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dans17

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TimestampSince previousGamedans17's comment
Apr 28 18:20:31 Mad on a motobike ♥ 2 Really nice job on the mood! The lighting and audio really lend to the creepy atmosphere. I found the limited view and fast movement to be somewhat dizzying, however. Maybe a slightly wider view cone would help alleviate this. Is the soundtrack original?
Apr 28 19:28:18 1h 07m Falling Dwarf ♥ 3 Fun gameplay loop and upgrade system! I liked how the various platforms were designed, but I would like to see a lot more spikes, particularly on the edges and underneath platforms, as I think this would make falling and jetpacking more exciting and platformy. I also liked the changing perspective and mix of 2d and 3d art, but sometimes it feels frustrating when the camera angle doesn't show enough. A small a tweak I think would help with this is having platforms turn transparent when they are between the player and the camera.
Apr 28 21:46:14 2h 17m Rocket digger ♥ 1 Nice twist on a simple mechanic! I like that you can upgrade your rocket to go throw stonger materials, but I actually liked the gameplay the most before I realized I could upgrade it. I think you could just add one more material strength than you can upgrade to go through, as this gives the level more of a maze-like structure. The limited view inside the light works really well for this because you have to find out which passages of softer material to go through without being able to see to the other side.
Apr 29 20:35:16 22h 49m Meditation Journey ♥ 1 This was a really interesting idea! I've always had trouble being able to medidate so this was actually quite helpful.
Apr 29 21:24:33 49m 17s Hook Fishes - Get Money ♥ 1 Nice game, the sharks and the upgrade system made it fun to play, and selling your fish felt satisfying. I did not like the success rate mechanic though; I found that that the most efficient way to catch a fish was to click on it repeatedly, resulting in hearing the miss sound many times in a row, which was rather annoying and distracted from the music.
Apr 30 18:37:00 21h 12m Deepest Sword ♥ 0 I've been trying to think of feedback to give you, but I can't because everything is perfect. The level design is pure genius! When I originally read about the mechanic, I thought it would just be a Getting Over It clone, but you not only added a twist to that mechanic, I think you actually improved upon it and created something that is more fun to play. I'm a bit ashamed at the time I took to complete it, but hopefully it shows how captivating this game was. Capture.PNG
May 1 20:34:19 25h 57m Nuclear blaze ♥ 1 I love how you took a simple concept like firefighting and managed to make an interesting concept out of it with a mysterious story. I just wish we could have gotten some resolution to the narrative! I can tell you spent a long time on the particle effects because they look amazing; I especially liked the explosions of fire when you opened doors (shooting water up to save yourself in these situtations was also a very cool mechanic). Personally, I felt the difficulty was a little slow to progress at first. I really liked how the last level had a purple fire source that started faster, so you had to figure out how to put out the fire in a way that you ended with that. For a post-compo version, I would like to see more levels that make use of this mechanic in order to create more interesting puzzles with multiple of these purple fire sources.
May 2 00:22:00 3h 47m Dark Dive ♥ 1 Nice job on your first game jam! I liked the sonar mechanic, but I wish the dead submarine at the end was bigger so that it would show up on the sonar. I actually made to the last room but couldn't find the sub until I looked at your video because I ran out of energy using the sonar to find a path out of the room. Others have recommended adding more physics to the sub movement; I also think this would make it more fun and that you could also easily implement a damage system with this by just having the sub lose oxygen when you hit a wall.
May 2 00:46:32 24m 32s Tunnelbore ♥ 1 Nice puzzle game! I liked the concept of looping back to the previous levels to get more gems, but it definitely needs to be communicated more clearly from the start. If you just stated somewhere in the introduction to the game that the hole is the main objective and the gems are a bonus objective that you will have an opportunity to come back and get later, I think that would make it clear enough. Also, given that I found myself restarting a lot, I think it would be helpful to make the R key restart, instead of having to press ESC and click restart every time.
May 2 02:24:09 1h 37m Blackout ♥ 6 This was a very well planned out point and click game with a nice twist! The pixel art, dialogue, and music were all great! @starerik I totally get what you mean about game jam music being hard because you have to go with your first instinct, but I feel like it often works out well because you don't spend time overthinking things and you just write whatever the theme inspires in you.
May 2 04:47:50 2h 23m Into the Dark ♥ 2 I really liked the concept and the combat felt very satisfying! I wish you could see how many lights/generators you have in your inventory though, and that you could see what the exact range is that a light can be placed from another light/generator. In addition to the resources flying away when they spawn, I also had generators be knocked into undesirable positions multiple times because I was moving when I tried to place it. Also, I found that the enemies could be exploited by simply attacking them from far away, so maybe you should make them be agroed when shot. I didn't find lights to be very useful, as I never had enough of them, and generators could be used as marker points to be seen from far away. I think it would be cool if you gave the player a lot more lights but also had much stronger enemies that can't enter light, forcing the player to use long chains of lights to get around.
May 2 05:43:39 55m 49s Where's my dynoMITE? [LD48] ♥ 2 Nice job on your first game jam! I had fun playing it and it looks like you had fun making it.
May 2 19:28:03 13h 44m Storm: Last Resort ♥ 1 I liked seeing the similiarites and differences in how we both created a pirate game, and I thought it was interesting how we both arrived at that theme from different perspectives. At first I was confused because I was holding down w/s and didn't realize you had to tap it multiple times to completely unfurl your sails, but once I figured it out the combat was very enjoyable! I liked that you implemented a ramming mechanic, but it would be nice if the front of the ship did more damage than the sides, thereby incentivizing ramming a ship in the side to deal heavy damage at the expense of a little inflicted on yourself. It was also nice that you offered difficulty levels, but I didn't really feel much of a difference with the easier mode. Finally, I feel like the enemies' impeccable aim would be more manageable if you had better maneuverability; I think if you completely unfurl your sails you should be able to turn much faster (like you are putting an anchor down). Overall, it was a very fun game and even without music, you still managed to express the mood very well!
May 2 19:54:27 26m 24s Disco Inferno ♥ 3 I loved the retro artstyle with the screen filter, and the voice acting was also very nice! The bullet-hell mechanics felt pretty tight, but I feel like the camera should have been zoomed out more, as most of the time the enemies would be shooting at you from offscreen. If you ever expand on this game, I think that your health shouldn't be refilled after each stage, and you should instead get a chance of a health pickup after killing enemies. However, I think the way you did it was actually nice for a jam game because it makes it easy for people to see all the content even if they aren't very good at it. By the way, @simon-rahnasto, I saw you comment on another game that you love pirate games, so I thought I'd let you know that we also made a pirate game for the jam, just in case you wanted to check it out!
May 3 03:36:16 7h 41m The Deepest Fish ♥ 1 I liked the pixel art and the concept of fishing meets undertale! It would have been cool if the bubbles had different patterns for each fish like they do for different enemies in undertale. Also, the yellow text over the white paper for the first objective is a bit hard to read.
May 3 03:59:51 23m 35s Shook ♥ 1 I've seen a lot of fishing games for this jam, but this was by far the most unique one I've played yet! I really like the mechcanic of having to manage your bucket and your gun as you swing them around, but I agree with others that you should be able to move farther to the sides and you should move faster on your way up. The fraying rope is also a nice way of representing your health, and I liked how you laid out the UI. I think it would be fun and would add to the chaos if buying new weapons added another weapon to swing around instead of just replacing your current one. With some tweaks, I think the mechanics are simple enough that this could be a pretty succesful mobile game!
May 3 04:37:46 37m 55s DEPTHS OF THE INDUSTRIAL COMPLEX ♥ 1 I liked the overall atmosphere and the dash mechanic! The death animation was also nice, and I appreciated the checkpoints with the doors locking behind you. However, first-person platforming is tricky to get right, and I don't think the dark lighting helped much with this. As was suggested previously, some glow on the platforms might help with this, as well as possibly a stronger flashlight.
May 3 04:54:06 16m 20s How Deep is Your Love ♥ 6 I really liked the concept and the variety of obstacles! The intro and ending were very funny as well. The art was really well done, but I feel like the 2d and 3d styles kind of clashed. Contrary to idea that you shouldn't mix them at all, however, I think it can actually work quite well with a bit of tweaking. For our game, we just added a pixelated camera effect that makes the 3d models look kind of like pixel art, and I think that would work really well for your game as well.
May 3 22:17:04 17h 22m Freg, Fregg, and Freggy: The Last Band ♥ 1 I loved the art and music! We also made a realtime card game for the jam, so it was interesting to see how we arrived at similar concepts but implemented them very differently. I really liked how the gameplay was built around a music theme, but I feel like you are missing some opportunities with this theme. For example, I found the drawing/discarding of cards to be unintuitive, and it seemed to happen at arbitrary times; it would be cool if you drew a card at the start of each measure of music (for example), so that the progression of the game feels more rhythmic and intuitive. I also liked how a note was played on each attack, but they often felt like they were being cut off or played at sort of weird times; again, I think the attacks could be synced better to the music so that it feels rhythmic and sounds more interesting. Overall, it was fun to play through, and it captured its mood very well, but I feel like a lot of balance changes are needed for the cards. I understand that it is difficult to balance a card game for a jam though (we struggled with this as well).
May 4 16:37:48 18h 20m Out of Gas ♥ 1 I loved the artstyle and lore! I also love FTL, so I enjoyed the similiarites to that (our jam game was also inspired in part by FTL). Maybe it was just my luck, but I felt like I was landing on too many empty nodes. I also wish there were more choices to make and different strategies you could use during combat so that it feels like you have more agency over your playthrough, rather than just praying to the RNG. I attempted it multiple times and was never able to beat it, but I still had fun playing! By the way, I'm not sure if this was a glitch, or if you just didn't have time to make this, but when you fight the "The Collector," their ship seems to be invisible. Capture.PNG
May 4 17:14:29 36m 41s Lone Miner ♥ 1 I loved the pixel art and the light mechanics! The level design was also nice, though it was a bit too easy (in my opinion). I was going to say you should have more situations in which you can't use lanterns and would have to fend off the spiders with your flare gun, but then the sign saying there was no reward for killing innocent spiders made me feel bad 😆. I found the controls a bit strange to played with just one hand; I think using the mouse for selecting and using actions would be better, but if you want full keyboard controls, it would at least be nice to be able to use the arrow keys for movement, so that you could use both hands. Also, this wasn't a big deal since I had already beaten the game, but I thought I'd let you know that I got this bug when I tried to use my flare gun in the final room. Capture.PNG
May 4 17:37:22 22m 53s Donut Chat ♥ 0 Definitely unique, and very trippy! There were some funny dialogue choices, but I wished the conversations went on longer. You should really lower the dimensions of the game window, as I had to zoom out on my browser to play it. Also, there are some weird bugs with the audio where if you leave the browser tab, the audio will keep playing but will skip indefinitively, and if the page is refreshed the music doesn't play anymore.
May 4 18:37:37 1h 00m One-Butt Alien Corridor ♥ 1 This was a very innovative concept! Managing each of your units and grenades was difficult, but fun! I just barely made it past level 4, but couldn't beat level 5. I think it needs some quality-of-life improvements for the UI, though. It is hard to tell which unit is selected sometimes, and I think it would help to shade the currently selected unit's view range with their respective color. It would also be nice to have a color-coded reticule be placed where you click, so that it would be easier to tell where each unit is currently turning to and would make it easier to manage them all at once. Pause and restart level options would also be appreciated.
May 4 19:06:43 29m 06s Journey to Atlantis ♥ 1 I loved the card illustrations, and it felt satisfying to progress through the cards! The gameplay seemed to be based mainly on luck and figuring out some of the mechanics; I wish some of the mechanics were better explained but there were more strategic options available to you. The flashlights were a really cool mechanic though, and I think you should expand more on that, and maybe have some flashlights available to the player right from the start.
May 4 19:34:30 27m 47s Let's Go Deeper ♥ 1 Flipping this genre of game upside down was an interesting take on theme, but I felt like this perspective didn't affect the game in a meaningful way. Maybe it would be cool to have the ball have some gravity in this version, and then you had to press space to pull it up? There was a nice level of polish though; I liked how you could start from any levels you have already beaten. The leaderboard was a nice touch as well, but it would be nice if it would display your highscore seperately, or at least highlight on the leaderboard to make it easier to find. Also, the red light over the red text at the bottom of the screen was a little hard to read/notice (the Toggle Fullscreen and Back buttons).
May 4 20:35:02 1h 00m Descent ♥ 1 I liked the descending animation (especially the transparent effect around your character) and the different object graphics on each floor. As others have said though, the gameplay desperately needs some enemies or some other kind of challenge to keep it interesting.
May 4 20:54:30 19m 28s Run Miner Joe ♥ 1 This was pretty fun to play for a while, and the music was nice and fit the game well! I think the screen shake and purple/red screen are too disorienting and increase the difficulty by too much too quickly though. Just having the movement of platforms slowly increase in speed would probably be a better way of gradually increasing the difficulty.
May 4 21:13:55 19m 25s The Adventurer Guild ♥ 2 This was an interesting concept, it gave me Darkest Dungeon vibes but with more management. It would be nice if the game was explained a little better in the game itself, rather than just the tutorial text on the game page. For example, I couldn't tell that the Expedition text was a button until I read that it was on the game page. Deciding whether or not to continue an expedition kind of felt like gambling, which was fun, but I wish there was more information given so that there would be more strategy involved. Given that you restore food and party health over time, I think maybe the difficulty could increase over time as well, which would make it more exciting and force the player to be more efficient with their choices (this would also probably fix the issue you have with the game eventually getting too easy).
May 4 21:42:18 28m 23s Animals in the Deep ♥ 2 Funny concept, and nice twist on the common digging gameplay! I liked the small dirt particles that are created when you mine a block, and the way the animals jump when you bring them back. It seems like you are handling the movement of the character by applying forces to the rigidbody, but for an arcade-style game like this, it will probably look and feel better if you just directly modify the velocity of the rigidbody when you move. There's also a Unity component you can use to easily get rid of the friction on the sides of blocks: https://docs.unity3d.com/Manual/class-PlatformEffector2D.html
May 6 19:48:15 46h 05m Dip Deeper ♥ 1 I liked the art, and this was fun to play for a while! At first the controls are disorienting, but once you get used to them it starts to get much easier. One thing you could try to increase the difficulty later on is randomizing the order of the dips on the ground. You might need to allow for more time to make this acheivable, but it would definitely require more thought. Also, just a thought, but I think it would be funny and make more sense with the controls if the character had four arms. Capture.PNG
May 6 20:35:32 47m 17s Deeper Inside LD48 ♥ 1 This was definitely some deep subject material. I liked the dissonant music and the way the art changed based on your choices. With so many endings to see, I would have liked to have an option to restart at the end instead of having to close and reopen the game. I also think some more interesting story-based choices would help the player feel more immersed and connected to the game character.
May 6 21:26:35 51m 03s 6 Feet Under ♥ 3 This was really original, fun, and had an incredible amount of polish! The idle animations, birds, and particle effects from the drill gave the graphics a lot of charm. Maybe I missed something, but the platforms underneath the second level seemed pointless and just confused me the first few times I fell onto them instead of just dying. I also got stuck on level 3 for a while because I didn't realize that you could drill upwards after a jump. Overall, the level design is very good, and the mechanics and difficulty progressed nicely with the addition of mines, locked doors, etc. One small thing: I'm not sure of this is a bug or if it was intentional, but if you try to walk through an area that is shorter than you, it will automatically turn you into the drill. (This happens in the spot on level 2 shown below) Capture.PNG
May 6 21:55:54 29m 19s Heroes Dungeon: Doomsday Reporter Saga ♥ 1 This was an interesting concept, and was fun to play for a while! I wish the mechanics of different items and obstacles were better explained though. The lighting was also too dark, as on one half of the stairs you couldn't really see anything. The hall of the mountain king music fit well, and it sounds like you recorded it yourself, but you should probably make it clear that you didn't write it, in case anyone doesn't know the song.
May 6 22:41:25 45m 31s HELL deep is your love? ♥ 4 I really liked the pixel art, especially the background art! The ladder controls felt a little weird; if you are holding up and left, it won't let you jump off the ladder for some reason, and I would have liked to be able to grab onto a ladder by holding up or down before I reached it. being frozen by an enemy also felt kind of strange; I think it was designed to give you a second chance, but it felt kind of like a bug, and I was rarely able to save myself and keep going after getting frozen (maybe you could just decrease the time you are frozen for). I think some fire graphics at the top and bottom of the screen would help signify to the player right away that they can't go offscreen, and it would fit the hell theme. Overall, you did a nice job, and it was fun to play!
May 6 23:33:36 52m 11s Clockwork Abyss ♥ 1 This is probably my favorite art I have seen for this jam so far! Even the UI looks really nice and fits the style well. The upgrade system was very nice as well; I liked how you many upgrades have both postive and negative effects and that the game is paused when you hover over them. The no-movement, strategy-only style was an interesting twist, but I found myself wishing I could at least move left and right. The music also fit the game really well, but you should probably opt out of audio if you didn't make it yourself (unless you made the SFX yourself?). I attempted it multiple times, but wasn't able to beat it; is there an ending or is it just endless? It would be nice if it showed your depth so you could measure your progress better.
May 7 01:28:26 1h 54m Deep down the Abyss ♥ 1 The art is really amazing, and the music and sound design are very good too! Like everyone else has said though, the gameplay is very unclear, which makes it hard to play. It is clear what Stab does because the name is obvious, and Mind Dive is clear because it has some visual feedback, but it would help if you offered some hints at what everything else does.
May 7 03:45:59 2h 17m Surface Level ♥ 2 Nice game, the pixel-art and 8-bit music set the mood well, and the concept and conversations are funny! The grinding feels very satisfying when you can pull it off, but it's hard to tell sometimes which objects are in the foreground or background and which will damage you. I think a simpler color pallete would go along way towards making the graphics seem less cluttered and make more sense from a game design perspective.
May 7 04:00:13 14m 14s We Have to Go Deeper! ♥ 1 The art and dialogue and great, there is an incredible amount of polish for a jam game! The leaderboard and player deaths were also really nice touches, but I feel like the gameplay was too based on the speedrun aspect. I would have liked to have some more varied obstacles and have more challenges to the game even if you are not trying to get the fastest time, but overall, really great job!
May 8 15:59:24 35h 59m Majula Fall ♥ 1 Nice recreation of Majula's pit, this was fun to play for a while! Even though the mechanic is taken from dark souls, I think some visual distintion would help make it its own game if you decided to expand on this. I think a more arcadey style would work for it, with some brighter colors helping to make the platforms stand out more. It would also be nice if it was endless, so instead of trying to reach the end, you would just try to reach a larger depth.
May 8 16:42:31 43m 07s Rabbit Rappel ♥ 2 Shooting your gun to gain momentum was a really fun and original mechanic! The art was really nice too; did you make it in 3D and then render it with a pixelated orthographic camera? I'm not sure if the screenshake on vertical movement was intentional or not, but it made me dizzy after playing for a while. It could use a tutorial to explain the mechanics a little better at the start, but overall, the level design was good and the mood was set very well!
May 8 18:04:31 1h 22m What Swims Beneath Us. ♥ 1 I really the concept of having to be brave enough to keep descending, and the mood was established very well! The camera sway was a nice touch, but sometimes it made it a little frustrating to hit the descend button (maybe making the button a little bigger would help?). It would be nice if there maybe were multiple monsters that came at you from different angles, and also if the heartbeat was nerfed a little. Right now, you can basically just descend until you hear the heartbeat, and then stop and wait until it leaves, so I think this would add some more interesting gameplay by forcing you to look around and use your radar more.
May 8 19:13:20 1h 08m Veiled Depth ♥ 1 Really nice job on the art and mood! I liked the little details like the light on the mouse in the main menu and the schools of fish that swim away from you. I didn't like have to drag items into my inventory, it would be nice if you just automatically picked things up when you move over it or purchase it in the shop. It would also be nice if the resources had a little more descriptive names; I wasn't sure what cp, sc, and fb meant.
May 8 20:59:37 1h 46m ​Nyctophobia ♥ 1 I really like the pixel art and the little details like the blood splatter! The dialogue/cutscenes were also really well done and contributed nicely to the game's creepy mood. I also liked how you had to remember the safe code from the early dialogue. The knife controls were a bit unintuitive though; it would be nice if you could just select it as your weapon and then aim and click to attack the same way as guns.
May 15 22:17:03 169h 17m Hadal Depth ♥ 3 Nice game! It was interesting to see how we made very similiar games for this jam despite approaching it from different angles. I really liked the enemy illustrations, and the UI was very nicely polished. The sound effects for the creatures were also nice, did you make them yourself? I'm not sure if I like how the game is level-based instead of roguelike like Slay the Spire (it made it much too easy because you don't have to worry about taking damage as long as you win the fight), but it is nice for a jam so that people can easily see all the content even if they die. I also wished there was deck building so that the gampeplay was less relient on RNG. Overall, it was a fun game and I played it until the end!
May 15 23:16:09 59m 06s I dreamed of Matriochkas in Paris ♥ 1 The visuals are amazing and there are some really creative ideas here, like the reflection of the moon turning into the lampost light and the alarm clock waking you up at the end. The puzzles were a bit unintuitive though, and I felt like I was able to progress only through luck and experimentation, rather than using my head to figure things out. The lack of audio also felt very jarring given that you had a cello and a metronome in the game, but I understand that you didn't have time within the jam. After beating the jam version, I downloaded the post-jam (Windows version) to see how you had improved on it, but when I tried to open the first door, it just played a sound and didn't open, so I wasn't able to progress. I'm not sure why this happened, but it worked after I closed and reopened the game.
May 17 16:14:51 40h 58m DICE - Demolition Into the Core of the Earth ♥ 2 This is a cool concept, and the explosion effect from the TNT looks really nice and feels satisfying! There were a couple of disorienting things that prevented me from getting very far though. First of all, the lightning was very dark, which made it hard to see. I think it would help if your ship had some headlights that lit up your path. Also, I'm not sure if this was intentional, but my mouse would constantly be slowly interpolating back to the default orientation, which made it hard to steer and aim at enemies.