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mhorth

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TimestampSince previousGamemhorth's comment
Apr 4 05:43:35 Asteroid Anarchy ♥ 1 Excited to check this out in the morning!
Apr 5 21:08:00 39h 24m We Have to Talk ♥ 4 Very cool use of negative space for the game title screen! Were the old lady's instructions usable the whole time?! I had a very happy "OH COME ON!!" moment when I started the next round and figured out it still worked. Really really fun take on the theme and great job with the game!
Apr 5 21:25:31 17m 31s Sway ♥ 1 Talk about a unique game! This is incredibly clever and surprisingly fun to play with. Certainly difficult, but I think the uniqueness is good. Top marks for innovation. I did get stuck on I think level 6 and took too many tries, and gave up. A good rule of thumb for jam games (especially when creating never-before-seen controls like this) is that you are by far the best player in the world at the game, so if the difficulty feels okay to you, it's probably pretty hard for everyone else. Still had fun, thanks for making it! And congrats on your first Ludum Dare!
Apr 5 22:02:02 36m 31s Wicked flame! ♥ 3 I had a few minor bugs like getting out of bounds, the flame maybe falling too far behind that rooms became a non-puzzle, and just a few times blowing up on oil patches that weren't lit as far as I could tell. I also found it unintuitive what the upwards arrows did at first. I thought they were indicating wind direction with the lines VFX on the screen, and I spend a good minute or two trying to solve that room with wind in mind. That might sound like I had a bad time, but I wanted to say that because I *still* think this game will win it all! The art is fantastic, from the sprites to the color scheme, so good. The mechanics are amazing and so creative, I've never seen anything like it. Fantastic job all around. I got to this room and can't progress. As far as I can figure, the only strategy is just straight up and try to outrun the fire. Is it possible there's a framerate issue and you can only outrun it at 60 fps or something? I'm expecting the puzzles afterward are equally creative or more. wicked flame.gif
Apr 5 22:21:23 19m 21s Nightwaker ♥ 2 Man this is cool, what a great mood! Does the game end at the PUSH envelope? I kept typing push there but it seemed unresponsive.
Apr 5 23:02:40 41m 17s Aloft ♥ 3 Very impressed with the intro cinematic, and all the art in general! Your team's games always look great, even down to the font choice. Never though I'd have to think about racing lines for a balloon, but here we are. The collider seemed like it was just barely in the player's favor, which is a good choice, made it feel good during close calls. One bug, which I'm hesitant to reveal lol. During challenge mode, I was going to give up so I held Escape to quit out, then changed my mind and clicked play again. It put me on the final level without my timer resetting. I tried it again multiple times and it seems 100% reproducible. You may want to remove my challenge mode score from the leaderboards.
Apr 5 23:27:09 24m 29s OVERCOME ♥ 1 Great message here! It makes me happy to see a game where the inevitable thing is us, the player, conquering whatever we set our mind to, no matter how long it takes.
Apr 5 23:44:35 17m 26s Volcano Maintenance ♥ 1 And this is why I make sure to play your games each jam. Holy crap what a fun time! Not nearly as difficult as balancing a horse on a tightrope lol. Super super well done, the sound effects and animations make every action feel impactful. Throwing things at bad guys was so satisfying. Top marks across the board for you!
Apr 6 00:01:56 17m 21s Fire Escape ♥ 5 This man is unstoppable!! Or inevitable I suppose 😉 Procedural room generation is impressive, and the voice lines were awesome. I think that added another level to the game's immersion. I'm trying to imagine playing it without coworkers walking around and talking, and it just wouldn't be the same. Great job team!
Apr 6 02:34:50 2h 32m Revenge is Inevitable ♥ 1 I would just reiterate what sjpixels and gaston-camacho said. Art is great, game is nice and very fun! Sound effects and the snappiness of the animations made everything feel very real. Really the only drawback I had at all were the controls. The mouse sometimes felt like it was "sticking" and not moving freely, and then I felt like sometimes I walked when I expected to jump and vice versa. I'm not sure exactly what caused that difference in expectation, but I think this could be a really top notch game if you could improve on the control scheme. Still a great entry, congratulations!
Apr 6 21:36:24 19h 01m Leaf the Ghost behind ♥ 3 This was really good! I especially liked the sound design, even the music track had some stereo parts that would only come up in one ear or the other, that felt like really high production value. I gave you guys an almost perfect art score. Each piece on its own is really well made and would have gotten a 5, but combining the different art styles felt to me like it lost a little bit of value. I know paper style 2D characters have been done in 3D environments before and looked good. I think the difference for me was low poly/pixel style art mixed with really clean vector art. Even on the main menu, pixelated font on top of the super sharp bubbles just clashed a little bit. But that is literally the only critique I have, the rest of it was awesome, nice job and congrats on the impressive entry!
Apr 6 21:42:43 6m 19s R.A.T. ♥ 1 Ditto what others have said about the hand drawn art. It came through really well I think. And congrats to all 3 of you on first Ludum Dare!
Apr 6 21:59:33 16m 50s Dungeon Architect ♥ 3 I was really surprised by how much depth there is in this game! I caught myself saying "I could make them run straight across with slimes, oh but they have an archer, slimes won't be good..." Really really cool. And a great implementation of the "prepare phase then simulate phase" kind of game. Congrats to your whole team, especially @lordanb and @pedro-cortx for first Ludum Dare!
Apr 6 22:09:44 10m 11s He's a Catch! ♥ 1 Wow wow wowwww! I'm not exaggerating that my jaw dropped during the plot twist. I was already planning to score you guys pretty high for Mood, and that pushed it up to a 5. The character portraits for the dialog boxes were really nice. Only critique I have would be the jump physics. I'm not sure exactly what was off with it, but it didn't feel super responsive. That's literally it though, everything else was wonderful! Nice job! And congrats @stilettomenace for first Ludum Dare!
Apr 6 22:28:11 18m 27s Aster Defense ♥ 4 It's soooooooo preeeeeeeetty aster defense.png I'm honestly surprised how fun this turned out. If you were to explain the gameplay to me or write it down on paper, I would call it boring. You proved me wrong and made this quite engaging. Sure there isn't any difficulty ramp up, but that didn't stop it from being satisfying to build proper defenses. Difficulty balancing is one of the hardest things to get right in a jam game, and it's ALWAYS better to end up being too easy. I honestly only have 1 critique that's super minor. The coloring on the buttons at the bottom made me think I couldn't afford or needed to unlock the other choices. Maybe some different colors like red for not enough money, or maybe even just showing their cost, would have helped there. Selecting could make that sprite bigger than the others? Either way, nice job!
Apr 6 23:21:45 53m 34s Dinosurvivor ♥ 0 This was so much fun! The art was so charming, and the gameplay felt so unique but instantly easy to pick up. I really liked the way projectiles spawned slow and then sped up as they went outward. Probably wasn't necessary, but just adds a level of character to the game. That speed up also made it quite pretty to just spin the dinos in circles holding shoot, got some pretty cool patterns! Only feedback I have for you guys is that maybe the collision detection on the meteors was a little off? Sometimes I felt like I should have hit some that I didn't. Congrats to both of you and especially @ffffchai for your first Ludum Dare! Great job!
Apr 6 23:29:47 8m 02s Omni Empire ♥ 1 I'm really impressed at how much you have in this game! Unit selection and movement systems are no small task and they feel quite polished! The all the sound effects are so bassy, I didn't even mind when aliens were attacking because it made an awesome soundtrack! Nice job!
Apr 6 23:56:31 26m 44s Kessler ♥ 1 I love graphics like this because it proves that we don't have to be super talented artists to make something beautiful. The color choices and simple shapes made the game so clean, and the 2D shadows added an extra level to it, nice job! First Ludum Dare and you went straight in for Compo? That's an impressive feat alone, and even better that you finished something so original like this. It's awesome that you put a ton of audio cues in everywhere, but I would offer some critique on your choice of said audio clips. Especially the rocket explosion. It still worked in an abstract art kind of way, but I think I would have enjoyed the sound design more with something a little more in line with "explosion".
Apr 7 21:52:08 21h 55m The Fire Will Die ♥ 1 Very nice portrait art! The rest of it was good too, but the portraits really stood out as excellent. I also enjoyed the sound design. The background music set an excellent mood, and every action had an appropriate sound effect that made it feel impactful. Difficulty was on the easier end of the spectrum which is absolutely the right choice for a jam game, nice work!
Apr 7 22:00:25 8m 17s Mages and Essay Pages ♥ 1 Nice one, huge congrats on your first jam!! The art, design, and audio were very well put together. The difficulty might have been a bit on the hard end, at least for me. I was rarely able to get a clean hit on the mages without them hitting me back. Really sweet take on the theme!
Apr 7 22:14:05 13m 40s MOTH ♥ 1 Similar to some other comments here, I can't handle horror very well and was so nervous that you were gonna hit me with a jump scare lol. Definitely made me feel things, good storytelling and setting the atmosphere. You get a 5 in mood from me!
Apr 7 22:23:42 9m 37s Seas to be ♥ 1 Really nice graphics! It was clear to see what everything was, and I'm always impressed by a good water effect! Nice job here!
Apr 7 22:34:32 10m 50s Hymenoptera King ♥ 1 Implementing a flight controller during a jam is impressive. Doing it alongside all these other mechanics is nuts! Nice job! I did find that I could just sit directly under the spider on a hornet and the spider kept resetting. If you wanted to add some more difficulty, maybe once you reset the spider, that hornet falls and you need to get a new one?
Apr 7 22:42:15 7m 43s Stay alive ♥ 2 +1 to the animations being just a tad bit long. They were good animations, it just felt like I was taken out of the game and had to watch for a few seconds. Great well-defined art, good sounds (got really loud when we got into emergency state). But hey, first Ludum Dare and you went for compo, that's incredible, nice job! You should be proud.
Apr 7 22:52:10 9m 55s Bonanananza ♥ 3 The menu using the gameplay mechanic is really sweet! Nice job. Impact sounds and death animations made it very satisfying to hit enemies, until I learned that it might be the best strategy to just rapid spam the mouse button lol. Still a lot of fun even then! And the different shading on the trees in the background looks soooooooo good! My compliments to the art team.
Apr 7 23:08:25 16m 15s Rise n Time ♥ 1 A compo game came out this polished?! I wouldn't believe it if I hadn't played it haha. Really nice job!
Apr 7 23:20:57 12m 32s Clear Skies with a Chance of Meteors ♥ 1 I don't think any other game has made me plan and think so far ahead, really creative! Only feedback I have is that it felt bad when I got two of the same card. Maybe a little logic to prevent ever putting the same option on both cards? Nice job, especially in compo!
Apr 7 23:45:45 24m 48s Loop ♥ 1 Man, this game nails everything. It just goes to show that you don't need a ton of mechanics and super flashy graphics to make an engaging game. Great job on this!
Apr 7 23:49:23 3m 38s Uranium ♥ 1 The music is great and so relaxing! Makes me think I'm taking a calm summertime stroll and not working with radioactive molecules lol. Nice entry!
Apr 7 23:56:54 7m 31s Extremely Exteme Sports ♥ 2 Always impressed that you get a multiplayer game up and running! Very smooth steering physics too, nice work!
Apr 8 00:05:56 9m 02s Model-5C ♥ 1 I'm always scared to do a full character movement game in a jam, out of fear that I won't get a character controller that feels really good to move around. You made it happen, nice job!
Apr 8 20:49:13 20h 43m Catronaut ♥ 2 Cat pun overload!! 😆 Haha I loved this, claw-some job! The music especially was wonderful for setting the mood. Good level of difficulty for a platforming game in a jam, it wasn't a cakewalk, but was manageable once we got used to the trajectories and jump strength. I was going to leave some constructive criticism to practice UI, but there are already some really good UI elements in there. Really, it was only the oxygen and repair meters that needed work. The instructional text and menu UI looked great! I would guess time was running out and the meters had to just get into the game FAST, which happens to all of us, no big deal. Thanks for making this and congrats on the job well done!
Apr 8 22:00:29 1h 11m The Lars Mission ♥ 3 All I can do is echo what others have said so far. The amount of content in here and how complete it feels is astounding, nice job!
Apr 8 22:08:57 8m 28s Calm Retreat ♥ 1 Holy crap, you weren't kidding about this being a nice relaxing, soothing experience. Now that I'm done playing it, I think I'll just keep it running a little while longer to listen to your soundscape. Awesome work here!
Apr 8 22:29:21 20m 24s Solar Death ♥ 2 Wow wow wow! The thumbnail alone caught my eye and made me say "that looks like a cool graphic style, I'll have to check it out." I'm so glad I did, it's very minimal but comes across sooooo well. The 2D shadows are awesome, the music sets such a good mood. And that's before we even get into the orbital trajectory programming and you telling us that our shots are on intercept path with a meteor or not. Super smart!
Apr 8 23:00:56 31m 35s The Endless Night ♥ 1 I recognized @vidu's art quality from 20,000 Lightyears in the Sky, and you knocked it out of the park again! 5s all the way, I'm super impressed. The bite animation on the screen and sound effect were soooooooo satisfying!
Apr 8 23:11:02 10m 06s Floody Hell ♥ 2 Really impressive to pull off an FPS during a jam, nice job all! At first I wasn't a big fan of each level being in the same room, but it grew on me. It ended up feeling pretty cool that it just kept opening up more and more areas. Only critique I have is to add a sensitivity slider, the rest was great! I had no issues with graphics performance, everything ran very smooth.
Apr 8 23:16:11 5m 09s Morth II - but you are a shopkeeper in the forest town. ♥ 1 This was a really fun change in perspective to play as the shopkeeper! Congrats on a solid entry
Apr 8 23:26:02 9m 51s Nelson's Nightmare: Remastered ♥ 1 That was a blast! The sound effects were really great and sold the actions very well. Only critique would be maybe a crosshair image that would stand out well on the screen. Moving my mouse back and forth, I lost my cursor image a few times (I lost track of it, not that it disappeared).
Apr 8 23:38:58 12m 56s Walterfall ♥ 4 The art style is great! And the music and sound effects are well chosen (though the item falling sound does get a bit painful haha). One thing you might try is slightly randomizing the pitch of the sound effects that get repeated often. I was having the same annoyance with very repetitive sounds, and then I added one line of code before playing the sound: ``` _audioSource.pitch = UnityEngine.Random.Range(0.95f, 1.05f); _audioSource.Play(); ``` Randomizing the pitch up or down by just 5% instantly took away the repetitive pain for me. I especially want to call out the extremely responsive controls. I was worried there might be some animation-locking or something where I can't change directions as quickly as I might want. Nope, they were perfect!
Apr 8 23:45:04 6m 06s Wickfall ♥ 1 This was really nice! Huge congrats for you first Ludum Dare! I would look into how you could make snapping onto the ladders more forgiving for the player, rather than requiring them to line up perfectly. Unless you want that to be a mechanic of the game 😉
Apr 8 23:50:30 5m 26s Sandwich Drop ♥ 1 "JIMMY!!! DON'T YOU KNOW HOW EASILY SANDWICHES GET OUT OF HAND?!" I lost it here lol, thank you so much for the laughs!
Apr 8 23:58:38 8m 08s 22h38 ♥ 2 That explosion effect is really sweet! I got to see it enough times while figuring out the right paths to take 😂
Apr 9 00:17:39 19m 01s Ydunian Prune ♥ 1 I didn't expect to enjoy a clicker game, but this one was well designed! The art and the music are wonderful! The only critique I can leave you is very minor: It felt... weird when the purchasable options disappeared from the vendors if I didn't have enough fruit to buy them. Others stayed in the list and turned red, which feels more appropriate. But again, that's a tiny tiny thing and really didn't take anything away from the game. Nice job!
Apr 9 00:20:48 3m 09s KRANT ♥ 2 Ditto the other comments about it being difficult to learn. I think it's easy as we develop a game and play it for 2 to 3 days and get really good at it, to forget about new player experience. Gradually adding mechanics in over time, or a tutorial, will help a ton! Nice job though, once we learn it, it's a good balance of frenzy.
Apr 9 18:32:52 18h 12m Rocket Lawnchair ♥ 1 This was a great laugh lol! The voice acting fit the character and style very well. I wanted to master the controls, but I think I handicapped myself by playing the Keyboard Cowboy's balloon game first. That one wired my brain to do the exact opposite of this control scheme. Tried a bunch of runs but couldn't get past 5 seconds, even with a couple of pool upgrades.
Apr 9 18:40:18 7m 26s Summer D[el]ays ♥ 2 The music and storytelling give off a great vibe in this one, nice entry! I did get stuck on the 3rd level. I reset a few times trying to see if I collected things in a wrong order or something, but couldn't ever pass it. Still had a good time with it. Let me know what I missed, I'd like to come back and play the rest of it.
Apr 9 18:47:12 6m 54s On Thin Ice ♥ 1 TRON bikes with cows!! I had a lot more fun with this than I was expecting, nice entry! The sound effects really sounded like ice and fit the game well. Next time I would look to add some music. You could probably go for really frantic and silly music for this one, or a really calming ambient background track.
Apr 9 19:09:07 21m 55s Natural Resources ♥ 1 The game looked wonderful! And the polished animations with sound effects for every action were so satisfying. Really nice job here. The only critique I can give you is to work on player onboarding. It took me a few rounds to really understand how everything related to one another. I'm glad I stuck through it though, the game was surprisingly engaging. Congrats!
Apr 9 19:17:07 8m 00s Last things. ♥ 0 I get the feeling this is meant to be like a Frogger type of cross the road while dodging traffic game? But you changed it up by having us play a ghost and we control the humans crossing the road to help them out? It's a really fun take, but I had trouble with the mechanics. When I used my telekinesis, it would shift the humans by a little bit, but they kept going the direction they wanted. So it didn't really feel like I could help them effectively. You have a really cool idea here and the music sets a great mood.
Apr 9 19:28:10 11m 03s Doctor's Orders ♥ 1 I especially want to call out how well you tell the player what to do (without explicitly telling them what to do). The graphics in the mini games are all presented in a way that I don't need to be told what the controls are beforehand. It's very intuitive. I think that's super important for jam games. Like changing my mouse cursor to a flyswatter for the sleep game, okay, I instantly think I need to mouse over bad things and swat them. It was perfect! I think sound effects are the only thing missing, then this game could feel really really good. Great work!
Apr 10 02:14:21 6h 46m RIITA ♥ 7 Absolutely amazing job here team! I love rhythm games and this was so much better than I thought a jam game could do in that genre. The only complaint I have is that I wanted to play music for a longer duration, and spend less time in the transitions. The 15 second snippets were just enough to get me into a groove, and then done. Obviously getting this many different tracks into the game means they need to be very short, but this is a good problem to have, because your development path forward is very obvious. Just map out longer chunks of the song!
Apr 10 17:39:09 15h 24m Strata ♥ 1 Wow this is impressive! Everything is super polished. Sound effects, animations, screen shake, etc. all work together to make every action feel real and visceral. I took some screenshots of the UI for my reference files, it was soooo clean. Really nice job here!
Apr 10 17:49:51 10m 42s Vine Dash ♥ 1 This was a really good job, and even more impressive that it's in compo! It's a well implemented endless runner, and then adding extra mechanics after a minute was a really good choice to keep it interesting.
Apr 10 18:01:19 11m 28s Soul Dilemma ♥ 1 Dang this is impressive, especially for compo! A full ability system with cooldowns, very nice work. The overall gameplay was very interesting how you forced us to make strategic choices, it pulled me in way more than I expected. Only critique I have for you to work on next time is sound mixing. All the sound effects and voice lines were very good, just the volume of some of them was too loud and came off a little harsh. I'll be looking forward to what you bring next jam!
Apr 10 18:21:13 19m 54s Stop the ocean ♥ 1 Oh boy, you really know what you're doing with game development! The art was great, even with cinematics and the UI. Everything was very clear what it would do. All the controls also worked very smoothly, though I would recommend in the future when making camera controls like the left/right orbit, to include an option toggle to reverse them. Just for player preference. I think your game has a similar flaw as mine, where there's a pretty easy "just do this and you win every time". In this game, I basically just moved each building up as high as I could (could even stack buildings on top of buildings!) without much care. So maybe next jam you can have some other gameplay limitations so that players have to make smart choices. I don't know how well this would turn out, but maybe in this one, placing buildings on a slope requires a long construction time of creating supports for it, and it won't generate money during that time. Then players have to think about putting buildings on flat ground to earn money right away, or move the building to a safer spot but not get money as soon. Either way, still really impressed with everything you were able to get into the game and how well you tied it all together, nice job!
Apr 10 18:52:29 31m 16s Starline Rescue Squad ♥ 1 It's impossible not to dance in my chair while playing this lol. Even the pickups and the ship are vibing and everyone's having a good time. I was going to add an opinion for the controls being too icy, but I read your explanation that making them any tighter started to lose the fun feeling. It's awesome to see that you had the presence of mind to try different controller settings and pick the version that is the most cohesive with the game design. Nice job!
Apr 10 19:33:30 41m 01s STUDY LADY (cookie mix) ♥ 2 Holy innovation batman!! Incremental music video... you nailed it! This was seriously so cool. I've never been a huge fan of idle clicker type games, yet here I sat playing this one to completion. Was not expecting it to pull me in so much. I was going to come back and write a ton about how amazing this is, but @pkenney already did the typing so just +1 to that review lol.
Apr 10 19:41:02 7m 32s Overworked & Underpaid ♥ 3 Nice work with this one! The only critique I can give you is that the indicators towards patients were awesome for the left, right, and bottom edges of the screen. However I didn't get them when patients were off the top edge, so I had to manually go check on them, and I was usually too late. But if that's the worst thing about the game (and I think it is), then that means you did a hell of a good job with the rest of it!
Apr 10 19:52:15 11m 13s Don't burn my Nugget ♥ 2 This game is winning the art category, hands down haha. Basically everything was perfect, except, I don't know if it would be considered level design? I felt like I had no agency to control where I'd go next. Just a 50/50 guess of should I jump or don't jump, and hope for the best. Maybe camera seeing farther ahead would help?
Apr 10 21:07:47 1h 15m Nekawa ♥ 2 This game is BEAUTIFUL! Wow wow wow for the art. The audio also set a great mood, and the controls played very smoothly. The only thing I'm confused on was the flow of the game. Exploration platformer, and when I fall I wake up, then going back to sleep lets me play again? I think I got to the 3rd ghosty guy and then when I died, I stayed awake. I'm just not clear if that's the end of the game or what. So advice for next jam, try to make it obvious for dummies like me when I've done something good/bad and when I've reached a goal or have more to do. Currently I have no idea if I reached the end of your game or only saw 10% of it. I had a good time either way, very relaxing!
Apr 10 21:20:27 12m 40s Wizard Hunt ♥ 1 Ahhh, I thought I was going to catch the wizard and win! You're leaving it open for a sequel I guess 😉 I appreciate that you made the combat very forgiving. The hitboxes on enemies seem quite oversized which is great so that we can focus on platforming, with aiming being a secondary thought. I actually have no constructive criticism... I think you nailed everything you wanted to do in this submission. Keep up the good work.
Apr 11 21:37:41 24h 17m Helly Belly ♥ 1 I can stop trying to figure out how you made this. Real-time mesh generation? Sprite shape? Tell me your secrets!!
Apr 16 20:54:15 119h 16m Ludum Dare 50 - Don't Give Up ♥ 1 Agreed on the last level being a really cool potential rhythm game. Some of the jump almost matched it which started feeling really good. The controls were really snappy and responsive all the way through. Especially on game #3, I was worried there might be some lagginess on the jump, but it always triggered perfectly. Only minor critique I have for you is some indicator on the breaking platforms. It seems that you have them break after a random amount of time. Early on I had a very quick one, and assumed they would all break that quickly. This led me to play pretty dumb and rushed. Once I realized that I typically have more time on the platforms, I got through it. Had a lot of fun with it, nice job, especially for compo!
Apr 16 21:18:37 24m 22s International Shipping Simulator ♥ 1 I agree with most of the other commenters that the balance felt a little off. It had really neat underlying mechanics, and I saw no bugs at all. Just had a pretty difficult barrier to entry. I appreciate that you tried to compress the the game time so that players wouldn't have to spend a long time in it. In your case though, I think your game was interesting enough that we would have liked to spend a lot of time on it, which makes room for a slower ramp up in difficulty. Either way, really impressed with the pathfinding system you have, especially in compo! Nice job!
Apr 16 21:46:33 27m 56s Hairless Soon ♥ 1 Took me a bit of time to figure out what to do. I think you guys have a really cool game and could work on player onboarding type of stuff. Like: - Where can or can't you grow hair? - When are patches ready for harvest? (I started noticing a small color difference, but it's pretty slight in my opinion.) - What elements are just scenery vs. actual gameplay. I spent a long time slicing stuff that didn't actually seem to be part of gameplay? Aside from little stuff like that though, really impressive game! The art especially was amazing!
Apr 19 00:14:54 50h 28m Healer's Handbook ♥ 3 That is such a sweet mechanic, and one of the best theme-fitting games I've seen. Reminds me of the Google Magic Cat Academy game, which was a ton of fun. Great job on this one!
Apr 20 22:36:26 46h 21m On Company Time ♥ 4 This one made me laugh a lot! I think the poorly played saxophone soundtrack helped a lot with the mood and making a silly atmosphere. I think the only feedback I have for the team is a bit more work on player onboarding. Some parts were great, like the pencil sharpening, trash throw, and coffee all had prompts on the screen telling me what button to push. I'm embarrassed to say though that it took me a few trips to the bathroom to understand what I was supposed to do. I had no prompt there (maybe a bug?) and honestly thought it might have been intended that I just sit there and wait it out. Try to think about how the dumbest player (me) would approach the game. Is it possible to misinterpret, is it super obvious what to do, etc. I'm impressed how many little details you guys threw in there, tiny little models that are tucked away, but really made it feel like I was playing in an office. A lot of games give off the feeling that the environment is a result of the type of game that the developers wanted to make. This one felt like you all stumbled upon a real office and decided to make a game in there. Super immersive.
Apr 20 23:11:37 35m 11s AstroPhysical ♥ 1 This is really really impressive for the jam in general, even more so as a compo, nice job! The only thing that frustrated me at first was that nothing felt very impactful against the asteroid. Even when I split them into tons of tiny pieces with the solar beam, those pieces were just new hazards that could end my game. Then obviously I realized 💡 oh yeah, inevitable. It's a great fit for the theme. If you had any plans to continue this into a full game (and I think you could, this is a really good base), my opinion would be to go for a game you can win. The weapons could drive asteroids back further, or could actually destroy small pieces so they aren't a threat anymore. After realizing that breaking the asteroid into more pieces maybe wasn't in my best interest, I tried just using gravity tractors behind the asteroid to slow it down. The first one I placed behind it, I noticed actually nudge the asteroid forward. So the next few I placed just in front of the asteroid and it would sometimes get pushed back. I ended up using them as just physical obstacles and got my best score of 130 lol. No blame on you for that, that's me poking around and exploiting haha.