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| Timestamp | Since previous | Game | animatrix1490's comment | |
|---|---|---|---|---|
| Apr 28 01:03:15 | End of my Rope | ♥ 2 | Hey! I enjoyed playing the game! I liked the color-commentary monster sounds and I was surprised that the final boss was actually kind of scary. The physics stuff was REALLY cool and sometimes had exciting unintended effects (but almost never unintended effects that felt cheap or unfair). For example, in the room with the jumping platforms and the blue orb in the center, I shot an arrow that didn't quite sink into the wall, but I was still able to climb it. The arrow-end hung over the side of a platform and supported me until I got up. So cool! Critique things (in case you want to come back to this after the jam): I couldn't find a time when the walking speed was useful. I'm sure there's cut content related to aim and movement speed or something but I didn't love having to hold the shift button down all the time. Fall damage: not a fun way to die at the last boss. I know some earlier puzzles relied on you not just being allowed to drop down but it wasn't fun to get the gun and then have to climb down slowly. Speaking of which, I'm kind of biased away from combat as a player, but I didn't think it was very fun to have to hit the boss so many times after doing the platforming challenge to get the gun. (I died that way too) I have been using a bow and arrow and it's killed every enemy in one hit. The shotgun should just kill this thing in 2 hits at most. Thank you for working so hard! I really did enjoy the game despite the critique. Again, those things are not really "jam" things--they're things that time wouldn't allow. Very good job. Also, I really dug all the pixel art AND the environments. Good job on the art, especially for only one person! | |
| Apr 28 01:13:32 | 10m 17s | Vertigo | ♥ 2 | I enjoyed this! I couldn't make the controller work, but I did enjoy what I played. I like the extended coyote time. I also am pretty impressed with the multiplayer. The sound and graphics are all pristine--they feel like a "real" game you could buy on Steam. I did feel like the attacks had a slightly-too-small range, but since combat is mostly a slowing technique and monsters don't kill you it's less of an issue than it might be. Solid job! |
| Apr 28 01:34:31 | 20m 59s | Deep In Yourself | ♥ 2 | This game has a whole meta level of paranoia to it because sometimes things would be weird and I had no idea if it was just glitching or the game was cursed. 9/10, would play a personalized cursed copy of Deep in Yourself again (especially if I could skip the title screen) |
| Apr 28 01:46:38 | 12m 07s | Coffin Drop | ♥ 1 | I had a similar issue with the controls but I did figure it out :P I do think this is a fun idea, and throwing the shovels at the zombies was unexpectedly fun/hilarious. Good job! Very impressive for (essentially) a one man team |
| Apr 28 02:10:37 | 23m 59s | Abyssonaut | ♥ 2 | I've been wanting to play Olija since it came out and when I saw this I said, "Oh, hey--this art style really reminds me of Olija!" Lo and behold, it's the same dude! I know this probably shouldn't play into my comment on this game, but it was so cool to be able to play something like a game I was on the fence about purchasing. I'm going to go get it soon. Good job, everyone! |
| Apr 28 03:47:29 | 1h 36m | Deeper Well | ♥ 2 | I had it muted (sorry) but I really enjoyed it. The models were cute and the feedback and game-play were so simple and functional. I also appreciated the puns. Well, that's deep |
| Apr 28 04:46:48 | 59m 19s | D.N.N. Engineer | ♥ 1 | Man, I love that bridges game and picross, so this puzzley thing was right down my alley. It helped me relax after a long, weird day (and playing through a few less-polished entries :P ) Good job! Like other people said, things flying outside your line of sight did feel a little unfair. I tried WASD, the scroll wheel, and got VERY proud of myself when I decided to full-screen the game, but to no avail. I spent quite a while on the last puzzle. You didn't "talk down" to me and I appreciate that. Great job! |
| Apr 28 05:02:02 | 15m 14s | Dragonborn's Hoard - Mine! Mine! Mine! | ♥ 1 | Oooh! I made it to the end and got $17003!! I really love all the pixel art in this game. The title screen's was so good--I almost though I was about to play a dragonborn Castlevania type deal! But the "cuter" stuff in the actual levels was fabulous, too. You might consider (if you're not going to use it yourself) making an art kit/asset pack out of it! Critique/possible bug(?) things: I wasn't sure what to do about picking things up at first. I finally figured out the rhythm to let it sit for a second before I could walk into it. The contact shadows also rising off the ground is very understandable in a game jam game but still a little off-putting. I also...this might have just been an issue on my computer but I could sometimes see little lines between tiles while I was moving? It was just a flicker, not really noticeable, just thought I might mention it. Also, some music would be nice. Seriously though. Really fun! I loved the bats and finding the rhythm of the game. Well done! |
| Apr 28 22:48:53 | 17h 46m | ROBOTIC A.M. | ♥ 1 | This was cool! I really liked the robot character, and his animations were pretty good. Same with the turrets. The camera moving up to look ahead was kind of nifty but I might have preferred it to be assigned to a button press rather than auto-creeping up when I was repairing front-line turrets and/or floor tiles. Still, very impressive. I liked the music and sound effects, too :) |
| Apr 28 22:52:17 | 3m 24s | The Colony | ♥ 1 | Well, I'm about to die :P I had fun! Very soothing. I liked the part at the beginning where the scout ants were uncovering the map. It might be more fun (and more in theme?) if there was more rapid downward exploration, too, but I still liked this. Good job! |
| Apr 28 23:13:59 | 21m 42s | Padrum Trudge | ♥ 1 | I really loved the pixel art/theme. You created a kind of...Tim-Burton-esque vibe. Great job! Not-fun critique part: Everyone has already told you about the jumping, but I'm especially confused about the wall-jump. Not sure if I was supposed to use that to get to new areas? I made it past the larva bosses, but got stuck right after that. Speaking of which, there was a pretty funny glitch where one of the worms jumped on my head and just kind of hung out there until I ran left for a while. (Sorry I don't have a screenshot) I also noticed when I shot the spell that it would sometimes go in a direction I didn't want? My instinct was to shoot and then run away immediately, since the shot has a pretty big warm-up, but once or twice on the larva bosses I would press the button, the character would charge up the spell, and then I would push the D key just a little too soon so it would fly out. It would be nice if the direction froze at a certain point in the animation. Really cool job! I really liked the characters and enemies. Keep up the good work! |
| Apr 28 23:52:28 | 38m 29s | ROM DIGGER | ♥ 1 | The animation was super good--it was so juicy and weighty despite the simplicity of the assets. You really made every aspect of the game pop! |
| Apr 29 00:31:03 | 38m 35s | Dark Dive | ♥ 1 | I'm very impressed that you made this on your own AND it was your first time doing a jam (and possibly making a game???). So cool! I honestly loved the player's submarine and its animations, and the audio was really cool. Whole thing was very atmospheric. There was something of a sense of dread. Un-fun critique part: I would have appreciated some kind of...I don't know, "north" indicator on the ring around the up-arrow. I got a bit disoriented too on some occasions, but fortunately it was mostly NSEW rather than up-down. Oh, one other thing: I think being able to see the vents from further away would help. I understand if you don't want to mark the sub--if you want people to explore--but I think making the vents more visible (from like, 50m away instead of only like 10m away) would have helped me be a little less disoriented. I'm still impressed. Amazing job! |
| Apr 29 00:41:09 | 10m 06s | Spacepunk 48 | ♥ 2 | I really liked the music and the model of the ship was pretty cool. I actually managed to beat it! I was very confused about the consequences of things like hitting the minus button on panels and...I didn't find Thanos that funny? But I appreciate the effort. Pretty solid game, especially solo. Good job! |
| Apr 29 02:00:07 | 1h 18m | Nautilus | ♥ 1 | Great job on the music! I also really dug how you made the theme key to the gameplay. The loop honestly reminded me of a small-scale Subnautica, where you dive down to get things that let you dive deeper down until you reach the end goal. I feel like the handling was so odd that it kind of detracted. Maybe just using momentum or physics to change the handling, or give some kind of indicator of "currents" that are destabilizing you in the water or the submarine flapping awkwardly. Again, very good job, and good work using Blender! It can be a little hard to get the hang of but you created something quite aesthetically pleasing! |
| Apr 29 02:08:56 | 8m 49s | LAYERS | ♥ 1 | Really beautiful and clear design. |
| May 1 00:20:15 | 46h 11m | Egress | ♥ 2 | I liked the visuals and the information they gave you. I feel like if this were to be a full game it would work better to introduce colors too slowly. I didn't really want to try and find every good color combo, so I just kind of winged it and hoped I'd be ok, haha. I did have fun, though! I really liked renaming the programs, too! Mine were Program0, Abababa, Xmas, wallz, and Program 3 |
| May 7 05:32:12 | 149h 11m | Throneless | ♥ 0 | I can see how much effort went into this. It's gorgeous to look at. I did run into gameplay issues, but game jams are like that :P |