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| Timestamp | Since previous | Game | Edmar Filho's comment | |
|---|---|---|---|---|
| Apr 28 03:35:50 | DangerCo | ♥ 1 | It was cool, nice throwing dynamite around. I was wondering if there is any need for the aim button? Why not just have it throw without holding to aim? And I liked the ruins, nice mood. | |
| Apr 28 03:56:52 | 21m 02s | DSX | ♥ 0 | You got me with the art style, nice choice. Gameplay is fun but maybe a bit too limiting with the heat? I assume you needed to find a way to stop people from just shooting all the time so that they actually have to react when a wall shows up, but shooting is half the fun in these games, so maybe a different kind of challenge like making it so you needed to shoot a specific part of the wall would be more interesting? And I was wondering what would happen if a bunch of walls came after the other, is that just game over? My record was 898 and there was a time I saw 3 walls in sequence. Anyways, nice entry. |
| Apr 28 04:32:52 | 36m 00s | Tecta | ♥ 2 | This is such an interesting entry, I'm glad I tried it. Please put a screenshot and a short description in here so more people give it a try. I can definetely see this was trying to accomplish way too much for the scope of the 3 day jam, and it shows in the lack of instructions or clarity on how the mechanics work, but you got me curious so I tried to figure it out and the more I discovered the more surprised I was. You have a civ-style game, with what could be considered as a "card draw" mechanic with a hand of buildings each turn, then those building have to fit next to each other like a puzzle game, cities get influenced and convert to different factions, and they even have randomized little names and all? In a game jam? As I'm writing this I'm still amazed. This was like trying to solve a mystery, and the more I find the deeper it gets. Wait, what? The metrics as I write this are all 0's but I'm really hoping this is not an abandoned project, game jams are not only for flashy cool polished games, they're also for the crazy stuff, this was a really fun entry to try with very interesting ideas. |
| Apr 28 05:19:12 | 46m 20s | Mining Robot | ♥ 4 | I was a greedy robot. The moment I realized that the deeper I went into the mine, the bigger and shinier the crystals would be, I grabbed my cart and charged right ahead without second thought. I was also a silly robot, for I had no idea how I would come back. Thankfully, the devs thought about silly robots like me and put a home teleporter at the end. Very nice game, the movement was rough but that made for some sick skateboarding moves. The mining strikes a good balance of relaxing and not boring because of the platforming and the cart. I had some bug where I was buying the wrong upgrades (and more than one at a time), and there was this one time where I was mining two crystals at the same time (they were not very close). After I went to the end of the mine and teleported back I didn't really feel like there was anything else to do, I think this would really shine if it had some overarching goal or something else to keep you wondering what will come next. |
| Apr 28 06:45:29 | 1h 26m | Hyperspace Narwhale | ♥ 2 | The tusk that will pierce the heavens? Good mood. I was very surprised when I got to a new level, was about to stop because I thought I had seen the whole game but then I had to keep going to see the end. The levels are a bit too long, I'm imagining you wanted them to be as long as the music? Even though the game is pretty easy I was freaking out about making a mistake and having to start again. Level 3 kinda burned my eyes a little bit but other than that, nice game. |
| Apr 28 07:16:01 | 30m 32s | Dangerous Depths | ♥ 1 | Congrats on your first game! We ended up having very similar ideas, I knew I wouldn't be the only one to think deep means submarine, but it's interesting to see the different variations. I think it would help the game if you could make the player and enemies smaller (or pull the camera further) to give players more reaction time. I like the random box, I think it should appear way more, because they are what spice up the game so you should really take advantage of it. |
| Apr 28 08:06:40 | 50m 39s | I'm So Deep | ♥ 1 | So you made a game where I'm just supposed to say silly things and laugh at myself? It worked. sodeep.png |
| Apr 29 01:18:12 | 17h 11m | 1100 | ♥ 1 | We had very similar ideas, I like how the speed and oxygen work together to create a risk/reward situation, it's so interesting in game jams to see all games that come from the same concept (submarine go down) and turn out differently, for instance having oxygen is something that never crossed my mind during the jam. |
| Apr 29 05:51:57 | 4h 33m | Afraid to Turn | ♥ 2 | Pretty unique take, but the gameplay was not very engaging. The rock throwing wasn't intuitive, having to aim first seems to be unnecessary. I also still don't know what the icons on the bottom mean. But the mood is on point, legit got me to jump once when the wolf showed up. I like the pixel art and the audio does it's job very well. |
| Apr 29 06:18:13 | 26m 16s | Into The Depth | ♥ 2 | I like that the item drops make it so you can't just ignore most of the screen as it's something that happens in games like this with too much horizontal space. The enemies turning around to bite you was an interesting touch but a little frustrating that it's hard to shoot the diagonally moving ones when they get too close. The bar on the side made want to reach the bottom, but how long is this? Is there a bottom? I swear I was going for over 10 minutes and the bar on the side didn't seem 25% full yet so I just gave up and ran into the sharks, ended at 5.8k depth. |
| Apr 29 08:04:16 | 1h 46m | River, Carry Me Away | ♥ 5 | Really nice mood. The story is interesting but a little bit too vague, I think the characters could have more distinguishing visual features, I played the game twice and in the first time it was a little confusing what was happening. Also if I didn't read the description I don't think I would have understood the story at all, it wasn't very clear in the game that they are princes, at least not to me since I'm not familiar with the slavic setting. |
| Apr 29 08:14:41 | 10m 25s | Asterisk | ♥ 5 | Gameplay was a little rough but the style is on point. |
| Apr 29 08:38:28 | 23m 47s | The Deep | ♥ 2 | It really made me feel like I'm piloting a submarine, which is terrifying because I have no idea how to pilot a submarine. Really, this seems super interesting but I didn't know what I was doing, I'm not sure if the steering works the way I think it works, or if I'm going in the direction I think I'm going, I kept hitting rocks and I don't know how to get away from them. I was looking at the coordinates and the map and I thought I understood them but then the rocks come and I still don't know what to do. I think a little tutorial showing visually the actual effect of each control would go a long way. |
| Apr 29 08:51:01 | 12m 33s | Down the Dwarvern Hole | ♥ 2 | Cool puzzle, it took me a moment to figure out you can only carry one sword but other than that it went smoothly. |
| Apr 30 06:43:03 | 21h 52m | Dungeon Blast | ♥ 1 | So nice! The particle work really puts this together. In the first few levels were getting a little repetitive with the going back and forth to blow up walls, but the enemies in the later levels made it a lot more fun. Maybe the ability to throw the bombs or dash in and out would make the gameplay more dynamic. In the final level I'm not sure if that was supposed to happen or not, but I blew up a switch on the other side of the wall and finished the level, maybe that's the intended way but it looked like maybe I was supposed to go around and the level ended pretty quickly so I'm mentioning it just in case. |