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| Timestamp | Since previous | Game | WilloXs's comment | |
|---|---|---|---|---|
| Apr 5 11:18:57 | Workplace Accidents | ♥ 2 | Congratulations to your first finished jam game! The game is simple but i got overwhelmed by accidents very quickly (high score only 4700). Also i think there are some objects that brake but cant be repaired (bug report). I think gameplay could be improved upon as it gets repetitive fast. Some sort of second objective may be cool to mix things up. Good job on the audio balance and the voices btw. I hope we see you around for the next LDs as well! | |
| Apr 5 12:29:56 | 1h 10m | Last Day of Serenity Orbital Station | ♥ 2 | i think im playing it wrong - i cant get more than 40 saved pods. i know im not supposed to shoot them but the high sensitivity makes aiming hard so i just spray the whole area and pray xD |
| Apr 5 12:53:19 | 23m 23s | FreeFall | ♥ 7 | Agree with the other commenters about the art - its very unique and fits well. The gameplay is a bit too simple for my taste - maybe a bit of directional control up- and downwards would be nice. Or maybe have the player fall a bit faster if the umberella is damaged. The floatiness of the controls were actually really fitting i think but i would have made the edges of the screen be connected (as in when you leave to the left you come back in from the right). The art and music are great and very polished of course! |
| Apr 5 13:04:45 | 11m 26s | Breezer the Freezer | ♥ 2 | Agree with Benji - the red boxes are a bit awkward. And i was confused at first how exactly that lift works but got it after a few tries. The concept is really good but the level design holds it a bit back imo. Getting a really far "jump" feels great and landing in the boxes is really difficult so you have a good loop going there. The background track is a banger by the way xD |
| Apr 5 13:21:01 | 16m 16s | Brian Is Burning | ♥ 3 | That was really good. It scales well with the upgrades from the shops and such. I aways like turn based games. One thing i found strange however is how the suringe gives you more health but negates that immeditely with faster burning - but maybe that was intended as a balance mechanic. |
| Apr 5 16:02:13 | 2h 41m | Don't Let Me Down | ♥ 3 | To bad there is no music! The dog sounds deserve a better rating than what i put in but the lack of music hurts here. On the other hand i first thought the story would follow the "Jurassic Bark" path till i saw the free dog sign... Maybe he is happier with his new owner(s). On difficulty - the two balloons at once are my limit got to 87 one time but thats it |
| Apr 5 16:30:29 | 28m 16s | Delay the Zombies | ♥ 0 | This game sadly runs into balance issues many jam games face. I like the idea to give the zombies a higher speed than the player - that could make for fun action scenarios. But that doesnt work here as the zombies stay in place for their attacks and thus miss you. Killing zombies takes way to long with the one weapon you start with so you are forces to walk backwards and shoot the whole game or just ignore the zombies as they will miss you if you move. My "quick" fixes would be: - limit the aggro range of the zombies so they could lurk behind corners and not pile on you from all over the map. Maybe combine that with a low render-distance/fog for horror atmosphere. - let them attack you while moving but make them easier to kill. But building the first jam game is a big achievement. Hope to see you in the next LD again! |
| Apr 5 16:52:55 | 22m 26s | Delay The Invasion | ♥ 2 | This has potential to be really good. I have to be honest though and say that some of it gets wasted by the level design. Your main "attack"-plant is the sunflower which shoots horizontally. That leaves the bottom row as the best row to plant them. If the enemy path were more irratic it would open up many more strategic decisions! Or if you really want to move forward with the idea: make the enemies use pathfinding to navigate on a grid on which you place the flowers (yeah no time for this in a jam). But anyway the concept is great! I also like the asset choice - works nicely with the idea. |
| Apr 5 17:09:15 | 16m 20s | The Last Days of RIPLEY 9000 | ♥ 3 | Those lousy modern browsers with their wimpy attitude... Runs fine one windows though xD I had to set my mouse sensitivity super low and even then the camera behaved... irratic? Maybe tone that down a bit as the rest of the game is rather low paced and yeah i just didnt like it xP I really wish there would be more happening. But the Game looks great with the particle effects, the models and the "ruined" base. |
| Apr 5 18:15:45 | 1h 06m | evaporate | ♥ 1 | At least he got to see those majestic camels... |
| Apr 5 18:30:30 | 14m 45s | leaky robotic arm | ♥ 1 | I actually got to the point where there is so much oil out that by just holding "s" all the time i would never run out of it. Maybe an interesting programming challenge would be to keep the oil volume in line with how much there really is. I would see it as an interesting tech demo! |
| Apr 6 10:04:25 | 15h 33m | Cursed Ronin | ♥ 1 | I second most points the others made before: good art, clunky attack, no audio... But i want to nitpick something about the pixel sizes - they are not consistent! It would look even better if all sprites were scaled to the same resolution. Its not too bad and i dont think its a big issue for a jam game but i think its useful advice moving forward. But as a first publish the art especially is really impressive. |
| Apr 6 12:14:53 | 2h 10m | Out of Controls? | ♥ 1 | The concept is really nice. I wonder if there is a way to integrate it smoother into the gameplay. As others have said its so difficult to focus on your ship and fixing the controls at the same time. Maybe have a small time window everytime things get jambled to fix it - and if you run out of time you have to play the next wave with fucked up controls xD Yeah that said i would prefer a wave system as it gives some sense of progress and relax time in between. Overall the gameplay is held back by the concept - but i think in a jam innovation is key and the idea is really cool. |
| Apr 6 12:37:01 | 22m 08s | The VortExperience | ♥ 2 | Did you pitch your voice or did you get someone else to help out? As a fellow voice-over-entrepreneur i know how time consuming the recording and editing really is xD You really went all in there on the voice lines to carry the game. I think its worth it and makes for a very quick but enjoyable experience. That might have been unintentional but the tedious/repetetive task lets you focus on the little jokes more. |
| Apr 6 15:55:23 | 3h 18m | Cold and Alone | ♥ 2 | Yeah agree with everybody - its great Only things that could be improved are: - adding sounds and music - moving the camera from on rover position to the next instead of jumping - its a bit draining on the eye after a while but really i can only repeat what was allready said. it feels so really complete for a jam game! the upgrades and exploration make for a satisfying game loop. the graphics are great. i for one had no problem with the controls. It even was homorous at times without it feeling forced. Obviously a top contender for overall victory this LD. Good Luck! |
| Apr 6 16:12:55 | 17m 32s | Asteroid Defense Force | ♥ 2 | I like how we see so many variations on the "control panel games" this LD. I had to lose twice without archieving anything before i got the hang of things. Very good implementation of the theme id say. And the minimalistic graphics were weirdly fitting. Also i like the ending - seems like a fair reward for saving everyone xD |
| Apr 6 16:31:47 | 18m 52s | Different Strokes | ♥ 2 | Thats really technically impressive to me. Great idea! |
| Apr 6 20:24:35 | 3h 52m | SensenCemetery | ♥ 1 | Oh that is a very hands on approach to the theme xD That said i think its one of the really good interpretations. And it actually manages to create a sense of horror when playing. The problem is: i suck at the game and die after at most 20 seconds everytime. I feel like the level layout is so confusing and combined with the nice retro but hard to make out graphics makes for a tough time. Maybe the speed could be a bit lower as looking back would be a cool mechanic if i wouldnt bump into something immediately. Also like the tombstone idea its a nice little way to impress me. |
| Apr 6 20:41:19 | 16m 44s | Ultimate Mushroom Damocles Revenger | ♥ 3 | Wow i actually won! May sound evil but getting cooked anyway would be better with this theme xD I think the first part is really good with the rythm and the knives. Its a challenge but not unfair or way to hard. But the bossfight came a bit quick - would have loved one or two more stages beforehand. And i was not a big fan of the bossfight. It takes very long but you use the same maneuver over and over again so its a bit boring. BUT the art is great - even the credits (especially the credits) are gorgeous and the music was very good too! |
| Apr 7 11:36:38 | 14h 55m | Evacuation | ♥ 1 | I played till the framerate dropped to like 1fpm xD I guess millions of turrets do that to you. My biggest problem was just that there were no civillians left after a few minutes. So i defended an empty landing zone from there on. |
| Apr 7 17:33:59 | 5h 57m | Terminal Hydrophilia | ♥ 1 | Really nice use of sprite stretching. Reminds me of those principles of animation. I didnt see a good use for the dash as the cost seems to high - but the chasing sawblades teached me otherwise. That was an enemy that felt really good designed. Because most of the time you only see the "shoot at your current position and chase" enemies and those make for not so entertaining gameplay on their own. But i felt like the difficulty could be ramped up a bit. As in more enemies - i only really died because i ran out of bubbles as i could not find enemies or they were not spwaning fast enough. But i like the visual style and the sounds did work (again?) |
| Apr 9 10:40:52 | 41h 06m | On Company Time | ♥ 5 | I think the tutorial would work better if you had seen the office before. Because i jumped straight into the tedious work stuff instead of wasting company time at the minigames. Navigating the "overworld" could be a tiny bit faster for my taste but its not too bad. The minigames are pretty hat or miss in how fun they are. Im not a fan of the button mashing type games but to come up with novel ideas in that short of a time is hard. The graphics are really good and the office has some cute details. The theme implementation is unique but could be a bit more straight forward imo. I like that you could adjust the sound levels and the audio in general. |
| Apr 9 11:00:16 | 19m 24s | Attack of the Yellow Things | ♥ 2 | I was very confused by the range each ship had. Maybe an indicator would be nice. Also is it just me or did everything oneshot everything? The balance needs some adjustments imo. As some pointed out the camera feels strange at times - i figured out that you can move it with mouse-to-edge but it doesnt work towards the bottom for some reason. I think you choose a very ambitious project for your first LD. It is generally worth it to scope smaller but finishing more polished. With that said i think its really astonishing that you finished. I remember failing my first two jams because of time/scope problems - so good job in any case! Hope to see you next LD as well. Edit: Sorry didnt see its not your first LD xD - didnt mean to belittle or something |
| Apr 10 10:22:25 | 23h 22m | Save prisoner Ryan | ♥ 2 | That was really fun. The art was of course completely peaced together at times but didnt hurt the gameplay. The driving physics were pretty weird but that wasnt to bad as you could turn without needing to drive and you dont lose health when crashing into walls. I like the idea of the items but never actually found c4 anywhere and was surprised that the spikes hit me as well xD |
| Apr 10 10:43:30 | 21m 05s | GrimTide: Delay the Inevitable | ♥ 1 | It took me so long to figure out the missiles... I always thought "why even use them?" but ok they have their very important place but are hard to handle nervertheless. Nukes could be even a bit more powerful imo but should probably destroy your facilities too. One thing that could be very cool - if you keep working on the game - are buildings that continuously shoot the red stuff. Something like turrets. Id also as you said improve the UI as its very cluttered but you seem to have the same impression. Maybe get rid of the "ordering" part so you can just buy things and they have a cooldown afterwards. Anyway it was fun for a few minutes (i got to 8 on my second try but could have delayed it further with mines spam) good job. nice idea. |
| Apr 10 13:58:11 | 3h 14m | A Drag on Chaos | ♥ 1 | Ok most things have already been said. But the thing that drives my CRAZY is the mouse acceleration... I think i would spend a lot more time hunting every last achievement if it would just use my raw mouse input. But the idea is cool and a very unique interpretation of the theme. |
| Apr 10 21:51:55 | 7h 53m | The Inevitable Snowman | ♥ 4 | Guys rate some more games! This is great but almost nobody will see it in the end! That being said love the visuals and especially the audio. You really have dedicated sounds for everything. My favourite is the crunch when jumping onto the ice-platforms. One problem that might stem from the cutout artstyle is actually hitting the firecats when they are to the left or right. Im pretty sure you have actual 3d hitboxes overlayed but it makes aiming very difficult nonetheless. The pace is very fast and you get overwhelmed pretty quickly as i feel. Thats ok though and forces more action oriented play. (Btw im the current record holder - not bragging or anything xD) Its a really really good entry! It would be a shame to only get <20 votes. |
| Apr 11 12:16:40 | 14h 24m | Hymenoptera King | ♥ 1 | The ant corpses are very hard to make out as they have almost the same color as the ground. I think the level area could be a bit smaller (or the ant a bit faster). The idea is pretty fun and the visuals are neat - i really like the look of the hornets - but as i said the look lacks a bit of visual clarity at times. I died twice to the weight and once to the spider - but i couldnt see it. Like i checked to look up a bunch of times but necer saw a spider... I am pretty sure i just looked at the wrong spots but it wasnt pretty clear to me. The "taming"-minigame was a nice touch btw. |
| Apr 14 15:19:10 | 75h 02m | They are coming! | ♥ 0 | I dont see the point in using the fast-shooting as it really doesnt do anything to the enemies. The standard or heavy shot however its called is way better. It also takes some skill to lead your shots which makes for more fun than just aiming in a general direction. The mines are a good idea but not great in the execution as they trigger the reload too and dont even kill enemies - so you just waste possible shots. That said i also feel like the reload could be faster. You went for a moody atmosphere and everything was quite dark (and also a bit small) so it could be hard to hit stuff. Even though it could imo be a tiny bit more chill - i really like the music and how it ramps up over time There are also some balance issues with the spawning. As it is very likely heavily randomized there are times when you just dont have any chance and die. You can hit all shots but there are just to many enemies spawned in at a short time and its over. I know its part of the theme to be inevitable but its just to random - sometimes it happens after just 50 seconds sometimes after 100. My record is 140ish but i didnt feel the need to improve because the game could basically end my run once it wishes (if i dont make mistakes earlier myself of course) But the game held me engaged for way longer than i thought so you definitively did a good job in fun! |
| Apr 19 20:53:11 | 125h 34m | Eternal Crisis | ♥ 1 | Great Game! I like your approach not to use a life system but to tie it even more to the theme. The music was outstanding imo - didnt distract and just felt really fitting. One thing i would suggest is to make the main base hp a bit lower to encourage precision gameplay. i felt that just blasting it from all sides until all weapons were down was the best but more boring way to play. That said the weapons were really really good and thought through. I honestly think we need a game-design category or something similar as it is really impressive how the different weapon systems force you to adjust your gameplay. One could easily fall into the bullet hell trap and just orbit the thing - but that wasnt the best strategy because of how the weapons synergized. The lasers brake up or prohibit your movement and the missiles keep you running and make you aim somewhere other than the middle of the screen. Eternal Crisis by Cerno_b - Google Chrome 19.04.2022 22_39_56 (2).png I think i did good btw^^ Really a great job and glad to see you back again! |
| Apr 21 19:38:18 | 46h 45m | Evita | ♥ 0 | Mh - i am pretty torn on the bloom effect. I know that it can give a nice upgrade to easthetics but it doesnt fit every game and can easily be overdone. I wouldnt say that its annoying me - but its a bit too high to really add to the experience id say. I really like the look of the knight! it would be great to have all other sprites with the same pixel sizes so they dont clash as much (the slimes are noticably upscaled). The basic gameplay would be ok - you even had different abilities - but the enemies behave so erratic and even spawn on top of the player very often. More polish and fun in the gameplay would be worth it (things like knockback and power scaling for example) |