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Le Slo

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TimestampSince previousGameLe Slo's comment
Apr 27 08:34:58 Ocelot Safari ♥ 1 Nice system! I played for a while, crossed 2 rivers, survived for some days. Unsure if I quitted before I should, it didn't seem to be a greater objective. I couldn't figure out what the rocks are for (creating walls to prevent the ocelots to steal your gear?), I wish nights were a bit faster or at least having something to do on them. Also, stealing SFX should sound even if the object robbed is not in screen, that made me confused a couple of times. Neat!
Apr 27 08:59:49 24m 51s Y-Sokombanator ♥ 3 Pretty interesting game! My biggest complain right now is that it needs a local restart button, but I imagine this may have a lot of ramifications that I don't see at a quick glance. This happens because I experimented a lot, and had several moments finding out that I was softlocked by a movement I did way earlier, so losing that progress was hard. Great work!
Apr 27 09:30:56 31m 07s Carpet Flea ♥ 3 Super cute art (although some of the hazards like the lava didn't read correctly). Level design is good, although sometimes there were some spikes placed unfortunately, combined with the mostly unforgiving collision masks, made me a little frustrated at times. Music was a good fit, and neat that you pulled of a level selection menu and the extra challenge bonus objects. Probably the weakest point is in the movement of the player, it feels a bit floaty and not very smooth, apart from that, very fun!
Apr 27 10:38:17 1h 07m Deep Jupiter ♥ 1 Oh, very neat! Nothing too innovative, but the game is perfectly polished and the story is surprising. I lost the first time because I found confusing when the alarm sounded (I think it's both for the inclination of the ship and the objects nearing, right?). I always wished that text was faster or that I could skip it (obviously this would change the game length). The musica was relaxing, but I don't think it matched the mood very well, specially at the end. Great job!
Apr 27 10:55:35 17m 18s Push Stack ♥ 2 Ok, this is interesting, so much that it took me a while to understand it. One of the biggest problems I had was that I thought the turn was coded from above to below (movement, crates), while it's in the opposite direction, I think this was caused by level 3 tutorial (the first value...), because we are used to read in that direction. Once got it I solved (for the moment) half of the levels, which are really impressive, different and surprising, the other half will take me a couple more days. But once again, impressive entry!
Apr 27 11:11:16 15m 41s Underneath ♥ 1 Ultra cool looking and super neat music, this is a very carefully crafted and polished game. I completely forgot to use the rmb ability until I went to write a comment, but I went back and it was definitely helpful for some parts, I wished the tutorial that presents it forces the player to internalize it better. Apart from that I did feel the player was a bit on the heavy side (momentum can go crazy, and imagine without the rmb power), and that the spike collisions were a bit too big, falling into the unfair side instead of "wow, I ALMOST died". I also had some problems to get away from the wall when sliding it, specially in narrow corridors, where I didn't want too much force. Very cool that you are presenting mechanics bit by bit, and particularly the reflection wall mechanics feels very refreshing and unique for these type of games. Great work!
Apr 27 13:04:49 1h 53m Bee Beesness ♥ 1 Nice idea, it lacks a bit of polish to really feel engaging, most actions lack a bit of feedback (for example when selecting actions there isn't a clear animation or SFX to let the player know what is going to happen). I end up playing for 3 years, and had a lot of fun seeing the hive progress, currently I would say that it feels like an idle clicker, as there are no threats or situations that force to change the strategy (just create foragers and a builder every once in a while). It was difficult to tell apart the different type of bees, but the pixel art is very nice and realistic! Super appreciated the menu with the volume bars and the ability to turn out the buzzing. Bees are the beest!
Apr 27 13:12:51 8m 02s Deep Dive ♥ 1 Oh, pretty interesting! I loved the control scheme, never saw something similar. I had a very tense (in a good way) time playing these, how the enemies and objects are showed like in a radar, the scan waves returning gave me a couple of jumpscares, the soundscape fits incredibly well. I wasn't sure about what shooting was for, since enemies didn't really responded in a clear way. I found the oxigen tank mechanic a bit off, since in a run I couldn't find any tanks, so it's just a matter of luck, it would be great to have a slower way to gain oxygen but that puts you at risk. Apart from that, neat little innovative game, congrats!
Apr 27 13:48:27 35m 36s Deep Sleep ♥ 3 Mmm, nice game, serious theme handled correctly. The models are great, and the mood of the scenes are very good (nice reinterpretation of the main theme using effects). The starting screen, with the eyes, doesn't fit the rest of the aesthetic, I also would have enjoyed making the eyes dream by holding the mouse instead of clicking a button (breaks immersion). The "puzzles" felt weird, there wasn't a clear sound cue of when the exit portal opened, and had some troubles in the first 3 levels (1. why I had to interact with the bookshelf? 2. the point was to get the toy car near the house? The portal opened after a while. 3. The idea was to put 4 toys in jail?). Apart from that I liked the movement system of toggling running instead of holding shift, interesting, and a bit unsure of why the character had a jump action. Nice work!
Apr 27 14:01:13 12m 46s BUGGED ♥ 1 The game looks amazing, sounds incredible and feels great. Playing was fun, however I had some problems with the main mechanic, the fact that you had to kill hosts by exiting them 3 times, was a bit dragging, made the end of the levels always boring (because it was tedious, you just exit to reenter the same body various times), this is specially noticable when the guns appear in game (the last level was very intense), you already know that you will win, you just need to do some extra transactions. Apart from that, very neat entry, congratulations!
Apr 27 16:04:06 2h 02m Archeo ♥ 1 Fun game! Very easy, but enjoyable! I think the multitasking starts to get a bit ueven when you have enough money, so it could benefit from an idle clicker type mechanics (hire people who clean or dig for you). For a long time I thought that the red text for the prices meant that I couldn't afford, and I almost died, then bought a lot of stuff and starting clicking and moving the mouse like crazy. Nice job!
Apr 27 16:23:33 19m 27s Bunny Box Breakout ♥ 3 Very cute match 3 spin. I was confused about how to free the rabbit at first, I think it was in level 5 or so that I understood that it had to be a 2x2 square to the bottom. I beat the game, and the difficulty it's very well adjusted, last levels were intense. I like how the 3D make a bit more difficult to see the pairs, changing a bit the feel of the match 3. The real time aspect of making changes was a bit awkward, makes groups break even if I separated them. Also a bit unsure of how the clock worked, I guess it has something to do with the number of tiles broken in the last turn, but it is unclear so it's hard to make a strategy, I was just making pairs as I saw them. Nice work.
Apr 27 16:46:28 22m 55s Lucky Lefty Loves Leftovers ♥ 2 The controls were very nice! As well as the art and sound. But was the game just about bringing 50 pizzas across the same very long level? After almost 10 minutes I hadn't reached 20 delivered pizzas and the game changed only the amount of slices per round. The idea of "Best time" goes well with levels that take a short amount of time. The core is fun to make some kind of quirky delivery physics based game, but the level that is in the game right now doesn't use the potential of the system at its fullest.
Apr 27 17:16:23 29m 55s Miningsweeper ♥ 1 Oh, nice multilayered minesweeper, I wish I could see at all the clues at the same time, as well as being able to mark some tiles (even if with a cost), so I do not need to repeat deductions. Combat feature and store were nice additions to bring greater depth (as well as the different enemies and hazards as you descend). I think the idea and core mechanics are very well thought, but the game lacks a bit how to present them to make the game easier to play. Great job!
Apr 27 17:26:31 10m 08s Iceskimo ♥ 1 Pretty simple game well done, on the easy side in term of difficult. The graphics are also consistent and fitting, I laughed at the idea of fire hidden inside the ice. The sound was a bit hard to listen to, thought, it would be my biggest complain. Good job and keep coding!
Apr 27 17:43:16 16m 45s TETIS ♥ 1 The start reminded me of qomp by Stuffed Wombat. Breaking the expectations in fun way. The movement wasn't very confortable, and I think the hardest part of the game was in the first screen, this should be probably the final puzzle. Also found weird that dying closed the game. Great idea for a game that could be maybe polished and expanded with other mechanics.
Apr 27 17:56:17 13m 01s CQns ♥ 3 Very good looking game, with a lot of polish, music and sound wrapping altogether. The problem here is the game play, I managed to beat one boss (there are bosses! and was probably the most easy and satisfying combat during my playthrough), but the combat again other shapes feels very "grindy" (look forward, attack, hope to hit the enemy, hope not getting hit, back up shoot back, repeat), but with the size of enemies, and there ratio of shooting without it being telegraphed, as soon as you have two near shapes with an intercalated rate of fire, you are pretty much dead. The idea of picking which character based on what is on the screen, is super cool, and I think this could be expanded by balancing the combat. Great work!
Apr 27 18:37:06 40m 49s Earth Deleter ♥ 1 Good looking game, although the pattern of the tiles don't always match the space of the tile, which is different from the video in the description. It's basically tetris, but the TNT gives it a bit more fun to the game, basically mistakes are rarely a problem, so it becomes just a fun destruction game. Some music would have been awesome. Nice job!
Apr 27 19:03:00 25m 54s Tap Trick ♥ 1 This is so slick! Awesome game feel and presentation, weird but interesting and innovative control scheme. Audio is so cool and refreshing. The biggest flaw I think it's in the level design, probably some sort of level 2 should be level 1, because the first level has a lot of "moving" parts, I would love to have a save environment to understand better the controls scheme. In general, I think the shape of the levels is unfair because the biggest danger is at the end, and losing all that progress when about to win, except on level 4 and 5 where it makes much more sense. Apart from that, I had a blast playing this.
Apr 27 23:06:28 4h 03m Patchwork ♥ 2 This game is absolutely gorgeous, the mood fills the whole room while playing, and the zoom like style gave me really strong Gorogoa vibes, congratulations! Art and music are on point, the first incredibly varied and of amazing quality. The way the puzzles interconnect is very nice, but most of the puzzles themselves are a bit on the bland side (I mean, this is normal given than this is a 72 HOUR jam game). Awesome entry, again, very sinceres congratulations! Love your jam games, and this one is a real gem.
Apr 27 23:25:12 18m 44s Asteroid Breaker ♥ 1 Wow, very cool entry, very well polished, fun, everything tied to the core, building a distinctive concept over a more known style of game (digging games), best of these that I played so far. Solely I could point out that (trying to give some feedback), even having a generally very clean look, the crystals didn't match the aesthetic and that it would have been cool to drastically change the colors in each layer, to give some change and visual progress to the game. Congratulations, awesome entry!
Apr 27 23:37:59 12m 47s Deepest Point ♥ 1 Nice! A very well designed fast paced dodge the things in the corridor. There are 2 things that I liked about the design: 1) You'll always need to move to dodge an obstacle 2) You can't hold a key in a direction constantly to dodge an obstacle. This made unfairness of the randomness completely gone, great work on that. The downside is that the intensity is always the same, it would be nice to have some changes in speed, or pace, or a ring that broke one of those two previous rules, to give some flow to each run. Graphics were simple but effective and music was slightly repetivy. Very good job!
Apr 28 09:08:45 9h 30m Deep Sleep Explorer ♥ 3 Very nice wario ware like game, with solid minimalistic art style and carefully produced sound scape. The majority of minigames are simple enough to understand at a glimpse how to "solve" them, but I had problems in a couple of them ("Kill the fun" comes to mind, the different faces were confusing), but this was rarely the case. Also the amount of minigames is impressive. To point something out, I think the minigames weren't very dream related, making a less cohesive theming of the game. Keep the good work!
Apr 28 10:02:40 53m 55s Infinity Dive ♥ 0 This is awesome. Super simple concept, but the presentation and specially the sound design, is top notch, this is a great example of a perfect jam game, "straight" to the point and unique. Congratulations!
Apr 28 11:31:46 1h 29m Subsanity ♥ 1 Greatly executed game, not innovative, but very polished. The art was fantastic (except a bit of problems in the first section with one of the background tilings), level design was nice and the section of the sharks (even being easy) is a nice point for the flow of the game, perfectly accompanied with the music. Apart from that, I would say that I would have played with arrow keys (always enable both, if you have the opportunity) and that the first saving icon confused me, because the SFX sounds only when you are healing, and the sprite doesn't change in any way to let the player that something happened (I didn't die, but I'm expecting those are checkpoints). Very solid entry!
Apr 28 11:47:30 15m 44s Nuke The Sun ♥ 0 Very hard game with a cool idea (the morphing lava was interesting, it is possible to predict more or less how it will become in the next step, at least with a good amount of probability), the worst part are the controls, the ship goes very slow, and the screen moves way too fast too soon. This could work well with mouse controls, and/or, with a screen that only moves forward when you are near to the right limit of the screen. Good work!
Apr 28 12:48:45 1h 01m Keke in the "Caves of Peril!" ♥ 2 Wow, that was a blast! Nice and consistent set of mechanics, I like how something simple like the "only grab object if pushed against something" rule is what makes this game so intricate. Level were difficult, but never unfair, and with a lot of variety between them. I miss an undo feature as well as some sound, but game jams have some limits. Congratulation!
Apr 28 15:07:10 2h 18m depthscraper ♥ 2 Very nice casual puzzle game, the rules are consistent and simple, and the game is in sweet spot of difficulty, it is possible to continue almost indefinitely as long as you are planning things. Clean graphics, althought the game isn't great in a graphic design perspective. Sad that it had no music or audio. Great job!
Apr 28 17:38:56 2h 31m 6 Feet Under ♥ 5 That was really good, very polished, loved the music, and the mechanics are incredibly fun (and are a lot of them). I had a lot of fun, but I found the game too hard, in general level design is very strong, but need a couple of polish in the difficulty. For example stage 2 of 1 foot under was very difficult, already demanding a lot of specific techniques (which is really cool, because it shows the depths of the mechanics) but with the possibility to die, making it more frustrating. (Btw, there were some islands in the bottom part that I don't really know what they are for, maybe for speedrunning?) I liked the 3rd stage much more, confined space (= safe space), with the different problems very clearly presented. For the hazards in 2 feet under (I think) it would have been great to be more visible, the mines are good, but fire and specially static spikes, were difficult to spot at that speeds (bigger or a 3rd color would work), and I enjoyed them much more when you were presenting a plarforming puzzle than just laid around. At first, I thought not having air movement, even the slightest, was a bit counter intuitive in terms of game feel, as the slowness in the character walking speed. I got used to the first one pretty quickly, and I loved that the zombie run or walked, according to the momentum, really nice touch that show again how the mechanics of the game are deeply thought trough. Very solid entry! Great work!
Apr 29 19:15:49 25h 36m Moot ♥ 2 The art here is incredible, really gorgeous, I love it. The audio design is also excellent. The mechanic is simple, I would love to had more "surprises" like in the third level, making this more an exploration / puzzle, that simple puzzles, and I think the art really backs that up. What a deligtful game!
Apr 29 20:14:38 58m 49s Clockwork Abyss ♥ 1 The game is stunning, the sound is really really nice and the game is super polished. I got really caught in the mood. In term of gameplay, I don't think the game is super balanced, there are some items that are very good, almost crucial for survival, that led me to the victory, my other runs were immediately frustrated by a couple of fish that appear low on the screen. For example, some sort of horizontal movement would have helped in this. With some adjustments this game would be a super solid experience.
May 1 12:01:37 39h 46m INSIDE the BOX ♥ 1 Pretty interesting idea! I really liked the direction of exit mechanic combined with the game, and it is very well used in the game. The levels were pretty easy, even slightly repetitive, but it is clearly a minor thing given that you had to design that meny for the metapuzzle. The main problem with the mechanics is the visualization when there are several layers involved, is hard to keep track of where the locks are, so I had to revisit a lot of rooms in order to see where I could progress, but not sure at all how to fix this (some sort of map? Display some information of the previous room or subsequent? Hard to say). The music sounds very nice, but I think it doesn't suit very well the puzzle mood. Art was simplistic but clean, and movement feels pretty nice. Very fun to play, congratulations!
May 3 11:51:47 47h 50m sp0rm ♥ 1 Pretty interesting QWOP/like game, difficult to manoevre, but that is the point of the game! I managed to make somewhat decent times after trying for a couple of runs, the movement itself is interesting and original. I would have loved to see the sperm move it's tail in the main menu when pressing the keys, acting as a tutorial. Also really nice touch the change of music when pausing the game. That was fun, and I imagine that much more playing against a friend!
May 5 09:06:55 45h 15m Unfathomable ♥ 1 Interesting buoyancy mechanic that however feels sometimes frustrating because of the slowness of movement. I would like to see something similar in a more exagerated way in smaller levels, I'm seeing some potential for "platformer" puzzles, where the pills need to be taken in an specific order, while currently the game is a collectathon, where you can go to the next area once you grab all the pills (yellow area was the most interesting). Also enemies were really hard to avoid, they shot a lot of bullets in very big arcs or with a randomness that made them even more lethal, fortunately the pills wouldn't respawn, so dying felt less punishing.
May 8 12:26:45 75h 19m Cutting Edge ♥ 1 Really nice puzzle game, short but with quality levels! It feels like there is a lot of extra possibility space to explore, so it has potential to become something bigger if you want to keep working on it. Very nice work!
May 10 10:35:37 46h 08m Grafa ♥ 2 Hey! I've been playing this for a couple of runs and it was pretty fun, I got 48, 49, 49, 50, and 51 points. It's pretty easy to dig through the whole deck, but getting rid of the hand is the difficult part. The start of the game can also be quite interesting when you don't have a hand with red cards, making more cerebral every decision, however the middle part of the game is usually pretty bland without much interesting choices, and clovers kind of drag the game down at this point, despite being the most important cards for the endgame. Not really sure how to prevent that though. I also played a 2-player variation, where the rules are practically the same except for: -If a player can't make a match in their turn, they steal a card from their points pile to their hand, and pass their turn. This is for avoiding suicides to win a game. -Final score is the number of cards in the points pile minus the number of cards in the hand when the game ends (meaning that the digging pile will be completely dug every match). We had a lot of fun and will probably play more, even with more players(?)! Great job with a unique entry!
May 13 23:28:45 84h 53m Infinite Descent ♥ 1 Hey, I've been playing this for a while, but I wasn't able to finish it, I got a bit frustrated at 80% difficulty, but probably because I don't play many platformers, besides the annoying bug (I believe it's a bug) of the game hanging for a second or two every death. The way you increase difficulty while keeping the level shape it's pretty cool, and very well done. Controls felt responsive, music was cool (although perhaps I would recommend an escalation in energy to match the difficulty (first song was already too intense)) graphics were simple but did very much the work (plus being only 2 colors). One of the most novel things in terms of platform mechanics was the "portal" that forced you to restart the level, I think it's a pretty cool way to show a fail state while being able to restart without any animation in between, and I think it was a shame that it wasn't used more for escaling the difficulty, which was only just by adding more traditional hazards. I had a good time with it, nice work!