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| Timestamp | Since previous | Game | JorgeGameDev's comment | |
|---|---|---|---|---|
| May 2 01:15:20 | Excavatris Inc. | ♥ 1 | Excavatris I saw this game on @omiya-games stream yesterday and seeing how it was based off actual Tetris, being a Tetris-aficionado myself, I knew I had to give it a shot as soon as possible! Starting things off the bat, I have to say that this is a really fun take on Tetris thanks to the use of some new smaller but very well thought out mechanics. The bombs and the moving blocks helped give this game a very unique and fun take on the Tetris formula. Like most people in the comments, those small additions really motivated me to keep playing for a good while! The clear graphics and the very fitting music, especially how the track changes every N-depth also keep it very fresh as it went along. 😊 There's a few homestead quality-of-life things from the standard Tetris that I felt would have been really welcome. Being able to hold pieces and swap them was really nice, however, the thing I missed the most was the ghost piece that appears in most modern Tetris titles. Being able to see where a piece is predicted to land on with a hard-drop would have been-nice, and early on I was having a few issues placing a few pieces due to the lack of a grid or a ghost like that. As a minor nit-pick from playing so much Tetris normally, I would have also looked a bit at the controls of some of the existing Tetris games on PC, such as the [online version](https://tetris.com/play-tetris), [jstris](https://jstris.jezevec10.com/) and [Puyo Puyo Tetris](https://store.steampowered.com/app/546050/Puyo_PuyoTetris/), which use Z/X for rotation and C for hold and that layout would have definitely been welcome here! Though again, these are just a nit-pick from me playing the original game fairly frequently! 😅 Speaking of nit-picks, the game over glitch mentioned for web happened to me in the Windows version, and there's was the occasional fake block that stayed on screen. They were no biggie though! The power-ups were a great addition in my opinion! The earthquake one was a god-send starting in 100+ depth. The first and second power-ups were also great at removing mistakes early on, but with the speed increasing in the later-game, it became harder to have actual breathing room to use them. I feel a small SFX or a clearer indicator when a power-up can be used would have been fantastic! Same thing with the deployment arrow. It felt slightly misplaced to use it with the Q/E keys. Maybe have it target where your current piece is about to land? Overall this is a really fun game, and I was trying my best to head for a high-score. Unfortunately I don't think I'll be able to pull it off just yet using the tiny laptop keys I'm on right now. I got extremely close at 132 though, so once I get back to my regular location with my proper keyboard I will be sure to be back here to take the crown off your hands, @dragonayzer! Look out to it! 🐳 | |
| May 2 01:46:40 | 31m 20s | Derpy Deep Drive | ♥ 1 | Derpy Deep Drive Saw this game on stream a few days ago, and the clean visuals made me look forwarding to giving it a go! It's a simple and easy-to-pick up game, alright, and the aesthetics are very appealing! I really like the bus model, how the health is displayed on the back on the bus to keep the immersion in-touch, and the small chromatic-aberration that the shadows of the edges have help give the track a nice splash of colour! 🚌 The UI polish is really something to talk about, with all the different menus - including the aforementioned mouse sensitivity - and the feedback on everything looking incredible, which is something to be expected of someone that said they enjoyed making menus! However, I think it'd have been nice if some of the time invested in the UI polish could have been spent with some extra gameplay depth. I feel like making the endless mode actually endless would have been great, turning this into a proper highscore competition here in the comments. Some variation of the track would have also been nice, such as cubes that could heal your bus, boosting tracks, or even a drifting function (I noticed if you click your bus lights turn on/off, so you even have feedback ready for that!) could have made it more chaotic and replayable! Ideally you could add new mechanics that don't displace the simplicity of the controls, but rather add to what is already a satisfying built-in loop. Overall, this is some really nice work and a fun game! Kudos! 🐳 |
| May 2 02:42:28 | 55m 48s | Far Fetched | ♥ 3 | Far Fetched This game was extremely adorable! The presentation of the game brought me here in the first place, but the imagination-theme of the game keep me hooked and extremely engaged. As mentioned by previous comments, the contrast between the clean artwork and the rough sketches really helps sell Olive's imagination! The game's writing is also super adorable, and Winston gets the star for being the best boi. 🐶 The polish of the game is also incredible! Like other people have mentioned, small touches like the vocals during goblin chase were really surprising and the music composition was extremely well put together! However, it did feel like some additional SFX when eating chocolate, the dog barking, or sounds when pushing the rocks would have been welcome adding though, as it felt a bit odd that those had no matching feedback to some of the other things (like the actions) had. Level-design wise the game was also very good and I liked the inclusion of the shadows on the second chapter, which helped give the illusion that time had passed! I definitely would have loved to have seen a few more bullet-hell-like enemies though. I felt like the flowers added the most depth to the game, with you having to time movements and solve puzzles. Enemies of the second-level felt like they didn't have as much to them though. I don't know if the goblins in the coats or the frog people were supposed to be more active in damaging me, but they mostly felt just "there" and they were a breeze to get though. The boss was a really nice inclusion though! I really wish there was a downloadable version of the game, since it feels like a native version would have allowed graphics to be even more crispier (namely the text-boxes). I also had some slight crunchiness with the audio that happened here and there and I feel they were also a result of web-limitations (doesn't impact your ratings whatsoever though!). Overall, this is a really nice and chill game overall, even beyond jam standards. I hope to continue seeing even more from your team in the future, and I'm really glad I had the chance to play this. Thank you very much. Cheers! 🐳 |
| May 2 03:40:48 | 58m 20s | Far Side of the Mirror | ♥ 3 | Far Side Of The Mirror Well, another game by the cocoa moss team and @ddrkirbyisq! I was looking forward to trying it out since I saw the notification in my notifications, and reading the description, it sounded like it was certainly going to be an interesting trip down dreams, and that's precisely what I've got. The entire experience was gorgeous and amazing from start to finish. 🐱 This is an incredibly well-crafted and introspective narrative and world that you've put together in the short time of this jam. It's bite sized, but it has the perfect amount of character and polish to really stand out. I love the character designs, with Mocha genuinely feeling like plushie material. I love the run animation that they have, how the one-eyed human react to you running, and even things like how you can mess up the dance and appropriate reactions for doing so. The audio design was on point too! Personally, I feel like the only thing I would have liked was to see a bit more of the gameplay and introspection connected. The little segment with the spiders-people and people moving around to catch you was a very nice start and it'd be fantastic to see more like it without necessarily over-doing it over the narrative nature of the game either. Seeing some more conversations and opportunities to use those sweet text animations would have been great too! Allow me to end this comment by stating what must be stated. ***Lenny G was the best character, dawg.*** I hope to see more of hi'rhymes and this universe someday, as I believe this is genuinely an extremely well-crafted narrative, game and piece. Thank you a lot for giving me the opportunity to experience it. Cheers! 🐳 |
| May 4 00:10:29 | 44h 29m | The Deepest Fish | ♥ 1 | The Deepest Fish When I started this game, I certainly didn't expect I'd be fishing in the moon by the end of it! That was a pleasant experience, and I really liked the juxtaposition between the tranquil fishing scenes and the bullet-hell segment from the actual fishing. The way the tones of the guitar change from the fishing scenes to the minigame really helped separate the feeling of both sections, though I do wish there was just some more slight inclusion of SFX, feedback, and maybe even a few more notes or layers by the latter levels. 🎣 From what you mention from your description, it seems like some folks missed that you had to click the paper on the right corner to progress and it does come out a bit like a menu icon at first. Something like an indicator, an exclamation mark or a notification when you're ready to progress to the next stage/boat would have definitely been a good call-to-action! The first note was also a bit hard to read with the yellow text in the paper, but the subsequent ones were fine! While I think the bullet-hell minigame was pretty nice, I think that the final level was already a bit too long with the 65s fishing. At that point I started failing the cheaper fish on purpose to focus on getting the vampire squid and anglefish to make it to the final scene quickier. I think some extra variety on the bubble effects (kind of getting some inspiration from Undertale attack) would have been nice if possible! It would have been nice to see a few vertical bubbles alongside the horizontal ones, or maybe even some that would home in your direction. There are multiple ideas to be had! Finally, I also echo @wuppos suggestion! I definitely would have liked to see some sort of fishing log with the different fish that you've caught, though I can understand that would have likely been out of scope! Some indicator of which fish you've caught in a zone would have still been welcome though. I did consider the experience oddly soothing overall! Also how did I catch a giant whale from a fishing rod alone? That has to be one very strong rod. Then again, fishing on the moon. Videogame logic strikes again! Cheers! 🐳 |
| May 4 23:10:18 | 22h 59m | Masseuse you Loose | ♥ 4 | Masseuse you Loose.png I know that @moskidraws already reviewed and played the game for our team above, but since it's you guys we're talking about, I knew I also had to give it a try because I knew I was in for something special. 😄 I'll start by prefacing with this. @ruddiculous commented on our game saying that WAG has one of the most recognizable styles in _Ludum Dare_. I'd say without a doubt that the _Keyboard Cowboys_ team has just has as much, if not a more recognizable style. Ever since playing _Serial Dater_ all the way back in LD43, all your games have featured wonderful wacky and humorous presentations, mixed in with some genuinely innovative gameplay choices. After the gem that _Dude Ranch_, this game is no exception. The whole setup right from the start, with you being introduced to Shitzu as this massage sensei is phenomenal. As much as @coleslaughter is not the biggest fan of his voice-lines, they're an incredible addition to the point I wish there were more of them during gameplay. The amount of different backs, with some of them being call-backs (heh) to previous games was also pretty amusing! I really enjoyed the different type of inputs using the mouse and keys for different massage techniques. If anything, the only thing I struggled a bit was that I'd press way too early when reaching a spot, since the hand would be over the spot but not just enough for it to be considered the massaging zone. I know the hands change when you're de-facto ready to massage a spot, but just a lil'bit of visual feedback would have gone great. It'd also have been great to have just a little bit more feedback to know how much more you have to input before you're done with a spot, so you don't overdo it either. The challenge mode was a very nice bonus after the end of the main three days. I don't know if it scales in difficulty the more you keep playing (though it does continuously say Day 4) but if it isn't the case I'd definitely would have enjoyed to see the difficulty escalating even more the more you played. @mateusboga might have hurt his arms, but I was ready to have mine destroyed! 💪 To finish this comment off, I'm extremely glad to continue having the possibility of jamming alongside you folks and enjoying your games. This is yet another fantastic entry, and I genuinely look forward to what the next editions are going to bring out from both of our teams. Here's to many more amusing and fantastic games like this one! Cheers! 🐳 Masseuse you Loose Results.png |
| May 5 00:30:12 | 1h 19m | Financial Depths | ♥ 1 | Financial Depths [Gene Cycle](https://ldjam.com/events/ludum-dare/47/gene-cycle) was one of my surprise favourites from the last _Ludum Dare_, so I was really looking forward to trying out this new puzzle-like game from you as well! Needless to say, just like your former entry, this one takes a very specific sort of themes, and tries to adapt them to interesting mechanics and I think the game successfully achieves just that! 🙌 The interpretation of _Deeper and Deeper_ as going further and further into financial debt, especially with the line in the background showing your ever decaying net worth, is a genuinely curious one! Micromanaging and continuously stacking new cards while paying off the debt and old cards felt like a tip-the-scales sort of situation and a considerable exercise. Like some of the previous comments, it took me a while to notice that, in addition to the cards, you also had a small bank account. I possibly would have made the bank balance a button at the beginning of the queue just like the rest of the cards to make the feature more obvious to starting players. I assume that it isn't possible given the theme, but it'd have been curious to see if there was a way to carry the game with a positive net worth until the end somehow. Maybe through extremely rewarding play. 🤔 I also know you're not being rated in audio, but I think some slight background music, even if royalty-free would have a nice addition! At the end, after having played the game, I have to ponder. Are we all doomed to unpayable debt and credit? To see our bank accounts plummet endlessly downward as capitalistic mega-corps and the government cash-us out from all of our hard-earned cash? Or am I just being exaggeratively nihilistic for the sake of ending a comment in a funny ironic tone? One has to ponder. Cheers! 🐳 |
| May 5 02:38:16 | 2h 08m | Down Whale | ♥ 3 | Down Whale _Whale whale whale, what do we have here?_ Considering we're the folks from the _Whales And Games_ team, I was immediately intrigued by the idea of scavenging through a giant whale and seeing which sort of loot these ~~sea~~ celestial dwellers had to show from the inside! 🐋 I'll be honest, and similarly to @ruddgasm I was also expecting the gameplay to be a bit more tunnel focused from the screenshots rather than being mostly about the drill with the occasional fuel trip through one of the side-routes. I had to read through the comments here in the page to understand in the first playthroughs that you're meant to go through the side-paths, and then drop into the drill shortly after - and ideally with fuel with you. The idea of making it all procedurally generated is fascinating though! Even then, I did fall off the map once and got stuck in a hole another because I didn't have enough jetpack fuel. It happens. 😅 I think it would have been interesting if you could stop or slow down the drill (even if it cost you fuel to start it back up again) to explore the sides a bit-more. One thing I had a complicated relationship with were the graphics. While they look great while still, such as in menus (the menu art is extremely gorgeous/vibrant) and screenshots, during actual gameplay and motion it's a bit hard to get readability for a lot of the things that are going on on-screen at the same time. It took me a while to realize that the glowing green rocks on the sides gave you currency, and that, likewise, that those green rocks were the same currency that is obtained from enemies, and that it was not just a green blood particle for added effect! When the camera is zoomed in, like in the side-tunnels, the game looks and reads mostly fine though it does feel like it still has a bit too much going on at times. It could have used a bit more simplicity on the background while the foreground could have kept the same level of detail. While on the drill and in other scenarios, I feel like the game could have used a bit more feedback, like flashing or screenshaking when the player gets hit as it was a bit hard to see when I was losing health even with the big health pie. The combat was decent, though with just that bit more of feedback I also think it wouldn't feel as much stiff as some comments have mentioned! I hope I didn't sound too harsh! I do think that there's stuff to like here in the game and I really like how you went and also had every single of your team members in the credits screen with their own individual portrait. That's a nice gift to each of them! If you guys continue doing more _Ludum Dare_ either on your own or as a team, I genuinely look forward for more stuff from you folks, as it seems you have some very interesting world-building ideas as presented here in this game. I look forward to them! Cheers! 🐳 |
| May 5 03:51:56 | 1h 13m | Fade | ♥ 2 | Fade @jeremy-ryan, this one is tough. I really want to love this game! For a compo game, the presentation is phenomenal, the gameplay and narrative association are on-point and the music is amazing. But the difficulty was a bit alienating for me. I was wondering before playing from reading the comments if it was really as tough as the description and as other commenters were saying, and it eventually checked out for me. 🙇 I'm not sure if it's because I'm not the biggest (nor really a good) rhythm game player, but I really couldn't make it past the third section even after multiple attempts (to the point my wrists are actually hurting as I am typing this comment) and balancing all eight notes was very hard for me. Even then, despite my struggles, I really need to reiterate that I think there's a fantastic bit-sized story to tell here that's really pretty and emotional for anyone that has an attachment or love for an hobby and for their family. The polish was incredibly well put together with the screenshake, particles and feedback from hitting the notes, and it genuinely feels like a game made for the jam done in compo time. It's really that good in my opinion! I hope that you make a post-Ludum Dare version of this with a more accessible mode for those of us who aren't as good in rhythm games. I really want to give it the best opportunity and shot I can. I really believe this game truly deserves it. I look forward to seeing your next compo entries! Cheers! 🐳 |
| May 5 04:54:33 | 1h 02m | Dive & Dig | ♥ 1 | Dive and Dig Before I started writing this comment, I was genuinely convinced this was a jam game at first, only to then notice this was a compo game when double-checking! It's really well-polished, and I really enjoyed the first two playthroughs where you pretty much present the game as if they were two separate concepts, only to bring them together in the third playthrough in a genuinely humorous way. I think that's a pretty neat way to do it, especially with the Play buttons switching places each time! 😄 Digging the blocks was pretty satisfying and the game was pretty easy to control overall! Balancing both the O2 and Temperature, especially as they start becoming depleting/filling faster was pretty satisfying, and I really like how you even went and added unique particles to each side and even transition animations to the _Dive & Dig_ when you switch sides! Pretty good stuff I'd say! While I think that the depth highscore works perfectly fine, part of me wishes there was some sort of secondary objective to go along it. I'd really have liked to see the number of total blocks broken for example, to motivate you to min-max the number of blocks you break in one side before swapping other to the side, but I can understand this being a compo game that there was a limited time-frame to do everything. Even then, this was a pretty fun game to give a shot to! Glad I had the chance to play it! Cheers! 🐳 |