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Skyward4d

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TimestampSince previousGameSkyward4d's comment
Apr 5 02:30:37 Elder Rang ♥ 1 Fantastically funny concept! Simple but functional multi-tasking gameplay, that walks the tightrope of being engaging while not distracting enough to miss the hilarious dialogue that adds so much to the experience. The phone racking up "missed-calls" on the title screen, along with the option to change the name of the grandmother on your phone are good examples of all the polish that adds to the game's overall vibe and humour. The art was also a strong point, and nice job on making your own SFX as well. Great job!
Apr 5 07:30:17 4h 59m Shady Taxi ♥ 3 Simple game loop that's a creative spin on the theme. It did take a few passengers before I realised where I was meant to be taking them, but after I figured it out the rest of the game mechanics were really intuitive. Unexpectedly detailed intro animation, super impressive. Fit the rest of your game in terms of theme and style as well. Overall, really nice job.
Apr 5 07:39:36 9m 19s ZEZ ♥ 1 It's impressive you were able to make such a cohesive game (In terms of graphics, audio and general feel) in the time constraint of the compo, while keeping the quality of the different elements quite high at the same time. The lighting effects on the player/enemies was a really nice touch. I did notice enemies occasionally spawned right next to me without giving me time to react, but overall the mechanics were intuitive, fluid and fun. Really enjoyed this one. ZEZ.png
Apr 5 08:05:07 25m 31s Heaven Fallen ♥ 1 This was a really enjoyable game with a impressive amount of mechanical depth. It's unfortunate you ran out of time to create all your graphic assets, because the ones you got round to finishing were quite good, especially the level background. A few things could have been conveyed better, like the resource cost of units (There's not much contrast on the resource text, and I didn't realize it was changing to show cost) and what the valid squares for placing a unit are. Also, having the final-wave trigger either unlock late in the game or require an end-game resource might have been a more intuitive way to stop people building it earlier than intended rather than call it out in the game description. Overall, I really liked this one. It was really satisfying to generate heaps of resources every turn and eventually have groups of the best units wiping out the enemy waves. Nice work guys!
Apr 5 08:20:16 15m 09s Ballgeon ♥ 2 I really liked the minamalistic style, and the fluid gameplay, which becomes stronger in the later rooms. I found it a little unintuitive what some of the upgrades were going to be when choosing a room, although some of them were conveyed really clearly. The audio was good, and the way the level sways as the players rolls around was a really cool touch. Really nice job on this one.
Apr 5 08:26:12 5m 56s The Fastest RPG ♥ 0 From the thumbnail and source code, this looks exactly like my type of game! But I'm not sure how to build it. Can you provide install instructions. Looking forward to playing/rating it!
Apr 5 08:37:09 10m 57s Inevitable Dungeon ♥ 2 I liked the iterative aspect of carrying over progressively better loot across all runs. Unfortunately I hit a bug where the key stopped opening the gate and couldn't finish my playthrough. But this was a solid concept, that fit the theme nicely and was solidly executed. Nice job!
Apr 5 08:45:38 8m 29s CursedMathTest ♥ 1 Interesting gameplay concept. The space background had a lot of high-value colours that gave poor contrast against the plain-white text. In the future, you could give light-text a dark background so it shows up clear against any colour. Also, more visual cues for the player (Such as a representation of the time remaining) would enhance the experience. Nice job capturing the theme in your game!
Apr 5 08:51:31 5m 53s Last Stand ♥ 2 Really neat concept that fits the theme nicely. I could only get through the first few rounds myself after several attempts, but the gameplay was intuitive and fun. Also, it's hilarious to me that you made the assets in powerpoint. Nice job!
Apr 5 09:03:13 11m 42s Slime Showdown ♥ 3 This one was really fun! I was almost dissapointed to beat the boss because I wanted to explore the upgrade system further. The connection to the theme could be stronger, and the experience would have been made that much better with the addition of sound effects, but I understand that's difficult in the time constraints. The gameplay itself was incredibly solid however. For me the strongest aspect was the graphics/user interface, which was intuitive and looked fantastic. Really nice work on this one guys!
Apr 5 09:27:04 23m 51s Click to Continue ♥ 1 Definitely a "go-in-blind" game, so I'll just say hilarious moments and really solid voice acting.
Apr 5 09:34:05 7m 01s Venting Machine ♥ 1 Love the throwback to old "launching" flash games. The colour palette was really distinctive and the art style was neat as well. I really liked the sprites. A little repetitive but the physics were really satisfying and I played it for several attempts (758m was my best).
Apr 5 09:48:36 14m 31s No Match ♥ 2 That was an incredibly polished experience. Really liked the music/mood, and the gameplay was simple, satisfying and addictive. I can't offer any constructive criticism, because everything was just that cohesive. Awesome work! NoMatch.png
Apr 5 12:52:58 3h 04m Cards of the Cosmos ♥ 2 Fantastic game! That gameplay loop is great, and the synergy between the different card effects was immensely satisfying. The art on the cards is also incredibly solid. I did kind of feel starved for energy once I had a sizeable deck, but overall the mechanics were really well designed in my opinion. One of my favourite games of the jam so far for sure. Nice work.
Apr 5 13:02:31 9m 33s That Toilet... Feels so good. ♥ 3 I really like the vibe of this game. The art-style and music complement each other really well and the nostalgic perspective on the character's experience makes it incredibly easy to connect and relate with them. I feel like I might have missed something, because I kept running out of coins for the crane. The idea was unique, and fit the theme perfectly. Overall really nice one!
Apr 6 08:09:34 19h 07m Shotgun King: the Final Checkmate ♥ 2 Such a fun game! Building on the rules of chess was an ambitious idea, but you pulled it off perfectly in my opinion. It was a really good idea to have the player make a selection of a advantage/disadvantage pair, to simultaneously allow progression while building a difficulty curve. The audio and graphics go great with the CRT aesthetic. A rare case where I don't have any constructive criticism, because the experience was just that polished. Really nice work on this one, one of my faves of the jam.
Apr 6 09:32:49 1h 23m SwimCity 2000 ♥ 0 This was an impressive simulation! It was engaging to play, and gave a theme appropriate spin to a classic game. Occasionally I found it difficultt to click specific obstructed squares, but that's a minor issue. Really liked the isometric style as well. Nice job!
Apr 6 09:57:16 24m 27s Cards of Life ♥ 3 Really creative idea. I played through this way more times than I expected. The casual gameplay and quick runtime made it easy to keep justifying "one more round". I never managed to surpass my first run, which survived until the mid-40's. Sometimes the outcome of a chain of events felt strange in the context of the cards selected so far, like picking blacksmith and then immediately chopping off your hand with an axe and then dying. But I get that the outcomes were probabalistic and overall it was really fun and felt cohesive. The graphics on the cards were solid as well, really nice work guys!
Apr 6 10:04:03 6m 47s The Endless Night ♥ 2 This game was worth it for the animation of the headbanging vampires alone! Great submission, there were a few issues with the enemy pathfinding and conveying which building was the mansion but for the most part it was intuitive after reading the tutorial. The graphics and sound were cohesive, with the former being particually impressive. Really enjoyed this one guys!
Apr 6 10:13:31 9m 28s Dungeon Crawl ♥ 1 This was really impressive. The variety of the path outcomes and the interplay between the resources of time, health and magic gave a suprising amound of mechanical depth to the game. There were some paths where one road was better in every way than one of the others, so it didn't feel like I was making a trade off, just picking the obviously better option. I know that's the way it goes with randomized elements, and I guess balancing the choices is something you could focus on if you expanded the game post-jam. It was really fun finding the most efficient ways to get through combat while blasting through the remaining time. Nice job on this one!
Apr 6 10:26:55 13m 24s Old Run ♥ 2 Enjoyed the humorous premise. The voxel style was really cool. Why does this town have so many FloorMarts but only one pharmacy? :D I found it very funny that the muggers move around in a solid line/cluster. Really added to the games whacky tone along with how absurdly fast the energy drink made you go. Overall, I feel like it definitely achieves what it sets out to do, nice work on this one guys!
Apr 7 07:31:21 21h 04m Fall-o-rama ♥ 1 Nice little game! The UI was really good, and the sylized graphics looked slick. As others have mentioned, the hitboxes felt a bit rigid and led to the occasional unsatisying collision. But overall, a pleasant game loop with a solid application of the theme. Great work!
Apr 7 07:49:01 17m 40s Drawn Out ♥ 3 This one was really cool. The game was pretty intuitive considering the mechanical depth, and the drawings on the cards were great. The tavern setting were really cool, and the assets/music were cohesive as far as the atmosphere was concerned. Overall, great job guys!
Apr 7 08:10:01 21m 00s Virus Bash ♥ 2 This one was a really polished experienced for a compo entry. The upgrade system was neat and added a satisfying layer of progression to the intuitive and fun combat mechanics. I stopped after reaching level 20, because the gameplay was getting a little stale. If anything I would have preferred a steeper difficulty curve, but I understand balancing a game in 48h is a big ask. The animations on the enemies/player were simple, but really solid. Overall, really good job on this one!
Apr 7 10:07:22 1h 57m The Golem ♥ 2 Hey, I enjoyed this one a lot! The pathfinding of the enemy was snappy, and you fit the theme perfectly in that no obstacle in the game can be permanently overcome. I think some of the visual conveying of information could have been cleaner. When you open a door, the cooldown bar appears right where the door was, which made me think it hadn't opened the first few attempts. And as far as I could tell you just had to remember if you had an orb or not. If you expand the game post-jam, maybe you could have the character visually hold the orb or something? These are both minor issues though, and the solid mechanics and game-loop more than make up for it. Nice job guys.
Apr 7 10:23:20 15m 58s KanBanJam ♥ 0 This game has a solid user interface and the ticket resolution is immensely satisfying. The steadily increasing demand of tickets and rapid need to grow your development team fit the theme perfectly. The ticket implementations that added extra visual information to the player were really nice, and kept the game fresh and interesting as it went along. It would have been nice to have more of them, in particular I was a little dissapointed implementing dark mode didn't give you the option to toggle it in the game. But yeah, this was a creative take on the "multi-task until you die" style of game, and it was solidly implemented. Nice work! KBJ.PNG
Apr 7 10:33:08 9m 48s All Will Be Dust ♥ 0 The art in this game was top notch, and the story drip-fed to you between the waves was engaging. It felt a bit odd that you couldn't hold-click to fire your machine gun, and it would have been nice to have your player flash when taking damage or have some kind of audio feedback, because it was hard to tell when you were taking damage. The billboard in the background really captured the games intended vibe of showing a collapsed society, and the ominous glow to the enemies added to the gritty feel as well. Overall, great job guys!
Apr 10 01:50:03 63h 16m T.I. ♥ 1 Humorous little entry that nails the theme perfectly. I think having a timer to be able to compare your different attempts could enhance the experience. Overall, nice work on this one!
Apr 10 01:57:11 7m 08s The BIMBLES vs the inevitable forces of tedium ♥ 0 Hey, this one was really cool! The music is great, and the dust clouds are a really nice touch. The collisions with the enemy vehicles were a bit strange sometimes, like them ramming you fromm behind and then clipping to be in front of you. But overall the gameplay was fun, and I like how the camera zooms with respect to your speed. Great compo entry!
Apr 10 02:11:42 14m 31s The Itsy Bitsy Jumper ♥ 1 I really liked the accelerating pace of the music on this one, and how the game becomes increasingly frantic before descending into absolute chaos. Really enjoyed this one, the art assets were nice too. Great job! ItsyBitsySpider.png
Apr 10 03:34:48 1h 23m Balloon Drift ♥ 1 This one was really good as a short experience, the graphics and the audio were both strong and worked together well. It seems like a "perfect game" nets you 39 seconds, which discourages additional attempts after you reach it. If you expand the game post-jam, having respawning birds like others mention might be a way to get around this. Overall great little game that fits the theme perfectly. Nice job!