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| Timestamp | Since previous | Game | NoNumbersGames's comment | |
|---|---|---|---|---|
| Apr 26 15:36:47 | Mandragorae Somnus | ♥ 6 | Very flavorful narrative, beautiful art, immersive sounds. The whole package sets up a wonderful mood. First few tries it was not very clear which resource was which - could have used same or at least similar icons/art for them. Also it seems that around midgame you start to just take damage for existing, or there are invisible bugs running around gnawing on me. Felt a bit confusing at first. These nitpicks might turn off a few players from getting into the game, but they can be overcome after becoming familiar with the game. ___ Gameplay is challenging and interesting, however felt a bit difficult to control. Using one mouse button for everything might help with mobile port, but current implementation feels kind of painful. Scrolling feels very slow, especially since it keeps the only controller busy. Also kept ordering a root to move near another instead of selecting - mouse-over highlight/indicator might have helped (or just right-click for orders). I feel that both of these would not have been big issues if the game didn't push you to madly rush while managing multiple roots. ___ Balance wise, seems like the best strategy is to never make any additional roots and just do a mad dash down. Was having trouble because satisfying sounds encouraged to consume and make roots (especially satisfying!), but apparently it was all a bait :) Also, the game doesn't stop when you reach the end, so you end up dying while reading the victory text... Or winning, then dying before victory text even loads... ___ Overall, very immersive experience, enjoyed it a lot despite some mildly frustrating parts. Let me know if you patch it so I can read the win text :) | |
| Apr 26 16:16:22 | 39m 35s | Deep Purple | ♥ 1 | Smooth art, good music, satisfying sounds and polished movements, good number of levels and interesting puzzles make the game feel smooth and professionally made. The end was a bit abrupt though - since golden shinies are optional, was expecting to see the number collected, like 4/8. Would encourage replaying and collecting all. Also, while the color and the music were indeed pretty deep, it didn't feel like they were getting any deeper - slight tone shifts each level might have helped with theme as well as sense of progression. Overall, a very solid entry, enjoyed playing it - felt natural, as a good polished game should. |
| Apr 26 22:06:12 | 5h 49m | Damn, that's deep! | ♥ 1 | Good way to fit in into theme by making level exits into holes. Would have been nice if the ball would fall through them before changing to next level. The game itself is challenging, but I feel like that is the core strength of it. However, having to start from zero after losing lives feels too punishing. On one hand, repeating all levels forces to learn the jumps without relying on lucky passes. On the other hand, having to go through the easy levels that you have already mastered gets a bit tedious after first twenty times :D Maybe a good compromise would be to get bumped back one level after losing all lives. I feel like I would have grinded it way more if that was the case :D Anyway, I still enjoyed the game, was fun to master some jumps. |
| Apr 27 20:46:47 | 22h 40m | Knee Deep in Magma | ♥ 1 | Very detailed character, looks really nice. Also nice looking magma. Environment could be a bit brighter (like glowing from lava), or maybe just more contrast between background and tiles. Or maybe just making the itch.io theme darker/closer to game colors, so it is easier for eyes to focus on the game. Also would have liked the camera to be a bit more zoomed out so I could see where I needed to fall/land. Regarding gameplay balance, it was a nice challenge, not too difficult, not too easy. Works well with reasonable distance between waypoints. Overall, nice entry, I enjoyed beating the game (and then having a nice relaxing soak in magma :D) |
| Apr 27 21:14:54 | 28m 07s | Surface | ♥ 0 | Nice lighting - thruster, laser effects, light reflection off cubes. Very pretty. The controls are smooth, but maybe player lasers could be a bit faster for better feel, while the enemy lasers a bit slower for more opportunities to dodge (them being very visible and kind of slow-ish is nice change for a flight game where usually bullets are super fast and you just have to avoid being in the enemy line of fire - I really liked that I could actually see the projectiles and was kind of able to dodge). Then could add more enemies to increase difficulty. Lock-on crosshair is a nice touch, adds some good game feel. Music is really good, and the change after descending felt very appropriate. But then it glitched out, got cut off, then a while later continued playing slowly with glitchy noises. Then was fine for a while. So yeah, very nice when it isn't glitching out :) By the way the crashed smoking enemy ships at the ending screen is a nice touch, added to the feel of victory. Overall, a really nice game, felt quite polished, I enjoyed it - actually wish it was a bit more challenging so I would have a reason to play it more. |
| May 2 15:20:06 | 114h 05m | The Final Journey | ♥ 1 | An enjoyable contemplative experience. Submarine headlights and the danger are nice details, definitely enhances the atmosphere. Lighting up only one side is an interesting choice - it adds feeling of the unknown depth, but not able to direct the light feels a bit too restrictive. Maybe would have been nice to be able to rotate the light cone with up and down arrow keys, or maybe would have felt weird. I guess it is better to not risk sinking time into a feature that might not work out. Anyway, well chosen music and pressure sounds, added a lot to the feel of the game. Overall, really liked the invoked feeling of inevitability. |
| May 2 15:50:28 | 30m 22s | Elevator Ninja | ♥ 1 | Two games in one! That's a lot of content, but kinda wish there was a checkpoint after the first part. Was not enough of an issue to stop me from finishing the game, but definitely too much to try to get all 10 diamonds. Nice art though - hard to make clean colors with hand-drawn shapes look good, adding shadows really helped. Also nice intro - it must have taken a good chunk of time to create. Sounds and character poses were really fun - added a lot of hilarity to the game. Drawn button are a nice touch to explain controls without text. Fun, fast elevator music, with a nice shift after first part. Also nice asset utilization slowing it down for end of game screen. Overall, the game has a lot of content and flavor, it was fun to play. |
| May 7 20:05:18 | 124h 14m | DO NOT INSERT INSIDE THE EAR CANAL!!! | ♥ 1 | Such a fun game, enjoyed it a lot! Having different pain exclamations, separate shakes for head and ear impacts, as well as the cotton swabs bouncing off made missing almost more fun than actually winning :D |
| May 8 21:00:13 | 24h 54m | Deeper Trance | ♥ 1 | An incredible experience! I used to have issues with these type of images, but your clear explanation and good implementation made it easy to see, didn't even have to use helpers. Great idea and great execution. The subtle change/distortions as you go deeper really emphasizes the mood. Not sure if it is that or something else, but I want to continue playing it even though my eyes got tired after a couple of delves of more than 1km. Will keep the tab open to play more another day. Also noticed it is much more difficult to see the effect during the day when sunlight is reflecting off the screen. If someone has trouble seeing it they might have better chances after sunset. |
| May 9 16:37:54 | 19h 37m | Brubnar the Barbarian in the Deepest Dungeon | ♥ 1 | Nice intro, big, detailed pixelart, funny as well. Satisfying sound effects and gold spilling felt good. Would be nice if chests didnt block movement after being opened though. Scrolls of Wisdom were a nice addition, and well drawn. Good idea reusing for HUD. Shift for attack and space for special was an odd choice, wasted a few spells automatically pressing space to attack before getting used to it :) Sword swing hitbox was a bit unforgiving, kept running into wizards while trying to attack them, or having to really come close at the right angle to be able to hit. Talking about wizards, really nice that they have that pre-cast indicator. Their aim seemed to be a bit off - should probably cut back on Ye Olde Ale... Sudden darkness at level 16 really ramped up the difficulty, which was good for variety, but very unexpected - didn't have the opportunity to get used to it and adjust to a more careful playstyle over time, so ended up dying quite fast there. A more gradual decrease of vision a few levels before would have helped, and have been in line with the theme. (or maybe just a reduced music tempo to better signal the need to slow down) Overall, it was engaging to play, sounds and visual effects were quite satisfying. P.S. Rare bug seems to be not being able to continue playing after tabbing out in the shop. |
| May 10 20:35:02 | 27h 57m | Altum Altum | ♥ 2 | Really interesting puzzles emerged from a relatively simple mechanic. Fitting music and art style helped create a good atmosphere. That last one was a really tough nut to crack, but since it's name was the same as the game I had a feeling it was the last and that gave enough motivation to actually beat it! |
| May 11 18:42:29 | 22h 07m | Lonely Journey | ♥ 1 | That was a rollercoaster of emotions. The initial feeling of being overwhelmed by amount of controls (like in a real spaceship), slowly giving place to tedium (like in a real long spaceflight). And on the other axis the happy funny AI with hints of not being ok, eventually ending sadly. Managing power/fuel was nice gameplay, and with amount of controls it was pretty engaging, but power generation could have been just a bit faster - while the sedate pace does invoke the feeling of going deeper into lonely space, it is just a bit too lonely without any audio. Well, at least your game did have actual gameplay.. Either way, I think we should both pledge to always add even just the tiniest bits of audio :) P.S. I think I missed some text due to it not fitting into box. The button at the bottom right corner bight have been for scrolling but it didn't work for me. |
| May 11 19:59:11 | 1h 16m | The Deepest Threat | ♥ 1 | Really addictive game, had a lot of fun with it! So much so that I replayed a few times even after beating the boss. Though felt like items were a bit too powerful midgame - usually had one close fight early game, either lost or won and then plowed through everything. Maybe lower stats being more common would have helped rare good ones feel more special. Also good biome variety, solid art and audio. Would recommend adding HTML5 web build - Godot has a super easy build process for it. Or is there another reason you prefer downloadable versions? |
| May 12 18:39:14 | 22h 40m | Astral Descension | ♥ 1 | Good narrative, art and music created a deep atmosphere. Light animation on the helmet was a nice touch, good signaling when player loses/gets control. Stars were nice, was the right call to prioritize them over tile textures, since they helped navigate too. The music was a bit glitchy though, which was unfortunate since the track was really nice. Level indicator is also a nice addition, made progress clearer. Kind of weird that I didn't have to get perfect score to get the best ending - also not sure if I didn't miss some narrative in the endings because the game didn't actually end. Overall, was fun to go through and see all 3 endings. |
| May 14 14:35:29 | 43h 56m | Sonder (a story) | ♥ 4 | It has been a while since something invoked so many strong, real emotions, it is beautiful. Nice menu screen, art and button style, color palette and text fit very well together. Though the "Make like a tree" option crashes the game both in browser and windows versions. Narrative is really strong, the descriptions of items and their feeling add life to the scene. The room looks really beautiful - dust particles are a super nice touch, and a lot of old life to it. Turing in the room feels smooth and realistic as well, probably due to particles adding realistic depth. The transitions are super smooth. Sound effects for items and transitioning to the past is a nice touch. So many beautiful details, so many interesting things in the room. The whole game is just radiating atmosphere. Really felt the connection between periods of time because alarm clock remained but with different description in different locations, and some other things also were around for more than one time period. Putting everything together, it really felt like I was examining a room where someone lived out a significant portion of their lives. First appreciated the intro narrative, the gasped in wonder at the room. Then appreciated item descriptions. Then gasped in wonder when stuff appeared after looking at wooden bookshelf dust imprints. Then appreciated the interesting person that lived there. Then gasped in dismay as I triggered a transition before I was finished examining everything. Resolved to replay, but still was wary of clicking on stuff - didn't want to trigger an early transition. Few replays later figured out what triggers transitions, was ok then. Also not sure how many endings is there supposed to be - know for sure how to get two, but also pretty sure I once got a third one... I guess sometimes it felt like maybe forced transitions and hunting for endings sometimes clashed with the narrative and brought out of the experience. Not sure how could be solved without just making in into pure non-interactive story. Maybe just knowing how many possible endings there are would have helped relax and just enjoy the experience more. Despite minor nitpicks, the game was wonderful. Thank you for the opportunity to experience it. P.S. Now I know about The Dictionary of Obscure Sorrows, and I'm glad I do. |
| May 14 18:29:58 | 3h 54m | Death Cult | ♥ 1 | What a fun game, enjoyed it a lot! Might have been slight overkill to go with 100 lvl 10 wizards, so the last level felt a bit anticlimactic. The wizard spell looked great though, especially when cast by so many. Wish there was endless mode after final level where you go to last portal and have to fend off waves until last man standing. Would have been interesting to see how many waves my army would have lasted. |
| May 14 18:49:50 | 19m 52s | Deeper And Deeper | ♥ 0 | That's a very cool project, I wouldn't have the slightest clue where to start creating something like that. Regarding the game experience, first I was trying to finish the level with as little glances at the map as I could, but then made a mistake by just going left all the time, was more fun trying to remember and follow the map. But it was still surprisingly engaging. |
| May 15 10:36:53 | 15h 47m | Fly Brie To The Moon | ♥ 1 | First time everything was happening so fast, barely had time to read instructions or appreciate the CHEESY puns. Then leaderboard instantly made it very engaging. Though have to wait a while for the score to update if using same name multiple runs. And of course game crashed on my best run. Oh well, will just have to settle for current top3. Overall, it was really fun trying to improve the score when I could actually compare it with other players. |
| May 15 11:43:00 | 1h 06m | ROOTS | ♥ 1 | Good game - engaging gameplay, good sound design and music, simple but consistent art style all form a solid game feel. Progression seems just a bit too slow for a jam game, especially at first, but might have been because I was neglecting upward momentum upgrade, which seems to influence downward speed as well. Root retracting animation at the end of rounds is feels nice, though the flower growth animation could be sped up, at least in time trial mode. Despite minor nitpicks, the game was enjoyable and engaging. P.S. there seems to be a bug with flower count disappearing during game-win animation and so not visible in upgrade shop afterwards. |
| May 15 11:52:46 | 9m 46s | YARGS | ♥ 0 | Nice grass swaying in wind animation. Root animation is satisfying, movement felt good. Interesting idea to tie music to moving. Personally I preferred the mood of the quiet beats underground, but then the game seems to restart if I enjoyed the quiet for too long. I guess that was the point. |
| May 15 12:03:07 | 10m 21s | Minigun Miner | ♥ 1 | Really liked the idea of mining with a minigun, felt very satisfying! Movement felt difficult to intuitively control, but mining itself was a blast. |
| May 15 13:47:31 | 1h 44m | The Root | ♥ 0 | Interesting take on the root genre with rock breaking - feels very satisfying. Nice art style, noised textures and good sounds create a deep atmosphere. Water sound getting louder as you go deeper adds a nice touch. |
| May 15 14:15:08 | 27m 37s | Viper Mission One | ♥ 0 | Fun game, interesting perspective choice. Nice art and music along with cool enemy ships create a good atmosphere. The enemy bullets were a bit hard to see, but with no distance/direction indicator dodging was mostly a guessing game anyway. In any case the enemy ships themselves were much bigger menace, since I tended to run out of bullets because I missed a recharge by misjudging its position relative to mine. Maybe some laser sight indicator would have helped. Or maybe I just haven't played it enough to get used to it. Anyway, a solid game, enjoyed playing it. |
| May 15 14:30:25 | 15m 17s | GalactiRogue | ♥ 0 | Controls really make me feel like I'm in space where inertia has to be managed, but felt a bit too difficult in its current iteration. Maybe some visual indicators on which way you are getting accelerated would have helped, or maybe I'm just a bad pilot. Also might have helped if ship triangle was a bit pointier so it was easier to tell which way I was facing. Warp drive felt really cool though, very nice effects. |
| May 15 14:40:05 | 9m 40s | Hellevator | ♥ 0 | Really nice graphics, the hellevator looks exquisite. Took a while to realize that it is better to stay still and shoot down bullets along with demons rather than jump around and fall off (maybe drastically reduced movement speed might have helped make moving more worthwhile). Wish I could hold mouse button to continuously shoot - my hand started to hurt when I got over 9000 and so I died before I could reach 10K. |
| May 15 15:09:38 | 29m 33s | Deeper and Deeper- A drop's journey | ♥ 1 | Very beautiful game, even the menu screens look really good, even with animated elements. The drop is cute, has some very nice facial expressions - blush helps a lot. The ending is funny, the eyebrow twitch is a nice touch. Moving sideways felt just a little bit too slow, but gave time to enjoy pretty art of the slow-moving raindrop. |
| May 15 15:17:22 | 7m 44s | DUNGEON SMASHER | ♥ 1 | Destroying the tiles feels really nice, even though my pc is too slow to really appreciate it. Would have been nice if the windup also had some sound, but it is a satisfying movement mechanic nonetheless. |
| May 15 15:31:39 | 14m 17s | Deep Humor Dungeon | ♥ 1 | Really cool idea. Though felt difficult to manage the party, especially since having to change shooting direction also means moving that way. Maybe would have helped to have turning be a separate move from moving. Also would have helped to know which side the shooter is currently facing. But maybe I'm just not used to rhythm games. Either way, I feel it could be really fun if the gameplay was a bit more approachable. |
| May 15 15:50:05 | 18m 26s | > Retrieve Legs | ♥ 1 | Wow, even has an intro, impressive. Very interesting mechanic, if a bit hard to control. Impact indications are a nice touch. Would have helped the pick feel heavier if enemies got knocked back. Felt like there was never a reason not to have the weapon extended, so ended up playing the whole game while holding down right click. Pretty sure that was not intended experience. Also felt a bit too dark to see but maybe because i was playing during the day. Solid atmosphere created by good art, nice music and sounds. Blood trails from missing legs is a good reminder why I have to go to so much trouble just to move. |
| May 15 16:16:26 | 26m 21s | Jackhammer Joe | ♥ 0 | Really interesting idea, but didn't feel very satisfying to play. Some of it was the movement - sideways movement felt too fast, especially when in the air. Some of it due to bugs - feels weird that jump is much lower when standing next to a wall (jackhammering of walls could be a mechanic if polished, but no reason to make the base jump feel so bad just because a wall is near). Also sometimes got stuck in walls, sometimes got randomly thrown sideways from an enemy, sometimes got clipped in them. Regarding the charging mechanic, would have helped to have an indicator on how much the jump is charged. Also might have been better to not have to hold space to charge, but to start charging automatically charge and press space to release, but maybe I'm just not used to controls. Also for a keyboard controlled game where you die and restart a lot, having to switch to mouse just to restart doesn't feel great. Overall, a cool concept, but maybe more polish of mechanics and interactions would have been better than more levels. Will be looking forward to the planned improved version. |
| May 15 17:02:08 | 45m 42s | Red Archer | ♥ 1 | Really fun game. Nice graphics, good music, interesting mechanics. Feels really good to combo moves in mid air. Felt a bit punishing getting hit by newly spawned projectiles when attack-dashing into enemies. Maybe would have helped if attack-dash destroyed the projectile but stopped you. Or maybe I'm just bad at dodging. Either way, it was a very satisfying experience once I got the hang of it. P.S. seems like falling out of arena crashes the game, so that teaches to stay airborne pretty well. |
| May 15 17:34:15 | 32m 07s | Runner Ore | ♥ 1 | Interesting idea, game was fun enough to grind to victory. Bit too difficult to see though. Especially to at least have an idea of where the ores ran off (this would have reduced the time blindly walking around). I know it is part of the atmosphere, but maybe at least a directional light towards where you are facing would have helped. It seemed like I was just walking in circles most of the time. And walking felt a bit too slow. Actually surprised I managed to find the exit. Sometimes ores seemingly run away before I can even see them. Which results in more walking. Throw distance seems very short, which results in more walking. Stamina expires just a bit too fast - feels a bit too restrictive. Yay more walking. Maybe all of these would have been alright if walking was just a little bit faster. Or maybe even the walk speed would have been fine if there was music and footstep sounds to better invoke a slow exploration of the mine. But alas, time is limited, I know the feeling of ending up with a game without audio. |
| May 15 17:50:18 | 16m 03s | Space Dwarf Alchemist Go! | ♥ 1 | Nice graphics, thruster, speed increase, explosion effects, music, sound effects, and voice acting for purchases. Each purchase visibly adding a section really enhanced progression. The game felt very satisfying to play, but got out of control way too fast - too soon was getting too much data and gold to actually have to think what to buy, just had to continuosly keep pressing all buttons while the ship became a line in a blurry of stars. Maybe modules should have scaled similarly to research upgrades. In any case, had a lot of fun while it lasted. |
| May 15 18:32:49 | 42m 31s | DigAway | ♥ 1 | Solid entry - looks pretty good, has quite a few systems working, probably a lot going on under the hood. Gameplay is engaging and interesting enough to motivate to beat the game. Not sure why you have not enough reviews, maybe people just don't want to go through google drive. Though you should not only rate but also leave comments on other games - then not only yours will be promoted by the algorithm, but people who have seen your comment on their games might also check yours out. As far as I have noticed giving feedback is way more effective than blogposts. |
| May 15 19:15:58 | 43m 09s | Fleeting | ♥ 2 | Beautiful art, eerie music and heavy narrative create a wonderful atmosphere. Had a bit of trouble figuring out to go left - even if arrow pointed there at first, it felt counter intuitive to go left to progress - honestly any other direction would have probably been okay - down would have been closest to the theme, right would have made sense since most games progress through right, up would have been fine. I guess it might just be my flawed expectations. And actually I did not even mind getting lost as the mood was so immersive. Unfortunately, that immersion took a hit when I encountered an invisible wall preventing me from going deeper. Anyway, after that sidetrack actually started playing. Gameplay was quite satisfying - most abilities were useful, enemies were dangerous, escaping and stocking up was rewarding. Maybe the pace could have been a bit slower and controls a bit smoother to match the heavy mood. Ending was bit unexpected and abrupt (probably due to not having time to read the small status updates in the corner), but with nice outro narrative and artwork. In any case, it was enjoyable and very immersive experience. Though if you want to have enough ratings for scoring you should play, rate and comment on other games - you have full team, so it will be enough if few people do that just for a few more games. |
| May 16 11:07:24 | 15h 51m | Hextraordinary Hexplorers | ♥ 1 | That is a lot of content, one could say the game is pretty deep. Funny introduction and ending, started and ended the game while laughing. Art and hexagon based design looks good, and hexagons allow for choosing paths while still always progressing deeper. Hexagons are truly the bestagons. Not sure what the map does. Also not sure why I can't trade a + to the druid when I have 2, might be a bug. Overall, it was interesting and enjoyable to play. Definitely not easy, but since I saw the snow in one of the first runs I decided to try to reach it, and that kept me going until I was good enough at managing resources. Then it turned out that was the goal all along! So I managed, but it might be more motivating for others if the end goal was clearer and there was some progression indicator to show players how close to the end they are. |
| May 16 11:46:07 | 38m 43s | Deeper Every D8 | ♥ 1 | Nice utilization of content generation! The questions and answers kind of felt like just figuring out a checklist and then going through it, but some facts were pretty interesting. Feels like there could have been a few girls less in favor of more interesting dialogs, less focused on interests and more on maybe some unexpected situations and how you respond. Not sure if there was supposed to be an ending, but didn't manage to trigger it. Maybe I'm just not used to these kind of games. Overall, it was interesting to see successfully utilized content generation - it opens a lot of interesting possibilities, especially for game jams where time to make assets is really limited. |
| May 16 12:00:16 | 14m 09s | Daré Fortress | ♥ 1 | Interesting game, I was really getting into it, but then it just abruptly ended after first few seasons. Not sure if I'm doing something wrong or nothing further is implemented. Anyway, I can definitely see where you were going with this, and I think it could be quite engaging. |
| May 16 12:22:58 | 22m 42s | Down, Down, Down | ♥ 1 | That was interesting. Points mean nothing indeed. Entertaining narrative and consistent art style helped to really immerse deep into the experience. Not sure if the platformer part was necessary - it didn't feel great, and making a platformer feel good just takes too much time to be able to do anything else, so it might have been better to not include it at all and just focus on top-down gameplay. Though I guess it works as a proof of concept. Anyway, it was fun and engaging experience. |
| May 16 12:35:05 | 12m 07s | Sleep Deeper | ♥ 1 | That was an interesting experience. Not sure what was happening and why, but still enjoyed the journey. Clouds and deeper backgrounds were very beautiful and relaxing to look at, definitely helped create a mood of tranquil sleep. Also satisfying clicking sounds during the day, intense typing at high energies was a nice touch too, really helped create a contrast between intense work and relaxed sleep. |
| May 16 13:02:10 | 27m 05s | The Deep | ♥ 3 | Interesting gameplay trying to navigate from the readouts. Was interesting trying to figure out what each means. Wish I would see all instruments without having to turn, might have made it easier to understand what was going on. The map helped and looked good, but I understood how it worked only after finishing the game. The interface felt quite realistic, the bolts everywhere really helped. The lamp was a nice touch. Together with sounds added a lot of atmosphere. Overall was very immersive experience, really felt like I was diving deep into the unknown. |
| May 16 14:18:17 | 1h 16m | BashRL | ♥ 1 | Good music and cool visuals added a lot to the feel of the game. Having full command list is nice, but that is a lot of information to take in right from the start. Also wish I didn't have separate command to view files and adjacent directories, navigation became a bit tedious after a while and reduced the desire to explore. Guards moving through directories is an interesting concept, added a nice layer to the game. Overall was really interesting to play, feel like it could be super fun if gameplay was smoothed out a bit. |
| May 16 15:24:17 | 1h 06m | Just Another Job | ♥ 1 | That was a interesting and relaxing experience. So much beautiful art, along with many interesting objects and engaging narrative really helped immerse me in exploring the mysteries. Full menu with save slots make it feel like a full professional game, though for a jam I probably would have enjoyed more content rather than a proper menu. In any case, it is a beautiful work, enjoyed playing it a lot, wish there was more to learn about the mysterious oddities of the person living there. |
| May 16 15:50:29 | 26m 12s | Endoparasitic | ♥ 0 | Really fun and engaging game. Sounds added a lot of mood, and movement felt surprisingly satisfying despite the lack of limbs. Having to manage health and ammo shone through in the last level - really felt like I had only one hand and every second mattered - shoot, take out empty, still smoking cartridges, stab yourself with a syringe, add new bullets to the gun, quickly shoot, back off while collecting bullets, take out empty cartridges - it was very intense and immersive experience. |
| May 16 15:59:29 | 9m 00s | Marty and the Eldritch Horror | ♥ 0 | Really nice art, interesting and pretty smooth movement mechanic. I can see why people are angry at Timmy though, I am as well. Would have been nice if the chase level had a bit sped up music track to fit with the pace. Was thrilling to finally beat it though, felt very satisfying. |
| May 16 16:44:26 | 44m 57s | Esophagus' inCRYPTion | ♥ 3 | Beautiful art, satisfying sounds and mystical, eerie music create a really immersive atmosphere. Camera was a bit jarring and controls took a while to get used to - had to imagine I was looking at the game from the side. But then it clicked and became instinctual. Still not sure how the plates affect the spikes, but was still interesting to find patterns that helped pass, even without understanding the underlying rules. Items were hard to notice, but that actually made it engaging to look for them. Would have been nice to know if one was present in a level, just to know if I was looking in the right place - noticed cat in one level, key in next, naturally assumed the scroll was going to be in the next. Spend fifteen minutes scouring the big level without any luck, then found it in one of the first levels while backtracking. I am not amused... And then the game ended before I could finish reading the last lines... But then was rewarded with more beautiful art, so it was ok. Overall, it was an engaging experience despite the minor issues. |
| May 16 17:09:18 | 24m 52s | The Deepest Thoughts | ♥ 0 | Beautiful atmosphere created by sounds. Really felt the vast emptiness of the cold dead world. The wavy memory effect was a nice touch. Fascinating how you can make an interesting looking character with just a few circles and some smooth animations. Not sure if mouse was needed for controls. Also sometimes mouseclicks didn't actually register until moving a bit and then clicking on the crack again. The reeled-in masks overlapping with the face was really cool. Thought the text scrolling along with your catches sometimes made it a bit difficult to distinguish them. The ending came before I could reel in the last message, so it then appeared over the end game screen. Overall, it was an immersive, somber experience. |
| May 16 21:21:56 | 4h 12m | Mars Cave Explorer | ♥ 1 | Audio was nice and effective, graphics were simple but nice and consistent. Gameplay was challenging, but the controls just pushed it over to frustrating territory. Maybe it's just not for keyboard, maybe it's the s for tractor beam instead of something more comfortable(like space), maybe it's the fact that I played for way too long with initial controls, switched because it still felt too clunky, then did not feel much better since I was now kind of used to other mode. Also did not help that the controls reset after each death. Even tried using two hands, one for each thruster, both default and inverted. Still felt too frustrating, still felt like s was not the best place to put the tractor beam. Maybe I'm just not patient/good enough, but it felt like I was being punished too much, so unfortunately half an hour and 5th ragequit later I have to stop for real to preserve my sanity. So yeah, liked the idea, feels like it would have been really satisfying to master, but wish gameplay was a little bit more forgiving and controls had a better button for tractor beam. |
| May 17 16:42:02 | 19h 20m | Outbreaks | ♥ 0 | Interesting idea - was fun to play, even if controls on mouse and keyboard were not ideal. Was still possible to play by just mashing buttons, gameplay was smooth enough and felt good. Number of moves was a bit overwhelming though - might have helped if they were introduced not all at the same time, maybe start with one for each character, then add one more each level. Anyway, it is a cool concept, I enjoyed trying it out. |
| May 17 18:55:32 | 2h 13m | The Adventurer Guild | ♥ 2 | So much content, so many mechanics! Very engaging, enjoyed it a lot. However, early game felt quite slow - long wait times till expedition moved back and forth, also bit slow fights. Maybe would have felt better if the progress counter ticked up while fighting. Currently there is just a lot of time waiting with no visible progress indicator. It gets better in midgame where you have enough heroes to launch simultaneous expeditions, but then have to wait for healings (especially dungeons) to tick up. I guess I should have just went ahead and won the game already, but I wanted to continue playing. Still wish there were less artificial delays, or at the very least that the game didn't pause while another screen is in focus so I could do other stuff while waiting. Did not get any indication that different classes are needed so just assumed it was best to have all heroes of one class and just buff that. Would have been nice if there was more indication on how different stats affect combat, but that's a minor issue. Overall game was very interesting, definitely would play more. |
| May 17 19:54:46 | 59m 14s | Blackout | ♥ 4 | That start was hilarious! The fall sound was great, I really felt it. The cat sound also got me good. Very beautiful art, nice character animations. Great sounds right from the start, really good music. All these together with entertaining item descriptions created a wonderful atmosphere. Cigarettes under sheets looked like pillow, so couldn't find it, had to take a peak at the screenshots to see the solution. Everything else was pretty straightforward. Kind of expected the first twist, so the second one was really unexpected. Overall, it was a really enjoyable game from start to finish, thank you for the opportunity to experience it! |
| May 17 21:40:33 | 1h 45m | Bunny Bunny Dig Dig | ♥ 0 | Beautiful art, nice animations, good sounds, cheerful music and satisfying gameplay together create a very strong core. And then there is good looking UI, progress indicator, tutorial, it just has all the nice touches. And so much content - 4 resource types, skill tree, even a combat minigame! Amazing game! |
| May 17 22:21:55 | 41m 22s | Daive Dangerous | ♥ 1 | That's such an interesting game - really cool how you need to shut down thruster opposite of broken to balance the ship and to go outside ship to fix. Tether was a nice touch. Progress indicator was also nice to have, helped keep the game engaging. Wish space button also jumped. Also that there was right hand button to interact, maybe rightclick - having to balance floating while fixing is a nice additional challenge, but it doesn't work if both floating and fixing is done with same hand. Another issue was sometimes mouse gets wonky when entering turret. Overall, game was really interesting and engaging despite the issues, I enjoyed it a lot. |
| May 18 18:01:58 | 19h 40m | The Deepest Booze | ♥ 1 | Nice user interface. Art style is simple but consistent (including the buttons at the bottom), which together with nice music create an immersive atmosphere. Fun name and profession combinations! Some interesting philosophy, and a deep twist, really nice! The surface layer analysis based on choices was pretty spot on. Really liked the narrative and the messages of the game - was certainly a meaningful experience. |
| May 18 18:37:27 | 35m 29s | Tunnel hunters | ♥ 1 | An engaging game with a lot of mechanics - breaking while upgrading mechanic makes you hold more than one item of each type to have a backup just in case, nice. However, due to large amount of content, there are some issues. Blue items are not very visible on the initial background. Heavy attack does either nothing or way less than normal. Really wish there was indication which items are equipped, and how many upgrades an item has. While 6 stats per item gives a lot of complexity, it was a bit overwhelming. Feel like it would have been better to have maybe 3 stats per item, tied to item type, or just start with 1-2 and increase number of stats as the game progressed. Didn't help that I could only guess what the stats actually did and what the item colors signified. Also after going to negative hp nothing happens, have to restart whole game. Overall, it still is a really enjoyable experience, gets especially satisfying once you start oneshotting bandits! Edit: 30000 meters deep and went through more boots than a fashion-conscious trophy wife! Edit2: 40000 depth, finally have good shoes! All stats over 200, can go to sleep happy :) |
| May 18 18:57:33 | 20m 06s | Diamonds and mud | ♥ 0 | Good core mechanic, nice shiny gems effect. Generation seems to be working well - though by the time it takes to generate I feel like it is a really big map... Wanted to reach the bottom, but felt like I was being punished for digging deeper because character seems to get stuck on walls a lot when climbing back up - using stairs is not the smoothest experience. Still it was interesting to play for a bit. |
| May 18 19:19:05 | 21m 32s | Unearther | ♥ 1 | Nice level building animation. Lighting and music really set a good mood. Also quite satisfying sounds, really felt like I was munching on gravel while burrowing. So many mechanics, and a good amount of levels, its really nice. Also having a leaderboard helps engage in exploration of mechanics to find most efficient paths. Would have liked an indicator in level select which levels were not perfectly solved, but maybe that was my bad for rushing through levels on first playthrough. Overall was a really interesting and enjoyable experience. |