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| Timestamp | Since previous | Game | squimmy's comment | |
|---|---|---|---|---|
| Apr 5 03:39:43 | Volcano | ♥ 3 | This is a cute, fun, buggy game and I love it. The feeling of rolling everything into a ball and throwing it into the volcano is so much fun that I don't mind when things sometimes fall through the floor or catapult me into the air. I did experience one crash that locked the game up completely and forced me to restart it (the same "invalid conversion to integer" thing someone else mentioned), but otherwise this was great. The music and art and basic visual explanations of everything all work really well. My only real complaint is that I wasn't able to throw myself into the volcano to keep it happy when I ran out of other things on the island. | |
| Apr 5 03:50:06 | 10m 23s | Wormy | ♥ 1 | Cool! Cute art and music and surprisingly addicting gameplay. Someone else mentioned the mines and food looking similar, and I agree. I suspect they might be almost indistinguishable to people with certain kinds of colour-blindness. The spikes were also a little tricky to see sometimes but maybe that's intentional...? None of these minor issues were enough to detract from the fundamentally engaging gameplay. |
| Apr 5 03:52:38 | 2m 32s | The Sea Won't Stop | ♥ 1 | Nice job! This game has a good sense of humour and doesn't outstay its welcome. |
| Apr 5 07:10:47 | 3h 18m | Immune System "Engineer" - Can you Delay the Inevitable Skin Breach? | ♥ 1 | This is a neat game. I think a little more feedback could have made it a lot more engaging. For example a sound effect when linking two nodes even if it didn't fully satisfy the cell, or maybe a more striking change to the cells when they are satisfied. It would make it much easier to tell when something worked and make it easier to tell which cells will damage you when they reach the top. But, this minor complaint aside, overall it's a really good game. |
| Apr 5 07:32:48 | 22m 01s | Apartheid | ♥ 1 | This is strikingly good artwork for such a tight schedule. Unfortunately, when i played it, there was a blue rectangle over the dialog options so they were hard to click on and a few lines into the game the rectangle covered all the dialog options so I couldn't click on any at all and got stuck. What I was able to play was interesting, but it would have been easier to read with a larger font size, and much less fiddly if I didn't have to click on a little `X` to progress the dialog. The story was interesting enough that I read through the source code to see how it unfolds, but I would have loved to have been able to see it unfold together with the amazing artwork you put it with. I don't know if you plan to fix the bug I encountered that stopped me from finishing the game, but I've included a screenshot of it. I was using Firefox on macOS High Sierra. スクリーンショット 2022-04-05 16.23.25.png |
| Apr 5 08:06:14 | 33m 26s | Oops, I'm Sinking! | ♥ 3 | This is a neat idea and the visuals of the game are lovely, but there were a few little things about it that ended up not feeling very fun. The core gameplay of baling water was pretty repetitive and the steering felt strange because it's always displayed at an angle, so it's hard to judge where the boat is heading. That being said, I generally like how the game looks. The design of the boat is simple and functional, the water level is easy to understand, and the main character is distinctive and cute. |
| Apr 6 12:44:10 | 28h 37m | Ceaseless Rain | ♥ 1 | I really liked this game. Everything about how it's designed is efficient and effective, and all the elements work well together, especially the way the style of art and music match the mood of the game. Also, this is nothing to do with the quality of the game -- it looks great -- but I feel like I should point out that godot has a `BitmapFont` class, so you can create a font resource from an image and set that as the font for the engine's built-in UI system. What you have works fine, and coding it was probably quicker than learning the godot `BitmapFont` API, but it might save you some time in future! Anyway, you did a great job with this game. |
| Apr 7 10:21:29 | 21h 37m | Ludare OS | ♥ 1 | This was really neat! It took me a while to work out where I had to stand to activate the registers (maybe they could have been a little more high-contrast to stand out better?) but aside from that kind of trivial complaint, this is really quite an impressive game. |
| Apr 7 10:51:19 | 29m 50s | Taoreta Mura | ♥ 0 | pretty cool aesthetics. the game seemed to start running pretty slow after a while though. |
| Apr 7 12:20:57 | 1h 29m | Tax Mage | ♥ 1 | I quite enjoyed this! using the same resource for both jumping and attacking seemed interesting at first, but it became a bit frustrating as the game went on. Possibly because, when shooting down at enemies from above, the projectile would often hit the corner of the ledge so I would need to jump and attack to hit them, but that means I have to wait for my mana to recharge!! 😧. It was also super unfair that the bad guys can shoot through walls and I cant!!! Still fun and enjoyable, though. |
| Apr 7 12:32:43 | 11m 46s | Slip or Trip | ♥ 1 | Very polished for just a few days work. At one point it seems I died even when the arrow wasn't in the red zone. If this is a result of the difficulty scaling over time, perhaps it would be better if the effect was shown visually somehow? If it's just a bug, well, so be it, i guess. |
| Apr 7 12:42:47 | 10m 04s | Decay Season | ♥ 1 | Interesting idea. I was a little disappointed that the game ends abruptly upon reaching Gecko. |
| Apr 7 12:49:02 | 6m 15s | Escape The Pipes | ♥ 2 | Brilliant work for your first jam! |
| Apr 7 13:13:21 | 24m 19s | Deck And Decay | ♥ 2 | Interesting idea with some nice visuals. It wasn't really clear to me how the game benefited from having cards instead of just little people fighting or some other combat system. I also didn't really find much depth in the combat; it was simply a matter of always attacking with my most powerful character. In the end I lost simply because there was no medicine and now way to get enough to continue, which made it feel like the actions I took didn't matter. |
| Apr 7 13:38:56 | 25m 35s | Don't Fall Asleep! | ♥ 3 | Godot 4!??!!! Cool! (And a little daring!) This was really rather fun. I liked the various silly interactions with the items in the house, and the minigames were simple but diverse enough that they were never quite boring. The only thing that bothered me was that the fading-out effect when you get sleepy made it look like the room was filling with smoke! Anyway, this was great, all around, |
| Apr 8 08:52:47 | 19h 13m | BLACK HOLE DEMISE | ♥ 2 | Neat idea. There's a lot of potential here for other things you could do with this mechanic. There were a few things that seemed like design missteps to me: - requiring an input to activate checkpoints is a bit of a non-decision. There's no reason not to activate them so why not do it automatically? - the black hole eventually killing you didn't really have any impact on the gameplay. Death is easily recovered from and things you've moved don't get reset upon dying, so you can use the black hole freely and simply respawn if the bar fills up. - the flowers seemed a bit useless for the same reason: you can simply die and restart from the last checkpoint rather than bothering with the flowers. It might have been nice to have seen the black hole system used in some more interesting ways, but the game is nice and concise as it stands. |
| Apr 8 09:15:56 | 23m 09s | Defendor | ♥ 1 | I've become a little cynical about deck-builder games lately but this was surprisingly fun. I did run into a couple of bugs but that's to be expected given the time constraints. It also wasn't clearly explain up-front how drawing works, or when your discard pile gets shuffled into the draw pile, and I suspect most people coming to this from other games like Slay The Spire would have had the same initial confusion as me, but honestly I found the system you had to be new and interesting. My only real complaint is that by the end of the game I physically couldn't play the cards quickly enough to defend against the ludicrous amounts of damage I was being dealt... Though I suppose that's in keeping with the "Delay the inevitable" theme. |
| Apr 8 11:17:46 | 2h 01m | Halt the Annihilation | ♥ 1 | It's not often you see such a fleshed-out tutorial for a game made on such a tight schedule! The basic idea of the game confused me at first, but once I was able to win eventually. The music was good too, but I found it a little bit too loud. I got similar comments for one of my games so I looked into some solutions and found [one that seems to work pretty well](https://godotengine.org/qa/24377/change-global-volume-in-3-0?show=24463#a24463). You can wire this up to a button or a simple `Input` listener and tweak all the game volume in one place! |
| Apr 8 12:24:08 | 1h 06m | Cold and Alone | ♥ 1 | This was good! I think other people mentioned that there's not much to do after you've upgraded everything, and this is true. Obviously it works with the "Delaying the inevitable" theme, but it is disappointing because the rest of the game is quite engaging and it's a pity there's not more. But I suppose that's just how things are with tight deadlines like ludum dare. |
| Apr 8 12:34:30 | 10m 22s | Pyre | ♥ 1 | Solid presentation and polish. Reminded me of Limbo. I don't know if it was a bug, but the ending just kind of stayed playing and didn't end. I had to use alt-F4 to exit. |
| Apr 8 12:47:55 | 13m 25s | Somnipathy | ♥ 4 | Very atmospheric game with solid visuals. I wasn't really sure what I was supposed to be doing, but I was scoring points so I must have been doing the right thing! |
| Apr 8 14:07:11 | 1h 19m | Battery Low | ♥ 5 | I enjoyed this. It was short and simple and it did everything it needed to effectively and efficiently. |
| Apr 8 14:14:27 | 7m 16s | The Inevitable Sinking | ♥ 3 | The gameplay was fairly routine, but it was was frantic and eclectic enough that it works. Good job. |
| Apr 8 14:24:02 | 9m 35s | Malpractice | ♥ 4 | This is rather zany! The minigames were all quite well designed: not long enough that they become boring, but also all intuitive enough that it was clear what to do within the few seconds available. |
| Apr 9 07:11:50 | 16h 47m | 1 Man 6 Bullets | ♥ 3 | This was one of the highlights of Ludum Dare for me. fantastic work all round. I'm curious to see where you go with a post-jam version, since the idea for the game seems so elegantly simple that adding too many extra bells and whistles could detract from the experience. But the jam version shows that you clearly know what you're doing, so I'm definitely looking forward to it! |
| Apr 10 03:03:10 | 19h 51m | Shepherd's Island | ♥ 2 | I really liked this game! The core system was simple enough to quickly understand, but had enough depth that the puzzles were engaging. The only thing that stands out to me that could have been done to improve this is some simple animations to make it feel a bit more dynamic and make it clearer what changed each turn. But I imagine it could be tricky to make it look good, given the way the water sometimes behaves. |
| Apr 10 03:45:27 | 42m 17s | Cheap Blue | ♥ 4 | Nice! The look of the ocean and the waves was really impressive. When I first saw the buoys and coconuts, I thought they were pumpkins and cabbages and I was quite confused! 😅 Sometimes the sail blocked the view of where I was going, which was a little bit annoying, but only a minor issue. The sudden stop when I hit the invisible wall around the edge of the playing area felt a bit harsh. And also the transition to the ending screen was quite abrupt. But otherwise this game was great. Good work. |
| Apr 10 04:09:28 | 24m 01s | Malarkey! | ♥ 1 | Really great atmosphere. I loved the use of environmental hints like power lines and pavement to guide the player towards points of interest. Obviously the game has some little problems (the gameplay soon becomes rather repetitive, for example), but given the tight time-frame we're all working under, these issues are completely understandable. |
| Apr 10 06:58:39 | 2h 49m | Shotgun King: the Final Checkmate | ♥ 1 | Very cool. It took a few tries to get my head around how all the systems work but once I had it all worked out I found it very enjoyable. |
| Apr 10 07:08:39 | 10m 00s | Aster Defense | ♥ 4 | The subtle background sounds really helped build a good sense of atmosphere for this game. Well done. |
| Apr 10 07:42:24 | 33m 45s | Click to Continue | ♥ 1 | This reminds me of the kind of flash games that used to be popular but you never see them any more. |
| Apr 10 08:18:54 | 36m 30s | Flooded Caves | ♥ 1 | This is very neat. Making this work so smoothly on pico8 is clever enough, but also making it fun and gripping as a game is even more impressive. The difficulty level seems very finely tuned. I played a couple of games on `Normal` and `Hard` before going on to `Very Hard` and was able to beat it first try, but only by the skin of my teeth, and with a couple of close calls. This is the kind of game I can see myself coming back to from time to time, which is a level of quality that's hard to achieve in just 48 hours. |
| Apr 10 09:00:33 | 41m 39s | Highrail to hell | ♥ 1 | The visuals were unique and interesting but I'm sad to say that I didn't find the gameplay interesting. The first few levels were simple, which is understandable, but the timing on the "Break the exit door down" stage was very tight in a way that felt like a frustrating difficulty spike, rather than being tense or exciting. After finally beating that stage, the game ended almost immediately afterwards... :( The combat itself was quite good, though. Enemy attacks were clearly communicated and there were just enough different abilities available that, for the most part, it didn't feel like I was just mashing the attack button to defeat them. |
| Apr 10 09:26:17 | 25m 44s | 22h38 | ♥ 2 | This is a lovely game. I liked the little details, like the way the shadows moved to show the passage of time, or how some things only happened at certain times of day. The visuals and music were also pretty good. I especially liked the aesthetics of how the world blows up, sending all the tiles of the world scattering. The only real issue I have with the game is that it could do with some input buffering to make movement feel a little smoother. but otherwise this was a great entry. |
| Apr 10 12:18:55 | 2h 52m | Snooze | ♥ 1 | Brilliant! A fun idea and deeply relatable. |
| Apr 10 13:26:27 | 1h 07m | The Lars Mission | ♥ 2 | Very polished visuals! The models, textures, UI, animation... it's all very good. The same goes for the sound effects and music, too. The gameplay was also pretty good, but a little tricky to understand at first. I did mostly skim past the explanations, but only because they were hard to understand without context. There are a couple of minor things I could complain about, like how it wasn't immediately evident how compiling the rocket code would work, or how maybe the water tank could have been more obviously a water tank, but these really are minor complaints. I also ran into a bug, I think: on my first couple of attempts, the plants didn't seem to grow at all, despite me keeping them fully hydrated. Maybe I was doing something wrong, but on my third try they grew just fine and I think I did nothing different. These kinds of bugs and issues are completely understandable. All in all this was a very impressive game. |
| Apr 11 14:30:59 | 25h 04m | Shoal | ♥ 3 | What a lovely game! I really love the art, the music, and the general mood of it all. The gameplay struck a fantastic balance between feeling relaxed and laid-back, while still having a sense of danger and tension. My only complaint is that the stage felt a little repetitive after a while, but otherwise this was brilliant. |
| Apr 11 14:33:10 | 2m 11s | The Great Flood | ♥ 1 | This was very enjoyable. The puzzle elements were clearly explained and used in interesting ways, and it was all presented with nice music and cute graphics. Great work. |