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| Timestamp | Since previous | Game | Marcus Otterstrom's comment | |
|---|---|---|---|---|
| May 15 15:17:07 | Dr.Daker's Deep Diving Discovery | ♥ 1 | Neat game! I really appreciated how you give us the option to "skip" to the end. I would've liked to have infinite money instead of buying everything at once though, since I thought buying the items and seeing the effects one by one was one of the most fun parts of the game. I agree with the others that the last world and boss fight could've used more contrast, as it was pretty hard to tell where the boss was and where I was supposed to shoot. The same problem was persistent throughout the space world, where it was a bit unclear which objects were enemies and which objects were just background (a lot of the floating planet sprites looked like they were in the foreground, which made me think that I could shoot them). But I think the music was really good and I also enjoyed having the option to visit the shop at any time (I didn't have to die on purpose in order to get to the shop). The biggest room for improvement would be contrast and clarity, make sure the players know exactly what the enmies are and where to shoot, and also make sure that the players can see the enemies' bullets clearly (some of the very small white bullets were a bit hard to see). | |
| May 15 16:10:06 | 52m 59s | Aero-Spéléo | ♥ 1 | This was a lot of fun to play. I made it my goal to beat your PB on each level: Level 1 lvl1.png Level 2 lvl2.png Level 3 lvl3.png Music is great and doesn't get too repetitive, which is on of the most common problems with game jam music. Movement feels very smooth and it's easy to control. Collisions could have been improved, I felt like it was a bit inconsistent (sometimes I would die way above a wall, sometimes I would fall straight through the wall and end up inside of it, only to die after getting to the other side). The level layout is nice and I think the lengths of the level are perfect: just enough to not easily remember all of it in your head but not long enough to have no idea what's coming up. I would've loved if there was a key to reload the game, like with the R key for example. Right now I had to move my hand to the mouse each time I died which is the only thing that became a bit annoying after a while (I played with arrow keys). In fact, since the mouse isn't used you could have hidden the mouse completely and just have the game be navigable with the keyboard on it's own, then the mouse wouldn't feel as out of place. I think adding falling stuff was a really good idea because it adds a whole new layer to the game where you have to keep in mind what would happen if a big piano were to show up above you. Most people (me included) just made a game where you fall downwards, which makes the gameplay a bit more bland than what you have here. I also think that not making the levels procedural (as well as having the falling objects on a set timer) is to your advantage, since it removes all elements of RNG when "speedrunning" the game. That was one big, unstructured block of feedback but to summarize I think this game was a lot of fun :) |
| May 15 18:34:50 | 2h 24m | Road to Treasure | ♥ 1 | highscore.png You've made a really well executed and polished game. I really like the fact that you added happy/angry ghost enemies, they both served as a pleasant surprise when you didn't pay attention to the faces, and gave opportunities for staying alive longer if you paid more attention. I don't think the distinction between happy/angry have to be made more clear to be honest, the subtlety is what makes it good. I think there could have been some potential to reward the player with coins depending on how far they got. Right now I felt like I had no incentive to get far in my runs, I would rather sacrifice my lives for gold coins since I needed the upgrades before trying to get a highscore. I played it for quite a while and still didn't manage to buy all the upgrades, so I think it might be a good idea to either lower the costs or boost how much you get somehow (for example by rewarding the player with coins depending on how far they got). Another thing I thought about is that the coins had the same color as the ghosts. When the game was running slowly this was not an issue at all, but when it got near 1000 it was really hard to distinguish between them fast enough. The indication that an enemy was coming from above was nice, it would've been really frustrating to not have that indication, so that was great. It definitely added another layer of complexity to the game which was fun. Also, I think I found a minot bug: when you die and you're tabbed out of the game it seems to softlock somehow, no menus show up after the death and the background is just blue. Not sure why that happens but thought I'd let you know regardless. Solid entry! |
| May 15 19:13:06 | 38m 16s | Blackout | ♥ 4 | This game is really not my type of game, yet it had me keep going all the way through the end. The art style is beautiful and the music fits super well. I would've appreciated being able to skip the dialogue though, it did get a bit slow when I accidentally triggered some of the longer dialogues. But I really like the dialogue system otherwise, with its animal crossing-like character and having different delays and tones of each letter. That is surprisingly hard to get right in my opinion, last time I tried implementing something similar it didn't end up nearly as good at this (and that was for a week game jam). I really like how the plot resolves, really nice storytelling with all the small details. It feels rewarding to click around and spend time exploring even though the objective is complete. Fantastic entry. |
| May 16 00:52:56 | 5h 39m | Magmatic Descent | ♥ 1 | I think the idea is really good for this game, sadly the controls made it a bit frustrating to play. A very simple music track but it's groovy and fits the rest of the game well. Nice job! |
| May 16 01:10:49 | 17m 53s | Torch Runner | ♥ 0 | The art style is clean and the music is fitting, though it could have made with a clearer chord progression :) I'm not sure if I understood what to do in the game since there's no lose/win state, just sort of aimlessly looking for orbs until you've had enough. Since I expected some sort of progression this turned a bit boring after a while. On the other hand, it was actually a very relaxing and nice experience at first, which I think is one of the strengths of this submission. Perhaps it would've been beneficial if you somehow explained to the players that it's more of a "toy" to run around and relax in than a "game", at least that would help me set my expectations. But it could be that I'm missing something obvious, in which case just @ me and I'll happily replay the game :) But overall I think the game sets a nice mood from the start, and it hints at something more ominous happening with the creepy-like music coming from some of the orbs and eerie atmosphere sounds. A little bit more "game" and this would be a really cool project I think :) |
| May 16 01:40:34 | 29m 45s | The Chimney | ♥ 1 | This game has a lot of stuff, well done for making all this in 72h! Dialogue system (with cool wobbly text), intro and outro, a tutorial, a whole inventory drag and drop management system, some audio, enemies with varying hitpoints, sizes, and speeds, and more. And it works well too! I do however agree with other people that the controls for shooting could be improved, but especially moving while shooting. Felt a bit clunky to stop shooting, turn around, run away a bit, then start shooting again and hope the enemy dies before it reaches you again. Also being able to reload while not being in the "shoot mode" could be a good addition too. I don't think the system is fundamentally bad, it could definitely work, just needs some tweaks so it feels snappier to use. Another thing I thought about is the usability of the inventory system. Right now it doesn't really serve a purpose except for being a cool thing. It would be nice if you integrated it in some way, like for example giving the player loads of weapons so that they have to select which ones to carry, or perhaps a weight counter in the inventory and then making the bridge require your inventory to be below a certain weight to able to cross, or something of the sort. Or to spitball more ideas, having pickable items that are essential for progressing the level take up a lot of inventory space so you have to juggle and manage your inventory a bit more. You get the idea. Just something to make the drag and drop inventory system more of a used feature in the game :) Overall really nice work, I don't think I've ever had time for a whole tutorial as well as intro/outro in a ludum dare yet. Impressive stuff :) |
| May 16 02:12:57 | 32m 23s | Deep Space | ♥ 0 | I enjoyed this game a lot! I opted to become a glass cannon, always picking damage, never picked hull 😄 I made it to world 6. I actually never got to see what a warp drive was, even though I almost always picked warp drive cooldown reduction (after damage). I guess if I picked shields and restore instead the fights would've lasted longer and I would've seen it. But I really have no complaints about the game, it's all minor stuff like indicating better when your shields recharge and what it means to have shield cooldown and all that. Oh and audio would've been nice of course but I didn't have time for that either so I can't blame you 😛 |
| May 16 23:09:47 | 20h 56m | Deep Focus | ♥ 2 | Fun little game, tried to figure out the optimal strategy and I think the best way to progress was to not move the mouse at all (just keep the guy working) and try to time the purchases properly. I got something like 4:30-4:40 with this strategy, but I was never able to achieve 10x even though my mouse didn't leave the guy for that long. Is it even possible? 😛 Either way the song is nice and adds a lot of personality to the game, without it I think it wouldn't have been as charming. I think it could be more clear when the distractions "take damage" and how much attention they need, etc. And perhaps that attention cost should be made a bit smaller, since I couldn't really justify losing all that focus over just buying my way out of it instead. |
| May 17 00:00:44 | 50m 57s | Woah, That's Deep. | ♥ 0 | Darn, I really wanted to see the end and I feel like it HAS to be close to 2050 which is what I got on my best run. I'll be honest: I think this game was pretty unfair at times, sometimes I felt like I had no way at all to dodge the enemies in time. If the movement of the submarine was a bit faster and snappier I would've enjoyed it more. Since many others haven't commented on this, perhaps your game is FPS-dependent somehow? That is a pretty common pitfall when it comes to movement in Unity, multiplying with Time.deltaTime when you shouldn't (or forgetting to do so). Or perhaps I just have slower reaction times than everyone else, hehe. I actually felt like I was done after 2-3 deaths (because of how unfair it was) but then I read the comment that the game had an ending and then I went at played it like 20 more times 😛 So it's definitely addictive! I like how you change the audio and the look of the "levels" as you go deeper and deeper, perhaps it would've been nice to see how far you had left to the next level as a UI element at all times though, because now you just had to kind of guess. But the graphics are cute and the audio is nice, I'm just mildly frustrated that I wasn't able to reach the end 😛 But you have me wanting to play more so overall, nicely done :) |
| May 17 00:03:34 | 2m 50s | VRtigo | ♥ 2 | I don't own a VR headset so I can't play this - but I would just like to point out how fun it is that we made almost the exact same game (from the look of your images) 😄 Great minds think alike! I actually even had the grid pattern on the walls originally too, but ended up with some nasty banding and glitchy-looking patterns because of anti-aliasing and whatnot. |
| May 17 00:16:21 | 12m 47s | A Sock Tale | ♥ 1 | Really solid and fun game. I'm glad I could just revive and start again where I left off, otherwise it would've been extremely difficult to get to the end. Sadly the music didn't loop for me on the last level, and there was a slight lag spike each time the drug effect ran out, but that didn't matter too much. The drug effects were nicely implemented and was fun to pick up, even thouogh it didn't necessarily benefit me in any way. Good stuff :) |
| May 17 02:15:13 | 1h 58m | AntiVirus | ♥ 2 | Really well executed game, I'm stumped on how you had time to implement all this in only 72h. I, just like everyone else, got stuck on the second password. Even after reading the solution I didn't really understand it. Why would 0 = odd and 1 = even when the number 1 is odd? Either way, the other ones were fun to have a crack at and the only other time I had to look at a clue was at Grault. I had the right idea at first, so the clue didn't tell me much except "keep trying the same thing". The boss fight was really close for me, I hope that I would've been able to try again if I had lost 😄 The only thing is missing is sound effects but I didn't have time to implement that in my game either and I just did the basic "fall downwards until you hit something", haha. |