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| Timestamp | Since previous | Game | NiKaDra's comment | |
|---|---|---|---|---|
| Apr 30 13:01:43 | The Moore Contingency | ♥ 4 | A great game with an intersting story and unique mode of gameplay! The art style, music and sound design were all well suited for the futuristic, sci-fi theme of the game. I think that where it really shines, though, is absolutely in its unique mechanic of controlling the character. When starting off, the controls were a bit tough, but it didn't take too long to get used to them and to get your character swinging about. When properly understood, the controls were quite satisfying and very fun! The level design allowed the player to gradually build up this understanding, and also provided enjoyable challenges that expanded upon this distincive concept of movement. I ran into a couple of strange situations when playing. I got stuck once on the side of a wall, not being able to move for some reason: Screenshot 2021-04-30 13.24.49.png There were also a couple of times where the rope disconnected and I started running around freely. It didn't seem to be possible to reconnect to the beacons with the control key. Perhaps this was intended though? Screenshot 2021-04-30 14.28.01.png Lastly, using the control key to place beacons meant that I accidentally pressed a couple of key shortcuts which paused the game (such as control-s or control-d), since I was playing in a browser. These were only minor issues though, and overall I really enjoyed playing through the four levels that you put together! Well done! 😃 | |
| Apr 30 20:34:50 | 7h 33m | Deeper Into Technical Problems | ♥ 1 | A very fun idea for a score-based game! I can only agree with what others have said above: interesting propulsion mechanic, simplistic graphics which still manage to give the game satisfying finish (especially the animations, such as shooting, exploding & collecting ammo), and an amazing song to top it all off! The random generation gives some variation for each session, and honestly, if you hadn't mentioned the chunk thing I don't know that I would've even noticed. :) I do agree with dpmzi above that the jump could have been a bit shorter, or perhaps gravity a bit greater, although this may have increased difficulty too much, of course. There is also great potential for adding more content in a post-jam version to expand upon your idea. Overall, great job on a great game! |
| May 1 15:50:42 | 19h 15m | Pharaohs Tomb | ♥ 1 | The game has a simple but fun concept of gameplay, which is expanded upon well by the various powerups. I agree with others that the 3D effective is especially cool, while also having a clear function in gameplay by allowing the player to see around the pillar. The graphics and interface are polished and well-made. They stick consistently to the ancient Egypt theme, as with the background music, which also uplifs the excitement and intensity of the game and the time limit on the player. The sound effects are also satisfying and fit the gameplay well. Since the powerups spawn randomly (I think? otherwise, please correct me!), getting progress feels like it's largely based on luck. Of course, the player can find more powerups by being quick, but I think that it would perhaps be nice to allow the player to increase their time in other ways, maybe ones that to a larger extent involves the player's skill. Overall, though, this is a well polished game with some interesting powerups that expand upon a basic but fun concept. Well done! :) |
| May 1 17:16:30 | 1h 25m | Storm: Last Resort | ♥ 1 | An intense and engaging experience! The game was, as others have mentioned, quite difficult due to the AI's aiming abilities. Their shots were really hard to dodge, although this make the times that I did manage to dodge them all the more satisfying. It also helped make them more menacing, which contributes to what is in my opinion the game's main strength: the intensity of the combat. I also agree with Simon Rahnasto that the enemies hitting themselves actually ended up being a great addition. It was also interesting that you had different choices for upgrade your ship, which ends up rewarding skilled players (not me :p) since they don't have to spend gold on repairs. I also enjoyed the small story parts in between battles, especially the one preceding the thrilling final showdown. Graphics-wise, I especially liked the environment. The ocean looked superb, especially seeing the shadows of clouds rolling along the waves. The rain and darkness helped intensify the later parts of the game, building up the mood. When it comes to audio, I personally, in contrast to DevMerlin, actually really liked the choice of sound effects. I felt it added a lot to the mood and made the combat more thrilling. Overall, the game was intense and exciting. Though its difficulty did make it hard to enjoy at times, it was moody and engaging, and had a lot of other strong points in its gameplay. Great job! 😃 |
| May 2 11:04:49 | 17h 48m | Deep 90 | ♥ 1 | A moody underwater game with a bit of anxiety mixed in, noticing the water getting deeper and deeper, making your movement more and more restricted. The environment had a cool, dark design, and I especially liked the big windows letting you gaze into the surrounding abyss. Coupled with some great sound design, it gave the game a nice, murky atmosphere. The puzzles were fairly straightforward, but became tense thanks to the danger of the rising water. When in the final room, however, I noticed that the water seemed to pause at a ceratin level. This took away a bit of the intensity, seeing as there was no time constraint. At the end of the day, I think it was the right choice to give the player some leeway (especially for players like me :p). But it was such a central theme of the game, that I can't help feel like the danger of rising water would have been worth it to keep. Overall, though, the game's atmosphere and environment kept me hooked throughout. Well done! |