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| Timestamp | Since previous | Game | JorgeGameDev's comment | |
|---|---|---|---|---|
| Oct 9 04:56:10 | Solar Edge | ♥ 2 | Solar Edge **Well, this was a very neat management-sort of game! First off, kudos on everything you've achieved during the 48 hours of the compo!** There's a lot of neat ideas here, and having programmed everything in Java its an incredible achievement by its own! The pixel art is also pretty appealing, and I like the whole motif of the ~~heat death of the universe~~ expanding sun. ☀️ As for the game design, I felt lost a bit at the beginning, the first times I played the game. The game starts off by suggesting to build a Metal Refinery, and since there were no tags to indicate which building it was, I assumed it was the first one in the toolbar, only to create the Gas building instead and having no way to recover at that point. I had to reset the game a few times to trial-and-error until I found the correct buildings. I think some labels when you hovered over the different buttons and what each of the buildings (and stats) were, would have helped make things clearer. Something that someone else has already mentioned too, was the difficulty spike. I only managed to make it to the third planet, and even by then, I only had 11/80 Uranium. I kept sending the few survivors I had on expeditions, hoping to get more survivors and uranium, but it seems the fail-rate was too high. There were points where I ended up with negative survivors, and on my last planet, I eventually reached a point where I couldn't have an working ecosystem of Gas/Food/Metal due to no longer having enough survivors. I also didn't full grasp the concept of how Food was distributed by Survivors, when in contrast with the Oxygen. Even then, I can see how it was intended to work, and I think some more clearness on what-does-what could help go a long way in future games! ✨️ I don't know if it's related to the game running on Windows instead of Linux, but the only real technical issue I found was that I felt my clicks weren't registering, and I sometimes had to click multiple times on the planets and on the buildings to get the prompts to fully appear. Nothing too major, but still thought I'd point it out! **Major kudos for the guitar playing.** One of the great things about the compo games is getting the chance to see how people apply their other life skills when making their game, and I absolutely think you nailed it and it gave the game a very nice tune! On a final note, as you pointed out, I had to install the Java SDK to run the game, which was no issue for me, but I can see it turning a few people away from rating your game more. Would there be a way to package it alongside the game in the future? **Cheers! 🐳** | |
| Oct 9 05:28:59 | 32m 49s | The Convolution | ♥ 2 | The Convolution I saw this on the feed, and well, it was certainly something! **From reading your posts and the comments above I can see this was more of an experimental and playing-around-with-ideas sort of game, and I think it serves its purpose as just that!** Here's hoping making this little project achieved its purpose for you to move forward with your personal work. It was curious to click around and try to find the different things and puzzles that were interactable. The graphics, which seem to be your speciality, were also very appealing and I really liked the palette that you went for! The little jokes, the guy fieri quote and everything else were also great humorous and I had a fun time with it given its scope and goals. Thanks for it! **Cheers! 🐳** ~~_Jonathan Blow blocked me again, but that's fine._~~ |
| Oct 10 04:44:09 | 23h 15m | Time Loop | ♥ 1 | Time Loop **This was really good!** The idea is simple and straight to the point which makes the gameplay really good! The controls are tight and straight-forward and the scaling of the difficulty as time goes on is also on-point. The bolts recovering HP is a great choice to keep the player in-game despite sometimes getting hit by bats. From there, I'd say that my only distress was what everyone has already mentioned in the previous comments, where at the beginning, it feels like the bats fire faster than you can get to them when you jump between sides. I also thought that timing my jumps to fall on top of the gears would also award points at first, but then I realized it only helps to clear them from the clock faster. The presentation is _absolutely top-notch_ and I really like the style and all of the polish/juice that the game has, from the flashes, the screenshaking, the trails, to the floating animation for the bolts. I also really like the choice of music that was made! Congratulations on this first game jam for @bbqgiraffe and I look forward to seeing more from you folks. Cheers! 🐳 |
| Oct 10 06:16:46 | 1h 32m | Goblin Alchemist | ♥ 4 | 2020-10-10 06H-43M-17S.png **Well, I played this for a lot longer than I am willing to admit.** A great chunk of that time was me being dead-set on trying to get all of the three essences that, I assume, when combined would allow me to defeat the undead. Unfortunately, in both playthroughs I had gotten up to two of the essences, I ended up getting caught by the undead, and unfortunately, there's more games to be played. 🙇 2020-10-10 07H-01M-39S.png Talking about the actual game, and speaking of the undead, I guess I didn't fully finish reading the description first-time. **When I saw it the first time in game, I got real spooked.** 👻 From that moment on, the mood pretty much settled in, and I was always on my toes to make sure I didn't get caught my the thing, and trying my best to mix potions that would help me be faster and aid exploration. The night helped add some extra atmosphere, though I think some light emanating from the circle and the player would have helped make things a bit more readable. **The crafting system was really in-depth and I liked experimenting combining the different items to see what I would get.** However, when there was only one or two combinations missing for an ingredient, it became a process of trial-and-error to know what I still hadn't used and what I hadn't used. Some sort of hint system suggesting which Y ingredients you hadn't combined with X yet on the crafting menu would have helped, as well as someway to track recipes that require combining multiple items (as was the case of the essences). The graphics presentation of the game was really nice, and I really liked how visually descriptive the items were. Since I made more than one playthrough, I realized that the map was procedurally generated, and sometimes some items I required to make the missing potions/items were not at all close to the circle and I had to travel long distance to find what was missing. Even with the compass potion, I think some more variety of birds-eye view decorations would have helped a bit more with long-distance orientation, as it was frequent for me to end up getting lost anyway. Other than, also though the music was pretty nice, and it fit both day/night variations respectively, and the distortion when the undead was close to you only helped contribute more for the mood. Any other criticisms have mostly been mentioned above, such as better potion feedback. Thanks for the game, and I hope one of the future comments can properly celebrate having defeated the undead! If I get the chance, I will revisit after the jam. Cheers! 🐳 |
| Oct 11 03:10:03 | 20h 53m | Satelloop | ♥ 2 | Satelloop **I really liked this game!** Everything about it seems to have been extremely well thought out, from the great on-boarding tutorial to the actual gameplay. The idea of having to deploy the drones to collect energy, and others to defend the satellite was pretty great. The graphics and music were also pretty clean and catchy, and the game really nailed it down on the space-atmosphere! I did run into the issue with audio that was already reported by someone before, where the music just suddenly cut-off. I was playing the Windows version, and had just restarted for my second playthrough. The music cut a few moments after I skipped the tutorial. It didn't return afterwards, so the third playthrough was only SFX. Still, listening to the game music during my first playthrough and as I write this review, I can guarantee you its a great tune! 🎵 I can't really see much flaws in this game overall (I was a bit unsure how to rate the humor category here). While the mechanics were on the safe-side, everything worked as intended, and the balance was very good. I fell towards the end it was a bit hard to balance energy with the speed I had to deploy drones to destroy the asteroids, but that's common as far as arcade games go. **My final highscore after three playthroughs was of 323 days!** Almost a full year, but I couldn't quite pull it off. Seeing you guys profiles, I can tell that you already have some experience in this rodeo, so I made sure to follow and I look forward to seeing your projects next time around! Thanks for the great time, and cheers! 🐳 |
| Oct 11 04:38:42 | 1h 28m | Gene Cycle | ♥ 1 | Gene Cycle **This game went from being confusing to being my favourite entry of the jam yet.** For some reason, it took me a few tries to fully wrap my head around the mechanics and realize how the connections between nucleotides worked. However, when it clicked that it was pretty much just about queuing sequences, and that changing the order of things broke connections, it became a real joy and fun to play. 👏 From the previous comments, I think the learning curve is the only real game design issue here, although I can't really say why it was so confusing at first, since when you get it, it becomes pretty obvious. Even with the tutorial screens from the fixed version, it still took me two/three retries until I felt I had a full grasp of what I was supposed to be doing. Don't know if I was just heavy-minded but still, worth pointing out. The only other smaller issues I felt like were the 'physics' with the connections. I certainly liked dragging un-used sequences around to clear the board as to focus on the nucleoids I was currently working with. However, when trying to get a sequence done ASAP as the game speeds-up, the connections would most of the times twirl with each other, and move around a bit erratic. That made it a bit hard to connect nucleoids in time before the sequence looped again. I also think it'd be a great QOL addition if pressing the right mouse button when you accidentally select a nucleoid would cancel the connection mode for that node, rather than having you click the already selected node, which sometimes moves around/takes some extra precious seconds. Just a suggestion, since everything else works pretty great! Gene Cycle Highscore The graphics and audio choices worked great for a puzzle game too and really helped get that hyped/zen mentality afterwards. **My final highscore ended up being 12. Not to shabby, eh? Thanks a lot for making this game, and it ended up really being a real surprise. Kudos!** 🐳 |
| Oct 13 18:26:37 | 61h 47m | Dude Ranch | ♥ 3 | Dude Ranch ***Is there something accidentally... kinky about this?*** 👀 Jokes aside, this was a very and fantastic fun play! It needs no explanation why it excels at both gameplay and humour, and I immediately felt in love with it from the moment I started playing it! ✨️ Gameplay-wise, the game was very straight-forward to the point. I was a bit concerned when I saw the controls were about aiming in the opposite direction, but after a minute it just clicked into place and it worked perfectly from there. I really like how the wrangling of DUDES feels, and I really like how you've included the different types that appear as you collect the defaults, and it was very fun to chase after the golden guys. From wrangling right next to each dude to get the points faster, or throw a longer loop to score more points while pushing, there's a lot of strategy that can be pulled away from this (hah!). The only other thing that left me kind of off visually was how blurry the grass was compared to the crispiness of everything else. However, that's only a small detail. Everything else from the looping character animations of the characters, to the choice of music and even the inclusion of wild-west-esque voicework really added a top-notch quality seal on this game. I tried to aim to get as far as @jenkinz94 did and try to grab the highscore of this thread, but I went as far as I did before my wrists started aching. **I guess I will have to settle for my score of 3440$ instead then!** When I get the chance I will make sure to give it another try! 👌 Thanks a lot for the laughs with this game, and you have to be proud of the polish it has! Looking forward to seeing even more from you folks! Cheers! 🐳 Dude Ranch Highscore |
| Oct 18 03:35:52 | 105h 09m | Loophole Kingdom | ♥ 3 | Loophole Kingdom **I want Veronika to step on me.** That aside, this was a very fun read and playthrough, and even if it wasn't a fully fresh new concept, it was fun poking around the concept of the time loop as a way to actually explain replaying in-universe. Finding new paths you can take when you get information or knowledge from other loops helps explore that concept even further! I've been following your art for a while and I've seen the impressive rate at which you publish art and you can see that same skill applied here! I'm amazed that you've written this many paths and different possibilities in the short time of the jam, whilst having everything well kept and polished together. The overall humour, including the useless options (always pet the horses) was also very on-point, including the self-awareness of the characters themselves! 😆 My only qualm with the game comes from its own nature though, as despite the time loop idea being a fun one, it does get repetive after a while. By the time I was at ~18 deaths, and was already in the later paths (by the time ending #2 and #5 happen) trying to find my missing endings, and I was mostly repeating me getting a cookie from the narrator, grabbing the bucket, getting the letter, and later-on dying to me experimenting different options to find the missing endings, death, rinse and repeat. Unfortunately, that made the first parts of each loop wear down progressively over time. There are several ways that could be solved, such as being able to roll-back a choice that leads to a death instead of having to start over. However, I understand that given the jam limitations, you did what was possible. With that said, **I still enjoyed the 4 out of 6 endings I got!** Maybe given the chance I will go back and get the missing ones. Thank you for the game, and I look forward to keeping up with your art and future games! **Cheers! 🐳** |
| Oct 25 03:02:06 | 167h 26m | Beat Bash | ♥ 1 | Beat Bash **This was really fun, unexpected and well done!** ✨️ Mixing up both a combat and a to-the-beat system really makes for a surprisingly fun and interesting combination. I really like the whole pitch of the game, as well as the different effects of the runes and how you have both a defend against magic as you have against melee, making you have to swap runes as the battle goes on. **I really like all of the details that were put in pretty much every aspect of the game.** Having everything from little menu prompts to the background elements also scaling up/down based on the rhythm really helped both backgrounds and interface feel alive. The inclusion of different sceneries was also pretty great, and given that this is a game all around the beat, having the beat also change a bit depending on the area was an awesome touch and kept the game feeling fresh! If anything, I wish there was a way to see some sort of rune inventory while you're in the shop screen. As I started getting gold and buying runes pretty much every round, I wasn't sure of how many of each runes I already had. With the current depth of the game I don't think it'd matter much, especially since the runes were also escalating with the difficulty, but I guess it's something I am used to from make-your-hand/deck games. Oh! And showing the price of a rune by hovering rather than having to actually drag it to preview the price would be a nice quality-of-life change too! While I might have only played a loop and a half, my time with the game was fantastic. I don't know if the locked game-modes in the menu were a teaser, or just a joke regarding the jam's theme, but even then, if you continue working on it, I think it'll be a fantastic time. Overall, thank you for this entry, and cheers! 🐳 |
| Oct 25 05:00:54 | 1h 58m | RESCUE ATTEMPT #[REDACTED] | ♥ 1 | Redacted **Well, this was a curious experience!** It had an interesting premise, and the idea of collecting different power-ups as you go through different section of the level. While you called them loops, because of the variation they end up having as you go through the five 'loops' they felt more like sections of a single-level than a true loop but I can see what you were going for. In terms of presentation though, I really like the limited palette that you've gone for and it has a very clean but still appealing loop. I especially applaud the extra effort put into the title screen as well as the ending scene. The music also fit the aesthetic very well! Personally, I have to agree with commentaries above, where the movement felt more enjoyable than the combat in the long run. While it might be necessary to defeat a few enemies during the first two loops, as you collect the movement power-ups, it almost becomes more fun to dodge them than to engage in direct combat. The enemies are certainly missing some challenge in the later loops. However, this all makes me wonder if putting a speedrun-like timer on the game would have led to a completely different experience as a player. 🤔 Still, this is mostly food for thought. I ended up making a second run where I got a score of 837. I can't tell if it was because I ended up defeating more enemies, or if I did something else. Even then, this was a tight controlling platformer overall! **Thank you for creating it, and cheers! 🐳** |
| Oct 27 00:45:43 | 43h 44m | Spinnerets | ♥ 1 | Spinnerets **Took me long enough to get to it, but here we are!** Had the chance the take a game for a spin (hah) as a multiplayer game like it's intended, remotely through the power of Parsec! I ended up playing against @moski until one of us got to ten points, and while he started on the lead, I ended up taking the spinning trophy home! 🏆 It's really fun to see a compo game done with group-play intent too, and I think you did that pretty well! I feel Ludum Dare ends up motivating people to try more single-player experiences since its a do-from-home jam and because of the rating system. However, multiplayer games are always some of the most fun I recall having in game jams, so thank you for brining that experience here too! First off, I have to praise the really good presentation! While simple, it conveys all of the information that is intended. The spiders stick out with their unique looks from the environment, and you can easily tell the destructible stuff from the walls. The little polish such as your intro screens and the trail effect of the projectiles were all pretty good! 🕷 Gameplaywise, I had a lot of fun! However, I feel like I was having _even more fun_ when some of power-ups were around, especially the sock one and faster spinning ones! While I can see the reason as for player's not to spam each other, I feel like I would have appreciated the faster spinning and firing. It did feel at times that the default firing speed was a bit on the slow side. Even then though, the power-ups were really fun and created an interesting dynamic between going after them while avoiding getting hit by the other player. The only power-up we really didn't understand the effects of was the mandible power-up. Even then, everyone of the other ones were really fun to try out and try to use both to our advantage and disadvantage. **I can picture this being a really big mayhem with four players, and I hope I get the chance to play it some time.** Once again, it was a delight to try this game out, and it's really fun to see your skill with different code libraries shine and deliver really polished stuff in 48 hours. Now that we're back to Ludum Dare we hope to see more stuff from you around again! Cheers! 🐳 Spinnerets Results |