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Jonah_SRG

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TimestampSince previousGameJonah_SRG's comment
Apr 3 21:11:52 Delay the Destruction!! Danmaku Downfall ♥ 1 I'm a bit out of practice with bullet hell games but this is a lot of fun. Once I got the feel for the focus fire I was in business. Mechanically feels very solid, the breaks in between the kills make this feel like an endless boss rush. I got a bit of stutter in browser, though I imagine this is the kind of game that would run more reliably if I downloaded the .exe anyways. Not sure what the bombing does for score/survival differently than dying, so I'm wondering why it's worth it, but the effect is nice. The inevitable aspect of the timer works well with grazing, I feel like that where I felt like I was controlling time the most. For score: My best was 6057 with 1:40 on the clock. Overall really well done!
Apr 4 02:19:49 5h 07m B-Game ♥ 4 The art here is really great, love the color and animation. The scale and movement around the world is a bit challenging, I follow the lead and hope to avoid potential storm clouds. I like the motion and liveliness of the bee army, I feel like there's an RTS or some other kind of strategy game in here. When playing in browser, I was able to move really quickly when I gestured the mouse far outside the window. I'm not sure if that kind of speed is intentional, but it feels really nice to glide around.
Apr 4 13:14:34 10h 54m SandCastle ♥ 2 I really like the use of the theme here, it's an inventive take on something I imagine lots of kids do when playing at the beach. I was able to last 21 waves, I am wondering if the optimal strategy is protecting a column of sandcastles with a vertical line of holes or if a horizontal row of sandcastles will last longer once the player's speed increases enough.
Apr 4 14:40:06 1h 25m Stuck In Space ♥ 1 Really well done. The polish is excellent, the opening scene adds a lot of character. The physics feel quite good, kind of floaty like Defender or something. The placement of the fuel and O2 seems generous enough to survive for a while with some close calls. I love the visual effect when the O2 is draining, everything around you goes dark. My high score was 7000.
Apr 4 14:55:03 14m 57s Sea Level Rise ♥ 3 The jump physics are pretty good, though because it's a fixed height the game only gets so difficult. Generous horizontal movement and coyote time make every leap possible, it feels. If only we as humans had a never-ending stream of platforms to escape our world...
Apr 4 15:06:29 11m 26s Snooze ♥ 1 This is great, extremely clever take on a "time attack" arcade style game. I was able to add a minute to the clock in the early game, but then shifted my focus to the +10 and +1 in the latter half. Feels very inspired by Geometry Wars, the art style is super slick. Once the Kraft Singles start populating the center you have to do some serious space management. My high score was 715. Very well done.
Apr 4 15:30:07 23m 38s Claim your FREE BitBuddy™ TODAY! ♥ 2 Try promo code "DUMBIN NOOOOOO" to unsuccessfully communicate your feelings to a pile of bones. Extremely clever virtual pet. Lots of clever dialogue surrounding what actions you take, even outside the game window. Great art and animation, very expressive in the BitBuddy. We went on a journey together. I'll pay the premium price to get Dumbin back. I'll do anything!
Apr 4 16:26:25 56m 18s Down to the Wire ♥ 7 Really well made puzzler. The different icons and increasing complexity feels a lot like The Witness. I wasn't able to make it to the end, but I'll keep trying. The time element raises the stress level of solving puzzles like these. Really like the clean visuals and vibey background music.
Apr 4 16:37:17 10m 52s ZEZ ♥ 1 The visuals here are really cool. The name ZEZ implies REZ is an inspiration, but I also see some Graceful Explosion Machine in here as well, especially with the melee attack. The push/pull of enemy kills/time ticking didn't feel super noticeable as I was always moving as fast as possible to the next enemy swarm to regain my lost time. The movement and melee attack control well, and I appreciate that the slash feels fairly generous on the player's end for wiping out enemies quickly and efficiently.
Apr 4 16:54:53 17m 36s BLACKSUN ♥ 1 Really well done. I'm not very familiar with this type of game, resource management with passive crafting like an idle game, but I like it a lot. The scaling complexity of managing the resources is very satisfying. The moving target of what to produce and when to invest in scholarship works great. I do wish the icons were a little larger for my bad eyes.
Apr 4 19:00:04 2h 05m Enshrouded ♥ 0 I like the atmosphere and art here. The field of view effect works really well at obscuring the items in the distance. I do wish I could interact with more in the environment, like the mushrooms or gold. My high score was 260 seconds with 14 logs.
Apr 4 19:11:37 11m 33s Timeflight Alpha ♥ 2 I like the controls and action here. It's fast paced and responsive. One minor gripe would be it's a bit challenging to line up diagonal shots due to arrow key controls. The key item to progress to the next level being hidden makes it feel a bit more rogeulike-y, but the time limit feels arcade-y. Seems like in the easier levels you can use your extra time wisely to score additional points. My high score was 476700.
Apr 4 19:34:56 23m 19s Fuse Lit! ♥ 2 This is excellent. Evokes the feel of great Sokoban style games, particularly Pipe Push Paradise for me. I like how it implements puzzling grid-based movement, but it doesn't rely on boxes like other Sokoban games. Moving the fuse and stepping over it results in interesting decision making. I did encounter some bugs, but the core here is really strong. Love the low poly explosions. Really well done.
Apr 5 01:30:27 5h 55m Battery Low ♥ 6 Very sharp, extremely polished. The controls and auditory feedback on the rover are very satisfying. The ending gives nice closure to the inevitable end for our rover friend. Love the personality in the text and UI, as well as the artifacts strewn about. Really well done.
Apr 5 22:55:14 21h 24m Hole In No ♥ 1 This is brilliant. The animation is excellent, the game feel is very polished. The ball moves in an angular and unrealistic way, but it makes the evasion feel more exciting. I couldn't make it much farther than 11 in my runs, my strategy relied on using the corners on the right side of the screen to draw the initial strike away from me and then panic as the ball careens around. Really well done.
Apr 5 23:33:35 38m 21s PlantBad CO. ♥ 1 Very polished, love the VO and story elements here. I love how the theme is employed here, and that in both a win state and loss state, the inevitable event occurs. Really well done.
Apr 5 23:49:14 15m 39s Road Rage Mage ♥ 4 Really gorgeous art style and great music. The tactics feel kind of like a poker-style bluff calling kind of game, but the placement of the cars on the racetrack really influence the mind game of whether you go aggressive or defensive. Using the nitro shield when the enemy uses combustion feels sweet. I would like to face off against a human opponent to see how that impacts the feel of the game. Very well done.
Apr 6 00:00:45 11m 31s Off with the show! ♥ 1 I too had issues with the combining as it didn't seem I was able to connect certain things, like the pedal to the guitar/amp. The art and music are great, and it's an interesting take on the theme in that wasting time backstage might be what a nervous performer would be compelled to do. The show must go on, as they say.
Apr 6 00:12:36 11m 51s Heat ♥ 1 Very polished, minimal art that is expressive and evocative. It's an interesting arcade-y take on the theme. I was expecting the little fellas to get burnt to a crisp if they were dragged over a flame, but it's more of a time management and observation oriented game. They could find their own way to the exit and save themselves, couldn't they? Maybe I'm being selfish rather than heroic. The furious clicking is fun, and the crowd that amasses by the 50 point mark or so is a challenge to manage. My high score was 77. Really well done.
Apr 6 00:29:43 17m 07s Goblin Escape ♥ 1 Really beautiful art and surprising depth in here. Excellent presentation and tutorial here, I latched on quick to the basics and started growing and building immediately. The theme is employed here in an interesting way, the goblin hordes remind me of something like Minecraft when enemies come out at night, but you are otherwise in relative safety. The last town building game I played was Banished (it's been a while for sure) and I feel like this channels that sort of chill but satisfying resource management gameplay in a micro-dose. Really well done.
Apr 6 00:38:13 8m 30s We Need To Talk ♥ 2 This is so delightful. On the outset, a very clever take on the theme, but the subversion of the theme at the end is genius. The animation and scale of the text boxes and attack feel juicy and impactful. I'm one of those weird folks that like quick time events, and the string of button mashing that make up the game here is a lot of fun. The dialogue choices are hilarious, "I can't save my game now!" got me good. Really well done!
Apr 8 15:44:35 63h 06m Unfamiliar ♥ 2 Very stunning game. The visuals and sound come together really nicely here. A ton of polish here and it absolutely sings: the echolocation effect, the flapping effect, animation, typewriter text, it's all very impressive. I like the controls, they reinforce the feeling of flying with a bit of sliding and momentum gaining. I think either the echolocation could be a bit more generous in the way it illuminates the enemy birds, or the hordes of enemy birds could be lessened to make dodging feel more natural. I was never quite sure when an enemy started and stopped moving, and I was usually too late once I had spotted them. I'm taking the inevitable occurrence here to mean death in the harsh conditions for a wild animal, and winning the game is successfully delaying it happening. I do like the internal monologue bits, they add a lot of personality. Really well done.
Apr 8 16:05:12 20m 37s Chronos ♥ 1 Interesting concept, but I also struggled with the varying time changes for different watch items. If the age of the player were displayed on screen using a meter or something, I feel I would have understood it better. Knowing only the green clocks were good and grey clocks were bad, it was still a bit of a guessing game, as most levels resolve at the very last step before exceeding 100 years of age. That said, I really like the graphics here, the aging player sprite and environment tiles are well done. I found the tutorialization of the different elements to be clear and the levels get increasingly difficult.
Apr 8 16:20:36 15m 24s Highrail to hell ♥ 1 This is great, I love the animation and action here. I'll admit I was a bit confused when the timing windows seemed so tight, but seeing the description call it a puzzle game made me understand how to approach each objective. The zombie hoard feels alive and raises the tension every time they bust down the door. The melee combat is tight, and the dodge roll is quite satisfying. When I think "action puzzle" I usually think of Tetris or Panel de Pon, where you're really just playing an increasingly twitchy and fast version of a not-so-actiony puzzle game. The time management and objectives feel puzzling and it employs definite action combat throughout, so it's a really fitting and fresh take. I wonder how this could expand. Combos, jumping, power-ups... It could all fit for sure. I'm imagining if there were several lanes that would allow for movement along the z-axis. It's a great concept, really well done.
Apr 8 17:15:59 55m 23s KEEP THE POWER ♥ 1 A stunning and impactful employment of the theme here. An autocracy simulation on rails. Success in maintaining your power results in the game mechanics becoming a broken pastiche of themselves as the dictator engulfs the screen. The game is played by managing three competing variables, in popularity, media control, and police force. You swing this in your favor by killing whoever is most convenient at the moment. That changes as the numbers fluctuate, naturally. Who you choose to kill is ever changing, to the point where the choosing of who to kill is almost entirely trivialized. The paradigm shift occurs when you assert your rule as absolute by changing law, and the dictator grows to occupy all three, or at least two of the three lanes. With full control, it's at that point that you grow yet again after choosing to begin your petty war. "Way to go down in history!" is the glib rationale that precedes the bloodied dictator stomping innocent civilians. I played around a bit more, and there is an additional ending card should you decide not to follow through with the war. There are inevitable elements explored on a variety of levels. The despot can only attempt to delay their own undoing. Very well done.
Apr 8 17:38:26 22m 27s Untitled Zombie Shooter by Ismael Rodriguez ♥ 1 Very tight controls, I think this turned out great. The machine gun buff you receive from the successful melee hits is great. I love a classic overpowered pistol that rips through enemies, and this nails that feeling. I like the sprite art and flat textures mixed with the low poly, it's clear and readable and is expressive. I think there's a bit of fine tuning that could be done on the melee to make it feel a bit stronger and connect a bit easier, but the controls overall as well as the shooting play just right. Impressive, especially for a first foray into FPS. You'll have to teach me how not to fear 3D one day, I feel like I could live a lifetime in 2D game dev and barely scratch the surface. Really well done.
Apr 8 20:22:04 2h 43m Ice-olation ♥ 1 This is a neat little survival sim. It's a bit slow paced, but the systems work well and I was compelled to survive after my first failure. Because all the actions correspond to time and your meters dwindling, it feels a bit like an idle game, but not in a bad way. The fishing system is just like Stardew, and I like it here even if it's a bit easier. The woodcutting with the X's on the trees is interesting, and I think it complements the fishing well when balancing time between the two activities. The movement and controls for various actions all work well, though I do wish there was a bit better feedback on the fishing controls for casting, hooking, and reeling. Really well done.
Apr 8 21:01:07 39m 03s DashFight ♥ 1 Very juicy, I like the bloody explosions and screenshake. It does feel a bit like a losing battle as soon as two or more enemies appear, I feel like there has to be a way to shake enemies off if they're on both sides. The airdash for mobility is great, I like that you can cancel your jump and airdash low to the ground. A left/right ground and airdash cancel might be enough complexity to make potential multiplayer more fun. I am curious how this would feel in a 1v1 game against a friend. Here's my broken strategy that got me a high score of... Well, a grand total of 5. If I align myself with a right or left corner and wait for an enemy to strike me first, with a full health bar I will usually be able to mash out and get a kill to regain health, especially if they're covered by their teammates. The problem is returning to a corner before it's been taken by an enemy.
Apr 8 21:12:40 11m 33s Warming up! ♥ 0 Great animation full of motion, really cute designs in the Pico-8 limitations. The physics of the jumping feel spot on and the tossing of the fireballs is satisfying. Climate change is a great take on the theme, and the steady ramp up in difficulty really does make it feel like it's only an inevitability before you're toast. My high score was 345. Really well done.
Apr 8 21:29:34 16m 54s Study Breaks 📚 ♥ 1 Wow, what an ambitious game for the compo. The art, the minigames, the humor, it all sings. I was able to not only make it to my test on my first go around, but also get a 39/50. The minigames have that distinct WarioWare feel. They have mismatched visual styles but are all built around a mode of control that is easy to pick up and entertaining as it gets faster and faster. The art is all so cute, and the animation brings everything to life even if it's only two frames. Great fun, really well done.
Apr 9 13:03:05 15h 33m My Type! ♥ 1 Very polished, clear concept. Typing games are a lot of fun and the spatial element of managing the stack of words works well, at some point it becomes about turning your head around and reading the upside-down word that is clogging the channel. It starts a touch slow but ramps up in difficulty nicely. The audio feedback is crisp, perfect for giving that tactile sense to typing the words. Really well done.
Apr 9 13:38:58 35m 53s Don't Freeze ♥ 1 Really lovely graphics, I love the light off the campfire, the snow, the player character. The mitten cursor is adorable. I was able to survive pretty long, and I found a non-firewood item in the bottom right area, though I couldn't figure out what to do with it. From reading the other comments I'm guessing it was the TNT, so I must be blind to not have recognized it. Love the survivalist take on the theme, I've played a couple other extreme cold games for the jam and it's a great vibe, really nailed it here. Some kind of extrinsic motivator, like a timer or a score counter, might help with adding purpose to the survival here. Overall, really well done.
Apr 9 14:10:10 31m 12s Rise n Time ♥ 1 Extremely polished, interesting take on a rhythm game. I've seen rhythm dodging before in a game like Soundodger, but the familiar feel of top-down adventuring is a good fit here. The sleepwalker and their jump resembles Link with a Roc's Feather. Controls are tight, though I feel like the pits are particularly unforgiving. I appreciate the subdivision and color coding in the interface, though when playing in browser it does run so fast that it barely matters. The animation is beautiful and lively, polished to a sheen. It makes the rhythmic clocks and jumping around feel great. The sound is great, tied to the clocks it offers good feedback for the impending sound waves approaching. The inevitability of waking up is an interesting concept, and the challenge of fighting to stay asleep is a take on this theme I haven't yet seen. It's abstract, I like it. It's quite a challenge in the game, but somehow I manage avoiding my alarms in real life with ease...
Apr 12 15:37:58 73h 27m Stacktics ♥ 0 An interesting physics system here and a fun concept. The throwing and movement feel natural and lively. The ceiling crushing down on the blocks feels good, and the way the blocks fly and rotate makes stacking them efficiently a challenge. I greatly appreciate the accurate arc shown as you move your cursor around with a piece selected. Not sure how the blocks are sorted and generated for the player, but I wasn't even able to survive for three minutes. Beyond building a structure very high in the early phase, I am wondering how to better strategize around pacing out the destruction of the blocks to survive longer. Really well done.
Apr 12 16:08:01 30m 03s IGNA ♥ 1 Wow, this is a really beautiful and interesting Pico-8 game. The overworld and in-rover view shifting is really cool. Mechanically, it's quite simple as moving the rover is quite the basic management of resources, and keeping the interior safe is a matter of checking and fixing after receiving damage. But after my first two failures I was compelled to find my last remaining crewmate and save us from the inevitable cataclysm. My only critiques would be the pathfinding is not generous when navigating the pass-over spikes on the overworld, and that the flame enemies are quite easy to outwit or entirely avoid. As a prototype there's so much possibility, and the aesthetics are already very pleasing. I imagine the interior of the ship could turn into Among Us styled minigames to maintain the various parts. Or in the overworld, one could be in control of multiple rovers and have tactical long range battles or defensive standoffs, maybe with an Advance Wars inspired type of turn-based combat. I'm just spitballing here, but I think what's here is really compelling. Really excellent job.
Apr 12 16:27:48 19m 47s Moonshot ♥ 2 This is a really evocative and cohesive presentation. The dialogue is nicely written, it ramps up the intensity as the game gradually gets more difficult. I am wondering if there's a true ending if you are able to get through with all missiles hitting the moon, but alas, I am out of practice with my dodging skills and wasn't able to get it. Well polished with great visual effects for the impacts and explosions. Really well done.
Apr 12 16:48:23 20m 35s Desert Oasis ♥ 1 What an ambitious simulation for the compo. The art and animation here is really compelling, these little blue guys seem totally oblivious to the danger in their world, but you can't help but feel obligated to guide them to safety. Their careless trot about this wasteland puts you at ease until the dino hungers. I want to critique the slowness of the camera movement and harsh fixed angles as they make it quite challenging to rush forward the Blups in imminent danger, however there's a perfect cruelness to it. It's lack of control makes the game much less of a God sim and much more of a locked-box terrarium in which the player's influence is purposefully contorted. This employ of the theme is one of my favorites so far, the inevitability of natural selection running its course in plain sight. I think I have run into a bug in which the dino is able to eat and restore its hunger level where a previous Blup had died. Perhaps their extinction can indeed be delayed by a sacrificial offering...
Apr 12 17:12:54 24m 31s Crisis Bot ♥ 0 The crisis really is inevitable, each room is destined to fail as you scurry around trying to fix everything. The abstract nature of the icons and spaces make me feel like this would be at home on an Atari 2600 or something, like Adventure or the Halloween game where you're just a set of eyes. Managing the power and recharging results in lots of fast paced decision making. The sparse electricity icons that recharge you are a godsend. The bombs are just the opposite, quickly tanking the integrity of the room. It is very fast paced, making it feel more arcadey than strategy oriented. Overall, well done. I noticed a bug in which I had to refresh the page each time I wanted to start on a new map, not a big deal though.
Apr 16 16:10:22 94h 57m Parachute ♥ 0 This is brilliant. Kind of like a crossword riddle, but built around the theme with incredible audio and visual polish. Very simple, but it is engaging in all the right ways. Guessing words results in a nice audio cue and the falling character dropping to the ground. The animation for each word is pleasant. I appreciate the audio being somewhat out of the way, not front and center, until you interact and guess a word. Really well done.
Apr 16 16:28:00 17m 38s Click to Continue ♥ 1 Very cute, extremely well polished and great, clear voice acting. Lots of Stanley Parable vibes here. I do have a problem and I'm not ashamed to admit it. I like to click the button.
Apr 16 16:45:05 17m 05s Captain Starforce ♥ 1 Extremely well polished. Lovely visual design, I love the neon green minimal palette. The music is rocking, it fits well. The Asteroids style shooting is clean and responsive, and the additional power of the laser cutter weapon is quite satisfying. My only critique of the art would be the low resolution of Pico8 makes the detailed sprites a bit large for scale, and the action can be a bit harder to parse in this style. The game physics feel great, the explosions are juicy, and the text entry updates in the bottom left add to the frenetic pace of scouring the screen for your crewmates. Really great job.
Apr 16 16:58:14 13m 09s Death of an Intern ♥ 1 I like to think of my cat as a sanity cat, I suppose. Really cute game, and perhaps a little true to life for folks with desk jobs like myself. Wasting away the days while staring at the screen, all the while the simple things like cooking and sleeping get pushed to the side. A little cruel to think sleeping makes you hungrier and less sane. Definitely true that taking care of my cat is about as strenuous as my computer job, if not more! Really well done.
Apr 17 19:30:29 26h 32m Floodgrid ♥ 1 This is an interesting sort of puzzler. It starts with plenty of space, but as the entire field is drowned the movement towards different items becomes quite tactical. The items are crucial to surviving, and are generously supplied even when almost all tiles are covered in water. The power up that freezes all tiles may be a tad broken as it kept me alive for quite a while, and there were even scenarios where two would be on the field at once. The single inventory slot is a nice limitation, it resulted in my strategy of chaining items to ensure safety. Technically all is quite solid, though I struggled with teleporting or dashing onto tiles and not picking up the items with a free inventory space. I also noticed ice tiles cleared with the bomb would be refilled with water as soon as the turn count ended. Overall really well done, 634 is my best score.
Apr 17 20:10:45 40m 16s Lava is Deadly ♥ 1 This is a really inventive take on the theme. I like sokoban-style games, and the mechanics here work well. Abstract, but it all makes sense and pretty quickly becomes challenging. I like the visuals, its readable and the sprites are nicely animated. Really well done.
Apr 19 12:50:55 40h 40m Defend 'till the end ♥ 1 Very cute, really solid arcade style defense game. The asteroids are manageable at the start, but by the end there's no chance to save the planet. The slow moving turret and slowdown when firing are well considered, it takes big commitments to swing around the globe. The pixel art here is excellent, the planet breaths life and the impacts feel strong. Really well done.
Apr 19 13:15:51 24m 56s Closure ♥ 1 Very well done, I love bitsy and I'm happy to see a great display of it here in LD50. The employ of the theme is both somber and whimsical, delaying and holding on to so many different feelings no matter how grave or trivial. I really love the earliest sequence with the candle, there's something so human about fire being intrinsically related to one's first memory, it's a story you hear over and over but it plays really beautifully here. I'll admit some of the abstract visual elements were a little lost on me, I am not sure why the player avatar is triangular in later stages. But the rooms were all vibrant and the color choices work really well. Really well done.
Apr 19 13:56:41 40m 50s Shot Clock ♥ 1 This is nice, the ball throwing physics are really satisfying. It's a simple concept, but I appreciate how the next target is shown as a ghost, it allows you to plan ahead and try to combo your throw to bounce into the next target. I found myself throwing laterally most of the time, but being able to target your throws in different directions makes it feel quite expressive. The speed of the bouncing ball is tuned so that it is tough to grab if you're not predicting its next bounce. My best was 79. Really well done.
Apr 21 01:55:44 35h 59m chronis ♥ 1 This is an extremely clever, brain bending take on a match-3 style puzzler. The time void being a 9x9 square takes a bit of getting used to, but once you get comfortable placing it and acting in time with the falling blocks there's a lot of strategy. The player managing the pieces is... not a real winner. That means you've got to keep an eye on where they're dropping pieces and avoid tall stacks. I think I'm as bad at managing the time void as the computer player is matching, so in that way our demise does feel wholly inevitable. Really well done.