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| Timestamp | Since previous | Game | jitspoe's comment | |
|---|---|---|---|---|
| Apr 27 04:47:51 | Decay | ♥ 1 | The graphics may not be realistic, but you've nailed the spirit of the US healthcare system. Feels funny ranking this high on mood, but that's what I did. :D Big mood. | |
| Apr 27 05:14:07 | 26m 16s | SlappyBird | ♥ 2 | The attacks hitting are super satisfying. Often not enough time to react if a bat is just out of your peripheral vision. Voice lines a great, but maybe don't have them EVERY pickup. I wish there was a bit of momentum or acceleration so the movement wasn't so rigid and binary, but still very fun. Solid entry! |
| Apr 27 05:24:33 | 10m 26s | RUN FROM STUFF (2D Chase Game) | ♥ 1 | Visuals look cool, and the movement in the air is neat. Shame about the collision issues, though. Oh, and the DESTROYING MY INTERNET! :D |
| Apr 27 05:26:28 | 1m 55s | Deeper and Creeper | ♥ 1 | Great visuals and mood going on! I like the name, too. :) |
| Apr 27 05:30:09 | 3m 41s | Dr.Daker's Deep Diving Discovery | ♥ 1 | How am I the first to rate this? This was a fantastic entry! A lot of depth (har har) for a game jam game, and even the thoughtful addition of ways to skip leveling up if you're in a hurry to play other jams. Great fun if you like SHMUP games. Or, in this case, SHMDOWN? Really cool sound track, too, with different music for each level. |
| Apr 27 15:23:34 | 9h 53m | Ninja Descension | ♥ 1 | Movement felt good, and it was nice that you had a menu and such. Would be nice if you had time to make the enemies fight back so there was a challenge, and I think the movement mechanics would be better suited to moving up, rather than down, but it seems like a solid start for a patformer! |
| Apr 28 03:06:35 | 11h 43m | Fishery | ♥ 1 | I wanted to give this a high rating in humor, because I found it pretty funny, but there's no category for that! An enjoyable experience, nonetheless. |
| Apr 28 03:19:35 | 13m 00s | Deep Sewers | ♥ 1 | Nice artwork! Might be nice if more time were added each level so you could focus more on buying upgrades instead of time. A challenging balance. |
| Apr 28 03:23:05 | 3m 30s | Into the Dark | ♥ 2 | Impressive work for such a short timeframe! Really nice art and sound. A lot going on here. An excellent first entry! |
| Apr 28 03:32:01 | 8m 56s | Planet LD48B | ♥ 1 | Love the music, and the art is also nice. Faster movement speed might make this more fun, especially since there's not much time to check out all these games and this one requires a good bit exploring. Some improved UI and visual tweaks for things that can be picked up (ex: a golden outline when you're next to something you can pickup) to make it easier for players to tell what's going on would help a lot, but it's tough to do all that stuff in the timeframe of a jam. |
| Apr 28 03:55:06 | 23m 05s | OPEN SEA DEEP SPEAR FISHING DELUXE | ♥ 1 | Really nice graphics. Not many game jam games have a fully animated 3D character! Is it possible to actually catch the fish? Not sure if I'm doing something wrong, or if you're supposed to just spear a fish, ride around for a bit, then let it go (or drown). A clear objective would add to the fun factor, but a cool project, nonetheless! |
| Apr 28 06:07:07 | 2h 12m | Graverobber | ♥ 1 | A fun entry, and the glowy pixel art aesthetic is really nice! |
| Apr 28 06:15:33 | 8m 26s | To: DEMON LORD, From: MOM | ♥ 2 | For some reason the controls bugged a bit for me, making it sometimes impossible to turn. |
| Apr 28 08:11:56 | 1h 56m | Crust | ♥ 5 | This is amazing -- looks like a fully polished game demo, not a jam game. Sound design and graphics are fantastic. Also, a grapple AND Godot engine? You know the way to my heart. Bravo to everybody involved! Happened across 6 pearls on my first run through. |
| Apr 29 07:49:06 | 23h 37m | Blub blub Ottersub | ♥ 1 | Couldn't really figure out what to do here -- a little crosshair showed up when I pressed space, but it didn't seem to do anything when I positioned it over a fish. Z also didn't appear to do anything that I could tell. I thought it would change the range at which the camera crosshair would appear. |
| Apr 29 07:55:50 | 6m 44s | Pit Dungeon | ♥ 1 | - Really solid presentation on your page. Looks really polished! - Audio was REALLY LOUD. - I often got hung up on walls. Would be nice if you could move smoothly along them. - If you're too close to a wall, your shots sometimes hit it, even if you're aiming away. - The last boss was BRUTAL. Explosions taking multiple HP + making it impossible to pause to avoid bullett patterns was really rough. I did complete it, though. |
| Apr 29 08:06:34 | 10m 44s | The Depths of Despair | ♥ 1 | Interesting style that reminds me of some retro 16-color art, but in 3D. Didn't really fit the theme. Props for adding a menu to adjust the mouse sensitivity and sound volume! |
| Apr 29 08:10:56 | 4m 22s | Dreamer's Depths | ♥ 1 | I liked the momentum-based aspect of using the dashes into a slope to launch yourself! As mentioned before, sometimes it would lift you in the air walking on slopes and cause you to fail to jump. |
| Apr 29 11:03:03 | 2h 52m | Bathyscaphe | ♥ 1 | Movement felt really good. Nice camera shake impacts when you collided with things. Sounds were great! Really had that underwater feel to it. One suggestion on the art would be to have consistent pixel density. The background and character were 2 different resolutions, which is pretty jarring with pixelart. |
| Apr 29 12:43:50 | 1h 40m | Deep Mine | ♥ 1 | Really cool engine tech! Might be a bit more intuitive if the ship looked like it flew instead of having treads that roll around. My first instinct was to dig at an angle so I could drive back up. |
| Apr 29 13:08:13 | 24m 23s | 6 Feet Under | ♥ 3 | Great stuff! The second level could stand to be a lot more forgiving (or maybe change the level order), as the thin platforms are pretty tough when you're first getting used to the controls, but it's difficult to balance all that stuff in the time frame of a game jam. I'd consider adding a little bit of air control, in case you don't have perfect trajectory when exiting the ground. I like the one-button action of it, but I almost wonder if there should be a separate drill vs drill down button. Sometimes you're flying through the air and want to drill UP, but you have to time the button just right so you tap it right before you hit the dirt but don't hold it too long or you drill back down out of the bottom. It's probably fine with just one button -- might need some other tweaks to make stuff like that easier or just have a more gradual introduction into more difficult levels. I'd definitely like to come back to this one, as I didn't have time to finish it. |
| Apr 29 13:10:38 | 2m 25s | sub hunt | ♥ 1 | Fun voice overs. Together we can torment gamers worldwide! :D |
| Apr 29 13:17:23 | 6m 45s | Jackhammer Joe | ♥ 0 | There's a lot of "soft locking" that happens, meaning you can't continue without a manual restart. That's something you should really try to avoid in game design. |
| Apr 29 13:21:21 | 3m 58s | Rex's Wizardspace | ♥ 1 | I was pleasantly surprised by this one. Didn't really fit the theme, but it was a cool idea. Lots of entertaining combinations of spells to be used. |
| Apr 29 13:26:20 | 4m 59s | Pâquerette Down the Bunburrow | ♥ 3 | Great sound track, nice art, and clever puzzles. |
| Apr 29 13:30:58 | 4m 38s | Deep Sea Trip | ♥ 1 | Pretty fun little game! I like it when you have something with just a few simple buttons, but it's a challenge to master it. |
| Apr 29 13:38:25 | 7m 27s | Gettn' Diggy Wit It | ♥ 3 | If you want to push something like this further, you should aim for consistency in the artwork. You've got a mix of low-res pixelart, photographs, and higher-resolution hand drawn art, which makes things look like they don't really belong together. |
| Apr 30 00:16:36 | 10h 38m | Deep into the Volcano | ♥ 1 | Fun little game -- controls screen disappeared before I had time to read it, so it took me a couple tries to realize there was a jetpack, which made thing s MUCH easier. |
| Apr 30 06:35:46 | 6h 19m | Far Fetched | ♥ 3 | Lovely game. Fantastic music, and good art, too. My only criticism is the dialogue boxes look a bit rough, especially compared to everything else, but I'm sure this was just a time limitation issue, though. Other than that, it looks like a polished game, not a game jam game. |
| Apr 30 07:32:28 | 56m 42s | Abyss | ♥ 0 | Really innovative mechanic. Would be great if the pings stayed in sync with the music. You could even have more or less intense music depending on the environment so you have more frequent pings when there's less room to move around without hitting something. |
| Apr 30 07:49:27 | 16m 59s | Bad Water | ♥ 1 | Really innovating mechanic! Exceptionally difficult to use, well, though. Using the mouse to move is kind of like pressing W to move in a video game vs playing QWOP to move forward. Too easy with the mouse. Too difficult with the controller. :D I really like the idea, though. Just needs a way to adapt to it without being pursued by creatures that can swim perfectly. |
| Apr 30 07:51:58 | 2m 31s | NO SIGNAL | ♥ 0 | I like the way you lurch the camera with each footstep to make it feel more immersive. Nice mood. Not so much of a game, really, but more of an interactive piece of art. |
| Apr 30 08:04:52 | 12m 54s | Riches Below! | ♥ 1 | Pretty ambitions to create high-resolution hand-drawn sprites for a game jam! Nice looking art. |
| Apr 30 08:31:38 | 26m 46s | Red Stranding | ♥ 4 | Ambitious concept -- don't think I've seen a jam game with multiplayer aspects like this before. I went to bed one night and woke up to this: red stranding.png |
| Apr 30 10:54:04 | 2h 22m | Operation: Sub-Deep | ♥ 1 | Controls felt really good. A lot of grid based games tend to over or undershoot the movement I expect, but this seemed to work pretty well. Solid execution. |
| Apr 30 11:11:07 | 17m 03s | Rabbit Rappel | ♥ 2 | I really liked this one. Swinging on a grapple an propelling myself with a gun brings me back to the good old days of LawBreakers! The character animations looked so much more fluid and alive than most pixelart games. Just needed a few pew pew sounds for the gun. One gotcha I noticed was that it seemed S stopped lengthening the rope and started making it shorter if you swung above the attachment point. Made getting past the wall with the big spike more difficult than it should have been, I think. |
| Apr 30 11:18:13 | 7m 06s | Bob's Depth | ♥ 0 | An interesting concept with the different weapon colors for different enemies, but a lot of the time, it just ended up being frustrating because I could get pretty far, then suddenly pushed up like 3 levels back to back and lose all my progress. |
| Apr 30 11:26:08 | 7m 55s | Masseuse you Loose | ♥ 4 | WHAT GOOD ARE THESE HANDS?! Here's where I played it on stream: https://www.twitch.tv/videos/1004348513?t=2h49m20s I did have a slight bug where holding the 2 mouse buttons and swirling sometimes didn't register for some reason (played the sound, but made no progress), but releasing and clicking again fixed it. |
| Apr 30 11:34:27 | 8m 19s | Ludum Dare News Network | ♥ 1 | Here's where I played it on stream: https://www.twitch.tv/videos/1004348513?t=3h1m Funny, when working on the jam, somebody suggested having a game where the voice lines just keep getting deeper and deeper until they're indecipherable. This isn't quite that, but close! Has anybody tested what score you get if you just rip a long fart into the microphone? :D |
| Apr 30 12:39:27 | 1h 05m | Bunny Bunny Dig Dig | ♥ 1 | This is stupidly well polished! Most game jam entries don't even get around to adding a menu, let alone a full skill tree, complete with bouncy UI animations and transitions. Hard to believe this was made in 48 hours. Looks like several weeks of work. Here's the VOD of me playing it a bit: https://www.twitch.tv/videos/1005507706?t=24m23s Went back later and played again (off stream). Managed to make it all the way to the bottom without finding any diamonds, but the next run I found 3 -- might be good to have a guarantee of at least 1 diamond per mine (possible I just missed it if there was one. I was focused on grabbing torches). I like that the game had a bit of a challenge to it, but it was very forgiving. Once I figured out the mechanics, I was able to breeze through it, but it felt good just starting out. Could be expanded to have more difficult challenges later if you continue to work on it. A lot of the digging games like this I played didn't really have any threat -- you just dig and dig until it's over. Good work! |
| May 1 23:14:01 | 34h 34m | Dig World | ♥ 1 | Jumped on when HonestDan was playing. Really ambitious to make a MMO for a compo jam! Pretty neat experience, and I appreciate the mustache representation! My one criticism is that the jumping/falling felt a bit floaty/weird (didn't realize I was falling at first). |
| May 2 02:26:21 | 3h 12m | Tooth Toss | ♥ 1 | I really like the concept. I don't think it's intended, but I actually found it pretty fun to jump around and catch the sword in the air so I could keep moving with it. I feel like I may hold the record for number of times unintentionally tossing the sword just barely above the spider's head. If you're thinking of pushing this beyond a game jam game, there are a few things I think would be good to address: - Too easy to clip the edge of cliffs and stuff (hitbox is very large). You could use different sized hitboxes for world collision vs enemy collision. - Possible to throw the sword out of the playable space you can reach. Might be good to have rock surfaces that it can't stick into -- especially in the boss arenas -- so it can't stick to areas out of reach. - Spend more time polishing the art. Motion of the character and stuff looks good, just a bit sketchy. Also a bit of inconsistency in pixelart resolution. |
| May 2 06:25:56 | 3h 59m | Deep Cover | ♥ 2 | First attempt: https://www.twitch.tv/videos/1004348513?t=2h19m57s Didn't have time to finish, so I went back on another day and played some more. Second attempt: https://www.twitch.tv/videos/1006662463?t=3m Must have taken a while to handle all the different permutations. This would be a tough one to extend to a full game! I think this is the first visual novel style game jam game I've played. Groovy music. Art looked good in some areas and a little rushed in others (as to be expected for a jam game). |
| May 2 06:29:43 | 3m 47s | HELL deep is your love? | ♥ 5 | Here's my playthrough: https://www.twitch.tv/videos/1004348513?t=3h34m55s Nice music, pretty neat and consistent artstyle. Good fit for the theme and overall mood. |
| May 2 06:40:58 | 11m 15s | Deeper Dreams | ♥ 1 | An interesting concept. There were some issues with jumping for me. Sometimes I'd press the jump button, and it would just not jump. Could have something to do with the fact that I'm running a 144hz monitor, so maybe the jump checks were happening at 60hz instead of every frame? This combined with spherical platforms where, if you step forward, you lose contact with the ground and can't jump, made some of the platforming sections more difficult than they should have been. |
| May 4 08:41:22 | 50h 00m | Hellevator | ♥ 1 | Pretty innovative concept, though you could cheese it a bit by just scribbling. I like the concept of doing 2 different things with each hand. Kind of reminds me of that thing where you try to tap your head while rubbing your belly. |
| May 4 09:21:47 | 40m 25s | Dante's Refrigerator | ♥ 1 | Here's a link to my vod from when I played it on stream: https://www.twitch.tv/videos/1004348513?t=24m57s Interesting take on the theme. Sometimes the controls were unresponsive. Could use some input buffering or something. |
| May 4 14:07:15 | 4h 45m | Deep Sea Explorer | ♥ 1 | Here's a link to my vod if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=4h41m46s Intuitive and easy to pick up and play, but still challenging enough to be interesting. |
| May 4 14:11:32 | 4m 17s | Red Archer | ♥ 1 | Cool concept. I like how the slow down acts as kind of a skill setting. Would be neat to see this expanded such that the attacks were necessary to bounce up to new locations and things like that. I think there may have been a framerate dependent issue causing the game to run faster on my 144hz monitor. VOD is here, if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=3h24m32s |
| May 4 14:17:14 | 5m 42s | SUBTERRA | ♥ 0 | VOD if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=3h9m05s Good quality sound. Nice that you have a tutorial built in. Pretty interesting to have some RTS style mechanics in a jam game. Had to be clever to try to get miners to loop around, pick up as many diamonds as possible, and get back onto the platform without being too early or too late. |
| May 11 08:37:17 | 162h 20m | Deepest Dungeon | ♥ 1 | Nice art and mood! I did feel like it went on for way too long for a jam game, though, especially since there didn't appear to be any notably different content the deeper you progressed. I did go through all 30 levels, though, just to see! Could have probably stopped at level or sooner. Had a lot of the common problems of randomly generated content: long, winding paths that just dead end, traps set up in front of blocked paths, areas that look like the area you were previously in but aren't, causing you to get turned around, etc. The stars were nice, as they often made you realize, "Oh, I HAVEN'T been here before.". Healthpacks were a nice touch, too, since sometimes the traps had unexpected hit boxes. |
| May 11 08:42:39 | 5m 22s | Downward Frog | ♥ 1 | Nice pixelart, and decent music, too! I feel like a downward dash might have been nice. Not sure if it made things too easy or why it wasn't included. |
| May 11 10:36:36 | 1h 53m | Caribbean Invaders | ♥ 1 | An interesting mechanic, but I found myself wanting to steer the ship left and right (in local space) rather than moving the whole ship left and right, so I kept turning ways I didn't intend. I think maybe a slower pace where you aren't bombarded with as many shots and have more clear gaps in the enemy attacks might help with the people struggling to aim. |
| May 11 10:54:15 | 17m 39s | Buried Deep | ♥ 0 | This one was very glitchy for me -- a lot of unresponsive controls and collision issues. |
| May 11 10:57:42 | 3m 27s | Marble Warble | ♥ 1 | Groovy sound and fun to play. Not sure I'd say it was a strong fit for the theme. My biggest complaint is that it often felt difficult to gauge how well you were aligned with a block you were attempting to drop down to. Sometimes it looked like you were directly above it, but it was lower, when, in fact, it was further away and dropping down missed it completely. Edit: Here's the VOD where I played, in case you want to watch again: https://www.twitch.tv/videos/1006662463?t=1h28m31s |
| May 11 11:05:11 | 7m 29s | Deep BO-12 | ♥ 1 | Grappling hooks are the way to my heart. I had a lot of fun with this one! The fact that you had to drop off your weapon to reload it forced you to be very tactical about when you shoot and also forced you to use the grapple mechanic to dodge and swing around while waiting for your weapon to charge. One suggestion I have is to make the terrain a little more player friendly. With the current blobby shapes, there's a lot of ambiguous slopes, so sometimes you think you can run on a surface but end up sliding off. More deliberately designed areas with clearer indicators of what is and isn't walkable would help things feel better if you want to push this further post-jam. Edit: Here's the VOD where I played it, in case you want to watch it again: https://www.twitch.tv/videos/1006662463?t=1h40s |
| May 11 11:12:31 | 7m 20s | Fallumns | ♥ 3 | This had such an unexpected twist. At first I was like, "Ok, it's a match 3 game. How does that fit the theme at all?" But then... I like how you had some subtle things in there that effectively forced the player to "win", so even people like me who don't really play match 3 games got to experience the whole thing. Great execution for a medium where people don't have much time to "get gud". I usually make my games too difficult. :| |
| May 11 11:18:35 | 6m 04s | TAILSPIN! | ♥ 2 | This does not feel like a jam game. This feels like a fully polished released product. There was so much content, I didn't even have time to play through it all. What I did play felt very solid. The wall jumping with the drill was a very clever solution to the common problem of regular jump vs. wall jump problem when 1 button has 2 different behaviors depending on context and sometimes it does what players don't want. There's even achievements? Like, what?! I realize there's a large team behind this, but collaborating in such a short period of time is bonkers, especially when the game is fun to play on top of all that! |
| May 11 11:29:06 | 10m 31s | ROBOTIC A.M. | ♥ 1 | A nice entry! Obviously there are some things you wanted to do to push it further with upgrades and such, but, still, good job for getting what you did done in the short time frame! Also, here's the VOD from when I played: https://www.twitch.tv/videos/1005507706?t=1h8m13s |
| May 11 11:38:24 | 9m 18s | Lo Fishing | ♥ 1 | VOD from when I played, in case you want to watch again: https://www.twitch.tv/videos/1005507706?t=52m45s Chill music. Also echoing the font being difficult to read. |
| May 11 11:40:50 | 2m 26s | One More Lap! | ♥ 1 | VOD from when I played, in case you want to watch again: https://www.twitch.tv/videos/1005507706?t=41m39s |
| May 11 11:57:05 | 16m 15s | Beession Impossible | ♥ 0 | Meant to post this earlier, but here's the VOD from when I played, if you want to watch again: https://www.twitch.tv/videos/1004348513?t=1h9m58s - it'll expire shortly, though. |
| May 12 10:33:16 | 22h 36m | THE PIT | ♥ 0 | Had fun with this one! Some elements were really well laid out to hint where the player should go, and some had me thinking I needed a different approach (like one area I kept trying to wall run where I needed to actually get on top of the platforms, but it didn't look like I could jump high enough to get on the platforms. While I love wall runs, this kind of suffered from the issue a lot of games with wall run have, where it feels more like you're just running on a flat or slightly inclined surface with just a camera tilt, not like you have to have enough momentum going into the wall to give yourself traction and you're forced to jump back and forth between walls more. Maybe that's just me. One thing that did feel wrong, though, is you'd just keep wall running even when you stopped pressing forward, but that's a minor polish thing. Some really nice looking models, too! The game left me wanting to play more when I got to the end, though, which is certainly a good thing! |
| May 12 11:06:28 | 33m 12s | Canyoneer | ♥ 1 | Pretty fun -- just some quick thoughts on things that could possibly be iterated on to reduce frustration: - Sometimes it felt like you died after not falling very far, while other times I survived falling what seemed like a greater distance. - Sometimes you'd make it to the platform and slip off when it felt like you shouldn't - Due to the RNG of the level generation, you could get stuck in areas where the platforms were almost completely embedded in the walls and didn't provide enough surface to rand on. - Using a key to switch between rope and jump, then a 3rd key to activate it felt cumbersome. Would probably be more comfortable just to have dedicated buttons for jump and throw rope (like left and right click). Enjoyed the game -- just hoping this is helpful feedback for the future if you make more like this. |
| May 14 12:59:29 | 49h 53m | Dig Deeper and Deeper | ♥ 1 | An interesting concept. It could use some elements to make it more game like. Currently, there's not really a way to lose or much of a strategy. Some of the upgrades don't seem to be much of an improvement. For example, increasing the bounces sometimes hurts you, because you can't fire another saw blade until the previously fired one stops. If you had a set fire rate, the increased bounces would help a lot, but as it is, spamming new blades is sometimes better than having more bounces. Sometimes blocks would be hit many times before breaking. Not sure if they had some sort of health, the destruction depended on the angle or velocity of the blade, or if it was just inconsistent. The project fits the theme well, though! It's enjoyable to play around with physics sandboxes. I'd just like to see some sort of challenge -- some path you have to avoid or even see if you can reach the bottom within a certain amount of time or with a limited supply of blades. |
| May 16 10:18:16 | 45h 18m | Depth-First Search | ♥ 1 | Not sure why so many people were complaining about the ship being difficult to control. Seemed pretty straightforward to me. Hitting targets while moving, though, was pretty challenging (not that that's a bad thing). I found I had to pretty much sit still to hit stationary targets. Pretty enjoyable to play, though. Found it kind of funny when you could go faster than your lasers and run into them, causing them to flip around. :D If you push this further, there are a few things that could be tweaked, especially with the visual language. There's a LOT of red. Red ships, red lasers, red Q's floating in space. I think level 5 or 6 is just all red, and it's difficult to tell what's going on. Also sometimes difficult to tell the difference between a distant eyeball and a star. If you do an upgrade system for future jams, I've seen a few games have a shortcut to buy all the upgrades for people with limited time, which is a cool idea for games like this, so players that are struggling can skip the grind. Made it to level 7 but did not complete it. Kept running into the time limit, which is rough when you're trying to kite that many enemies and stay alive. |