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Skleembof

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TimestampSince previousGameSkleembof's comment
Oct 6 02:04:39 Silly Platypus ♥ 1 Nice use of the loop mechanic. Also, something about that jump sound is extremely satisfying. I enjoyed the gameplay and after learning how to use the loop mechanic to hold the switch, I was looking forward to more creative ways to use it but it seems like you only implemented that one puzzle. Towards the end there's a lever looking thing next to a cloud but I couldn't figure out how to use it. I wouldn't mind playing a more fleshed out version of this since I have a soft spot for these kinds of platformers (and that jumping sound effect)
Oct 6 02:11:58 7m 19s Escape from LAB 2635 ♥ 1 good job! I feel like it could of used a nice techno beat to keep the pace going but other than that it was great. I got frustrated at first because I kept dying from lasers I couldn't see but I guess that was the point. Dying over and over again and learning how to get past the level through trial and error
Oct 6 02:19:15 7m 17s Circadian ♥ 2 A bit too real, but very well done. I love the art style and the mood is great
Oct 6 02:31:01 11m 46s Jumper ♥ 2 I won! it was a very short experience but pretty fun. figuring out that i had to bounce on the corner of the box to get the highest collectible, and then practicing to be able to pull it off within the time limit was satisfying. it was a solid gameplay LOOP! However, it could have really been improved by having a reset button. I found myself just sitting and waiting for the timer to reset before giving myself another shot
Oct 6 02:40:58 9m 57s Commuter ♥ 3 Pretty fun and very polished. This has a lot of potential for a mobile game I think but you would need to figure out how to add another layer of gameplay. It didn't seem like there was any strategy to placing the traps since the cars eventually loop around and can't avoid them. The strategy was waiting to press the start button so that the cars are close to the traps from the beginning.
Oct 6 02:49:51 8m 53s Space Loop ♥ 1 This is the type of weird unique gameplay you can only find in a game jam. It's very unconventional but it has potential. The biggest weakness is the aiming mechanics. The ball never went where I wanted it to go but that couldn have been caused by the weird perspective. If you added a laser that showed the trajectory it would have been more manageable. Also, I think this would be a lot more fun if the sphere was smaller so the balls are in flight for less time, if they moved faster, and if it had a sick bass heavy soundtrack. and add some RGB LEDs to the spherers as well. Imagine all those shinning balls bouncing around thumping with the bass in a fast paced brick breaker. edit: Also, awesome logo!
Oct 6 03:04:16 14m 25s We are me: Solaris Sands ♥ 1 wow this was very ambitious and polished for such a small amount of time! and that AAA quality voice acting sealed the deal! You did an incredible job of creating a unique atmosphere. The sound effects and music, and that weird muffled effect that ll the sounds have made it feel like I was in some mysterious magical cavern. I wasn't able to finish it but I got the 2 gems got destroyed by the sandman-me
Oct 6 03:18:16 14m 00s Cluck of the Time Egg ♥ 2 I like the mystique of a "time egg" that resets the world. I probably should have read the instructions since I walked over the entire map and killed everything(i think) but I failed to save the time egg. I didn't know that I had to get the chickens. The gameplay is very simple but the mystery of the time egg kept me going. The graphics and the mood kind of reminds me of the legendary Geneforge
Oct 6 03:26:11 7m 55s Beyond Death ♥ 6 Impressive work guys. The idea of walking over your own decaying corpse is kind of unsettling and contrasts with the cheery atmosphere, but the mechanic is unique and fits the theme well
Oct 6 03:40:52 14m 41s Need More Space ♥ 9 love the graphics and the atmosphere of the game. Could use more gameplay mechanics like maybe a shovel or something to dig for the crystals or climbing rocks. I loved the walking animation
Oct 6 03:47:03 6m 11s Bjorn to Dance ♥ 1 Awesome art, loved Bjorn. Could have used some more music and more exciting sound effects for hitting the notes. A big problem with the game I think is that its way too easy. I think it would be more fun if you ramped up the difficulty curve and didn't start with just one note.
Oct 6 03:51:32 4m 29s Unholy Echo ♥ 6 Nice job with the graphics and sound. You did a good job making your game fit the theme and you made it look really cool
Oct 6 15:58:47 12h 07m SUSHI INK. ♥ 3 I had a lot of fun with it. Very unique gameplay which at first kind of felt like it wasn't designed for humans but then I started to get the hang of it. Until level 4 where I realized this was indeed made for some non-human species of gamer that can juggle multiple things at once. Overall a really fun experience but it needs some work on the balance. There was a lot of waiting for plates to arrive which made it impossible to feed some customers in time, but I guess that's my fault since I could always increase the rate at which I made plates. One thing that could easily be improved is the system for changing tentacles. Maybe color code each tentacle and bind them to specific keys to make it easier. I found it difficult to select the right tentacle since they all looked the same when overlayed and cycling quickly through each one was awkward and imprecise.
Oct 6 16:12:13 13m 26s WHILE(ALIVE) ♥ 1 Great job on this! The gameplay loop is tight and fun and the aesthetic is great. sidenote: why is the filesize so big? did you use 8k textures or something? I think if you figure out how to cut down on the filesize, you should upload an html5 version on itch.io to get more people playing it. It was a lot of fun
Oct 6 16:47:52 35m 39s Rad Rodent Racing ♥ 1 Alright that was pretty cute. The graphics, music and overall presentation was great and the gameplay has some potential. It kinda reminded me of pocket racers from the Yakuza games. Your game was way too easy though. At first it was pretty engaging trying to figure out how fast I could go around corners before falling off, but then I realized I just had to let go of the speed just before turning and it would work every time. Some ideas: make it so that you can't move through other racers meaning you have to figure out how to get around them by changing track or jumping over them add more obstacles and different ways to avoid them. Add a visual indicator of your speed tied to the animation. If you're going so fast that you're about to fall off, make the mouse look like its struggling to stay on the track during the turn. Good job getting this made in such a small amount of time
Oct 6 17:01:44 13m 52s Bype ♥ 2 Very interesting concept. The base shooting mechanics where too simple to be engaging but the arm was satisfying to use and there is a lot of potential. I think this would be great as a tower defense game. You put up towers before each wave and you use the massive claw to actively help your towers take down enemies. Different towers utilize the claw differently, like one could be a meat grinder that has you sticking enemies inside, or a tower that shoots fire and can heat up the claw which burns enemies you grab.
Oct 6 17:13:41 11m 57s Crocodial ♥ 2 That was great! Love the pacing and the music. I had absolutely no idea what was going on at first but rolling around shooting magic was fun. I liked how the attack speed was attached to your movement speed which incentivized you to go fast, but going fast made it difficult to stay alive which made it difficult to look at the wheel to place spells where I wanted to without getting hit or slowing down.
Oct 6 17:27:02 13m 21s NiGHTMXRE ♥ 1 I liked the atmosphere and presentation but forcing a restart after shooting the wrong thing was annoying. I didn't get very far because of that. I killed the first nightmare thing with fire, and then I shot the cellphone to turn it off but it kept ringing after disappearing, so I shot one of the ghost ladies and it sent me back to the beginning :/
Oct 6 17:35:43 8m 41s Until All Ends ♥ 1 Pretty cool. Very unique take on capture the flag. I liked the feeling of leading my army and pushing through the enemies with brute force, but then I realized I wasn't actually leading my army but slowly getting them all killed, one by one. I think the game could benefit from some simple formations. Maybe add a leader character that can command all the units on screen and group them together since the most effective strategy is to have a large group of soldiers attacking at the same time. It felt like it was impossible to win since there wasn't really a way to attack enemies without getting hit, so losing troops was inevitable. But I guess that was the point, being stuck in a loop of killing and dying, going back and forth with the enemy. Good job! very well done
Oct 6 17:40:50 5m 07s A Song with a Catchy Chorus and a Solo ♥ 0 This is my ringtone now
Oct 6 17:52:00 11m 10s Fearcle ♥ 5 I agree with the other commenters, the switch side mechanic was confusing. It was hard to keep track of where I was and switching side made it worse. Also, why were there some switches that I couldn't flip? I don't know if it was a glitch but there was a switch that I couldn't interact with until I left the room and got lost a few times. I came back to it and it was interact-able. Was this a glitch or was it a different switch that was in an identical looking position? The overall presentation was great though
Oct 6 18:12:45 20m 45s Skicret Agent ♥ 3 awesome idea! This was a lot of fun and it fit the theme perfectly. It kind of felt like directing a movie
Oct 6 18:32:20 19m 35s L.O.S.S. - Looped Orbital Space Shooter ♥ 3 I was trying to get first place on the leaderboard but I had to settle for 3rd. I think you should tweak the difficulty curve to make it more engaging because it was boring for the first few rounds. But once the speed picked up it became pretty fun. The focus is more on avoiding obstacles than shooting. Towards the end I didn't even notice the bullets anymore. Maybe make the bullets fly faster so its easier to hit targets. also, those sound effects are phenomenal
Oct 6 18:56:34 24m 14s Cercle funeste ♥ 2 The mechanics were not well explained. I was so confused at first. I think the problem is that "zooming" in with a magnifying glass makes no sense and the blur effect makes it more confusing. I thought it had something to do with the placement of the character on the screen. Like when you zoom in, the board gets bigger but your character stays the same and the new position is calculated based on where your position overlapped with the zoomed in board. Obviously i was completely overthinking it and it was a lot simpler than that. Once I figured it out it was a solid puzzle game. Definitely try to rethink how you communicate the mechanics to the player
Oct 6 19:15:24 18m 50s Stealthy Suspect ♥ 0 I have a huge softspot for stealth games. This was pretty good, I love the crouching mechanic. Unfortunately the level design felt too sloppy to be really enjoyable as a stealth game. The first few areas are good but towards the end it seems like there's no way to avoid being caught and its just a race to the end avoiding damage
Oct 6 19:27:02 11m 38s Electronic Toy Racecar Championship ♥ 1 The smaller build is missing the data folder.I had to download the full version to play it. Pretty fun, similar to pocket racing in the Yakuza games. I think the camera shouldn't be fixed. Maybe make it look at the players car to help convey speed. It's hard to tell how fast the car is going when it's far away from the camera and the numbers aren't easy to read or control when rounding corners
Oct 6 19:37:35 10m 33s The Chungus Machine ♥ 2 wow was this made with Blender game engine? you get 5 stars for innovation just from that
Oct 6 19:48:07 10m 32s BLACKLOOPHOLE ♥ 3 I forgot the name, but there's another jam game that is almost exactly like this one, except yours has more action. This was entertaining for a little while but the gameplay loop needs more meat to keep players engaged. I like the art style, it had a cool aesthetic to it especially with the black hole in the distance
Oct 6 19:55:40 7m 33s Shunk Stark ♥ 1 That was a fun short experience. The music was great too...for a while then I had to mute it so I could concentrate on the last level lol. good work
Oct 6 20:23:38 27m 58s Djinn Alwaqt ♥ 5 Very well done. This was a fun and polished experience. The movement mechanics were kind of annoying. I lost a lot of time trying to move diagonally and crashing into walls
Oct 6 21:49:42 1h 26m 8BEATS ♥ 3 This is very impressive. I was bobbing my head to the towers the whole time. It took me a few tries to get the hang of it since the pace picks up pretty quickly but it was a solid experience once I figured it out. I wanted to keep playing so I could hear all the instruments. Great job guys!
Oct 6 22:06:45 17m 03s Doodle-Oop! ♥ 2 interesting loop mechanic. I kept trying to get creative with the loop to pull of some slick moves past the obstacles but I kept killing myself because of it. The graphics are really nice, I like that doodle style. It might be better (or much, much worse) if the radius of the loop would change over time, forcing the player to adapt
Oct 6 22:23:27 16m 42s Hardcore Quest 2020 ♥ 2 I like the honesty from the thief. He might be a broccoli stealing scumbag but at least he's honest. I also couldn't figure out what to do. I talked to the farmer, the bush, the thief, the broccoli, the weird babykid with the sexy-patrick legs, the sorceress, sharkboy, turnip boy and i still couldn't figure out what to do. It took me a while to realize that I was stuck in a loop! Very surreal world, well done
Oct 6 22:36:35 13m 08s Constituent ♥ 3 This was a lot of fun to play around with! The presentation was awesome and felt very polished I don't have any criticism for the gameplay, the gameplay loop was tight and engaging and it was fun to see my actions play out in front of me
Oct 6 23:01:23 24m 48s Hamsta's Paradise ♥ 3 It was fun and the graphics are nice but the camera needs some work. It probably would have been better to allow the player to control the camera with the mouse, at least in the first level because of the tight spaces. trying to get past obstacles and having the view jerk around because the camera was touching walls was really annoying. Once I got out of the cage it was a lot more enjoyable. Also, that first level is brutal for an intro to the game lol. The moving blocks would get out of sync making it impossible to pass at times and they were 'sticky' so if they touched your rolling cage, you wouldn't be able to move and get pushed off. Good job overall, this is a great Jam game
Oct 7 03:29:05 4h 27m The Dumb Robot ♥ 1 So I tried to beat it but I think either the robot glitched out or I just couldn't figure it out In level 2, it kept moving forward until it reached the edge of the floor, and then it fell and I lost. There wasn't anything I could do except watch it fall to its death. There were some floating blocks but clicking them just caused them to explode, and I don't think the robot could jump on it anyways
Oct 7 03:44:46 15m 41s Project Cybold: Operation Ludum47 ♥ 2 The gameplay was actually really fun! When you max out your weapon level, it turns into a satisfying slaughterfest. Before that however it's pretty boring. at the early weapon levels, it feels like your weapon is glitched since there is no hit feedback at all. The bullets fly through enemies and they keep moving unfazed. Since they take more than one hit to kill, and there are a lot of enemies at once, it feels like your bullets aren't doing anything. The core of the game is pretty solid though and I could have a lot of fun with a polished and balanced version, especially playing with a friend. You did a good job on this given the time constraints. also, I don't know if i got to the final boss. It was a boss that instead of dying, made some light dome thing that caused the game to lag for a bit before sending me back to the beginning. Was this like a hard end to the game or just a glitch?
Oct 7 03:56:26 11m 40s Fire Loop ♥ 1 Did you make all of the assets yourselves? if so that's very impressive. The loop mechanic was pretty interesting. It took me a while to figure it out though since at first it seemed like the shooting mechanics were just unresponsive since it wouldn't always shoot when I clicked. After I figured it out though, it did become a lot more enjoyable. Maybe add more spell types, or change what the fireball does depending on where in the loop it is when you click
Oct 7 04:06:21 9m 55s Abducted ♥ 1 Nice simple game jam entry. The mood and the atmosphere is what really stands out This is great work considering how young and inexperienced you are. Stick with it and you'll get a lot better over time
Oct 7 05:01:32 55m 11s West ♥ 1 The Dollars trilogy is my favorite thing that comes in 3's of all time, so I have a softspot for anything Western. This game was surprisingly polished for an LD game. I like the mechanic of resetting the day but keeping what you learned from before. I think there's a lot of potential in games like this which puts players in an open ended world with a narrative driven puzzle moving everything forward. Just needs more content. well done!
Oct 7 05:37:38 36m 06s 13 Codes ♥ 1 I thought I could outsmart the game by jumping onto the top of the walls but I kept getting stuck so I guess i got myself stuck in a loop. The game obviously is unfinished like almost every game in LD, but I think its missing a key feature that would make it a lot more playable. It needs something, whether its sound or a visual queue to let you know what changed in the maze. Since all the walls are untextured, its pretty difficult to figure out if anything moved unless I run around before hand and memorize the layout. And I agree with the other comment that said some of the codes were hard to read because of the lighting. I liked the system for interacting for the consoles
Oct 8 15:44:27 34h 06m Looped ♥ 1 This was fun but it is in desperate need of a score counter! I love the audio and graphics. Both are very simple but complement each other well.
Oct 8 20:40:52 4h 56m 5 Minutes Before Halloween ♥ 1 Love the theme and the graphics but the movement felt awkward. I like the idea of having to hunt for scary costume parts by talking to people and getting hints but there wasn't enough time to talk to someone and then walk to where you think the costume piece is, but I guess that's part of the game mechanics. Using what you learned in previous nights good work!
Oct 19 12:25:00 255h 44m The Loopy Wheel ♥ 0 you're 11 years old?! Impressive work kid. When I was 11, the only thing I made was a disappointed father. The gameplay is simple but enjoyable. Timing jumps over obstacles is always fun, but I think you could greatly improve the experience by fixing the placement of the obstacles. Even though you can tank the hits by eating apples, it isn't satisfying knowing there's no way to avoid a hit Some apples were impossible to get without hitting a spike ball, and some spike balls seemed impossible to avoid altogether. Your game could definitely have benefited from more play testing, but so could every other game in this game jam. Overall, great job on this game. Hope to see you return and make more games in the future. (also, we're caterpillar bros! I also made a caterpillar game)
Oct 21 16:30:12 52h 05m Crazy Scientist: Lost in Dimensions ♥ 1 I think the best part of this game is the difficulty curve. The difficulty ramped up at what felt like the perfect time for me, and I had a lot of fun with the tight platforming. I wanted to beat the game but I got stuck on the UFO boss fight. At first I thought I had to kill all the enemies but they never stopped spawning. Then I thought I had to time my jumps so that I bounce off an enemy's head, and hit the next enemy as its falling out of the UFO to get enough height to jump on it, but that didn't work either. Eventually I gave up after about 10 minutes of trying. The music was great and so was the presentation. I liked the little cutscenes and transitions
Oct 21 21:09:16 4h 39m Lone Racer ♥ 2 Initially I hated the mechanics and planned on quitting after the first lap, but then my ghost appeared and I really really wanted to beat it for some reason. So I went another lap and did pretty good. After I finished that lap my second ghost appeared and I was so proud of my performance that I wanted to beat it again after getting better. This really captured the essence of a true racing game where you are fighting against the physics of the car, and against the rest of the competitors. In this case the other racers are past versions of you who had less experience with the controls and the tracks. Overall this was an unexpectedly fun and rewarding experience. My biggest criticism was the audio. The engine sound effects were painfully sharp and I had to take off my headphones to enjoy the game.
Oct 21 22:34:59 1h 25m minotorus ♥ 1 Hi, I'm about to drop a brutally honest review here to try and give you some useful feedback to improve the game because I genuinely think it has potential, but it has some serious issues in its current form. This was one of the worst gaming experiences I've had in a long time. I know that sounds overly dramatic, but this is the first time in my life that I've ever experienced motion sickness while playing a video game, and this includes a lot of VR titles since I was an early adopter of VR. I think this was due to a combination of factors from the cramped corridors, repetitive textures, the movement speed, and the poor performance of the html5 version. I had to take a break and look off into distance to compose myself. I don't know if just fixing the lag would circumvent this but I think you should definitely make the corridors less cramped and change the textures on the walls. Apart from the motion sickness problem, there are some serious design issues that seemed hostile, like you were punishing the player and didn't want them to beat the game. For starters, the maze itself is way too large. I did manage to get to the end of the maze and face the minotaur, but the journey became really boring and tedious the longer it dragged on. The basic premise of the game isn't bad, and it's actually kind of fun if you commit to it. I really wanted to get to the end and after getting the gold string, it became kind of fun retracing my steps, knowing that with every attempt I was making a lot of progress. This feeling didn't last when I realized how large the maze was and towards the end, just retracing my steps and running back to where I died took way too long and killed any interest I had in continuing. Another major issue is how brutal the dead ends are. If you make a wrong turn, you have to backtrack a really long distance. It felt like you were severely punishing me for making a mistake in a game where it is impossible to avoid mistakes since you didn't provide any way to figure out where to go apart from trial and error. When I got to the boss fight, I tried to kill it with my fists and realized it is impossible. I got it down to half health by punching it until it decided to attack me and then I died. I thought I would just have to run back and finish it off, but when I got back to the fight, he had full health. At that point I quit, but later I realized that I probably should have talked to the female npc more. It wasn't clear that she would give me more items after the string. After finally getting to the end of the maze, and nearly throwing up from motion sickness, I was so frustrated that I didn't think about talking to Ariadne to get a weapon. I replayed the game after this rage quit to see all of her dialogue, and I got the crown and sword, but I was not going to go through the maze again. I didn't think walking through a maze would be very fun, but there was a point early on where it was. When I got the string, it became a lot more enjoyable and it made me want to get to the end since I know had a way to overcome the challenge. I think if you figure out a way to add more tools that elicit the same response, then you might have a solid premise for a full game. Similar to the felling of progression in a metroidvania but without the combat. Now obviously you had very limited time to make this game and a lot these issues would have been avoided with more play testing. If the maze was smaller, the minotaur had less health, the corridors weren't so cramped and the textures so repetitive, this would have been a very enjoyable jam game
Oct 22 15:32:53 16h 57m The Endless 8 ♥ 2 Very fun Jam game! I got really into it and tried to solve all the murders but there was one hint that I only got once throughout my ~30 playthroughs so I never figured out who was looking for their missing friend The only issue I have with the game is how playing it only once is enough to solve all the hints in subsequent playthroughs, but I guess that's just a consequence of the limited time. You guys did manage to include a lot of dialogue in the limited time frame so great job there. While I enjoyed the game and would definitely enjoy a more fleshed out experience, I think for this game jam a different game mode would have been a lot more appropriate. Instead of trying to find one person and kill them, you could have given the player a list of the hints, and then tasked them with figuring out each NPCs role. Who hates dogs? who is a secret serial killer? who is lying about their kid? and at the end of the loop, give a score based on how many they got right. I think this would have worked better for the game jam simply because it would allow you to get the most out of the limited dialogue. In my first playthrough, I read all the dialogue and learned as much as I could about the characters and was able to kill the one NPC and win the game. When I played again, I realized I didn't have to talk to anyone since I already knew what they were gonna say so I just ran around the house killing people based on what I already knew about them. I did have fun solving the hints, but it felt weird restarting and running straight to an NPC just to kill them over and over again which is why I think it would be better to have asked me to find answers to all the hints during my first playthrough. But either way it was a fun experience and I enjoyed the very weird and quirky dialogue.
Oct 22 15:50:04 17m 11s Time Saver ♥ 2 Interesting gameplay. It felt like a reverse difficulty curve I liked the graphics and the audio and the overall presentation reminded me of Katana Zero. My only gripe is that it wasnt clear why the eyeballs couldn't be killed with the Katana and others could. It wasn't hard to figure it out, but there was no indication that I would have to use the second item. This only bothered me because I was trying to be as efficient as possible and it felt like the game was punishing me for trying to kill the eyeballs with the Katana for no reason. Maybe if there was some visual indicator like maybe the eyeball is on fire and when you touch it, your character gets burned which would force the player to think of another way to kill it.
Oct 22 19:46:34 3h 56m Falloop ♥ 0 Awesome idea for a loop and the art style is very elegant, I love it! My only real criticism is the pacing. It's over so quickly that you don't have time to appreciate it. If you had more time you probably would have addressed this but right now it feels more like an interactive video than a game. My game is actually pretty similar in that you eat stuff and get larger and it also suffers from the same pacing issue. I'd like to play a more fleshed out version of this game because I think it has potential to be an awesome experience.
Oct 22 19:53:50 7m 16s ギ Improvisation “恒久 ”회전 ♥ 1 very surreal experience. I had never been exposed to 7-eleven propaganda before today. The music, weird graphics, and sound effects create a very interesting mood and atmosphere. The gameplay is too short though. I thought it would be a bunch of minigames but it was just the 2 over and over again. If you had more time you could have made an even weirder Wario Ware
Oct 22 20:08:06 14m 16s Ouroboros ♥ 2 Very impressive submission. How do you guys only have 26 ratings? You have a big team, get everyone to start rating other games so more people play your game! The gameplay, graphics, and audio are all top notch. Very well done. I liked how intuitive it was to figure out what I had to do by just looping over the same rooms and seeing the inactive pillars. I wasn't able to kill the boss at the end because I accidentally entered the dungeon again during the bossfight. The entrance disappeared but when I walked over to where it used to be I got the press E prompt which got me stuck in the first stage of the dungeon. I liked the upgrade system and the awesome merchant voice actor
Oct 22 20:35:41 27m 35s Block Runner 2049 ♥ 3 I liked the graphics, sound, and atmosphere and tetris is always fun, but I think the controls made it hard to enjoy. I don't know if it was just the html5 version but the controls felt unresponsive and I made a lot of mistakes because of it. Also, I dont know if this was an intentional change or just a consequence of the extra pieces but in my second playthrough it felt like I could never get an I-block to appear which, for a tetris normie like myself, made the playthrough extremely unsatisfying and killed the momentum. Also, the delay for placing a block after it hits the bottom was too short and I couldn't move them or do rotations in time.
Oct 22 20:46:56 11m 15s HONK II ♥ 1 Gameplay was tight and fun! Some of the areas could have used more playtesting to keep the pace going but overall it was a great experience. If I were to change anything about the gameplay it would be to give unlimited ammo. Whenever I ran out of ammo, it just felt like a really unsatisfying stop to the action. I know giving unlimited ammo would make it hard to balance the different weapons but maybe if you make the player have to reload, it would force them to swap to another weapon in the middle of the fight or take the time to reload if they want to keep using the same one. And maybe also include a full reload that takes longer but reloads all weapons at once to keep the action going. Also the music and sounds were awesome
Oct 22 22:08:26 1h 21m Gravitron - 2047 ♥ 1 Kinda reminded me of half life. The fusion gun was really satisfying to use and fun to mess around with. The graphics would have definitely benefited from a longer development. The level design was well done and it felt like i was walking through a futuristic city where all the citizens (and textures) abandoned it. My biggest issue with the game is the player movement. It felt really weird losing all momentum when I jumped which made platforming an awkward experience
Oct 23 19:08:15 20h 59m Choo Choo Loop ♥ 1 I love the music but I totally agree with everyone else, the game is too difficult to play and understand. It's just unintuitive It kind of doesn't make sense. You're supposed to create tracks for the trains that spawn and then close off the track so they loop together, but you never know when a train will spawn, or how many will spawn. So I found myself struggling to keep the first train going by building tracks and waiting for them to stop spawning because if I destroyed earlier tracks to make a loop, I would lose immediately because of the new trains that spawn. To make this work I think you should add a counter to the starting block so you know how many trains are left and maybe also like a countdown or progress bar so you know when the next one will spawn. This will allow you to plan out the track and decide whether you want to make a lot of small loops or one large loop for all the trains at once, and it lets you know when you can destroy earlier pieces of track Also I think just getting rid of the 2nd starting block will make the game a lot more playable right now since it would at least eliminate the guessing game of where the trains will spawn
Oct 25 22:44:47 51h 36m Ouroboros: The Cursed Hero ♥ 2 The presentation, setting, and atmosphere were really cool. I love the aesthetic even with the super simple characters and barren world. The music was great and helped set the mood. The gameplay reminded me of dynasty warriors, but without any of the fancy combos. I thought there were some mechanics that I just didn't get but after a few playthroughs I realized they were just glitches. Some times I would just go to the spirit world for some reason without dying. Jumping is also totally broken. Any time I pressed space, my character would enter the jump animation and float upwards extremely slowly to the apex of the jump, and then come back down at the same speed. While locked into this animation, the enemies can just spam attacks on you and drain your health. This was an ambitious game and you guys put a lot of work into it. Clearly the time constraints led to a very barebones and unfinished product like most LD games, but you did manage to lay the foundation for something really cool. If you decide to spend more time on it post jam and polish it up, I think you might be able to salvage a very solid game. Hack n slash games are always fun but you would need to add a lot of missing parts like hit detection, more varied attack combos, specials, finishers, item drops, some sort of progression system, and a more detailed world/characters. Great job creating such a unique experience
Oct 25 23:05:14 20m 27s The Claimants of Death ♥ 1 That was a lot of game for a game jam. This is one of the more unique jam games around and its a shame you have such few ratings. I really liked the spinning mechanic, but I feel like you guys didn't go far enough with it. Obviously 72 hours isn't enough time to design and build a full game but I think if you would have focused on refining the spinning mechanic and less on the world and enemies, you could have had a hit on your hands. Instead of simply spinning in circles to attack, the spinning could have instead been used to block and counter enemy attacks. When an enemy spins to attack you, you spin in the opposite direction to catch their sword and deflect it, then quickly do another spin to attack during the opening. Also, I think stamina is not a very good mechanic for this game. I found that I was looking forward to finding large groups of enemies and slicing them to pieces, but after a few spins my guy would just stop attacking and it felt extremely unsatisfying. Maybe instead of a stamina bar that has to recharge it could have just had some sort of spin limit. Like if you know you can only do 2 full spins before stopping, you could plan out your attacks better. Overall though, great job coming up with a fun unique idea and implementing it in such a short amount of time. I hope you guys don't fully abandon the idea after this jam since I think it has some serious potential.
Oct 26 14:08:26 15h 03m scrapped ♥ 0 I'm assuming this is an unfinished game
Oct 26 14:10:09 1m 43s Capture void ♥ 1 I've been there. Doesn't feel great but it can definitely be used as a learning experience for the next event
Oct 26 14:11:11 1m 02s Looper ♥ 1 It was fun Hope you come back next time and give it another shot
Oct 26 14:24:27 13m 16s Robo Arena ♥ 0 I'm going to assume the game is unfinished since the instructions say i have to work my way to the center of the arena in stuck mode, but there is only one interior ring and it doesn't reach the middle. Also, free mode is kind of impossible since the robots sometimes materialize out of thin air which gives the player no time to react. Clearly, the time constraints limited what you guys could make and it's a shame since you had a pretty good idea for the theme and gameplay. The stuck mode could have been fun if it was finished with more rings and robots moving at different speeds in a larger area. Free mode would have been better if instead of a ball, you were controlling a robot on one of the loop tracks that could change directions and jump from track to track. This would make the game mode a lot more engaging, fit with the theme better, and stay consistent with the rest of the game. I would have liked to see a more fleshed out version of this type of game, but I know things happen during development and 72 hours gives you no time to plan and react to problems. Hopefully you guys come back next jam and give it another shot
Oct 26 14:39:13 14m 46s Dig Down ♥ 1 Cool idea, this type of game has a lot of potential for unique gameplay ideas. It's kind of barebones now as a simple race to the checkpoints but it' a good foundation for a more fleshed out game. My biggest gripe is the awkwardness of the digging. I think either the dig cursor needs to be bigger, or the physics a little more forgiving because it was frustrating having to click the same area multiple times to try and get all the little leftover pieces that prevented me from moving. I think you could fix this by finding loose pieces of dirt that are smaller than 1/3rd (or some other size) of the cursor, and make them fall with gravity when colliding with the character. Something like this would allow for smoother gameplay and make the player more confident that they can freely move in any direction without getting stuck and running out of time. Overall great job for 72 hours of development
Oct 26 14:49:02 9m 49s Escape From London ♥ 1 That was pretty fun but very rough around the edges Controlling the camera was kind of difficult because if the mouse wasn't centered, the camera would just keep moving and it was difficult to just look forward. You should probably add a speedometer since it's hard to see the speed of the car which makes it difficult to determine whether it's safe to make sharp turns. I found that I was rolling over at speeds that I thought were safe so since you can't actually see the wheels of the car leaving the road from the camera view, add a different way to indicate that to the player. The game definitely needs some kind of scoring system. After a few tries I felt like I was getting the hang of it and doing a good job, but when I broke down I had no way of knowing how much I improved.
Oct 26 14:56:42 7m 40s LoopyDraw ♥ 0 Definitely one of the more unique takes I've seen for an LD game. There was no one on when I played, but a collaborative drawing game/chat room seems like a cool idea.
Oct 26 15:23:45 27m 03s Toucan's Revenge ♥ 2 I liked the graphics and the soothing music in the background which slightly softened the annoyance of resetting the progress. You guys did a great job polishing this game and I feel the only thing it needs (apart from not resetting your progress when you mess up) is more content. Some of the riddles were a bit ambiguous but I suppose that is the point. Just make sure the player doesn't feel betrayed by the hint if their wrong answer could technically be correct based on the wording.
Oct 26 15:29:19 5m 34s Resurrection ♥ 3 your game was cool. Just kidding I didn't actually play it but why don't you go play and rate mine after giving you useless feedback. If you're trying to get people to review your game, try and give them valuable feedback instead of just gaming the system. You've commented on a lot of games that you clearly didn't even play and that's fucked up
Oct 26 15:41:45 12m 26s Wizard Recurse ♥ 1 This is one of the most well designed, and polished LD games I've ever played. This hits the mark in every category. It's impressive how you managed to design a unique gameplay mechanic and turn it into a fully playable game that doesn't just feel like a simple proof of concept. I would love to play a full version of this. great job dude
Oct 26 16:06:21 24m 36s Life Of Crime ♥ 2 That was fun! it was frustrating at first because I thought there was a glitch that triggered the alarm for no reason, but good ol' prison steve told me about the cameras. Once I figured out that I had to accomplish a series of tasks to properly rob the bank, it became a lot more fun and engaging. I managed to get the money and walk to the front door, but before escaping I got overwhelmed by an inexplicable urge to turn around and murder everyone. I pulled out my gun and started killing people one by one before they could trigger the alarm. I cleared out the whole bank, and walked out with the cash
Oct 26 17:01:56 55m 35s Corporate ♥ 2 I got to the 6th floor and made $483,750. This was both fun and depressing. The more I expanded my corporation, the more I found myself dehumanizing my pathetic employees. This is was genuinely a lot of fun but it could definitely use some more mechanics to keep the momentum going. Eventually there will be too many floors to keep track of by yourself so maybe you could buy managers to maintain productivity on the floor and maybe even auto fire employees if they walk by a sleeping one. I'm sure you could come up with a lot more upgrades to liven up the gameplay if you spend more time on it. Also, I think some sort of overview of the building would be necessary so that you can jump to specific floors that have unproductive employees. This has a lot of potential and I hope you keep working on it
Oct 26 17:54:39 52m 43s Scumari 1 ♥ 2 I wanted to beat it but I couldn't figure out how to cross the translucent bridge which didn't have a collider. The gameplay was interesting enough but it was extremely barebones. Couldn't even stomp the default cube goombas! I will say though that I'm probably going to lose some sleep over the soundtrack
Oct 26 23:18:58 5h 24m Dizzy Ryder ♥ 1 That was a surprisingly fun puzzle game. Definitely one of the more unique submissions I've played. I liked picking up speed but the physics felt a little off. It was hard to tell if what I was doing was actually speeding up the cart. I don't know if there is a glitch with the physics or something that stops the cart from speeding up some times, or if it only felt like that because its hard to visually notice a change in speed because of the looping track. Either way, I think the game would benefit from a speed meter, and also perhaps different shading for the active track vs the background track. It was hard to tell where the cart would go at high speeds on sections with overlapping track
Oct 26 23:47:39 28m 41s Red Baddies in Blue Sky Town ♥ 1 Very cool concept. I like the idea of a game where you play as a peacekeeper rather than a simple shooter where you have to kill the bad guys. I think there's potential in a game like this. You could add more ways to dispatch enemies and different types of enemies that aren't just trying to kill people. Like maybe there could be robbers who's plan you could foil by confronting them, or drunks that can start fights with civilians if you don't round them up. You could add a whole upgrade system to help maintain the peace, like security cameras, guard dogs, door locks, etc. Great job creating such a unique game in only 72 hours!
Oct 27 00:10:57 23m 18s Speedrunner ♥ 0 That was actually really fun! I did multiple playthroughs to try and beat my score but my best run was only 24.607. I feel like I could do better if I practice more. At first I didn't know that my ghosts would activate the switches so I tried to hit every switch on 1 life which lead to me thinking it was impossible to beat when I got to the lower level. When I figured it out though, it opened up a bunch of possibilities and made me want to experiment with the mechanics to get the best time. My biggest problem with the game is the movement physics which are extremely annoying for such a precise gameplay loop. I found myself losing time by sticking to walls as I fell, or not being able to jump for some reason even though it looked like I was perfectly grounded (I found you can't jump while standing on a switch). If you polish the character controller and add more levels, this game could be really fun. Great compo entry!
Oct 27 00:22:24 11m 27s Stealth Line ♥ 2 I love stealth and I when I saw how the game worked I was looking forward to playing around with it to try and beat it but...I got to the end on the first try and it felt cheap, like I just got lucky. I think for this game to work you need to add something for the player to do during the walking. I think something as simple as pressing space to stop would add a lot more depth. You could lead the player to an area near a zombie and stop them behind an obstacle while waiting for the zombie to pass. You could add nodes in the world for the player to interact with, like a switch that triggers an explosion or something to try and kill a zombie. Force the player to determine the path before starting. and allow them to interact with the world as their character follows it. Overall good job on this submission. It's very well made for such a short amount of time
Oct 27 01:21:51 59m 27s Progress. ♥ 1 This was really cool. At first I thought it was broken, and then I thought I just had to finish this weird tutorial to start the game, but then it just kept going and turned into this surreal experience that subverted my expectations. I really liked the gameplay and the feeling of anticipation that came with each reload. While I agree that the reload time is too slow and would get annoying after a while, I think it fits well for the game as it stands. The game isn't very long and I think it kind of helps with the immersion. If you were to make a longer game where you reach checkpoints and have to buy platforming mechanics across multiple levels with increasing difficulty, then yeah it would be annoying having to wait before every attempt. Great job on this game
Oct 27 02:37:15 1h 15m BULLET TIME ♥ 2 That was awesome I love stealth games so the gameplay really appealed to me. Also, there was something about the graphics, music, sound effects and just overall atmosphere that reminded me a lot of Syphon Filter for the PS1, especially in the tutorial area. There were some things that need improvement. The biggest thing being the loop mechanic. Conceptually its really cool, how you're not just sneaking past enemies but also somehow sneaking past time and it adds a unique element to the gameplay. The problem is how finicky it is. During the reset, it felt like the enemies were being put in a semi-random location/orientation. I didn't test this myself by tracking an enemies movement the entire loop, but it felt like I had to run away from enemies as time wound down because I didn't know what direction they would face. Also, sometimes you could move during the loop effect and other times you couldnt. Maybe a solution would be to have an indicator, like a ghost showing where the enemy will reset to. This would make it easier to plan your actions each loop. While playing I thought that the loop mechanic would work as an item that you had to activate and not something thats always on, but thinking about it afterwards, I think its fine how it is now. Having it always on makes you feel like some sort of ghost navigating a world where you don't belong. Another detail that should probably be changed is the gun collision. While you could incorporate it into gameplay, like opening doors or moving objects, I found that the collider on the gun just made it difficult to navigate tight corridors and around objects. It would probably just feel better to get rid of that altogether. Also, I think this game could really benefit from a dive/roll. When the clock is winding down and you're in an enemies path, you could roll to safety to avoid being seen which would add another element to the gameplay. I really enjoyed my time with this game and I think a fully developed Bullet Time would be cool as hell Great Job!
Oct 27 02:50:10 12m 55s Quivering ♥ 1 The presentation is phenomenal. The graphics, music, sound effects and animations give the game a very unique feel. The gameplay is also very tight and polished. I like how you actually spent time making unique levels and puzzles to make an actually playable game. It didn't feel like the average rushed Jam game. You did a great job on this, the only thing it's missing now is more content!
Oct 27 03:08:30 18m 20s The Magician's Maze ♥ 1 Great job getting this out in time for the jam. I know working alone on a 3d game can be really stressful and hectic with such a tiny development window. Overall the game was enjoyable but it was really short and didn't offer enough of a challenge I think. Maybe it's just because I got really lucky but I only got a few doors wrong so I beat it pretty quickly I think for a maze game you need to have some element that guides the player to the right door because without it, you're just guessing. Maybe incorporate some magic for detecting the right door, or add some simple riddles at each level of the maze and hide the answers somewhere with props, or paintings/text on the walls of the maze. Also, the music had me bobbing my head up and down the whole time. Good job on this!