really well done! Good compo entry. The art and sound is very limited but the art direction is great. The art and sound really work great together. The game play is interesting enough to keep me engaged at first but lost me after about ~7 minutes due to the lack of variation. Just adding more anchor points and target forms didn't cut it for me to keep me playing. I'm not a huge fan of this kind of genre, so that would be a hard task to achieve in the first place. Still, a very good and polished entry! Fluid game play, rather intuitive controls and nice use of limited art and sound design. Good job!
Oct 8 17:04:25 11m 54s Chrono Crash ♥ 1 Cool idea! It was really fun seeing my ghost selves helping me. Really cool mechanic well executed (even the the rewind sequence get's old pretty quickly. Some way to skip it would've been nice) I really like shoot em ups I think you hit the right notes, but some power ups would be awesome to mix things up :) Also, I found the controls a little bit to sensitive. It was hard to dodge some of the bullets precisely without dodging too far into other stuff. Other than that, really cool! Art was nice and the addition of different sound effects was also a good call. Keep it up!
Oct 8 17:12:21 7m 56s Hammy's Modern Life ♥ 1 The art and music area really well done. Good job on the hamster animations. Those look fantastic! The game loop itself wasn't my cup of tea. After interacting with everything and seeing the gorgeous animations there wasn't really much to do. Even the Cellphone stuff did repeat and had no impact on the game play. I guess that's what the game is all about, eh? Well, kept me interested for the time being :) Keep it up!
Oct 8 17:26:11 13m 50s Stuck in The Loop ♥ 1 The concept was right down my alley! Loved the haunting atmosphere and the circumstances the girl was trapped. The art was fitting and well done for a single person project. The music not so much. But kudos for at least trying and adding a piece of original score in the game. The controls were a little too floaty for my taste and the text boxes were soooooooo slooooooow. Interacting with one item almost took away the complete timer... That was really frustrating having to do the dodge dance after trying out something in the other room. It wouldn't hurt to give the player a little more time or at least increasing the dialog speed. I wasn't really able to finish the game since I wasn't sure what to do with the key from the bird. The demon door still didn't open and the other door just had a wall behind it. Every other piece of interactive qualities didn't progress anything. So I guess I have missed something. Since having to deal with the demon world after a couple of seconds, I wasn't so much motivated to find the solution, since it felt like my time was wasted. That's something you could work on! Other than that, a really interesting entry. I hope to see more of those experimental type games :)
Oct 8 17:36:33 10m 22s Cursed Labyrinth ♥ 1 Okay, why not? :) Started out as a clicker game without having to click (thank god) and ended as a metaphysical journey where you have to fight some demonic beast... that just wants to help you. The ending was kinda twisted... That guy will never get out of there. The art was a bit basic, but did the job. Loved the music though, good choice. Nice short little adventure! Keep it up.
Oct 8 17:45:07 8m 34s Looper ♥ 1 Very well done! Great art direction and solid game play mechanics. The pick for your background music was also spot on. Good choice. I really do like skill based games like these but had some troubles with the difficulty. Firstly, the acceleration of the player character was too fast for my taste. It was hard to really control it in tight situations. I don't know if it's due to my framerate (144fps) or if it's by design. Secondly, it wasn't clear to me, which direction my bubble would go when pressing left and right. Sometimes it's reversed and that leads may lead to a swift death. Combined with the speed of the bubble it got really hard to control it. Other than that, very well made. Very polished. Good job!
Oct 8 17:53:24 8m 17s System Reboot ♥ 2 I like the general tone of the game and the stylistic choices. Controls were ok even though I had some problems moving around with distinct button presses instead of just holding the button down. Sometimes, inputs were ignored, but that's a minor issue. Other than that, I had problems knowing what to next. The randomly moving robots didn't really help in those enclosed spaces. It was way to hard to get by without getting damaged randomly. Would've been nice to have some way of avoiding damage other than pure luck. All in all, an interesting entry that could use some improvements in regards of user guidance (at least a little and for me :)) Just running around aimlessly get's frustrating pretty fast. Especially when you die after a while by chance. The mood would also improvce from fitting music and more sound effects. But that's not something one can expect from a single person project! Keep it up
Oct 8 18:07:20 13m 56s Stuck in a Timeloop ♥ 3 Cool stuff! Nothing too innovative but it fits theme well enough. The controls were a little floaty but that's to be expected from a ghost, isn't it? :P The art was a little jumbled and the pixel resolution was a tad distorted at times. That always damages the overall visual fidelity when dealing with a pixel art game. That's something you might wanna look into in your next game (IF it is a pixel game). The music was pretty reduced but worked for me. The riddles were well designed, it was hard to read the texts in the tutorial level though, especially the rotated ones. Using static textboxes works better but I guess this was done due to time constraints. The mechanics were so simple and intuitive that the tutorial wasn't really necessary for me after all. Good entry all in all. Keep it up!
Oct 8 18:15:44 8m 24s Loop Frogs ♥ 4 Hey there @garys :) Great to see you back with a new game. I remember having a lot of fun with 'For Duck's Sake' earlier this year. Let's see... awesome pixel art, a fun and absurd premise and awesome frog sound effects. Check! I've played a lot of games with this kind of core game play concept this jam and am already a little burned out, I'm afraid. Your's at least kept me interested with the love of detail regarding the level design and the characters. Definitely the best of those I've played so far. The controls were snappy and responsive and the levels weren't too frustrating (at least to the point I played it). This game could really use some funky soundtrack to go along with it :) Maybe you can find some musician next time. all in all another great entry. Keep it up!
Oct 8 19:09:59 54m 15s Time Raider ♥ 2 That was GREAT! The first game in this jam that I really wanted to beat. After a few runs, it worked out at last :) Loved the Rouge-Like mechanics with permabuffs to make each run a little easier. Well thought out to keep the player invested and still make sure that he will beat the game eventually. The controls very snapp and the game fast and pumping. It was fun to learn the strengths and weaknesses of each enemy type and how to deal with each room in a time efficient manner. Mixing up the power up each room was also very motivating. The sound effects were a bit basic and the lack of a soundtrack really was glaring regarding how awesome the rest of the game was. Great entry! One of the best I've played so far (if not even the best yet).
Oct 8 19:16:56 6m 57s Linfinite ♥ 1 This genre is not really my cup of tea and I had problems wrapping my head around the logic behind it to really solve the riddles efficiently. I mostly did try and error and that worked for the most part :P The art is really cool, I love the reduced game boy look. The music was a little too much for more, The high distorted notes in the beginning were kinda headache inducing and I had to turn down the music completely. The controls were intuitive and the game play fluent as can be. Good job on that! The whole thing feels really polished, to be honest. Well crafted UI with a coherent art direction. A really good first jam entry. Hope to see more of you next time around :) Keep it up!
Oct 8 19:26:30 9m 34s The Sun Wants a Hug! ♥ 2 Awesome. Really cool how you made such a simple concept more fun than it's supposed to be :) The characters and animations were awesome and it was a nice to be able to select multiple ships. The game play loop itself got stale pretty quickly and I quit after three suns since it didn't seem to really progress any more. Is there an actual ending or does it go on infinitely? I really like when games implement an actual ending even when the game play loop allows for an endless experience. The controls were snappy and responsive, no gripes with that. Dodging the stuff from the right and your own shots from the left were a nicely balanced challenge. Good work!
Oct 8 19:55:55 29m 25s Cereal Killer ♥ 1 Ha! That was awesome. Thanks for making my evening just a little bit better :) I really enjoyed this. I love absurd humor with shitty paint art (that's what I did a lot when I was still a small stupid child) and this felt really genuine. It oozes the fun you had when making this. The writing is witty and well done and the actual game play mechanics were pretty solid as well! I also found those minigames in between the game play a great addition. All in all, this was a great package! One of the few jam games until now I actually played till the end :) The endless loop twist at the end caught me off guard as well! We also had "fruit loops" on the board when brainstorming but that was scrapped early on. Good to see that someone made something worthwhile with it. You are awesome!
Oct 8 20:03:59 8m 04s Ring Rush ♥ 1 Really cool concept. The earlier levels were kinda satisfying to play due to the novelty factor of the game play loop bu the later ones got really frustrating. The game is very fast and one false click will kill you immediately, forcing you to restart. There are a lot of factors that you have to take into account when dealing with large patches of the orange stuff and I didn't find a good way to deal with it until I had enough. The art is basic but works well! The same applies to the sound effects. Pretty bog standard retro video game sfx. Some music to round things up would've been nice :) All in all a cool but difficult game.
Oct 8 20:19:20 15m 21s Looponaut ♥ 3 That was actually pretty cool! I was already invested when I saw the screenshots and was not disappointing. The player animation reminded me a lot of hollow knight. The controls were snappy and game play was fast and fluent! I didn't like the perfect air control too much, but that's a minor gripe. Seeing this in a jam context, the idea to reset the levels after each run was a good idea. The level was short enough to not lose the players interest. At least for me, it wored. I played it to the end :) The art was amazing btw, very well crafted and the parallax backgrounds really added to the mood. Some lighting would've been a great addition to improve the mood even further. The enemies were alright but seemed a bit generic (as they are bats and ants). I found out about the secondary attack a little later in the game and this made the game a cakewalk! The primary attack has a VERY short range (risk!) and makes the same damage as the ranged attack (almost no risk!). That's something that could be tweaked and balanced a bit. Other than that, a really nice and polished entry. Good job!
Oct 8 20:33:21 14m 01s Jump 'n Loop ♥ 1 First of all, nice fluent game play and clean art! I really enjod that part of the game. The music was also a nice addition and had a cool tune to it. I think the concept of such a runner game could be really interesting! I played the first two levels and kinda felt like something was lacking to keep me engaged. The jumping mechanics you implemented seemed like a really weird choice (teleporting to the highest point and then falling down again) and did reduce the satisfaction of jumping over obstacles for me. The multi jumping could be abused to really float for a longer period of time and not having any issues to win. The obstacles themselves were also pretty bland and didn't bring anything new to the table (at least to the point I played it). I peeked into the last level and it was basically the same as the first one with a higher obstacle frequency. You could've experimented a bit with new mechanics or at least have added the standard "duck under an obstacle" or "high jump over a higher obstacle" before adding more levels that do nothing to keep the player invested. I really don't want to sound too harsh, because I really like the general look&feel of the game and I think with a little different focus, this could've been a lot better! I hope you can use some of the criticism to make more worthwhile games in the future :) I'm looking forward to it! Keep it up!
Oct 8 20:39:41 6m 20s Bust-a-Loop ♥ 1 This was actually pretty cool :) Reminded me a lot of training sessions in fighting games to keep the combos going. The art is pretty basic but kinda works in this context. The lack of sound and music does put a dent in the enjoyment of the game though. Especially sound effects would've added a lot to the satisfaction factor. All in all, a ambitions project with a lot of variety and combinations that actually work pretty well together already. Good job!
Oct 8 20:51:13 11m 32s Loopscape ♥ 2 Good try to make a horror game! I have no idea how to win at this... as soon as the monster stars going around, there isn't really any way tot search for anything anymore. As soon as I'm in a room with just one door, it's almost a guaranteed game over. That thing has some reach! I liked the detail of the glowing eyes. Helped to see it from some distance and turn the other way. Other than that, the graphics were ok. I think the visual effects masked a lot of the rough assets. So, good call! I think you could've left out the huge cross hair. There was not shooting, was there? No need for those immersion braking pixels! The controls were tight and frame rate was perfect, no qualms here. The sound design could use some more work to terrify the player a little more, keep them on the toes. We also tried ourselves at the horror genre... maybe you wanna try out our game as well? :) I clicked on yours when I saw that you attempted horror as well. Always good to see how others tackled the genre. Cheers!
Oct 9 11:13:36 14h 22m Frozen Potency ♥ 1 Not too bad really! I guess that most of the assets are of some kind of asset set? I don't think it would be possible to create such high detail models and animations alone in three days :P But please correct me if I'm wrong. Still, the way to put everything together worked quite well. The mood was nice with all the blue mist, music and radio transmissions of the enemies. Well done on the sound design part! The game play loop itself was engaging enough for me to try to get into the top ten leaderboard, which I was able to :) A way to input your name would've been nice. I didn't like that there wasn't really a way to avoid damage when traversing the corners. It always takes a while until the character changes gravity and being hit was only really an issue in this particular situation. So it came down to RNG for me, how long I would survive. Maybe there is a better way to avoid damage... The controls were hard to read while being shot at and after figuring out the first inputs, the overlay was already gone. A pause or main menu for the controls would be a better solution (I guess time constraints killed that) For a single person project, this was still very impressive. The fetching and throwing of the crates was fun! It lacks variation but that's ok for the small scope you worked in. Godd job!
Oct 9 11:27:39 14m 03s iLoop - the 2D endless runner game of a robot stuck in a loop :) ♥ 1 I was hooked by your game screenshot immediately due to the great pixel art provided. Too bad they weren't created during the jam because that would've been an instant 5/5. Using prefabricated assets is valid of course, especially for single person projects, that's why I only judge the art direction and coherence of the chosen assets themselves: They work great for the most part, especially background layers and main character. The enemies and item assets do not really fit though (either due to context or pixel resolution). That's something you might want to consider the next time around! Making an endless runner is a good starting point for a first entry. Fit's the theme somewhat (not very innovative though, of course :P) and can be implemented by a single person without much problems. The controls worked fine, I woudl've loved to see a short jump mechanic though (the longer you press the jump button while jumping, the higher it will go until the maximum jump height is reached) That makes for more possible variations and challanges on the obstacle front. The musical picks were also very nice. Loved the tunes and they fit the general mood very well (kinda reminded me of undertale in some way) All in all, a good first entry. I hope to see you next time around as well :) Keep it up!
Oct 9 18:05:16 6h 37m Skycrawler ♥ 2 That was splenid :) a really nice and round package. Firstly the good stuff: The pace was perfectly balanced. Just as I thought "this could use some more variation" you introduced a new mechanic. The ending came at perfect time as well. Not too short, not too long. I also loved the way you transitioned the levels, good idea! Made it a lot more fluent and immersive. The game play in itself was also very well made. Reminded me a lot of the Gravity Rush games (which I adore). The sound effects worked well and the score was nice as well. Like I said, a very good package all together. The art was a mixed bag for me though. While the animations and the main character looked gorgeous, the rest of the environments seemed a bit off for me. The clouds were a nice addition but those could use some more polish as well. But that's all really nothing that actually reduced my fun. Seeing that this was a solo projects, it's all the more impressive what you achieved. Good job!
Oct 9 18:23:28 18m 12s Set in Stone ♥ 3 The effort put into this really shows. The graphics are pretty good including the art direction. The characters and animations are superb! Game play wise, it works but I had some issues with input responsiveness. Shooting felt weird, sometimes it didn't work to shoot (aside from when I had to reload) Hit feedback could be a little snappier, it lacks some impact to really be satisfying for the player (particle effects, push force on enemy hits, a nice squishy sound effect maybe?) I played it for quite some time and it over stood it's welcome pretty fast since the levels just recycle themselves. I had no idea when the last boss would show up, but it didn't for me. All in all a well enough prototype! A little rough around some of the edges but still a good effort! Keep it up
Oct 9 18:37:46 14m 18s Shlooper ♥ 1 Fantastico! That's some piece of work you got there. A lot better then most jam entries by teams with multiple people :) well done! Not only does it control very snappy, has solid jump&run controls and even a dodge mechanic, it also has sound effects and even a musical track that keeps getting faster when the time starts to run out. From a game design standpoint, you really did tick all boxes. It was a good call to use the theme to your advantage and recycle the level like that. It was small but had enough potential to be varied with each iteration. The enemies were pretty basic, but even in this department, you did more than most do and implemented multiple types. I only have a couple of issues I ran in which might be some valuable feedback: Sometimes, the jumps felt a little off. I fell down a couple of ledges even though I thought that the jump was timed ok. Maybe adding a few "lenience" frames when falling of the ground in which the player can still jump normally. I usually add those in my platformers to prevent such issues. The other issue comes down to visibility. All the camera shaking and HUGE bullets really took away from my ability to dodge enemy bullets and/or see if hit anything. Especially in the last iteration, there are A LOT of enemies and was really hard to see anything. But that's really all I can give you :) All in all a VERY good experience. Good job!
Oct 9 21:07:45 2h 29m HONK II ♥ 1 Awesome! What a ride. Very very polsihed and fleshed out jam game. Color me impressed. Top down twin stick shooters are one of my favorites and you really hit the mark with your game. Snappy controls, fluid framerate and awesome pixel art accompanied by a metal score. What else can one wish for? I really liked the old school "doom" approach of having ammo and health pickups as well as stationary enemies next to arena battles with spawning enemeies. Really nice mixture. I only really have one complaint and that would be the lack of level variations. The second level is basically just the first one, but expanded with a lot more running around, searching for the next door that opened. That was the only thing that didn't click for me. I usually like my levels with a little more linear progression but that's just my personal preference :) Still one of the best games I've played so far! Congrats
Oct 9 21:45:56 38m 11s Loopfield ♥ 2 Really really good! Especially considering that it's a compo entry. The concept was simple but very satisfying. especially trying to react to catch the powerups in a split second with a tiny whole in the shield :) really cool! The sound was rather basic, but helped a lot to keep the immersion up. The art was basic as well but the art direction itself helped to sell it. Good job! The only thing I could say to improve it, would be, that it was way to easy. I could've gone forever and it didn't seem to get any more difficult with time passing by. I played until 35k points since you said on stream that would unlock the good ending... but there wasn't really anthing special. Did I miss something? All in all, very good entry. Good scope, rather ingenious game play loop and a good execution in general. Congrats!
Oct 9 22:00:57 15m 01s Undead Carnival Carnage ♥ 1 Astonishing. That's some quality game all right. Very very polished and professional looking. And an awesome game play flow. One can tell that that's not your first time implementing such game mechanics :) I gotta say, especially the art is jaw dropping. I can't believe that you had just one artist working on it. That must've been a hellride to get this kind of quality out of a person in three days. Give that man a medal! But that's not all... The score is a banger too. So much talent combined in this little game :) I don't have any complaints code wise as well. The game runs smooth and I encountered no bugs. But I still have a couple of suggestions that you might wanna look into: The controls were a little floaty and very sensitive. The jump height was also huuuge. So going all over the place with a few key inputs was happening a lot. Nothing too grave, maybe it's even just a preference thing. All in all: Awesome Work! Congrats
Oct 9 22:14:50 13m 53s The Titan's grave ♥ 1 Actually pretty cool :) Reminded me a lot of some of the boss fights in Titan Souls. The different stages of the fight were well designed and mixed the game play up enough to keep me engaged until the end. The health/damage mechanic was a nice fresh addition, good call! The controls were ok, but I didn't really like how you implemented the dodge. Especially in the first phase, I often did a good timed dodge, but there didn't seem to be any invincibility frames to keep me safe from the actual attack while dodging so I changed tactics and found the angle at which the fists won't hit me most of the time. I think the dodge could've been a little more reliable and therefore more felxible to use. The sound effects got annoying pretty quickly, especially the standard laser/phaser sound effect of my own attack. Something a little less stingy would've been better. It was pretty loud as well. The wart was very reduced and basic but at least coherent in it's own right :) so good job on that! All in all, a cool entry. Played it to the end (but with a shitty performance, a second try would be a lot faster!)
Oct 9 23:00:23 45m 33s Amusement Shark ♥ 1 Ha! I knew by the cover art, that I've seen this style before :) And then it dawned on me: AMT: Alien Medical Technician! Which I enjoyed pretty much if I remeber correctly. Great to see you back with a new entry! Managed to beat the game in 3:44! I mean, this won't win any innovation prices being a obvious Kuru Kuru Kururin inspired game but at least it's the first I saw this jam. And this skill based genre is right up my alley. The art is as to be expected the star of this game even though the core game play mechanics are pretty solid as well. The controls are snappy and I didn't encounter any bugs. Good job! Aside from the cute character art, the rest of the environments lack some depth and fidelity. Would've been awesome if the stages had the same treatment as the main illustrations. The levels looked a little bland in comparison. But hey, it's a jam! Some corners have to be cut. I really don't want to exchange all those illustrated character animations with some better level tilemaps, if i'm quite honest :) All in all a good kuru kuru kururin clone with a great anime twist including an absolute bonkers premise. Just how I like it! Hope to so you again in 2021 :)
Oct 9 23:14:27 14m 04s Crash Thunderstud Returns ♥ 1 Wow, that's a LOT of content for a compo. Art, sound (voices!), music and even a kind of innovative way of shooting zombies. That must've been some hellish 48 hours. And it shows :P The result is really cool! the humor is on point and the assets are all over the top. To be honest, the controls got a little annoying after a while and the game was rather easy, so a natural game over was out of the question for now. Swinging the mouse about to shoot zombies may fit the theme, but is not the most user friendly way to to deal with this kind of problem, I'd say :D Still, it was definitely worth the experiment. I guess there is no actual ending, is there? (other than game over) In conclusion, you finished a real impressive piece of software here. I can only sit here in awe and and think how this can be possible. Keep it up!
Oct 10 10:39:33 11h 25m Loop Robot ♥ 1 Hey! Not too bad really :) The art drew me in immediately and I hoped for something intrersting. I was "kinda" disappointing to see that it was another "move something in a loop over a level" game. I think it's the third or forth of that kind I've played so far. That's (of course) not inherently your fault, but something to consider when picking the game mechanics for your game. People burn out pretty fast when binge playing ld games. It's always a good idea to add a twist to such a common genre. Okay, that out of the way: What I did like was the addition of the possibility to leave out programming space and add it later in runtime to solve some of the levels! That was actually pretty clever :) Took me a while to understand that it was possible. Other than that, it was pretty straight forward. As I said, the art is very clean and looks great. The piece of music at the start of each round was a little too much for me. Something more soothing would've been good. The sharp high notes really tried to pierce my brain :D Had to turn the volume down. Usability wise, there are some issues left and it feels pretty rough around the edges. It's all very slow (I guess you took into account that people have to react in real time to adjust the pattern) and feels like it's wasting the players time (which is always a no-go). You can still pick up another arrow after the pattern spaces are full and you can't put it down again. Feels strange, but it's not game-breaking. All in all, still a good compo entry! Keep it up!
Oct 10 10:55:51 16m 18s LoooooooP ♥ 2 Oh man, I was really looking forward to this :) I love rhythm games and this looked really interesting. But to be honest, I had a lot of problems with the controls and the allowed timings. It kinda felt off. The reasons might be because of the way to handled the transitions between note to note. Usually, it's a free moving line that has some lenience depending on the difficulty. You implemented a hard jump from note to note which was really hard to get accustomed to. Another big issue for me was, that the line actually moved and not the target notes and therefore the line had to jump from right to left in an instant which made it really hard to time notes that were on the first position on the far left. The Yakuza games have the same issue and I hate them for implementing it that way! I still tried to play as far as I can get but the timing issues got so frustrating, that I had to quit. The music up until this point sounded really nice though :) Good job an that! The controls in general were ok, I had a wireless keyboard around which I could use to place it in an convenient angle. But other people might not have this kind of freedom. All in all, still a little rough but an ambitious project nonetheless!
Oct 10 11:10:18 14m 27s S.H.I.P.S. ♥ 0 I couldn't really play it. I don't have an xbox 360 controller around, but a dualshock4 that is emulated as an xbox controller. All games run perfectly fine with that setup but your game looked like it didnÄt like that. The space ships had seizures (moved frantically every frame) and i couldn't control anything. Sometimes shots came out when I used the right stick. And a LOT. The framerate tanked to almost a halt. I can't rate the game like this. Maybe this is a known issue? Any way to get this fixed somehow?
Oct 10 11:22:39 12m 21s Are We There Yet? ♥ 1 Well done :) That was awesome! And considering it's a compo entry makes this even more of an accomplishment. Loved that you put in a good measure of British humour and even got a whole story going. That's not something I'll take for granted. The controls were snappy enough, even though I would've liked it more if the car rotation would be more free not not limited to a number of set angles. The addition of a parking lot to get used to the controls was a far-sighted idea. The core game play loop was also fun to play and kinda satisfying to pass the intersections frogger-style withoug being hit. Color coding the other cars depending on their velocity is another plus point on the list! Your roads do have the weirdest traffic jams though :D All in all, I really enjoyed the game from start to finish. As soon as I thought that it should probably end soon, it did, so it didn't overstay it's welcome. Good call on the amount of repetition you included. Congrats!
Oct 10 13:11:21 1h 48m Looped Dodger ♥ 1 A novel concept but really harder than it looks. The trajectories of the the falling blobs and your own character are really hard to predict. I didn't have any music or sound but you're ratings for audio are available. Is this a mistake or is there an issue with sound with the original web version? Also, would've been nice to have some kind of score or timer :) Just to keep track of your own high score at least. All in all, the game play loop itself works, but everything aside from that is still lacking a lot. But kudos for creating something new! I haven't played something quite like this before.
Oct 10 13:19:39 8m 18s Hook and loop ♥ 1 Hey! Nice idea and fits the theme well enough :) The art is very basic and the missing audio is a shame but it's still a fun ride. The controls well work enough and after getting the hang of the quirks, it was actually pretty find. I ran into the same issue, that @kaiomoi encountered, where the rotation direction was not easily manipulable which lead to quick frustrations regarding the level design, which clearly required you to choose the rotation deliberately. That could me off guard and quickly took me out of the fun I had. Would be a good idea to communicate such mechanics beforehand in a safe environment for the player to avoid frustration. Still, a good game! Nice prototoype and jam entry.
Oct 10 13:28:22 8m 43s PolyFury ♥ 1 Really cool actually. I'm a sucker for some good bullet hell shoot 'em ups. The soundtrack was a good choice and audio was a bit muffled but still worked for me. The art was also rather "basic" but was caught by the coherent art direction and nice color schemes. The game play loop itself worked as well for me. The power ups were a nice addition to spice things up and the enemy even has different attack patterns to look out for. The game is rather short, I would've loved to see additional bosses with more variations :) But of course in a jam context, stuff has to be dropped at some point. My only issue were with the controls. I don't know if it was just for me, but i run a 144hz setup and the controls were SUPER sensitive. Way too sensitive for a bullet hell style game. Making small adjustments to my position were impossible that way. That thing flew through the loop in a split second after touching the inputs. Other than that, a very solid entry. Good job!
Oct 10 15:53:32 2h 25m In The Loop ♥ 1 This was excellent! Very very polished for a compo entry. It really felt like a finished product! The game mechanics are very intuitive and satisfying to pull off. I didn't encounter any bugs or other things that are worth of mentioning in regards of criticism. Congrats! The sound effects worked well and even the missing music didn't decrease the immersion value. (though, a spacey synth track would've fit the game perfectly i think). In terms of art and graphical fidelity as a whole, it's basic but clean. There is of course room to improve the art to vary the backgrounds between the levels and add some more eye candy but that's not really necessary for the initial jam entry. All in all a VERY good compo, possible the best I've played so far.
Oct 10 22:29:03 6h 35m Stuck in a while(true) ♥ 1 Nice! Loved the programming twist on the classic asteroid formula. Mechanically, everything works really well, Controls are snappy and frame rate is very good. Sound effects and music as well! Very fitting. Exploring the power ups was also a nice addition. Hiding the actual effects behind technical terms added to the immersion with the risk of potentially frustrating the player... but it worked for me at least :) I went for bullet quantity and bullet reload speeds to just fill the screen with bullets. That worked pretty well. Then I encountered a bug that prevented me from continuing... one of the triangles was not moving anymore and I couldn't shoot it. I was stuck. Still a pretty nice game. Especially for a compo. There's a lot of content and stylistically, it's well made. Congrats!
Oct 10 22:39:59 10m 56s HamsterLoop ♥ 1 Not too bad! The art is rather basic and the level design has this "cobbled together" look but the core mechanics still work and I played it till the end :) The general level progression could be a bit better though. Some of the harder levels were sprinkled in the easier ones instead of having a linear progression. In general, most levels were on the same difficulty, they do not really diverge that much. I think it could've been a little shorter too. Just adding more levels that don't bring much variation to the table will bore the player rather fast. Also, I didn't like how the fan killed my jumping momentum as soon is I went in fan distance. That did cost me some lives . Still, all in all a nice little puzzle platformer. The score was also very catchy :)
Oct 11 10:41:42 12h 01m Low Level Operations ♥ 2 This didn't spark for me, I'm afraid. I'm actually not sure how this is supposed to be played. It looks like the only thing I can control is the one little guy. Most of the buildings didn't do anything or at least did do something automatically without me knowing what it is. The friendly units couldn't be controlled directly so they just stood there until they got into aggro range by accident. That's really not much agency for the player to engage with the game itself. Most of the actions also lacked visual feedback: I never knew if repairing or healing anything actually worked. The art was ok (nothing to win a prize with :P) but also very small and delicate. That adds to the missing feedback issue when everything seems to be 10000 miles away. The missing sound and music adds to the lack of immersion but that could've been excused of course, seeing that you made this alone! It's really hard to really rate this since it doesn't really feel like a working game loop apart from the AI implementation and automation. It really looks like an ambitious project. Making an RTS in a jam is hard enough, but alone? wow! Kudos for even trying :) I think with a little more time invested in usability, feedback and game loop improvements, this could've been really interesting. Keep it up
Oct 11 11:06:32 24m 50s Tempus Locus ♥ 3 That was awesome! Needs a lot more comments ratings. This really almost felt like a finished product. The art and soundtrack created a great mood already and the game play mechanics complemented that perfectly. I'm not the biggest of such time loop based puzzle platformers, but yours really grew on me :) The levels were finely adjusted to become more difficult with each level or even introduce new techniques on the fly. I loved finding out about the "climb" mechanic with the time loop. Really satisfying to find out how that works on my own. Like I said already, the art and music were beautiful, just some of the sound effects seemed out of place, too loud and obnoxious. But that's really all I can say in terms of criticism. You even got cutscenes with dialog going... amazing! Congrats. Definitely the best of the time loop based puzzle platformers I played so far this jam.
Oct 11 11:25:07 18m 35s Epsilon - 2D Atmospheric Platformer ♥ 1 Really nice! This has a lot of potential. I think you really got the mood you tried to invoke. The music and sound design was amazing and helped to a lot to convey the eerie loneliness when crashing on a foreign plant. The art was basic but worked due to the art direction you took. The only real problem was with the jetpack controls. I didn't like how there was no inertia anymore when activating it. Going foward and letting go of the jetpack catapulted the player pretty far. There was no way to really calculate the flying jumps correctly. The pyhsics themselves worked ok, but seemed a little rough around the edges. Jumping against walls or ledges took away all your inertia away as well (sometimes). But that's really all that I could come up with as constructive criticism. The rest was on point! The twist at the end reminded me a lot of the movie "Moon", that movie also would fit the theme pretty well :) Good job! Maybe try out our game as well. We also had a huge focus on atmosphere and sound design to convey very specific mood.
Oct 11 11:36:11 11m 04s Robetrotter ♥ 1 Really well implemented game for a compo! Great job. The art direction is very polished and well thought out. For me, it's the star of this game :) Sound and music is rather basic, but still awesome that you have any! The controls work well and the game play loop itself is not super innovative (I've already played a couple of mechanically identical games this jam) but from a scope perspective, it was a good choice. What I didn't like was the RNG of the obstacles: In my first run, the comet and the ground stuff lined up perfectly so I couldn't pass. That's really a no-go for me. There should be a way to avoid such trappings (maybe a way to shot the obstacles every once in a while with recharging weapon). Or mabye I played it wrong... but there was just a jump button, right? All in all, a very polished experience. Looks and feels very professional. Congrats!
Oct 11 12:30:59 54m 48s Impact Juggling ♥ 1 Not too bad! The art direction is really nice, I like the clean and slightly rough aesthetics. The game play mechanics are rather simple but are indeed rather satisfying. Pushing the balls up in the air and earning points for it is always a winner :) Depending on how the balls jump, it's often impossible to avoid losing a life. Would be great to have more tools at your disposal to clear such trappings. Maybe a dash or something. All in all, very well made simple game. Good job on keeping the scope low for a one man project! Good job
Oct 11 22:19:05 9h 48m Loop de l'eau ♥ 1 I really had problems understanding what to do. The controls on the itch.io page are split into two sections, with the second section describing actual in game controls. Though, I had no idea how they came into play. The game just played itself, and even clicking and dragging on the screen (or pressing space) didn't do anything. The game looked really interesting and I actually wanted to control the drop of water to collect more on the way down in the see. The general atmosphere was very nice, the music played a big role in that. Good composition! The graphics were pretty basic and rough, but the art direction was good! Loved the color scheme and depth of field effects. As it is, it's pretty hard to rate in the overall and fun category since I wasn't able to really play the game. Watching a drop fall down a mountain isn't inherently fun. Maybe I've missed something?
Oct 11 22:40:38 21m 33s Ribbon ♥ 3 I think that was the most impressive piece of ludum dare I've played until now. Wow... just wow! This was frickin awesome! The whole game play concept is so well done and polished already that it feels like a finished game. I'm in pure awe. It oozes style and atmosphere and the art direction is gorgeous. I also loved the music and not only do you have really cool score, it even changes slightly depending on the game state, adding even more style points on top. Too bad it was so short and misses sound effects. But that's really not an issue :) The rest was sooo good, that that doesn't really diminish the fun I had. Congratulations! And I saw just now that this is even a compo entry... What are you? :D What can I say? Good job and definitely don't let this prototype go to waste!
Oct 11 22:48:42 8m 04s Hamster Simulator ♥ 1 Well, that was a ridicules premise :D The art was pretty basic but I liked the pumping soundtrack. Kinda fit's the humor of having a rotoscoped hamster in a wheel running into total exhaustion. Game play wise, it felt like a combination of a survival game crossed with a clicker game. Both not my favorite genres in a game jam. So, good call to combine those two to at least try to make something more fresh and fun. My interest did dwindle pretty fast though due to the repetitiveness of the mechanics and possibilities to actually interact with the game. Still, it was fun enough the first time around :) Keep it up!
Oct 11 23:04:00 15m 18s Orbital Trip ♥ 1 Really cool! A lot of interesting game play ideas combined! I enjoyed the mood a lot, loved the mysterious space travel premise and the soothing soundtrack. Had some meditational quality to it. The game play mechanics were a bit finicky but once you got the hang of travelling between orbits, it was alright. What I didn't like was the forced waiting you had to endure in the later stages. The planets may take a while until they're aligned correctly and sometimes even then, it doesn't work and you have to wait another 15 to 30 seconds until you have the next change (the planet with the three moons was problematic to get onto due to the random nature of the moon positions) Other than that, I really enjoyed the game. The art was rather basic and some overhauling in asste quality and art direction could make this even better (parallax backgrounds to introduce depth, some nice lighting effects on the planets etc). All in all, a good game! Really cool idea you got going here.
Oct 12 10:36:54 11h 32m Loopsky ♥ 3 cool little puzzle game! The mechanics were pretty fresh and unused. In general the game was pretty easy but that's not really a bad thing. At leats that means, that I could beat it :) The art was adequate but it was really hard to make out the black holes (black blobs on a very dark background) but that's a minor issue. The controls were snappy and it worked great in browser. Loked the musical score and sound effects as well. Good addition! Also, good job and making a game with a small scope since you made this alone. It sill is very ambitious game play wise! Good job!
Oct 12 10:47:16 10m 22s Space Loop ♥ 1 Not to bad :) The art is very clean and I like the slight comic touch. The music is very basic but good call to include at least something. Adds a lot to the atmosphere. The game play was rather small in scope but works as you intended. What I found strange was the physics of the spaceship in orbit. Usually, the nearer you get towards the gravitational center, the faster the object must be to remain in orbit. Here, it seems to inversed it. The farther away you got, the faster the ship appeared to be going. That was kinda hard to adjust to. Other than that, a nice little game :)
Oct 12 11:23:24 36m 08s Stuck In Paris ♥ 2 This was surprisingly fun :) It shows that a lot of thought went into designing the game. The game play mechanics were well polished and the game itself ran smooth like butter. It feels kinda hard in the beginning due to the nature of the controls but once you get the hang of it, it's rather easy (at least to the point I played). Since there isn't really any variation in the levels (aside from more cars, I guess?) the game play grows stale rather quickly. Just competing for a high score doesn't cut it for me to keep me engaged. I played until level 10 without any real issues and quit after that. Since you don't really have a time limit, you can safely find gaps to the outer lane and then just wait for the exit. But like I said, it was fun! The art und music added a lot to the enjoyment and the art direction was gorgeous. Congrats!
Oct 12 11:32:31 9m 07s Resurrection ♥ 1 Nice little game :) Kudos for having so much variaten in game play, even cutscenes and a whole looping storyline. I enjoyed that a lot. The art is rather basic but is enhanced through the good art direction! This is a good way to keep the amount of artwork at a minimum while still having pleasing visuals. The choice for musical pieces were also very well picked. The sound effects were a little obnoxious though. Mixed in a little to loud and the "coin" sound was kinda shrieky. The controls worked well and the game itself ran very smoothly. No complaints in that regard! The theme was also covered very elegantly. I already played some "circle of life" games this jam bit this one really stood out due to the polish in regards of the theme. Good job!
Oct 12 11:45:19 12m 48s POKKO ♥ 3 That was awesome! Kudos to the artists, composer and sound designer. Very well made and polished as can be! This looks and sounds very professional. Not too long, not too short, though the puzzles themselves were pretty easy and I think you could've made more creative puzzles with this (even though the mechanics aren't soooo flexible to begin with). The controls felt responsive and the game ran like butter. Good job on that front! I had some issues with the jumping physics at some point, where I was stuck on a ledge, but that was just a minor setback. The cutscene at the end was a nice twist and rounded the package up even more. Congrats on this fantastic entry!
Oct 12 16:38:30 4h 53m Creed ♥ 1 Wow, just wow! I mean, the concept is not new and really a low hanging fruit. I've already played dozens with a similar concept, only different in details, but this was quite on another level. The levels were rather easy and I'm really not good at games like theses :) Which I liked! And having no real limit on how many time clones you have made the levels basically play themselves. Other than that, it was pretty self explanatory and worked quite well. Controls were also very smooth and felt reaaaally good. Very snappy and satisfying. The real star of this game is the art and art direction though :) I loved it! It was so polished and visually astonishing. I wish I was able to craft something so great in such a short amount of time. And the praise doesn't end here: You even managed to implement (kind of) cut scenes and voice overs to even introduce some (meta-)humor into the game. Well done! It really felt like a complete package. The theme was satisfied of course :) Not only with the game play mechanics but also with the way the game loops in itself. Awesome stuff! Pad yourselves on the shoulder for me. Great Job!
Oct 12 22:43:18 6h 04m LÖÖPS ♥ 1 Ha! Cat's must flow! Really nice idea and loved the cat humour all around :) I'm not too fond of those clicker-type games but this was a fun to an extent. I couldn't play until everything was upgraded because I felt like I was hopelessly wasting my time. Other than the satisfaction to have everything upgraded, there wasn't really all that much to engage the player. The secrets were a nice addition, though I didn't find any in my run. I clicked around, but didn't find anything. The wart was rough but cute nonetheless. Mechanical wise, everything worked as intended, I guess. I had no issues with anything. all in all, a nice clicker/upgrade game that could use some steeper acceleration towards the mid game. I thought it was a little slow, but that's just my preference with such games. Still a good entry that fits the theme in a creative way :)
Oct 13 19:45:48 21h 02m An Exercise for the Reader ♥ 1 That was actually pretty fun :) not the game mechanics per se (it's more of a rudimentary paint program at this point) but hearing you reflect about it in a humorous way was really interesting. I refrained from rating the fun and overall category, but the rest is covered! Thanks for still publishing this :) Like you said, the art was pretty nice and I thought "that surely took a while" and then you said it yourself :D Handling such a project alone usually leads to really shitty art and for a reason I guess. I've never participated in a jam alone (yet) but that prospect really scares me. I love doing art but I'm rather slow when it comes to implementing stuff on my own. So, again. Thanks for covering our game so well and putting a smile on my face for sitting through you commentary track :)
Oct 13 19:46:16 28s Beam from Beyond ♥ 1 Damn, I don't have anyone here to play with... I will only rate the categories I actually can in good faith. the art is very basic, it shows that the game play itself was the main focus of your game. SFX is also bog standard, but good to have some in any case :) The core mechanics seem really interesting and fit the theme nicely. I may come back to rate the rest after I got someone to play with! Cheers!
Oct 13 19:57:11 10m 55s (Nu) Da Drum ♥ 1 Mhhh... interesting. I saw your game on stream this week think. The concept is really interesting and the main focus seems to be the narrative, which was (at least for me) hard to follow due to the erratic nature of the drawings. The game play feels tacked on but maybe has some kind of deeper meaning. I'm really not good with this sublime stuff. The sound effects of the bear got on my nerves pretty quickly and some of the levels were rather frustrating due to the nature of the bear rolling down the platforms on his own. I often had to reset after transitioning screens as well because the bear was still the other side. This one is really hard to rate because it obviously is a very personal narrative that didn't click with me. Still, I played it till the end which is not something I do with every jam game, especially when they're artificially designed to waste my time. Keep it up :)
Oct 14 17:36:36 21h 39m Saisons ♥ 2 Really unique experience :) this is the first of it's kind this jam. I really enjoyed the focus on audio and playing music in your game. It doesn't hold your hand and solving the "riddles" was really fun. Controls worked pretty well, though, changing notes fast didn't really work that well. The mood was also very well established since the audio visuals are amazing! The nuanced lighting effects worked wonders to immerse the player. I think the camera was a little too far away for my taste. Everything was very tiny. The theme was incorporated, but it was very subtle and didn't really add something significant to the game play itself. (which wasn't a huge deal) All in all, a very atmopsheric and moody game. Loved the audio visuals and the focus on playing music :) good job!
Oct 14 19:41:26 2h 04m Danger Beat ♥ 1 Not too bad. I liked how to combined the bullet hell genre with a musical progression and innovated a little regarding the health system. The controls worked well enough, but I thought that the character moved a little too fast for my personal preferences. It was hard to make slight movements or dodges without running into bullets by accident. The art is adequate and the colorfulness adds the whole lighthearted atmosphere. Too bad there wasn't really an ending or a score system of some kind? I couldn't last very long after activating the last record so I don't know if anything happens after a while. All in all not too shabby :) Would benefit a lot from an achievable ending for maximum satisfaction!
Oct 14 20:41:58 1h 00m Cycloop ♥ 2 The art assets and the art direction in general was astonishing! Very well done and polished to perfection. Audio was rather basic but still good to have some audible feedback wen pressing switches and jumping etc. The game play mechanics didn't really click with me. The puzzles seemed strange and it was hard to really understand what the switches do and how to solve the levels. I just brute forced my way up until the fifth level until I lost interest. Brute forcing worked pretty well which should not be feasible with a well designed puzzle game. I guess that it might not work anymore with the later levels, but as I said, the game play din't click with me. I kinda wished that it was a more traditional jump&run or platformer with other interesting mechanics other than just toggling switches. Still, a good first jam entry! Especially the polish in the art department was well done!
Oct 15 16:54:35 20h 12m I Reboot ♥ 2 That was really cool :) I've already played a lot of other games with the same core game mechanic, but this one was the best of them (yet). The controls were snappy and responsive and felt satisfying. The game loop itself worked as intended and was really fun. I was doing fun until iteration 10, when I spawned for the next round... directly into a bullet :( I died without any chance, really. Some kind of invincible time when spawning would be a good idea to prevent serious player frustration. Other than that, it was a delight! Especially the art was very well done. Clean pixel art is always nice too look at. The pixel resolution seemed to be flexible though, so the pixels looked a bit distorted at times... not the actual game scene, but the texts I think. Good job, well done!
Oct 15 17:16:40 22m 05s LOOPLLET HELL ♥ 2 A good solid horizontal space shooter you got going here :) I enjoyed it till it lasted. The forth loop got pretty hard, especially when you get hit and lose your fire power. The controls were snappy and worked well. I also appreciated the enemy variety, you even got a working boss fight! Furthermore, the art was great, especially the details you put into the background layers. That really looks like a lot of work. The game play get's stale rather quickly due to the "loop" factor even though you really tried to make thinks engaging by introducing power ups. There is only so much one can do in 72h, so that was to be expected. All in all, I had a good time! Good job!
Oct 16 18:19:33 25h 02m Delivery Boy Forever ♥ 2 That was a lot better than initially anticipated :) Text adventures or visual novels are usually not that good in a jam context, 72h isn't much to really write an interesting, fleshed out short story. I didn't know what to expect at first, it looked alright but the art didn't really fit with the music, so the created mood was a but strange... But in the end, it did kinda fit in a weird way. So, good job on the choice of music! Very good track that fits the main theme of the game well. It was also a greatly satisfying to find out about the hidden mechanics in the game. Trying to to pick the dialog apart to get that next keyword. When the glitching started, I kinda already guesses where the story was going but it still was a nice twist to the mundane daily grind. It kinda left me wanting to know more about the world this was set it. The theme was spot on and I appreciate that you tried to solve it in a more creative way than most other teams. There haven't been man story-driven games as far as I've played this jam. All in all, a solid entry! After initial scepsis, I was hooked till the credits rolled :) Good job!
Oct 16 18:33:52 14m 19s Dude Ranch ♥ 3 Well done! That's what I call a polished experience! You got everything right: Great art, fluent and snappy controls and game play and even fitting music and sound effects. The core game play loop is intuitive and easy to understand. The tutorial in the beginning was still a nice touch. Very much appreciated. The controls worked well, but I found the emphasize on the mouse buttons to reel in the goods a little annoying. Bashing the mouse buttons didn't feel satisfying for me and I felt really bad for my mouse :D But that's just a minor, personal gripe. The humor in your game was a nice touch and absurdity is always a good pick for a jam game to out a smile on my face. Did I already say that the art was awesome? Not only the practical implementation but also the art direction itself is very well done. Coherent assets, a nice western color palette and the slight perspective due to the stage being a 3d environment were a nice touch. All in all, a very well made entry! Good job
Oct 16 19:40:38 1h 06m Hell Glider ♥ 2 Well done! That felt very good :) Excellent game design in regards of level progression and general game play. I loved how heavy everything felt. The camera and sound effects when getting really fast added a lot to the atmosphere and the weighty feel of the character swinging about. The game was rather easy and it shows that there might be some balancing issues left in regards to the platforming itself. After getting the lasso, I didn't need to use any of the other techniques until the last level or so, where you are forced to glide again (which was a great design in that level by the way). So, I kinda felt sad that you introduced all those mechanics and couldn't really use them. Swinging WAS the most fun though :) Walking and jumping felt kinda slow in comparison. The art was also on point and. great pixel art and color schemes. It was also a good call to tone down a little on the camera effects and only use them to actually add upon the audio-visuals instead of cluttering everything with post-processing. The sfx was rather bare bones but worked in the context of a retro pixel game. The theme is in there, but rather withdrawn, like most games that featured some kind of lasso mechanic to some extent. The speed run aspect was also a nice touch :) Helps to keep people invested! All in all, a very very well made game. Congrats!
Oct 17 23:06:40 27h 26m Loop Invader ♥ 1 That was interesting! Really hard to get into but kinda satisfying when you get the hang of it. The game play itself isn't really all that intuitive and would greatly benefit from an extensive tutorial which explains all mechanics. I didn't really understand all those while/if-stuff in the user interface. Selecting something on the grid did just stop the game until I released the selection again with the right mouse button. That's an issue that will cost you a lot of players I think. Having the controls as intuitive as possible and giving the player the correct feedback at the right time is crucial. The art was very basic but worked as intended. I also appreciated the music loop very much :) Seeing that this was a compo, it's not a surprise, that a lot is missing in regards of player comfort. And since this genre isn't really my cup of tea, I was only really able to beat the first few levels. Still, I really like the approach and risks you took to implement something unique. Kudos for that!
Oct 18 12:40:23 13h 33m Hide and Seek ♥ 1 Wow, this is heavily underrated/underplayed if you ask me! That was fantastic! We tried to do a moody horror game as well (though with a completely different game play focus) that's why I appreciate the work you put into the sound design even more. It's really hard to get a horror atmosphere going when working against the clock but you really pulled it off almost flawlessly. Every encounter with the thing really startled me and sent some shivers down my spine. The sound design was spot on and very well done. The art was, as well, fabulous! The child book aesthetics fits the theme very well and adds a lot to the creepy mood. But if that all wasn't already enough for a jam entry, you even managed to put in more game play mechanics like the eye closing stuff to enhance the hearing to solve riddles and such. I hope you didn't loose to many players with the piano riddle. I often have trouble hearing notes and playing them afterwards. I at least managed to do it :) When I saw the piano mechanics in the beginning, I already hoped that you would include it in such a way. And you delivered! The only issue I had with your game was the controls, mainly the interaction with spacebar. Often, the last press of space to clear the dialog box would instantaneously spawn the dialog again. Which was especially frustrating when interacting with the book shelf, since there was a lot of text. I had to sit through the whole text three times until I was able to get away. There seems so be some sensitivity issue with the button inputs. I don't know if I was the only one with this problem. All in all, VERY well made game. Great sound design and mood. By far the best in this category in this LD. You managed to really build upon the mood with each passing loop and of course, did implement the theme in a way I really appreciate. I've already sent your game around for others to play :) Congrats!
Oct 18 21:10:27 8h 30m Swing-by ♥ 1 Not too shabby! I really dig the aesthetics and the sound design. The music would get rather repetitive pretty fast. The controls weren't very intuitive and I had trouble to understand, what I was supposed to do. After three tries and reading through the description texts on itch.io, I got the gist and was able to beat it afterwards. The orbit charge mechanic was cool and all, but it kinda felt weird that the planets didn't have any gravity. I think the game would've benefited from an actual physics system that would allow sling shooting yourself from planet to planet while running away from impending doom. The more "arcady" physics worked as well, but it lacked satisfaction. The theme integration was ok, but I didn't really feel like I was stuck in a loop mechanically. The loop/oribit stuff was really my way out the whole mess :) Maybe there was a more meta approach to the theme hidden behind subtext? All in all, a good compo. Nice art direction and pretty much bug free (at least for me). It also features a lot of stuff and game modes, which is nice. I still would've liked it more, if you focused a bit more on the core game play and how to make it really snappy and fun for the player. Good job non the less!
Oct 19 10:20:36 13h 10m Lucky Lefty Loves Loops ♥ 3 Nicely done! Game play is rather short but fun enough while it lasts. I like how the snails control like space ships :D The art is basic but I kinda like the damp grey scale aesthetics. The controls were snappy and the collision detection and collision feedback was satisfying. The core game play loop was veeery basic though, not much to keep the player engaged. I didn't feel like going around the track a second time, after doing it once, because there wasn't much interesting stuff going on mechanically. The looping transition at the end was very well made, by the way. That really put a smile on my face :) You really hit a theme home run with this visual gag. All in all, a rather basic snail-spaceship racing game with little variation in game play but well implemented technically. I wished there was a little more to it! Still, good job :)
Oct 19 10:31:57 11m 21s Time Crash ♥ 1 Well done! This looks and feels like a very polished and professional product already. The art and style are especially great! Kudos to the designer. The music and sound design is great as well to top off the already great game. The theme was obviously tackled, but not in a significant way (we didn't really either). The game play itself is, of course, nothing new or innovative but was implemented perfectly and on point. Everything around it feels very intuitive and the inclusion of the little introductory section with the tutorial dialog was a nice touch. This genre isn't really my cup of tea because such games stress me a lot :D I don't know if there's an ending or not but I played for a little while to (hopefully) see everything this game has to offer. Congrats on a great entry!
Oct 19 10:47:48 15m 51s Hiccup Time ♥ 2 Great! I wasn't expecting such innovative game play mechanics :) The "teleporting" felt a little strange at first but with time, I was able to control it rather well to get around the obstacles or use it to get out of trouble quickly. Great job on innovating on an old and frankly bland trope. I've played a lot of games this Ludum Dare that just took the easy way out and implemented this feature like everyone would expect. I really appreciate that you took the time to twist that idea a little bit and make it your own. The art was really nice and poignant. All assets look coherent and the art direction in general suits the game idea and mode fine. The soundtrack, while being nothing too special, still added to the overall mood and humor. Going for a "loop" ending didn't really work for me though. I kinda hoped for an actual ending... but that decision was maybe due to time limitations. A lot of people did just reset their games after finishing them to try to add some easy points on the theme category. If it isn't really well implemented or is earned through story telling, it kinda sticks out like a sore thumb. In your example, I didn't really add anything for me. I even thought it was a bug at first because the reset was so abrupt after getting all the ingredients. Still, these are really just minor gripes. I actually enjoyed myself playing the game :) Very well done!
Oct 19 22:00:38 11h 12m Re-Slash ♥ 1 Really nice! After finding out how the game play works (First time I stood still too long and din't understand why I couldn't move... in chrome, the R button didn't work so I thought the game was completely bugged in chrome) it was rather engaging and fun. Had a lot of Hotline Miami vibes, especially considering the difficulty. The art, music and sound design in general were pretty good! Felt like a complete coherent package and looked pretty stylish at that! The controls worked well and other than the first problematic steps, everything else was pretty straight forward and intuitive. The game can be rather frustrating though. Death comes fast and hammering that R button to try again get's tedious after a while. The countdown is pretty fast but could be faster if you ask me :D All in all, nice implementation of the theme. There were a lot of other games with a similar premise, but yours stood out due to the innovative twist. Good job!
Oct 20 13:50:00 15h 49m Space Drummer ♥ 2 That was really cool :) Thanks four commenting on our game so I was able to find and play this. I'm a sucker for good vertical shoot 'em up and I loved your twist on the genre. Introducing a custom drum track that is synced to you Weapons was a cool idea. Not only did you tackling the theme by that but at the same time you innovated on a super old game play formula. This idea could fall flat on it's face if the music sucked but I am happy to tell you, that the song was awesome as well. The game play and controls worked as expected and I didn't have any problems regarding bugs or other stuff. The only thing that could've improved the jam version would be sound effects... I know that the drums are basically the shooting sfx of the spaceship, but it still felt like sound was missing. The explosions felt flat and the enemies didn't have any shooting sound effects either, not even in drum form. The art is awesome, by the way! It's heavily animated and there's a lot of variation in the enemy ships and backgrounds. The UI was well designed as well. It feels really professionally made in this regard.C ongrats to the artist(s), good job! All in all, a nice twist on the vertical space shooter genre! This has a lot of potential, if you ask me :)
Oct 20 22:57:27 9h 07m Chicxulub ♥ 1 Those pesky dinosaurs! I knew they conquered space travel right before they were wiped out! :D I got 94% at the end, which is fine, I guess. I do like myself some chicken every once in a while. Keeping the smaller ones alive has it's merits ;) Jokes aside, this was game really really good! The premise may be simple but the execution was on point! The controls were super snappy and perfectly balanced for such a fast paced bullet hell game (though, it seemed that going diagonally made you go faster then going straight... did someone forget to normalize the speed vectors? :D) The soundtrack and sound design in general was also perfect. Loved the game boy tunes. The soundtrack was awesome as well. Pumping and fast, keeping you on your toes at every second. But what really took the cake was the art work. Just wow! So much stuff going on. So many different enemdies end even two distinct bosses! Kudos. Aside from the obvious stuff, I also appreciated the balancing and progression in your little game. Every orbit felt a little bit harder and after the first boss you even introduced new enemies to keep the player enganged for another four orbits. I was guessing that you would just take the easy way and and recycle the first four orbits again, but you proved me wrong. Really, this was great! The conclusion was also very nice, getting a score at the end is always a welcome surprise :) Congrats to this awesome entry! Unbenannt-1.jpg
Oct 21 16:32:11 17h 34m Cyclotroid ♥ 2 That wasn't too bad! ...at first. I like the first person shooter approach, I it's the first of that kind I've played this jam. Getting a FPS right in three days can be tricky I guess. The controls were alright and felt responsive enough. Aiming as well. The idea with the ringed maze like structure was also rather engaging at first glance. I was actually pretty intrigued. But I had some smaller and some more heavy issues with your implementation which I will present at the end as transparent and constructive as possible. I guess the reason why you didn't include the graphics and art category is because you mainly used pre-made assets? At least the art direction is pretty coherent :) so good job on that! Let's discuss some of the problems I had with your game: * The gravity seemed a bit too strong. Falling felt rather abrupt, as well as the jumping. This might be more "realistic" but reducing the gravity as well as the jumping height a bit would add a lot the the enjoyment of the platforming passages. * To not include a cross hair is a bold move that has to be earned, either via means to aim properly or another mechanical compensation. I think in your case, adding one would've been beneficial for the overall player enjoyment. * The shooting felt rather flat. There wasn't much of hit feedback and this the fun of shooting stuff was taken away almost completely. The shooting itself was fine, with flying bullets and accompanied sound effects and all, but the receiving parties didn't really care much for being shot. * Though the rotational puzzle design is novel and the technical implementation was also very good (shooting doors, going through the gates etc) I lost interest pretty quickly. The rooms themselves weren't that interesting and didn't hold a real challenge or variety to keep me engaged. Since shooting stuff wasn't satisfying in it's own right, there wasn't really any motivation for me to play more than a few minutes. * Last but not least, the biggest culprit: Muzzle flash! That thing was a real problem. It covered half the screen and flickered like a disco light. I'm lucky to not be epileptic but I had to stop playing after my eyes started to hurt. Aiming with that obstruction in your face was also almost impossible. And even if you had a nice hit feedback on the enemies, it would almost be invisible. It's such a minute detail but had a huge negative impact on my enjoyment. All in all, I was really looking forward to play my first FPS this jam, but had to quit after reaching the outer ring, because I couldn't take the muzzle flash anymore. Generally, you did a lot of things right and the ideas were clever and interesting, but it's still missing the last extra mile to be an engaging experience. Still a solid entry! Hope my feedback helps a bit to make better games in the future. Cheers :)
Oct 22 10:03:10 17h 30m Despairship ♥ 1 Phew, that's a hard sell for me :) The game looks really cool and I do understand the premise and core game play but it's really not my cup of tea. Such games are rather stress inducing to a point where I can't play them at all. It's hard for me to convert stress to fun. Having to ultimately lose to have another "easier" shot the next round, while losing again and again is not motivating for me personally. But I bet there's a lot of people out there that will enjoy playing your game! The music and art style (like I said before) was fantastic though. Even the rough brush strokes of the environment are balanced very well against a solid art direction. The decision to stop time when not moving was also a nice touch to take away at least a little stress :) Maybe try to interact with other games more so you'll have more of a player base! You barely made 20 votes up until know and this game does deserve a lot more. My incompatibility with your game aside, you did a good job! Keep it uo
Oct 22 11:19:13 1h 16m Hudson ♥ 1 That was pretty nice :) Liked the scope and simplicity of your entry. The game play mechanics were rock solid and worked well. I even got some satisfaction out of killing the little enemies even though they lacked any kind of hit feedback or sound effects. That's something that could add a lot to the game's enjoyment on top of what you already have. The art was also pretty nice. Simple but effective. I had some problems understanding what was going on, how my health worked and what to do with the upgrades. It wasn't all that clear just by playing the game so I read up the description, which made it all the clearer. After that, it was pretty easy and finished in a heartbeat! Including the HUD into game play is always a twist I enjoy :) Good job!
Oct 22 22:58:56 11h 39m Terror of the Lazy River ♥ 0 That was... nice :) Short but poignant. The art, sound and general game play worked really well. A coherent experience from start to finish. Especially the soothing soundtrack kept me engaged. There wasn't much challenge since swatting away projectiles and sinking those pesky tourists was rather easy (even on hard mode, I haven't really found out where the hard difficulty comes into play, honestly), so a little more variation and/or challenge would've been nice :) The theme was tackled in a obvious way without trying to twist established game play principles or innovate on them in a meaningful way, which isn't a problem per se, especially considering this a is a compo entry! I enjoyed the absurd comedy approach a lot, that helped leave a positive impression. All in all, a nice little compo entry with a bit of a lack of game play variations! Keep it up!
Oct 22 23:07:04 8m 08s Stuck in a drum loop ♥ 1 Very cool idea! I've seen quite some entries this jam trying to twist the frogger mechanic to create something new. This here is no exception. There's really a lack of good music and rhythm games so it's nice to see you tackle this genre as well :) The game play was simple enough and I enjoyed the progressive nature of the drum beats. The only problem I had was with the controls: They felt really unresponsive. Going up and down seemed to be accompanied by a severe amount of lag which made split second movement to dodge the notes really really hard, almost impossible in some cases. Going left and right seemed to work better, but even then, getting near the end, the notes were so fast, that I wasn't able to outrun them... Well, my fault for not planning my approach a little better :) All in all, really nice entry. Could use some some more response controls and some art to round things up! Keep it up.
Oct 22 23:16:41 9m 37s Universalis ♥ 0 That was really nice :) Good game to just calm down a bit. The samples were really nice had this ethereal atmosphere to them. I enjoyed that very much. I'm also a huge fan of space/orbit games so you really hit a weak spot of mine here. There wasn't much to do though and it seemed that the samples are very limited in numbers so just launching planet after planet didn't do anything after you already had three of four in orbit. But that's of course something that can be improved further down the line. I had some issues with the projected orbit though. It seemed to be quite off, to a point that it was utterly useless to determine whether the planet would orbit or just crash into the sun. I went by the try and error approach by just launching a shit ton of planets and hoping that some of them would survive the ordeal :D That was fun in it's own right. Really nice job!
Oct 22 23:26:47 10m 06s Goop Loop ♥ 1 Very hard and frustratingly so :D Like some already mentioned, this one hit very similar notes like "getting over it), not only in game play, but also in presentation and audio. I loved the details you put in like the audible reactions and contextual tutorials. Very well done! The art is clean and nice to look at, the whole game oozes style and the art direction is on point. The sound effects, though sparse, are good as well. Some soothing background music would've helped to keep my pulse a little lower... The controls felt a bit counter intuitive with the whole jumping/moving restrictions. That's definitely something that could be improved in future iterations. All in all, a really cool entry. I wasn't able to beat it because getting back to a position to get enough speed again to get the climbs another shot were really tedious. I guess that's the whole points... I wasn't able to beat "getting over it" as well.
Oct 22 23:37:53 11m 06s That Dream Again ♥ 1 Well done! That was really fun :) That was kind of a nice twist on the old metroidvania with a hint of a rouge-like twist. The art was gorgeous and together the soundtrack you really created something unique. I wasn't really happy with the controls though... The key bindings were all over the place and I had problems to quickly adapt to them (I kept pressing Shift to float and up to swing for example) which lead to a lot of tries just falling and restarting. But that's really a minor issue which could easily be fixed with rebind-able keys. Congrats to this great entry!
Oct 25 17:25:41 65h 47m Outside The Loop ♥ 1 The first impression was a bit underwhelming of course, given the crude art and mute game play (aside from some foot step sounds). One may call this, a stylistic choice, but I guess the reason is, that you didn't have an artist on board :) Game play wise, it was a lot better. The platforming felt good, and the portal summoning mechanics made for some nice platforming puzzles. The game was rather short and it think you left quite some potential for level design on the cutting room floor. For example, you didn't really incorporate the vertical climbing technique, that was possible with your engine. I tried this to get through level 2 right at the start by climbing that first huge wall to the left. But I wasn't able to go down again due to the narrow blocks leading down again. The theme was tackled quite nicely with your approach. And even though the game play worked fine, it wasn't the most innovative or engaging/satisfying game play. Definitely try to get an artist and/or sound designer on board next. It really helps to sell a game with good art direction and music/sfx on top of a well thought out game play loop! Keep it up!
Oct 25 17:45:36 19m 55s Hyperloop ♥ 1 Phew... that was hard getting into :) The entry was pretty rough around the edges in almost every regard. Especially the movement of your own ship and how it behaved relative to the other entities. To be honest, I'm still not sure what exactly happened, when I moved. I GUESS that i was orbiting around a planet, but visually, that wasn't what the player got to witness. It was really a strange experience and had an an immediate impact on my enjoyment. Also, I didn't understand, what I was supposed to do and what the stuff did, I was collecting. I just tried my best to stay alive and kill as many enemy ships as possible while increasing the numbers on the left for my (supposedly) benefit. Enemies did just pile up endlessly until I died eventually. It was really hard to dodge anything with the controls you provided. Some enemies did seem to have some kind of hit scan weapon where dodging was impossible from the start. I really do love myself a good bullet hell game, but only if the controls and enemy weapons are balanced right. It didn't feel like that here. Shooting enemies worked alright, but it wasn't really that satisfying. It lacked some well made audiovisual feedback to trigger enjoyment when shooting stuff. I do appreciate the enemy variety though! It was nice to have some music. but didn't really fit the mood. I wasn't really sure what mood your were going for , since it was all over the place. The art direction was pretty rough as well and could really use someone looking after it. I know that it is super hard to make a game by yourself and I'm still flabbergasted that people actually pull it off (you included!) but it is obvious, that some parts are left on the cutting room floor. Maybe try to find an artist next time to collaborate with. A game is a lot more then just the sum of the parts it is made out of. So a good art direction and/or sound design will elevate your game play visions A LOT. Keep it up :)
Oct 26 17:42:29 23h 56m Loop Industries ♥ 1 That was interesting :) Haven't played a game with tank controls for a rather long time. The visuals were pretty nice for a jam game. 3d games tend to look rather crappy most of the time, but your assets and art direction was pretty clean and straight forward, if not a but bland. The core game play was pretty basic but worked as a prototype. The level was hinting at something larger than the game actually was in the end, but I appreciated the humor a lot :) The nonchalant atmosphere fit the art style well. In my first blind round, I had no idea, what to do. I ran into the monsters and didn't know if they did damage me or not. There was no feedback at all. It wasn't after I died in the last room until I saw, that I had lives in the top left corner. After respawning, I also saw that you start with 3 and so my question, if the monsters that followed me, would do damage answered itself. Equipped with this newly acquired knowledge, I went on once more! I didn't know I could attack until the I was in the last room again. I don't know if that info was hidden somewhere in the game, but knowing it beforehand would've been nice. After that, it was easy-peasy to win. All in all, it was good, that the game was so short because i don't think that it would've grabbed me much longer since the game play mechanics were so bare bones. There was also some issues with the sound mixing. The explosion was SUPER load while everything else was kinda quiet. Still, a good little entry you got going here :) The level design and general aesthetics were the best part in my opinion. It could use some more satisfying game play mechanics though. Just shooting loops at some random red blobs won't cut it for more than a minute of game play! Keep it up!
Oct 26 22:11:57 4h 29m Bird Beats ♥ 0 The musical piece is obviously the main hero of this game. I really liked the chaotic but still harmonic nature of it. Well done! The rest of the game was lacking though in almost every regard. There was almost nothing there to keep the player engaged. No Score, no progression, no end (at least not while I was playing). It lacked visual feedback when hitting the correct notes (positive affirmation!) as well as some kind of punishment for pressing the wrong button. It was almost impossible to "lose" since you could just spam every button and would succeed. I love rhythm games, especially some with good music, but it's fairly easy to get them wrong. The art was adequate, but nothing too complex. The animation style looked good though! Keep it up and try to comment on other peoples games! You still have a 0 karma rating, which in return will lead to your game not being rated because you couldn't accumulate 20+ ratings! It's not too late though. Play more games, comment on them! People will come to play yours then.