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Skleembof

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TimestampSince previousGameSkleembof's comment
Apr 6 21:21:12 Ava-launch! ♥ 3 The core concept is interesting but it took me a few replays to finally get it. MY first play-throughs felt unnecessarily stressful because I wasn't sure how the items affected gameplay. I found myself placing ramps in front of houses until I ran out, and then watching the avalanche destroy everything and everyone After a few sessions it started to make sense and I understood that destruction and failure is inevitable (duh). It kind of reminded me of when I first played dark souls and got really frustrated until I realized that dying was a core part of the game and not "failure". On my last play through I felt like I was being more strategic in my ramp placement, willingly sacrificing some houses. I think for the game to make more sense and be overall more enjoyable it has to start off really slow with the avalanche. Give the player breathing room to experiment with ramp placement. Give the player the option of preventing damage completely if the ramps are placed properly for the first few rounds. This will let the player better learn the mechanics and strategy and help them accept the inevitable failure later on. The opening tutorial is funny, but not very useful for teaching how to play the game. The game can be very engaging if you know what you're doing, but I think most people who play it won't know what they're doing. There are other little things you can do to make the game easier to understand like making it more obvious how you get resources and how they translate to placeable ramps. Also the little number that shows how many of each item you have is confusing, I thought they were just the hot-keys for quickly selecting items. The graphics music and mood are all great, and the overall presentation was very polished. Great job putting this together in time, especially while coordinating such a large team!
Apr 6 21:33:53 12m 41s Unfinished Valley ♥ 2 This is an awesome idea While its obviously unfinished, the few minutes I spent playing it felt very unique. It's like a farming game that makes you question the whole point of farming. You spend time working the fields to try and sustain yourself, but the work takes up your entire day and drains your energy, and when you go to sleep (next to the corpse of your predecessor), you can be afflicted with any sort of bad luck or disease that inches you closer to death. I felt like I had a sort of epiphany that farming was just a waste of my time and I should be doing something more valuable with the little life I had left I don't know maybe I'm overthinking it but I'm sure there are a lot of unique directions you could take this type of game
Apr 6 21:40:49 6m 56s Alien Annihilation ♥ 0 I built the antenna and then somehow got the next objective to load, but I couldn't do anything else. Pressing E to interact doesn't seem to work. Whenever I finished an objective I would just run around the board spamming E and then it would randomly transition but I can't tell if it was because I pressed E or because a timer expired. You definitely need to figure out the technical issues because the game is pretty unplayable in its current state. I will say that I like the walking animation of the main character. Its pretty funny and very elegant (meaning simple)
Apr 6 21:58:31 17m 42s Ceiling is Lava ♥ 3 Great puzzle game with interesting and engaging mechanics. It fits the theme perfectly and made me want to keep playing after it ended. The tutorial was expertly done, showing one mechanic at a time to not overwhelm the player. An undo button would have been useful since I found myself misclicking with the shovel a few times because of how small the blocks are.
Apr 6 22:25:32 27m 01s Cabbage Crashers ♥ 3 The game is very fun and addicting once you figure it out but the lack of instructions and poor interface made it very frustrating at first. To anyone who can't figure out splicing, you have to click 2 cabbages at a time, and then a purple splice button appears between the red and blue info boxes that appear on the left. The main issue with the game is the total lack of difficulty which, while relaxing does kind of break the theme of the inevitable bankruptcy. Experimenting with different cabbages was very fun and the occasional headlines really added to the experience and immersion. I felt like there was this whole world beyond my little farm and that I was competing for world cabbage domination. The technical issues are kind of hard to ignore, after a few cycles I did not look forward to having to click on the cabbage patches with pixel perfect accuracy and then running the risk of accidentally selling the wrong cabbage because I forgot what order I clicked them in. Add a highlight that shows which cabbages are selected, fix the click detection issues, polish up the graphics, and tweak the difficult curve and you've got a solid game on your hands
Apr 6 22:32:38 7m 06s Farewell ♥ 1 Very polished presentation. This felt like a fully realized game and not just something slapped together in a few days. The game felt really good to play and the music was awesome. Very relaxing and easy to listen- perfect background music!
Apr 6 22:54:30 21m 52s Do Your Job! ♥ 1 Very simple but hectic game, I think you should explain what the colored bars mean because I thought it had to do with the customers wait time. I was going to write that the music was very dull and repetitive but then I realized that it was the exact same sound that I had playing in my head all day when I worked at a fast food restaurant, so I gave you max points in audio for realism
Apr 6 23:16:42 22m 12s Doctor Dilly-Dally ♥ 1 That was great! I've definitely never played an LD game like this before The writing and voice acting was hilarious. I do kind of wish I had some control over the outcome of the story just a few simple decisions that led to different endings.
Apr 6 23:35:20 18m 38s Hyper Kremlin Bros. II Tournament Edition ♥ 3 I like the idea and the presentation is very nice, but I think the graphics make the game very difficult to play. The tiles themselves are weird to look at. It took me a while to figure out that those lines were stairs and not like a fence or something. Also, something about how tiles look makes it hard to visualize what the result of my change will be. And having to consider that the current tiles will shift along the direction I click, as well as Putin's position changing is a lot to keep track of. I wouldn't say the game is difficult because of these issues, but I never really felt like I was being strategic, I was just spamming clicks watching Putin bounce around the map, trying to push him away from the nukes. I think the game would work better if there were levels with solutions rather than an endless cycle of tiles. If you want the game to be endless then I think you should make it easier on the player so the game doesn't get exhausting so quickly. Maybe adding a preview of what the map will look like when you mouse over an arrow would help. That way the player can focus on thinking about what order to click the arrows in. The music and graphics were great though. Definitely kept the game interesting through repeat sessions
Apr 6 23:42:38 7m 18s Nelson's Nightmare: Remastered ♥ 1 reminds me of the original Risk of Rain Very fun and polished gameplay loop. Definitely could use more guns and upgrade types though Also, the graphics and music work very well together
Apr 6 23:51:57 9m 19s Leaf the Ghost behind ♥ 3 I love how unique the game looks and sounds. I've definitely never played a game that takes place in a soapy hellscape before today. The sound effects are very nice, especially the satisfying bubble pops. The gameplay is also fun, but only for a while. Eventually jumping over the same platforming sections multiple times gets boring. I think it would have been cool if you added some sort of soap related platform mechanics like being able to build up speed by sliding on soapy platforms and ramps.
Apr 7 00:03:51 11m 54s Space Ninja ♥ 1 Great job on the slashing trail mechanic, but like others have already stated the game needs more features to feel more like a game and less like a wrist workout. I think one way to overcome players holding down left click and flinging their wrist around is to make meteors break into pieces if hit in the wrong spot. If you have meteors of different shapes each with its own 'hotspot' the player will have to be more precise with their slices.
Apr 7 00:52:36 48m 45s Dungeon Architect ♥ 3 I was hooked all the way to the end! The gameplay was engaging and watching the money counter increase was very satisfying. Honestly the presentation was so good I forgot I was playing a game made in 72 hours
Apr 7 01:13:49 21m 13s Revenge is Inevitable ♥ 1 That was just pure fun right from the start. The precision of the clicks felt a little off, especially the running. I found running to be very unpredictable and usually resulted in my death. I think a jumping arc indicator would have made the game a lot more enjoyable The music and sound effects were amazing @jamesolivermusic killed it with the soundtrack The only other issue with the game apart from the unreliable clicking was that the text was way too blurry
Apr 7 01:35:36 21m 47s Save The Dinosuars ♥ 1 The progression was very satisfying, it always felt like I was getting stronger but the missiles are definitely overpowered. Still though, I feel like the game ended way too early, I could have played a lot more rounds obliterating pathetic sky rocks with my missiles before the repetitiveness would have kicked in.
Apr 7 01:55:23 19m 47s Asteroid Anarchy ♥ 1 That was a lot of fun! The gameplay was simple but very focused and it played well. I liked the sound effects and the graphics looked very "Star Wars-y" One MAJOR design flaw with the game is that you dont show the score once the player wins. I did a bunch of replays to try and optimize my run (yes I'm a sweaty try-hard) and I was really proud of one of my runs, but I forgot to look at the timer before the end sequence! I did another less enthusiastic run and I finished with 40 seconds remaining :/
Apr 7 20:01:14 18h 05m Pillage Quest ♥ 1 I love the design of all the characters, but whatever effect you were using (chromatic aberration?) made the game hard to look at after a while. I think the game would be better if you made all the characters move on a grid. It would simplify the design making it easier to balance the gameplay and add features. There's a lot you could do to make the game more interesting. You could have the enemies come in waves and let the player buy upgrades or items at the end of each round. Maybe you can buy mercenaries or something that automatically cover the grid spot you place them on. Great job on your first solo jam!
Apr 7 20:27:06 25m 52s Fruitloose ♥ 1 That felt very polished and well designed which is rare for most LD games. The graphics, gameplay, and music are all simple, elegant and work well to create a very relaxing atmosphere. It would've been nice to have some feedback when you mouse over a wall that shows you where it can move instead of having to click on them. It's a small change but it gets rid of the feeling of unresponsiveness when you click a wall that can't be moved and nothing happens.
Apr 7 20:45:45 18m 39s Forest ♥ 0 The starting sequence was very well done. When I loaded up the game for the first time, I thought this would be another directionless horror game where I would have to walk around for way too long to find the objective. But the layout of the village kept me focused and led me straight to the bulletin board. From there it was very clear where to go. My only complaint with the game is that the survival sequence at the end was too slow and easy. I felt like I could go on forever, and when I died it, just restarted. Was there a way to beat the game or does the survival phase just go on until you die? Either way this was a very nice breath of fresh air after playing a bunch of less polished LD games so great job all around guys.
Apr 7 20:58:31 12m 46s Sack Attack ♥ 2 This feels like a game I would've played on freeonlinegames or miniclip in like 2006 (which is a good thing) While the difficulty of the game is part of its appeal, I think you should make it easier to start. Maybe have the sack floating in front of the legs to start off. I had trouble just starting the game because having the sack just drop straight down and not keep its momentum when you start was kind of hard to get used to
Apr 7 21:04:17 5m 46s Don't Let Them Sit There ♥ 1 Now this is an interesting submission. The graphics are very memorable and the voice acting is superb. The gameplay is also pretty fun. I looked forward to the next passenger to try and see how I could turn them away.
Apr 7 21:13:25 9m 08s The Cold Night ♥ 1 Simple fun, I liked it! I love how the music fades into silence as the fire dies out. My only complaint is that its really hard to come back from a dying fire because you can't see where the branches are. I think you should add another radius around the radius of light that is just bright enough to see items on the floor so that its possible for the player to come back from the edge of death. Also a sound effect for picking up items would help as well
Apr 7 21:25:28 12m 03s Punch Bean and the Legend of the Gold Coins ♥ 1 This was pretty fun but like @lonelyliongames said, the world was way too big. A sprint mechanic is a great way to make moving around a large world feel less tedious. Even if it still takes too long, watching your character move faster makes it feel a lot better. Also, how can you have such shiny and attractive looking coins but NO pickup sound effect? I was so disappointed when I didn't hear at least a little jingle or sparkle noise. Also you have to add a lot more coins to the world. That alone would make it feel less empty and encourage the player to go off the main path
Apr 7 21:40:20 14m 52s Death Is Inevitable ♥ 0 I found myself running around the maze for way too long before I saw the monster. It did feel like it would be just around the corner, but eventually the tension died out and I assumed the game was just glitched. The problem with horror games in mazes is that if you're just waiting for a monster to appear, you never really feel like you're making progress. Its just endless running through a maze and waiting. I think you could remedy this by adding like safehouse mechanic. You're running through the maze collecting items trying to make it to a safe room while knowing there's some monster out there trying to kill you. It gives the player something to do and raises the stakes by having the player risk losing all their progress if caught by the monster
Apr 7 21:49:46 9m 26s Doomsday ♥ 1 I shot one of the other turrets and almost fell off my seat laughing. I don't even know why I found that so hilarious, I think it just caught me completely off guard. Perfect comedic timing That was certainly an interesting experience but it definitely didn't need to be over a gigabyte
Apr 7 22:01:39 11m 53s SUPER 2 Late ♥ 1 beautiful game with a simple premise. I think it needs more gameplay though because just running around to pick up tech parts doesn't have much replay value. I think it'd be cool if after you collect the parts, you have to get into the laser turret and manually shoot the asteroid. The asteroid would then rain crafting material over the city and you have to run around and pick it up again to craft a better and stronger laser for the next asteroid. The asteroids could have like ore deposits that if you shoot them you increase the amount of material they drop. You could also incorporate some other mechanics like as the asteroid is breaking up, you have the option to break the pieces into smaller chunks. The bigger the chunks, the more they damage the city (but the easier they are to collect). That way as you're destroying meteors, the city is still being destroyed so all you're really doing is.... *Delaying the Inevitable*
Apr 7 22:39:52 38m 13s Pyramid defense ♥ 1 This was a LOT of fun. Something about the progression got me really hooked. I still have it running, currently at level 39 and I've pretty much become unstoppable(so technically failure is not inevitable). I barely upgraded the splash tower, I just focused on getting more projectiles and increasing the speed and damage and its currently raining hell on those poor little boxes. My only complaint is the sound effects are pretty annoying. Good job making a fun tower defense game (a rare feat imo)
Apr 7 22:58:34 18m 42s Holding On ♥ 1 Very unique experience. The art and music is beautiful But the tower defense gameplay is a little wonky. The difficulty ramps up way too quickly for the amount of towers you can place and the new paths that open up are just unfair. But obviously the tower defense is just part of the experience, and the difficulty does fit the theme and encourage the player to just let go. So as a whole the experience works very well and is surprisingly polished for a jam game.
Apr 8 01:21:16 2h 22m I'm on a boat - Anxiety Simulator ♥ 3 That was pretty fun! Definitely an anxiety simulator. I think the water pump mechanic was glitched though. I would pump out water and then the pump would quickly reappear with a small amount of 'health' left as if I didn't go all the way. So towards the end there were water pumps everywhere and I couldnt get rid of them. I dont remember my exact score but it was around 2:30. Good job making something truly unique
Apr 9 16:59:23 39h 38m Anya's Valley ♥ 1 Unique concept and interesting gameplay. I got a bit confused at first but the game was intuitive enough for me to figure it out quickly. The main character sprite looked great, especially the flowing hair. Minor issues like the text box getting cut off and character sticking to parts of the gameworld slowed me down, but didn't get in the way of the gameplay. The music fit well and added a sense of urgency
Apr 9 17:25:15 25m 52s Wreck at Delta Blue ♥ 1 I actually found the controls to be very intuitive, and the gameplay straightforward. The main problem with the gameplay though is a total lack of feedback. You don't know how fast you're going or what direction you're moving which makes it feel like you aren't fully in control of your ship. The samples were pretty hard to find because of the weird cockpit lighting. Didn't your parents ever tell you it's illegal to drive at night with the cabin light on? Some other things I didn't like: - The cockpit noise was extremely loud and annoying. Either tone it way down so it's just a low hum, or get rid of it. I had to mute the game to be able to play for more than a few minutes - There weren't enough asteroids and they were pretty small. Avoiding them did not factor into the gameplay for me - Moving from one sample to the next got boring quick. Another gameplay element would have helped. Something like a scanner that you have to manually activate that pings the samples would significantly improve the gameplay IMO Obviously 72 hours is nowhere near enough time to make and polish a space ship sim, but you did a good job putting together the core features. What was there actually felt pretty polished and I could see myself enjoying a more fleshed out version of this (I like space sims)
Apr 9 17:46:19 21m 04s Popiel Defense ♥ 2 That was fun for a while, but eventually the troops became way too strong. Since you can't upgrade your towers, defeat is definitely inevitable. I know balancing is a very difficult thing to do (my game is very unbalanced) but I think an easy way to extend the gameplay is to not have the mice spawn from all 4 docks right from the start. I Imagine that was your original idea since the mice come from ships and it makes perfect sense that they would arrive at different times as reinforcements. The dialogue was funny and very intense, the graphics are nice but the complete lack of audio was kind of jarring. A looping soundtrack and projectile sound effects are very important for tower defense games to keep it from getting boring. Good job on the game and coordinating such a large team in such a small amount of time
Apr 9 18:00:37 14m 18s Paranomaly ♥ 1 This is an awesome concept, but it definitely needs some work. Obviously the main issue is getting the player to memorize the environment to be able to note any anomalies. It took 2 playthroughs to be able to notice a single difference and I thought I had it memorized but I could not find anything after the first 2 and lost. I think instead of a hard timer, you should have some sort of insanity meter that goes up to add tension and to let the player know that something is off. I also think you should add some mechanic to let the player know if they're close to the anomaly, whether that means theyre within a certain distance or just in the same room. You should also weigh the anomalies differently. Like include smaller changes that are less noticeable but won't cause the player to lose if they miss them.
Apr 9 18:10:40 10m 03s Galactic Crash ♥ 1 I feel like this could be a really cool game with more development. Basically a game like WarioWare but each mini-game serves a purpose to repair or operate the ship. Good job making an interesting game in 72 hours
Apr 9 19:06:21 55m 41s RPS Arena ♥ 1 This seems like its really close to being fun but its just short of being a fully realized game. Since all the fighters just meet at one point in the middle of the arena, it's hard to tell whether you're winning or losing, especially since they're all the same color. Maybe making the enemies red and your units blue would remedy this. The total lack of a score counter also doesnt help There's also no real strategy since the enemies are just completely random which I guess makes sense since its rock paper scissors. With some polish you could turn this into a unique autobattler where you pick your troops and their lane before each match. You would essentially be playing multiple games of rock paper scissors at once, but you could allow the player to upgrade their troops, or maybe buy more troops per lane to increase the chances of winning. Also, I was going to say that I liked your logo but it looked familiar so I checked your LD page and saw that I already commented "Awesome logo!" on your LD 47 game lol
Apr 9 19:15:02 8m 41s Venting Machine ♥ 1 Simple fun and funcitonal = perfect jam game. Reminds me of old flash games that were very simple but had endless replayability.
Apr 9 19:19:17 4m 15s Highrail to hell ♥ 1 That was really hard but fun once I got the hang of it. Great job with the tight and polished gameplay. The graphics and music are very simple but nice.
Apr 9 19:40:10 20m 53s The Assessment ♥ 1 Phenomenal. This game might have the greatest audio production of any jam game ever made. The gameplay was very tight and polished and it felt like I was playing an actual Wario Ware game. My only criticism is that the pacing was pretty slow. I think the difficulty should have ramped up quicker (like a Wario Ware game), but that's a minor nitpick. (Also, the Bo- doesn't put people on trial, come on that's Q)
Apr 9 19:47:09 6m 59s Click to Continue ♥ 2 Some people might call this a complete waste of time, but in my opinion this is a good complete waste of time
Apr 9 20:13:24 26m 15s ENDURACE - Drift Or Die ♥ 3 Wow this is an amazing amount of work and polish for something made in 72 hours! This was genuinely fun and almost felt like a complete game. Watching cars ram into each other and explode was awesome (especially when it happened in the air) The only issue I have with the game is the car physics. I'm not sure how to describe it, but it's like the car oversteers way too easily and the tires have too much grip, but also not enough grip? It's easy to oversteer when trying to make a turn even without getting hit, and when you do the car comes to stop too quickly which makes it unsatisfying to drive if you're trying to actually win the race. I got away from the smoldering carcasses of the other racers and was just driving down the track alone and I would constantly spin out and slide into walls just trying to drive normally. So if you continue to work on the game, try to get some outside play testers to give some feedback on the driving.
Apr 9 20:38:43 25m 19s Somnum Exterreri ♥ 4 Very interesting premise and ominous mood. The graphics are creepy, but the lighting is way too dark. Not in a spooky way but in a too dark to see anything way. I couldn't see anything in the starting area and I couldn't tell there was floor I could land on after the first platform. I thought I had to jump into the bottomless pit. The level design is pretty non existent, I think this game could work better if the character was inside some closed environment with platforming sections. Running in a straight line over a bunch of clouds wasn't particularly interesting, and if you fell down before getting all the dolls, there's nothing you can do to win and the game doesn't end so it forces the player to kill themselves after a single mistake. Good job putting this together in time with such a large team. Coordinating work like this is hard with a large group and you guys pulled it off
Apr 9 20:55:08 16m 25s Stay Afloat ♥ 1 I agree that the submerged blocks are too hard to see. I love the idea though, very unique but I feel like the level design didn't let me explore the mechanics enough. I wanted to really experiment with the power management but I found it wasn't that big of a factor in the platforming.
Apr 9 21:22:28 27m 20s Bottin ♥ 1 That was surprisingly good! The music and graphics create a wonderful atmosphere and the gameplay worked very well. I had fun pulling out bottins' and sending them after poor unsuspecting insects. My only issue is that the game didn't have a goal or an ending. It would have been nice if you focused on creating a small polished area with an ending sequence after getting all the gears. I had a good time with it and I think I got all the gears, I had a total of 40 bottins by the time I quit. Good job on this
Apr 9 21:31:13 8m 45s MooshiMooshi ♥ 1 Definitely the weirdest platformer I've ever played. The graphics and music were well done, created a unique atmosphere and was certainly memorable. The platforming was simple, but when combined with the surreal graphics and mysterious fog it kept me engaged until I reached the end. I wanted to see what I would find and what I found was a totally not unexpected (and inevitable) ending.
Apr 9 21:59:01 27m 48s Gnomon ♥ 1 The game looks beautiful but I agree with the others that the gameplay needs work. The fight just feels tedious and awkward. You got some pretty good recommendations from others already and I think you could use them to make a cool game if you decide to continue working on it.
Apr 9 22:08:21 9m 20s Cardboard People on Fire ♥ 1 That was both interesting and hilarious but it wasn't fun because of pacing issues. Once I got over how beautiful the people were, I found myself just running around waiting for someone to catch fire. I think for this to work you have to significantly increase the rate at which people catch fire because most of the gameplay is waiting around and hoping you're close enough to the next person on fire to put them out before its too late. You've got an awesome world and concept here but the game design needs more work to make it a fully fleshed out experience
Apr 9 22:57:56 49m 35s Come, eat, leave ♥ 1 That was brutal on both on the sanity and the ears You should definitely cut down on the number of sound effects playing at once, that can have a big effect on performance and is just a little bit annoying. As for the gameplay, I think the game would be a lot better if the collider for the net was much larger so it could feel like you're scooping up rats instead of trying to collide with them one at a time. It would make the game easier and it would probably feel better. You could make the net rotate so that it follows the motion of the mouse, requiring the player to swipe over the mice in the right direction
Apr 9 23:32:04 34m 08s H U N T E D ♥ 2 WOW this was unexpectedly awesome! This was a very unique experience that was both fun and very polished. This is definitely one of the best games I've played in the jam so far. My only criticism is that its way too easy. I found myself worried about having enough food to make it to the end, but it really wasn't too much of an issue. Neither was running out of water or even getting ambushed. I think you should get rid of the goal, and just make it a game where the player needs to survive as long as possible. For this change to work, the game needs to be a lot more difficult. Make the hunters get progressively faster, add more random encounters in the world, make rest more important and add a consequence for dropping below 0. Overall though great job on this
Apr 9 23:41:20 9m 16s Under heavy rain ♥ 2 The game is very difficult to understand. The way the game world is laid out makes it impossible to tell where enemies are going to shoot you from, and once the shooting starts it gets even more confusing with all the projectiles. I could not for the life of me figure out what my turrets were shooting at. I think you should make the enemy ships appear gradually instead of having the player completely surrounded right from the start. It seems like you've got a good foundation for a tower defense game here but the level design brings it down, which is an interesting problem to have for this type of game. Since the towers look like trucks, maybe you can let the player issue move orders to them. If you have a bunch of towers on one side of the island and enemy ships start appearing from the other side, issue a move order to try and intercept. You can get creative with the tower mechanics since they arent exactly towers and create some unique gameplay
Apr 9 23:44:03 2m 43s Akashica ♥ 1 Wow the writing was very well done I was fully immersed in the world. This is definitely one of those jam games that I'm saving to dive deeper into later.
Apr 9 23:47:27 3m 24s Pixel-Panic ♥ 1 Fun simple and hectic! I love the slowmotion mechanic, it makes it easy to pull off some really slick dodges which makes the whole thing just feel a lot cooler.
Apr 9 23:54:39 7m 12s Shutting Down ♥ 1 Nice little experience, the only thing it was really missing was some audio (maybe even some narration)
Apr 10 00:02:47 8m 08s End of the World Pinball ♥ 0 The graphics are nice to look at, definitely pinball graphics. The sound effects are also nice but way too loud! Nearly ruptured an eardrum when I first flipped one of the paddles. I've never understood the appeal of pinball, but I have played my fair share of 3D pinball Space Cadet, and while I didn't get that game either I can confidently say that your game felt very similar, so you nailed the pinball experience I think.
Apr 10 00:41:32 38m 45s Kitastrophe ♥ 0 Very impressive that you managed to create a multiplayer game like this for the jam. It's pretty cool how I was able to just jump in and play with other jammers who will likely also come back and leave a review. The online aspect is cool but the pacing is really poor. The top score right now is 20 minutes! I can't imagine someone sticking around picking up yarn and flinging it at this cat for 20 minutes. I think you should try and shoot for shorter play sessions since the gameplay is so simple. Make the cat more aggressive and harder to slow down. I was in a room and saw people play for a little bit and then leave. So I decided to sabotage the village and cleared a path for the cat which I admit, felt pretty good. Being evil is fun sometimes. I think the cat shouldn't stop when it sees a ball of yarn, only slow down, and make the yarn disappear faster. You could turn this into a cool short multiplayer experience that will have players sticking around to the end
Apr 10 16:34:58 15h 53m Gobling Game ♥ 2 The graphics look nice and the setting is interesting, but the gameplay needs some work. I think if you add more minigames and things to keep track of while also increasing the pace of play, this could be a very hectic and enjoyable short experience. As it is now, the game moves along way too slowly and I found myself just sitting around waiting for something to break or the time to be low enough to have a reason to get on the bike. But either way, great job putting this together in time for the jam. I know balancing is one of the hardest parts of game jams and there's rarely ever time to squeeze it in.
Apr 10 17:00:58 26m 00s Eggspiration Date ♥ 1 The bird model looked good and the animations were nice and fluid. The background noise and the environment assets created a nice atmosphere. The character controller however was unsatisfying to use because of how you implemented the flying. It felt more like slowly falling than flying and it never behaved quite like I expected it to. I think you should have the player tap the fly button to make the bird flap its wings and gain altitude. That way the player gets feedback and will feel like they're more in control of the character.
Apr 10 17:08:40 7m 42s Puffer Panic ♥ 0 Very unique concept but also kind of exhausting. The controls do need some work because spamming W and S felt kind of weird and unnatural although having four players on the same keyboard does limit your options.
Apr 10 18:39:40 1h 31m Chasin' Dreams ♥ 0 That was fun! I love the dogs running animation, it looked great! The gameplay was fun too, it felt like real dogs playing, they way the just chase each other for no particular reason. Making the mom faster than you was a good idea and forced you to be more strategic with your sprints to the treats. My main criticism with the game is that the character controller felt a little barebones. There are a lot of things you could do to improve the feel of the controls and make it feel like you're controlling a dog. Having the dog accelerate instead of stopping and starting immediately, increasing the turn damping and maybe rotating the body into the turn a little bit, having a slight slowdown right before a jump as the jump animation starts. Little things like this can go a long way to make simple gameplay feel a lot more polished and robust. Also, a simple looping soundtrack would fit great for this type of game Great job putting this together in 72 hours!
Apr 10 18:58:05 18m 25s Attack of the Yellow Things ♥ 3 The UI is very confusing and the massive map with the weird design immediately gives the impression that this is going to be a very complicated game. Once I figured it out I began to enjoy it, but some issues dragged it down First, the game is totally unbalanced which I understand is kind of the point, since losing is supposed to be inevitable, but it just feels bad for this type of game. I think you can balance it by giving the player units a lot more action points. Let the player kill multiple ships each turn, maybe even enough to clear the map until they start to feel comfortable with the different ship types and their abilities. Then just start spawning enough ships to make winning impossible. You should also add some sort of cover in the world so the player can get strategic with their movements. Give the player enough of a chance to survive so they don't feel like there was absolutely nothing they could do to last just one more turn. Waiting for your turn is also kind of annoying since there are so many enemy units. I think you should speed up the enemy movements so that the player isn't waiting so long. The actual wait time isn't that bad but it feels bad because of how short your turn is compared to the enemy. Giving the player more action points to extend their turn could remedy this The current/next UI element is kind of pointless since you don't know which enemy is which and you can't really do anything with that information anyways. I found it distracting at the beginning and it definitely added to the confusion. As for positives, the graphics look nice, especially the particle effects. Moving your ships, issuing attack orders feels responsive and satisfying. You have a good game here but with some issues that you could hammer out if you decide to keep working on it. Good job making this in 72 hours
Apr 10 19:04:22 6m 17s We Have to Talk ♥ 4 Very polished entry. Graphics and sound are wonderful (especially that walk animation). The gameplay fits the theme perfectly and is definitely a unique take on it.
Apr 10 19:17:33 13m 11s Indestructible Paws ♥ 3 Very unique idea. I was kind of confused though as to how the cat troops worked. I know I could move them around and stack them to upgrade them, but I couldn't figure out how to consistently send them out to attack the enemy. I ended up winning on my 2nd playthrough by just spamming WASD. I found that pressing W would sometimes send a cat out, but not always. It was pretty confusing. The fish cannon seemed broken because the fish wouldn't fly far enough out of the cannon, but the hits still registered. Overall I liked the game and the concept, but I really wish the troop thing worked better or was clearer. It seems like it could be a very interesting mechanic but needs more development. (Also hope you and your families are safe)
Apr 10 19:27:00 9m 27s The Last Patrol ♥ 1 Wow that was awesome! The 2d dogfighting felt really good, and moving from one objective to the next was actually fun because the sound effects and graphics did a really good job of conveying the feeling of moving at high speed. The voice acting was also superb, very dry and serious, made the situation feel dire. The only issue was that weird border effect which I assume was a glitch. Not sure how to describe it but I think you know what I'm talking about. It was just ugly and weird and kind of broke the immersion and feeling of being in space.
Apr 10 19:36:58 9m 58s Starline Rescue Squad ♥ 1 I had a good time flying around at warp speed. The music and dancing UI was great. I think the origin/pivot point of the ship should have been at its center instead of the thruster to make turning around feel better though. The idea is fun but the game is currently way too easy. I accidentally bumped into supplies while feeling out the controls and very quickly amassed way too many days. I got to like 700 days before I decided to just see how fast I could fly off the map.
Apr 10 20:02:47 25m 49s Sandwich Drop ♥ 1 Some technical issues aside, this was a fun experience! I wish it had some audio, at least simple sound effects. As for the gameplay, it was kind of difficult because you don't know where the sandwiches will spawn. I think a sprint button would have fit perfectly. I also think sound effects would have helped the gameplay because it wasn't always clear when a sandwich was on my cart. I found myself leaving too early from a sandwich because I thought it was close enough, just to have it continue falling after I move. A catch sound effect would have been a huge help
Apr 10 20:07:36 4m 49s Delay the Zombies ♥ 0 Like others have pointed out, the zombies take too long to kill and don't actually hit you if you keep moving. Fix these issues and it'll start to feel like a more fleshed out zombie game
Apr 10 21:58:15 1h 50m MOUSE&CAT ♥ 1 Cool take on the theme, definitely impressive how you got the AI to find a way to the end consistently.
Apr 11 01:37:15 3h 39m The Longest Commute ♥ 3 That was cool and unique. Simple gameplay but fits the theme perfectly. Also, the art style and music are both great
Apr 11 15:07:25 13h 30m Last Stand ♥ 1 The graphics looked good and the blood splatter effect from hitting zombies was a nice touch. I disagree that the game could use a jump, because I think the lack of mobility increases the tension and forces you to really consider your movements, like 2d tank controls. I could see this turning into a pretty awesome zombie survival game if you add more features like climbable ladders, buildings with barricades, windows, and doors and a lot more weapons/items.
Apr 11 15:15:39 8m 14s Soul Dilemma ♥ 1 Wow that was great! The gameplay felt very polished and balanced which is rare for jam games. I really enjoyed the unique setting and atmosphere created by the graphics and audio. Those sound effects while mostly funny, were also kind of creepy, especially when you just break into a house and steal all their souls.
Apr 11 15:28:56 13m 17s The Last Days of RIPLEY 9000 ♥ 2 Beautiful game! The graphics were simple but effective, the sound effects and background music really conveyed the feeling of hopelessness and futility. Right from the start I could tell that I wouldn't be able to keep the resources topped up for long but I used every last bit of energy to try and succeed. The gameplay fit the theme perfectly and was really helped by the level design. You start the game and notice how slow the robot moves, and then you see all those resources off in the distance that you need to succeed, but you know you'll never be able to reach. My only issue with the game is the lack of a score tracker to show how long you survived. I feel like I lasted pretty long but I don't have a number to check how I did.
Apr 11 15:57:00 28m 04s Desert Oasis ♥ 1 Very unique atmosphere, reminded me a little bit of the old Creatures games. The graphics are really charming, very janky animations but in a good way that fit the overall tone of the game, and the background music really adds to the mystery of the world. The gameplay could use some work though because there really isn't much you can do to control the outcome. It's more of a starvation simulator than a game. I think a big part of the problem is the camera controls being too restrictive. You should be able to click on a Blurp to snap the camera to it. That would make it easier to get it away from the predator when its hungry. You could also add some more commands besides just rush. Stay with the hands off approach but include commands that you could suggest to the Blurp that it might or might not follow. Like if the predator is close and hungry you could suggest that it hide, and if it listens to you, it would run to the nearest hiding spot. Or suggest that it sit down to rest or sleep so that it can recover some energy bar or other resource beyond just hunger. Obviously this is a very complex game to develop in 72 hours and you did a great job putting something as unique as this together. I don't think there's another game of the thousands in this jam that is similar
Apr 11 16:12:46 15m 46s Colony Defender ♥ 1 I don't think I've ever played a game where I felt so bad for the enemies. They did not stand a chance at all Clear balancing issues aside, this was very well done in terms of polish and controls. The camera controls were awesome and the UI looked good and worked well. I didn't find any bugs which is a rare feat for a jam game. The gameplay did suffer I think from the openness of the map. Something about the enemies coming from all directions and spawning from empty space made it hard to come up with some sort of strategy. If placing turrets actually cost a reasonable amount of coins, I feel like the game would be very difficult and unfair. You can't anticipate where the enemies will come from and if you don't have enough coins you can't react to them either. So it would just be a matter of time before an enemy spawns in an area with no turrets. To counteract this I think you would need at least some kind of mobile turrets, or ships that you could issue orders to. If not attack orders like an RTS, you could just issue move orders. If you make the game based on rounds or waves, you could allow the player to make a few move orders before each wave starts. It would also be good if you included some kind of visual indicator of where ships will appear. Like a wormhole or something
Apr 11 17:44:02 1h 31m Loop ♥ 1 That was fun! got 4th place without cheesing. I like the way the game is, but I had the same thought as @digitaldude555 while playing. I think the game could benefit from counting the number of loops and factoring it into the score. Either way, great entry
Apr 11 17:53:49 9m 47s THEMARUNGA ♥ 1 Wow that was very very weird. The voice acting the gameplay, the theme, all very surreal. I really enjoyed the presentation and wanted to get to the end, but the gameplay was way too hard and seemed unfair. The jump was too slow and floaty, but also not high enough and the meteor things moved way too fast. It seemed impossible to survive. Also another issue is that the graphics are way too dark. I didn't even see the play button when I loaded up the game for a while because of how dark it was. I did like the colors but they needed to be just a little bit brighter Overall definitely one of the more unique and interesting jam submissions I've played so far. I love when jammers do full voice acting!
Apr 11 22:23:11 4h 29m AquaGone ♥ 1 That was definitely an experience unlike any other The magical tiger twins of the pond who trade sticks for coins and coins for super sponges were a wonderful addition to this masterpiece. The soundtrack was also surprisingly catchy.
Apr 11 22:30:44 7m 33s Inevitable Slap ♥ 1 Interesting idea, great modeling and animation work! You did an awesome job caricaturing the two protagonists of this very captivating and definitely not scripted historical event. The only issue is that I'm pretty sure it isn't really possible to slow down Bill by more than a second or two. But good job nonetheless putting this together in time for the deadline
Apr 14 22:59:25 72h 28m Spooky Gothic Siege ♥ 1 That was really hard but fun! I liked how it felt like the units were there to support you and that the game still required you to shoot zombies even if you had units on the ground. I think the balancing needs work, but so does every other game made in 72 hours. The music and sound effects created a creepy atmosphere and the graphics especially the zombies and the blood effect looked cool.
Apr 17 16:03:33 65h 04m Fronk Frizby - Qoffee Cuest ♥ 2 Holy crap the music was great! The writing was funny and sharp, and the little gameplay that was there felt very polished. I've never played undertale, but this somehow reminded me of undertale. Good job creating such a unique experience in 4 days
Apr 18 16:50:08 24h 46m DashFight ♥ 1 That was absolutely brutal! The mechanics are very simple but intuitive and lead to some interesting gameplay. I found myself trying to beat up one enemy at a time and getting mercilessly pummeled because of it. I then changed up my strategy and focused on dodging and whittling away each enemies health one hit a time and had much better results. I've been playing a lot of Capcom games recently so I've grown accustomed to mechanics that punish button mashing and your game pulled that off very well. My highest score was 4 on the web build and 6 on the windows 1.1 build. While I like the combat, I think the players score should be how long they survived and not how many enemies were killed. At some point it becomes impossible to do anything but dodge, even with the rage mechanic there's not much you can do but try to avoid damage. Maybe if you add a powered attack with the rage mechanic, Like if you push down arrow with a rage meter it damages all enemies around you, but it could cost some amount of health to trigger. There's a lot you can add and tweak to fix the difficulty curve, but still I think if death is ultimately inevitable you should score players based on how long they could avoid it.
Apr 18 17:39:24 49m 16s Rage Against The Cocoon ♥ 1 That was great! (I also tried to make a caterpillar game for LD once, and it did not go well) The caterpillar looked and controlled really well including the flying mechanic. There's something about moving on walls that's just super satisfying. The lighting and music created a nice atmosphere and really added to the joy of slinking around the world as a caterpillar. My only criticisms are mainly the technical issues you're already aware of. The camera clipping through the ground and the character being hard to control in some situations, like when upside down did detract a bit from the gameplay, but these are minor issues in an otherwise exceptional jam entry
Apr 18 18:02:10 22m 46s The Fly's Eyes ♥ 0 Good job submitting in time for the deadline! Obviously the game is unfinished but the gameplay you submitted is promising. You got the fly to move towards the zapper, and the fly swatter to collide with the fly properly, although it doesn't make much sense why you would use a fly swatter if you're trying to protect your pet fly. Maybe change the swatter to a hand, or something weird like a Q-tip to make it more interesting. You could also try to create some mechanic where you can swat near the fly and it will fly away temporarily so that you don't have to drag it away on your own. And a score counter to count how long you managed to keep the fly alive. Again, great job on submitting in time and keep practicing game development! in a few years you'll be releasing some awesome games
Apr 19 19:13:19 25h 11m Star Keeper ♥ 2 This was a very ambitious entry and you guys created something really cool and unique, but it has some flaws that hold it back. First off the controls are kind of unintuitive. I think the problem is that there's little to no feedback for anything you do. In space, you cant really tell if you're moving forward and when you're on the ground on the stars you can't really tell what you can interact with. If you're going to have the player pick up the pipe in the red star to solve the puzzle, you should give them the ability to pick up any of the other props that are lying around for consistency. I found myself running around trying to pick up items in the other stars but couldn't tell if it didn't work because the mechanics were broken, or because I was pressing the wrong button or something. Also, don't give the player explicit instructions on what to do when they enter a room, let them figure it out themselves. You should also add an icon, like the one that appears when you look at the red button, to show what is interact-able. When I walked into the hut on the white star, I could not find out what to do. I got there on my 2nd playthrough after failing the first time (and switching to Russian for the awesome voice over) and I found myself spamming clicks and F and E and other keys on the bubbles, the props on the floor, the flasks on the walls, and nothing ever happened. The world you guys created is very cool, the amount of unique models created is very impressive, the music creates an awesome atmosphere and the fancy VFX guitar at the end when you lose is particularly amazing. Obviously the game has its issues because of the rushed development but I think you guys could polish this up and create a very unique game.