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| Timestamp | Since previous | Game | UltimateWalrus's comment | |
|---|---|---|---|---|
| Apr 28 00:02:19 | Deepsea Alchemy | ♥ 1 | The core mechanic of "laser something, then tractor beam it, but you can only hold one type at a time" or, zapping something above another element and intentionally letting it fall to combine, was the most compelling part to me. I feel like it could really benefit from "Overcooked"-like missions where the time constraint provides some challenge to keep things from getting boring. | |
| Apr 28 00:50:39 | 48m 20s | Ocean Dive | ♥ 0 | Hi, I don't see a link to your game? Make sure you added it |
| Apr 28 02:09:13 | 1h 18m | Diamonds and mud | ♥ 1 | Cute! I like the realtime shading effects. I'll second the "jump works only sometimes" though. Unity physics are a real pain. |
| Apr 28 02:16:02 | 6m 49s | The 7 floors of confusion | ♥ 0 | Lol... Good job! You should be proud that you managed to produce something. We all have to start somewhere. I actually enjoyed exploring down this glitchy tower with floating burgers and bananas. Five stars |
| Apr 28 02:37:22 | 21m 20s | Hullscape | ♥ 0 | I like the innovation here! Having to look away to do a puzzle could be a really compelling mechanic in a horror setting. I feel like once I died once and retried though, it may have broke a bit. No matter how many times I got hit I couldn't seem to die? |
| Apr 28 02:51:18 | 13m 56s | Holey Hell | ♥ 2 | The gameplay is top notch! The wobbling works super well --- it adds a new dimension to tasks that would normally be a little less exciting in a platformer (jumping over a cactus, etc). It's polished enough to consider a finished work. You clearly know what you're doing. Five stars on everything but Audio (I can hardly complain though because I only had time for rudimentary audio in my Jam entry. You should try it though! It's pretty fun). Anyway nice job! |
| Apr 28 04:21:30 | 1h 30m | Deep Pocket Digs | ♥ 2 | I love it lol. The physics-based seeds flying out of the pot is hilarious. The music is too |
| Apr 28 04:37:58 | 16m 28s | Escape Nothing | ♥ 0 | Good job! You should be proud of yourself for getting something done and submitting it. It could have used a bullet cooldown though, I was able to win easily by just quickly spamming the mouse button. |
| Apr 28 04:47:32 | 9m 34s | Dungeon Of The Darkest Depths | ♥ 1 | Nice! Some love clearly went into the graphics & audio |
| Apr 28 05:35:23 | 47m 51s | Encephaloexcavation | ♥ 2 | I won! The final boss didn't seem like much though, I just shot it over and over until it died. It's fun though! There's an impressive variety of challenging enemies here, and the graphics are cool. I would've liked it if I could just dig a brick instantly instead of having to wait a few seconds, but I guess that prevents players from just running away from enemies. |
| Apr 28 18:45:52 | 13h 10m | Subsanity | ♥ 1 | Cute! I had a fun time, and the art/music/mood were all on point. Good job! |
| Apr 29 22:25:58 | 27h 40m | Digging? | ♥ 1 | I liked this a lot! I was happy to see a Wario's Woods-like in the jam. It's really satisfying to zap a block as it's falling, and only matches up with its neighbors for a second. My only complaint was that I did spend time just waiting around for blocks to fall, because there wasn't any other way for me to "clean up" the grid after all pairs have been eliminated. |
| Apr 29 23:10:11 | 44m 13s | Recursive Dreams | ♥ 2 | This is top notch! Great puzzle design, I loved the one with the two different plushies. However I gave up after the first two keys. There is this one part, which seems to require insane amounts of masocore gamer skill to get past, and I'm not sure it's supposed to? recursive_dreams_scr.png I would have to fall asleep at exactly the right instant so the crescent goes through me, and doesn't kill me when I wake up. Then I'd have to weave my way out of there perfectly with my _huge_ collision bounds. I only managed to do it once... got the two keys... then wasn't able to find a lead on the third key. I tried going back that way, but when it came to doing this part again... I was like... no thank you... |
| Apr 29 23:23:40 | 13m 29s | Mandahlia | ♥ 2 | The graphics were pretty, and I love the music choice! I don't think I was quite in the demographic for the easy gameplay, but difficulty is subjective. |
| Apr 29 23:32:17 | 8m 37s | An Unexpected Mishap in Naval Mine Cove | ♥ 2 | Five stars on Graphics, Audio, and Mood! The art is super crisp, I loved controlling the cute little diver in his giant barrel submarine. My only gripe is that it could have used some playtesting (but that's a lot to ask for during a gamejam). It seems like 75% of the time, it's not even worth trying to avoid a mine, because by the time it appears onscreen it's already too late. Maybe add a radar? |
| Apr 30 00:43:48 | 1h 11m | The Forgotten Halls | ♥ 0 | Five stars for graphics, audio, and mood. The visuals are great. I love isometric stuff :) |
| Apr 30 00:58:47 | 14m 59s | enRoot | ♥ 1 | Nice job! I liked the art style of the character sprites. I got stuck at this wall, hitting it with one marble didn't seem to do the trick: en root scr.png |
| Apr 30 05:08:26 | 4h 09m | Katavasi | ♥ 1 | This is cool! The slow acceleration was a really interesting choice. Avoiding enemy fire WOULD be easy... just go in a circle... but because of the slow thrust, you have to plan ahead and be aware of your trajectory, or you'll end up with a wave of bullets coming at you and no escape. I got to level -8, had fun. It took me several tries to realize up/down even did anything, because of the slow thrust. Some feedback (e.g. particles behind the ship) would be helpful. By the way, I'm sorry you weren't able to play my game while it was Windows-only. Do you have macOS? I ported it to Mac, although unfortunately I don't think a Linux port will happen anytime soon, as I don't currently have a Linux install. |
| Apr 30 05:19:18 | 10m 52s | My name ? | ♥ 1 | Nice! Reminds me of an escape room. I got 8631 for the safe code, was that not correct? I did the number of the bugs from left to right... clicking the dial didn't do anything |
| Apr 30 05:31:01 | 11m 43s | Downward Frog | ♥ 1 | The graphics are too good!! My eyes can't handle it! Seriously, good job. This is one of the tightest entries I've seen so far, and it really is a feast for the eyes. And it's very cute. |
| Apr 30 05:49:46 | 18m 45s | Dark Dive | ♥ 1 | Dude this is insanely good for your first gamejam game. You made something genuinely unique with a great atmosphere. Nice job! |
| Apr 30 05:57:14 | 7m 28s | Lime Snowfall | ♥ 1 | Nice! The lighting effects gave it a nice atmosphere. |
| Apr 30 18:42:39 | 12h 45m | Soya Jodugari | ♥ 1 | Great job for your first jam! I was impressed that the platform movement seemed pretty solid. It's tough to get even that down on your first go. I liked the lighting effect as well |
| Apr 30 19:04:34 | 21m 55s | Mini Miner | ♥ 1 | Nice! I got Ice Climbers vibes from it |
| Apr 30 19:27:55 | 23m 21s | Deeper | ♥ 1 | I gave this five stars across the board because I love it so much, lol. I love that it's literally for game boy color. The nusty-looking character art on the title screen makes me laugh. The puzzle mechanics are solid, fun, and unique. If only I could experience in its true form on an actual game boy... Did you actually do a gamejam using assembler?? Back when I wrote a game for GBA, it was all in C (just doing a lot of raw memory address accessing) |
| May 2 03:42:40 | 32h 14m | Run Ant Run | ♥ 1 | Super cute, especially the music. The maze generation is impressive. I got down to 189 cm :) |
| May 2 04:02:10 | 19m 30s | Fade | ♥ 0 | This was sweet, I liked the little narrative, and the rhythm gameplay was fun. It was fairly easy to get to the end with a few retries, but the patterns were complex enough that it was satisfying to do so. Surprisingly satisfying to just play the number keys like they were a piano |
| May 2 04:12:16 | 10m 06s | Hello, user. | ♥ 1 | Wow, spooky. Nice one. I was thinking/hoping it would eventually degrade into an "Imscared" type glitchy creepypasta type game, it did start to get there at the end. |
| May 2 04:20:22 | 8m 06s | Hole Town | ♥ 1 | The idea of "heavier tiles go to the bottom" is interesting, but I'm not sure how to progress past level 1? I got to this screen, pressed every key and clicked everywhere... all I could do is restart Screenshot 2021-05-01 211808.png |
| May 2 04:36:50 | 16m 28s | Fathomless | ♥ 1 | The recursive-level mechanic is interesting! Always fun when you can see the entire game on one screen, but it's deceptively larger than it looks. |
| May 2 04:57:49 | 20m 59s | MagiCave | ♥ 2 | The graphics are neat looking! I liked the concept too, it's nice and concise for a game jam. The gameplay felt a bit spastic, but maybe that's just subjective... @srrinio absolutely schooled me at my own game, so maybe I just need their level of skill to play MagiCave :) |
| May 3 04:47:03 | 23h 49m | Deed of Tha Seed | ♥ 0 | This is a cute "Gungeon" type game. I liked the cute little sprites. Good job! Could've used a little sound, though. You'd be surprised how much even a few BFXR-generated sounds can spruce up a game. Make sure you rate some other games! Otherwise, Ludum Dare's algorithm won't give you any visibility. I only found yours by chance when searching for games that didn't have ratings. |
| May 3 04:54:56 | 7m 53s | Where's my dynoMITE? [LD48] | ♥ 2 | It's a funny concept, and it shines with the level design. Good job! |
| May 4 03:22:45 | 22h 27m | Super Turtle Drop | ♥ 0 | This is great. Saw it on the Birdwards stream and tried it myself, managed to get onto the leaderboard at the time. It's fun! Cool to see a Mr.Driller-like in Ludum Dare. |
| May 4 03:43:30 | 20m 45s | Drop.N3T | ♥ 2 | Five stars across the board. You guys didn't pull any punches here. No checkpoints... just the way I like it >:) Did you seriously produce three drum and bass tracks over the course of the jam? @sloe is a damn machine... the last neurofunk track especially soothed my soul. I love it |
| May 6 16:52:06 | 61h 08m | Billy Nauseous | ♥ 1 | The art is pretty slick! And I'm always a fan of Robotron type gameplay. Although since there seems to be no bullet cooldown I was able to just rapidly tap space and demolish stronger enemies easily. Generally, for Robotron-type controls, it would probably be better player experience to ditch the spacebar and just have it auto-shoot at a fixed rate whenever you hit the arrow keys. |
| May 9 05:34:12 | 60h 42m | Archeo | ♥ 1 | This is super well thought out! I love the cute isometric graphics, the music was great, and the gameplay was surprisingly engaging. I found myself clearing off an artifact, then while its fall-off animation was happening, clicking wildly on the left to get stuff done in that short window of time. It could be even more interesting on a multi-touch screen, where I could be doing it with both hands. At the end, I had a queue of artifacts so hopelessly large I could never get through them all. Eventually I just gave up and let the timer wind down. I wonder if there should be a button you can mash to auto-clear artifacts, where you only get half the fame for it (because you hired someone else to do it). Also, it said my fame was my high score, which didn't seem right (I could have very low fame at the end due to dragging out the time as long as possible). I thought it should be depth, but I could also have just been thinking about it the wrong way. I also think it could be interesting if there was a way to make the player have to think more about the screen on the left, beyond just clicking wildly after more workers are hired. It could be interesting if there's something you CAN'T click... like a curse cloud that you have to wait to dissipate, and if you accidentally click it, it kills a worker. Maybe even cursed artifacts that you have to clear carefully. Just a thought! |
| May 9 06:11:16 | 37m 04s | Nuclear blaze | ♥ 1 | This was a really interesting entry! I thought the graphics were top notch -- I'm not usually a fan of excessive alpha blending, but it worked really well with your crisp sprite work. Love how you did the "fog of war" too. The design of the gameplay was adventurous! It's fun, but I think its weak point is that it starts to feel repetitive pretty quick, because you're basically always shooting at a static enemy, a scenario which often plays out pretty similarly. It starts to get more interesting when the order of operations needs to be a certain way (have to clear a room from the other side, rather than just dropping down into the fire... etc.). So, working in more puzzles like that would be one way to make it more interesting... another easy way would be to find an excuse to work in more traditional enemies (back-and-forth moving fireballs, etc.) but that might be a cop-out from exploring your main mechanic. |
| May 10 04:11:40 | 22h 00m | MION FOREVER | ♥ 1 | Cute! This is a strong entry for a first jam! Loved the sound effects and the mood. I appreciate the innovation in the gameplay. |
| May 18 21:11:28 | 208h 59m | Far Side of the Mirror | ♥ 1 | Cute! Feels very polished, the dancing segment was fun. I liked the music and artwork too |
| May 20 04:52:33 | 31h 41m | Fallumns | ♥ 1 | First playthrough: uhh how the hell did this get first place? Am I missing some frog fractions-esque rabbit hole? Second playthrough: Ohhhhh :) I love this, it's seriously cool. And genuinely fun too, not just a gimmick. The win is well deserved. Congrats! |
| May 20 05:15:31 | 22m 58s | Below the Ocean | ♥ 1 | Very tight entry, especially the music. Those patches are super lush. Are you using a VST? |
| May 20 05:35:42 | 20m 11s | Fallen Shovel | ♥ 1 | Fun, solid entry, and the premise is hilarious |