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fabula_rasa

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Oct 5 19:21:18 Paper Route ♥ 1 Quite fun to play and challenging to master! The wonky physics made me laugh. I actually managed to keep one newspaper in the basket here: Screenshot_4.png The music is fine as well and fitting to the atmosphere. The dad is kinda of a bummer, but the old man pays BEYOND well for delivering papers. 5 bucks per delivery! I wonder how much he charges for a paper 😉 I played the downloadable version and had consistent crashes at the end of the levels: I crashed after the first level, replayed it, didn't crash that time; crashed after finishing the second level, replayed it, didn't crash. Every time it was a full crash to desktop.
Oct 5 20:16:11 54m 53s Unstable Prototype ♥ 1 As far as unfinished projects go, this feels at least jam-finished. It's in dire need of some sfx and music, but that's obvious ;). The game plays well actually, although it is on an easy side, and the controls feel just fine. It's very cool how the pull increases as the disbalance of power-ups does. At one point, I moved all the power-ups I had to one side, just to see what happens, and the pull dragged me practically off-screen, I could not move the other way at all. But I could just alternate Z and C to move the ship around by the power of the disbalance drag. That was fun :)! I also love the fact that those power-ups arrange themselves in a line, so the more powerful you are, the easier it is to get hit. The bigger they are, the harder they fall! I don't think you should have a working auto-balance in this game at all. It feels like it would sort of invalidate the whole point The current system works niece and the fun of it is exactly in the imbalance and the penalty imposed on your movement if you allow the enemy to shoot one of your sides. Would be nice if those icons indicating the type of power-up were larger. Right now they are quite hard to make out, especially in motion. Stars, on the other hand, I would make somewhat smaller - they make for a quite unnecessarily busy background. All in all, I think it's a very cool concept and could make a fine game. Screenshot_5.png
Oct 5 21:16:37 1h 00m Contact Nesigur ♥ 1 It's the Stanley's Parable with bugs! 😁 I like the unique concept and managed to achieve a lot with just editing the data file, even though I am no coder. However, a lot of edits just result in crashes, inability to launch the game again without wiping all the files and redownloading (especially if you remove something from the file, like one of the bugs) or just do nothing, even though it seems like they should (like adding additional variables to bugs, changing their speed etc.). Some of it might be intentional, some probably isn't. But, as a player here, I am not sure which crashing effect is on purpose and which is not. And that's probably not very good that I'm not sure, as that means that the game does not communicate well with the player. Funnily, when I changed my own scale to anything below 1, I couldn't move at all, just look left and right. Even when I decreased weight as well. Screenshot_8.png In any case, it was actually fun to poke around and try to break the bug(gy) world. The main character is just adorable. I knew I can count on you to come up with some unique concept, and you surely delivered! When it comes to gameplay, this one is my favorite from all your games I played. Although, emotionally and conceptually, I liked the bear one more. And now, that the Romanian era of your game jam career is over, you're ready for the advent of Mannerism 😉
Oct 5 22:11:37 55m 00s Sugar Fever ♥ 2 I love the setup with a radioactive sugar cube 😆. I like the art on the lollipop trees - the rest of the environment could use the same nice detailing. Changing of body parts is a very nice mechanics - scary to slooowly turn into the gummy bear. Gameplay is fun at the start, and I enjoyed the jumping (the sfx really made it pop)! But it "gets old". Once you figure out "the system", you can just take a few steps back, jump, repeat. And as the difficulty doesn't seem to ramp up, it gets boring after a while. Changing difficulty or environment as the game progresses would help to keep player interest. Maybe start slower, with more space between the sweets, then ramp up. Or just modify the environment - decorations, colors, maybe lights. It's also totally possible to just walk off/jump off the edge of the world and be stuck under the rainbow road. 100% reproducible 😁. You can move around in there, but can't jump anymore and can't get back up. Screenshot_12.png
Oct 5 23:29:02 1h 17m Dahu Hunt ♥ 1 I found an Easter egg! 😁 Screenshot_1.jpg I really like the art, especially on the goat, superb job on that front. Only one thing seems a bit out of place there - the goat is made out of smaller pixels than the rest of the stuff, and it makes her an odd man out, not really fitting to the rest of the environment. But maybe it's exactly like that on purpose! SFX are just the bomb. The sound of a goat seeing you is so great (along with that awesome animation) that I just kept running into the first goat on purpose for a time! The whistling mechanics are quite cool, and I had fun with the game. It's a really solid entry and a great jam job.
Oct 6 00:19:24 50m 22s The Witch Exam ♥ 1 Yeah, I am now a real witch! Incidentally, we also made a game about stabilizing an unstable witch potion - great mind think alike 😁. It's a neat idea, and it's well executed. The graphics are pleasant and clear - which is very good here, as you need to know at a glance what you are putting into a potion. If I have one complaint, it's that every stage has only one set solution, even though there are sometimes other viable words you could create. For, example: creating "steed" doesn't work, only "speed" does. Same with "filth" on another level - it doesn't work, even though there is no reason why it shouldn't. So the player does everything fine within the game rules, but fails anyway. Overall, I enjoyed playing the game - good work!
Oct 6 00:33:24 14m 00s RAGE HORSE ♥ 3 I tried to find the end, but I guess it just keeps looping the same level ;). I really like the art and the general atmosphere it creates along with the music. And the horse actually destroying the phone in animation is a great touch. I love such attention to detail, it brings a lot to the game. Randomly switching the guns seems like a neat idea and a fun mechanic. For now, it really has little impact on the game. But if it could be fleshed out, I think it'd be quite cool - add some interesting confusion factor to this shooting galore.
Oct 6 00:51:15 17m 51s Gunstable ♥ 2 I guess you can just play endlessly - I didn't manage to find an end 😉 I liked the different guns and how they worked. Fire/ice spitter was my personal favorite. I think it would be more interesting if the player would have to get those different guns during the game, not just be given them all from the start. It would give a sense of progress and give you something to look forward too. Right now, after you've seen all three types of enemies, nothing else changes. And that makes any game stale after a while., especially the endless one. I also found it quite amusing that when one of my guns broke, all of them were broken. Gun empathy? 😆 Some feedback on dealing / taking damage (like simple flashing, for example) would be a great addition.
Oct 6 01:24:09 32m 54s Witch of the Warren ♥ 3 Great interpretation of the theme! Incidentally, we also made a game about an unstable witch brew 😀 I really like your art and the way you describe the potions in the dialogue. Poor Mrs. Bunnerly sure has a lot of problems. Very cool! The first time I saw the explosion-in-the-face animation, I actually laughed out loud. I would suggest two small readability improvements: 1. Move the "next dialogue line" button to the corner of the actual chat bubble. It's really slight and at the edge of the screen - it took me a while to locate. 2. Make the "Start" button that appears after you gather the ingredients bigger, and maybe give it an actual background. Right now it's very poorly visible, and I bet some can even miss it completely. I enjoyed the game overall, but it seems to me that some ingredients are a bit buggy. Feather and flower especially were for me quite easy to missclick and tended to register as "bad", even though it seemed that I clicked properly on them. Maybe it's the browser's fault? I'm on Firefox, and I wasn't playing in fulllscreen.
Oct 6 08:16:01 6h 51m I Want to Summon a Hot Demon but My Pwr Lvl is too Low so the Portal is Unstable ♥ 1 Great title - very baroque! 😁 Really draws attention. The game itself is quite uncomplicated, and there doesn't really seem to be any penalty for pressing the buttons when you don't have to. Would be nice to have a timer with seconds passing in the corner - the player would not have to sit and count the seconds on his own and the gameplay would feel smoother, I think. I think I missed something, but I was ever only able to summon one type o demon - the blue one. And once I summoned him, I could not get rid of him to start a different summoning. I tried every button - he just stood there, demanding to be loved 😆. The only thing I could do is restart by pressing R. I really like this concept. The execution could use some work. But it is amazing to me anyway that you were able to make a complete game on your very own in just two days.
Oct 6 08:39:11 23m 10s Explorer, Beware! ♥ 1 Simple puzzle game, but an enjoyable one. And additional points for making the game in Godot 😄! Would be nice to have more levels and more challenging puzzles, but we all understand the constraints of the jam. The core concept is solid though and could make a nice full puzzle game! The only thing that surprised me was that I could no longer make a platform unstable again after I picked up the treasure and everything fell down. I'm not sure if that's by design or a bug. Some music would really help build the atmosphere here.
Oct 6 08:59:19 20m 08s Watch my nucleus ♥ 1 Awesome, totally hectic, fun! Your interpretation of the theme is great, and you have a solid, if simple, gameplay to support it. Music is fitting and does not get annoying. Graphics are simple, but nice and clear - the color scheme is very pleasant and well-designed. It's perfect really - the difference between the particles is visible at the first glance, and the muted earthy palette makes it easy on the eyes and does not add to the confusion of stuff flying around everywhere. And the voice-over was an unexpected but a welcome boon 😄 Would be nice to have an ability to skip the intro when you want to replay the game. Also, I'm curious if it's possible to actually do so well that the boss (?) will not tell you to get out? Or is he just always unsatisfied ;)?
Oct 6 09:31:18 31m 59s Fragile Arms: A Sci Fi Story ♥ 2 It was very moist in there 😆 The setup is great. I really liked the voice-over and sfx. "Pew, pew" sound is just perfect. The gameplay itself is fun, and it feels rewarding to build end discover different kinds of guns. A minimap was also welcome and really helped in getting everything explored. What I didn't like was the backgrounds. They are too busy in places and too dull in others ;). The only bug I noticed is that sometimes the game gets stuck on loading and stays forever in 62/71 or 55/71 loaded. Anyway, it's a very nice jam job. Made me laugh and I enjoyed playing it.
Oct 6 10:33:37 1h 02m Lava Frog ♥ 1 It's very hard! Frog jump hard mode ;) It feels kinda strange that the frog does not "stick" to the platforms at all. Because of that, it felt to me like my character (the frog) is not anchored in the world at all. I think it would play nicer and more "believable" if the froggy would be staying on the platform for a time after jumping on it and only after a while start sliding off, if that sliding off is a part of the concept. I could also jump into lava and not die for a time. Even jump from the lava to the next platform. Maybe the frog is a bit fireproof ;). The game definitely could use polishing, but the concept itself is solid and complete.
Oct 7 14:13:05 27h 39m Radioactive Guns 'n' Stuff ♥ 2 It's a good base and I love your enemy names (especially the Beefie) :), but it could use a heap of polish: 1. Some even basic flashing on the enemies when they are hit would add a lot to the player feedback. 2. Same with the guns, they could flash when they overheat and become more and more unstable. 3. Different weapons are great and have some pleasant art, but all of them feel a bit under-powered. I think it's mostly because of a slow rate of fire - they feel sluggish. Maybe the banana gun could also knock the enemy back - that would give it more character. 4. If you'd present a player with some score at the end (e.g. time survived, score vs. the last score), it would give incentive to try again and do better. This kind of endless shooters are great for that. 5. Music... needs changing ;). Maybe it's just me, but I didn't find it especially great, it gets really repetitive really fast and does not really go with the flow of the game. Congrats on finishing the jam :)
Oct 7 14:44:43 31m 38s The Train Station Mage ♥ 1 Wonderfully hectic! My first tries were quite pitiful, but after a while I did become a loading mage for the ages :). I even felt ready for the Unstable Gravity. Only got to two cogs there, but was quite proud of my magic achievements anyway! Screenshot_16.png It's a really cool jam game and I enjoyed my time with it. Train sounds are so cool and the voice-over is a nice touch! Controls feel just fine once you get used to them. The amount of work and attention to detail that you put in the game is clearly visible! Even the look of the cargo changes when it gets banged up - so cool. The only thing missing is some animations on the mage himself - but it's a jam, we can't have everything ;) The only change I'd propose is color-coding your cargo and train carts. Green carts for the green barrels, red for red sacs, light brown for light-brown crates. That would allow the player to instantly recognize what goes where. That would be beneficial in a fact-paced game like this one.
Oct 7 15:21:44 37m 01s Fellowship Manager ♥ 2 Very nice art and a great music - feast for both eyes and ears :)! The project is extremely ambitious for such a short amount of time, and you did so much with it, it's quite amazing. I will start my review with the fact that I never played Football Manager (nor would I want to ;)) - and I think like that's very relevant here. Exploring the map and the commentary during battles were my favorite parts. Commentary is great and the world is so vibrant! As to the fellowship itself, I feel like it would be better if we could start with fewer members - get to know them maybe - before we start recruiting. And maybe even allow me to choose the starting members from a pool of fellows. With so many to start with, they felt disposable, just rows in a table that I had no connection to. And I think the game would benefit greatly from me carrying for my tiny "minions" ;). Maybe that's also why the gameplay itself felt kinda dry and just repetitive after a short while (or maybe that's because I'm not a "Football Manager" fan ;)). I mean, exploration is cool, and the world is a pleasure to look at, but ultimately you're just doing the same things in every area (almost) over and over, and that thing is not terribly exciting - clicking on actions your guys will perform without you even seeing those actions. In the current state of the game, the theme feels rather tacked-on. Unstable is just a number in a table and influences little. It's clear that a lot of love and effort went into this project. And I bet people who love manager-type of games will enjoy it! As for me, the great art and amazing music will be what I remember :)
Oct 7 23:30:24 8h 08m Tripple Trouble ♥ 1 Super fun! I really liked your interpretation of the theme, the setup and the mechanics of uncontrollably changing into different animals with different set of powers. Only the jumping didn't feel all that good - felt somewhat out of control, too fast I guess. But that might be also considered withing the theme - unstable jumping ;). Very nice graphics as well, I especially liked the bat. Some more sfx would really flesh the game out. Overall, it's a superb jam job! Three thumbs up :)
Oct 7 23:52:33 22m 09s Spook It Up ♥ 1 Kinda addictive 😁. Building a Halloween tower was definitely fun and I kept replaying, destroying more and more poor brittle skeletons. The music is fitting and does not feel repetitive (even though the loop is short), so great job on that as well. When it comes to graphics, I really liked the skeleton and its changing states! One improvement I'd suggest would be introducing a drop-down button that would allow the player to drop the next item without waiting for it to drop on its own. Sometimes you align the item fast and don't really need the additional time.
Oct 8 02:07:50 2h 15m Coffee Crisis ♥ 3 I really wished the machines had some labels, or some other visual clues, to tell me which one makes which coffee. As there is no immediate customer feedback on whether you did well or poorly, it's hard to figure out, which machine makes what. If the customer would be screaming "heeeeey, that's not what I ordered" (or something to that effect) immediately after picking up the tray, the player could easily figure out the machines on his own. As it is now, not so much. Core gameplay is solid and engaging, even if you manage to serve only one customer during the whole day, and you're not really sure why 😆 I liked the visual style as well, except for the gray floating customers, who were kinda creepy - just like in real life ;). But I'll take a guess that their grayness and floatiness is a result of a lack of time, which we all know well. Overall, it's a solid piece of a jam game and nice work!
Oct 8 11:21:15 9h 13m Back Alley E.R. ♥ 1 My first day on the job, and this is the very FIRST patient I get: Screenshot_4.jpg I'm sure I can still help him. Nurse!!! Nuuuurse! So I restarted the game :). I liked the graphics (the design of the whole space is very nice) and the music, even though in a short loop, was just fine and didn't get tiring. The game plays alright and keeps interest for a while. It gets repetitive after a time, but that's the nature of such games. Would be cool if some additional complications could arise during the treatment (e.g. suddenly a creepy hospital clown comes in ;)), as there is a lot of downtime between applying treatments, especially if the patient has only one problem. I loved the bits of humor on my patient's admission cards, and Kyle from HR is a scary dude. The web build didn't work well for me. It was sluggish and actually hanged my whole PC at one time (I'm on Firefox, if that matters). Downloadable worked just fine.
Oct 8 12:28:09 1h 06m Devil's Sitter ♥ 2 It plays pretty cool! The hectic atmosphere is spot-on, and I really enjoyed the gameplay. The music really helped build the mood and the tension. And your interpretation of this theme is cool as well. One small quality of life improvement I'd propose is making the key for picking up and dropping the same one. I had some strange trouble on the last day, when the baby moves between the rooms. There were long stretches of time when the baby was nowhere to be found. I assume he was supposed to spawn in some specific room, but that spawnpoint is bugged. PS. Great cover art!
Oct 9 08:14:16 19h 46m Plip-plop! Unstable Conditions of Care ♥ 1 Plip-Plips are just adorable! Having to press buttons fast is not my favorite mechanic, but your implementation actually requires finesse, you can't just go button-mashing ;). The game gets really difficult really fast and the atmosphere is wonderfully hectic. I wonder how this would play on a controller. It's a unique take on the theme and a nice jam job!
Oct 9 09:04:32 50m 16s Danub: Potion Packer ♥ 3 This game is gorgeous! Art is just superb - so much detail and cool animations! The worker fairy that restocks ingredients is such a nice touch. And the sfx are great as well - they create an immersive soundscape of the workshop. I think that the sfx for "well-packed" is the same as the sfx for "you failed miserably" 😆 It's a tremendous amount of work for a jam time. Instructions included in the game are clear and well-presented. Except for the mandragora and salt - there seems to be no mention anywhere that those you need to shake, and I only found that out by reading comments here (to exactly try to find out how to stuff mandragora into a bottle ;)). You could mention that on the LD page - I bet it would help some confused players. It would be nice if we could pin the recipe cards to the side of the screen for quick reference. But I guess the fact that we can't do that was a design decision to bump up difficulty - and that's just fine :).
Oct 10 11:34:16 26h 29m It's not a bug, it's a feature ♥ 1 Interesting :) Definitely creates the atmosphere of instability and uncertainty. Different cards are nice, but it seems to me that those that deal higher damage (Deadlock and OutOfOrder) tend to get disabled most often, independent of your general instability level. So ultimately, and especially for the last boss, the winning strategy is just stuffing your hand with Dreed. That's a bit of a shame. I also never managed to actually kill the "rectangle" enemy. Even though I defeated him a few times, he always stayed on the map. I guess that's on purpose :) Music fits very well to the general atmosphere. PS. I'm still totally unsure why I had 3 dudes and what the function of the camera tiles was 😆
Oct 10 11:49:24 15m 08s GhostShore with a bulb ♥ 1 Really cool atmosphere. The ambient music, the sfx, the colors and the chalk-on-a-blackboard simple graphics are work superbly well together. Well done! It was relaxing and pleasant to play. Controls work well and all is intuitive. I wasn't sure if there is some "end", but I guess there isn't. I found four ghosts and "Nothing" :). My one criticism would be: the theme is not really all that well represented.
Oct 10 13:57:41 2h 08m MindScape ♥ 0 On my first try, I failed miserably 😆 - there were holes everywhere, I fell though one, everything went white, and yet I kept shooting. Glorious times! On my second try, though, I managed to stabilize the mind. The game is very short and plays relatively well. Although, I think that it would be better to introduce some gun overheat, need to reload, innocent bystanders that you shouldn't shoot or something similar to prevent the player from just holding LMB and spraying bullets indiscriminately everywhere. Otherwise, you just sort of spray and pray 😉 However - it is fun to just run and gun. I would also change the aim reticle to some brighter color to make it better visible.
Oct 10 14:12:36 14m 55s LIFT-UP MACHINE (nightly version) ♥ 3 This game may start slow, but it gets awesome fast 😁 I really liked how the game progressed, transitioning to a different point of view and extending walls of my machine. And I totally loved when it all flipped on its head for a while! The fact that the machine moves lower and slower as it gets filled up is a very nice touch. Visuals are great and so is the music. The game is short but fuuuuuun. What more can you ask of a jam game? Three thumbs up! I have only one improvement suggestion - it would be nice if we could actually see the height number after the camera zooms out. Maybe put it in the corner, or just scale every time we zoom out.
Oct 10 17:42:47 3h 30m Snowbody's Mountain ♥ 2 Very interesting interpretation of the theme! I like the visuals and the music fits them well. The game itself is haaaard. It took me a lot of time to get the hang of the head control. It would be very nice if there would be some checkpoints. The lack of those really discourages from trying again if you screw up somewhere far from the start. I was quite dismayed to discover that the side of a box also counts as "ground", when I tried to use it to save my head from falling 😀
Oct 10 23:40:52 5h 58m Potion Trouble ♥ 1 The music and sfx are both great - very enjoyable. Graphics are cool and I enjoy the color scheme. Everything works well, and I didn't run into any bugs. The different effect that some ingredients have when you pick them up are super neat! Everything really feels polished and cohesive. Well done!
Oct 11 00:07:38 26m 46s Eris'ire ♥ 1 Sadly, both .exe and .jar file refuse to launch and give the same error: Screenshot_1.jpg
Oct 11 00:56:15 48m 37s Three Miles High ♥ 3 Brilliant! I positively loved playing this game. It's polished, and the mechanics are super fun. Graphics are alright, and the music fits well. The text is also great - amusing and adds a lot of flavor to the game. I built some crazy towers and knocked them over by accident, having to watch most of it topple into the ocean as I frantically tried to stabilize something (making things worse in the process ;)). Fun times! Here's one of my better attempts, score-wise, after I totally wrecked it and poisoned all the fishes. Screenshot_2.jpg
Oct 11 09:16:41 8h 20m Dubious mushrooms ♥ 3 I really like this concept. Thanks to the music and the generally chill gameplay, the game is almost meditative. The music is very nice, even though the loop is short. I didn't like the dissonance between the art of the background and the art of the character and mushrooms. It should all keep to one style, otherwise it just sort of creates graphic noise that could work in some crazy acid trip kinda game, but doesn't work here. Chose one style and stick with it for all your art needs 😄 The pixel art on the mushrooms is nice, and I really like the changing states as the mushroom grows. Once I developed a strategy of leaving old mushrooms in for counterbalance, I could just keep going forever 😁 Screenshot_5.jpg PS. Your cover art is very nice! Like an illustration from children's book :) - "The Awesome Adventures of Mr. Mushroom"
Oct 11 09:57:25 40m 44s One Dark Day ♥ 3 And I went on to live scarily ever after :) Very nicely written - it was a joy to read and play through. The illustrations are also very cool - the sketchy style really fits the setting. I'm not sure how challenging it was supposed to be to keep your stats over 20%, but it seemed to me like it just happened semi-effortlessly. Great job on the game!
Oct 11 10:14:58 17m 33s Ghosting the Party ♥ 3 Great art indeed :)! The running sequences are devilishly hard, but the gas-powered ghost 😉 is just adorable enough to keep me running. Still, it's too hard. Feels like some levels require you to try and try until you know them by heart and remember exactly what is coming. Some players might enjoy that, I never liked this kind of "repeat it till you can recite it in your sleep" approach. The story parts are well-written, totally enjoyed that part!
Oct 11 10:46:01 31m 03s An Unstable World ♥ 1 It's a good idea and a solid concept, but feels undercooked. An ability to control the speed of the game would be nice. Earning money at the beginning is very slow, and fast-forward button would really help here. It also seems to me like the disasters are way too frequent, especially at the start, when one fire means you will basically start from zero, which is kinda of a bummer, as it feels like you played and achieved nothing. Maybe even give the player some chance of combating, lessening or averting some of the disasters. Like, if you plant 3 trees, the chance of flooding decreases. Or - an earthquake is coming and if you notice it and initiate an early warning, less stuff will be destroyed. Travelling around a small, round world reminds me of Reus :). The core concept here is strong, and I think that with some work and a lot of balancing this can be a fun game to play!
Oct 11 10:57:28 11m 27s Vomit Up the World ♥ 2 Crazy! Good thing I never experienced motion sickness, as I imagine I would be quite nauseous by now 😆 Travelling the world as a ball is confusing in a good way, and the boxes-inside-boxes world is very creative. This is definitely a unique experience!
Oct 11 11:31:28 34m 00s Wurst Angst Apple Joy ♥ 1 Superb concept! Reading the dialogue and looking at the world from two very different perspectives was quite enjoyable. It's great that the flow of the game makes both perspectives valid in certain contexts. Screenshot_1.jpg The graphic side could use some work. The text would read much better if it was smaller and put on an actual text box. This mingled-with-the-background way is great for titles and small pieces of text, not so great for continuous dialogue. The walking animation feels kinda jerky and does not actually stop when you stop walking 😉 But the tone differences between the two worlds are great. What I didn't like were the dialogue sounds. They are too frequent and too overwhelming, making it harder to read rather than adding to the experience. I turned the sound down to almost a whisper after a bit.
Oct 20 13:12:26 217h 40m GONZO ALCHEMY! ♥ 1 It was inevitable - my shop exploded in my face, burying (I assume) both me and my latest customer under a heap of barely identifiable rubble ;). I love the amount of imagination that went into this project. Ingredients, potion names and descriptions were all enjoyable to read, and I was constantly wondering what crazy thing will I get to brew with next. I covered half of A4 paper with notes and found quite a bit of recipes even on my first run. Finding proper recipes and experimenting is very enjoyable. Well done! The controls felt unnecessarily complicated at first, but I found that you get used to them fast. I would make those letters that signify ingredients bigger / different color / on a background (similarly to those letters near base ingredients), as they are poorly visible, and I was mostly just singing the alphabet song to myself to locate the ingredient I wanted 😁. I found it a bit strange that I can put only one potion on sale and that the previous one I put there just disappears (doesn't go back to the table). I'm also not sure what the function of "for salve" shelve is anyway. No customer ever bought a potion from there. Some leftover mechanic you didn't have time to fully implement, I assume. A small layer sorting bug as well - if you get enough potions on your table, the customer torso clips in front of the potion. Screenshot_3.jpg Impressive work for a compo!
Oct 20 14:22:27 1h 10m Spherry ♥ 1 The spherical cats are just the best. Missed some meowing sounds ;) I like this interpretation of the theme, and it plays well. Giving the player a choice to risk and continue or take the point gathered thus far is really smart. Ambient sound were cool, but some energetic music would take this small game to the next level.
Oct 20 15:21:40 59m 13s Nails, the great genius ♥ 1 Meow :) I adored the "piu, piu" sound and had a laugh at finding "no Easter egg". The game could really benefit from some lively music. It wasn't obvious that you have to pick up both keys at the same time in this one place. And lack of any feedback made it seem like a bug at first. But I finally figured that maybe I should use my trusty droid to help me. There are some cool ideas in the game. I particularly liked the hacked jetpack mechanic and my droid going insane.
Oct 20 15:33:45 12m 05s Weather Control Device ♥ 1 Thank you for a cup of coffee at the end :) The changing weather, along with changing enemies, is great. I liked autumn the most. I think it would look even better if you'd blend between them smoothly, instead of just snapping between the weather states. Health bar / hearts would be welcome, and some visual/audio damage feedback would really improve the player experience here. Also, I discovered that it's totally possible to just stand out of agro range of an enemy and shoot him dead without him even taking one shot 😆
Oct 20 15:44:07 10m 22s Re:Kotel ♥ 0 Graphically, the game is too flashy for my taste. The colors are very intense and the additional constant flashing on hit makes the eyes tired after a while. Some softer colors and less flash would serve the game well. The "on hit" sound is not the best, in my opinion. It sounds more like an error and made me think I'm doing something wrong when I first started playing 😆 It would be nice if you'd present the player with a score at the end of the playthrough, instead of just restarting right away. I liked the general idea here and the mechanics of breaking up the triangles while not being in full control of your movement. And it plays well. Great job on that! Screenshot_7.jpg
Oct 21 10:03:39 18h 19m Formula Dare ♥ 2 I played the original version. Definitely a bit overwhelming when you look at it for the first time. But once I read the help and all the rules for each box, it was easy to get into. It plays and feels like a traditional worker-placement boardgame :) I didn't feel like it's too much to absorb, and it was fun to puzzle out. However, I did feel like you don't explain enough of your terminology. I guess it's because I know nothing about race cars building 😁. What is an end plate? What is MGU? What is DRS? What is HR (Human Resources is the only thing that comes to my mind)? Some sfx feedback would really add to the game. But in general it's a really cool entry!
Oct 21 11:28:07 1h 24m Temple Of Tozi ♥ 1 Beautiful game and really nice music. It was a pleasure to look at and play. Some juicy sfx would be a good addition. Generally, it feels polished and made with love :) Predictably, I sucked at the timed platforming element. It took me more tires than I care to admit to actually perform the needed actions on the last level fast enough 😆. But still, really enjoyable.
Oct 21 11:50:46 22m 39s Contrary ♥ 3 Really cool graphics with dark, consistent visual style. Well done! I only noticed some artifacts (tiny black lines, like from improper sprite sheet slicing) above the head of our main character and the enemies. The walking animation could use some work - it is kinda jerky, and it doesn't fell like it's purposeful. The moody music fits the visual style like a glove. Very cool. The gameplay itself could use a few improvements. Some visual and/or audio feedback of dealing and taking damage would be great. Even simple flashing, modulation on the sprites would already add a lot to the player feedback and make the world feel more visceral and interactive. Some more player feedback in general would be great. It is also very easy to "stick" to the walls and edges of the environment. And the enemies themselves are not very threatening - the first big boss dies from something like two well-aimed strikes - it felt kinda anticlimactic 😆, the cool battle music didn't even manage to get going. I really like the slow, meditative, sad atmosphere you created in this game.
Oct 21 12:01:44 10m 58s Switching Realms ♥ 0 Cool interpretation of the theme! The changing locations are very nice - the different enemies, heroes, environment. Some more sound effects and feedback on damage would be great. The gameplay gets repetitive once you realize you can just basically stand on the portal ;)
Oct 21 12:12:21 10m 37s Umine ♥ 1 The screen shake is just too much for me - all feels so unstable 😆 But seriously, it really hurts my eyes to look at it after a while. Especially after putting down the bomb - it just kept shaking, and shaking, and shaking much too vigorously. Even simple mining produces too much shaking. I also noticed a problem with the camera. Not sure if it's on purpose or a bug, but it just stopped following me. I could leave the screen, go mine in some direction (even gather things, judging by the sound), but the camera was stuck in place. More feedback for the player would also be great. Some clock to see how we are doing on time. Some counters of things gathered. I really liked my birdie friend :)
Oct 21 12:30:27 18m 06s Stable Tables ♥ 1 Pretty cool once you get used to movement! Surprisingly, it plays better on a keyboard. It feels to me like the waiter is more unstable with a gamepad 😆 The art and the music are both well done and go well together. It's a really good entry and impressive compo! The only complaint I have is that it's very easy to get stuck on the sticking out corners on the tables. Maybe it was done on purpose, but it feels frustrating rather than fun.
Oct 21 12:42:35 12m 08s Floemobile ♥ 2 Fun idea and the music really fits the gameplay. I made a few laps and the controls felt fine for the most part. What I found strange is that the camera does not always turn with the player. If you get turned around, or turn a lot to the side, the camera stops following. But maybe it's normal for racing games (?). A nice entry overall. The theme feels kinda tacked on, though ;).
Oct 21 12:57:03 14m 28s Alchemysterious ♥ 1 I played the jam build, and it feels very buggy. Like you can't actually do anything. I mined rocks, but it didn't seem to do anything (I was never holding any actual rock pieces, nor did any inventory pop up where the mined rocks would go). I could interact with the machinery, and it made proper sounds, as if I was doing something, but I think I wasn't actually doing anything (as again - no material in my hands) 😆 The environment is nice and the lighting with the moody music create an interesting atmosphere of mystery and woe. I liked the mechanics of finding clues in the environment. I wish there also were some clues to which rock is which - maybe some alchemical geology book with pictures or something to that effect :)