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Oct 5 15:36:43 Dank Brew of the High Mage ♥ 3 Very nice game! Challenging though, and pretty punishing. I had to try many times before I managed to git gud, but I had to give up because it kept giving me seemingly random game overs (blue screen without getting hit by a flame?) after the 4th flame, so I couldn't finish it. It's really fun though, once you figure out the (to me) very unintuitive control scheme! But it felt especially weird that there seemed to be no friction between the ball and the table, and so you really have to treat the character and the ball as two "separate" entities you have to keep on top one another. Once I understood that, it became much simpler. The dragon's randomness also made it hard (not in a good way) to predict its movements, because there wasn't much in the way of clear telegraphing. So that made the experience a bit frustrating; but these are my main grips. I really like the tongue in cheek writing though, and the visual atmosphere! Love that dragon. Great job and cool little game!
Oct 5 20:39:17 5h 02m The Escape ♥ 1 Pretty cool game! I enjoyed the visuals. The concept is really nice, and well executed upon. The hardest part of the game, for me, was getting into the safe zone, because I usually didn't have the correct angle when I got there, and it happened to me a good few times that just all the tiles leading into the safe zone were destroyed, which feels pretty bad. Also, the steering didn't feel like it was reactive enough to espace the crumbling floor tiles when you were running parallel to them and they appeared just beneath your wheels, so running diagonally is kind of mandatory I believe. Anyhow, good job, this was pretty fun and polished! Great entry!
Oct 5 21:32:02 52m 45s Overclocked ♥ 1 I tried, but I couldn't quite understand what caused the heat to rise. You say that "everything that moves" does. But I couldn't understand from playing in what capacity the moving, spikey things did create heat, nor whether I could interact with them or not. And standing still didn't seem to lower the heat either (I died a few times while just standing still). Moving myself didn't seem to increase the heat either! Which is weird if *everything* that moves creates heat. It's weird for me to say but I found the overall experience rather confusing (even though I'm prone to making very confusing games.) I think the most confusing thing was that the lack of consistency! Why does the heat rise at very different speeds from one playthrough to the next? Other than that, the game is pretty cute. I like the idea (although it's confusing as is). I kinda like your take on 8-puzzles (although I'm especially bad at solving 8-puzzles and 15-puzzles for some reason). It's a lot of work for a solo jam game, but maybe it would have benefitted from a smaller scope. I think a bunch of the problems here come from the ergonomy/UX/UI side, and that would have required a greater share of your attention. And although it's flavorful to talk about a debugger for instance, it's unclear from the game what its function is (and it's not easy simply exploring and discovering what the things do on one's own). Polishing the onboarding and the difficulty curve would do a lot for the experience. Very cute game, lot of work, but some issues make it a bit harder to enjoy. I really liked the visual manifestation of the bugs though! Keep it up, and thank you for your hard work!
Oct 5 22:31:04 59m 02s SEXY BOOBY 95 ♥ 1 Incredible game, one of my favorite so far. I love how bootleg everything is, I fucking love the "homework" folder, it's all so fucking spot on, the virus, everything. Outstanding work. What a gem, so short, so sweet, you nailed everything. What a sexy booby.
Oct 6 14:12:52 15h 41m Shaky Structures ♥ 1 Very cute game! Big World of Goo vibe of course. Classic idea but the theme shines through. Graphic design is slick. Wonky physics with the balloon and inconsistent interactions between the dots, lines, and the walls made it a bit weird, but it was pretty fun with a nice amount of challenge. Not very innovative, but very competently executed. Great entry!
Oct 6 15:17:56 1h 05m Atomic Rock Paper Scissors ♥ 3 Atomic Rock Paper Scissors by 1ucasvb, m1nus - Google Chrome_2.jpg I had a lot of fun playing this. I was a bit worried that there would be no endgame condition with continuous perfect play, but the faster and faster trickle in of metal plates even without errors (which I still occasionally made even after I understood how things worked) made it a really good experience; slowly ramping up the difficulty while giving a clear horizon for the end of play. I wish there was an endgame screen with detection of whether any move is possible or not. I think I set up four or five entire columns or lines to break at once, it was very satisfying. I wish it had just a little more juice, maybe with some numbers popping for the score showing an increase in score, little things like that. But it was still super polished, a very complete, self contained, entirely intuitive experience. Controls felt a tiny bit wonky at first, but at the end it just felt natural. I liked the sound design and the tiny bits of polish like that little screenshake and the occasional shine on the plates and gauges. Main gripe would be that I don't feel like the connexion to the theme is very strong! But otherwise excellent entry.
Oct 6 15:45:08 27m 12s Plate Spinner 2021 ♥ 2 Simple idea, perfectly thematic, very good execution. The game is competent. It works, and it's pretty engaging! I had fun, but it ended rather quickly, and that was pretty good for me. Short and sweet is, for my taste, the right length for a game of this weight. Great job! Of course it could have done with more juice, but I think the focus on balancing the feel and not overscoping was time and energy well-spent. I agree with @mathiouza in that I believe it would be more enjoyable to have just points for being alive, because I feel like it creates this strong incentive to always be spinning, even when it's not useful, and that feels a bit weird. Fewer plates, but faster action, and maybe something to give a bit more texture to the gameplay (another way to interact with the plates that creates interesting decisions points? Already kinda present with the fact that you can choose to let a plate fall and catch it after though, but that's mitigated by the fact that it gives you no point simply surviving, so maybe that change would be enough.) Great job, keep it up!
Oct 6 16:01:27 16m 19s Deathrail ♥ 3 Same as @hacksawunit , couldn't move past Journal #3. You weren't lying, the core gameplay loop IS fun! I enjoyed it a bunch. Not sure how much the balancing adds to it though, and other than that it's very classic mechanically, but well executed upon. I did enjoy the fact that it made me play with two hands, one for the balancing and one for the board control, which I found to be an engaging exercise in multi-tasking, so the balancing does add some value, just not sure how much because it soon becomes automatic and doesn't interface too much with the rest of gameplay. And I never died directly because of it, and can't quantify how many times it killed me indirectly. Mechanically it feels a bit tacked on, although it's quite flavorful and makes a lot of sense narratively. I like the idea, the use of theme, and the sliver of worldbuilding you give us. Wasn't too hard, but wasn't easy either. I really had fun! Could use a bunch of polish though, but them's the breaks. Great job <3
Oct 6 16:21:47 20m 20s The Curse of the Un-stable ♥ 1 Unity WebGL Player LD49_Curse_Of_The_Un-Stable - Google Chrome.jpg Good call making the action queue 4 actions long rather than 5. Really nice game! The interface is hard to read and on my end it was a bit laggy, but I did have a lot of fun. Although this is pretty rare in the context of video games, it's a pretty classic boardgame mechanic. No matter, I still enjoyed it a bunch despite the clunkiness, lag, and readability issues. The scrolling background especially made the action hard to follow, although it did make it much more dynamic, and adjacent horses sometimes hid their action queues. The UI was rather clunky overall and it would have benefitted from some UI/UX work. But nice level design, it was really fun navigating the decision space! The use of the theme is *extremely* cheeky, but still, good one. Great work, thank you for your contribution!
Oct 8 17:38:10 49h 16m Unstable Magic ♥ 1 One of my absolute favorite entries of this jam. Extremely charming, beautiful, wonderfully crafted. It all works like a charm. The mechanics mesh together perfectly. Love the balance between the two spells and the two special attack, the heal on level up, the difficulty curve, the way to change spells to gain partial aiming control, the little sand timer, the UI and graphic design, the use of color to communicate the different spells... Awesome work.