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| Timestamp | Since previous | Game | F1Krazy's comment | |
|---|---|---|---|---|
| Apr 5 16:46:03 | CryptoHunk Market Platform | ♥ 2 | Very fun. I'm not quite sure how the game is meant to work, but apparently that's the whole point, so you definitely nailed the vibe. The humour is on-point as well. I hope your ratings go TO THE MOON! (My crypto's value sadly did not, RIP) | |
| Apr 5 16:55:20 | 9m 17s | Life of a Mosquito | ♥ 1 | This is a fun little game. I love the art style and the sound effects, they really compliment each other well and give the game a whimsical, humorous vibe. Gameplay-wise, it does get a bit repetitive after a while, but not quite to the point of tedium. One other thing I'll mention is I thought the bug spray cans were water bottles at first, because it looks like the people are holding them up up to their mouths to drink from them. I was like, "Why is this guy spitting water at me-- oh, it's not water". This doesn't really detract from the game, just something I found funny that I thought I'd mention. |
| Apr 5 17:07:58 | 12m 38s | It Will Fall | ♥ 1 | Stacking things is a gameplay concept that never gets old. Who doesn't like Jenga? What really impressed me about this, apart from the physics, is the sheer variety of stackable objects. Even on my second playthrough, I was still seeing new objects, and in my experience it's *really* rare to discover new things in a second playthrough of a Compo game. I presume these are actual photos of actual things in your house? That probably made it quicker to add them to the game, and the photorealism gives it a distinctive look, so good idea there. The physics aren't perfect - on my second playthrough I swung a lamp(?) into the side of the tower and the game lagged like hell for a second while it worked out all the collisions - but they work well enough for a game of this kind, especially with such unwieldy objects. Good job! |
| Apr 5 17:19:19 | 11m 21s | Afwas | ♥ 2 | Okay, this is a really funny interpretation of the theme. Stacking the dishes to avoid having to inevitably wash them? Love it! The pixel art gives it a charming vibe, there's a nice variety of objects, and the music is more than just a simple loop (I played for about five minutes and right at the end I'm sure I heard it shift into a variation I hadn't heard before). The leaderboard is a great touch as well, not many Ludum Dare entries have that kind of competitive aspect to them. I'm afraid I can't beat your mum, I couldn't get higher than about 75. Good job! |
| Apr 5 17:58:30 | 39m 11s | NAP GUARDIAN | ♥ 2 | The tutorial made me laugh out loud on multiple occasions, the writing is honestly the best I've seen in a Ludum Dare entry in quite some time. The graphics, audio, and core gameplay loop are really polished as well, especially for a Compo game. Some of the gameplay mechanics feel like they need some work, however. Your horizontal dash travels such a short distance that it's basically useless, while the vertical dash feels rather clunky to use considering it's the only way you can jump. The one and only time I tried using a bomb, I didn't realise you'd throw them instead of just placing them down, so I ended up yeeting it into a corner where it detonated harmlessly. As a few other people have already said, this feels way too short. I think part of that is down to just how much I was enjoying it - I was starting to really get into it, and then suddenly it was over. I understand why you didn't want to make it an endless game, though: I've played more than enough Ludum Dare entries where I eventually had to stop out of boredom (though I don't think this would have been one of them). If you ever want to flesh this out into a full game, my suggestion would be to have a series of finite levels, with what you have now being Level 1. It would avoid the issue you mentioned about the game potentially being endless, and it would allow you to include more of those hilarious cutscenes (perhaps with the client changing from level to level)? Either way, this is a very good game and I want to see more of it. |
| Apr 5 18:14:23 | 15m 53s | Friendly Corp | ♥ 1 | A delicious dose of black humour. The way the employee things cheer when you pick them up, and then scream when you throw them into the monster's maw... brilliant. I'm a sucker for low-poly, low-res graphics, so I enjoyed the game's graphical style as well. As the game progresses, you have to go deeper and deeper into the building in search of employees, and eventually you just get lost. The "Sacrifice ->" signs scattered around the place really don't help. I think it adds to the difficulty ramp, though, even if it's unintentional, so I don't mind it that much. |
| Apr 5 18:34:31 | 20m 08s | Down to the Wire | ♥ 5 | I love this! The simplistic graphics really work well, and the music is perfect, it does an excellent job of ramping up the tension. I couldn't finish it, sadly - I got to the level with the lamp you have to light three times and just couldn't figure it out. The rest of the puzzles hit that sweet spot of being challenging, but with an obvious solution once you stopped to think about it for a moment. I'd love to try again at a later point and hopefully beat the whole thing. |
| Apr 6 17:37:37 | 23h 03m | Revenge is Inevitable | ♥ 1 | I found the controls a little finicky. Sometimes I'd try to jump and end up running, or I'd try to run and move about three pixels, or I'd jump and end up landing slightly off from where I aimed at. I beat the first level in 5.99 and have absolutely no idea how I did it because I can't get anywhere near that. It sadly just kinda spoils the experience. The graphics and sound are great, though, and I like the interpretation of the theme - you're trying to make something good happen instead of preventing something bad from happening like most other games I've played so far. I think it just needs some adjustments to the control system and it'll be an excellent game. |
| Apr 6 17:59:13 | 21m 36s | Invaasion | ♥ 1 | I'm not sure if it's just me, but it feels like the difficulty ramp is a little off. I was able to get by pretty comfortably, without really feeling like the game was challenging me. In fact, somewhere around the 500-point mark I was starting to get bored, and then the game suddenly just went mental and started spawning an endless torrent of enemies that are impossible to deal with because you can't build fast enough to do so. It might just be me, though. I don't have any suggestions for how that ramp could be smoothed out. As for the game itself, the graphics and music have a pleasing old-school theme to them, and I like the freedom of being able to place towers anywhere you want instead of being restricted to a path. The fact that you even built the engine from scratch only makes this more impressive. Well done! |
| Apr 6 18:44:32 | 45m 19s | SandCastle | ♥ 2 | It's simple, but it works. The graphics have a certain charm to them. The tutorial was a little confusing, as I didn't realise you had to press Space to advance the dialogue. "Maintain X" is also a strange phrasing to use, but I understood what you meant and I'm assuming English isn't your first language, so it feels unfair to dock points for that. For a first jam entry, this is pretty good! Keep it up! |
| Apr 8 17:11:47 | 46h 27m | Too Cute for Space Fights | ♥ 2 | I love the graphics, that pixel art is utterly gorgeous. I love the music choice as well, the dissonance between the fiery chaos surrounding you and the cheerful music playing in the background is just hilarious. For me, the gameplay is simple and easy enough to understand, but the difficulty ramp feels a little off. After one minute, there had only been one malfunction for me to fix, and after two minutes, malfunctions were popping up faster than I could even locate them, let alone go grab the appropriate tool and fix them. I ended up losing hearts without knowing what had caused me to lose them, and that's never fun. A few others have suggested adding a minimap, and I really think that would help with understanding what's happening where. This is *so close* to being a fantastic game, it just needs a couple of tweaks here and there, but it's still a very enjoyable game regardless. Good work! |
| Apr 8 17:42:07 | 30m 20s | The Fire Will Die | ♥ 1 | I love Ludum Dare games with engaging storylines like this, and this was one of the best I've played. As somber and dark as it gets, there are enough moments of levity to balance it out, and the writing deftly handles both tonal aspects so I never felt any whiplash from the mood changing. The graphics, audio, and sound design all work together to enhance the mood of the story, and the limited inventory means you have to be careful and balance your various goals. I didn't find the game too difficult, and even the final day was easy enough once I stopped for a moment and figured out an actual strategy. My only real criticism, and I know this has been brought up by others, is that the music stutters for a few seconds every time there's a scene change. It's really jarring, and it just pulls you right out of the world. This is a fantastic game for 72 hours' work, and if you do expand it into a larger game, I'd love to play it. |
| Apr 8 18:22:20 | 40m 13s | Five Knights in France | ♥ 1 | Oh, I get it, it's a *Five Nights at Freddy's* parody. Clever. Unfortunately I have no idea where the kitchen is, so I couldn't get very far with this. The rooms all look very similar and it's hard to tell where you are exactly. Some sort of visual indicator of where the kitchen is would be a real help. It was also a little distracting that you had to actually use each of the controls in order to get their prompts to disappear. I ended up pressing Shift just to get rid of the "Hold Shift to run" prompt. The graphic are very good, and the music really suits the game's theme, I just wish I was able to get further into it. |
| Apr 8 18:53:41 | 31m 21s | The Great Flood | ♥ 1 | A clever little puzzle game with a nice Biblical theme, cute, colourful characters, and simple but well-thought-out mechanics. Not much else to say, really. I thoroughly enjoyed it. |
| Apr 8 19:03:18 | 9m 37s | The Last Church | ♥ 3 | This is very well done. The graphics are excellent, the art style and sound effects really compliment each other and perfectly convey the mood of the game, and the difficulty strikes just the right balance between making you feel like you're getting stronger while also still leading you to an inevitable demise. Making you choose between building more towers, upgrading your existing ones, or healing yourself adds an extra element of depth and strategy, too. I really enjoyed this! Keep it up! |
| Apr 8 19:10:37 | 7m 19s | Runic Moon | ♥ 2 | Always good to see another TIC-80 dev! I love the game's art style, and I think it manages to strike a nice balance between the casual, relaxing nature of the tile-matching drag-and-drop gameplay, and the frantic nature of the ever-decreasing timer. I would've liked to have known what my score was before I got a Game Over - I got confused and thought the 60 was my score until I realised it was the FPS timer. Very nice job! I enjoyed it! |
| Apr 8 19:28:06 | 17m 29s | Message in a Bottle | ♥ 2 | I love it when people try more experimental things like this. This is a really fascinating social experiment, seeing the kinds of different things people send. Some people are taking it seriously, some people are just having a laugh with it, a few people sent blank messages, and one guy just quoted *Frozen*. Can't help wondering whether anyone will ever see my message. I suppose I'll never know, and I suppose that's the whole point. This game is a simple, yet powerful statement. Well done. |
| Apr 8 19:51:35 | 23m 29s | Chicken Dinner | ♥ 3 | I enjoyed this, especially how the number of chickens gets gradually whittled down over time and it naturally becomes harder and harder to get the farmer to snatch one of them instead of you. The graphics and sound give it a pleasantly light-hearted tone, considering this is a game where you're tricking your friends into being killed and eaten in your place. I don't know whether this is an intentional feature or not, but your movement speed seems to really vary. You'll be running away from the farmer and all of a sudden you'll slow to a crawl. It's still possible to avoid him if you know what you're doing, but I found it rather annoying and would prefer if your movement was more consistent. That's my only real gripe, though. Good job overall! |
| Apr 8 19:56:32 | 4m 57s | Last Day of Serenity Orbital Station | ♥ 1 | I found it difficult to tell which asteroids were dangerous to the station and which weren't, it seemed to lose health at random without me seeing the collisions. I can't say I mind that too much as it fits with the theme somewhat, though. The graphics are impressive for a Compo game, and the greyscale shading adds to the sombre feel of the whole thing. The fact you were able to make this for three game jams at once is even more impressive. Really nice work! |
| Apr 8 20:08:07 | 11m 35s | SensenCemetery | ♥ 2 | I got stuck at the 288m mark, just like so many other players. I panicked and couldn't find that path you mentioned :( Ah well. A very tense runner game, though I found it a little hard to tell whether you were going to collide with something in your path or not. I love the idea of being able to see other players' tombstones and know how well you're doing relative to them, I love when LD games have those sorts of multiplayer aspects. I was a little surprised to see so many tombstones right at the beginning! |
| Apr 8 20:40:19 | 32m 12s | Shadow Rush | ♥ 1 | I don't think I've ever played a Ludum Dare entry that came with its own level editor before! That's very impressive! I'll have to check it out when I get the chance. This is very enjoyable, and a great take on the theme. I love the graphics, especially the day/night cycle with the ghost cars' eerie red headlights during the nighttime. It's also very atypical for a racing game in that you're encouraged to take different paths and racing lines so that the same sections of track don't get clogged with ghosts. One little bug I found is that the level intro you're shown corresponds to how many levels you've played, not which actual level you're playing. I played Level 1 to get to grips with the game, skipped to Level 5 because I thought the track layout looked interesting, and it showed me the intro for Level 2. Level 1 also doesn't give you an explicit game over when you get hit, you're just left sitting there until you think to press Escape. Overall, though, I really enjoyed this. Looking forward to trying out the map editor! |
| Apr 9 16:50:52 | 20h 10m | QUIT GAME | ♥ 1 | This is a fantastic take on the theme. Instead of the player trying to delay the inevitable, the game is trying to delay the inevitability of the player exiting the game! Love it! Unfortunately, even with the edits I still found this way too hard to finish. The Q and I just stunlock you into helplessness, and the letters break free far too quickly after you place them, leaving you nowhere near enough time to catch the remaining letters. Reading the reviews above, apparently you're supposed to use the letters' powers against each other? It's never explained that you could do that, and I'm still not sure how you're even supposed to. This is a good game with an imaginative concept, but sadly the Q and I alone make it far too difficult to actually complete. |
| Apr 10 13:03:39 | 20h 12m | Wait For It ! | ♥ 1 | This is a very clever and imaginative game! I was impressed at how many minigames you managed to cram into this, and how well they all handle, especially for a Compo entry. They're all, for the most part, easy to understand, with nice, simple controls. Some of the microgames are made harder than they should be by the fact that they begin immediately, rather than giving you a second or two to get ready and/or read the instructions if you haven't played it before. On more than one occasion I immediately failed a microgame before I even understood what I was meant to be doing. I failed the "Dodge the bottles" minigame every single time because I was never able to get the hang of the controls, and because I was failing it so quickly, I never had the chance to practice and get better at it. I still greatly enjoyed this, though, it's a very fun take on the theme. Good job! |
| Apr 13 19:01:58 | 77h 58m | Paddle Panic 🚣♂️😱 | ♥ 3 | "No little German man don't go to the river" "Mein gott! Zis is ein river full of WÄSSENFÄLLEN" Memes aside, I really enjoyed this. It's a fun idea, charmingly executed, with excellent graphics and sound effects. The gameplay strikes a good balance: each task is easy enough to perform in isolation, but it's impossible to do all of them at once and you *will* inevitably trip up and fail. The camera change as you approach the waterfall is a neat touch, but sadly it also makes it impossible to dodge any oncoming obstacles and only makes it harder to recover. I think my main criticism would be that, while the tutorial tells you how to re-inflate your boat, it never tells you that you can fix the holes that are causing the leaks in the first place. The button prompts to fix the leaks are also very hard to read in windowed mode, so I didn't realise what they were until my second playthrough. You also sometimes suddenly get five or six holes at once, which is basically a guaranteed game over - I know it happens when you collide with something but I'm sure it also happened without me touching anything. Overall, great job! |
| Apr 13 19:17:08 | 15m 10s | Farm Dog | ♥ 3 | Very enjoyable! A "last stand" game isn't the most imaginative use of the theme, but a game where you shoot eggs out of a chicken's backside can hardly be called unimaginative! I love the voxel graphics, that's not an aesthetic you see often in Ludum Dare. Gameplay-wise, there's a nice variety of power-ups, allowing for a wide range of playstyles. You can focus on outrunning enemies, tanking their hits, taking them out ASAP, or simply increasing the rate at which they drop XP so you can level up faster. I would have liked a bit more enemy variety, but I get that there isn't always the time for that kinda stuff. Very good job! Well done! |
| Apr 13 19:35:07 | 17m 59s | StopShot | ♥ 1 | For a first game jam effort, and only 24 hours' work, this is pretty good! The controls are tight, and you've managed to pack in a few different mechanics. The time stop in particular is very impressive, and opens up some interesting gameplay opportunities. I found that the best strategy to deal with enemies was to hide where they couldn't see you, then stop time, move into the open, fire a couple of bullets, and then hide again before time resumes. The execution does need some work, though. Bullets clip through the wall blocks and don't stop until they emerge on the other side, so you have to be careful when hiding behind cover. Sometimes if I fired while time was stopped, my bullets would immediately disappear as though they'd hit something. The section at the end with four enemies is also too much to deal with and I died there every time. I will say, however, that in my experience with Ludum Dare, collision detection is ***the*** hardest thing to get right, so don't beat yourself up about the problems you've had with it. Hopefully next time around you'll have more time to work on your game and get it polished before the deadline. I wish you all the best for it! |
| Apr 13 19:51:16 | 16m 09s | Volcano Lullaby | ♥ 1 | I like the graphics, and especially the different environments you managed to squeeze in. You don't often see Ludum Dare games with this much variety. Unfortunately, I feel like the levels themselves suffered a little as a result. They feel too short and straightforward, with the challenge stemming entirely from the fact that the jump physics don't quite feel right. There's definitely promise here, but the levels need fleshing out. |
| Apr 13 20:04:54 | 13m 38s | Zombie, M.D. | ♥ 0 | The gameplay is a bit confusing, I think it could do with a tutorial. It's not obvious that you can only brew potions from the other side of the desk, or that the number of potions you can have is capped at 5, so I was standing there spamming Space wondering why nothing was working. It seems like the potion bottles can collide with yourself, because if you fire one at certain angles, it just shatters immediately. I like the graphics, and I definitely think there's the beginning of a good game here, but it needs some work and polish. I'm sure you'll improve in future jams, so keep up the hard work! |
| Apr 13 20:19:51 | 14m 57s | Salvation From The Alien Planet | ♥ 1 | This is surprisingly in-depth for a Ludum Dare entry, with plenty of mechanics and things to juggle. Unfortunately, I feel like this works against it, as without much of a tutorial, it ends up being quite overwhelming and you don't really understand what to do. It took me ages to figure out that, in order to pick up a resource drop, you had to send someone back into the base. There are other strong points, though, like the global leaderboard and the soundstrack. I especially like the dual interpretation of the theme: you're *delaying the inevitability* of your base's destruction, in order to send as much data as possible so scientists can *delay the inevitability* of death. Very clever! Overall, though, I feel like this is a bit too ambitious for its own good, and the time restraints of Ludum Dare mean it's not quite there yet. I'd love to see a more polished, upgraded post-jam version of this. |
| Apr 13 20:32:59 | 13m 08s | Hex'd | ♥ 1 | This is really fun! The graphics and sound/music are among the best I've ever encountered in a TIC-80 game, especially for just 48 hours' work. This really feels like something you would have played on the SNES or Genesis. The controls are tight, the mechanics are easy to understand, and the levels are well-designed and with a pleasing amount of variety. My only regret is that I got stuck on Level 3 and couldn't see everything the game had to offer, but even then, I appreciate how genuinely challenging this manages to be. This has to be one of my favourite entries this time round, and I'd love to see more of it. |
| Apr 15 13:26:15 | 40h 53m | 5 More Times | ♥ 1 | Very sad and melancholy, but a beautiful narrative nonetheless, with excellent graphics and sound effects. As tragic as the twist at the end was, it was also well-executed and subtly but clearly foreshadowed. Good job. |
| Apr 15 13:42:59 | 16m 44s | Dilate the time! | ♥ 0 | I think this game needs a bit more explanation. I didn't understand how the time dilation mechanic worked, specifically, why time was slowed at some points and not at others (from reading the comments above, time is only slowed while you're moving?) I also didn't realise what the difference between the observed time and the regular time was, or what they were counting down to, until all of a sudden I got hit with "Your loved one died!" Wait, I have a loved one? And the goal is to reach them before they die? The game never tells you that beforehand, so it comes out of nowhere. My main problem with this game, however, is that the platforming is just far too unforgiving. You move too quickly for any kind of precision platforming to be possible, yet the game is *full* of precision platforming. Level 7 in particular destroys my run every single time, because the platforms are tiny and most of them are *just* within the limit of what you can reach, so you either don't quite make it on, or you overshoot and fall off the other side. The furthest I could reach is Level 9, and while I could probably make it further if I gave up on collecting the coins, I doubt I can ever make it to the end, and I'm sorry to say that I'm probably not going to try again anyway, because the platforming is just that frustrating for me. I'm sorry, I know this is a very negative review. This is a really clever concept for a platformer, and I really wanted to enjoy it, but I just... can't. The movement physics just completely ruin the experience for me. |
| Apr 15 14:02:56 | 19m 57s | Oedipus Rex | ♥ 2 | A very clever twist on the Oedipus Rex myth. Even if you know how the original myth goes, and go out of your way to avoid it, it comes true anyway. A perfect take on the theme. I didn't play through every route, but from reading the comments there's apparently a true ending that happens if you do, so I guess I'll try that later and see what happens. |
| Apr 15 14:23:24 | 20m 28s | Moonshot | ♥ 2 | This is one of the best games I've played this Ludum Dare. The graphics and sound effects are exceptional, the storyline is superbly-written and really kept me engaged, and the controls are finely-tuned. The collisions seemed pleasantly forgiving, there were a few occasions where it seemed like I *just* clipped an asteroid and a less forgiving game might have punished me, but this one didn't. There's a definite difficulty spike after the second launch: I didn't get hit once during either of the first two launches, but then failed launches 3, 4, and 6, and barely scraped through launch 5. I like that the game continues even if you fail, though, it kinda emphasises the futility of what you're doing rather than allowing you to try again. Brilliant job, you should be very proud. |