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| Timestamp | Since previous | Game | matthewrobo's comment | |
|---|---|---|---|---|
| Apr 20 05:46:10 | Devil of Destiny | ♥ 1 | Devil_of_Destiny_HC2JklkOtE.png Moving around actually feels pretty sick, but I felt like I didn't really have a frame of reference for where I was going because the ground was completely untextured and sometimes the boss would teleport. Still, there's some good gamefeel, and it kind of drove in the inevitability when I for a second actually thought "wait, where's his healthbar?" and remembered what the theme was. | |
| Apr 21 13:37:02 | 31h 50m | Last Life | ♥ 0 | The idea is interesting but it feels a bit like there's too much waiting around after clearing the score threshold. |
| Apr 21 13:46:23 | 9m 21s | Eternal Crisis | ♥ 1 | 1650548622-chrome_mwAhIMFrFo.png I'm surprised you actually managed to get the WARNING FOREVER system down in 48 hours, it really felt like the boss was adapting to cover up my weaknesses. The gamefeel is excellent. I think the only thing I think is sorely missing is displaying the time as a bar somewhere in the HUD as well, to make it easier to visually gauge how much time I have left, and a way to regain just a _little bit_ of time besides having to kill the boss, so that you can feel like you're "delaying" your destruction for just a few more seconds even if you would have otherwise lost the DPS race. |
| Apr 21 13:52:54 | 6m 31s | Ripple | ♥ 0 | Fascinating. For a while I was wondering where the inevitability would come in, until I realized it was something that was dependent on me. Definitely out of the box, but a fun toy to play with. |
| Apr 21 13:59:31 | 6m 37s | LifeWasterâ„¢ | ♥ 1 | 1650549460-chrome_NyRlzYUcuX.png I was pretty confused, not gonna lie. But I really like the theming and that fever-dream sense of confusion! Or maybe that's just because I've had about three hours of sleep. |
| Apr 21 14:07:30 | 7m 59s | Lucifloor | ♥ 1 | Yeah, making a single tower is really the dominant strategy, but outside of that having it so that comboing blocks nets you extra blocks is actually pretty cool and I could see the demon messing with you by forcibly changing the blocks so that you combo yourself to death by mistake. A faster game pace would also be nice, and I think if I could just hold down the mouse to place blocks that would be pretty fun, as it ended up being me mashing to make megablocks so I could have enough to build a tower. |
| Apr 21 14:13:01 | 5m 31s | Bald Dad tries not to die | ♥ 0 | 1650550281-bald_dad_0.4_p1uTqdLqzF.png A simple implementation means enough time to do polish, and man for such a tiny bullet that gun goes meaty. I just wish the melee was a big bigger, for a while I was wondering where the hitbox was until I realized it was actually that small. |
| Apr 21 15:16:49 | 1h 03m | BOX IN OX | ♥ 1 | I've played a few mystery arcade puzzle games recently, and I've never seen anything quite like this game. It's a bit like Puyo Puyo, but with a really interesting timer for clears. Absolutely the best submission I've seen so far. |
| Apr 21 15:27:58 | 11m 09s | M O R E | ♥ 1 | 1650554772-MORE_AU0bWBiNfA.png I think the theme of the game really works well with the theme of the jam, and it was pretty fun. Sadly I had a few bugs where sometimes space would only flatten points instead of picking them up, and also the boost never ran out even after the timer did (though that worked in my favor so I'm not complaining). |
| Apr 21 15:41:14 | 13m 16s | Bombthrow | ♥ 1 | Really cool game, I think the biggest issue is that the collision boxes for the delay pickups and the bomb pickup was way too narrow so I felt like I had to be more precise than the physics felt. Maybe not colliding with the bomb at all would have also been interesting unless you wanted some sick kaizo Mario-style item hops in the future. |
| Apr 21 15:51:11 | 9m 57s | Unpreventable Eruption | ♥ 0 | 1650556161-chrome_z4XyDWJlBv.png Really cool idea, I also tried to make a massive wall to divert the flow but eventually a bit got through. I do think some of the lava travels too fast though, so I didn't really feel like I was "delaying" the lava when some sparks just hurtled at full force towards the town. Does it take multiple embers to destroy the town or just one? |
| Apr 21 15:58:11 | 7m 00s | SAUCE | ♥ 0 | I actually kind of liked this?? Somehow?? There's the absurdity, but also like, wow, having different colors is actually just a nice touch? There's something about it that makes you go "man, I could stop at any time but I want to see the next color." But then I eventually stopped at around 600M and that's when it started falling, _falling so fast it clipped through the ground_. _I got to see every color, and it kept falling and eventually I witnessed god._ 1650556526-Delay_the_inevitable_GLaomHuP1E.png So that was cool. |
| Apr 21 16:02:52 | 4m 41s | Cringe in Space | ♥ 1 | Okay, honestly kind of fun. The telegraphing on the attacks was very clear, until it wasn't and became pure madness as the inevitability set in. |
| Apr 21 16:09:21 | 6m 29s | Everything's Fine | ♥ 1 | Got a score of 1223. I think the graphics were a bit unclear but it's always a massive undertaking to make your own engine, especially in 48 hours. Your first compo game was a lot more ambitious than my first. Good job. |
| Apr 21 16:18:54 | 9m 33s | Oh No My Trophy | ♥ 1 | 1650557576-chrome_VFOxjgTNeQ.png I think that's the most terrifying tutorial page ever, still pretty cool. I see a lot of comments asking for a slower ramp to the weapon system, but I honestly found myself not really getting all the weapons. My first run I only got blue, and my second run I didn't see any green, could have been just me missing pickups but things got more fun when I got lava for the second run. |
| Apr 21 16:22:19 | 3m 25s | Stupidly Inevitable | ♥ 0 | I liked the concept but everything felt a bit floaty. It's cool to have the idea be turned on its head and you want to accelerate the inevitable. |
| Apr 21 16:37:52 | 15m 33s | Dungeon Crawl | ♥ 1 | I was playing the beginning of the game totally wrong, but once I understood what was the goal it was pretty interesting (which shows that I really should, y'know, try reading). Unfortunately I died just 20-so seconds short of winning and I did not have enough mana for time warp. I also wish the combat animations were faster, though I do appreciate the screen shake. I like these entries that turn the prompt on its head. |
| Apr 21 16:49:36 | 11m 44s | Fill The Generator | ♥ 1 | Highlighting which door is the shortest route to the engine would have been really helpful, and the jump feels floaty. That being said, I really liked the search for cans and how you could push away enemies with the physics objects/held cans instead of a traditional "oh you HAVE to run" system or a more explicit way of disabling them. I wish you could also grab boxes so you could stop enemy robots even without gas cans. Sadly, I instantly died when two enemies were sitting right on top of the other side of a door. Maybe giving doors a safe radius would have also been cool? |
| Apr 21 16:54:42 | 5m 06s | Meteor Rain | ♥ 0 | I think having inertia in a shoot-em-up styled game is always a bit wonky, since you feel like you don't really have control over movement. That being said, your first game was a compo entry? That's a herculean task. Good job. |
| Apr 21 17:00:28 | 5m 46s | The Itsy Bitsy Jumper | ♥ 1 | 1650560262-chrome_YxLnThgFcb.png I guess I got a C? Neat, I like the BPM it ends on. I do wish I could have a preview of what I'd jump to without pressing the A/D keys. |
| Apr 21 19:09:48 | 2h 09m | Finite space | ♥ 0 | It's really polished and the way you tackled the prompt was very novel! |