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Honest Dan

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TimestampSince previousGameHonest Dan's comment
Apr 5 10:11:22 Card Crawler ♥ 1 Looking forward to playing this James! Would love to do it on stream, but if our paths don't meet I'll write another comment and let you know what I thought <3
Apr 5 10:12:03 41s Re: Placement ♥ 6 Love that I am credited for the 1 audio clip :D
Apr 6 06:53:02 20h 40m TOOB ♥ 3 Good polish, I liked the bits of text you but on some of the obstacles that gave the game character. As for feedback: I think the pickup audio didn't suit rest of the game style. Also I feel the theme wasn't very strong for me, it was just that it gets harder over time. You chose good music to use in the game. The visuals are clean!
Apr 7 13:26:16 30h 33m Populus Romanus ♥ 1 As always, really enjoyed your entry Bauke. I think I'd like if there was a reference of the buildings that become available per year along with the ones you've yet to place. That would allow better planning! Really nice clean aesthetic, the little touches like UI to show the + or - were nicely polished! I enjoyed!
Apr 7 21:20:51 7h 54m Crushed ♥ 1 I had a blast with this! Think I had a score of 3500, which I was proud of! It seemed interesting the strategies of timing when you place peeple, and where - as it could push back the inevitable! It was all very thematic too, felt it was simple but well executed. I would also have liked some more feedback to know how close to the town I was as I get pushed further and further down.
Apr 7 21:22:05 1m 14s Stallar ♥ 1 Really innovative and original idea, which was also funny! It plays on our expectation as gamers! Gameplay ends up lacking a bit after you progress further, but otherwise a really good entry!
Apr 7 21:24:10 2m 05s Carpe Diem ♥ 1 A good game, pomo! I enjoyed it! Definitely one that you have to keep playing to get used to the controls and predicting your movement. Really nice mood set by the audio and trippy visuals at times. Nice that you added checkpoints too, for accessibility!
Apr 7 21:27:21 3m 11s Rifthoppers ♥ 1 I enjoyed the way you had to keep an eye on the blue orb, as it added an extra element to the genre. I liked also that your pushback ability consumes your blue bar, making it a trade off. I didn't like that the small enemies hugged you - but maybe it just needed more feedback to help you notice they are on you. Towards the end they move faster than you so if you dont know they are touching you - you can die fast. I also feel the whole "upgrade" system is quite common now, and so it'd be good in future to think of more original ways to implement the upgrade screen (since a pause with "choose 1 of 3" is quite disjointing and common place these days.
Apr 7 21:29:20 1m 59s Beyond The Veil ♥ 2 A solid entry! It was nice to have some depth to the game alongside the usual stellar art and audio. I liked the card game mechanic, its hard to make card game AI in a jam duration that feels realistic, though I think a small amount of detail (like stopping them using a heal on full health) would have been enough to feign more intelligent AI. Good work to the team!
Apr 7 21:36:15 6m 55s Terrible Brakes ♥ 1 Congrats Tim, for making a driving game that made me think differently about how to control my car than any other driving game has! I am not familiar with racing, but it made you really think about momentum. I was pretty bad at it, but once I got a controller I got a bit less bad. Seems you made a lot of fun track content but I wasn't good enough to reach it! Enjoyed my time with it.
Apr 7 21:38:18 2m 03s Only Hugh Can Prevent Forest Fires ♥ 1 Really great entry, glad you came to an idea you liked! I loved the towing mechanic, and the concept of a spreading fire and the futile attempts to push it back. Over time it became a slight negative though, as you felt the task was pointless as gameplay wasn't evolving yet you kept losing more and more!
Apr 7 21:43:31 5m 13s Kinderkaos ♥ 2 A very silly concept, well executed. It feels very frantic, and because of the nature of the game you end up not getting mad when you fail. Not sure how it could be expanded, but perfect for a jam game!
Apr 10 07:45:52 58h 02m You Are A Bomb ♥ 1 Really enjoyed this little arcade game. I respect that the dynamic nature of the level meant that it acted almost as a sandbox for players to design a strategy, but in order to build a strategic landscape it requires some rng and discipline. Loved the old school arcade feel, reminded me of being away on camp as a kid and playing bombjack.
Apr 10 07:47:40 1m 48s Great Escape ♥ 1 the music and the little sock animations made this game as charming as it is :D a very simple concept, sometimes I felt "being good at it" was purely down to a persons ability to quickly click and drag, though I liked in pair mode it added a bit of strategy so you prioritise certain socks when it all gets a bit too fast to save all socks.
Apr 10 07:50:24 2m 44s Strata ♥ 1 I liked this entry! I think the mood was its strongest point, it was a lovely balance of the visuals and the enemy design that gave that impression. I also enjoyed the approach to taking damage / death screen. I think perhaps the difficulty could have ramped up a bit slower. I enjoyed the "stay longer to power up but you will get overwhelmed if you stay too long".
Apr 10 07:53:09 2m 45s PRESSURE ♥ 2 really nice solid entry! The mood was good as it felt like a genuine retro game. I liked the way that the water filling unlocked certain areas of the map, and having multiple of the same coloured keys gave people choices to make when unlocking sections. It wasn't intuitive to me that I could jump higher when moving full speed, so would be good to find a way to help players learn that somehow.
Apr 10 07:56:18 3m 09s DashFight ♥ 1 This was a very solid entry - I think I gave a lot of feedback on stream so I won't write a wall of text here. However, the concept felt great. The main thing that could make the experience nicer for players is: 1. Ramp up the difficulty slower (more enemies, but don't increase their health) 2. Have a more predictable "rage" accumulation. I respect it needs to remain semi random, but at times I waited for 75% of my health before I got my free move. 3. Use different sprites / colours to represent enemies that have more health 4. More visual / audio feedback to help players "feel" the stun mechanic during the chaos of a fight. 5. Sometimes being surrounded (left right top) felt a bit too harsh. Maybe a aoe knockback you could use every 20 seconds or something could be nice.
Apr 10 08:03:46 7m 28s Post Solis ♥ 5 A lot of content, and very ambitious! I gave a lot of feedback on stream, but to summarise: The theme spawned the idea, but it didn't quite feel like we were delaying the inevitable when playing. Perhaps the sun region could get smaller and smaller over time? Left clicking again outside of the UI when the build menu is already up feels like it should close the UI. I was a bit unsure if drones would continue to salvage materials from a place until it was empty or if I had to micro manage them. Really liked the idea of an RTS builder where you have to rebuild again - it was a refreshing twist on the genre. Means you don't have to forget about early build order and keeps you on your toes.
Apr 10 08:07:15 3m 29s I Love My Sheep ♥ 1 I could have played this for a lot longer, which is both a positive and a negative. It made starting a second game feel less tempting as I knew it'd take me 15 mins to catch up to where I'd previously achieved. The gameplay in grinding material gathering games like this isn't for everyone, but I liked that there were different weapons to choose and that you were able to position yourself to mine efficiently. I think the UI interactions could be improve, mostly the visibility of a buildings actions when you interact with it, and the closing of menu's once they are already open. Great that you managed to fit a lot of depth in regarding crafting.
Apr 10 08:12:47 5m 32s Death's Gambit ♥ 1 Really nice game, I had a good time with it! I liked elements of strategising, however it did feel a little bit governed by luck. Whether this be whether there were crystals nearby, or the teleport location (though I admit that is a gamble mechanic the player is in control of). I think the avoiding death element could have been more fun if the distance they travelled ramped up slower, so that you had more opportunities to out manoeuvre them. Sometimes it really felt like it could catch up so quick that its was mostly down to the rng of items rather than player decisions. I know it sounds silly if it has less move distance than you to begin with, but it would still get you in a pickle if you found yourself leading down a dead end. It could even be used by thoughtful players to scout out the map and plan future escape routes early on.
Apr 10 08:16:10 3m 23s Weed it & Reap ♥ 0 You did well, especially since you had some technical difficulties! I liked the radar mechanic to help you find the zombies, I also thought it was a good challenge to keep your eyes peeled for rustling bushes. I think with real players it could be fun, because it becomes a mix of pve and pvp there, where you can take advantage of someone being distracted by a zombie and get some damage done on them!
Apr 10 08:18:43 2m 33s Extremely Exteme Sports ♥ 2 pretty simple but crikey we had fun! I always enjoy that you try and make collaborative games, which in turn helps bring people together in the community. I think this one was good because it could be fun to play single player too, and had a short round-duration which made it great for keeping people engaged.
Apr 10 08:29:31 10m 48s Binner Lady ♥ 1 I've always wondered how it'd be to be a Binner Lady, and now I don't have to. I think the vehicle controls were great, the vehicle felt rightly sluggish and having to reverse to achieve the goals made sense. I liked the little lift and put down animation too :) I think some extra gamification would have benefited the game, to make it feel either like there is a risk of losing or that the gameplay evolved as time went on.
Apr 10 08:37:42 8m 11s Helly Belly ♥ 1 A great game! I think it maybe ramped up a bit too slow. It felt good to play, don't get me wrong, but it put me off trying again as I knew I'd need to get through the "easier bit" for 4 minutes before it got the challenging bit. I liked the aesthetic and the mood created by the art and audio. I didn't give a rating for audio as you mentioned on stream that you had made the soundtrack for a previous jam. A great example of how small scope and a game without too high an asset budget can still be great executed!
Apr 10 08:48:16 10m 34s Gomma ♥ 2 This was good, I liked the full-feeling eco system that you created! I quite liked how the things worked in harmony. I would have liked to see more warnings / feedback when the lose conditions are nearing - as the UI was quite small and hidden away in the corner and my run finished without me knowing. It was my fault but it still would help prevent the negative feeling of losing without realising you were going to lose! I'd like the idea of being able to let trees grow longer to grow bigger food, so there's a bit of a tradeoff to make - harvest asap to make sure you don't run out of fuel, or if you are well organised you can get more fuel per tree.
Apr 10 08:59:24 11m 08s Lethal Dice 50 ♥ 2 I enjoyed this Marc! As always, great to see representation of physical games in LD. I think this had some great qualities to it. I made some suggestions during stream, I'll try and summarise: 1) the LD50 rule felt a bit too much of a coin toss. I would be interested in seeing how a more iterative "push your luck" mechanic worked, where you can pay extra to roll extra dice. For example: You roll 8 die. But realise you are short on what is required. So you can roll an extra N dice, but for each new dice you have to add another 1 to your total. So I may choose two more dice to roll. Say my 8 dice totalled 30, then to roll 2 more I add 2, so 32. Then the dice land 4 and 2, so takes me to 38. Maybe I am still short, and I can choose N dice to roll, but this time it costs 2 per dice. I roll 2 more dice, so 38 goes to 40. The dice land 4 and 5, leaving me on 49. 2) I would like adding more strategy elements to it, such as getting to keep 1 of the face up cards per rounds, allowing you to have more control over the dice criteria you need to satisfy.
Apr 10 09:04:25 5m 01s Lucky Lefty Loves Late-night Literature ♥ 1 I enjoyed this! I think the carrying mechanic was well executed and added a skill requirement to the game what is greater than some of the other games in the Lucky Lefty saga. Once I realised you could drop items from above, I realised that there was more depth to the gameplay too! The collectables at the bottom seemed a big investment to get, probably the hardest area to harvest from. Some more UI feedback would have been nice to help me know when I'm approaching an end game criteria.
Apr 12 16:59:19 55h 54m Snooze ♥ 0 This was a solid entry, felt really original and I think it was a clever integration of delaying the inevitable with the shooter game mechanics. Having the number completion value decay over time helped with the strategy - I wonder if some item you could collect to halt decay for a period or something could be interesting.
Apr 12 17:03:05 3m 46s Drop ♥ 1 Simple but effective game. First impression is "Flappy bird" but then you realise... no this has a lot more to it. You can move left and right, but also the delay from shooting the air to when it impacts the bubble is an interesting dynamic. Then you also need to consider if there is a path between them. really enjoyed it, a great challenge.
Apr 12 17:18:50 15m 45s Keep It Steaming ♥ 4 I liked the concept, of an ever expanding train - yet also you add to the things you need to maintain! The pipe minigame I think was the best. If we could get a nice way to balance the things going wrong based on how far apart they are, so it feels like the player has a better chance.
Apr 12 17:24:29 5m 39s Board to DEATH ♥ 2 I really like this! I liked that I started with the familiarity of chess rules (modified pawn, though!) - and then had to think of how to apply them in a different puzzle environment. It was really impressive how you worked in the enemy pieces, I think it added a lot of depth when you had to think about baiting the enemy pieces too!
Apr 12 17:41:11 16m 42s Paddle Panic 🚣‍♂️😱 ♥ 3 A really fun and silly concept! I liked the plugging hole mechanic, and how you have to choose to only do one action at a time. the spamming space made the game great to play once, but to play longer it ended up being too demanding to spam the space bar continually. Really good theme interpretation!
Apr 12 17:46:25 5m 14s Divine Rain ♥ 1 A very silly game, was a memorable experience! I like that you put expressed your humour in the game, both in premise and voice lines.
Apr 12 17:49:12 2m 47s Shoal ♥ 3 I really liked the mood set in this game - the combination of music, visuals and general setting worked really well together. The split mechanic felt interesting but the level design didn't give me enough reasons to utilise it. Had a good time with this, great effort!
Apr 12 17:52:32 3m 20s Mr. Second ♥ 1 A really nice concept, and nicely illustrated. Sometimes when the mechanics of the game interact with each other, it can cause some frustration - such as the swap happening mid jump, it feels difficult to control any momentum when it swaps back later on. I think with some further thought about making the game feel better to newer players to avoid some of the frustrations, that this could be an interesting puzzle game. Great polish for a jam game, too!
Apr 12 17:54:04 1m 32s Baked Snake ♥ 0 I liked that this was a little deeper than expected. It could be good to help the player know that there is a sweet spot on the swinging - because they may get confused and feel they can never go wide enough to get the furthest out food. I think it was a neat skill based game though, requires good prediction and accuracy to do well in.
Apr 12 17:55:38 1m 34s Corgi, Protecc! ♥ 3 Very charming game! You managed to make the upgrade process not feel tacked on like many shooter-with-upgrades feel in a game jam. the art style and premise were great, and I enjoyed the humour. I also thought it was an interesting design to have players have to choose between collecting their coin vs protecting the house. Nice one!
Apr 12 18:01:30 5m 52s Day of the Flame - LD 50 ♥ 1 I feel the character, in art and feel were very well done. It all felt very cohesive, from the flame attacks, the flammable materials to keep the flame going, and being in these dark environments. I felt bad killing the cute little rattos though :D
Apr 12 18:02:53 1m 23s Down with the Ship! ♥ 1 I enjoyed playing this on stream! The speed it takes to turn the cannon, and your ability to stockpile missiles, means that there is more depth to this game than initially meets the eye. I thought it was neat how you integrated the scores and statistics into the ending message.
Apr 12 18:06:07 3m 14s Crisis Chef: 28 Plates Later ♥ 2 a great job to create an overcooked meets tower defence mechanic within the time constraints of a game jam! I found the concept funny and silly! Would have liked some variance in orders, some negative or positive effect about how fast / effectively I fulfilled the order.
Apr 12 18:08:38 2m 31s Bodge Job ♥ 0 It ended up getting really interesting - I was engaged in it the whole time. It felt I could cheese the maths one a bit, by writing the answer but not submitting it. The whackamole one felt like I just needed to press it once when it went yellow. The simon says was more tricky. All together felt good and hectic, so I think you achieved what you hoped! Perhaps a "its about to blow" warning colour light (after yellow) would have been good too!
Apr 12 18:10:54 2m 16s Stay Positive ♥ 1 An original concept, the movement allowed it to be a very skill based game (not something I was great at, haha). Keeping momentum, planning routes, all felt good. the ui for "points now decrease faster" was a bit big for what it was, my first impression of that UI made me think I needed to pay attention to it. Lots of scope for high score runs on this too, good entry!
Apr 12 18:13:42 2m 48s Granting Immortality ♥ 1 I was not the most generous of reapers, but still, there was some that at least had me consider it! I think any game that can get people thinking and accessing their moral standpoints certainly has merit. The spritesheet used was great and helped set the mood and give a nice polished feel.
Apr 12 18:16:19 2m 37s RESET ♥ 2 A lot of effort went into setting up the scene and the story. It made the game a bit of a wall of text to start with, but I think it set the scene up for a story where you understood the situation which helped the twists and turns have an impact on you as a player. Some original ideas too! I would have liked if there were multiple endings!
Apr 20 10:16:03 183h 59m Pier Pressure ♥ 1 The animations used make a big difference - from the initial gameplay to your character swimming off after falling in. Small touches, but I appreciated them! The blue font on some screens wasn't the easiest to read against certain backdrops. It ramped up in difficulty pretty quick, but that was well balanced with an unlock system! I think maybe I'd have liked the planks to be more central, as my eyes were focused on end of the pier (right side), or bottom left (where new pieces spawn), so it felt a bit challenging to jump my focus around rapidly. I had a good time with this, and love you you took a simple idea (tripping over) and turned it into a solid gamejam game :D
Apr 21 17:46:39 31h 30m Sacrificium (Sacrifice) ♥ 0 I made it just in time! I need to get me some of those light-weight bookcases, it'll make moving house a breeze next time! Good atmosphere and silly premise. I messed up a few times with the wasd mapping with the isometric angle - I've no recommendation on a better way to do it, just when its pure 45 degree it can feel like a 50 50 gamble which way a key will take you. The audio was good, I liked how it changed when the cultist had you in line of site! The art assets were great too!