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| Timestamp | Since previous | Game | aevek's comment | |
|---|---|---|---|---|
| Apr 5 18:11:29 | Last Minute On Earth | ♥ 2 | This was fun! I think the progression was great here, I particularly liked that the level stayed the same for the first few so that things like the time cops could be introduced in a familiar space before starting to vary things. The dodging was fun but tuned well so it felt tense but very doable. I do agree that communicating the way scoring works in game could have helped but since I read it here first, I just went straight through each time and didn't un-fun myself. Great game! | |
| Apr 5 18:19:21 | 7m 52s | Loop | ♥ 0 | This game looks and sounds amazing, but I wasn't sure what I was supposed to do, it kind of felt like every level just ended and I fell off the end. At one point there was a level that sloped downwards so I got reset before landing on a platform which didn't feel great. I loved the animation and visual layering and thought the music choice complemented it very well. |
| Apr 5 19:15:26 | 56m 05s | Only Hugh Can Prevent Forest Fires | ♥ 1 | You had me at the title! I liked the concept, and the chain of things that need doing to put out the fire is a cool idea. I had a few issues with interactions, particularly the couple of times when I accidentally left things between screens so maybe a little overlap between camera positions could help? I also had a hard time spotting the interactables, mostly the green quad blended in to the green environment but the bucket and gas can I also found hard to see in dark spots. Not sure if that's just my screen or the web build, but possibly some kind of outline or highlight around those could help in any conditions? I do think the art all looks great despite this, just not super readable. |
| Apr 5 19:44:19 | 28m 53s | Tidal Wave | ♥ 1 | Was in the same boat as @leolferraz. Tried both versions, I couldn't figure it out. I click on any of the 3 building buttons at the start and then nothing happens again. I could still move the camera and boulders keep appearing, but that seemed to be it. I tried unplugging my gamepad and that seemed to do the trick? I ended up enjoying this quite a lot. The early game challenge is tough, but the late game need to balance drainage with defense was also very interesting to deal with. I would like the ability to move or destroy outer walls though, as one I had spotted a drainage problem it was impossible to address. Ended up having a lot of fun here and played through quite a few times. Great work! |
| Apr 5 19:58:44 | 14m 25s | Tick | ♥ 3 | Love this comically dystopian concept. I found the driving controls a little tricky at first and also an arrow to help me find the shop could have helped. Fun core loop, and I really enjoyed the whole vibe. Particularly liked the little dialogue snippets from recipients. |
| Apr 6 01:41:44 | 5h 43m | Flooded Caves | ♥ 2 | Absolutely love this! Was just jamming out to the music but the fluid physics problem solving and planning was really interesting gameplay! It also look great, phenomenal use of the limited palette. |
| Apr 12 20:49:21 | 163h 07m | The Adventures of: πΊπππππ π±ππ | ♥ 1 | Really liked this one! The platformer controls were overall pretty good, but I did find it slightly annoying when I collided with the edge of a platform and lost my momentum. Loved the visuals, the palette was a good choice and well used and the music choice was also great and matched the feel pretty well. I would appreciate a faster way to start over when I died, like others mentioned the difficulty ramp was pretty slow and I agree there but also, I'd just like to not have to reach for my mouse to reset every time, maybe just letting me keep using the keyboard for those menu buttons would help? Great game, thank you! |
| Apr 12 20:55:20 | 5m 59s | Climbrr0 | ♥ 1 | Cool to see a Rust game! I haven't been brave enough to use it for a jam yet, but kudos to you for doing it and showing me it can be done. The jump felt weirdly inconsistent to me, I'm guessing because I was hitting it as the platforms dropped which either stole momentum or just missed a grounded check. Fortunately the double jump saved me most of the time. I know text rendering would be a big ask in 48 hours but some representation of the score in game would really go a long way. Possibly some kind of sprite based thing that increases, or maybe just update the window title with the score? |
| Apr 12 21:18:49 | 23m 29s | Poseidon's Revenge | ♥ 1 | I think the first level was the hardest of the ones I played, but possibly thats partly because I hadn't worked out the strategy of anything yet? I just had a really hard time keeping on top of everything for long enough for the meter to fill, and it didn't feel like there was a lot I could do with only one warrior. Honestly, I think that level is almost not needed, and the game could start with the second level which I found much easier and helped me get to grips with the concepts a lot more. Your pacing is overall quite slow so maybe cutting out a couple of levels could help? I really started to appreciate the tactics of this game when my warriors couldn't access everything, the first level where this started to click for me was the one with the 3 islands and I had to use the outer islands as sacrificial shields to reduce the flow as much as I could. I think my biggest problem was I couldn't figure out a way to counter the floods that happened sometimes, and they'd just screw me over which wasn't fun. I liked the art a lot, I found it clear and readable, and it looked good. The music loop did start to get annoying eventually, but that's hard to avoid in LD. The gameplay concept is interesting with a tower defense with limited mobile towers - I'd like to see more iteration on this idea. I think there is some cool potential here. Thanks for the game! |
| Apr 13 01:52:46 | 4h 33m | Fist of the Zombie | ♥ 1 | Feels a lot like the old beat em ups which is cool, but I really struggled to get much beyond about 30 zombies killed. I tried a few different 'strategies' and nothing really seemed to change anything as long as I was punching. The rage meter is a cool idea but I'm really not sure what to do with it in this game. |
| Apr 13 02:16:32 | 23m 46s | CRASHLANDING | ♥ 3 | Cool idea! I liked the problem solving of trying to work out how to best use my speed and height to keep going as long as possible. |
| Apr 13 04:21:31 | 2h 04m | Artemis-17 | ♥ 1 | Really enjoyed this! The visuals were really cool, I loved all the art I also liked the few sound effects. It would be nice if the indicators were anchored properly to the screen edges so that they were visible in the small web player, but once I saw your note I was ok. Liked the gameplay concept here and you did a lot of cool touches to make it feel good to play. I particularly liked the wheels sparking when braking hard. Only thing I did notice missing was background music, perhaps something generated with something like wolfram tones could have fit your vibe here? I really liked the fist mechanic as a cool fallback and bit of added strategy for dealing with big rocks and it lead to some really fun dramatic last minute saves. Great job! |
| Apr 14 17:25:28 | 37h 03m | Warrior's way | ♥ 1 | Cool combat system! I think the complaints with controls might be coming from the fact that they are animation based and they all take a while to reach the action part. To feel responsive, I think they need to be snappier with barely a few frames between input and action effect. I liked the models a lot and think the music matched well, but I think the health bars were perhaps too subtle. A more contrasty color to make it more visually obvious as well as lots more feedback for hit/miss as well as block would have helped me a lot. Would be interested to see this combat system developed further to see where it goes, it's a cool start! |
| Apr 14 19:06:28 | 1h 41m | Grounded! | ♥ 1 | Lasted almost 7 minutes! Really cool game. You managed to recreate the stress of hosting a party and trying to keep everything together in a very minimal and quickly understandable form, without giving me the release of being able to drink to help keep stress down because I'm playing on my lunch break. Very well done. The guests managed to be annoying and in the way despite literally just standing there. Congratulations, you made inert circles frustrating (in a good way). Slick visual presentation where the environment looked good and the game state was super clear with the colored circles. I also liked the touch of the music getting muffled in rooms away from the speakers, that was great. Very well done! |
| Apr 14 19:14:49 | 8m 21s | BLUNDERSIEGE | ♥ 1 | I really liked the 3 different powers, I think they can be used in interesting ways. I agree with the others that the AI should target the king and not the center since it is possible to move the king (or possibly fix the king in place on a raised throne or something?). Hotkeys for the powers would be appreciated too as others suggested. I think the enemy spawning ramps up at a good rate, but its hard to be sure since once the king was moved to a spot inside the castle but between doors the game is basically solved and requires no further action. I think with a little AI work and without the king this has the core of a fun little game! Well done! |