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FireSlash

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TimestampSince previousGameFireSlash's comment
Oct 12 07:40:35 Antstable ♥ 1 Pretty solid for a Jam game, lots of tiny mechanics here that probably weren't easy to get right in this timescale. I got a good chunk in and had my base explode when placing a tower in a fairly innocent looking spot; some kind of bad physics reaction. I think maybe the placed building clipped with an existing one? Second run went without a hitch.
Oct 12 07:56:49 16m 14s Life Gives You Lemons ♥ 1 Solid little narrative game. Lack of audio makes it feel a bit barren in a weird kind of way, it's surprising how much audio feedback helps especially in narrative games like this.
Oct 13 03:15:14 19h 18m Nukaloid ♥ 2 Some crazy polish on this one! Core game loop feels solid. The heat mechanic doesn't really feel like it adds much value to the gameplay though beyond being a nuisance. It might be interesting to flip it and have some way to use the instability of enemies as a way to clear otherwise impossible obstacles; maybe give the MC some kind of disruptor that resets their pathing? Overall nice work!
Oct 13 03:20:49 5m 35s Inner Demon ♥ 0 The level design makes this one a bit tricky. Even the first room has you threading the needle with spikes as your punishment for failure; it's often better to give players a much more forgiving slope to teach them the mechanics, and save the spikes for later levels when they've had time to practice the mechanics more.
Oct 13 03:43:24 22m 35s Could You Sit Still For Five Seconds? ♥ 1 Interesting idea for sure. It took me a while to realize I could "drag" them to a position, maybe I just skimmed the controls too much. At the end one of the dogs got wedged in the "angry" state but none of the tools fixed it. It seemed responsive though so I got the picture, might have just been a visual bug?
Oct 13 03:50:02 6m 38s Home Renos Inc. ♥ 1 Super neat idea. I had some issues with visual occlusion when I had a lot of "S" pieces, but this could easily just be something you learn to manage as you play more. Others have already covered most of the QoL stuff, but overall it's nicely done and plays as expected. Nice work!
Oct 13 03:55:54 5m 52s Heaven's price ♥ 0 Player movement was really fast! The floatyness made it feel kind of hard to control. I don't think the cloud moving mechanic was ever explained, I just had to kinda figure it out after flinging myself off the edge a few times.
Oct 13 05:50:38 1h 54m Nails, the great genius ♥ 1 Solid entry. I got stuck near the end(?) where you cross the red beam and your robot goes ballistic. Couldn't quite figure out how to get through that one.
Oct 13 20:20:22 14h 29m GLITCH ♥ 1 Ow, my brain. Level design felt pretty good, seems there was some effort in ensuring you could "one cycle" most obstacles. The left and right error after the jump pad felt a bit punishing since it moved so fast, but realistically the biggest enemy was decades of muscle memory. Simple graphics but they felt well produced. I would have liked some backing audio, but otherwise it felt really solid. nice work!
Oct 13 20:26:39 6m 17s AllRound ♥ 1 I had way more fun which this than I expected. The assets are pretty barebones, but they serve their purpose in communicating the basic game state. The sheep directly north broke me though. Between the balls taking a while to move, and the sheep being a right bastard, I died every time I tried to bring it home. Had a ton of fun trying though.
Oct 16 19:51:01 71h 24m Clad In Plaid ♥ 1 This is probably the nicest tutorial I've seen in an LD game! I wish it went a bit faster, but the interactivity made it super clear what was going on. Gameplay wise, It felt like there wasn't much time to react to certain projectiles. The Sus blocks in particular had a tendency to spawn right next to a brick and there wasn't enough time for them to separate enough that I felt confident sniping it. Powerups felt solid, and the giant machine guns were a nice touch. That said, the game itself felt like it dragged on. This is likely a pacing issue; the difficulty ramp probably just needs to be a bit faster for my tastes. These things are extremely hard to get right during compo, since it can only really be teased out with gameplay testing. Depending on your workflow, it could be good to set aside a few friends to test your game for feel and balance a few hours before the deadline so you can make any last minute tweaks; though I totally get why that might not always be possible. Overall a super well done entry. Nice work!
Oct 16 20:01:27 10m 26s Magmanimal Island ♥ 1 Super interesting design here. The art is cute, and I love the little touches like the audio pitching down as things go south. Nice work!
Oct 16 20:08:01 6m 34s Unstable Prison ♥ 2 Neat idea! I found the mixture of low lighting and the floor just vanishing without any real vfx to be extremely disorienting. I made several attempts but never got past the first orb. The tutorial also doesn't really explain the mechanic; it looks like it's trying to, but as a new player I just think it's teaching me to jump over pits, not teaching me to hop to reduce the lost blocks. Love the concept though. Nice work!
Oct 16 20:15:41 7m 40s Sitter ♥ 1 What a ride. I love what you've done here. This kind of story telling is something that is extremely difficult to do well on a short timescale like this, but you've really nailed it. Nice work!
Oct 16 20:21:52 6m 11s Threadships ♥ 1 Cute graphics! The combat mechanics were an interesting take, it was a good mix of simple and challenging. The falling paths were probably my biggest gripe. I took a wrong path on one of the levels, immediately realized my mistake, and really didn't have any way to "fix" it. Normally in puzzle games you get an "undo" or at least a reset option, but the blend of puzzle and rpg here produces some rough edges like this. Didn't encounter any bugs on my playthroughs, and had fun. Nice work!
Oct 16 20:30:29 8m 37s Elbatsnu's Brewery ♥ 0 Nicely put together. Graphics and audio felt solid. Core loop was hard to understand from the instructions but straightforward once I played around a bit. Nice work!
Oct 16 21:15:22 44m 53s Project Stallion / Zherebets Proyekta ♥ 1 I wish thing were a bit more deterministic. It felt like the chain reactions were a bit random. Maybe this is just me not fully understanding the mechanics, but especially on the third level, I'd find the reactions different each time I played. The voice work was a lovely touch. Nice work!
Oct 16 21:49:05 33m 43s Back Alley E.R. ♥ 0 Lack of a tutorial hurts here, but the failure cards are a functional post-failure tutorial. The voices are a nice touch. Mechanics seem solid. Nice work!
Oct 16 22:06:06 17m 01s Balkanization 1 ♥ 1 Feels like this is missing some key components to really polish it off. Attack/defense mechanics also feel a bit arbitrary. There's just enough meat to make it fun though, and that's what matters. I didn't initially notice the victory condition you mentioned on your page, so I was wondering why my full rack of MiGs weren't doing anything. Neat little entry. It'd be interesting to see this fleshed out a bit more. Nice work!
Oct 16 22:10:13 4m 07s Wind Runner ♥ 1 Felt like the sail and player movement should be separated; but I can see arguments to be made both ways. As others have said, the sail mechanics are a bit foreign to people who've never sailed before. The explanations you gave are a good attempt but I think it'd be better to try and teach this in-game with some metrics and bars to help the player understand the relation between sail rotation and wind direction.
Oct 16 22:17:23 7m 10s SkyHitter ♥ 0 Interesting idea. Feels like it needs another mechanic or two to really sell it though. Enemies don't seem to fall into pits which takes away a lot of the interesting mechanics around the movement. I also wish I could jump over small gaps. Presentation is nice and seems to work as intended.
Oct 16 22:22:20 4m 57s Mt. Deep Space ♥ 0 Lovely take on an old classic. The "lives" mechanic here is wonderful, and makes for some tense situations especially as things start to spiral out of control The graphics and music were also lovely. Nice work!
Oct 19 01:54:51 51h 32m The Train Station Mage ♥ 1 Super interesting idea. Being given all four spells to start is a bit overwhelming. I like the variety but it might be better to ease players into it instead of just throwing them into the deep end right away.
Oct 19 02:01:03 6m 12s Shifting Skies ♥ 2 There's a lot of nice graphics here, but some softer transitions would make things shine a bit better I think. Right now it can be a bit hard to realize what happened (such as when you die) due to how quickly it cuts to the next scene. Moving stats are an interesting design idea. The upgrade time being tied to it felt a bit iffy since tracking both that and my ship was a bit overwhelming, but I imagine it comes with time. Overall super neat idea, nice work!
Oct 19 02:07:00 5m 57s Alchemeow ♥ 1 Wonderful art and music! I'm not sure I quite understand the mechanics even after playing around a bit, but I guess I got close enough to "win" just by tinkering around. Nice work!
Oct 19 03:50:48 1h 43m My Little Monster ♥ 1 Cute little bugger. Lots of varied mechanics here to keep things mixed up. Nice work!
Oct 19 03:56:16 5m 28s Bridge Disaster -> Whistle Master ♥ 0 Needing to move diagonally to go "straight" felt fairly awkward. Mechanics appear to work as designed. More variety and polish in the gameplay sections would be nice, but it's already quite a feat to have gone this far. Nice work!
Oct 19 04:19:49 23m 33s Moody Hero ♥ 0 Solid entry with some creative, mildly crazy, yet surprisingly fun mechanics. Level design was solid and clearly tried to guide the player towards the solution where possible, with lots of resets. Nice work!
Oct 19 06:00:41 1h 40m Black Cat Apothecary ♥ 1 Interesting narrative idea. I think a bit more polish around the endings would help sell it a bit better, but you can't ask for too terribly much during LD. This would certainly be worth playing around with a bit more in a post LD version. I think there's a lot of potential here; it just needs a bit more time to bake. Nice work!
Oct 19 06:26:05 25m 24s ALCHEMY unsTABLE ♥ 1 Nice polish! Oh boy was this hard. I managed to make a couple potions before frustration got the better of me. The mechanics are super clear, I'm just not a patient person, and the pacing is clearly optimized for the slow, methodical types. Graphics are lovely, and the music is simple yet catchy. I didn't encounter any obvious bugs. Great job!
Oct 19 06:34:05 8m 00s UNSTABLE DREAMS ♥ 1 I absolutely love the concept here. Boss design was a bit simplistic and easy to spam, but there was clear pattern progression. The rooftop segments were tricky but I felt like I was getting better each time. The aesthetic you've got going here is fantastic as well. Overall really nice work!
Oct 20 00:10:41 17h 36m Occult Academy ♥ 1 Absolutely fantastic art and style. The spell building mechanic is really neat, but it's not clear how to be successful with it. I had trouble even building a spell since I kept hurting myself while moving runes around. A better preview system would have helped a lot here. Player speed feels a bit slow, maybe it's just the walk animation being misleading though? Enemy pathfinding seems to get stuck a lot. The environments look great and kept me wanting to dive more. Overall really impressive output on this!