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kaytrill

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TimestampSince previousGamekaytrill's comment
May 7 20:00:05 Bubbly ♥ 2 Overall a very lovely little jam and a lovely product. Graphics are simple and clear. Not always as seamless but very clear. Game design it is very simple and effective. Borders might stand out a bit more as non passable from farther away. And falling multiple stories at once felt a bit too forgiving??? but I do love the growing amount of enemies trying to haunt you. A slight bit more polish/particles/enemy intent visibility would do wonders. Although it did feel a bit cheap getting killed out of nowhere. One thing I would love to see expended upon is the nightmare part. Maybe try more creepy/haunting levels/art???
May 7 21:37:39 1h 37m The Discloser ♥ 1 Got lost for an hour and half on stream. DON'T PRESS ESCAPE or you WILL lose of work. It is very simple and elegant game for a game jam. The game is very complex and love how deep it goes. Wish for a final release that certain tags will have a bit more polish. The core game play loop is already almost perfect. I do wish that certain actions, especially at the later stages had a bit more to it.
May 8 17:37:34 19h 59m ROOTS ♥ 1 This is a very polished and well made quick game. This would be perfect on mobile/tablet. The only thing I would add to the game are different kinds of game modes to keep the game fresh.
May 8 19:22:30 1h 44m HELL deep is your love? ♥ 4 It is a nice auto scroller platformer. Well polished. Great music. When playing on the web version the arrow keys/space bar also scrolls the webpage itself. As for the art style. I can't see nothing but teeth in the background. This truly is hell!
May 8 19:25:06 2m 36s Blackout ♥ 4 Absolutely gorgeous game for a game jam. Certain objects should stand out a bit more for the nicotine guy. Love the end game humor. <3
May 8 19:31:43 6m 37s Surface Level ♥ 2 This is a fun autoscroller for a game jam. The humor is fun and love the spin on the theme. The controls are in my opinion a bit inconsistent. If you touch a bed you automatically jump, but if you hold Grind you don't automatically grind. The background feels a little empty and void and this clashes with background objects. I think a simple wallpaper and moving background objects one layer to the back should help to create the illusion of depth. The art of being on your phone could be a bit more flashy and obvious to stand more when performing this action.
May 9 17:58:24 22h 26m Ludum Dare News Network ♥ 1 By far the most creative take on the topic of the entire jam. Trying to get the most deep voice as possible. A very unique way to control game by using your microphone. Art is minimal but sufficient to serve its purpose. My main criticism is that there should be 2 or 3 better funny takes at the end. It was quite clear you were out of funny ideas, but the funny ones you had were great.
May 9 18:05:16 6m 52s ​Nyctophobia ♥ 1 A great and well polished game from start to finish. Humor and occurrences are a bit dark and I think this could definitely be expanded upon if you plan to expand the game/had more time. I do miss one more enemy at the end, but the two enemies you had so far were great. Melee could be polished a tad bit more. As melee only works well horizontally, but not vertically. Shooting was perfect. And last thing I found was enemies getting stuck on corners.
May 9 18:10:38 5m 22s Lie or Die ♥ 1 A very great and simple game. Atmosphere and mood is definitely there and could be expended upon if you plan to continue working on it. The friendly interrogator looks menacing and moves convincingly. My main criticism is the book of lies. The individual lies are great, but take a long time to read on your first try. Furthermore navigating the book of lies is difficult and it is very easy to lose track. A simple tab list on the side or more choices per page would help immensely. Furthermore I love the items on the table you can interact with, wish there were more objects to keep track of as the game progresses.
May 9 18:21:05 10m 27s Swab the Deck! ♥ 5 This game might be the most promising of the game jam to become its own independent title. And could with more polish compete with Monster Train and Slay the Spire. This would also work amazingly well on mobile. My main feedback is that for a proper release the individual game mechanics need a rework/rebalance. To me it was unclear that energy starts from 0 each fight. Needs more feedback. This could be a great starting and then increase energy gain/increase energy cap. Card draw happens immediately after you play a card. I would suggest to have a fixed rate of drawing cards as long as there is room. And then have upgrades for hand size/card draw. The pacing of the fights can in my opinion slow down to like 1 card played every 3/5/10 seconds. This would give more time to think about tactics/strategy/and gives more time for newer/slower players to think about their actions. The shop is a little too cluttered. I think the game will benefit from a smaller and more random shop. The upgrades of the ship were on first glance not visible and can stand out a bit more. Am unsure about purging cards from your deck outside of areas/shops, but am happy it is possible. And lastly keep working on this title. Draw inspiration from FTL/Slay the spire/Monster train. More events. more fights. More relics. More sea curses. And possible a fight with a kraken. Or worse a fight with a yellow rubber bath duck.
May 9 19:05:12 44m 07s Adelie - Rolling in the Deep ♥ 1 A very nice and complete game. A bit more polish on the character movement and AI interactions is necessary. There is a bug that shooting too much causes enough knockback that makes it hard to control your character.
May 9 20:12:24 1h 07m Congratulations, Debt! ♥ 1 A funny concept of getting deeper into debt. Personally I would recommend having a small list to begin with and after finishing each list you have to bring the items back to the a checkout place. Maybe you can see yourself carrying the items. Each time you finish the list the lists grows and grows until it becomes hectic and unmanageable just like irl college. For extra humor have professors that wrote your textbooks and gets a pay cut. Digital licenses you can only get with purchase. Or different versions of the same book and you need to have a very specific version otherwise some things don't match.
May 9 20:23:44 11m 20s Mole Hole ♥ 1 The art is simple, effective, and story rich. I love the bullet rain style gameplay and definitely could use more polish and variety. Only thing I really feel lacking is some background music.
May 16 19:42:28 167h 18m Diamonds and mud ♥ 2 The idea is definitely fun, but needs more polish. I like the idea of creating your own path and then try to get back to the surface. However I don't like that my only incentive back to the surface is my carrying capacity. I wish the game was smaller in level design and more variety in that way. I think smaller levels with a more puzzle oriented design would fit the game better. It would allow the player to take more creative approaches. And severely helps with the lag when creating the level. Furthermore food as a time limited resource is not a bad thing and wish to see this expended upon. Perhaps trade the gems/gold in for currency. And buy with that more food. This would allow the player to create more strategic tunnels with future planning in mind. Instead of focusing on just the short goal. Furthermore with currency in play. You can add things like torches to light up underground. Certain upgrades. Or even explosives for more dedicated clearing measures. And maybe even ladders/elevators in later stages. If you would do all of this you will give the player short term goals of grabbing as much gems, long term goals of creating a nice path and planning ahead, and decent rewards when backtracking. Maybe find a way to make backtracking less of a pain in these situations.
May 16 21:15:30 1h 33m Drill18^2 - This is Just a Drill ♥ 0 This is a very good game and managed to beat after only 1 retry. The game definitely needs more polish and card balancing. My biggest problem is with the UI. Having more then 6 cards in hand makes it very easy to lose control. I wish when having played a card, but is still in use, that the card would disappear and the tags of it would be left behind. Furthermore instead of drawing power cards, I would love that the power cards would be consumed in their own UI bubble showing a power level. This would make more room on the field. I also do wish with the status cards that adds additional Tag requirements, that these would show on the cards. Right now it is hard to oversee what the actual tag requirements are. All in all a very lovely deck building game. It does need a bit more work on deck manipulation. And with the wrong 3 status cards that do the exact same effects it is quickly game over. E.G. 2× lose 5 morale per turn, or 2× requires +1 power card and +1 Engineer card. These just make all your current and future hands almost impossible to play.
May 16 21:41:53 26m 23s Dating and Boxing ♥ 0 Weirdest take on the jam so far, but all in all an enjoyable game. I do wish the tale signs of her would be a bit more clear though. Give it a bit more polish and this would be a most excellent game.
May 17 18:36:54 20h 55m Deep Debt Diving : Criming Deeper ♥ 1 The game looks pretty, but is very bare bones and lacks actual gameplay. I feel like most of the time is spend on creating a world and not on a smaller sandbox. Although the goal is very clear, the game or your delivered docs lacks a clear explanation on how to achieve it. I think 30 days was a bit too much, and a focus on just 5-10 days with more content would be more fruitful. By far the best thing are the random cars and their janky driving behaviour. It is weird, quirky, but in a good way. I believe an entire game with just these cars would be absolutely hilarious and would make for a great time. Perhaps even a multiplayer/co-op experience would make the jankiness even more funny. A very nice side product and something I would love to be expanded upon. Although it looks like a game with great potential. I can really feel the time shortage on this one.
May 17 20:06:32 1h 29m City goes deeper ♥ 1 The idea is definitely there and after reading the guide I knew what to do. But the game very much lacks some of the main game play to be a finished game-jam product. The level stopped with going down (bug?). Some of the houses I placed were invisible/behind the wall layer. All in all it is a good prototype to further work your ideas on. And needs a bit more added things added to it, before I can give more and more in depth feedback. For your second game jam this is by no means a bad product and definitely something you should be proud of. Practice more with the tools and get yourself familiar with working and programming in unity. If you get to know these tools a bit better then I guarantee your next game would be even better. And I would love to try it out :).
May 17 20:26:19 19m 47s SpinPlan ♥ 2 This game reminds of my childhood with games in tiny plastic boxes where you have the bring the ball to its destination using just gravity. I think the game might be great for mobile with its incredibly simple controls. I would love to see more levels and see the game expended upon. However the physics are a bit janky and needs more polish. The intro video/gif is most excellent and suits this style game perfectly. Furthermore there is a bug where the game doesn't always register a mouse release event. When you then quickly move the released mouse the game quickly spins around and is as good as instant game over. Lastly little alien guy is far too sensitive with some of the collision detection. Giving inconsistent results in bounciness when tabbed light. Sometimes it bumps a little, the other time is goes flying to the next planet. I think the cause of this is that the little alien doesn't rotate on the same level as the planet. I believe this causes the alien to be a bouncyball.
May 17 21:05:57 39m 38s Shelter in the Deep ♥ 1 I very much enjoy the concept. Going down is fun, but the game needs some more balancing. For the drills I would rather have arrow buttons I could press to signal which way I want to go, since in a 2d grid environment there is only 4 directions. I think a missed opportunity it to play with different kind of earth resources and to manage that. Steel is magically generated from Forges. I would like to make a decision to possibly route a drill to gather resources, as a trade of to not flee for safety. Or make a route downwards that contains Iron, but it takes more time to mine. Furthermore I would love to micromanage a bit more. E.G. manpower is a very limited resource. So why not have "dwarfs" dig. Or help move industry from higher up to the bottom at the expense of time, not digging down, or digging for resources. Maybe a simple research screen to make costs cheaper/dig faster/Dig through different kinds of rock. Or to unlock bigger and better machinery. Doing all of these things give short term goals of gathering resources and clearing out space. Long term goals of setting efficient pathways, moving industry, setting up research, and having your dwars always be at the right location. This can also lead to complicated dillema's. Is corrupting 1 dwarf worth moving 1 industry? And lastly you can create a game that barely needs a tutorial. By starting slowly with just digging and researching new, better, and more complicated industry/gear. With a bit more attention to UI components this game could also be ported and played enjoyably on mobile. Bonus points if they were dwarfs digging a hole. Diggy diggy hole! One of my main issues is the scrolling. I would prefer to use a mouse drag to scroll the game.
May 17 21:28:04 22m 07s Infratoad ♥ 2 Fun, Simple, and Charming little game. Very lovely but would love to see some slight re-balancing. To me there were big chunks of time in which I spend doing nothing, because no insects were on the screen. Furthermore I would like to do more decision making between short term and long term goals. As a player there is no need to break ice unless the only insect on screen is trapped. I would love to see the toadfrog slightly nerfed, and the ice have more tiers with HP. This way when a toadfrog of low level roars it will leave behind some cracked ice for the players to deal with. Another thing I am feeling is a lack of transparency/communication with the frequency when the toadfrog is roaring. To me it didn't feel evenly timed nor was it something I could influence. Maybe a balancing act could really help with having two different kinds of insect. One fat and juicy to help grow the toadfrog and one lovely, cutesy little fly when fed always makes the toadfrog roar. In multiplayer groups this will lead to screaming and giving orders on focusing breaking the ice, grabbing roar flys, and trying to feed the toadfrog fat enough.
May 17 21:44:00 15m 56s Enter the Cubegeon ♥ 1 Deeper and Deeper and Deeper and Deeper and Deeper into madness I went to play and finish it. Honestly this is not a bad prototype to quickly balance out stats and pacing. This game needs some slight rebalancing as for the early levels armor is cheap and king. This game would be a great meme game where everything is cube. And the longer you play the more cube the cubes cube. Until cube cubing cube, cube, cube cube. Cube cube cube Cube cubee cube. Cube cube cube cube cube cube. Cube cube cube. Cube cube cube cube cube cube. Cube cube cube cube. Cube cube cube cube cube cube. Cube cube cube cube cube cube. Cube cube cube cube. Cube cube cube cube. Cube cube cube cube. Cube cube cube cube. CubeCube cube cube cube cube. Cube cube cube. Cube! CUUUUBEEEE!!!!!!