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| Timestamp | Since previous | Game | BoxedMeatRevolution's comment | |
|---|---|---|---|---|
| Oct 5 02:12:28 | Viole(n)t Cooking | ♥ 2 | The music was great! | |
| Oct 5 02:41:13 | 28m 45s | Orbital Cascade | ♥ 1 | Beat the game with $4143 as my best. Very difficult to keep the status meter from dropping all the way, but it was a lot of fun getting better at flying the ship. I think that allowing you to use tractor beam even with full cargo would have been nice, because I often found myself unable to stop asteroids from making it through when I was in the middle of unloading oh-so-slowly. |
| Oct 5 02:46:05 | 4m 52s | Fight of the Bumblebee | ♥ 1 | Very fun idea! Gameplay was simple but fun, and you had some nice looking pixel art too. Although I don't get why a bee can't just fly over the gaps... |
| Oct 5 02:54:55 | 8m 50s | Failing 4 You | ♥ 1 | The game can't be completed as is. The second floor is just too glitchy. Story seems promising |
| Oct 5 03:22:15 | 27m 20s | Chronondrum | ♥ 2 | Could not figure out how to get the ending, even after playing around 10 times. I like the idea of having to figure out the ending, but I think having a hint in game is necessary. Just trying random stuff out isn't working. The concept is fun though, and I liek the music. |
| Oct 5 13:48:55 | 10h 26m | Bubb10s | ♥ 0 | Interesting idea, could be a bit more fun if there was an actual goal to get to. Also the movement of the main character was pretty difficult to get used to. |
| Oct 5 14:16:05 | 27m 10s | Space Scavenging | ♥ 1 | It took a little while to figure out, but once I did it was really fun! I didn't get very high scores though because I was too greedy. It's very tricky to aim the boxes onto the right spot on the ship to keep it from getting off balance (maybe if you could choose direction you shoot the box with mouse/thumbstick instead of by angle with player?) |
| Oct 6 01:47:15 | 11h 31m | Decommissioned | ♥ 3 | The story was very unsettling. I couldn't figure out how to win, even trying to stick to stable nuclei--is there a win condition? Very cool idea for a jam either way. |
| Oct 6 03:14:03 | 1h 26m | Deathrail | ♥ 3 | I was enjoying playing, but also got stuck at the screen for journal number 3. I tried both the web build and the windows download. Tried every key on the keyboard (including 'A' and 'D'), but the game would not progress. Still, I thought the art was nice, and the soundtrack was a good jam! |
| Oct 6 03:38:51 | 24m 48s | The Trials Of Yoltic | ♥ 2 | I made it across! It would be nice if the blinking platforms stopped blinking after death, and there should be a message explaining the double jump. Enjoyable platforming, and nice art + audio. Looking forward to future updates! |
| Oct 6 07:03:59 | 3h 25m | Nuclear Labs | ♥ 1 | The tutorial art was great! At around the 70 second mark, it just becomes too overwhelming. The sense of frustration from the difficulty ramp in combination with the slippery momentum-based movement did not encourage me to continue playing more than a handful of runs. A couple small things that would have drastically improved replayability and fun: 1) remove the movement momentum, and 2) have your weapons gradually get stronger the longer you survive. Regardless, this was still a solid entry for a game jam, congrats! |
| Oct 6 07:31:47 | 27m 48s | Reactor Overload | ♥ 1 | I love the minimalist art! The gameplay is also solid, despite only having two levels. The game mechanic feels like a hybrid of puzzle and tower defense, which is something unique I haven't seen before. I think all this game needs is some UI polish and more levels, which are obviously hard to do given the game jam's time constraint. |
| Oct 6 07:56:20 | 24m 33s | Keep It Standing | ♥ 1 | Very nice physics puzzle game! I managed to beat all the levels. It was quite satisfying to find the intended solutions for puzzles 7 and 8, as they seemed almost impossible at first glance. (At least I hope they were the intended solutions 😝). The music (I noticed the arpeggiation when deleting blocks 😉), sounds, and art fit together nicely for a fairly polished product. Well done! |
| Oct 7 06:10:16 | 22h 13m | Building Game Building | ♥ 1 | Groovy music :) The game feels very polished and the upgrade system really increases the replay value. It took me a couple of rounds to really understand how points are calculated (only orthogonally adjacent blocks provide +1 for meeting rooms or rooms of same colour). I think adding a "next piece" preview (a la Tetris) would give the player a little more control over the RNG and make it more fun. Regardless, I really liked the end product you've created! |
| Oct 9 21:27:41 | 63h 17m | PolitiGod | ♥ 1 | I managed to reach equilibrium with 100 happiness 😃 I think this is a solid foundation for a city management game. The UI was fairly intuitive and it was interesting to find the right balance. Gameplay is limited, but it's hard to expect more given the Ludum Dare time limit and your ambitious genre choice! |
| Oct 10 18:38:01 | 21h 10m | OverCauldron - Lonely industrial stories across the hearth | ♥ 2 | The cat is nicely drawn! It would've been cool if it could meow if you clicked on it haha 🐱 Overall, I found your game to be intuitive and quick to learn. One major point of feedback: I think orders that run out of time should disappear and result in some kind of penalty. This will force the player to make on the fly decisions about which order to focus on and increase player engagement. |
| Oct 11 07:01:25 | 12h 23m | KungFun BaLance | ♥ 1 | I liked the background music, it fit quite well with your setting! I noticed that it was easier if I held down right and just tapped left as needed to adjust position. Using this strategy, I got a high score of 167 😃 As others have mentioned, the main feedback I have is to improve the visibility of the balance indicator. It would also be nice to have a visual or audio cue to clue to the player that they will start losing HP if the don't get the right balance soon. |
| Oct 11 07:31:48 | 30m 23s | Unstable Heroes | ♥ 0 | I liked that atmosphere that you created with the writing, visual choices, and background music; I got some Paper Sorcerer vibes. I beat the game on my first play through by just stabilizing everyone's abilities and treating it like any other turn-based RPG. Your ability-sharing mechanic was unique and I feel like it definitely has potential. As it is right now, it feels a bit superfluous. To have the mechanic play a bigger role, did you consider enemy designs that required a certain set of skills to be left unstable in order to beat? Although considering this is a compo entry you were probably fairly tight on time aha 😅 |
| Oct 16 00:11:44 | 112h 39m | SkyTris | ♥ 1 | I like the leaderboard, fun to see how our scores compared with others! Gameplay-wise, it's very similar to another game called Tricky Towers. |
| Oct 16 02:34:34 | 2h 22m | Unhinged Magic | ♥ 0 | I like the idea of shooting down the enemy bullets for rewards. However, I think the movement controls and/or player bullet rate/speed could use tweaking. I basically just sat near the middle and spammed bullets upwards until the boss died, which ended up being repetitive. It would have been nice if I had more control to dodge between bullets and snipe shots at the boss during openings. |