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Feedback comments for LD48
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| Timestamp | Since previous | Game | Threeli's comment | |
|---|---|---|---|---|
| Apr 26 20:36:49 | Cave Golf | ♥ 1 | I really like the central idea, and without adding anything new to the conversation I do agree with some of the other comments. I would love to see the idea of obstacle avoidance as you fall down levels further developed. The only real annoyance is when, as @jeffez says, the ball falls behind a block. | |
| Apr 26 20:49:57 | 13m 08s | Through Dimensions | ♥ 1 | This is a fun little gem (please forgive me for starting off with such a horrendous pun). Took me a second to figure out the mechanic, but it's a very nice take on adventure or maybe puzzle games. As soon as I realize things scrolled I suddenly got really into it. Very cool all around! |
| Apr 26 20:55:34 | 5m 37s | Deep In Yourself | ♥ 1 | I knew I had to play this as soon as I saw the screen shot. Such a brilliant vibe. I really enjoyed the decision making with regard to the audio production. If I were to have some minor complaints: the controls feels awkwardly selected on the keyboard, but that's probably just me. The only other thing you might consider changing would be the lack of feedback when taking damage from enemies. Overall, brilliant mood and atmospherics. |
| Apr 26 21:16:49 | 21m 15s | DwarfSweeper | ♥ 1 | Best so far is 256 and here I go assuming I'll be playing this for some time to come. I have to mirror the comment made by @aevek would've like just a graphic representation of which tiles I can dig, as opposed to a cursor restriction but other than that I love it. I obviously haven't gotten very far (so there may be more) but I would love it if there were strata to get to. Even just little rooms to find or things to see as you get further down. Anyway, very cool idea! |
| Apr 26 21:29:56 | 13m 07s | Bee Beesness | ♥ 2 | I have to parrot @candlebird and ask you to continue working on this as well! I really like the idea and it feels like it has a lot of potential buried in the ideation. Without repeating what others have said here, the audio was choppy on two of my machines for some reason (HTML5 version), but other than that the presentation is pretty slick given the time constraint. Hope to see you keep working on it! |
| Apr 26 21:35:41 | 5m 45s | Space Jump | ♥ 1 | You fell down from space :'( is the saddest message ever! I too really like the music, (it's still running as I write this message!) Controls could use a little tweaking, and this is totally a personal critique, but it feels very floaty and I wish the gravity felt a bit more unforgiving. It's not an intuitive comment but I actually think it might make the game easier to play and enjoy. Anyway, very cool! |
| Apr 26 21:41:13 | 5m 32s | Deep Breaths | ♥ 2 | Okay, this is pretty great all around. I'm smitten with the audio and visuals. I'd love to see this expanded into an exploration through the chakra realms or something. Stunning work with an off the charts vibe. |
| Apr 26 21:54:39 | 13m 26s | Darkness in the clouds | ♥ 1 | I would love to spend some more time in the underbelly of Cloudworld. As the scope of the worldbuilding continued to expand, I just wanted it to go on and on. Very interesting little experience. No real complaints to speak of, I only hope you'll continue to work on it and expand it! |
| Apr 26 22:06:19 | 11m 40s | Made in the Deep | ♥ 1 | I might just be overlooking the obvious, but I had an issue figuring out how to get past the third area (I attached a picture). I wish I didn't have this problem though, because this is a game I would like to play to completion. Hopefully you'll tell me what I'm doing wrong so I can get back to it. Wish you had some audio, but the graphics are really great for the time you had to do them. I hope you continue to run with this project. LDMadeInDeep.png |
| Apr 26 22:15:25 | 9m 06s | Frog | ♥ 6 | Okay, this was a blast. The visual and audio design work blew me away. This is really stellar. Controls feel so solid, and I love the general atmosphere. If I had any complaint at all - I wish it were longer! This is nuts given the time you all made it in! LDFrog.png (please just tell me if you want me to remove this image... but it really was my favorite bit) |
| Apr 26 22:29:30 | 14m 05s | Oculus Leviathan | ♥ 1 | Wow, the visuals are iconic. I really love the worldbuilding the limited writing accomplishes and despite my complete inability to predict which way the fish might move, I forced myself to beat it without the code. I need more experiences like this - really vibing with the world. |
| Apr 26 22:39:55 | 10m 25s | Haphephobia | ♥ 6 | I think it's an interesting idea you could expand up on further. I understand the limitations of the Jam mean it's not going to be a totally polished product and with respect to that the sound design threw me a little. Especially given the Animal Crossingesq FX in the "real world". I'm torn on how I might the mood of this, as it's kind of inconsistently themed. In the end I decided I liked the mood and would like to see where you take it if it's a game you'll continue to work on. |
| Apr 26 22:51:01 | 11m 06s | Project Asylum | ♥ 1 | Some really brilliant tension and atmospherics are begging to be brought to life here. The controls and camera are a little obtuse but I'd love to play more of this if you decide to continue work on it or something like it. Strong vibe overall! |
| Apr 26 23:01:23 | 10m 22s | Light 'em Up | ♥ 1 | Okay - it's going to sound like I'm laying it on, but I genuinely liked this a lot and I would love for you to continue developing the idea. Firstly, it might just be my machine but the scroll wheel to select the tool was wildly inconsistent which artificially inflated the challenge. The ability to build where the mouse was instead of being limited to just where my character was felt wrong somehow (but that might just be me). I misplaced things a few times before I figured it out, but it's not as if it really hampers the gameplay. I also wish the graphics were a little less inconsistently themed. Like I said though, I really enjoyed playing this. I would love to see it further developed! |
| Apr 26 23:10:34 | 9m 11s | Toad in the Hole | ♥ 1 | Hail friend! I'm in love with this. That worm though. Wow, I really hope this gets expanded. The writing is awesome. Graphically it feels a little unfinished, but dang do I love the characters. Shoot, even the constant water pouring sound works somehow. |
| Apr 26 23:31:31 | 20m 57s | Terminal | ♥ 1 | Very slick overall and I'll probably sink some time into it (excuse the pun). My only minor complaint is I kind of wish there was occasionally an upward arrow card, and to repeat what the other people said some sound would've been the cherry on top. Awesome work! |
| Apr 26 23:43:15 | 11m 44s | Drilbert | ♥ 1 | Okay I'm a sucker for turn-based-puzzle anything, but I really enjoyed this one. It's a very clever premise that kept me trying again and again. I've also got to say, you might not have designed the sound yourselves but it was all wisely chosen. My only complaint is: it's a little short for how swiftly the difficulty ramps up. I'd love to play more of it. Awesome stuff! |
| Apr 27 00:02:24 | 19m 09s | Hope | ♥ 1 | Whoa, this is strangely beyond engaging for me. I'm really into the presentation, as simple as it all is (the sound design is phenomenal) and I found the mechanic of dialing worked really well for propelling me forward through the story. Unfortunately, no matter what I did or how many times I restarted the game there was no way to get past 4 calls (including the obligatory first police call) and having to close and reopen the game (even in the downloaded version) to try again was frustrating. Hopefully I'm just too dense to figure it out? |
| Apr 27 00:40:48 | 38m 24s | DRLLVINATION 👁 | ♥ 1 | Brilliant visuals, and the mechanics are soundly designed and intuitive! I really enjoyed the shape mechanics as well, but the game did occasionally shut down with no apparent reason or warning (must be a stray key press as indicated by @seanarooni). I think my only feedback for the expanded version might be to tame the size of the enemy projectiles. They can be insanely large early on which felt odd. Maybe also a mechanic that rewards a slower paced play as well, some kind of bonus for nailing more enemies as you go rather than just hurtling downward? I very much dug it! |
| Apr 27 00:52:42 | 11m 54s | MINOTOAD | ♥ 2 | This is a fun little crawler, but lets be honest. I had to leave a comment and rate you up just for that dang walk animation. Serious, I loved it! |
| Apr 27 00:58:01 | 5m 19s | To Mine Own Craft Be True | ♥ 0 | Brilliant stuff. I love the ASCII jump animation. I have a feeling I'll be messing about with this one for a while - there seems like so much world to explore. |
| Apr 27 01:06:50 | 8m 49s | Mystical Island | ♥ 1 | I think the RNG is weighted a little on the unfair side, but I've gotta say: this is a really cool idea, and a fun experience. I'm going to be poking around on the little island for a while I expect. |
| Apr 27 01:17:18 | 10m 28s | Ziggurat | ♥ 1 | Anything that reminds me of Knytt Stories is going to get a solid rating no matter what, but this is an excellent work in it's own right. The only issue, (which I suspect is beyond your control, I'm blaming the browser maybe?) is that the sound is extremely choppy. Seriously, love the worldbuilding and the art. |
| Apr 27 01:32:48 | 15m 30s | Abyssal Lab | ♥ 1 | Brilliant stuff. I'm really very impressed with the level of polish you managed to pull off for a compo, I felt like it was right up to the wire. Do you plan on continuing development? |
| Apr 27 18:57:04 | 17h 24m | Derelict Dive | ♥ 1 | Many of the comments already addressed the slight issues here so I won't retread. I've got to say, the art is perfect and I love the song in the background. I would love to see this mechanic used and adopted into a larger game. A few people have said the experience was fairly relaxing so, maybe some kind of space tourist thing, with a risk-vs-reward mechanic. Great job! |
| Apr 27 18:59:38 | 2m 34s | Space Dwarf Alchemist Go! | ♥ 1 | As others have said, it becomes an open-ended nightmare later on, but I really enjoyed it while it lasted. Do you have plans to expand it into a larger experience? |
| Apr 27 19:09:25 | 9m 47s | OVERDRILLED | ♥ 3 | Not much I could say here that at this point wouldn't be something you either already knew or a retread of the above comments (I would really mirror some of @the-neon-shark's ideas) I'm having a blast, and the mechanics speak for themselves once you get the hang of the controls. I would wonder if there wasn't a way to make the controls more contextual to simplify that part of the experience. Obviously I would love to play an expanded version of this. More stuff to see down lower, and maybe you kind-of add on to your platform over time. Anyway, very cool experience! |
| Apr 27 19:17:48 | 8m 23s | Deem | ♥ 1 | Not sure if I'm too dense, but I couldn't figure out how to use any of the tools in the UI bar at the top of the screen? Didn't really impact the experience as presented, but it did feel a little off. As others have already said - there's a lot of potential here. I got the tiniest taste of worldbuilding in there and I really want more. That said I'm glad I saw on you're itch page that you're developing it further! Keep up the good work. |
| Apr 27 19:23:21 | 5m 33s | CHROMAHOLIC | ♥ 1 | Brilliant. I loved figuring out what was going on, and then trying and failing a ton to find my way. Hilariously I didn't realize you could use the mouse to look around at first, so basically I played two different games, one that made sense and one where you had to no-look strafe down halls! There is so much potential with this project, I really hope you develop it further. (Also, the audio is exceptional... the mood in general is awesome). |
| Apr 27 19:42:42 | 19m 21s | Deep Space ONE | ♥ 2 | I quite liked the character art, and the chiptune as well. I wish it were a bit more difficult and I'm not sure if the last phase of the boss was supposed to fight back, but it didn't for me? Anyway, I'm glad you're going to continue working on it, I'm sure it'll be a blast! |
| Apr 27 20:01:23 | 18m 41s | Acheron's Gambit | ♥ 2 | I loved the art, and boy oh boy did I enjoy the combat mechanics. Every fight felt like a frenetic scramble, and it all felt surprisingly tuned. I would love to play a massive version of this, will you be working on an expanded version? Very cool overall, and either way I'm going to keep playing. |
| Apr 27 20:12:15 | 10m 52s | Love Under the Robot Junkyard | ♥ 3 | The color palette and sound were excellent. I read above you're going to include a turn-based mode, and that was going to be my suggestion. Options are always a good thing (I think, I know that goes against some folk's design ethos) and I feel like you're starting to design a really cool little world. Basically, I wish I could take my time and read the flavor text. I can't wait to play the bigger badder version. Awesome! |
| Apr 27 20:20:03 | 7m 48s | Colored Roots | ♥ 0 | I really like the central mechanic here, I would spend hours playing a puzzle like this. I will be honest though, it took me way too long to figure out what the minus did. Like, it's REALLY obvious, but for some reason I just didn't get it. A slick idea, and a fun puzzle game! |
| Apr 27 20:54:18 | 34m 15s | Codename::GreyHat | ♥ 1 | My only real complaint is hardly a complaint - as @temulgeh said I wish you could up arrow to cycle through previous commands but I read you'd planned it. The only other thing was on my end it didn't auto scroll with new console output and I feel like it should have? I like the whole vibe, and I'm pumped someone went for a non-standard use of the Theme. Awesome work! |
| Apr 27 21:58:55 | 1h 04m | Caves of the Forgotten | ♥ 1 | Look, I too want to find the mystical land of Shambala. Excellent work, I really would love to see this developed further - there's just so many directions it could be taken. My only minor nitpick (and it's been mentioned here) is that I wish there was some background audio. Maybe not music per se, but wind and drips etc. Anyway, brilliant work, I just need more of it! |
| Apr 27 22:05:29 | 6m 34s | Exiled | ♥ 1 | As others have said I think this is a cool way to slowly meter out the story. Also I'm a sucker for these 1BPP graphics. I'd love to see what you might do with it if you decide to continue developing it, even just having some other characters to talk to and some places to see would be very cool. |
| Apr 27 22:42:00 | 36m 31s | Abisal | ♥ 1 | Dang I really loved how the third cave really ramped up the pressure (pun?) both sonically and gameplay-wise. This genuinely was a fun little game! |
| Apr 27 22:52:22 | 10m 22s | The Deepest Dungeon | ♥ 3 | A solid rendition of the idle genre, distilled to its core elements. I love the GBAesq graphics and sound. I only wish it didn't pause in the background so I could keep playing it and see how far down I could get! Great work! |
| Apr 27 23:12:42 | 20m 20s | Yermak | ♥ 1 | This awesome. I love the visuals, the sound, the design. Just excellent all around. I'll probably be playing this for a while. If you look at my entry you'll see that I approve of punishing simple mechanics. The stacking element of gathering when making camp is brilliant. I really don't have much to complain about other than I wish there were more of it! Great work! Edit: I'll steal from @wheybags retroactively and agree that the popups do get to be a bit much as you edge closer to death. |
| Apr 27 23:31:41 | 18m 59s | Ballast | ♥ 3 | I have to mirror the above comments of @usenrame and @mrpiedpiper in saying this should be a mobile game. I would love to see it get gradually more difficult. You could do something like travel between stations and add interface elements over time. Gave me Spaceteam vibes, and I like that. Brilliant stuff! |
| Apr 27 23:45:13 | 13m 32s | Fever Dream | ♥ 2 | Green ribbon winner here, 8 seconds away from being better, but oh well. The visuals and sound were extremely fitting and it was a cool take on an underrepresented genre. My only minor annoyance was how slowly I moved in the air? Though, I actually enjoyed hitting a ring and landing on the ground in the canyon, that was a cool touch and it made me think that maybe you could always offer twin tracks. Make the ground more punishing but faster as a trade off? Finally, I don't know how impossible it would be to translate to a VR experience, but I kept thing it would be really intense in VR. Anyway, very cool stuff. |
| Apr 27 23:59:42 | 14m 29s | Doctor Shrink | ♥ 1 | What a cool idea. Felt like an old-school game (Jazz Jackrabbit and the like). I'd love to play more of it but a few things I took note of. The controls felt a little too loose for how swiftly the game moves? I know that's maybe not particularly precise feedback, but it's hard to pin down what I mean. That and the hitbox for the spikes feels really punishing. Additionally, I wish there was a bar, or some other visual indication depicting how much longer you will remain shrunken. I know there is an audible hint, but it would've made it less frustrating. Great idea and really polished for the short amount of time you had to make it! |
| Apr 28 00:20:55 | 21m 13s | Decay | ♥ 1 | Debt it is, simulator indeed. I really enjoyed the audio, and you balanced the game well. I know this is going to sound either sadistic or disingenuous, but I really hope you continue to work on it. The map felt a little desolate (which might've been intentional) but I think it could help to further the feeling of isolation. Surrounded by people and buildings and none of them help / offer functionality etc. Dark stuff, but I liked it. Great work. |
| Apr 28 00:33:56 | 13m 01s | Back Down | ♥ 2 | Cool a little VVVVVVvania (sorry, I had to with the spring to reverse the gravity thing). Seriously though, it really feels like something you should finish - you've got a good sense of design and progression. A minor change you might consider making: holding a key to swim up as opposed to having to tap it a million times. Really enjoyed it, great work. (Edit: oh and even if some bits were a little rough, I thought the sprite work was great!) |
| Apr 28 00:56:23 | 22m 27s | Fluffy the Slime's Underground Adventure | ♥ 1 | I think with a little more time you could really develop this aesthetic into a cool little world. The diversity of content in the levels kept it interesting all the way through the treasure. I would mention the controls being a little sluggish but other people already have. Keep up the hard work, and keep making games! (EDIT: I forgot to mention, I really love the background song!) |
| Apr 28 01:07:04 | 10m 41s | Dahla's Journey | ♥ 2 | My only real nitpick is that it felt slow after a bit, but then everyone already said that. Instead let me say I loved the song, really added to the overall vibe. I get the sense that it is to be played contemplatively and is more puzzle than rogue, and I like it a lot for that. Do you plan on continuing to work on it? |
| Apr 28 01:13:45 | 6m 41s | Investigate | ♥ 0 | Nailed it on my first go, but after reading other comments I'm wondering if I was just lucky?! I understand it's RNG based, but it seemed like there were only two rounds that featured unbalanced choices. Again, I may have just been lucky, but maybe that's a place you could look at? I wish there was quite a bit more here, because I enjoyed the few moments of game I got. Good work! |
| Apr 28 01:22:15 | 8m 30s | Wormy's Dangerous Dig | ♥ 1 | I can't believe this is the first PICO game I ran into. I loved it! I did accidentally glitch through the bottom of a screen when I'm guessing the fall mechanic took over a rather than pushing me left or right, but you must have coded for that because I popped right back up a second later. The fall mechanic is really interesting actually. Ended with a score of only 100, but I did have a good time. Great work! |
| Apr 28 01:33:59 | 11m 44s | grem | ♥ 1 | A fellow game about wandering around in the dark, so you know I have to like it. But wait, there's more - a fellow Ableton user? I thought I was just being masochistic booting up Ableton during a 48 hour compo, so I'm glad to know there's more like me out there. This a cool idea. Controls are tight, and so is the track. It very nearly hit D&B there at the last level, which was really cool. Basically I'd like to play more and listen to more. Great work! |
| Apr 28 01:40:11 | 6m 12s | Lost Core of the Underworld | ♥ 1 | How the heck did you write all this in the time allotted?! I thought my game had a foolish amount of dialog in it, but then I found this gem. Very impressed. I'm a sucker for text adventures and I love how swiftly you ramp into the worldbuilding. I also really love the combat system. As others have said, even a little sonic ambience in the background would've gone a long way, but it's hard to complain. Great stuff! |
| Apr 28 01:49:29 | 9m 18s | Mind Depths LD 48 | ♥ 1 | Really great atmosphere in this one. The sound design is pretty brilliant stuff. Seems like you're aware of the strange collision detection. Also I'm not sure if it's supposed to work this way, but if you press return at the bottom of the window that says panorama (as opposed to higher up) the text is displayed off screen. I genuinely hope you'll consider continuing work on this or a similar project. I love horror games, and they're not often done right. Great stuff! |
| Apr 28 02:06:00 | 16m 31s | The NYPD Shaman | ♥ 1 | I'm so glad to be finally finding all these Pico gems. This is awesome work. I'm blown away by how much charm and character you managed to pack into this cart. |
| Apr 28 02:15:50 | 9m 50s | EARTHWYRM | ♥ 1 | I know I'll just be parroting other comments here when I say: Sheesh, this is incredible for the time you made it in. The art got me to click. The puzzle design (and beetle) kept me around. The sound design will stick in my head for a long while. Brilliant stuff. I could use a much longer version of this please. |
| Apr 28 02:35:21 | 19m 31s | Into the Dark | ♥ 2 | I see a lot of promise in this project. Solid idea and execution for such a short amount of time. A couple of technical notes, if the lights at the base aren't to be used I don't think I should be able to pick them up? Might just be a simple bug. The other issue I experienced (which might some quirk of Unreal?) is when I crafted something it was fired out of the machine at top speed, sometimes they would just not be on the ground. I'm not sure if the items just clipped through the universe or something. that was rare, but the fact that they fired out and didn't land in the bin was odd. I think you're very close to getting the isolation thing down. I'm excited to play it as you develop it further! |
| Apr 28 02:58:39 | 23m 18s | Abyssonaut | ♥ 1 | This is impossibly good, and polished. I only wish there was more of it, in a similar manner as @simex pointed out. Stunned. |
| Apr 28 03:04:51 | 6m 12s | Déjà Vu | ♥ 2 | Wow, I didn't know what to expect and I ended up enjoying myself quite a bit! The sprite work really kept me in there until the puzzles finally hooked me. I hope you plan on continuing development because this could be really awesome as a fleshed out idea! |
| Apr 28 03:11:29 | 6m 38s | The Caves Of Caseous | ♥ 0 | The sprite work is top notch. I'm glad this is a proof of concept because I desperately want there to be more. The cave element is wild. I love verticality in rogues and it's so rarely done, and this is done pretty well. I was only initially confused about to climb around. I'm going to keep an eye on development. Great stuff! |
| Apr 28 16:50:56 | 13h 39m | DIGIDIG | ♥ 2 | I was sent here by @pavelc and I'm glad I was. This is a great little experience. I'm going to bookmark this in 'splore' because the mechanic is so satisfying, I know I'll come back to it! This has a wild amount of potential to be expanded: lessening the number of visible future moves, shifting rows right or left after so many turns, and on and on. Very cool experience. |
| Apr 28 17:38:06 | 47m 10s | Dwammings | ♥ 3 | This is a really cool combination of quasi-basebuilder and lemmings. I feel like this has an insane amount of potential for growing into a full game! All kinds of options: for instance you could make it even more frantic by requiring timbers to shore up shafts or risk them collapsing. I also feel I have to mention the sprite work for being incredible. Minor complaint: I wish you could click on the tools in the UI, I kept doing it (even though I knew the number keys were they correct way) and then causing hijinks by assigning the wrong tool to a dwarf. Anyway, I hope you'll continue to work on it. Great stuff! |
| Apr 28 17:50:32 | 12m 26s | RUN FROM STUFF (2D Chase Game) | ♥ 1 | Okay not going to tread any new ground with the N++ reference here, but I will say more than anything the extremely tight controls made me think of it. I have to ask, was my tiny little guy able to grab on to a ledge and pull himself up? It seemed like that happened once or twice, and if so that's hilarious and awesome. I'm glad to read that you'll be continuing work on it, I would love to play more! |
| Apr 28 18:02:39 | 12m 07s | DISPOSAL | ♥ 5 | I really enjoy this concept and the difficulty feels just right to allow for additions. I'd love to see where you all take the idea in the future. I think it would be interesting if there were little weirdos to meet down below. The sprite work and audio design are both exceptional. I especially enjoyed the sfx. Awesome work overall! |
| Apr 28 18:20:08 | 17m 29s | Deep Purple | ♥ 1 | I certainly hope you'll continue to work on it, it's a fun experience packed with such solid intention. Simple mechanics allow for a surprisingly deep puzzle system and I read that you wanted to add elements like pressure plates. I quite like the backing track, saw you used Ableton and felt a kindred spirit, the only issue being it popped occasionally (but I suspect that's some combination of my browser and webGL). The only thing I really craved was more visual feedback when moving the blocks, but I loved the use of the kick and snare as audible signifiers for moving them. Great work! |
| Apr 28 18:26:04 | 5m 56s | Town of Monsters | ♥ 2 | Okay the soundtrack is mad and brilliant. I love the visuals. The combat wasn't as hard for me to follow as others, but I think there could be a little more explanation throughout the UI to facilitate people playing the game as intended. Even just some tooltips when hovering over buttons would go a long way to making it more approachable, and you could flood the tooltips with flavor-text as you've clearly got a strong handle on worldbuilding. I demand you continue to work on and refine this. I need to play this game when it's a complete vision realized. Incredible work. |
| Apr 28 18:37:56 | 11m 52s | Vibin' Secrets | ♥ 0 | The worldbuilding is brilliant stuff. I wanted to play around in it forever. I have two complaints: I wish there were some sound, and two I really wish it were ages longer. I hope you'll continue to work on it or at least something similar. A little UI/UX polish and you'll have something great on your hands. |
| Apr 28 18:51:52 | 13m 56s | Crawl Deeper | ♥ 1 | I'm not sure if there could be a more precise application of the theme. The audio is superb. The mood is dense. I hope you expand on the idea, it feels like there's a million directions it could go and not give up the sense of dread and wonder you've produced. |
| Apr 28 18:54:47 | 2m 55s | The Language of Dreams | ♥ 0 | As others have said knowing where doors are is a little hit or miss, but it feels like you've made something genuinely engaging and interesting here. As @simex says I can't wait to see what you can do with this or other projects! Brilliant atmosphere. (Edit: I forgot to mention discovering a language is a really fun mechanic) |
| Apr 28 19:16:18 | 21m 31s | Aleph Qoph / Duat | ♥ 1 | As everyone else has said the mouse sensitivity precludes my spending too much time exploring the world. Clearly you are working on fixing the issue. I've got to say the atmosphere is genius, even if there was no definite goal or purpose I really enjoyed wandering around and learning about the world. I do hope you continue to work on it, or a similar project. Very cool! |
| Apr 28 19:26:47 | 10m 29s | Deeper In The Night | ♥ 0 | I have to mirror the control strangeness sentiments of those above me, but that's not saying anything you don't already know. I love the sense of exploration I get immediately upon booting it up and the ghosts were pretty cool. The engine you've crafted has a lot of promise, esp. if you were able to write in just two days. I hope you're going to continue working on it! Really great work! |
| Apr 28 20:03:45 | 36m 58s | Deeper-Geddon | ♥ 3 | I'm a sucker for factory games for sure. I enjoyed the timing element, forcing me to adapt quickly and repurpose old factories. The music was solid and added to the mood overall. Great work getting this work well in such short time! |
| Apr 28 20:11:53 | 8m 08s | Ventil Of View | ♥ 1 | A wonderfully original use of the theme I think, and it controls well. I really enjoyed the rotational mechanic and would love to see it expanded. Are you going to work on this beyond the jam? |
| Apr 28 20:31:12 | 19m 19s | Selkö | ♥ 3 | The general vibe is wonderful in this. As soon as I saw the octopus I knew I liked it, but the jelly-fish puzzle really cemented it for me. An extremely relaxing game. I think someone mentioned turning it into a mobile game. Either way I'd love to see more like this, great work! |
| Apr 28 20:51:27 | 20m 15s | Dome Romantik | ♥ 2 | Dang, I really enjoy this one. For sure this needs to be expanded. Just all around polish and the mechanics are simple but keep me engaged. The first time I heard the banging I was so confused until I brought back some resources. Just solid work all around. |
| Apr 28 21:06:22 | 14m 55s | The Fall of Squidy | ♥ 0 | A simple mechanic but it works very well. The slow-down when you're preparing to fire is very slick. My only real criticism is that (as has been mentioned) the sound is a little too loud. I'll be excited to see where you go with it! |
| Apr 28 21:12:17 | 5m 55s | Doug Tudeap in: The Ore Gone Trail | ♥ 0 | Very impressive stuff. The only drawback I see here is that it's initially hard to grasp the controls, but you've managed to pack a lot of game in there. Cool stuff. |
| Apr 28 21:17:24 | 5m 07s | Mini Miners | ♥ 1 | Like the other commenters here, it took a second for me to figure it all out, but then it ended up being fairly addicting. I would love to see this expanded into a full release, do you have plans to continue it? (Edit: I love the visuals!) |
| Apr 28 21:47:01 | 29m 37s | Jupiter II | ♥ 1 | I can't really put my finger on why, but this is one of my favorites so far. The worldbuilding is fast and cool, and the mechanic works really well. I had some browser issues with sound, but I don't think that has anything to do with your work or design. The scanning mechanic is one I love in pretty much any game that employs it: I loved learning about your world while also trying to stay alive. Top notch cliffhanger at the end there. I really hope you continue working on it. It's got such (I swear this is a massive compliment) a slick 90s adventure game vibe. I really would love it if you could upgrade your equipment and base and travel from trench to trench. Anyway, great work! |
| Apr 28 21:55:05 | 8m 04s | Last penny | ♥ 2 | This was a fun little experience. I really dig the visual style of the guy and the city behind him. I know you wrote that you purposely left out an oxygen indicator and at first I was torn as to weather that was a good idea or not, but actually I think you made the right choice. Great stuff! |
| Apr 28 22:16:00 | 20m 55s | Depth of Death | ♥ 2 | 10/10 - would open empty lockers again. Seriously though, this is a great seed of a project that could become something very fun and horrific. I'm not 100% on the vibe you are going for, but I think the zombie divers could maybe use a bit of the Jacob's Ladder treatment (though I do like the retro visual style you've angled towards). I assume you know what's lacking, but generally I think the biggest thing you need more of is sound. Not music, just more ambience (which I think might detract from the isolation element) and sfx. I can't tell for sure, but it seemed like the shotgun had a much lower DPS than the pistol? The ride down in the elevator was dragging up some primal fears in me. More of that please. This has great potential and I hope you'll continue working on it! |
| Apr 28 22:28:49 | 12m 49s | Deep(er) Purple | ♥ 2 | Getting real Epic Megagames vibes here, which I like quite a lot. The sprite work is gorgeous which really helps. The controls felt really touchy on my end, way too twitch for my liking, but that's a matter of personal taste I suppose. I think the only real complaint I might have is that if you try and jump out of the water without first having some momentum it will loop the sound and play the splash effect but you can't actually jump out. I would like it if you either A. could get out or B. the visual/audible feedback was different to showcase that you need momentum to get out of the water. I wish it were longer, and here's hoping you'll use the engine or world to make a longer game - Great work! |
| Apr 28 23:52:27 | 1h 23m | Blue Cheese, Lunar Descent | ♥ 1 | I second @yorsh's comment about adding a simple indication that you can double jump, though I did figure it out fairly quickly. You've got a solid core mechanic here. Simple to understand and seems like a challenge to master, though it clearly is possible to master it. I think there's a lot of potential to take this places, great work! |
| Apr 28 23:58:31 | 6m 04s | Dikes & Polders | ♥ 1 | Wonderful, contemplative fun! There is a little visual glitch where rotating a flower tile through the ocean will switch its graphic to the water shader, but it didn't impact the gameplay at all. Other than that, this is an incredibly polished and solidly designed experience. |
| Apr 29 00:08:22 | 9m 51s | Deep Sea Adventures | ♥ 1 | Solid work, I really like your sprite work and palette selection. I feel similarly to @khelian and @crucknuk in thinking the sub moves a bit more sluggishly than I would like, but I feel like you've got a certain mood you're going for. I'll be excited to see the future location and species! |
| Apr 29 00:15:13 | 6m 51s | River, Carry Me Away | ♥ 4 | Wonderful atmospherics, and of course you've already been bombarded with comments about the gorgeous score, but I'll go ahead and add to it: this is masterfully scored. Surprisingly meditative for how dramatic the score can get. Beautiful work overall! |
| Apr 30 02:00:48 | 25h 45m | LD48 | ♥ 3 | This is a refreshingly unique idea. I love much work you put a single screen and few UI elements to. I've also got to really say the audio hit high marks for me. I would love to know if you're going to keep working on it - I see you said you had more ideas but ran out of time. Feels like there's a ton of potential here, great work! |
| Apr 30 02:11:13 | 10m 25s | Holey Hell | ♥ 2 | Just glorious visuals. I think you've got a pretty finely tuned difficulty curve here, which is surprising given the short time you had to make it! I'm going to be thinking about this for a long time. Seems like there's a ton of directions you could take it. Very cool stuff! |
| Apr 30 02:17:30 | 6m 17s | Going Down in Fishstory | ♥ 2 | Okay, so I'm not going to tread any new ground here - this is obviously brilliant stuff. Full product quality, and a lot of love. If I was going to provide any constructive criticism at all it would be this: I wish during the cutscenes I wasn't locked in place. I would understand if the screen was stationary, but I would still like it if I could swim around. I'm sure that's a personal choice, but it made the cut-scenes seem to drag on (even with their wonderful storytelling). Minor nitpicking aside, seriously great work! |
| Apr 30 02:23:29 | 5m 59s | Deep Sewers | ♥ 1 | Nice and simple game with a clearly articulated core loop. My only minor annoyance was that my vacuum would sometimes not suck up the liquid unless I walked away and back toward the puddle? I'd love to see what you do with it in the future! |
| Apr 30 02:29:23 | 5m 54s | HELL deep is your love? | ♥ 7 | @danmedeiros I'll be really sad if you weren't channeling Perturbator as inspiration for that slamming soundtrack. For the whole team - this is awesome, I love the speed getting back into the game, never making any failure too punishing. I also think it's brilliant that you watch your character fall for a second after death so you can see what's just below where you were. Always learning a little more about the stage. I only experienced one minor glitch right off the bat where I would jitter pretty intensely when on the edge of a platform, but that went away with a restart? I really hope you'll continue development, great stuff! |
| Apr 30 02:37:56 | 8m 33s | Billy's Gone Again | ♥ 1 | This ended up being a nice little time sink for me. The controls worked well, and I think the theme is pretty fun overall. I think the only bit of criticism I could offer (besides asking for more content!), would be that I wished the pistol had more feedback when hitting the enemies or even the wall. Will you continue to work on it post JAM? Either way, great work! |
| Apr 30 02:43:35 | 5m 39s | One More Cellar | ♥ 2 | Hey this is an excellent start to a fun little game. No problem with you wearing your inspirations on your sleeve! I have to agree with @fadrikalexander, I think the screen shake is a little too intense. I also wish there was a little more feedback for when the enemies take damage. Do you plan on working on it any further? It would be interesting to see where you take it - certainly seems to have a lot of promise! |
| Apr 30 02:59:38 | 16m 03s | Rock Monster | ♥ 0 | Firstly, I'm not sure how you made such a simple mechanic *feel* so solid. I'm not sure what magic you implanted into those controls, but they work wonderfully. Second, the wonderful 90s rock-guy visuals had me in a permanent smile. As for feedback, I wish there was more to do see as we navigate downward, and it seemed to get easier as I went further, which feels counterintuitive (unless it's to lull me into a false sense of security for a boss?) Very cool stuff, I'd love to see where you take the idea in the future! |
| Apr 30 18:16:05 | 15h 16m | Stolen Time | ♥ 3 | This is a solid start to an experience. At first I though the game's assets were incongruous, but I see what you were going for (sonically and whatnot). I will mirror some of the other comments, that the UI/UX experience could be polished up a little, it was unclear when my abilities were available, even if I did figure it out fairly quickly. I will say I liked how fluidly it controlled otherwise, I felt like the speed of both moment and discovery were nice. Seems like you've got the fundamental experience and idea down. Do you plan on continuing development after the fact? Either way, great work! |
| Apr 30 18:16:41 | 36s | Explory Story | ♥ 2 | Drinking brandy as a "young man" was pretty stand out. Only weird error is that sometimes the game-over options just sort of fly off to the right of the screen and if you don't catch them in time, they're gone. Depending on how much you wanted to put in to this experience I could see the idea being taken pretty far. I can imagine little pop up scenes, and all kinds of interspersed gameplay elements overlaid onto the simple key and door puzzles. Very cool stuff! |
| Apr 30 18:32:59 | 16m 18s | The Dwarven Brigade | ♥ 1 | I too had this dreaded error: >ERROR in action number 1 of Step Event1 for object MiningIcon: Variable MiningIcon.ClearTimer(100135, -2147483648) not set before reading it. at gml_Object_MiningIcon_Step_1 gml_Object_MiningIcon_Step_1 (line -1) It happened when placing what I think you refer to as a pylon? Either way I booted it back up and played some more. I think your thought process here is very unique. The fundamental idea isn't that new per se, but the direction you seem to be going with it is very exciting. Generally I think there's an insane amount of potential with this, and I for enjoy the visuals. I wouldn't say this was overly complex, but I sure would like if you took it to a place that was haha. I'm glad to hear you're going to keep working on it. I can't wait to see where you take it! |
| Apr 30 18:41:30 | 8m 31s | Fathomless | ♥ 1 | Right at the outset, the soundtrack made me smile. This is a solid execution of a simple but smart idea. At first I was going to say it reminded me a of a game I coded about 15 years ago, but no, this is way cooler. Standing on the top boundary of other levels was a juicy meta moment. I hope you'll continue to work on this, there's so many directions you could take it. Awesome work! |
| Apr 30 18:52:18 | 10m 48s | Khazads | ♥ 2 | At the risk of sounding like I missed your vision, I think this would be better served to work as a sort of puzzle game ala Deadly Rooms of Death? Gnizmuct got stuck on a southern wall and it took me a while to realize I had to do something other than just keep shooting him. I generally think more feedback for damaging and interacting with the enemies would be very beneficial. The ideas you've got in here really intrigue me, great work so far! |
| Apr 30 18:56:53 | 4m 35s | Deep Pocket Digs | ♥ 1 | I have to mirror a lot of the other comments here: the drill was seemingly random to activate, or at least very delayed. I also wish there was some utility to being the mole as opposed to always just wanting to be the drill. Having said all that, I really like the fundamental mechanics you've etched out here. Something about the inventory system just makes me want to muck about in this world more and more. This is a brilliant start, I hope you'll keep working on it! |
| Apr 30 19:04:23 | 7m 30s | Monkey Quest | ♥ 1 | Simply brilliant work, and I've got to tell you - I'll never get that shopkeeper music out of my head (and did the main? theme have a little goldeneye moment in it!?). I had a minor immortality glitch (haha) similar I suppose to what was mentioned above? Generally though, this is brilliant and wonderfully polished. I'd just want more and more of it. It could easily be coopted into a large adventure. The core loop is solid, the visuals are gorgeous, wonderful work! |
| May 1 00:34:37 | 5h 30m | Tooth Toss | ♥ 1 | This is really quite a lot of fun! My only complaint, and this is probably just me, is I wish there were an option for aiming sensitivity. I managed to work around it, but initially it was really impossible to aim the throw because the aiming reticle whips back and forth so quickly. I really like the visuals and how much worldbuilding they bring to the table. Anyway, brilliant idea and execution. |
| May 1 01:03:33 | 28m 56s | Awfully Good Pizza | ♥ 1 | Thas' a deep dish. Very slick little sandbox experience. I only wish there was either a goal, or that you'd give these brilliant characters awful things to say to me. I hope you'll continue development! |
| May 1 19:14:41 | 18h 11m | Bucket Hat | ♥ 1 | This was a short sweet little experience! It seems like it's been noted above, but killing skeletons in the undergound leaves a white orb, though I'm not sure if you intended this or not. I also had a few skeletons glitch into existence underground and appear stuck in a wall. I also think the controls feel a little off. I know controls are a very personal preference, but I felt the inertial force on the player was a little too strong - like I was sliding around rather than walking. The only other minor complaint (aside from the lack of sound, which you've already spoken about) is that it's just too short. I love the idea, and I really hope you'll continue to develop into a big adventure. There's so many different ways you could take this idea. Great stuff! |
| May 1 19:22:51 | 8m 10s | Not So Grimm | ♥ 1 | I really enjoyed this. The sparse piano felt fairly perfect for the vibe I suspect you were going for, and I really like the watercolor visuals. My only minor complaint is that I could only find one of the sprites. I can imagine so many wonderful possibilities for this project. I hope you'll continue to work on it, I played the post jam version so I assume you have future plans for it? |
| May 4 20:21:25 | 72h 58m | Ocelot Safari | ♥ 1 | Dang! This is genuinely brilliant. I'm mad for the core mechanic here. It only took a second for me to figure it out, so intuitive and I love the thrill of experimentation and exploration you've managed to provide. As some other people seemed to have some trouble, I too would suggest maybe a tutorial-lite. I really hope you'll expand this, I could see myself getting lost in your little world for ages. Awesome work! |
| May 8 21:48:11 | 97h 26m | Descendants | ♥ 2 | Very cool little game with brilliant visuals. The lighting is really very atmospheric. I see you added a post jam fix already which addresses my desire to see which character is selected. Will you continue working on it moving forward? |
| May 8 22:11:12 | 23m 01s | Path to Tribute | ♥ 1 | So this is a really cool idea, and it's light and flexible enough that you could really go places with it. I think somewhat shorter challenges could be chained together for a large overall experience. Overall it felt intuitive and the difficulty ramped nicely. The only constructive notes I might have are already written here: more general visual feedback for what was happening, and an adjustable scroll speed. This is a great entry, and it drank up a lot of my time this morning. Great stuff! |
| May 18 19:15:48 | 237h 04m | Kinda Deep | ♥ 1 | Whoa! I'm glad I caught this one in time. Very cool, and I see the comments about balancing. I'll be excited to play the balanced version! |