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| Timestamp | Since previous | Game | fabula_rasa's comment | |
|---|---|---|---|---|
| Apr 27 14:14:15 | Beans in space!! | ♥ 0 | Moreeeee coffee!!!! But seriously, I always liked Sokoban-kind of puzzles, so I enjoyed this game! I found my fiancΓ©, made buckets of coffee and all was well with the world :). I didn't like the music at the beginning, but it grew on me and I found that, along with the level transition effect, it kinda had a hypnotic effect. Graphics could use some improvements, for readabilityβs sake: projectile color, for example, is so similar to the background that I didn't even notice that something was shooting at me when I first run the game and I promptly died. Good times :). Same with pushable blocks, some color variation would be nice. Now, it's "Did You Know This Stuff about Your Game" time! Did you know that: 1. You can cheat in the pre-last level [**redacted**] 2. You can pick up a coffee bean by pushing a block into it. Bean-grinding included ;). 3. "Best time" is always stuck at 99.99, never changes. Screenshot_2.jpg | |
| Apr 27 14:45:39 | 31m 24s | Blue Submarine | ♥ 1 | That was quite fun! I enjoyed the music and the general design of the game. Cell-shaded graphics is very cute, especially the submarine itself. Per your suggestion, I imagined the story π. It's full of action and heartbreak. Really powerful stuff. I will admit, I tried to drag my card into another card quite a few times to try to attack again before I realized that it won't work π The only wish I have is the option to control the movement with WSAD or Arrow Keys instead of a mouse - would be more comfortable in my opinion. |
| Apr 27 14:51:40 | 6m 01s | Dig the socials | ♥ 2 | Damn, it looks interesting and does remind of Orwell at first glance. It's a real shame that you need Facebook to play (finish the game), as there is no way I'm making an account there π I wish you happy jamming nontheless! |
| Apr 27 15:02:02 | 10m 22s | Manic Miner | ♥ 0 | Very good sound choices and the ability to change the color is brilliant. Graphics is very simple but well-made and everything feels quite polished. I wonder, do you use up air faster when you're digging? I thought that that was the case (and it would make total sense!) but I might have just imagined it. Screenshot_4.jpg |
| Apr 27 15:31:35 | 29m 33s | The Deepest Thoughts | ♥ 1 | I really liked the color palette and the music. Graphics is very minimalistic, but that fits the atmosphere well. It's all very meditative! And it is an interesting idea. I didn't like the font size. The text is enormous and appears right in your face, creating this oppressive feeling, completely not fitting to the atmosphere. Smaller, more contained text would be much better. Could also use some text corrections, there are some mistakes and weirdness (if that's intentional, then this intention is not obvious). The thing that seems strange to me is that you can fish out the same phone and see the same message more than once. I think the game should only allow fishing the phone out once. Nice jamming :) |
| Apr 27 15:58:11 | 26m 36s | Just Call Your Mom | ♥ 3 | I really wished there was a way to kick the opponent π felt somewhat strange that I could knock him down but could not keep hitting him while he was down. Yeah, some additional attack action would be nice. I was also very sure that if I punch the water cooler I will restore health - sadly it was not the case! The metaphor does not really come through in the game itself and I would never have guessed I am fighting my way out of depression if not told in text. Maybe a changing music as I get closer to my goal (like from sad and moody to more upbeat), or changing lighting in the world (from dark to light), or changing enemies (from more deformed, dark to "nicer") and so on. Maybe you could even start slower (walking slower, dragging your feet so to say) and get more speed and energy as you fight your way out. I liked the colored pencil art on characters very much. The game could definitely use some polish but it is a nice jam game anyway :) |
| Apr 27 16:23:11 | 25m 00s | RED to the past | ♥ 2 | Totally 5/5 for humor π Nice design and the raptor in a monocle really takes the cake! Everything worked well and shooting my sickle at the enemies felt satisfying. I didn't like the music much, but that may be just me. I experienced a strange bug. In the last area, I was fighting a small raptor, I didn't even defeat the boss yet (although I took a few pot shots at him with my sickle) and didn't lay my propaganda on anyone. But I just suddenly got a victory screen. Was my inner communism just so strong π? Screenshot_1.jpg |
| Apr 27 17:31:08 | 1h 07m | The Spectrum Soup | ♥ 1 | It felt to me like an interactive exhibition in a modern art museum. Very nicely done and an interesting read! I liked the "Sin City" like color work - the contrast between the colorful ingredients and the gray environment. From a pure gameplay perspective - "Enter" to confirm is not the best idea, as you already have one hand on a mouse and the second one on WASD. A mouse click or some other button close to WASD would be much more comfortable. I also met a bug in Web version (on Firefox) when some doors would refuse to open even though trigger requirements were met. It didn't happen in downloadable version. There are some mistakes in the text itself, could use some proofreading (e.g. you have "Every one" instead of "Everyone"). Really good work and a unique take on the theme. |
| Apr 27 17:57:45 | 26m 37s | Pescuit Pe PlajΔ | ♥ 1 | Unique as always! π It is an interesting bit of mediation. I think I achieved a higher consciousness level after I fished out my "Previous Jam Game". I would love for the ant to comment on his finds! Imagine how nice it would be to get inside his head! Instead of just being in my own π I only noticed one issue, that has already been mentioned by others: music only plays on the left channel. Also, an interesting thing. All the things I fish out disappear after a while. EXCEPT for the snake-fish guys. They stay forever and accompany me even between locations. Is it... a snake-fish invasion?! Should I panic now?! Screenshot_5.jpg |
| Apr 27 18:37:45 | 40m 00s | The Search for Catlantis | ♥ 3 | I think I did indeed find Catlantis and it was full of game credits ;)! I really loved the graphics, especially Diver herself. Music is also quite cool. Gameplay is totally fine and feels polished. There is a nice variety of enemy behavior, which really adds some meat to the game. I only met one bit of a bug with pickups - sometimes they just don't react, and you have to swim over them a few times before our heroine actually picks it up. And I wished I had a health bar or something to that effect. The boss cheats and does not take damage until he fully reveals himself. It was surprising. But I forgave him - after all, he (she, it?) is the THE BOSS π Incidentally, we called our game "Catlantis". Great minds think alike π |
| Apr 27 18:55:24 | 17m 39s | AeroCat | ♥ 2 | The painted art style is just great. Very cute and well done. Music is also great, very relaxing and dreamy, fits the concept perfectly. I enjoyed the physics of cat flight. The floating, the diving down - all felt very good. The only bit of strangeness is that you can completely get stuck in a roll, and no amount of wiggling will make you stop rolling. Hitting something will make you stop π And here is my highest score to date. Screenshot_9.jpg |
| Apr 27 19:41:37 | 46m 13s | Rip Deeper | ♥ 2 | The game is really beautiful - the graphics, the lighting, the animations are all awesome. Very polished! And the music compliments it perfectly. Well done! It controls a bit strange, and often it feels like you should be putting the skull/dirt at the square X, but you are putting it on square Y instead. It takes quite a bit to get used to and still feels wonky. I also consistently met a bug when a one of the skulls on the level just bugs out. It just stands there, does not react to the player's presence, is impossible to interact with, impossible to kill and impossible to talk to π. It happened to me quite consistently and every time made the level impossible to finish. Screenshot_11.jpg |
| Apr 27 21:57:47 | 2h 16m | Subsanity | ♥ 2 | Totally cool. Very polished and a pure pleasure to play. Movement felt just right - not too much inertia that would make it frustrating, but some to make it feel natural, just right. Levels are interesting to explore and pretty on the visual side, and the music really enhances the experience. And the fact that you can land your submarine on the "Thank you for playing" text just totally won me over :) I really have nothing bad to say here and not even one piece of advice for improvements. It's great :) |
| Apr 27 22:14:01 | 16m 14s | Gold Digger | ♥ 1 | Fun in a wonky-physics kind of way :). I got stuck A LOT and managed to flip the drill into all kinds of crazy positions. Fun times! And I really loved the voice over. The thing I wished for was ability to zoom out more. |
| Apr 27 23:01:09 | 47m 08s | Kibble Caper | ♥ 1 | I could not find a way to make the game full screen and it's very small on my display resolution. Maybe you could set it to run full screen on itch or provide a downloadable version? This tiny windows size somewhat detracts from the enjoyment of the game. But anyway, really cool attack animation and controls feel good overall. Hunting mice is hard but rewarding :). |
| Apr 27 23:30:29 | 29m 20s | Yermak | ♥ 1 | I really enjoyed it! The art is simple but nice and the color scheme is great. The music really enhances the atmosphere. Exploration is rewarding and even after a while the game still could surprise me - like suddenly meeting Baba Yaga :). It's a really good jam game. I only wonder - can you win it or is it just about surviving as long as you can? I've reached the mountain border to the south and the "endless" ice field (invisible wall) to the north. East and West also seem to be fully bordered by mountains. But maybe I missed some secret passage? |
| Apr 27 23:57:47 | 27m 18s | Depths of Hope | ♥ 4 | Only movement and scan worked for me on a keyboard. Other keybindings didn't work at all. I also tried pressing all the conceivable buttons π and nothing worked as "shoot" or "sonar". On a controller, only movement worked, nothing else. And scanning seemed like it did nothing - no information was displayed, and I saw no other effect. It seemed a bit confusing that the world kept scrolling on its own and I couldn't just go down faster than it is scrolling. I wanted to dive deep! I liked the setup and general concept. I think that with some more work, this could be a nice game :). As it is now, there is just little in it to do. Or maybe I missed things because of the broken controls. And I met this crazy shark bouncing off the walls which really made me laugh. Definitely +1 for the shark π Screenshot_4.jpg |
| Apr 28 00:16:58 | 19m 11s | We Have to Go Deeper! | ♥ 1 | Great! Super polished and plays very nice. The art is simply amazing, music is very fitting and levels are interesting and a joy to explore. And the comments the characters make are just a cherry on top of this delicious cake :) Awesome! The only thing I found surprising is that running into fish damages your submarine instead of the other way around. Those are some resilient fish π |
| Apr 28 00:35:45 | 18m 47s | To China! | ♥ 0 | I dug to China! Congratulations on your first jam! It's great that you actually finished a game on your first try :). The game plays mostly fine. The fact that you're "bouncing of" walls when you come close feels somewhat strange at the beginning, but you get used to it. Otherwise, controls work well and are responsive. Background music is just fine. Art could use an upgrade π |
| Apr 28 00:55:42 | 19m 57s | Physician, Heal Thy Elf | ♥ 1 | I just loved the concept! The art in the start cutscene is quite nice and the game plays well. I had fun with it :). The tileset could be changed a bit as it is quite busy and it is not immediately apparent, which tiles are passable and which are not. I mean, make the "floor" lighter in color, for example. That would help with discerning the function of the tile at first glance, without need to analyze. It also seems that the random level generation can result in an unreachable Exit tile: Screenshot_7.jpg It felt bad to blow up the poor patient from the inside π |
| Apr 28 11:44:52 | 10h 49m | Bumpy Drilly | ♥ 1 | I really had fun with it. It's surprisingly interesting to drill around in search of gems :). The main character is very cute and the tileset is well-made (not too busy, informative and pleasant to look at) - only the tiny green gems look a bit like leaves at first glance π I had trouble getting used to the movement system. I kept trying to turn around with left-right arrows instead of using them to just move. I got a hang of it after a while but then reverted to having trouble while "under pressure" (when escaping at the end). I guess this kind of movement is just not a default in my mind. In any case, it's a really fun jam game! And a polished experience - i found not even one bug. |
| Apr 28 13:56:42 | 2h 11m | A Taste of the Past | ♥ 1 | Serene - that is the word that came to me when I first started this game and I think that it's the word that describes it perfectly. The art is so soft and serene (very well done), the music is serene (also great and so fitting) and the whole experience is just so calm and, yes, serene π It feels deeply personal and that definitely enhances the experience itself. I'll say: well done! The only thing I didn't like was the walking animation. It was kinda awkward and jerky. Did not fit the otherwise smooth and flowing art. |
| Apr 28 14:39:14 | 42m 32s | Recursive Repairman | ♥ 1 | Robot inside robots, inside robots - ROBOCEPTION π It is seriously impressive for the amount of time you had! The puzzles are not overly challenging but fun to solve, and you introduce the player to the mechanics slowly and effectively. Well done on that! Mechanically, the only thing that seemed unneeded was the restriction on moving the boxes (no moving to the front). It added practically nothing to the challenge and felt more like a hindrance than anything else. Graphics is simple but clear and everything plays quite well. |
| Apr 28 15:54:34 | 1h 15m | Mindy's Mind | ♥ 3 | I like your approach to the theme. You create a really nice and consistent mood in the game. I played the modified version with audio already in, and it really compliments the experience nicely. Art and animations are very nice, especially on Mindy! But the walking animation bugs out very often and the character is stuck - just thrashing between a few frames, unable to move. I also saw that happening to shadows at times, so it's not purely player character bug. I got 40 shards and definitely will not be trying to get them all - those gated behind time-dependentnt chains are completely deterring me from trying. I think there should be some wiggle room there, and you could be able to get a good ending not, or at least some middle-way ending, with less than 100% gathered. Screenshot_12.jpg |
| Apr 28 16:42:11 | 47m 37s | Transcendental | ♥ 2 | This game plays best with a graphic tablet instead of a mouse! It looks and plays very nice and feels polished! Really great job. The additional effects that appear somewhere around 1000 points look awesome, but they also make it harder to play (harder for the eyes to focus on the balls). I guess that it is a devious design decision though π And you say it's unmeditative, but actually at some point I think I achieved this zen state of hyperfocus. Screenshot_14.jpg |
| Apr 28 17:19:39 | 37m 28s | Where is my nail ? | ♥ 1 | Oh, no! I found my nail only to lose it again. The tragedy! π I really liked the main character art! The face, oh, the face! But the walking animation looked kinda awkward. Levels were fine but felt a bit empty. And the bottle throwing guys are just the worst π . I actually used the barrels as a shield while approaching the first one. The last boss is completely possible to bypass. I just walked to him and walked behind him while he was performing his attack animation. I don't know if that's intentional. Also, I really liked the look of the boss. I also tried to use the boxes to create a bridge over the lava. And discovered that they are not falling down. Screenshot_15.jpg It was fun to experiment with this game! It definitely could use some polish, some sound effects, animation rework, something to fill the levels. But what jam game could not π The music I didn't like so much - it's not bad but gets very repetitive very fast. |
| Apr 28 20:40:08 | 3h 20m | Journey for the Records of Remembrance | ♥ 1 | Manged to get to the end after few tries. Asteroids were my main bane π It took a bit to get used to the movement, but I liked the exploration a lot. I even had a laugh or two while meeting the probes. A definite plus for that! One improvement I would suggest is some kind of ability to safely "dock" with a planet while you are attempting to communicate. I lost count how many times I got bashed by asteroids just as the ping was almoooost done ;). If there is one thing that I didn't particularly like, it was the music. It's not bad, I just thought it wasn't particularly fitting. Screenshot_1.jpg |
| Apr 28 21:05:05 | 24m 57s | Nyctofobia | ♥ 2 | I like the consistency of the atmosphere you created in the game. The art, the music, the lights - all really band together to create a cohesive, atmospheric experience. Really nicely done! If I have one complaint, it's that it was too short. More levels please :). Oh, and it was a bit strange that the terrors were actually scared of the intensified light through the door. |
| Apr 28 21:49:50 | 44m 45s | MinerClicker | ♥ 1 | It's not really a clicker game, as one would think from a title π Very simple but competently made. Everything works just fine, and I didn't run into any bugs. Sonar does not seem like a wise investment, as it is one-time use. Better to just buy 10 pickaxes really π Yep, I like emojis too! They are a great way of conveying tone and intent in writing! |
| Apr 28 22:12:28 | 22m 38s | Dream Catcher | ♥ 3 | The surprise ending is surprising π I loved the graphics and the animation on the main character. The cute raccoon is extremely cute and the environment is a pleasure to look at. There are some aliasing issues, but that's really a minor complaint for a jam game. Movement feels nice, responsive and natural. I met a bug when I ran the game for the first time. It just hanged on the second tutorial line, I could do nothing to "unhang" it. But I restarted and all went well the second time. That was on downloadable version. It's a very cool simple game. Very solid entry! |
| Apr 28 23:22:12 | 1h 09m | ONI | ♥ 1 | Had to actually google anniversaries π Very nicely done. Cool atmosphere and a nice little puzzle. The graphics on the portal are really cool. And the changes to the environment when going through portals are also nice. The sound is quite low - I had to bump all my settings all the way up. It's not a problem, just thought you'd like to know. I did not really see a connection to the theme of the jam. But other than that - nice trailer! There is no way out of this loop! But the blackboard did tell me that I am the solution... so, I have to keep looping π |
| Apr 28 23:52:30 | 30m 18s | Despair | ♥ 1 | Under the programmer art hides an interesting and hard game. The controls are solid, movement feels nice, shooting works well. I liked the challenge and the randomness of the buffs you get from - let's call them "upgrade orbs" π I liked the music track as well. Ominous. And the main character head changing expression with health level was a very nice touch! |
| Apr 29 00:42:20 | 49m 50s | Little Mother | ♥ 1 | Short but interesting. More a story than a game-game, an experience and a journey. The art is great and the animation is very nicely done. The music is totally the best - a bit trippy, a bit unsettling and ominous. You should really host some poll and ask people what they chose at the end. It would be interesting to know what most chose! |
| Apr 29 00:56:17 | 13m 57s | Just Down Jack | ♥ 1 | Pretty engaging little game! I found myself hitting "restart" more than I would think π I really liked the random pickups (darkness is devious!). Gameplay is fun and feels polished. Really, really solid compo! I didn't like the music (just personal taste), so it was very nice to be able to mute it. Screenshot_5.jpg |
| Apr 29 01:18:22 | 22m 05s | TamanDua | ♥ 2 | The visuals are quite trippy - so cool :)! The tongue controls seemed a bit wonky - it didn't always go where I would think it will go. But the game is a nice bit of fun nonetheless. The music fits the overall atmosphere nicely. I liked the variations in levels, it definitely made replaying more interesting. Overall, it's a fine jam job. Screenshot_6.jpg |
| Apr 29 01:36:37 | 18m 15s | Deep Blue | ♥ 1 | Extremely polished! I love the visuals and the music compliments them beautifully. The game is engaging and bountiful checkpoint do not make it frustrating when you die π I'm quite sure I managed to bug the second big angler fish out of existence! When I lunged at me, I hid back into the narrow corridor I came from, quickly. And the big fish just... disappeared. Hit the wall and was erased from existence! I have magical powers! All fish tremble before my might π Overall, it's a really impressive piece of solo work! PS. We made our game in Godot as well and there are also problems with HTML build. All the shaders just disappear in it, like they are not even put in the build. No idea why. But we decided not to post HTML build this year at all because of it. |
| Apr 29 12:21:58 | 10h 45m | The purpose of a worm | ♥ 2 | It really did feel like a bedtime story. Although, I can tell you, that standard Slavic bedtime stories aren't half this lovely or cute π It feels more like a nice little journey of self-discovery rather than a game. I liked the art style and the softness of your chosen color palette. And the voice acting made me wish I kept up with my French more (as I last spoke it like 15 years ago and understood like a half of what was being said π ). Very nice entry that made me smile! |
| Apr 29 12:51:36 | 29m 38s | The last Ark | ♥ 3 | Pretty engaging once you get the hang of it! It took me a bit of trial and error to realize that my drill machine is actually gathering water from the ground π, I thought it's all oil there. Keybindings are strange and confused. The description on the LD page says something different from the in-game one ("left click to take control and right click to assign" on the LD page, the other way around in the game) and in reality left click works fine for both selecting and assigning the worker. So that's a bit confusing at the start. And I could not get used to Q being left instead of A. A restart/retry button on the end screen would be nice, so a player doesn't have to reload the whole page if he/she wants to try again :). And I liked the menu music more than the in-game one. Felt more moody and fitting. It's a fun entry! Screenshot_3.jpg |
| Apr 29 13:27:55 | 36m 19s | To Return To One's Root | ♥ 1 | The art style and the music go together very well here. And both are very nicely done! I enjoyed the atmosphere you created. The gameplay is very simple, and it lends itself to the overall meditative and chill atmosphere. So it goes well, even though it's not particularly challenging. I think you made a mistake over-explaining things in your description. It would be better, if you would just lay out your basic concepts and ideas and left the interpretations and impressions to the player. The fun in this kid of games is exactly in my personal experience, interpretations and emotions they create. Like a piece of art. If an artist lays down an essay "This is what I mean by this piece of art", he takes a lot of the experience away from the viewer, who would be better off taking it all in by himself. Just a thought π Overall, it's a really interesting entry! And definite plus points for using Godot! |
| Apr 29 14:09:49 | 41m 54s | PΓ’querette Down the Bunburrow | ♥ 3 | Loved the music and how it changed with level themes! The puzzles were just challenging enough without being frustrating, so you could breeze through the game while looking at cute bunnies π If I have one complaint, it's lack of fullscreen or at least resolution adjustment. The game was so tiny on my 2560x1440 and even tinier on a widescreen. It takes away a lot from the enjoyment. I would also like the ability/option to sort of block the rabbi hole before you catch rabbits on a level. I once went into a next level hole by accident before catching a rabbit and then had to restart the game cause I just could not live with the fact of leaving a bun in my wake uncaught π Overall, it's a very nice and polished game. Great work! |
| Apr 29 15:11:12 | 1h 01m | To the Core | ♥ 1 | If we only knew there was so much unobtaininium in the Earth's crust, we would not have to spend all that money on the shameless copying of Pocahontas' plot, errrr... sorry..., on the Avatar project and going to Pandora! I loved the writing in the intro - you can always win me over with making fun of movie disasters π And the game itself was quite fun. The controls are solid and responsive, tileset is pleasant and informative. Although the dimmer tiles could be even dimmer to be easier to spot. But, on the other hand, the dimness level was probably calculated, so I would fall into traps! I enjoyed the game overall and the earth is safe for another day! Screenshot_4.jpg |
| Apr 29 15:47:49 | 36m 37s | Don't Pull It Out | ♥ 1 | That's deep and dark π It really is an interesting and unique setup - those crazy drow elves will do just anything. "A" does not work as a left movement key, so you are stuck with moving with arrow keys. And the setup Space + Enter + arrow keys is not comfortable. You probably have it setup for AZERTY and did not consider adding QWERTY keyboard setup as an alternative binding. Apart from that hurdle, the controls worked fine and the game played okay. Did not encounter any bugs or problems, and got to the bottom on my third try. Graphics could use some improvements - more engaging colors, some more style cohesion. I liked the music and sfx - felt unique and fitting. |
| Apr 29 17:30:32 | 1h 42m | Sunk Cost | ♥ 2 | Very cool! It was a pleasure to explore in my little submarine. Although, with the amount of reckless driving I've been doing, I'm not surprised that people started to be scared to buy my services... even without the interference of a certain heart π The graphics are nice and the sfx are great! I bought all the upgrades and even had 19 bucks leftover. It is a really great jam game - held my interest and worked perfectly. The only issue I had was with the controls at the beginning. I could not use my mouse to aim (as the keybindings would suggest I should). Aim was fixed in place and all I could do was turn my little submarine. That changed after I bought one of the torpedo upgrades - I started to be able to aim with my mouse. I'm not sure if it's a bug or by design. But if it's by design, you should mention it in keybindings to avoid player confusion. Anyway, let me repeat my initial statement: very cool :). |
| Apr 29 17:55:52 | 25m 20s | Dive & Dig | ♥ 3 | Very cool concept! I definitely never saw anything like that. Graphics are nice and so is the music. Controls feel fine. Although I really wish the "drill down" button was not the same as "dismiss dialogue" button, as I often dismissed dialogue by accident and I really didn't want to. Other than this minor gripe it is a good jam game! This is how deep I got: Screenshot_6.jpg |
| Apr 29 18:21:02 | 25m 10s | Spikers Quest | ♥ 1 | It is a bit confusing at the start. I kept trying to find a way to feed my pet until I discovered that he feeds himself just fine, you just need to bring him close to tasty stuff... π And I managed to completely crash the game by going all the way to the left edge, jumping of the side of the level and falling all the way down. It crashed when I reach what I think was the bottom. Good times π I liked the art on the main character and the sidekick. The level felt a bit empty, there was a lot of digging through nothing. And I saw no way of destroying the black boulders. I thought it was a bug, but now I read the comments and see you just can't do that. The controls felt alright and the very hiiiiiigh jumping is awesome! |
| Apr 29 22:21:34 | 4h 00m | Town of Monsters | ♥ 1 | I LOVED the music. LOVED it. And the voiceovers as well. Best audio in any Ludum dare game ever :) I liked the writing a well. Each character had his/her/its own personality and unique kind of madness. Very nice. I'm a bit split on the battle system. I like the basic idea behind it, but the icons were not clear to me, so I wasn't really sure what I'm choosing. I wish there was some tooltip with a name of a thing when you mouse over the icon. I also thought that reading the journal would help me with choosing the best strategy against each opponent. But that also doesn't seem to be the case. Seems more random than not. But maybe I am mistaken, because - as mentioned before - battle icons were not really clear. I liked the art on characters very much. It really enhanced the whole experience. It's definitely unique entry and more than worth playing through few times! |
| Apr 29 22:46:29 | 24m 55s | Fallen Angel | ♥ 1 | I really disliked the music when I first started the game. But, surprisingly even to me, it grew on me, and now I can't get it out of my head π Gameplay felt fine and polished. Controls worked fine and were responsive. And that is really the most important part of any game of this type. Levels are good - not too hard to become frustrating, but not too easy to be beaten on the first try (at least, for me). I only wonder about two moments: in each level there is a point where there is a row (or two) of spikes. It seems like hitting them at least once there is unavoidable. Is that right or did I miss something? It took some trying, but I managed to fall all the way down to hell. Screenshot_7.jpg |
| Apr 29 23:18:33 | 32m 04s | Baby Drill | ♥ 4 | Harder than it seems at the first glance π Although I discovered there is really little reason to shoot the enemies and most of the time you just need to keep pressing the red button, as the overheat happens waaaaaay too fast. Yeah, the game warns about enemy collision like every third or fourth germ you run into. But that really does not matter much in the context of constant overheating. So my winning strategy was: hold red, hold red, hold red, shoot once, hold yellow, rinse, repeat. There is really no time to use turbo in all of this or do anything much besides watching your overheat. Which is a shame. I liked the victory drawing at the end. Really cute. Shame you just make the game close automatically afterwards - I wanted to take a screenshot :). |
| Apr 30 16:02:24 | 16h 43m | River, Carry Me Away | ♥ 4 | I played a surprising amount of games this jam that are more introspective, meditative experiences than game-games. And this is definitely one of them. Luckily for me, I like this kind of experiences and can appreciate moments of silence. This entry creates a consistent ponderous mood, in a good way. It invites you to follow along the river and relax, take in your surroundings and just contemplate what you see. Graphics are very nice - consistent, a bit paper-cutout. I like this style. The music and the whole soundscape are also perfect for this. Not much more to say here. Not much of a game but a nice piece of slightly interactive art :) |
| Apr 30 18:41:49 | 2h 39m | Dikes & Polders | ♥ 2 | It's, quite honestly, just awesome! Both graphics and music are pleasing (I love the colors!). Gameplay is well-made, feels polished and is really fun. Would be cool if there would be randomized starts, but that's really just a wish, not a complaint. It's a perfect jam game and my personal favorite so far. Well done! Screenshot_3.jpg |
| Apr 30 19:09:24 | 27m 35s | Date Night | ♥ 3 | So that is why I never got an office job! Screenshot_4.jpg The core gameplay is well-made and as there is not much variety of tasks, it really does feel like a soul-crushing office job π - great representation of the chosen topic. The game is challenging, but gets easier as you get to know the office better. As it should be. Graphics are pleasant and clear. Music didn't really fit the rush of gameplay. Maybe something more upbeat and hectic would be better. Your music track is just too pleasant and relaxing ;) An improvement I would suggest is an ability to navigate the typed e-mail text, to go back fast and correct that one damned letter you mistype and notice too late. |
| Apr 30 19:52:02 | 42m 38s | Legend of the Goblin Hoard | ♥ 1 | The room with two ogres and all those archers is just unfair ;) Combat felt alright in general, but attacks were somewhat too slow (both on the player and the enemies). The shield definitely block too much of the screen and wider fov would be nice. The use of dash felt limited in later areas where it was easy to fall down to your death. I actually managed to trick one knight into doing just that, and he died bravely in lava. But earlier one knight attacked me through a wall, so I was not sorry :D Screenshot_5.jpg I enjoyed the audio track and would love some cool sfx. |
| Apr 30 22:01:42 | 2h 09m | 20,000 Leagues | ♥ 3 | So I printed the game out before I read the rules and as a result we played it in 2 players. We adjusted the amount of cards per round to 7, but our experience might have been skewed by the illegal number of players ;). Cards design is basic but that actually goes well with the pure outline ink art. The value numbers on the cards are too small for comfort and too close to the edge. It would also be nice if you would incorporate a card type "Attraction" somewhere (like centered on the bottom for example, could move "hazard" there as well for unified design). And from the quality of life perspective - and to save the trees - you could totally fit your rules on one page if you'd go for a two-column layout and make the font somewhat smaller. Also, some printer-friendly margins would be nice. I can already see it in my minds eye, and it looks nice :). I know that layout of a manual is not a first concern if you have 48 hours to make a game. Rules were clear and easy to follow. The only point of confusion for us was the fact that numbers in the Scuba Diver row of the scoring table go only up to 6 for some reason and there are clearly more than 6 different types of attractions. So we wondered for a while if there is a cap on how many points a diver can score (and that cap is 6), but eventually we figured "nah". The game plays nice and fast, is completely easy to grasp - so it could be a great party game, actually. Although in our household the go-to party game is Twilight Imperium π But it also allows for employing a bit of devious strategies, which I personally appreciate. Nothing like stealing a scuba diver just in a nick of time and leaving your husband with a second tuna ;)! Well done! photo_2021-05-01_00-34-26.jpg |
| Apr 30 22:58:12 | 56m 30s | Endeavour | ♥ 1 | I do wonder what happened to me inside the star. You need to make a sequel: "Incredible Star Adventures of pod #642044"! I liked the game in general and how it played. The story is small but nice, and it did make me wonder about my probe hero and his further fate. Which is great! Platforming elements were not frustrating and the blue planet, with all the pushing of things, was great. Flying in the gravity well sometimes was more like rolling π, but that's probably on me, not you. Graphics would be nicer with just a bit more of consistency - the worst offender being this gradient textures/effect which felt out of place in otherwise practicaly pixel art. Music is great, definitely adds to the exploration and mood. Overall, a nice jam job! |
| Apr 30 23:20:40 | 22m 28s | Boris with a crazy dream | ♥ 1 | Oh, that was very short. I was very surprised when I fixed the oxygen, and it just ended π There is really not much to say about the gameplay itself, as there is so little of it. However, jumping did feel well-designed - not too floaty, not too high, responsive. So that is already a good platformer start. I really liked the environment art and the portrait, nicely done. I think the main character could use a bit more detailing, as he looked "underdone" in comparison to the environment. Music is pleasant and ponderous. |
| Apr 30 23:53:32 | 32m 52s | Highly Successful Research Submarine | ♥ 2 | I think there is a lot of potential here! I really like the concept - combination of "base" (submarine) building with exploration and the photo taking mechanic. Quite nice. Blocky graphics are simple but nice and consistent. Text in the intro is way too big - the font size just assaults ;). What I personally would change is the frequency with which stuff breaks and needs fixing. It often felt like there was just no time to wait for any good shot because this and this thing broke again and a yellow warning is flashing. It started to feel quite tedious. It would also be nice if we could just pick up and reposition elements of our submarines, instead of having to sell them and re-buy them. Would also be nice, I think, if a window was just something you could attach to a wall of any room and not necessarily a separate room - this way you could design the outside of your ship as well as the inside :) I also had a bug, I think. The only audio that played for me was in the menu (the button sounds). Otherwise, I had no audio. No music, no sfx. Is there any fix for this or a possible cause? I was playing in headphones. Overall, it's a really impressive amount of content and effort for a jam game! And it definitely has a potential to grow. |
| May 1 00:49:41 | 56m 09s | Ariel Cleanomancer and the Eldritch Sweep | ♥ 3 | Oh, no, the dreadful coffee stain! And right after I thought I was done cleaning π It's a really nicely made game. The setup is funny, the puzzles are cool, if not overly complicated. I like the art - it is pleasant to look at and consistent. And I would love to know what is the green creature staring at me from the closet! Very nice work and an impressive amount of levels in a jam game! The only thing that I didn't really like is the music. But that's more of a personal taste than anything else. The interesting thing is, I actually kinda liked it at the start. But it started to tire me after several levels. And I can't even say exactly why. Maybe too intense? Anyway, really nice jam job :) |
| May 1 11:30:05 | 10h 40m | Diggy hole | ♥ 2 | Soooo... I have a rather unique custom shortcut for taking screenshot, don't ask me why ;). Long story short, I discovered one of your dev cheats. Guess which one π Screenshot_10.jpg I liked the graphics and the music. I guess you went for a bit of meditative slow-pace - the music, the slow walking pace and the fact that our miners just sit around in quiet contemplation when not ordered all set that atmosphere. And that is cool for a while but after a time the slow moving pace discourages you (at least discouraged me) from continuing exploration. As our protagonists carry their precious mining gold slowly, slowly. Maybe including some button that would allow the player to increase/decrease the speed of the overall happening on screen could be nice? That way if I just want to ponderously dig, I can, but if I want the nameless miners to get a move on, I can do that too. Building stairs up from blocks works fine. But building stairs down is impossible. I guess that's how the real world works ;). But still, game-wise I wanted to be able to build stairs down into abyss! Gold seems to be quite scarce and on some maps feels near impossible to find. |
| May 1 11:50:56 | 20m 51s | Deeper Into The Mind | ♥ 4 | I really liked the effect of a pit opening under you to go to the next level! In the first level, the tentacle enemies were somewhat hard to discern from the background. But I guess that may be an artistic choice - to make them more menacing and harder to fight. In the second level, I'm still unsure what the laser beam of the boss was. It was unclear if it's just a targeting beam that will increase the boss' attack speed after you stay targeted for a while, or does the beam itself also damages you. At one point I thought it maybe does damage me, but I'm sill unsure π Some keybindings list would be nice. Move and main shoot button are obvious (well, still, might be not obvious to some?), but I was wondering if I am maybe missing some less obvious possibilities. Maybe I have a special attack that I don't know about and such. Anyway, a list of controls would be nice. Oh, and so would be some health bar. Not strictly necessary, but nice to have. And pausing the game (hitting ESC to go to options screen) does not really pause the game π A tentacle happily kept attacking me while I was on a "pause" screen. Gameplay itself felt totally fine. Movement was good, and I wasn't getting stuck on the environment pieces, which is appreciated. Aiming was also good. At no point did it feel frustrating or bad. Well made. Some more feedback from the enemies that they are being hit would be nice (maybe some pronounced color modulation or something of that sort). |
| May 1 18:02:52 | 6h 11m | My name ? | ♥ 5 | It was fun to solve! Just the right amount challenging enough not to bore but not frustrating to discourage. Perfect. I liked the clues scattered all around different time frames. I especially enjoyed the weather code idea - that was quite unique! The music is good for a puzzle game. Slow and unintrusive but with a bit of a mystery edge to it. I liked it. I'm split on the graphics. It's not very consistent and mixes styles to a varied effect. On one hand, we have drawn elements (like portraits, doors, cats and so on) and on the other those textures from a completely different style (like some wallpapers, fire, wood here and there and so on). I think those two do not mix together well and create a bit of a graphical mess. That did not stop me from enjoying the game though π Well done! |
| May 1 18:52:47 | 49m 55s | EveryDay | ♥ 1 | It just got sadder and sadder. I loved how he broke the progress bar though! It's a small concept game and that concept is all too familiar to anyone who ever game jammed π Music is nicely done! It really sets the mood and goes with the changes. Arts is not so nicely done π But it does the job. |
| May 1 21:39:00 | 2h 46m | Into The Depth | ♥ 2 | The soundscape creates an ominous atmosphere that I quite liked. Graphics are really nice, colors go together well and the art style is consistent. Controls feel nice and it's a polished experience. But the depth requirement to get to the end is insane ;). I never manged to get there. Also, as the player has to go such a long way, it would be nice to introduce some variety. Maybe some different buffs that appear deeper (double/triple torpedoes, temporary damage absorbing shields - something of that sort). More enemy types would also be nice. Or you could shorten the way to go in the jam version to avoid the gameplay becoming stale :) Overall, a nice work on the game! |
| May 1 22:40:48 | 1h 01m | Afraid to Turn | ♥ 2 | The attention to detail is really amazing for a compo! I don't know how you pulled it off alone, but kudos! Graphics are simple and nice, clear and consistent and get the job done. And I loved that you included the transformations in the graphics - both the character model and the icons. The only minor suggestion improvement to the graphics I have is the colors - it could be darker, more bluish-grayish in tones to create the ominous atmosphere of a full-moon night. Would go well with the whole werewolf theme. And if you'd put a row of trees sticking out (like 3/4 length) from the bottom of the screen, we would feel more like in walking through the woods, rather than just on the edge of it. Soundscape is spot-on. And again - amazing attention to detail here as well, with the footstep sounds changing as your legs transform. The gameplay itself feels fine. Controls are responsive, and I didn't meet any bugs. It took me a while to figure out the best positioning to throw a rock at the wolf without being noticed first, but I did and afterwards I was a rock master π Screenshot_5.jpg |
| May 1 23:45:54 | 1h 05m | R.O.B.t. | ♥ 1 | Right of the bat, I loved your story setup. The robot hell gave me "Futurama" flashbacks and I kept expecting the Robot Devil to come at me with his fiddle :laugh: It's beyond impressive work for a solo game made in 3 days. Graphics are great! Nice textures, cool shadows. But I have to mention one thing there - the simple bars of UI do not fit the style of the rest of the graphics at all, it's clashing. Would be quite nicer if the UI followed the style of the rest of the graphics. Performance was mostly okay and it ran fine. I had two bigger hitches - one at the start (the sound kept going, rest stopped) and one a bit later. Jumping around felt quite polished. Charged jumps are steering in the air were pure pleasure. Really well done! |
| May 2 11:31:49 | 11h 45m | Freg, Fregg, and Freggy: The Last Band | ♥ 3 | Jazzy! Music is great all around, and I loved listening to it. Made with a lot of attention to detail. I also love the cartoon graphics and I wish that they were used everywhere (read: also instead of the 3D). Shading work on them is exquisite. Gameplay I didn't like so much. Froggies walk on their own, fight on their own. Playing cards is all good, but not complicated enough to require any strategic thought or much attention (no interactions between the cards themselves, no need to deeply analyze the situation on the battlefield and so on). As a result, it feels like the game plays itself, it's not engaging. But because it is not engaging, I had a lot of time for observations, analysis and noting stuff down while I played. So here it is (lucky you ;)): * Nothing epic happens when Lantern charge drops to 0%. Froggies (I imagine that's the name of the band ;)) just continue on their quest like it's all fine. With how focused the story is on the lantern, I'd expect at least something to happen. Well, to be honest, I expected to just fail. But barring that, at least something would be nice :). * You can use Healing Hymn even when your lantern charge is 0. * Feed the Fire fuels the lantern by 10%, except it will never fuel it to 100%. Not sure if that's a bug, or it's by choice because 100% would not fit nicely on the UI space allotted for the lantern charge number ;) * Second Dazzling Solo you cast always stuns the same 'random' enemy as the first one. 'Always' means I tested 3 times. So you can stun and already stunned guy. That severely decreases usability of multiple copies. * I'm not sure how you spawn the quest boss exactly (I speculate it's in the next suitable area after enough enemies were killed, or just in a random suitable area) but it seems that the Safety Dance can totally bug the quest. I used it on a Canyon while on the Canyon quest (had a healing march on and wanted it to work a bit longer) and I think it's possible that I used it on a Canyon in which the boss was supposed to be. Cause afterwards I was traveling for 45 minutes and met no boss. I finally gave up and restarted. On the restarted game it all went fine and met a boss within a few minutes. * Would be nice if card description were more specific on their numbers - how long are durations etc. I calculated about 20 seconds on the Bounce Back and Lantern Scorch (is that about right?), but it's not so easy with all the cards (like Igniting Flourish). I had two crashes to desktop with 'Fatal Error'. But I saw that those you already have in known bugs. The story itself was simple and pleasant. Charming even, I'd say :). And all of Pagona rejoiced! Screenshot_1.jpg |
| May 3 10:44:23 | 23h 12m | in bed, can't sleep | ♥ 1 | Very sad. It is a nice concept and just "having to wait around" as a game mechanic was surprising. A few times when I was thinking "Is that it?", my characters was coming up with something new to write in a bit. Nicely done :) I didn't particularly like the music choice. I think it doesn't really fit the setting and the mood. |
| May 4 00:36:45 | 13h 52m | Deep Sleep | ♥ 3 | Music did a lot to help create the atmosphere and mood here. It is really well done and changes as the scene needs. I liked that very much. The changes in color and shading of the scenes was also a very nice idea. I wish it was even more prominent! Low poly and non-detailed look actually works really well here. The grass at the end looked a bit out of place (not fitting to the style of the rest of the game) but then I figured that it's probably purposeful - after all our hero just broke out to practically "a new world" and maybe a bit of a different graphics emphasizes that. Overall, an excellent job on the atmosphere all around. Having an ability to jump was nice, although I didn't really feel like jumping till I got to the meadow. Personally, I wish you had a different subject. This reminds me of the worst of humanity, of the worst people I knew, and that's far from fun. And, yeah, I know that spreading awareness is important. In any case, it's still a very nicely done jam game! |
| May 4 01:05:20 | 28m 35s | 10,001 - A space exploration game | ♥ 1 | I'm getting "2001: A Space Odyssey" vibes - it's the music :). It's a seriously impressive solo job to do over a weekend! Controls feel polished and the ship flies very nicely. It would be great if there would be some scanner ability in the game, to provide some directions, as it's very easy to just get lost and fly through nothingness forever. After a bit of just flying around in the blackness of space, I just flew to the provided coordinates. The swarming enemies are quite funny! But they are also quite easy to cheese from distance if you manage to stop outside their activation range. The ship flickers strangely during movement. I'm unsure why. Overall, I think you have a solid foundation here and a really strong compo entry. |
| May 4 15:12:07 | 14h 06m | Daive Dangerous | ♥ 1 | Very cute graphics and nice color scheme. SFX are nice, but some background music would help build atmosphere even more. It would play much better if there would be a full-screen version, or at least a downloadable version that we could put in full screen. As it is now, the mouse is not caged to the game window in the browser and, as a result, it's all too easy to stop moving your turret because the cursor ran away from the game window ;). Aiming altogether could use more work, it feels like it just jumps around at times instead of being smooth. I found the concept enjoyable and the core gameplay loop feels solid. There are some improvements that could be made for the gameplay itself to feel smoother and less frustrating at times: * The main hero gets stuck too easily on the small dividing walls when he jumps around. Maybe ditch those all together :). Or make them tiny - more a decoration, a hint of a wall, than anything else. * Three engines on each side is very cool. And when you want to goof around and float in strange positions, it's great. But when you want to come to a full stop, it feels like an unnecessary busywork to jump from engine to engine while your ship is flipping around under you. Maybe an additional "full stop" lever that would stop all the engines at once? * It would probably feel better if we could stop the character movement (like grab onto something) when trying to fix the engine. With the constant floating around you lose your "lock" on the engine you're fixing quite often and have to wiggle your way back to it. I found myself even fixing the already fixed engines by accident instead of a broken one π |
| May 4 15:56:05 | 43m 58s | Cleaning Diver | ♥ 2 | What a chill experience! I really adore your lights. I loved the flashlight light so much that I used up the charge waaaaaay before I found all the barrels. Just switching it on and off, on and off π The fact that you can see the seems of the background texture and the sharp edges of the "edge-of-an-area rocks", on the other hand, is not so nice. It takes away from the experience and exploration. Screenshot_2.jpg Music is very nice and builds exactly the meditative, relaxing atmosphere that I think you were going for. Controls felt fine and the slow speed our the diver was just right for the atmosphere. Overall it is an EXTREMELY impressive piece of solo work. |
| May 4 16:42:39 | 46m 34s | Deeper Sea | ♥ 1 | So there is a bottom :) Screenshot_6.jpg You really managed to do a lot alone in the jam time. The core idea is fun, and it kept my interest long enough to find out that there is a bottom :). Graphics on the submarine/junk is simple, but pleasant. The background graphics does not go with it at all, however. Those two very different styles clash somewhat. I feel like core mechanics (the sub management) is solid and works well. The game definitely has room for improvement. What came to my mind is: * Some element at the edges of the area would go a long way to improving the overall graphics. Some rocks, thick seaweed, crystals. * The background below of the turret shooting is trees and starry night. Made me laugh π but it doesn't really fit. * Would be nice to be able to turn the turret around in the turret view, to be able to shoot both sides. You could also ditch the turret view altogether and just allow the player to shoot from the main view while aiming the turret up-down. * The store window stays open and is usable if I just press C to exit the inside view without pressing Tab to close it. You probably really could just ditch the inside view of the sub altogether and just let the player open a store with Tab. The inside view is a nice touch, but it seems to be some unnecessary work in a jam time and unnecessary work for the player to press two buttons instead of one (as the inside view is not used for anything else). * The background under the tutorial is just poorly chosen. Readability should be your main goal there and while noise is the opposite of that. Hope you had a great time jamming :) |
| May 4 17:44:30 | 1h 01m | Dwarven Delver | ♥ 1 | That was strangely addicting! I found myself thinking "Okay, c'mon Dwarf, just once more into the breech!" It's a very nice compo! Graphics is pleasant and the tileset is clear. I really liked the music track, it definitely gave power to my dwarf. If I had one suggestion for improvement, it would be to decrease the role of luck. Right now - especially at the beginning where your dig strength is poor - your fate depends very much on luck. Your stamina allows you to dig practically only in a straight line down. So, if you manage to randomly chose where you start well - you live and advance, if you chose poorly - you find nothing or die. Maybe some higher starting stamina or some dwarven magic that would allow you to detect an approximate direction of treasure/danger like once per level. Anyway, really impressive piece of solo work! Here is my most valiant effort: Screenshot_11.jpg |
| May 4 18:00:09 | 15m 39s | Deeply Organic | ♥ 2 | The operation was a success! It's a very nice concept and cool approach to the theme. You managed to make a lot of different mechanics in a jam game! Very impressive. Soundscape is nice and low-poly graphics are clean and do their job well. Fighting could be improved. The attack felt too slow and recovery from it was definitely longer than the animation would suggest. That made the Doc feel clunky and ungainly. Also, enemies seemed to be taking damage whether I was swinging at them or they were behind me when I was swinging. I guess my awesome sword is just that awesome π |
| May 4 18:13:13 | 13m 04s | The Key | ♥ 3 | Voice acting bit made me laugh π That was certainly a unique thing and an interesting bit of insanity. I found the graphics, especially the color choices, hard to look at. All the vivid colors blending together in movement made it seem like some acid trip movie π My eyes hurt. One thing is certain: This game I will not forget anytime soon. Oh, and I'm happy now! The text said so: Screenshot_13.jpg |
| May 4 18:35:09 | 21m 56s | Where's my dynoMITE? [LD48] | ♥ 2 | Sound effects are extremely amusing! I purely loved them π The gameplay is quite fun and the stuff you can do to the poor guy on the rope is hilarious. Art is, let's be honest, not very good. It would actually be better if you would go all the way with the hand-drawn pencil style you have going on with the helicopter (meaning, also make backgrounds and effects like that). It's the dissonance between the different styles that spoils the impression the most. I'm not sure if it's a bug or intended behavior - but a dead guy can still throw dynamite. Maybe he is just that determined to get his keys π Screenshot_14.jpg |
| May 4 19:04:43 | 29m 34s | Blackout | ♥ 6 | The art and animation are both awesome. The color palette is exquisite! The music is a pure pleasure to listen to and really builds the atmosphere. It is a nice and simple adventure to play through and a pleasant story with a bit of a twist even π Very enjoyable. I wished there was a way to click away the text that you've already seen. And I didn't really find the text-reveal sound necessary. My only real criticism is that I don't really see a connection to the theme here. Great work otherwise! |
| May 4 19:31:45 | 27m 02s | Disco Inferno | ♥ 3 | This game is just the bomb! Everything in it works extremely well with each other. The music, the pace, the controls, the graphics - all are just so in sync. It was a pure pleasure to play and everything just worked nicely. I really applaud the color choices. You managed to create a disco atmosphere without overusing the oversaturated colors that would just kill the player's eyes. Truly well done. The voice acting is great. And when he says "I'm awesome" at the end it just totally won me over. The game might be too easy, as I am not very proficient at those and managed to finish it on the first try. But I definitely had fun! |
| May 4 22:25:49 | 2h 54m | N.E.R.D.S | ♥ 1 | Mission accomplished! Screenshot_16.jpg It's not bad at all :). And no microtransactions, oh joy! What confused me was the bars you are presented with after scanning the planet. I know there has to be some logic to them, but I'm still not sure exactly what it is. They definitely do not accurately represent a numeric value of a resource on the planet. But they represent something! In any case, I had fun with the game. It is a nice puzzle, at least before you discover all the secrets ;). Sfx are just fine and the graphics are simple but do their job well. And I like how the planets change their looks after scanning - nice detail that added a lot to the atmosphere. |
| May 5 09:52:56 | 11h 27m | Mycelisation | ♥ 2 | Pretty cool little puzzle! The sfx and music bits are very nice, spot-on I'd say. And the graphics are great as well. You created a very chill atmosphere. Gameplay is just fine, controls work well, and I didn't meet any bugs. If I have one complaint, it's the difficulty. There really seems like there is no way to fail and even not much reason to upgrade your roots. |
| May 5 12:35:55 | 2h 42m | Corporate Mole | ♥ 1 | I have ground the worms into dirt! Well done me! I just love the setup of this game. So unique and amusing at the same time. And the disguise of Hans is just precious, not suspicious in the least ;) Music and sfx are very cool and fit the game like a glove. The game itself is fun, controls work well and feel polished. Personally, I would prefer E instead of F for interactions, but that's just a minor gripe. The only improvement I would suggest is to decrease the benefit of doing the same "worm stuff" over an over. After all, if I'm talking to the same guy at the water cooler again and again he might get just a tiny bit suspicious. Or at least creeped out ;) Great job on the game! |
| May 5 13:13:40 | 37m 45s | You Know The Drill | ♥ 2 | Very chill game :). Upgrade system is nicely balanced - as you can buy a new thing practically every trip, you have a feeling of natural and genuine progression that keeps you going and is satisfying. Controls fees nice and jetpacking around is fuuuun :). It would be nice to have a hotkey to activate emergency evacuation. It's easy to get stuck in a deep, deep hole if you get to greedy, and then there's nothing to do but sadly wait for your oxygen to run out. I guess that's the price of greed ;)! I feel like the intro graphics don't really go well with the graphics of the rest of the game. Both are nice (I love the character sprites and the planets in the intro are just so juicy!) but the styles don't mix together all that well. Music is nice and adds to the chill atmosphere. And it changing with the circumstances is great - such attention to detail in a jam game! I'm still split on the fact that the character does not fit into one grid square. I speculate that this is done for balancing reasons, but it doesn't feel all that good in gameplay. You get used to it, but something just feels off. Also, I'm rich now! Screenshot_17.jpg |
| May 5 13:44:56 | 31m 16s | Dieper & Deaper | ♥ 2 | The spy movie music and the black-and-white graphics go very well together and both are well done. Ability to disguise yourself and the connected animation is just great. It's a nice little story and a pleasure to play through. Pacing felt nice, and patrolling enemies provided just enough of an obstacle. I noticed one weird thing with the camera - I could click on it to disable it before I got the key from the reception, but after I got the key, I could not disable the camera anymore. I'm not sure if that's by design or a bug. I got the MacGuffin (by the way, kudos on the naming, gave me a laugh π) and had fun playing. Screenshot_1.jpg |
| May 5 15:14:38 | 1h 29m | SelkΓΆ | ♥ 3 | A unique and meditative experience. And a nice way to approach a well-known legend. Both graphics and music feel pleasant and soft. And sfx are nicely made as well. I really liked how different things reacted to light - the mushrooms, the puff fish, the surprise whale. It shows how much you can do with one well thought through mechanics. Gameplay is simple but fells polished. |
| May 5 15:36:44 | 22m 06s | The Limbo Runner | ♥ 1 | Oh, my poor, poor hands π I am so bad at this game! It took me an embarrassing amount of tries to get to the finals, so I was very glad to have the "skip dialogue" feature. Finals defeated me. But, my ineptness aside, it is a truly impressive work for a compo! The graphics are simple but clean and the voice-over is great. When I first heard "King, nooooooo" I literally laughed out loud. |
| May 5 16:11:21 | 34m 37s | Asterisk | ♥ 3 | Extremely polished game! The voice work, music and sfx are all just great. Art is also very cool, I adore your color palette. When I first started the game, I promptly blew myself up! I did better later (was hard to do worse π). The game plays well, although I will admit that I kept pressing Space to try to jump and reach those artifacts that ended up above me just out of reach. It felt a bit sad to me when those bombs were blowing up all the nice artifacts. So at some point I just stopped using the scanner. Just dug down deep and went in lines blindly. That yielded surprisingly great results that I was in no way able to achieve with scanning (too many bombs destroying too many yummy artifacts ;)). Screenshot_10.jpg |
| May 5 16:32:52 | 21m 31s | Frog | ♥ 3 | That was very cool! In my opinion, a perfectly balanced difficulty: challenging enough but not frustrating. Sound design and art are both perfect for this and the game plays really, really well. Controls are smooth and responsive, at no point did I feel that the game is working against me and if I failed it was totally my own fault. Just perfect. I encountered one bug. But that might have been a fault of the emulator, not of the game. I was using Mesen emulator on Windows. At the very end (I assume), when the froggy is playing the sax, the game crashed and gave the following error: "[Error] Game has crashed (Invalid OP code - CPU crashed.)" Screenshot_12.jpg |
| May 5 17:31:27 | 58m 35s | Callous | ♥ 1 | That's a very nice take on the theme! The backgrounds and the sparse soundscape create this atmosphere of introspection, perfect for this kind of game. And the angry shadow, along with the environment change was a great touch. I would suggest adding some graphic element at the right-left edges of the area, so that the player never sees the edge of the world and the illusion isn't broken. Some mist would do nicely in this case, or some clouds or waves (to represent the vast, unexplored mindscapes :)). The slow walking pace of Samuel fits the mood but gameplay-wise it gets a bit tedious when you want to backtrack through the area. Maybe allow running and let players decide on their preferred pace of exploration :). |
| May 5 19:48:30 | 2h 17m | Keke in the "Caves of Peril!" | ♥ 1 | Great puzzle design! Levels were very satisfying to solve, some even a bit diabolical. But sill: clever, not frustrating. Really, really well done! Graphics are clean and consistent. Some delicate, non-intrusive background music would be welcome. If I have one complaint it's that I sometimes wished that movement buttons and digging buttons were not the same ones. It happened to me more than once (especially when going down the ladder) that I dug by accident and had to restart the level. Maybe something like hold Shift + arrows to dig. But that's a very minor complaint, and it may be that it's only me :D. Anyway, great job on the game! Loved it. Screenshot_23.jpg |
| May 5 22:48:41 | 3h 00m | Aero-SpΓ©lΓ©o | ♥ 1 | I'm telling you - when I was skydiving nobody was throwing pianos. I must be getting old π I really liked the animations on the main character. He even makes a proper frog position to break his speed. Very cool! All the graphics are pretty cool and the colors are very earthy and pleasant. The music loops is short but definitely adds energy to the whole thing. It was pretty fun to play. I had the most trouble with level 2 and the 3rd one turned out to be the easiest for me. My highscores are more like lowscores though π It is an impressive piece of solo work! |
| May 5 23:24:55 | 36m 14s | Hamster Powered Drilling Machine | ♥ 2 | There was some very cool music when I first started the game. But the track doesn't seem to loop (or maybe something bugged?), as the music ended and never started again. When I restated the game, the music was there again. And ended again after a time. Graphics is nice, but the gray background color of the second biome makes it harder to see the big rocks. Especially when moving fast. Would be nice if there would be more contrast there. Gameplay feels smooth and polished. And thank you for including controls inversion - it feels more natural inverted :). Also: Do the inner drill hamsters eat coal? |
| May 5 23:48:06 | 23m 11s | Operation Gridius | ♥ 2 | The surprise ending is quite funny. The controls feel fine to me, and I was navigating the world without much trouble. Seems like there is really not much penalty for running into all the fish, squids and other monster creatures. You get bounced around a bit ;) and then can continue on your merry way. There is more than enough time to get to all your objectives. If you'd like to challenge your player more, maybe introduce limited health or some movement penalties after running into enemies. The sfx are very intense! It really creates this atmosphere of urgency. Quite nicely done. Only a Cthulhu squid seems a somewhat too loud in comparison to others. Would be good to normalize all the sfx to the same level. There is a bit of a mix of styles in the art. Would be nice if there was more consistency and uniformity of style. Each piece is nice on its own, they just don't gel together as well as they could :). In any case, quite a nice jam job :) |
| May 6 22:41:25 | 22h 53m | Goose Root | ♥ 2 | Finally, I know where the little geese come from! I knew this whole egg business is a sham :)! This game is extremely pleasant and relaxing. The setup is just adorable, music is great and graphics are superb and very consistent. I really enjoyed playing it and all the crazy things you can find underground. It indeed takes a lot of roots to get to the ending - more than you'd think you can reasonably fit in the allotted space. I wish the game had some resolution control, as the window gets quite tiny on a larger resolution screens. Oh, and I found The Key to the Forbidden Knowledge! It was bound to be somewhere :) Screenshot_2.jpg |
| May 6 23:02:55 | 21m 30s | Redtape | ♥ 4 | I tried to play the jam version and was not able to get very far - I could not pick up the copier paper. Tried twice with the same result. I liked the visual style - it reminded me of Gilliam's animated interludes in Monty Python movies. And the concept is very cool. I didn't like the text presentation (it cuts away, is poorly readable) - but I see you fixed that in the post-jam version already :). |
| May 6 23:22:26 | 19m 31s | Bioluminescence | ♥ 1 | I really liked the swarming behavior of the jellies! And the fact that they were running away from the cursor, but you had to go and click, was even a bit diabolical π It was fun to play through the levels. Some delicate background music would do well here (or some deep ocean ambience even). And it would be cool if there was some times summary screen at the end. |
| May 6 23:55:18 | 32m 52s | The New Rat King | ♥ 1 | The last level is all kinds of gloriously ridiculous π I enjoyed the mechanics - it turns out that playing around with a robot's neck is fun! Who knew. I only met a few minor bugs. Most interestingly, sometimes the neck extended and left the head behind (happened mostly in the last level when picking up a box), but it always snapped back into place. On the first level, the ramp sometimes falls strangely - just flat on the ground next to the hill it was supposed to fall on. It's also quite a deadly ramp - it killed me more than once :)! Graphics are quite cool, and the intro comic is a nice touch. Colors could use some rework, so our robot hero distinguishes himself more from the dull brown/gray rocky background. The "wooo hooo" sound is my personal favorite. I was quite surprised when one of the after death loading screens talked to me in Polish π Question remains: was it on purpose or did I encounter some leftover placeholder. In any case, it's a nice jam job! |
| May 7 16:27:02 | 16h 31m | Deep Sea Settler | ♥ 0 | It's a pretty nice concept! It was kinda hard to get into, as some things don't work as I expected them to - e.g. I thought that if I build a new settlement, it will automatically allow me to improve adjacent tiles (akin to Civ), which turned out not to be true. I also thought that the settlements will benefit from all the tiles they can improve, but they only benefit from the immediately adjacent ones. The fact that mines are one-time use and get abandoned also surprised me. But after a bit of time, once you get used to the intricacies of this particular system, it plays fine, and I enjoyed it. It's even a bit on the easier side ;). Some background music would definitely enhance the general atmosphere. I found the "wave" effect unnecessary, and it made the world harder to look at. Could be replaced with some delicate semi-transaprent wave-like sprites just floating through from time to time. The tooltip text could have even more of a contrast to it - darker background, lighter text. Or just ditch transparency altogether and design a pop-up tooltip graphics. In any case, nicely done! Screenshot_1.jpg |
| May 7 16:34:28 | 7m 26s | Deep Sea Captain | ♥ 2 | Tabletopia link does not seem to work. Screenshot_2.jpg |
| May 7 18:05:02 | 1h 30m | Craft, Code, Burnout | ♥ 3 | Cute graphics! Shame it's not all created for the jam/all yours. I also didn't have any sound (played downloadable Windows version) - neither sfx nor music. I really like the concept and programming the robots is fun! Crafting itself would be better if there were recipes in-game (I was displaying the recipes on the second display while playing :)). Maybe even something like - if you already programmed the base recipe once, it appears in the robot programming menu, so later you can reorder the same recipe with one click. I sadly came upon quite a bit of bugs. - The little robots get stuck in a loop while walking around - you can get them unstuck by carrying them to their next destination by hand. - The items were dropped sort of between the grid tiles and became impossible to interact with (and were stuck there forever). - If I tried to drag one of the orders out of the robot's program queue (to sort of get rid of that particular command), the command was out of the program, but the whole game was becoming unresponsive. No button was clickable, I could still move the robots and items around. - If I tried to order the robot to drop something directly to the rocket drop point, the robot was just getting stuck trying to walk into the forest to the south. Maybe he was trying to run away from me π But even with the bugs, I did manage to finish the game and make the rocket π By the way, it's a very slow rocket. Which is strange, as it is, well, a rocket. Screenshot_6.jpg |
| May 7 19:17:52 | 1h 12m | Swab the Deck! | ♥ 3 | Very cool! I liked the concept and it played quite well. The graphics are nice and consistent, and so is the music (although I think something more like sea shanties would go better, but that might just be the sailor in me talking π). I like that there are a lot of different cards and upgrades to buy. Although my winning strategy was just to buy 2 grappling hooks to debuff enemies and dump all my other money into ship upgrades. I upgraded my cannons to 1.5, sails to 0.6 and hull to 500 - and beat the end golden-sails boss fairly easily with just basic cards + grappling hook. Some special message at the end would be nice. You have this cool setup with an amulet at the beginning and no resolution to it at the end, just "you beat the enemy; go back to start screen; puff". Would be cool to have some ending to go with this nice story beginning. There seems to be a limit on upgrades (at least with cannons and sails, didn't hit a limit with hull). Would be nice if the game notified the player that he/she can't upgrade anymore, as otherwise it feels like a bug (maybe it is?). I also liked the events on the islands - added to the atmosphere and made exploration interesting. The game definitely has a potential to grow and develop. Great work! |
| May 7 19:44:32 | 26m 40s | Nadiria | ♥ 1 | First, I really like the concept here and the background music. It gives everything this great vibe :) Pixel graphics on the main character are very nice and so are the animations. But the area graphics are not pixel and don't really go well together with the character art. The areas are big and feel very empty. Just some decorative elements (e.g. rocks, plants, corals) at the edges of the walls would improve the mood enormously :). Dashing is great (and I like the sfx on it) but feels like it's too long. You can easily dash off-screen and end up in a very unpleasant situation (like impaled on a spike π). I would decrease the dash distance somewhat. Some treasure counter would also be nice, so I can marvel at all the loot I found underwater :) |
| May 7 19:58:24 | 13m 52s | Box Hunter | ♥ 2 | Short and sweet :). Music is nice and fits quite well, and graphics are simple and clean. Both go very well together. I really enjoyed the core mechanics. It reminded me of one of those old toy labyrinth boxes with a small metal ball inside. There also you control the labyrinth to get the ball where you want it to be, albeit in a much more analogue way π Inserting some hazards into the labyrinth could increase the challenge here. But a relaxing experience is actually good too! |
| May 7 20:10:18 | 11m 54s | Deeper Inside LD48 | ♥ 1 | Very nice piano music, it really builds the mood. I felt there should be some indication of the choice you made. I mean, where you press A, B, C nothing really happens. It's a bit confusing at first. If the chosen option would get highlighted (or something like that), that would be nice :). |
| May 7 20:35:49 | 25m 31s | Thrice Upon A Time | ♥ 2 | Nice art (I especially liked the Teacher) and pleasant music! The concept is interesting and going deeper and deeper through the memories of various people that interact with each other is very cool. I feel like this could be fleshed-out even more. But I know that jam time is very limited :) From the mini-games, I enjoyed the archery the most. I felt like the fish got caught somewhat too easily in the fishing mini-game. My hook barely touched them, and they were already caught. This is some pro fishing π |
| May 7 22:38:30 | 2h 02m | Monkey Quest | ♥ 0 | Superbly cute! Graphics are very nice and just adorable! Music is also very fitting. Everything is just so energetic :). Controls work nice and feel good. Had zero reasons to complain. I loved that Bubbles cannot fight and has to use his wits and the trusty shovel. Trapping the enemies was not so easy, especially those sneaky ones that jumped at you from under the rocks. But it was satisfying to pull off. I was quite surprised the first time I bought an item by simply walking onto it. I thought I've been robbed π My only minor complaint was that when I was walking between the two lava tiles on the last level, it seemed to me like the upper one was hitting me when it really shouldn't. Anyway, awesome game! Screenshot_3.jpg |
| May 7 23:12:53 | 34m 23s | Finding Nemoth | ♥ 1 | Very lovecraftian, but needs some creepy music. So is the pun in the title the fact that you combined Disney's "Finding Nemo" with Lovecraft's Yog-Sothoth? Even if it isn't, this is my interpretation and I believe it fits π I liked the setting. Felt like that could be a story of how a cultist came to be. The game is indeed dark, but there is enough lights to see the nice squids. Very nice drawings there. As to controls, I think you could just ditch Return altogether and keep Space for both interaction and advancing dialogue. You created a good underwater atmosphere with both the graphics and sparse soundscape. Well done. |
| May 7 23:53:24 | 40m 31s | GLUB | ♥ 1 | Very unique concept! I had some trouble controlling my fish, as sometimes it really seemed that it just sometimes didn't react and later was deciding to spit out two bubbles instead of one. But that maybe just me, as I tried not to be very loud to not wake up my sleeping husband :) I liked the art on the fish. Not so much on the walls and sand. The style just doesn't match. Playing this game was definitely amusing :) |
| May 8 10:08:09 | 10h 14m | LD48 Deep Lab Droid | ♥ 1 | So it has all been a trick - there are no parts of the weapon π! Jokes aside, this is fine work for a demo! Although there should probably be at least one weapon piece to find, so you can demonstrate to the player what will be the objectives like in the full game. The music loop seems a bit repetitive, although I like the additive effect it has. |
| May 8 16:04:39 | 5h 56m | Dig Dog Dig | ♥ 1 | The dog is very cute, the faces it makes are just adorable! The music is cool and energetic, but the loop is rather short and gets tiring after a while. I really like this approach to the theme. I think the game wouldplay better if there would be some intermediary saves between levels. The gameplay relies on getting to know the level by trial and error to find a good path and proceed to the next level. But after you already solve the level, repeating it over and over just to get to the next one (the one that you are currently figuring) feels just like an unnecessary busywork. I played the Android version and it played well. Controls work fine and are responsive. Well done! |
| May 9 09:53:58 | 17h 49m | Archeo | ♥ 1 | Very nice idea and fine execution! Could use some balancing. Maybe a timer running out faster and faster the lower you dig, and your end score being dependent on how many artifacts you found and cleaned, not on how fame-money you have at the end? Right now, if you have a resilient arm, this game can probably be played forever π You get artifacts much faster than you can clean them, even if you don't click around frantically. At some I discovered that you can basically chill and click around without much hurry (and only when the artifact cleaning animation plays), and your queue of artifacts will still be fine. If you dig around fast, the queue grows so much that you will never clean them all unless you stop digging and bringing in more. There also doesn't seem much reason to hire more than 2 additional guys in each category. I eventually just decided to let the timer run out. Music is nicely done - it's pleasant, fitting, and the loop is varied enough that it doesn't feel repetitive. Graphics is okay (besides the table, which doesn't really look like a table π) and the colors are very pleasant. Screenshot_2.jpg |
| May 9 12:16:23 | 2h 22m | Ludu Hare and the Magical Carrot | ♥ 3 | That is an amazing amount of content for a jam game! I really liked the music and the platforming controls felt fine to me. If I would suggest one improvement, it would be removing (moving away) the spikes and lava pits that you can fall into from the top without even knowing that they are there. That does not feel great from the player's perspective as there is nothing I can do to avoid it (I can avoid it once I know they are there but the first time I'm falling I can hit some pits/spikes by pure dumb luck). Including some list of controls would probably be nice too :) And a cake party! Screenshot_4.jpg |
| May 9 20:17:23 | 8h 01m | Werecop's Archives: Case of Deeper Excrement | ♥ 1 | Inspired by Rorschach, the Wild Cards series and Disco Elysium π Not much of a game, but I enjoyed the hell out of it! Nice story with a twist, fine writing, very enjoyable to listen to and contribute slightly. Would be glorious if there would be branching paths and alternative outcomes, but we all know the time constraints of a jam. Very cool voice acting and good quality of recording. I noticed two "bugs": - Near the beginning part of the text is missing from the actual text ("...know. So just wait a bit."). It's said, but not written. - Later there is a bit that is written but not voiced (voice-over sort of cuts away): "although he didn't step in it." |
| May 9 20:40:54 | 23m 31s | Robed Bird Reckoning | ♥ 0 | Music is fantastic! I really loved it. Graphics are also great and the whole mostly-black-and-white aesthetics is very pleasing. "C" for time slowing felt uncomfortable to me. Personally, I think something like "E" or "Q" would be better. But that's just a minor nitpick. The game plays very well, controls are tight and responsive. And I was very happy that there were abundant checkpoints. I also liked how the arrows kept bouncing around after being shot. The game completely crashed on me after I defeated the boss. One minute I was standing there, and the other just puff. Or was that just a way to say "The End" ;)? Screenshot_2.jpg |
| May 9 22:36:25 | 1h 55m | Deepward | ♥ 1 | I really liked the graphics and the music fit the atmosphere like a glove. I wish I could solve the mystery of my ghostly versions! There is a lot of nice mechanics in the game (digging, light-refueling, caves), so you eel like a lot is going on and exploring the small levels is a pleasure. Controls could probably be streamlined. Right now you have different buttons for digging, refueling and entering caves and that's really not necessary. All this could just be one and the same interaction button. The only bit of strangeness I encountered was that the hero seems to pause for a heartbeat just before falling down. Oh, and sometimes the walking animation bugged, and the hero was sort of t-posing with his arms up and just sliding around. Every time that happened, it unbugged on its own after a little while. Overall, well done! You didn't over-scope and made a short, but tight and fine jam game. |
| May 9 22:50:03 | 13m 38s | Aggies Adventure | ♥ 1 | The art is very nice and unique - I am a definite fan of paper cutout style! And I just adored the animations on the main character. I saw some problems with the environment - specifically, the rocks at the bottom tended to blink in and out of existence. A similar thing sometimes happened to those big cloud in the background - they sort of jumped around instead of moving smoothly with the player. Some music would definitely help build the atmosphere here (and the game already has quite a unique atmosphere thanks to the art!). The ending is sweet. Adding some end-screen would be nice - just something like "The End" would suffice. Right now the game just exists abruptly, and it made me wonder if it didn't just crash. |
| May 10 00:33:27 | 1h 43m | Oh no, I opened the door and there was a fish! | ♥ 2 | Couldn't help but notice that I am not actually opening the door, it's already open - false advertising π! Very nicely made and quite impressive for the limited jam time. I really liked the whole sparse soundscape - it gave the game this a bit creepy, a bit mysterious underwater feel. If I had to wish for one thing, it would be somewhat wider fov. Everything felt very much in my face (especially disturbing with the leaches.... brrrr.... ;)). I was getting lost all the time and I killed more hosts than anybody should ever, but the exploration was fun! And the fact that you could find your previous dead host out there was a very nice touch - reminded me of "Lone Echo". |
| May 11 19:08:15 | 42h 34m | deep bell | ♥ 2 | I really liked how the environment colors changed with the depth. The graphics are simple and geometric but look nice and retain consistency of style. It was a bit disappointing that there was nothing unique/surprising at the bottom. After all, the jellyfish hunter ventured to discover what is hidden in the depths - and it turned out to be just a "game over" screen π Screenshot_8.jpg |
| May 11 19:25:31 | 17m 16s | Mine - 0.3K | ♥ 0 | Pretty cool, even though it's somewhat too easy. Graphics are pleasant, and the music is quite upbeat and nice. Could use some balancing, as right now it seems that whatever you do, you will win :). Maybe introduce some possibility of complete failure of an expedition (maybe a cave-in?) / loosing workers (in accidents for example) / cursed relics that will decrease some of your stats - just some ideas of possible obstacles :) Screenshot_10.jpg |
| May 11 19:39:43 | 14m 12s | Super Digger | ♥ 1 | Interesting idea - I really liked the clones and directing them to mine rocks as I continued to dig down was fun! The enemies could use some work, as after the initial bout of chasing, they sort of just spawn in the left corner and don't even try to pursue. There seems to be barely any need to mine the rocks. I'm not sure if there is some end or the game is endless, but after some minutes of playing (wasn't counting, something like 5-8), the game started lagging a lot. Until it basically became a slideshow and I could not continue. I also had a visual bug, the lower part of the screen was cut of for me: Screenshot_11.jpg |
| May 11 19:58:27 | 18m 44s | Deeper into the dungeon | ♥ 0 | Cool concept to make a rogueish dungeon crawler :). It plays fine, if a bit slow - faster money-making would be nice. There are some improvements that I could suggest: - Heal action is not worth it really. Takes a whole tun and heals only 1 point. The enemy will hit you for minimum that point anyway making the whole effort mute really. - Music slider in the options seems to do nothing. - Would be nice if there would be keyboard bindings for the actions. Better than clicking :) |
| May 11 20:14:28 | 16m 01s | Deep Memory | ♥ 1 | I liked the hand-drawn pencil art. It really set the mood! Some atmospheric music would do wonders for this game. The language was sort of clumsy and strange sometimes. I got stuck at one point - after I discovered that "I love pastries". Tried and tried, clicked everything many, many times but could not progress. I'm not sure if it's a bug or the narrative was just unfinished. I really liked the concept here - it's a unique take on the theme :) |
| May 12 23:35:09 | 27h 20m | Googoo | ♥ 1 | That was deep π I'm not sure if I get the intended meaning (besides finding the dictionary in the deepest of depths :D), but the exploration was certainly nice! Graphics are very cool, and a sparse soundscape goes very well with the mysterious environment. I'm not sure if it was on purpose, or a bug, but I lost all sound after I went to the underwater area. In any case, it's a fine piece of jam job! |
| May 12 23:48:37 | 13m 28s | DRILL AWAY! | ♥ 2 | I won't be breaking any highscore records, but I drilled and drilled :) Screenshot_2.jpg It's a neat little game, and it really doesn't need a way to "win". In this kind of game, endless and "go as far as you can manage" are completely fine! I really liked the bloaty animation on a drill when drilling. But I think I would prefer if there was a separate drill button to press. Right now, you can get stuck drilling a thing you didn't want to drill. I encountered some bugs. Sometimes the game did not recognize that I can drill a rock and I had to reposition slightly and approach again for it to allow me to drill. And I surprisingly teleported to another position on the map twice. That was kinda fun - maybe you could include surprise portals under some rocks π |
| May 12 23:59:27 | 10m 50s | Metagalactic | ♥ 1 | The planets explode after I go shopping - I am the most DREADED PIRATE in the whole Universe! *insert evil laugh here* The game is challenging. It was truly hard to survive even a few minutes. All the enemies are tough - I found their weakness though! If I went very close to them, like touching them, I could kill them easily before they even got their wits about them (they didn't seem to be shooting at me when I just rammed into them). It would be nice if the alarm was combined with maybe some flashing of the resource it is complaining about :). |
| May 13 00:23:27 | 24m 00s | Deeper and deeper | ♥ 2 | This was unexpectedly heavy. And the cheery music sort of tricked me into thinking it will be a lighthearted bit of fun ;). The tutorial description is a bit confusing. You write that I should not "make my bad deeds too much". But there is no other way to progress through the game than exactly by doing too many bad deeds. And if you don't do them from the second day onward, you will just lose. So yeah, confusing tutorial π I liked your approach to the theme, the graphics are nice, and the music is cool as well (if not particularly fitting to this dark, dark world). I encountered only one real bug. I had trouble interacting with the bottle in the area on the screenshot below. When I approached from a certain angle, an interaction bubble popped just for half a second and disappeared. I never managed to find a proper place to stand at to interact with that bottle. Screenshot_4.jpg |
| May 13 00:40:49 | 17m 22s | Hell is yellow area | ♥ 1 | The setup is purely ridiculous! I'll admit, it's not my kind of humor. I really liked how you make the liquid mechanics though. And the music is quite nice as well. I managed to get to the Lucifer with only one drop left. But better one than none, I say! Screenshot_5.jpg |
| May 13 00:49:44 | 8m 55s | Brickwalled | ♥ 1 | I love how completely crazy and messy it gets - with all the strange, unique enemies! It really got me wondering about that world why I was smashing the creature into the wall. I mean, who are those people? Why are they behind the wall? Why the enemies do not attack them? What is going on π? The gameplay is very simple and not all that engaging on its own, and there doesn't really seem to be any way to lose or do better/worse. But the variety of what is going on on the screen makes up for that - at least for one playthrough. I also really liked the soundscape in the game. Screenshot_6.jpg |
| May 13 19:00:37 | 18h 10m | Debts and Pandamonium | ♥ 2 | I liked the music and the voiceover! And art on the characters is very nice as well. All of it has this 40s mafia movie vibe to it. Listening to all the npcs is cool and definitely adds to the atmosphere. I would decrease the size of the font there, as those are some huuuuge letters ;). Fighting feels rather to slow - could be snappier. And I found it quite strange that stuff like guns was just one-time use, could not even keep using them through one fight. Felt a bit like a forced mechanic and not a natural thing in the game world. If the gun was discarded after a fight, that would be totally understandable within the mafia setting, but after one shot feels just strange. Points for using Godot as well :) |
| May 13 19:29:42 | 29m 05s | Blue Square and the Mystery Cave | ♥ 1 | Playing with the ball of power was fun! I really enjoyed that mechanic, and it is well done. I even liked using my ball power to scout down before jumping into the abyss ;). I don't like when platformers make you jump into the unknown only for you to discover that you chose a wrong random direction and died on the spikes. But here my trusty ball scouted for me! Very nice. I liked the sfx and quiet music. Graphics are simple and nothing to write home about, but they do their job fine. Overall, it is an impressive piece of combo work and a very fun concept! |
| May 13 20:33:52 | 1h 04m | PANEMUAN | ♥ 1 | Very nice job on the atmosphere. I liked how the hand-drawn aesthetics played with the music and the themes. It's more of an experience than a game game, but it's quite touching. |
| May 13 21:22:53 | 49m 01s | Infiltr8 | ♥ 1 | Mazes within mazes, within mazes, within mazes... Mazeception! I really like this concept, and it fits the theme really well. The mazes themselves could be more complicated to solve, but I enjoyed playing anyway. I totally see the Tron inspiration in the aesthetics, but looking at all the flashing red lights got tiring after a while. Maybe a white-blue Tron-like color scheme would go easier on the eyes. After all, cyans are less aggressive than reds and even greens. Music is not my cup of tea, but it actually fit the aesthetics and the concept well. And this, this was a very cool moment: Screenshot_1.jpg I downloaded the "Z" version of the game and never once pressed "Z" π |
| May 13 21:44:13 | 21m 20s | The Final Frontier | ♥ 1 | I played the downloadable version and totally had fun with it. I really enjoyed the clean aesthetics and pleasant sfx. Made it to the bottom without trouble. Maybe adding more challenge as you do deeper would be nice - e.g. maybe it gets darker and darker, and your vision distance gets more limited. I would also like something like a gathered collectible counter at the end - as I'm quite sure I got them all, and I was wondering how many submarines have sunk here before I came along π It's a very cool compo game nonetheless. Controls feel good, movement is just right and there is a fair amount of "tools" available. Screenshot_3.jpg |
| May 13 22:01:15 | 17m 02s | Yerlik | ♥ 2 | Very nice! I'm happy I didn't look at the comments before playing, as the screenshot Gustavo posted definitely spoils the twist at the end π Graphics are great! I especially liked the main character. The music is also spot-on for the atmosphere. Gameplay is fine. Controls feel alright and well-polished, and there is more than enough variety to keep the player's interest throughout the experience. Seems like it's easy to "cheat" your way out of the consequences of overeating. If you just save eating till you're done with the level (the doors are open, the monsters dead and so on), you can eat all the burritos. You will grow and slow down, but it won't matter, as you are reset back to normal at the start of the next level. Really nice job on the game! |
| May 13 22:21:38 | 20m 23s | Fly Away | ♥ 1 | I played the original submission version, for rating purposes :) The controls feel fine and are responsive. Diving down is super cool! Colliders could use some work, as you can die from basically brushing your foot next to the ground tile, and that doesn't feel right. I would also recommend changing the level transition to something more like a hole in the ground (a well maybe?). Diving head first into those floor tiles does not feel right either π Very nice concept and good execution. |
| May 13 22:30:07 | 8m 29s | Graphite Journey | ♥ 2 | I was going to play some more Danger zone games, but your game totally lured me in with the aesthetics! I love the hand drawn art and the paper cutout feel to it. The mount is especially cute. The guitar tune is also very nice and adds to the mood enormously. The game itself is very short and left me wondering - where is this story going? Cause it is quite clear that someone does not want me in his forests and meadows! π |
| May 14 00:45:53 | 2h 15m | Corla | ♥ 1 | Okay, this is quite awesome! Music is just great and so fitting to the general atmosphere. Graphics are pleasantly quirky. And the gameplay is just addicting. I just kept going for one more try and one more try. Very cool idea and truly great implementation. Some minor improvements can be made - like a tooltip that will tell you what a thing does before you pick it up, some additional sfx, some ending or an end-score kinda thing if you'd like to go endless with this concept. But this is a very cool piece of game already. Very well done! |
| May 14 21:24:13 | 20h 38m | deepr | ♥ 2 | This is a very original concept! I will admit, I don't use social media and I don't read inspirational quotes. But I did have a lot of fun creating nonsensical things like this: Screenshot_1.jpg So I say, well done! Really a unique idea and a hilarious take on the theme. |
| May 14 21:42:49 | 18m 36s | Street Spark Racing | ♥ 1 | That was hilarious :). Graphics are pleasant, and the fake music is kinda fun as well! Kicking your car is surprisingly fun and gets challenging in the last race. Very impressive piece of solo work. |
| May 14 22:05:30 | 22m 41s | RAMnesia | ♥ 1 | Very cool and unique concept! The puzzles are easy to figure out but daaaamn are they hard to perform (I was never good at timed stuff, being not-in-a-hurry is my nature π). Music is adorable and graphics are also very nice! Everything feels polished, and I didn't meet any bugs. Really nice piece of a combo game. Impressive work! I had a bit of a display issue - the game automatically goes to full screen but the left and right edges of the screen are cut off. Like so: Screenshot_2.jpg |
| May 14 22:38:39 | 33m 09s | There, Again | ♥ 1 | I suck at platformers, I really do π So I am definitely not a target audience for this and the game defeated me. This is the last level I will ever see (and that squeaky death sound will stay with me for a very long time π): Screenshot_3.jpg However! The game has some really cool and unique mechanics that even I can appreciate. The multipurpose rock is great (yep, I am a fan of throwing rocks in games, I admit it!), and going through the same and yet not the same level with different characters is fun. Music is quite cool, and the whole game has this upbeat atmosphere that I really liked. |
| May 14 22:49:58 | 11m 19s | Under New Management | ♥ 0 | Totally a surreal experience. I'm still not sure what happened there at the end, but the atmosphere was great. I actually think that the lack of music per se (just this unsettling background noise) was very fitting. Completely 5/5 on the mood! |