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| Timestamp | Since previous | Game | Jasper Hansen's comment | |
|---|---|---|---|---|
| Oct 4 23:16:30 | The Maze! | ♥ 1 | I understand the advantage of minimilism and think it was a good idea to keep the scope of this project small, assumedly treating it more as a learning experience than anything else. I noticed some collision oddities, but they seem the sort of thing that you'll inevitably sort out in future projects; and there was nothing game-breaking, anyways. good job | |
| Oct 4 23:31:26 | 14m 56s | Blast Core | ♥ 1 | Quite fun once you get the hang of it. I really like the idea of having the game be built around perspective rather than a more traditional sort of gimmick. The mood is nicely constructed aswell. Very solid overall. I guess if i were to criticize something it'd have to be that playing my first couple rounds was very disorientating. Starting with that sort of intensity doesn't give the player any chance to adjust to the unusual presentation. Something to think about, maybe. |
| Oct 5 00:01:05 | 29m 39s | Paper Planes | ♥ 1 | Very fun! I have some notes, though, all of which are fairly minor and don't subtract too much from the experience. My biggest gripe was the difficulty progression. It seems that all the enemy planes stay localized around the centre of the screen until you reach a certain score threshold... and maybe that's wrong, but if it is then i'm not sure what the case really is. The problem with this is the way it makes your ability to grab the point a bit too random; if it's near the edges then you're good but if not you'd better hope for the best as you go in for a kamikaze. Again, not a big deal, but worth noting. (And if i'm wrong about this, maybe try to figure out why this seemed to be the case.) Two more smaller issues : first, I think that the enemy planes should NOT kill you after they've started to fade away. Feel free to disagree. Lastly, I think the enemies should've started spawning after you collect the first point, just to smooth out the learning curve. That's all, I really enjoyed this one, very nicely done. |
| Oct 5 00:23:27 | 22m 22s | Dinosaur Game Level 1 | ♥ 0 | I like all the creativity. Hard to think of something criticize given the nature of the game... but the last screen implies there's no way to exit, and yet falling enough times through the hole in the floor can boost your speed to such heights that you disappear. hm... |
| Oct 5 19:16:09 | 18h 52m | Hell Loop | ♥ 1 | Fun game, going for 100% kills seems like it could be addicting though I didn't myself. Killing them directly rather than setting up a trap seems like a stupid obvious route to take at first, disregarding the larger groups it was mostly jank that kept me from relying on it. This is part good since you don't clearly want me to be relying on it, but in which case I have to question it's inclusion. It seems like it may have been a sort of insurance that a goal of 100% kills isn't struck down by unforeseen happenstance, maybe it's worth considering something else to fulfill this need? i dunno, but overall it's definitely a solid enough foundation to be built upon. Nicely done |
| Oct 5 20:51:12 | 1h 35m | Tempus Guardian | ♥ 3 | Navigating parts of a moving machine is a neat idea. But the game instead chooses to focus on it's combat, which feels good and all but is still remarkably unremarkable... I think you'd have been better off focusing on making the navigation more interesting, because clearly there's a lot of potential in that department and yet it all seems to amount to just a neat visual touch and the occasional period of waiting for a door to line up. |
| Oct 5 21:20:17 | 29m 05s | 4 Minute Work Week | ♥ 1 | ha, this is great. Really nice use of the theme. Not much to critique, it was a little bit irritating that the time still counted down while people are talking, (specifically since you can't move,) but it's really not an issue, just could've been done better, maybe? I dunno, i think that it seemed worth bringing up is a testament to the quality of this entry more than anything else. |
| Oct 5 23:39:04 | 2h 18m | Uroboro's Guardian | ♥ 1 | Good game, definitely disorientating at first but not really to a detriment. The upgrades were neat, but it never quite felt like they were making up for the attention they required when everything else is moving and such. Maybe they'd be a big help if i were to play enough for everything else to come naturally? i guess more vaguely something just felt a bit off, that probably doesn't help but i'm not sure how else to put it. |
| Oct 7 02:10:26 | 26h 31m | Curse of King Uroboros | ♥ 1 | Good game, the clone mechanic made for an interesting twist to the otherwise unremarkable combat. Probably quite a few directions / changes this could take; personally I think the floaty movement doesn't work particularly well with the sort of bullet hell. It could work under different circumstance but I don't think it's justified in this case. i think that's the only problem I saw that hasn't already been mentioned. It's an interesting foundation, regardless. |
| Oct 7 02:37:03 | 26m 37s | Looped | ♥ 1 | I like the interpretation of the theme. The movement felt needlessy sluggish. Generally it's a good idea to support WASD movement if you're going to make use of the mouse, since it's what most people will probably be used to. |
| Oct 7 03:06:16 | 29m 13s | Lyza's Knot | ♥ 2 | Nicely presented, probably should have read the description more closely but when I figured out what to do I was pleasantly surprised how entertaining it was. I guess my major gripe would be the unpredictability of the monster's movement. that's probably supposed to add to the spook factor, but i personally didn't find it more than a bit of an annoyance. |
| Oct 7 03:29:44 | 23m 28s | ⛧ Hellycoaster ⛧ | ♥ 1 | Fun game, maybe I was missing something but it seemed kinda aimless. Not a bad thing to be clear; that's a valid way to take this sort of thing, just seems a bit of an odd choice given the limitations presented by the jam. |
| Oct 7 03:48:08 | 18m 24s | The name of the game is O but apparently it's too short for ludum dare | ♥ 1 | Very nice, it does seem fair enough to have a good skill ceiling but I guess I kinda suck. it's simple but effective, if a little frantic. |
| Oct 8 00:43:52 | 20h 55m | Hold "A" To Win! | ♥ 1 | Fun idea! Feels nice to play, just not much to do. obviously we were all limited on time, but regardless I think making something more of the shop should be prioritized over the "free play area", if you decide to do post-jam work on the game. |
| Oct 8 01:24:42 | 40m 50s | Codebusters | ♥ 1 | Solid puzzle design, the progression was good but I think it maybe got a little too hard a little too fast? I guess that's better than not getting the oppurtunity to get difficult. Other than that, there was too much talking all at once. Probably would've been better interspersed throughout the game. And, the tutorial was kinda not good. Took a lot of text for just a bit of gain, i would've preferred key prompts or something. Regardless, once I got into the meat of the game I had a lot of fun. Nicely done |
| Oct 8 02:13:23 | 48m 41s | Collateral Control | ♥ 1 | Quite fun to mess around with. The puzzles were all easy to solve, but I still had a good time with them. Maybe a large level with tons of blocks and myriad solutions would be fun? I'd be curious to see how you'd take this game further, anyways. |
| Oct 8 02:29:41 | 16m 18s | Black Hole | ♥ 1 | The mixture of platforming and shooting has potential. obviously the game itself isn't finished, but the idea is worth exploring further. also are there invisible enemies? like, what? |
| Oct 8 02:41:03 | 11m 22s | Knock Off Blood Feud | ♥ 0 | Really neat take on the theme, and I liked the introductory writing. Obviously, there's not much else to it. The combat is plain enough that if you were to decide to take this idea further, I think more of a visual novel approach would be worth taking into consideration. |
| Oct 8 03:08:59 | 27m 56s | Dungeon Master | ♥ 2 | I think the black laser thing is more satisfying than the bullets, but both could use some more audio/visual feedback. Juicy screenshake would add a lot, and is generally very easy to implement. Some SFX would be great too. Enemies could flash and crunch when you hit them. The game already feels quite nice to play, but i think it's worth thinking about how you could take the overall game feel to another level. |
| Oct 15 04:20:50 | 169h 11m | RobAuto | ♥ 1 | Great take on the theme. Lots of nice little polish to appreciate too, i guess the big issue is that it never gets as complex as one would hope from the premise but not much else you could've done considering time restraints. |
| Oct 19 03:25:49 | 95h 04m | Full Ascend | ♥ 2 | Feels very nice to control, the obstacles are nicely arranged in that it feels good to manuever around them. However the difficulty curve feels negative; generally ice is meant to be a twist on movement and not to be treated as an introduction to it. Then the final level's crumbling blocks feel like the tamest twist in the game, isn't that backwards? The game is quite fun to play but i'd forgive someone for not wanting to give it a chance to engross them. |
| Oct 20 02:32:07 | 23h 06m | Hamster Simulator | ♥ 2 | Desktop Screenshot 2020.10.19 - 20.30.23.51.png 1000 hamster levels closer to death |
| Oct 20 02:53:18 | 21m 11s | LABLOOP | ♥ 1 | Seems like an interesting idea for a puzzler, i'd love to see it taken further. I think being sent back to the start every time you die could incentivize proactive play but considering you're redoing the same puzzles again there's probably better ways to explore that aspect of it. As it is now yea, just restarting the puzzle would probably be better. |
| Oct 20 03:26:09 | 32m 51s | Troubled Mind: A Life of Torture | ♥ 1 | Funny that a game about jumping through hoops isn't a platformer. Funny in general, really. Seems like you nailed what you were going for, very well done. |
| Oct 20 03:51:02 | 24m 53s | Master of Tiles | ♥ 2 | Nice take on the theme, and nice presentation overall. It felt like I wasn't understanding something though, it feels more like a pretty proof of concept or something? Unless I really was missing something... the sort of puzzles felt really arbitrary to me, meaning to say I don't understand the point of one after completing it. Pleasant to play though, if that was your goal I can safely say you've done it quite well. |