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| Timestamp | Since previous | Game | chemicalcrux's comment | |
|---|---|---|---|---|
| Oct 3 13:23:11 | Planetary Asteroid Defense System | ♥ 1 | I got to 418 seconds. The challenge definitely ramps up! It might work better to start at a higher difficulty, though: before a certain point, it's easy to toss the asteroids away well before the next one spawns. At the end, I tried to redirect them instead of just shoving them back out into space, but that didn't work too well. Maybe giving a bonus to the impact force for side-hits would help to encourage that! | |
| Oct 4 01:20:22 | 11h 57m | Optimum Tasks | ♥ 1 | The last puzzle *almost* had me trying to write a script to brute-force it, which I think is in the spirit of the game (: I like it! |
| Oct 4 01:41:04 | 20m 42s | Cats | ♥ 1 | Progression was a bit wonky -- I never needed more than one of each of the upgrades -- but it's a fun little game! Figuring out what the different blurbs meant was neat. |
| Oct 4 01:50:12 | 9m 08s | Critt-ical Paths | ♥ 2 | The colors are very difficult for me! I got stuck pretty early on because I couldn't tell them apart -- maybe use a more vivid red (assuming one of those flags was red, at least, haha). I like the music and general atmosphere, though. It'd be great if that could be tweaked (: |
| Oct 6 02:13:59 | 48h 23m | 10 Seconds to Heaven | ♥ 1 | Pretty cool! I had a lot of trouble with navigating through the hallways; reducing the size of the colliders might help...or maybe some better controls for dealing with awkward positions, like a box barely stuck on the lip of a wall. |
| Oct 6 02:20:12 | 6m 13s | Exp10sion | ♥ 3 | Brilliant little game! Realizing that you have to hold the door (or possibly *doors*) open for your future self was very intuitive. |
| Oct 10 02:32:58 | 96h 12m | Parasite Assassin | ♥ 1 | Nifty concept! I found flying through the air to be kind of fiddly -- perhaps making the parasite home in on people would help there. My only death was because I missed... I'm partially colorblind, but I didn't have any major issues. Perhaps there could be some textures to help differentiate things, but that might wind up making the game too easy. It was already pretty straightforward to figure out where to go on the map! |
| Oct 10 22:18:59 | 19h 46m | Floppy Fish | ♥ 3 | The controls feel pretty good (flopping around on land wasn't half bad, even). Sticking a few piles of trash together might've helped make it more challenging, since as-is, it's very difficult to get stuck on land for ten whole seconds! |
| Oct 11 14:57:49 | 16h 38m | Pizza Game | ♥ 2 | Very frantic! I thought the difficulty was too high at first, but I started getting the hang of it after a while. Perhaps having the rolling pin and spoon snap back to resting places when dropped would help. They're pretty small targets. I got a segfault at the end of the day on the macOS version, alas :( (also, for anyone else having trouble making it run: I've consistently needed to `chmod +x PizzaGame.app/Contents/MacOS/PIzza Game`, then hold option when running the app to convince macOS that, yes, I would like to run the darn thing! This seems to be the case with every Unity game I download (although my own games, installed through the Itch application, have been fine). Very annoying. |
| Oct 11 15:06:09 | 8m 20s | Hypersomnia Mania | ♥ 1 | I had a few problems while playing -- some of the elements seemed misplaced or incorrectly sized, like the fade-to-black. I also got a game-over right after successfully breaking the gumdrop rock open! Some more feedback about success or failure would be very helpful (a simple yes/no sound would suffice!). I couldn't really tell how well I was doing until I lost. |
| Oct 11 15:13:14 | 7m 05s | every 10 seconds | ♥ 0 | I liked it! Wiggling back and forth between two rows to light up both, instead of just drawing a one-square-wide path, felt a bit strong. Perhaps it'd be better if you had to step a bit further into the square to turn it red. The music and sounds worked well, and the balance seems about right. |
| Oct 11 16:32:24 | 1h 19m | Seismic Panic ! | ♥ 2 | Pretty solid overall. Some way to detect parts from further away would be much appreciated (maybe sound cues, or occasional radar pings?) Fueling up at the end feels like an afterthought, since you can just sit on a geyser and repeatedly fuel the ship. I'm not sure what would improve that...I did originally think I was supposed to drag the ship parts over the geysers; maybe that'd work if there were two fuel tanks to attach! |
| Oct 13 12:25:54 | 43h 53m | Attuned | ♥ 1 | Great concept here. I haven't been in a band in ages, but I still figured it out pretty quickly! A little change that would help people with a worse ear: make it clear that the first 10 seconds of each set of notes is all in tune! I was a little confused at first -- "but everything sounds like it's in tune!". The counter definitely helps there, though. |
| Oct 16 13:01:51 | 72h 35m | Defense Engineers | ♥ 1 | This is very cool! I quickly started working out strategies (like having a laser that just blasts a transmitter); you've got some good depth, particularly given that this is a jam. I'd like to have had more feedback when placing buildings, though. It was hard to tell if building A was in range of build B -- a little highlight while placing them would do the trick! |
| Oct 17 19:03:04 | 30h 01m | Bushland Savescum | ♥ 1 | The respawning was a bit wonky at times -- it seemed like the birds sometimes just kept charging as I reloaded! -- but I really liked this thing! The controls are pretty snappy, and the idea of auto-saving in a bad spot was *just* enough of a looming threat to make me play cautiously. |
| Oct 18 21:03:02 | 25h 59m | Traffic Flow | ♥ 1 | Performance was definitely a problem for me -- this was in Chrome on an M1 macbook. I'd have liked if the missiles were a little more distinctive sounding, since the crashing cars make quite a (similar sounding) racket. Making them slower, but less maneuverable, would also be great. I worked out that you could make them crash into buildings, but they turn too quickly to pull that off most of the time. |
| Oct 20 18:04:57 | 45h 01m | The Last Bullet | ♥ 1 | The acid puddle (or whatever it is!) at the top of the map isn't very obviously deadly -- I thought I died for no reason the first time! Shooting a bunch of zombies at once felt good, although you only got one or two stabs at that before things thinned out. Perhaps having the zombies naturally try to form groups (instead of just standing idly) would fix that. |
| Oct 21 12:02:21 | 17h 57m | 10 Second Apocalypse | ♥ 1 | Your GitHub repo is private! I can't get at the source code. |
| Oct 21 12:06:55 | 4m 34s | extreme chef | ♥ 1 | "Every 20 seconds" might have served this game better! I had a lot of trouble keeping up, even after remembering a decent number of flavors. One big input issue -- I couldn't put an item down after picking it up. Sometimes I'd realize I grabbed the wrong thing a moment too late. |