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| Timestamp | Since previous | Game | Hunter X's comment | |
|---|---|---|---|---|
| May 1 01:38:36 | Deepest Sword | ♥ 0 | An interesting concept and a very well-polished final product! Did find it somewhat frustrating fighting against the physics at times but I imagine that's the point of these types of games, and it ultimately didn't make the game un-fun (though I imagine a longer version might result in a few broken keyboards :P) | |
| May 4 16:01:36 | 86h 23m | Awakening | ♥ 2 | I like the Spectrum aesthetic and the puzzles were well thought-out in needing to go back and forward between the levels. On the other hand, I did notice that some times it would be possible to 'overshoot' the teleporters and end up on the wrong side compared to where you need to go next (needing to teleport back and try again), and while I think I see what you were aiming for with more of the music playing between each level by the last couple of drops it just becomes a case of sitting around for several minutes and waiting for the next level to appear. Still, on the whole it's a solid game, good work! |
| May 4 16:08:39 | 7m 03s | Deep Dog | ♥ 0 | A good start! Potential areas for improvement would be to add more types of obstacles and/or make the existing ones progressively harder as the game continues, and also a slightly longer loop for the background music (though giving players the option to mute it was a good addition). |
| May 4 16:20:08 | 11m 29s | Digging In | ♥ 0 | I love the art style for this game (though the diggable ground could possibly use a little bit more variation to it) and the gameplay was fun, though there's potential to have the difficulty increase as you play (currently if you know how to do it you can continue indefinitely) and it took a bit of time to get the hang of the controls - my brain expected the direction to be set through the mouse's position relative to the player as opposed to setting the angle purely from the mouse's horizontal screen position. Nice work! |
| May 4 16:27:30 | 7m 22s | PICO-8 Hexagon Topology Generator (updated version) | ♥ 1 | An interesting tech demo - always neat to see people doing fancy graphical stuff with limited hardware/software such as the PICO-8! |
| May 10 21:50:05 | 149h 22m | Depth Gauge | ♥ 2 | A fun game! The system for moving in and out was interesting, and it's neat to see the path you took through the cave as the rope hauls you out. The text did all appear too large and overlapped with one another (I'm guessing something to do with Unity's UI Scale Mode settings) and possible areas for adding more to the game later would be increased difficulty as you go deeper or more types of upgrades, but it's still fun regardless. |
| May 10 22:04:07 | 14m 02s | Altum | ♥ 1 | A good start! You definitely achieved the sense of swimming through water as opposed to just flying a plane through the air, and I liked the different terrain styles for each level (I did clip through the floor at one point but I think that's more the game engine's fault than yours). With a few additions like more variation on tasks the player needs to perform/hazards they need to avoid, and a bit of polish to the control scheme, this could definitely shape up to be a decent game! |
| May 15 16:54:19 | 114h 50m | Keyboard to the Depths | ♥ 1 | The game was fun to play (and prompted some bizarre finger positions) and I like the minimalistic art style. Obviously more levels would be great, and I'd echo some of the previous comments regarding the difficulty curve and jump distances, but on the whole it's a solid proof-of-concept! |
| May 15 17:00:37 | 6m 18s | Isurium | ♥ 1 | I like the art style, and with a bunch of extra things to click on in the scene it could be easily developed into something like those hidden-object children's books. A good start! |
| May 15 17:11:57 | 11m 20s | Journey to the Center of the Mind | ♥ 1 | I liked the concept of having to switch strategies between landing on the platforms to reduce your speed and having to avoid them when you reach terminal velocity (though I generally found I'd usually do one when I'm trying to do the other). Keyboard controls felt a bit sensitive, but on the whole it's a fairly solid submission :) |
| May 15 17:19:32 | 7m 35s | Crushing Blocks Till You Drop | ♥ 1 | A fun concept! Reminds me of stuff like Mr Driller where you have to choose which blocks to mine carefully. I'd echo some of the previous comments about using Ctrl to jump, and some of the physics was unusual but not necessarily bad (like being able to bounce the blocks into the air by jumping beneath them) but on the whole it's still enjoyable :) |
| May 15 21:14:37 | 3h 55m | Down - The game | ♥ 1 | The initial concept is fun and there's a lot of potential for future additions here! Might be useful if the workers would head to any targeted tile instead of just ones close to them, and there were a couple of cases where they would get stuck in a side corridor when using the rally tool (interesting way of defining movement; I'd be interested to look in the source code and see how that was handled), but aside from adding more objectives/variation it's a pretty solid game. As a side note, the game did freeze a couple of times in the post-jam version when using the rally tool, but I'm not entirely sure what caused it (possibly something to do with nearby combat?). |
| May 16 12:40:16 | 15h 25m | DarĂ© Fortress | ♥ 1 | It's a good start, though I had the same issue other people mentioned regarding the game crashing (I think this might have something to do with all the dwarves starving due to lack of food/drink). For future additions, you might want to add some information to the season progression screen providing a summary on what's changed, and it's possible a method for automating trades so that you can ensure a regular supply of food without having to do it manually each season would be useful. Good work! |
| May 16 12:48:08 | 7m 52s | Block Attack | ♥ 2 | A good start! Gives off a retro/arcade feel and I like that it gradually gets harder over time instead of just remaining constant forever. Did notice that the score system means that some rows you'll score more than others, but that's not necessarily a bad thing (and perhaps also rewards players for getting through narrower/fewer gaps in the row). |
| May 16 13:01:48 | 13m 40s | Deep Mine Ventures | ♥ 1 | Nice work! I like the art style and the dynamic lighting was neat, though it felt a little slow at times mining blocks repeatedly. If you were to expand this in the future you might want to consider adding a way to earn back health, and I feel like there's potential to use ore tiles of increasing quality to block access to areas of the map until you have the right pickaxe. |