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| Timestamp | Since previous | Game | Harrison Dunn's comment | |
|---|---|---|---|---|
| Oct 5 12:21:46 | Crumbly Castle | ♥ 1 | A very chill little experience! Well done on selling this atmosphere. The music and spritework are lovely. I had a some difficulty draining the water and stopping the drone. The other 'obstacles' had clear resolutions, but those two didn't seem intuitive or working properly. I eventually got the water to drain, but I'm unsure if it had something to do with where I stood or not? And then I thought the game was over because I couldn't build the castle anymore. But then it started building more layers when I built from the from instead of the back? Unsure what was happening though. I like the art and the take on the theme, but the goal and execution could use some more love. Great job on this though team, I enjoyed my time with it :) | |
| Oct 6 12:36:18 | 24h 14m | Miner 70 | ♥ 3 | Nice job on this! The sprites were really charming and the presentation was overall pretty clean. I think the camera and hitbox could use a little bit of tweaking. The camera is a bit too high, making it difficult to see where you're going to jump, especially after the early crumbling platforms before the 4 slimes. Bringing the camera down a bit gives the player more chance to react and more confidence in the jumps the first time through. The hitbox felt a tad unforgiving. Making your hitboxes slightly inside the actual sprites can make the game feel better. Pixel perfect hitboxes don't always feel 'fair'. I got stuck and couldn't make it past the 4 slimes in a row because I kept clipping one on either the start or end of the jump. Overall, really nice submission and you should be proud of the work you did in just a few days! Congrats! |
| Oct 6 12:45:59 | 9m 41s | Frogmented World | ♥ 2 | Well done! I thought the game was bugged at first because I didn't understand what pressing R did. I don't know how you could better teach that though. Once I figured it out though, I found myself thoroughly enjoying the experience. I think the SFX were a little repetitive and loud (compared to the music). The level/puzzle design was really well done though. It was straight-forward in the difficulty and learning curve and never felt too overwhelming despite the potential to do a lot. Sometimes the theme doesn't make it into the game and the game does better for it. Well done :) |
| Oct 6 12:57:14 | 11m 15s | Unstable Profits | ♥ 1 | Ooh, physics based idle game? That's sort of what this felt like at first. Incremental upgrades and income. I usually like this sort of thing, so you have my attention! I was a little lost at what my goal was other than to 'make money' which made things feel a little aimless. That's usually a conceit of traditional idle/incremental games though. It took me far too long to realize there were upgrades unfortunately. I think putting some label or text on that would help a ton. And I know you didn't implement audio, but the overall experience is brought down a lot by this. Even a simple click sound for feedback or a light music track behind it all would have enhanced this a lot. Once you're comfortable implementing audio, setting up something super basic should be quick and simple. The core design is solid, I just would have liked to see a little more focus on directing the player towards a goal. Great job on completing this AND working a weekend job. I hope you're still catching up on sleep! Congrats :) |
| Oct 6 21:58:00 | 9h 00m | Eruption | ♥ 2 | Congrats on making this for the jam. There's a lot going on here! Unfortunately, the controls killed this for me. The car was frustratingly difficult to control. It didn't accelerate or respond to inputs quickly, if there was any braking, it hardly seemed effective, and getting enough control to stop in a safe space or pick up a passenger was too meticulous that it killed the pacing. I wanted to like this premise a lot more :( The idea is great and I wanted to see it through to the end, but the controls and the repetitive engine noises kept me from enjoying this. Y'all should still be proud of making this in a single weekend. Well done! The models and triple compass display worked nicely. |
| Oct 7 02:42:33 | 4h 44m | Grabanakki | ♥ 2 | At first, games that look as good as this make me feel really bad. But then I realize you had a team of 10. That's not even on the same level! Super well done and 30 levels is a ton of content for just a few days. The core game design feels really good. Your terrain (and safety) is your weapon. The controls took some time to get used to. I think I need a twin stick setup because my brain can't quickly throw in a direction and control using the same inputs. The single hit life made the levels feel a tad long and punishing though. I only got to level 4 or 5 because it got too frustrating to get hit once on the last wave. A little safety net for hits would have felt great. Y'all did a great job on this. I expect this will place pretty highly. :) |
| Oct 7 02:52:45 | 10m 12s | Hammer Keep | ♥ 1 | Hey Piggy, nice to play another entry of yours. Well done on this! This game feels really complete in this form. A nice, arcade-y little beat'm-up with a twist. The controls took a second to get used to, but it felt pretty rhythmic once I got into it. The minimalistic graphics worked well, too. I think healing felt a little too safe, but maybe it gets harder further in. I got past the boss. That could have used a health bar or some damage indicator and felt like it dragged a bit. Otherwise, super solid entry. Well done! |
| Oct 8 12:15:05 | 33h 22m | Trauma | ♥ 0 | Your games continue to impress, congrats :) Trauma is beautiful and does a good job of handling the subject matter respectfully. I was worried that we'd see a lot of takes on 'unstable' that would make light of mental instability and wellness. So thank you. I really appreciate the very simple controls for better and for worse. Only needing three keys feels like a smart choice for a jam game. It was a little unintuitive at first to be able to swap card positions while *not* on an action space. Needing to move off a space to be able to rearrange your cards felt weird. I'm not sure how else you could solve for that though without ruining the pacing of the game (choosing an order every time you use a space, for example). If you developed beyond the jam, you might be able to come up with something that keeps with the simplicity. Maybe holding space then pressing the arrow keys lets you move the first card to a new position? It would be fewer keystrokes than hitting space each time to open the menu and select a piece, but it might not be as intuitive. I'm happy to see you continuing to improve and enter jams. Well done and keep up the good work! |
| Oct 9 14:39:01 | 26h 23m | Project Stallion / Zherebets Proyekta | ♥ 1 | The game won't work for me. I can click the cannisters, but pressing Space to extend arms doesn't work. I can't do it before moving or during movement. Can it only occur in certain places? At the mouse location? I couldn't get it to work. I somehow got to level 3 and thoroughly enjoyed all the news anchor lines after my fail attempts though! Congrats on finishing this! |
| Oct 18 01:26:38 | 202h 47m | The Alchemyst | ♥ 1 | Nice! I like seeing incremental submissions. Thanks for making this :) I think this had a nice little curve to it. Not too long (good for a jam) and not too short (bad for an incremental). You could say it was a great mixture! The light crackling of the fire lent a nice atmosphere to an otherwise often thematically-disengaged genre. I had a little trouble with the instructions in the beginning thinking I had to keep the meter between the fire and the bottom instead of over the fire, but that might just be my tired brain tonight. I could see this being fleshed out into a longer game and that I'd enjoy, especially if the auto-stir feature is polished and made into a true idler, allowing you to expand and add other mechanics. Overall, well done! I thoroughly enjoyed myself :) |
| Oct 18 02:19:09 | 52m 31s | Unstable Them | ♥ 0 | For 5 hours, this is a surprisingly fun lil game. Nicely done! Simple premise, simple execution. I tried to just spam space to get power and that didn't work, so good job on that lol. The animation on Forse is great, the music is thematically derpy. A little content light but I'm not gonna knock a jam game for being content light. I honestly can't find any more problems with this. You set out to do a thing and did it and now there's this game in the world. And the world is better for it. :) |
| Oct 18 02:29:46 | 10m 37s | Wobbly Waiter | ♥ 1 | Yes, I love all the self-made noises. Mouth sfx! Unfortunately, the movement/squeak is a bit too much. It's too loud and repetitive. I wish there was some way to mute just that. :( The controls feel a bit too unstable. Sometimes I would just sprint and other times it would move only a small step, making it feel really unreliable. Maybe this was intentional? I liked the idea and the mechanics felt like it matched the theme. Well done on making this and congrats on finishing! |
| Oct 18 12:41:08 | 10h 11m | Keep talking, and Bob might not die | ♥ 0 | I don't think I've seen a jam game use the microphone before, super cool! Congrats on making this in such a short time frame :) Unfortunately, the microphone just seemed too inconsistent. I couldn't tell why I was getting eaten by the bear every time. I only lasted a few seconds and it seemed that whispers and shouts always ended with Bob getting eaten. An onscreen volume indicator or something would have helped immensely I think. Keep up the novel ideas! |
| Oct 18 13:03:03 | 21m 55s | Lizzie's Lucky Potion Shop | ♥ 2 | I really liked this game! The core concept here feels like it offers a nice little puzzle that you've put a lot of content into. Well done! Unfortunately, I think this falls a bit short for me as a jam game. The brew timers, while thematic, don't serve the gameplay. It actually detracts from it, making the player wait for no reason other than theme. And then after the timer, you still have to wait for the randomized roll animation to finish? Perhaps if audio made it into the game, this would be less frustrating to sit through? But as it is, it just takes too long to do anything meaningful. And when you finally get an engine going to make better potions, there isn't a whole lot of strategy or gameplay decisions beyond "pick good/bad ingredients" to get your desired results. I really like this idea and I'd would definitely try it again if you put some more time into a fuller release. As is, it falls a bit short for a jam game. There's a lot of potential here, especially if you developed into the idle/incremental genre. Congrats on making this for a jam. The character animation is superb :) |
| Oct 18 14:28:41 | 1h 25m | Vineyard | ♥ 2 | The art and animation are stand-out here! Great job on finishing this in such a small timeframe! The gameplay was easy enough to figure out, but it lacked much decision making. With only effectively one unit and one bomb to stop things that get by, it feels like it's just a game of spamming guys and hoping for the best. Because your units walk towards the enemies, a lot of the action ended up happening "off screen" and I'd have to move the camera over to see if my troops were effective, but then I'd have to go back a screen to spawn more guys. It felt a little cumbersome. I think it'd have been more effective to just have your troops be stationary or only move within the confines of your spawning area. Well done though! I loved the sprites :) |
| Oct 18 14:38:24 | 9m 43s | A Wild Sheep Chase | ♥ 1 | Nice little game. Congrats on making this for the jam! I think the levels are a bit too big. If you had kept the game to a single screen, I think you could have created more interesting and rewarding 'puzzles' and eliminated the problem of the player not knowing where the exit is. Also, it was a little frustrating that sheep kept getting stuck in corners. And that I could only effectively herd one sheep at a time because they ran back to their default spots too quickly. This made levels more tedious and gives players less opportunity for skill expression or strategy by being able to 'juggle' herding multiple sheep. A great effort and neat idea, just could use a bit more polish! Well done :) |