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| Timestamp | Since previous | Game | Nick Shooter's comment | |
|---|---|---|---|---|
| Oct 8 05:13:47 | Take Your Meds Darling | ♥ 1 | I love these fever dream style games, 5/5. Everything was super atmospheric and off-putting in the best possible way. Those were some wild shaders you had going on there, I'd be real interested in seeing some kind of post mortem on how you pulled those off! | |
| Oct 8 05:23:09 | 9m 22s | Nuclear Guy | ♥ 0 | The game was wigging out for me when I downloaded it. A few things: 1. The controls said to use WASD, though I actually moved with the arrow keys. 2. It looks like I can wiggle around with the arrow keys before pressing enter, and when I did press enter the character would fall through the ground and die repeatedly. 3. When I did hit enter immediately and started moving I bounced to the ceiling when I pressed jump, and somehow got sucked into the end of level portal? 4. When the next level started, the console immediately filled with a bunch of error messages. Dunno if it was something about my build in particular, but I'm running windows 10 in case that's helpful. |
| Oct 8 05:31:02 | 7m 53s | Euro Drunk Simulator | ♥ 3 | Watching the people ragdoll around in the back was pretty funny, but I couldn't get the bus to go anywhere, since it seems like every key besides forward would cause me to go flying backwards. |
| Oct 8 05:35:58 | 4m 56s | Ogre Wide | ♥ 1 | The menu song and the ogre animations were pretty funny, though there wasn't much feedback as to whether or not what I was doing was actually accomplishing anything. The way you got the arm to track the mouse was pretty creative though. Keep jamming, it gets easier! |
| Oct 8 05:51:16 | 15m 18s | Fantasy Quest | ♥ 2 | Fun little jam game, it was neat figuring out how to "break" all the minigames. I love the dumb animations, like the bee eating the beers bottle and all! The ending felt a little too middle-school-creepypasta for me, but overall the tone of the game was pretty fun. Keep it up! |
| Oct 8 05:57:00 | 5m 44s | Pipeworks | ♥ 1 | Neat idea, the water physics were neat. It was really difficult to get a feel on the controls though, and not in a good way. I would work on getting the momentum feeling better, it's really odd when you're spinning super fast and barely moving. |
| Oct 8 06:07:25 | 10m 25s | Plundering Boy | ♥ 2 | I love the dumb song at the start, and all the little noises characters and animals make when you run into them. The game mechanics are intuitive and work well, the object you're holding changing color to show the balance was a nice touch. Good job! |
| Oct 8 06:31:17 | 23m 52s | It's All In Your Head | ♥ 1 | Really dig the way you were able to pull off world building in a game jam setting! Overall, a solid game, with fun characters, an interesting world, and moody music/art. I, like others, missed the flesh coin in the center of the main area, it's pretty easy to walk right past it, since the main area is pretty big and nondescript. I noticed you used colored trails on the ground to guide the player in certain directions, perhaps this flesh token could use an environmental hint as well? Also your humor was mostly on point, with silly characters and fun situations, though I feel like your world was cheapened a bit by the invincible reference and some fourth wall breaking. Have more faith in your writing, the world you've created is interesting enough to get by on its own merit! Overall, definitely one of the most interesting games I've played this jam, and I'm impressed by how much content you were able to pump out in such a short time! |
| Oct 8 06:41:26 | 10m 09s | Reverse Runner | ♥ 0 | I liked the lasers and how they telegraph their attacks. Movement is pretty jittery with the mouse, as in too sensitive. I'd also put more obstacles along the floor and in the corners because I was able to ride the ground for a long while without any issues. |
| Oct 8 12:23:27 | 5h 42m | Hikari’s Journey 光の旅 — the umbral world | ♥ 5 | Wow, this is insanely impressive for a jam game. Probably the most polished, fully realized game I've played so far. The fact that you guys were able to squeeze in so much content in such a short period of time is amazing. I'm legit curious, what was your process that allowed you to work so fast across multiple genres? Anyway, onto the actual review. Story: At first I was worried the game was going to simply be about a person wallowing in self pity, but I was relieved when it started moving in a more positive, supportive direction. I think my favorite bit was the section where Hikari confronted the sources of his anxiety one by one, and realized that his depression was preventing him from accepting their support and working to improve his life. Watching him overcome this was cathartic, and I thought it was very well done. Art: The simple art style works quite well as a portrayal of a more abstract story (And I imagine a nice way to finish within the time limit). The color choices do a good job of making what you can and can't interact with readable. I was really surprised when the game suddenly shifted to 3D, and played around with different styles. For the most part, it worked really well. The only section I felt was a bit lacking was the first person platforming bit at the end, it felt less cohesive visually than the rest of the game. Which I suppose was the point, since he was waking from his coma, though I think it detracts a bit from the clean minimalism of the preceding sections by looking unintentionally amateurish by comparison. Music: I thought the more thoughtful solo piano really served the simplistic visuals of the game well, while capturing the ponderous nature of the story. In particular, I like how the section after the puzzle bit was the same song, but in the major key instead of minor. A small touch, but a nice way of portraying the character working through his problems. Gameplay: The variety of game modes was unexpected, but welcome once I got used to it. Exploring the world and talking to NPCs was very engaging, and the clickable words added some nice interactivity to the written sections. The puzzle section in particular was well thought out, and could have easily been a game jam project on its own. I can't believe you guys even had time for some bonus puzzles, lol. A few (hopefully constructive) nitpicks: 1. The top down 2D section at the beginning had some clunky movement. You had to hold the arrow key down for waaaay too long to move across multiple tiles in the same direction, which meant mashing the keys was the fastest way to get around. I imagine this is because it was reusing movement from the puzzle section later? Speaking of which... 2. The controls during the puzzle section were a bit overly sensitive to me, it seemed really easy to accidentally do inputs twice when doing actions like switching characters. I don't know if it was reading key inputs based on some sort of timer or simple when a key went from unpressed to pressed, but the latter would work much better. 3. The platforming during the first person section at the end felt unnecessarily clunky. I would remove the hallway with the tiny platforms entirely, as it doesn't add anything to game and it breaks up the pacing of the final section. Overall: Despite my nitpicks, this is easily a 5/5 jam game. With a bit more polish and time, I could easily see this being a solid, full-fledged game. You guys should be proud of what you've accomplished, and I look forward to seeing what you come up with next! |