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ditam

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TimestampSince previousGameditam's comment
Apr 6 07:41:54 Drop ♥ 1 I love the polished minimalism of this! (I too have made a pixelated HTML5 game this jam, but nonetheless I envy the straightforwardness of your design.) Having sideways movement controls is an interesting twist on the "Flappy Bird" mechanic. Well done!
Apr 6 07:48:05 6m 11s I Sink Not ♥ 3 Absolutely gorgeous art style, and a lot of content to explore. It's impressive how "organic" the modular boat designs look, as if everything belonged in its place. Bravo!
Apr 6 18:27:17 10h 39m Grave Danger ♥ 0 Very cool. I enjoyed the atmosphere and the visuals greatly. The red fog and the fires frame everything very nicely. I ran through some bullet packs a few times without picking them up, I'm not sure if it was a bug or just a very small hitbox that I missed. Nonetheless, very polished for a jam entry.
Apr 6 18:29:21 2m 04s 1 Man 6 Bullets ♥ 6 Wow, what a polished entry. The bullet mechanic works perfectly, and ties in to the theme well. Excellent visuals and art direction, a very stylish game. Good job!
Apr 6 18:37:31 8m 10s Wait For It ! ♥ 1 Well, everyone knew making a game about removing banana peels from a poorly balanced cake while assassins are shooting at you was the obvious choice when the theme was announced, but you guys somehow pulled it off, and managed to make it feel fresh. Congrats. \- ditam (cake salvation score 8)
Apr 7 09:16:50 14h 39m Hyper Kremlin Bros. II Tournament Edition ♥ 2 Very nice puzzle mechanic, with a lot of nice audio and visual touches, even though I felt the constant movement a bit dizzying, which is not necessarily what you're looking for in a turn-based puzzler. It almost feels like it was written with an other theme in mind (control the environment? ;)), but it also ties in here fine. Very polished entry, congrats! Larger maps could be a nice addition.
Apr 7 09:24:39 7m 49s Sack Attack ♥ 1 Oh no, the QWOP flashbacks are triggering my PTSD! Hilarous entry. I have one important improvement request: please make the game restart on pressing space. For a game that you play with two hands on the keyboard, and have to restart every 5 seconds, it's annoying that you have to scramble for the mouse every time. My best was 4.
Apr 7 09:29:14 4m 35s Tide of Rot ♥ 2 Nice polish on this one, very cool for a one-man project. Quite difficult too - but I guess that makes things inevitable. The mysterious rot feels like a bit of a reach for the theme, but why not!
Apr 7 13:20:37 3h 51m Worjar: And the inevitable end ♥ 2 Wow, hats off for this. 38 pages of PDF (that easily feel like 39 or 40!) of illustrated manual (did I say of yet?), made in 48 hours is crazy. I will not have a chance to play this during the rating period, but I still had fun browsing through the manuals. The DIKCS system looks solid, maybe not rock hard, but solid. I appreciated the casual vibes and zingers in the styles of great fantasy comical authors like Pratchett and Adams, and the swings from flow-of-consciousness remarks to dry RPG rule elaborations. Also, you probably don't realize this, but your hand is in the way in the video from around 5:03. I'm not sure how long, because it made the video unwatchable for me, but I can confirm it was still there obstructing the view at 5:05. You might want to look into this.
Apr 7 13:36:03 15m 26s Dinosurvivor ♥ 0 Gotta love the little tippy tappy feet and the vibrant colors. Very stylish game! I agree with the other comments that the difficulty curve should ramp up a bit earlier. To boot, the music loop is also a touch too short. I was a bit bored after 3 minutes in, so I decided to [end it.](https://pbfcomics.com/wp-content/uploads/2016/03/PBF055-Dinosaur_Meteors.jpg)
Apr 7 13:49:55 13m 52s Salvos ♥ 2 A wonderful amount of content with very polished art, well done! Feels a bit too much like Stardew Valley maybe?:) I died a couple of times without understanding fully what's happening, and I'm sure I missed quite a bit of content still. I shall be back to explore this a bit more. Is there a way to pull up the control scheme after the splash screen? You could probably mention the controls in the description on this page.
Apr 7 13:55:34 5m 39s THEMARUNGA ♥ 0 I couldn't get the controls to work... Nothing seemed to do anything. (I could skip the intro with the mouse, but that's all.) I had the following errors logged to the console: ``` Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org index.js:9 [Deprecation] The ScriptProcessorNode is deprecated. Use AudioWorkletNode instead. (https://bit.ly/audio-worklet) create @ index.js:9 index.js:9 getGamepad will now require a Permission Policy. Please update your application accordingly. For more information see https://github.com/w3c/gamepad/pull/112 get_pads @ index.js:9 index.js:347 OpenGL ES 2.0 Renderer: WebKit WebGL index.js:347 OpenGL ES Batching: ON index.js:347 index.js:9 WebGL: INVALID_ENUM: bindTexture: invalid target _glBindTexture @ index.js:9 5WebGL: INVALID_ENUM: texParameter: invalid texture target ```
Apr 7 14:06:51 11m 17s Ultimate Tennis Championship 2K22 ♥ 1 Hahaha, that's undoubtably the worst control scheme I've ever seen for a pong game. Flappy Pong. Delightfully frustrating, well done!
Apr 8 09:57:30 19h 50m Doomer Pinball ♥ 1 The screens says the paddles are Q and W, but actually they are Q and E :p Pinball seems like the perfect analogy for this theme, well done!
Apr 8 10:04:32 7m 02s Scuttling Is Painless ♥ 1 How cheerful indeed! I really enjoyed the aesthetic here. I might be reaching for meaning here, but all the shadows and the inverted colour schemes (where the level is just negative space in front of a colourful background) tied in well with the idea that something bigger than us is going on, while the player is just a minor character in the background, fighting the inevitable. Well done!
Apr 8 10:19:20 14m 48s A Last Stand ♥ 1 A very cute little game, congrats! I couldn't figure out how to open or cross the gate, so every attempt I just waited for the invaders to blow it, which I think harmed my performance, heh.
Apr 11 10:04:41 71h 45m STONEHOLD ♥ 2 Really cute game. The visuals especially are very polished, I loved the level and character art and the attack animations. It feels like there's much more going on, but I'm not sure if I understood the multiplayer aspect - everyone playing your game creates a new cell, and you can follow the levels they entered? Are they different from levels you enter from your cell?
Apr 11 10:10:11 5m 30s Just Five More Minutes... ♥ 2 I collected every sheep and toybox, but what next? The counter eventually in the bottom left went into negative, is that expected? Even though I don't understand what's going on, the visuals are very polished and pleasing, and everything is running smoothly. And infinite "double" jump is always fun. Well done!
Apr 11 15:19:55 5h 09m Card Crawler ♥ 1 Very nicely polished entry, well done! It took a while for me to figure out what the first row is for (I just assumed you have to play cards there to activate them), but the instructions are clear enough once you actually read them :p The game works quite well, although it gets repetitive a bit too fast. It would be cool to have some card effects (either enemy or in hand) which move around cards already on the table. Very nice graphics and control scheme.
Apr 11 15:23:26 3m 31s Stuck In The Hypertext ♥ 1 No **HT**ML build for a game called Stuck in the **Hypertext**? A missed opportunity if I ever saw one! :) Loved the style and the colour scheme on this one.
Apr 11 15:42:43 19m 17s Foundations ♥ 1 Very nice concept, the standard deck of cards forces a simplicity of design that few jam games have. I would really like to see some improved UX for the building stage though, if all you can do is place the next card into the tableau, it should auto-reveal the next card, and a single click should place it into a stack. Having to do it in 3x52 clicks (reveal, select, place) is a bit annoying... as if the game was delaying the inevitable, heh :p
Apr 12 15:36:05 23h 53m I Will Not Die. ♥ 1 Beautiful colour scheme and layers. It felt like a parallax effect while playing, but I guess it's just an illusion due to the different saturations. Everything runs and fits very smoothly, with a lot of nice touches, such as the different enemy AIs. A very polished entry, congrats!
Apr 12 16:09:04 32m 59s Nuclear Arms 8.5er: Skeleton Survivor ♥ 3 Curse you Heat Death! This is one of the most fun games I've played this jam, congrats! Did you guys compose the soundtrack too? Some of the songs were super familiar... I found the radiation + armor combo a bit imba, but what can you do. Btw you seem to have some bugs wrt to full screen scaling, I only saw the timer and progress bar on the screenshots in the comments here. (By default I didn't see any of them, entering fullscreen I could see the bottom of the timer, but not enough to make out the values.)
Apr 12 16:29:37 20m 33s Get Out Me Dungeon! ♥ 3 I love the crisp pixel art, and the general concept. The UI is clear and the tutorial is much appreciated. Gameplay was a bit repetitive ultimately, but nonetheless this is a very nice entry, congrats!
Apr 12 16:36:53 7m 16s Get Served ♥ 0 Very interesting concept, but not having any motivation to move is a huge drawback to enjoyment. Still, this feels like a fun seed for a proper game - maybe you could have randomized challenges, where you're a different dish/pastry every level with a different temperature to aim for, and the flying mouths (mouths?) actually force you to fly around, splitting your attention, and giving more utility to the cool time travel mechanic. Very nice graphics and audio!
Apr 12 21:03:24 4h 26m Tartarus Panic ♥ 1 I actually loved this one. The gameplay is super simple, but it is presented very well - everything runs smoothly, the graphics are pretty, detailed and consistent, and the mini-games are clear, similar in style but different enough. Fun to play. Well done! I think it could use some balancing, because many of the tasks never seemed to pick up enough speed to end the game as standalone tasks in the end. (I gave up on waiting for the pot to fill faster than I could drain it after about 9 minutes.) Note that you should probably play and rate the games of others, that's how the website will recommend your game to others, and how you can end up with the necessary ~20 ratings.
Apr 13 10:34:30 13h 31m Keeper of Colors ♥ 1 Ah, there's much more here than meets the eye at first! Maybe you should include an intriguing screenshot in the description here - I for one missed the cover image used on the games list. The biomes look great and blend nicely too. I agree with the other comments, there's a lot of nice touches to this one. I found the audio a bit hard to hear - maybe you could add a theme for the "empty" terrain, so that you can expect the musical changes, and adjust your sound levels (for a while I thought there are no sounds). Add an in-game tutorial and some explicit goals (e.g. cover some percentage of the map, paint biomes accordingly to some colouring, or fight against some decay timer?), and you'll have yourself a very complete game. Very impressive for 72 hours!
Apr 13 10:48:30 14m 00s Hold it! ♥ 0 Fun concept. It probably took some precious ~~jam~~ compo time to get the aiming done with collision detection, but I think it would be actually more fun if you could launch yourself in any direction, just zapping from carrot to carrot. I couldn't quite figure out what makes food split (oftentimes carrots far away from me would split, even without any acid explosions), maybe there's some indexing bug there? Very memorable entry, good job!
Apr 13 10:57:38 9m 08s Snooze it ! ♥ 1 Very polished visuals, with a surprising difficulty curve! I couldn't make the last jump, and retrying is a bit painful -having to go through the entire level again-, so I decided to wake up at 8/9. Well done!
Apr 13 15:51:49 4h 54m Space Escape ♥ 0 Hm, lots of lightseconds here :) A very beautiful game! Everything was running very smoothly. I wasn't sure if there's a goal besides just delaying the inevitable approach of the black hole. Either way, good job!
Apr 13 20:06:13 4h 14m Bark Park! ♥ 1 This is one of my favourite entries this jam, congrats! The concept is wholesome and fits the theme perfectly. The dynamic music, the animation, the types of tasks all fit perfectly. The gameplay is a bit boring, but that's fair for a jam game, and all the polish makes up for it. Bravo!
Apr 13 20:12:52 6m 39s Cut for Power ♥ 1 A very interesting mechanic! It felt a bit cheesy that you can make 0 / all cuts of cards, and combine the "all" parts to basically combine the full effect of any two cards. The audio and the graphics are nicely polished, with a bit of UI/UX work (or maybe an in-game tutorial) this can become an excellent game.
Apr 13 20:22:08 9m 16s Borrowed Time ♥ 1 What a beautiful game! A lot of polish for a jam game, well done. A small tutorial would be welcome, I wasn't sure what each of the options do. It felt like sleeping takes effect over time, while every other action was immediate. Coupled with a timer, this made for the impression that you were wasting your energy by doing anything, and you were "better off" just waiting. But I guess this feeling fits the survival theme too, so oh well.
Apr 13 20:48:33 26m 25s Torchero ♥ 2 Very cool game, I wish it had a proper ending - but then it wouldn't fit the theme I guess. I was so sure there would be an ending besides the carnage, that I kept trying for quite a while, but I couldn't find anything. (Besides the heavy FPS drops mentioned in the other comments, after a while I stopped getting any new gems, which might be a bug?) I thought you would either have to kill all the skulls (they just seem to respawn anyway), or do something with the L-shaped tunnel to the west - I tried bombing it, shooting it with a crystal, axing it or lighting torches inside, nothing seemed to have any effect. That L shape was just a place to rest while the AI glitches out on the walls... Otherwise this game had so much polish that I still think there's an easter egg or ending here that we're all missing :) Regardless, well done! Is there any point to torches besides the aesthetic?
Apr 22 16:21:58 211h 33m 22h38 ♥ 1 This was one of my favourite games this jam. Beautiful, polished, and tells a complete story. Congrats and thank you! I'm a bit surprised by your final rankings, I haven't seen many games outdoing this one in graphics and mood.
Apr 23 17:48:40 25h 26m The Fall of Mezentople ♥ 1 This is a beautiful game, well done! One of my favourite takes on the theme, with a perfect length and frame for a jam game, a peaceful matter-of-fact passing of history. I loved the way the analogy between the parts of an empire and the leaves of an autumn tree is driven home by all the event texts as well as the visuals. Very strong concept. I think the two most obvious improvement areas for a post-jam version would be adding some fitting background music, and improving the way the effects of a choice are applied to the map - currently it is very hard to see what exactly happened due to your choice, because it is immediate, and happens on the map while you're looking away from it (at the buttons). I think adding a delay and an animation here could be really helpful in creating some immersion, giving the player a sense of control, as well as forcing them to notice and register the changes. Maybe some added narrative text could really drive home the point of what's happening due to the player's choice. (I was facing a somewhat similar problem in my submission, and I spent a considerable amount of time creating a delayed wave effect to update the map when the player clicks the End turn button.) (Edit: I can see now that I'm not the first one to bring up this aspect, and you're already planning to address it. Excellent news!) With these two improvements, I think this would be a rather complete game with a powerful and memorable theme. I hope to see a post-jam version!