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| Timestamp | Since previous | Game | Talops's comment | |
|---|---|---|---|---|
| May 5 21:40:58 | apocalypse of darkness wonderful nightmare | ♥ 1 | A die-and-retry full of eye-melting charm, it's crazy how super fast animations and a banger track can immediately influence player reflexes and behaviour, you could make an old man strafejump on quake 3 arena with this kind of mood, really cool! I did not really get the point of the spin-sprint thing and just played methodically to beat it. The boss was pretty cool but extremely easy once you know the sweet spots (respectively dead center, slightly up and shaving the boss for each pattern). I really liked the sine-cosine wave effect on the parasite gun. I found a little bug: If you beat the game and restart, you will be locked in shoot'em up mode in the platforming level (if you remove the boundaries you have a fun and rewarding little secret "feature" ;p) Some points you can improve: - Adding a WASD control scheme - Shrinking the player's hurtbox a little bit to make collisions feel more forgiving - Changing the walljump input requirement to make it more comfortable: up + wall direction instead of up+inverse direction Well done! hehehe1.pnghehehe2.png | |
| May 6 12:10:33 | 14h 29m | Archeo | ♥ 1 | My finger is sore from all that clicking ahahah! Neat and well-scoped game. Hiring more people after having about 3-4 of each was pointless because of the artifact cleaning taking much more time than it takes workmen to do their job and add more to the queue. To be able to make such a complete game even with its separate tutorial in such a short time is impressive, well done! |
| May 6 13:08:46 | 58m 13s | Unto the Eight | ♥ 2 | I would like to mention just how good the color palette you chose is, it really pulls the weight with such low-dimensions pixelart (8x8 is difficult!) and gives so much charm to your game! Outside of that any criticism I have has already been covered by others: Hold to move, the light system (which sometimes is really well used in your level design). I also have difficulties interpreting the theme in there. A little gem I'd love to see more of, congrats! |
| May 13 16:14:07 | 171h 05m | For King, for Freedom and for Law! | ♥ 1 | Hey, a game about my beloved country that is immediately AZERTY-compatible AND made in godot! I had a lot of fun but not in the way the game intended it; I went in solo, swinging my blade like a madman and used the dutchmen's shots against their own troops (and their tents) to great effect. It was, in fact, incomparably stronger than playing it safe and slow with my troops. The scope of your game is impressive, three whole levels, a small ai, a tutorial, two cutscenes, and all that in 48 hours! Damn! Imo, it would have worked just as well if you had only made one single level and used that freed up time to polish your game more, balance it better and make longer BGM (the small loop gets old really quickly, especially for such a long game!). Still congrats for making such a big game, dikkenek move! |
| May 13 16:33:03 | 18m 56s | Goblin Philosopher | ♥ 1 | I found a bug where I got locked out of any input, which happened after I moved one of my goblins right before getting converted by the cultist thing and as he was about to come to a breaking point in a conversation, right in the middle of a gigantic gobfest. I couldn't grab or click on any button but I could scroll around. Really original entry and gets pretty funny when you move every one of your converted gobbos in the same room into a huge cluster of green chaos. I found out that was the quickest way to get things done even if you get some breakpoints wrong. Congrats! |
| May 13 16:45:37 | 12m 34s | Altum | ♥ 0 | I always love jam games that strongly take their palette choice into consideration. Going monochromatic here was a good idea and goes really well with your hostile, lonely and silent setting. I'd have chosen a less saturated red to ease up on the eyes a bit (since contrasting from black isn't too difficult, only having some very select, important elements like the ship be such a bright color would work best) As for the gameplay, grappling around felt really slow but I really liked having to plan a return path in advance in order to not find myself over a screen away from any asteroid. Seeing the black hole grow bigger end bigger sends a nice chill down one's spine. Simple, inventive and works really well, congrats! |
| May 14 19:59:46 | 27h 14m | Dungeoneer | ♥ 1 | A really nice use of knockback as a crowd control mechanic. I think I got lucky since most rooms I've encountered were really easy. It felt like it could have used a handcrafted difficulty spike to add tension (boss). For a solo jam game there's a lot of content and variety even if you ran out of time, as the win screen says ;) Making it infinite would have definitely helped especially given your game's mechanics and potential. Congrats! |
| May 15 18:04:39 | 22h 04m | MineWell | ♥ 1 | Now that's what I call good scoping. Nice visuals, great polish, fitting bgm and sfx and really good level design! Clearly one of the better games I've played this LD. I'd have loved this to be procedural! If I really want to push the button and find some criticism, I'd say the mining animation is a bit slow (increases frustration when dying and retrying) and could have benefitted from a toggle to speed it up, the game concept is a bit generic and it is itself maybe a bit too simple and short? It was so nice it left me somewhat disappointed there wasn't more. I really had to scrape the bottom of the barrel to come up with these nitpicks 😆 Really great entry, congrats! |
| May 15 18:16:51 | 12m 12s | Vinewell | ♥ 1 | Bar the occasional impossible spike setup that was a pretty nice entry. Well scoped with an inventive concept (especially the idea of using walls to sharpen your knife), simple but efficient art and, unlike most submissions (and mine :p), even has music! Some spikes looked like they were not sharp enough to be dangerous and cost me my first playthrough. Crazy how important shapes are and how much information they carry in a monochromatic game! I liked it a lot, congrats! |
| May 15 19:29:37 | 1h 12m | Ludum Dare News Network | ♥ 1 | When I first tried the game I was eating pasta, needless to say I ended up choking on them while laughing and trying to impersonate a lumberjack at the same time. Worked really well with a good mic. Incredibly inventive and hilarious game! Tell this "Secret_Juice" intern he should get better at coming up with prompts in time by the way, I don't think these would work in the journalistic world 😏 Congrats and thank you for testing my game! |