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| Timestamp | Since previous | Game | Rongo Matane's comment | |
|---|---|---|---|---|
| Apr 27 11:33:13 | Infini-Digger | ♥ 1 | palette_slso8-32x.png I think i'm stuck here. The tutorial is really overwhelming, i don't quite get what happens (like the number on the top left going from 800+ to 50 over one layer. The mechanics seem interesting and well thought trough, just the hurdle of getting into it is really high. My suggestion would be to have no explicit tutorial, but start the first level with only one element, like the digger. Then have one level where the digger needs to be really applied, then go to the next level with the next element. Other than that, would mouse controls be an option? The controls with both arrows and wasd seem a bit complex, and i didn't understand if my movement itself was important. Congratulations for finishing, and a lot of respect for tackling such a complex game! | |
| Apr 27 11:52:01 | 18m 48s | Deepest Sword | ♥ 1 | That was really interesting, a great mechanic and presentation. Penetrating the dragon was strangely erotic. I also had to learn that i should be satisfied with an average sized sword, i had a lot of trouble handling the 4 incher (or whatever that measurement is). I got really frustrated with the longer one - reminded me a bit of getting over it, which is not something i enjoy, so it won't be held against your game. In that regard, i think the controls find a good balance of being slightly awkward, so that the challenge arises from the execution (like in the bennet foddy game). Awesome job! I'm sure i'll see this on randomize user :D PS: i had a little technical problem where the game slowed down heavily and the sped up, throwing me off cliffs. Not sure if it was my browser or systems fault. Oh, and the music was pretty silent. |
| Apr 27 12:12:46 | 20m 45s | Far Side of the Mirror | ♥ 1 | That was really strange and wholesome, i really like it. The people were pretty creepy with their one eye that stares judgingly at you if you run. Shoutout to my man Leopold, loved those guys and their rhymes. The dance was really enjoyable, the maze i didn't like too much, but that took nothing away from the story. I'm really not big on story heavy games, so it speaks for this one that i finished it :) |
| Apr 27 12:20:00 | 7m 14s | Fallen Shovel | ♥ 1 | Really nice mechanics, being able to destroy the terrain but in a very controlled and limited fashion, that can also have drawbacks (jumping into enemies up high), felt really novel. The soundtrack und visuals are top notch, really well polished. The only gripe i have which makes it difficult to play for me is that the window is not resizable. Insert first world problem her, about big and fancy monitors. 1.png If you look closely, in the center of this image you can see the game :D |
| Apr 27 13:50:06 | 1h 30m | Push Stack | ♥ 1 | I'm being honest here, i think i couldn't quite grasp how it worked and got stuck on level 5. I tend to study the behaviour and formulate rules in my head, instead of reading rules and trying to extrapolate the behaviour. So i only fly over the rules - this might be stupid, but that's how my brain likes to work. This felt a bit problematic, because i had little room to do so. On Level 4 i learned that boxes with the same index are connected by virtual undo. What remained unclear is, why the movement direction has a number - i'd expect it plays a role, but i couldn't find any mechanic. On level 5 i wasn't able to produce any type of "interconnection via virtual undo", but i expect that i need it there (as this is the main mechanic and level 4 already used it). I couldn't find any combination of movement or multiple box pushes that "did" something. I went back to check the rules, but didn't find anything new or contradictory, so i guess i am missing something. |
| Apr 27 14:08:51 | 18m 45s | Logistics Boy | ♥ 2 | Amazingly captures the feeling of those old games. It's amazing that you went so far to animate the hardware and fingers too, really sells it. The game is surprisingly good, an actual challenge with a good ramp up and always staying fair. I really liked that the challenge was a different one for the second stage, where i also very much felt the old "push this button as fast as you can" mode. The music ramp up was also very cool, a nice surprise. It was a great decision to not have the player timed to the ingame clock. I quit at the submarine stage - a very authentic reminder of times when we perceived unfairness differently. Despite being seemingly simple, one of the most fun games i played in this jam. Super cool! :) |
| Apr 27 14:47:48 | 38m 57s | Doctor Shrink | ♥ 5 | Phew, just finished, though one sphincter remained unentered, god forbid! I love the idea and the art. Deeper and deepter into buttholes will never be not funny, fart sound and all. This is what kept me going! The gameplay was good enough for me wanting to finish it. I liked the general mechanic of shrinking a lot, and the initial "cutscene" was extremely cool with voice acting. I just went back to watch it a second time, only now getting the deeper joke :D I also have some points that troubled me * platforming mechanics didn't feel good - getting those right is hugely difficult in a jam. For example, i frustratingly died 5 times on a column (1 tile with 1 spike adjacent) where my jump wouldn't execute. I was standing on the edge ok, but apparently too far into the space. I'm also missing coyote time. * it's a bit long - i've seen all mechanics after 2 minutes, but play 10 more of the same thing. Like, shrinking to go through tight spaces quickly is fun, but not 10 times in a similar fashion * the wobble. I can understand if the game needed more juice, but the wobble wasn't a good solution for me, as it made the focus on the gameplay elements a bit unpleasant * the camera. There was always a little jump when changig size, and the switch between changing directions is very intense for something i might do mid flight multiple times. Together with the wobble it was difficult to follow visually. There were some technical issues like tiles not fitting or sprites missing the transparent part, but i didn't mind that at all. What i really liked is that you put the plates with the right controls at the right places, so the mechanics were always clear. I was also very thankful for the checkpoint system. Good job on the game, i love the graphics and the humor! |
| Apr 27 19:26:36 | 4h 38m | Magic Frontier | ♥ 2 | Very well rounded, fun game. It was impressive that you kept it fun without expanding the mechanics, so the levels felt varied with different challenges. I also felt smart from time to time, finding a solution that had a good amount of coins more available. I also appreciate the little details, with animations everywhere, even the UI. Well done! |
| Apr 27 19:39:28 | 12m 52s | Holey Hell | ♥ 2 | Above all, it's very technically impressive to me, as i have no idea how you'd do this. It would be cool to see a little tutorial tweet, as with the procgen of Adrenaline. Gameplay is short and sweet, controls feel great, visuals and sound are top, polish is next level, but you already know that. I didn't understand why i died one time, until i realized the white bottom part in the red area is not a rendering issue, but a hazard (as indicated by the white color, but i only realized that retrospectively). From the gifs i also thought it was a graphical error. Just a side note. |
| Apr 28 21:28:09 | 25h 48m | Greenception | ♥ 4 | Love the idea and i think it's great you revisited that tree theme. It is something beautiful to reverse this desert into a lush green space, i think this could be great as a relaxing game just about "meeting" different plants and simple but nice work. The groundworks are also laid here, as the graphics are very nice with the beautiful trees and them moving in the wind, along to the calm and friendly music. What's a bit lacking to me is the gene feature. I can understand the trees have different needs, but i'm missing a way to satisfy this. For example, i'd like to see areas that are drier or wetter, hotter or colder, more or less fertile, so i can have a "plan". The seeds also felt a bit random, as in harvesting a mushroom and getting 3 types of different trees out of it. I opted to just harvest everything and replant, which worked well but was a waste for the cool genetic system. Ah, and i'm missing a hotkey for plant/plant all. The idea is really good and the groundworks are there. If you manage to make the genetics somewhat predicatable and find room to give them meaning, this could be a great game. Another path could be to strip the genetics from explicit display and focus on building something nice - i don't think there is a gardening game yet, but i'd love to see one. Congratulations on finishing and for daring something new and complex! |
| May 11 11:31:11 | 302h 03m | MINOTOAD | ♥ 1 | i have no idea what to do :( 1.png |
| May 16 10:35:49 | 119h 04m | Dig Deeper | ♥ 1 | Hey Ursa :) It's always impressive to see a 3D game especially in compo. It was a bit dark for me, but not undiscernably dark. I liked the setup of having a ship and needing to leave it to gather resources. It was intuitive enough to learn what to do and how without getting stuck. The only misconception on my part was, that i expected i could dig into the ground manually, but that was quickly resolved once i understood the flies are enemies. Exploring the caverns was an intruiging moment, especially as i realized i have to find my way back and got no navigational help (which is a big plus). Later i didn't go into the caverns though, as there were many enemies close enough. It's also very impressive that you put in a full inventory system with equipment! I wonder though if that was a bit feature creep. So overall i think you started a very interesting game here, not quite finished but with potential. A few things that could be improved/fixed: * close the menu with the same button that opens it (tab) * i had 3 stacks of 3 big drops, oh which i put two into the shredder. The shredder still depicted only 3 drops, although i expected 6. After closing and opening the shredder again, it still showed 3 drops. On expansion, what would be interesting to me: * have a time limit per level, so that you have to make quick decisions whether to venture deeper into the caverns or go back and play it safe (time shouldn't progress inside the ship though) * gradually change visuals and mood when going down, from a light friendly cave at the start to the depths of hell later on PS: thank you again for playing one of our games! Dome Romantik this time. We always enjoy watching you play :) You probably don't remember it all because you play so many games each time, but you played nearly all of our ludum dare entries (10 so far, starting 4 years ago), starting with the hamster game with the surprise sex scene :D |
| May 17 18:36:59 | 32h 01m | Marbellion | ♥ 1 | That was really trippy, i felt pretty sucked in and intrigued. A had a bit of tension, as if something else was about to happen. I think it was a bit unsettling to hear the robotic announcer talking about nomnoms, a very good "clash". The ambience did the rest i think. The look was fantastic, obviously. The rolling felt exactly right for this type of game, controllable but heavy. The jump was really difficult, i'm not sure if it has the same movement as the rolling, but for the jump it felt to swift and so high that it was difficult to judge correctly. Seeing the epic size of the level was impressive, but also a bit disheartening in the sense of "wait, i need to collect ALL of these?". But i didn't need to, i quickly understood, and thus did my 48 like a proper nomnom collector. I liked the ortographic camera more, just a cool look. On the technical side, the camera move was extremely sensitive for me, like making a whole rotation when moving the mouse half a centimeter. I also got the mouse stuck at the side of the window so i couldn't rotate more into that direction - i'm sure unity has a setting to keep the mouse "stuck" in the center and only registering the theoretical movement. The audio distortion on camera movement was really cool. Overall, great job, trippy and beautiful! I do wonder though, if the level holds more secrets. It would be a perfect fit to deliver a (possibly dark) twist at some point. |
| May 17 21:54:20 | 3h 17m | Turn of the Tide | ♥ 2 | I really like the concept and it's so ambitious for a jam game. That it works pretty well is an achievement in itself, i was surprised to see all be simulated smoothly. It looks very appealing to me and the music carries it well to keep the mood up and focussed. You got a lot of feedback already, so i'll just make a suggestion, maybe for next time: A playable tutorial would fit really well here. The game is complex and has many different concepts which have to be taught. So maybe the player would start on a small bit of the map, zoomed in an one commando and control him to do simple things like shoot an antenna. Then maybe get into a car and drive to the next part, where he plants a bomb and sees a truck destroyed. Then the game opens up more and reveals the two teams, although it has to be clear where the player belongs to (strong colors maybe?). Doesn't really matter, but it's always great if the game can teach concept by concept and gradually open up, especially if it is a deep game like yours. Great job, that's such a cool entry, and really unique. |
| May 18 19:58:46 | 22h 04m | Piercing Asteroids | ♥ 1 | Fighting the enemy fighters with the charge was really fun, especially when being chased by the one type. I couldn't collect metal though - i went to "work", but collecting did nothing, destroying the rocks neither. In any case well balanced, fun to fly and fight - good job :) |