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| Timestamp | Since previous | Game | Dandala88's comment | |
|---|---|---|---|---|
| Apr 4 05:11:52 | Unfamiliar | ♥ 3 | The aesthetic is what drew me in to want to play. I am a sucker for grayscale and retro graphics, especially when done well. The music and sounds were solid. It's an accomplishment to get sfx and music into a Ludum Dare compo entry and these were quality. The amount of story you were able to fit into to an extremly short game is pretty great. Able to set a mood in such a world is good work. My constructive criticism, if you decide to continue development, would be that although the echolocation mechanic was cool, it was hard to not just spam it and fly away from the creeps as fast as you can. A more forgiving aggro effect with a harsher punishment might balance the game a bit more. Solid entry! | |
| Apr 4 05:59:23 | 47m 31s | Delay the Destruction!! Danmaku Downfall | ♥ 1 | I almost gave up on this one. There isn't any kind of ramp up in difficulty. It's just full on, right from the start. That's not a criticism. I'm not a fan of holding the player's hand. As long as you can keep the player engaged. Unfortunately, for me, it was that I found out how to cheese it. Let me know if you'd like me to tell you how I did it. I stopped at about 5 minutes but was pretty confident I could go forever. cheesedDelayTheDestruction.PNG Although there isn't any background music, the sounds were pleasant enough. I really liked the bomb sounds as well as the visuals for when everything blew up. If you're not well versed in the bullet hell genre, then you'll need some patience. Particularly if you play as intended. But for the initiated...Enjoy! |
| Apr 4 06:41:45 | 42m 22s | Inevitable meteor | ♥ 2 | Simple little arcade game. I really dig the pixelated 3D graphics and the colors. I felt a pull and urgency to protect the planet and the colors really help solidify that notion. Can't really deny the use of the theme on this one. I played for as long as I think one could and there was no end in sight(if there is an ending, let me know). As for strategy, I liked playing around with different builds, but found that stacking the secondary weapon was the way to go. I always enjoy arcade games that give you persistent upgrades. Especially if you're given the choice. Not a new concept by any means but a good entry nonetheless. Thanks for your entry! |
| Apr 6 06:55:54 | 48h 14m | World Birth | ♥ 2 | Not really sure on this one. I appreciate the cinematic vibe in between the game play. Definitely seems like a lot of effort was put into the visual and narrative side. I had a lot of trouble with the mechanics though. Moving in the air was the same speed as moving on the ground. The mouse/camera movement was too sensitive. These two factors led me to getting a little seasick while playing. I don't think this kind of control scheme works really well for a 3D platforming game. I did like some of the challenge in it though. Regardless of my criticisms, it's always an accomplishment to get a game submitted for Ludum Dare so thank you! |
| Apr 6 07:52:56 | 57m 02s | ghostlet | ♥ 0 | The ghost mechanic was really hard to get used to at first but once you got it, and it kind of clicked, it had a really good feel to it. The mechanic did start to feel a little dry after a few levels. And I could feel that in the quick ramp up of difficulty. I think the graphics fit well and the sounds matched good enough. This seems like a game that, if fleshed out a bit more, could be a classic. Learning that ghost mechanic, again, eventually sort of clicked and felt really good. Thanks for your contribution! |
| Apr 7 23:02:56 | 39h 10m | Car of Theseus | ♥ 1 | I agree on the sound effects and hand drawn sprites. I actually think it gives the game a lot of character. Hard to tell if its contrarian or was just done in the interest of time. Nonetheless, the end result is nice. I could not figure out how to reliably get more fuel or wheels. Unless, is there a random chance on those drops? I was dragging them but nothing came out except for a few times. If it is random, adding some type of feedback on those like an audio cue or graphical change could help. I did notice the sprites squashing after I drag them but wasn't really sure what that meant. Thanks for your submission! |
| Apr 7 23:17:35 | 14m 39s | Singularity | ♥ 2 | Cool little entry you have here. Not a whole lot I can say that hasn't already been covered but I'll try. The music is the star on this one. Loved the cryptic spoken word. I kept turning around thinking someone was trying to get my attention. Very creepy. Other than that, it seems like you accomplished what you set out to do on this one which is incredible. So, I'll only offer what I think could make it better in future iterations: Increasing the gamification of catching the animals would be nice. Like each animal has a different strategy to catch it. A couple more animals too could increase the complexity in a way to make it feel little more engaging. |
| Apr 7 23:25:21 | 7m 46s | Ludum Dare 50 - Don't Give Up | ♥ 3 | A few short and sweet mini games. It's hard to get one game done for Ludum Dare so getting 3 done, albeit small ones, is an awesome accomplishment. I had no problems with the 1st or 3rd levels. I'll agree that it was weird to only see what type of cloud it was almost after you could reach it, but not to the point that I couldn't finish. It just took some more patience than I expected it to at first. The chicken level was cool but there seemed to be an odd issue with the friction on the platforms. Sometimes the platform would carry me when I landed, sometimes it would just stop mid-ride. I managed to beat the level but I felt like I was fighting that issue the whole time. Good job on this and thanks for the submission! |
| Apr 7 23:38:40 | 13m 19s | SAUCE | ♥ 2 | I actually laughed at loud at the absurdity(in a good way) of this idea as a game. I think we can all relate to this and It's a funny take on the theme. At first I was very confused but weirdly started liking it more and more as I kept playing and thinking about it. I don't know if you would want to mess with this masterpiece but I would make one small suggestion which is to add something other than just a flat color on the background so that you could actually tell that you were moving upwards. I really thought it was only like a screen high at first. Anyway... You really did something special here with such a simple idea. Thank you for this. |
| Apr 7 23:49:29 | 10m 49s | ORANGE ROLL 🍊 | ♥ 2 | It's clear a lot of good work was put into the controls and mechanics of this. It kind of reminded me of Kirby Canvas Curse, without the drawing of course. I agree with the others that some more levels and obstacles would really make this great. You have the guts of a great game. Nice job. |
| Apr 8 00:00:31 | 11m 02s | Gary | ♥ 2 | Very short and simple game. I like when I pick up a game and understand the concept very quickly. In this case, you kind of have to 😉 . If you continue development a little more balancing on the drops would be nice. Something to make the game a bit more forgiving so I could keep a play through going for a while and then increase the difficulty over time. It would increase the intensity and make it feel like more of an accomplishment as well as punishment when you lose. Solid entry. Thanks! |
| Apr 8 00:35:37 | 35m 06s | last summit | ♥ 1 | Well, I gave it a try. For what you have finished, not too bad. Maybe I missed a link or something but I actually had to load the file myself to be able to play and I played from a project. I'm not familiar with Construct so maybe it's just my own ignorance. Solid effort. I think the challenge of the puzzles are easily cheesed by changing direction mid-air. At first I was thinking you had to be on a wall for the move to reset. It kind of just felt unfinished to me. If I missed a different download or something please let me know and I will give it another shot. Thanks! |
| Apr 8 00:49:06 | 13m 29s | Tree Protector | ♥ 2 | Wait...how does an acorn disintegrate a full grown man? 😜 Either way, it was fun to do! Similarly to others, I had trouble with the aim but positioning directly south of them and throwing directly north was pretty much 100% accuracy for me. So although it could use some work, I don't believe it made the game unplayable. I was really hoping this wasn't an infinite play until death game but unless I just wasn't fast enough it eventually got to this... treeProtectorEndGame.png I think it was pretty much impossible at this point and therefore inevitable. Definitely on theme! Low poly graphics are always cool to me so you did a nice job there too. Thanks for the entry! |
| Apr 8 01:24:03 | 34m 57s | Life of a Floof | ♥ 2 | I rather enjoyed this. It wasn't very complex game-play-wise or anything but it kept me engaged. I liked the kind of upgrade mechanic you had going on that actually tied into the story. I also like how you developed the theme beyond just death being inevitable. I thought you did a real nice job on creating a larger story with a very simple concept and writing. I think some improvements could be made on the UI elements and when to press them and when not to press them but the unknown also plays really well into the mood of the game. Cool stuff! |
| Apr 8 01:57:53 | 33m 50s | phon-ey wars | ♥ 1 | This has the seed of a great cookie clicker like idle game. Obviously, and you mentioned being pressed for time, some more upgrades and more balancing would be awesome. I actually think the graphics work really well. They are consistent which is more important than disjointed high-end graphics. Thanks for sharing your work! |
| Apr 8 02:45:35 | 47m 42s | Macler | ♥ 1 | Not a bad attempt for a little adventure style game. The graphics and music really set an interesting mood and it kind of had a decades old trippy kids movie feel. If there was a way to beat it without just eventually losing, I didn't find it. I ran out of items the first time and the second time gave all my money away 😢 . It was hard to try again after that to try and find the ending. If there is an ending, I'd give it another go. Well done on submitting another game! It's always an accomplishment. Thanks! |
| Apr 8 02:58:38 | 13m 03s | Tap to Snooze | ♥ 3 | I need to echo what @initialposition said about the Hold 1 second game. I just could not get that to work no matter what I tried. I would have kept going for sure if not for that. But that's a small quibble. Hitting snooze was an idea I had during my brainstorm phase as well. I think it fits the theme nicely and it's not the obvious direction to go in either. The controls and games were executed nicely and the art was great! The sounds weren't revolutionary or anything but I appreciate that you took the time add them in. All of those details count. If you fix that one game and added a some more games this could easily translate into a nice little mobile game if you decide to continue working on it. I think this was a great entry. Thanks! |
| Apr 8 03:18:26 | 19m 48s | Escape from Lluna | ♥ 3 | Definitely agree with all of the other reviews on nostalgia. The difficulty curve was a bit off and I feel like the hitbox on the ship was just a touch in the unfair category. However, this was aesthetically and sonically pleasing for sure. SHMUPs are so fun and a great choice for a game jam. Always enjoyable and engaging and it obviously fits the theme well. |
| Apr 8 03:57:30 | 39m 04s | Tile Sparce | ♥ 2 | The thought to create a strategy game like this for the theme was a good one. I like how you took a slightly different approach than others in your design. It's similar to the other defend-something-for-as-long-as-you-can games that have kind of taken over this theme but I think you've figured out how to make it somewhat original, so kudos. I really wish you allowed higher than 4 energy on this. Maybe you play tested it higher and it didn't work but I feel like it would kind of even out. A small change like that might make the game feel more dynamic. I guess I didn't like being rewarded for passing on one turn and then being punished for doing the same thing on the next. I'd love to see what you come up with if you do decide to continue development. Solid submission. Thanks! |
| Apr 8 04:36:19 | 38m 49s | Sauce of Life | ♥ 1 | Quirky and a great commentary on, not just game dev, but working in general. I love how the different symbols were used for the different aspects of the modern human. Work, get money, eat, fall in love, break up, atta-boy's. I feel like you could have given the guy a little bit more hair though don't you think? 😉 Thanks for the entry. Very cool! |
| Apr 9 18:38:34 | 38h 02m | Stacktics | ♥ 0 | I wasn't going to comment because it looked like everything's been pretty much covered but there were just some things I thought were worth mentioning. First, allowing the player to play with blocks before actually starting the game is very smart. It allows you to get comfortable with the mechanic before being put into any actual risk. A great way to teach the player how to play without holding their hand. I did feel that the physics were a little unforgiving at times. There was one play-through where I thought I was doing really well. Built a nice tall tower. Then threw just a small block on top of it and all of a sudden my tower started vibrating and then toppled over. That one ended up being my worst score. It wasn't that I just threw the block off center it almost seemed like it collapsed from the pressure. Maybe it was just a one off though. Other than that I thought the physics were good. Excellent job! Thanks for the entry. |
| Apr 9 19:29:41 | 51m 07s | A Void | ♥ 1 | I really like the graphics and audio on this one. Instead of going with a song as background noise, allowing sound effects and the hum to fill that space is a cool design. Made it feel more intense and void like. There was just a little something to be desired on the gameplay. Something to make me want to avoid things other than just not wanting to hit restart. Most of the time I just kind of felt like I was guessing. Overall, great experience. Thanks for sharing! |
| Apr 9 19:55:07 | 25m 26s | SUNSTAMEN | ♥ 3 | Well done. This game captured my attention for a lot longer than I initially expected. I kept wanting to find that sweet spot where you could keep it going forever. I could never quite find it though. I really liked the concept on this one. You managed to really use the theme to your benefit. The light on the mouse was a really good touch. Further development, you could add in some new mechanics and seeds. The only only complaint I really have is that it just needs small tweaks on the balancing. That just comes with lots of play testing though so really hard to get perfect for a game jam. Especially with this theme. Excellent work. Thanks! |
| Apr 9 20:32:28 | 37m 21s | Crystalysis | ♥ 2 | You did an awesome job on the graphics and particle effects. The sound effects matched nicely and that made destroying the crystals feel good. Notwithstanding the lag, I thought it was really satisfying controlling the character. Couple that with the sound design and you set a really good mood for the game. The dash mechanic felt a touch out of place for me. All in all, I thought you did a nice job. Thanks for your entry! |
| Apr 9 20:48:49 | 16m 21s | Exclusion Zone | ♥ 2 | I don't really agree with what other's have said about the clarity of the instructions. Sure, they weren't the most detailed but a lot of games give you nothing at all. Your instructions plus a few failures and I picked up the game within minutes. My only complaint is I wish there was more 😏 This could easily be turned into a full puzzle game with lots of different levels. |