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FireSlash

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TimestampSince previousGameFireSlash's comment
Oct 6 05:50:18 Stranger dreams ♥ 1 This was an interesting ride. I'm too dumb to memorize everything so I ended up snipping the notes so I could reference them while I played. I also noticed it seems to break if you click too fast, or maybe just the hitreg is weird? Might also be a web build quirk. Overall neat little concept. There's not a whole lot here to rate but the idea is solidly executed and I felt a tiny bit smarter for clearing it. Great job!
Oct 6 06:04:12 13m 54s Limbo Library ♥ 2 I really hope you keep working on this. The ending was... missing something. Overall this is a really solid entry. The graphics are charming, the audio is on point, and the game loop felt tight and fair while still providing a bit of a challenge. I usually try to provide constructive criticism when possible but honestly the only thing this entry needs is more time. Great work!
Oct 6 06:10:41 6m 29s Stuck in the HyperLoop ♥ 1 Interesting idea. The controls felt... loose. That might be intentional, but it results in a somewhat spongey experience where I often felt the fault of a loss was the game itself rather than my inputs. Once I got the hang of the controls I started to make progress and had a much better time. Surprisingly fun once you get into it. Implementation feels solid and I didn't hit any bugs. Nice job!
Oct 6 06:32:39 21m 58s Going Postal Starring Dick Danger ♥ 0 Looks like the aim reticule assumes the player is at the center, which produces some very counter-intuitive results. This is further complicated by it being a fixed distance from the player sprite, so it's very hard to mentally keep track of where you're aiming. There are lots of good ideas here, I'd love to see a post jam version with some aiming tweaks.
Oct 6 06:44:51 12m 12s Magic Rush ♥ 1 You should be able to bundle python games (including pygame) into a binary with py2exe. Alternatively, you can just bundle the interp in with a download similar to how renpy does it. That'll make a it a lot easier for people to play, as even if someone has python installed, it might be the wrong version or they might not have all your dependencies installed.
Oct 7 05:43:20 22h 58m Legendary Orbit Golf ♥ 1 Really neat idea here. As others have mentioned, it's really confusing as submitted. It might be worth doing a post-jam version with some easier tutorial levels that walk you through the early steps; the tutorial video is a nice stopgap that got me moving though.
Oct 7 06:01:24 18m 04s Scvng.R ♥ 1 Love the idea! This reminds me of those old Lego Mindstorms sets with the brick programming language. I do with things were a bit more explicit though, the rocket launcher bot was mostly luck as you had no real control over the engagement beyond swapping the tiles. That said, I think there were smart compromises made for LD in terms of scope and accessibility. Overall great job!
Oct 7 06:09:50 8m 26s Boomie ♥ 2 This is really fun! The only complaint I have is that it plays pretty slowly. I think this is absolutely fine for LD, since it lets people get up to speed at a comfortable pace, but if you decide to flesh this out more, I'd look at ways to speed up the loop creation (Maybe letting you draw points with the mouse?) Overall I really love this entry. The gameplay is brilliant and the puzzles have a comfy pace with new things being introduced every few levels and mechanics being tweaked and used in new ways. I really hope you keep working on this!
Oct 7 06:55:35 45m 45s Kaiju Kountdown ♥ 1 Love the music! The monster sprite is also cute, though it seems his collision doesn't match with his size well, and crushing cars is a bit fiddly. I ended up soft locked when I finished a level with 1hp, not sure if I just "ran out" of levels, or if there's a legitimate bug there. Fun little game though. If you want to expand upon this, it probably needs a bit more variety in things to attack and threats, but overall I had fun playing it. Nice work!
Oct 7 07:16:09 20m 34s Get in the Loop! ♥ 2 Cute bunny slippers.
Oct 7 08:03:55 47m 46s Babysitting Astronauts ♥ 2 Everything's *really* dark, which makes it hard to see what's going on. The instructions in particular are black on black, so I had to rely on the ones on this page. Overall seems to work as intended. I'd love to see more overarching goals though, and a stronger difficulty curve.
Oct 7 08:08:30 4m 35s Infinity - 1 ♥ 1 This completely broke my brain and I love it. Such a simple change to a classic and you get this brain-melting masterpiece. It could use some audio, and more levels, but you've clearly got something here and I'd love to see more work on it post-jam.
Oct 7 08:23:41 15m 11s Edge of Victory ♥ 1 I had the same issue as nardandas. I tried a few strategies but I kept running out of time going for the second factory cluster. What's there seems pretty solid, and I had fun optimizing my strategy around unit lifespan by repositioning factories, but it's just too tricky for me unfortunately.
Oct 7 08:34:01 10m 20s Bear in the Loop ♥ 2 Fun idea. I hit a bunch of weird movement cases though. Jumping against a wall would often cause you to "stick" against it, and I had trouble jumping off the moving platforms. Also, starting back at the beginning every death was super punishing, and made it hard to want to keep trying. Some lovely level design though, needing to loop back to get the star in the second level was a quick intro to how well this mechanic can be used.
Oct 7 19:31:32 10h 57m Metamorph ♥ 1 The art's adorable. Not being able to control the metamorphasis made the game a bit confusing, both in that I had no idea what was triggering the change, and because the level can be quickly solved with just the moth, making the early parts feel like a waste of time. I think level design could solve this with some extra obstacles, like webs that the moth can't traverse but the worm can, or the middle stage can break, etc. A lot of these issues are likely just symptoms of the team issues you ran into. Overall I can see what you were trying to accomplish here, and it's a neat idea with lots of potential; and what you have shows a lot of promise. Nice job!
Oct 8 03:15:41 7h 44m Space Loop ♥ 3 As others have mentioned, the controls are a bit of a grab bag. I would have liked to see the story told a bit more directly. Without reading the instructions outside the game it's very unclear what's going on, and as others have noted, there's no prompt to click on the notes and it's not clear which button interacts. The art style is simple and clean, which is nice. The minigames feel a bit random though. I think you'd be fine without them. Overall a neat idea, I'd love to see this fleshed out a bit more.
Oct 8 03:30:03 14m 22s Meltdown ♥ 1 Finally got it to work after several attempts. There are a bunch of UI cases that break in non-obvious ways, like the coolant not flowing if you turn it on before the generator is switched on. This lead me down a number of rabbit holes. I like the idea, but it probably needs a bit more polish, and perhaps a quick paragraph or to describing the conditions and goals of the system.
Oct 8 03:34:26 4m 23s The Same Odyssey in Space ♥ 2 The little tooltips indicating what item is needed was super helpful! It makes it very clear to a player what's needed and how to progress, without dealing with the usual adventure game mix and mash tropes. It did feel bad when I first noticed rooms shuffled, but I can see the design intent.
Oct 8 03:46:40 12m 14s Express Without Remorse ♥ 1 I'm not entirely clear on the victory conditions here. If I clear the level the ship zooms off but nothing happens, and additional lines don't appear to unlock. The upgrade system is a nice tough, but speed upgrades are a double edged sword and should be treated with care. Bullet patterns were fairly predictable and easy to dodge even without upgrades, but I'm a shmup player... so my experience here isn't really typical or representitive. I love the idea and atmosphere. I hope you keep working on this!
Oct 8 03:56:52 10m 12s In the lands of EVIL ♥ 3 Simple but good. In the stone level, the melee enemies had a bit too much HP I think, I found myself just running into them instead of trying to shoot them as it was faster. The only real issue I had is that everything's super tiny, my old man eyes had trouble seeing things like the rocks. Pixel art games usually solve this by doubling the size of everything. Nice work! I hope you'll be back for the next LD!
Oct 8 05:33:51 1h 36m Escape Velocity ♥ 2 Took me a while to realize you could very the launch thrust by mouse distance. Also the prediction arc seems to be somewhat unreliable, which made things a bit frustrating. However, the simple mechanics and chill vibes helped keep things comfy. Overall a fun little gem.
Oct 8 05:43:22 9m 31s Midnight Road ♥ 1 Echoing others in balance, I always feel super rushed and it takes multiple tries to get a working pattern down fast enough. Also it feels like the road placement code is constantly fighting me and I'm never sure why. I like the idea, and it's satisfying when you get it to work, though a "fast forward" button might be useful for when you know the cars are stuck in a loop and you're just waiting for the timer to tick down.
Oct 8 05:52:39 9m 17s UnStuck LLC. ♥ 1 I hit the same travel menu quirks others have mentioned, it was fairly confusing at first. Other than that, neat little game. Clever character design. I with there were more interactions as Toulou stated, but the scope monster catches us all in the end. Food for a post-jam version I suppose.
Oct 8 06:10:50 18m 11s Life is Loop ♥ 1 The scrollbars in some of the clicker menus were a bit troublesome as they didn't respond to mousehweel, but that's really the worst thing I can say about this entry. It's a solid click with some interesting mechanics. Art was nice and the music was relaxing. Good work!
Oct 9 02:11:38 20h 00m GLASS CLEANER 2077 ♥ 1 All those glasses washed and no counter? How can I flaunt my expert washing skills?
Oct 9 02:27:02 15m 24s Derps 'n' Dergs - One shot to save the world! ♥ 2 I agree with some others around the lack of feedback around party selection, I once tried skipping a party member and ended up facing an opponent with only 3 members (and died), so I assume the part is pre-selected and you just have to answer correctly. However, I lost at level 2 with a full party, so now I'm not sure. Gripes aside, it's quite a lovely game. The graphics are simple yet charming, the writing is comfy and the mechanics are otherwise simple and straightforward. Depth is a bit questionable as presented, but I think this may be more down to scope and time limitations than design, as I saw some signs of progression in dialogue, just not consistently. Nice job!
Oct 9 02:47:32 20m 30s Racecar racecaR ♥ 1 I would have liked to see a lot more brake force for something like a racing game, but tuning car physics can be a chore even without the presence of a time limit.
Oct 9 02:58:47 11m 15s LööpBöund ♥ 1 Echoing other comments on what was there seems pretty promising. Hopefully you had fun, and I hope to see you back next LD!
Oct 9 03:10:22 11m 35s Delayed Delivery ♥ 1 I couldn't clear the second level, the box would either get stuck and cause me to not be able to move, or vanish if I tried to dash. I couldn't figure out how to drop it on the button either. Maybe update the instructions to be more clear how to use the boxes? Also dashing is kind of weird, since there's no knockback you have to move away to dash again, and it takes multiple hits, so killing enemies feels really weird. Neat ideas though. I think a bit more polish would go a long way here.
Oct 9 03:15:27 5m 05s Boot Loop ♥ 0 Interesting ideas here. The difficulty curve was a bit rough but it's hard to get a really comfy ramp in a short jam like this. good ideas for puzzle elements. Nice work!