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| Timestamp | Since previous | Game | davidsheadgames's comment | |
|---|---|---|---|---|
| Oct 3 22:51:26 | Demon Dash | ♥ 0 | Definitely happy to see you're still releasing stuff, man! The wave-based shooter is definitely something on theme. The choice of sounds and music fits perfectly. My only bits of feedback is that it would have been cool to see multiple levels, or some form of ending other than 'death' (I picked up 7 artifacts at most, and if I just came short, I wouldn't know...) Also the wall graphics maybe blend in too much with the floor. However, the shadow effect makes that sort of a non-issue. | |
| Oct 4 01:21:04 | 2h 29m | thanks, II hate it! | ♥ 1 | I mean... I adored the clocks. And the minigames all work without issue, so... I liked that... |
| Oct 6 10:12:29 | 56h 51m | The Curse of Household Chaos | ♥ 1 | The pixel art graphics and the concept/idea are really good! But it really needs a balance pass so it's possible to win without luck! Once a task list requires both the hammer and a wrench, it's a lost game. Probably the easiest fix would be to add another door on the main house that's closer to the shed. |
| Oct 6 10:28:58 | 16m 29s | Stuck gun | ♥ 2 | So easy, an incompetent like me could play it! This was really an innovative concept! And a very clever approach to the level design, putting in some areas that were just general choke areas in level 2. Yeah, this one came together great! |
| Oct 6 10:44:53 | 15m 55s | Escape from Minefields | ♥ 1 | Very interesting approach to the ten second idea. Very stressful! I feel having the expanding grid may have been overkill, but it was definitely challenging! I did win eventually... but at what cost? Only call-out from an engine perspective: Unity3D has specific sprite graphic settings to make them look crisper, specifically for pixel art. Try changing the filtering to 'point' filtering and turning off compression. |
| Oct 9 03:13:06 | 64h 28m | Rayna Runs | ♥ 1 | The controls are a bit of a challenge to use, which was already called out. I think there are also problems with collision where jumps may not clear if the player is jumping up while near a platform, leading to have to do a running jump at all jumps. Most 3D platformers provide a second set of inputs specific to allow control of the camera, but I'm grateful there was any camera control at all, even if delayed and limited to where the player was facing. Still, good job with a first jam! The song was pretty catchy, even as a basic tune. Hits a DOS game vibe. |
| Oct 9 03:32:09 | 19m 03s | Dragua | ♥ 1 | I really dig the move speed and the fact there is enough to work with for the player to know what's going on. I think the map generation is a little too aggressive with the tree placement, especially since it doesn't seem like trees can be cut down at all (Vines are dubious depending on if the player gets a scythe soon). Late game, the seeming lack of respawning made it too hard to progress much longer. It also seems like specific rewards only need to be earned once (scythe/sword) and additional pickups just waste inventory space. Also, 'shift' is a dangerous key to utilize when multiple taps are needed (so many prompts about Windows "Sticky Keys") Otherwise, this is a great concept and I hope it gets polished later on! |
| Oct 9 03:41:57 | 9m 48s | Balloon Time | ♥ 1 | I got a 'Great!' That's good enough for me. Really simple but effective game! I really dig the graphics and the art style. I think the bounce from the balloons could be way more forgiving or some ability to 'save' your run with a double jump would be nice. |
| Oct 9 03:56:49 | 14m 52s | Just One More | ♥ 3 | This is hilarious as a concept. I know with more time on the level, there's much potential for the different playstyles as is without needing to make an obvious path per player type. One suggestion for improvement is that it would be nice to do a marathon version that just repeats on uncompleted types until you complete a run on each one that wasn't completed yet. I found myself just spam-killing ones I already defeated instead of trying to best my time with each one. It was more fun figuring out how to do a run with each than to rerun ones I already completed. Otherwise, very fun concept. I appreciate the tiny ragdoll on 'tiny' |
| Oct 9 04:04:03 | 7m 14s | Frantic Belt | ♥ 1 | Just a heads up, the provided executable requires net core in order to run. It'd be nice if this app ran without additional resources. |
| Oct 9 04:12:15 | 8m 12s | Luzy Lazer | ♥ 1 | Unfortunately, the version on the Ludum Dare website seems to be having issues, but the web version on itch is working fine! The game itself is chill enough that even the loss of controls is almost manageable. The real danger is the fact that using keyboard controls caused the itch page to move around because of HTML context issues, I think. I wonder if the game would have felt different with Asteroid-like tank controls instead of Space Invaders. Also... my first impulse was to try to run into the cherry and not shoot it XD, so maybe fruit is not the best pixel art to use as something dangerous. |
| Oct 9 04:25:02 | 12m 47s | Time: Cardmancer | ♥ 1 | Very cool concept and I hope to see more done with it! Some of the cards were too confusing to tell what they did (reverse extend was a bit confusing). Also, victory was pretty much random as I relied too much on 'steal' or '2x' and got a bit flustered to try anything too strategic. 'Cut' made sense, while 'Copy' and 'Swap' were a bit too difficult to plan out in the moment. Maybe if the time bar was moving slower or if there was more opportunity to train. Anyways, for a jam, this was done great! Very well polished! |
| Oct 9 04:46:08 | 21m 06s | Two Tanks | ♥ 1 | This starts out brutal, but once you notice the pattern(s) it's pretty easy to out-maneuver. The major challenges are the heat-seeking missle and circle-strafing for such a long period of time. Great job for a first game jam and your first game programming jam! |
| Oct 9 04:53:52 | 7m 44s | BackToSchool | ♥ 2 | Uhh... just going to call out that the doors on the web version are bugged. For some reason, aside from the toilet door, the player can just slip through a tiny crack in the door and just walk out. I'll try to review this proper later on. Just calling out a bug. |
| Oct 9 05:18:20 | 24m 28s | In Season | ♥ 3 | This farmer has the strangest hairstyle I've seen! However, the pixel art style looks great! Also, the mechanics of the game itself feel well-polished. The only thing I'd ask for is a way for the click to move the character to a position instead of having the character just shake their head 'no' because of a misclick. Also, the $400 penalty a year is surprisingly easy to overcome. So much so I had to test it by waiting it out to confirm that the farm DID lose money after a while. So... mostly a balance issue, but it's nice that it's in the player's favor at least. I dig this entry! |
| Oct 9 05:50:46 | 32m 26s | Escape the Island | ♥ 2 | The 3D models here are great! It feels like a polished, finished game just on the style alone! The game has some 'interesting' quirks with its drifty motion (takes a while for a turn to register), floaty 'gravity', and odd collisions that I both want fixed and yet want left alone because some of those quirks made this game so fun in the first place. I think these are more polish points than anything against the concept itself. The concept is solid. I'd like to see this turned into a real game! One note, for hard mode, this game could really benefit from a minimap or something. Some kind of indicator for the parts, as it becomes quite like a maze once enough parts of the island collapse. Otherwise, a solid entry! Edit: oh, one more note, the scrap pile pickups and the scrap platforms look VERY similar to one another, and in a bad way. It might be good to add more visible differences like color or even just making the pickup rotate could help. |
| Oct 9 06:39:13 | 48m 27s | Out To Pasture! | ♥ 1 | Ram lady guides sheep home by smacking them with a cane. The sphere world and the shader effect look good. A bit disorienting and hard to tell where the fenced area was most of the time. Not sure how I feel about using a cane and smacking sheep with it to get them to move... |
| Oct 9 08:00:31 | 1h 21m | Death by 10 seconds | ♥ 1 | Nothing at all what I expected from a game jam, but surprising! NGL, I technically got level 30, but only by the technicality that it's minecraft, and I just dug a hole underground and put some torches. Hid under there until the entire map was infinitely firebombed by dragons and withers. |
| Oct 9 17:21:01 | 9h 20m | Fred the Egg the Gardener | ♥ 1 | The art direction and style is fascinating in this game (I like it!). Unfortunately, the profit margins are so slim (and there are so many things killing the plant) that I could only afford to plant flowers the whole time. The only thing driving a profit was weed killing. Once I bought a watermelon seed, it all went downhill even after several in-game days. I think it's a statement that the rent goes from $5 to $15 suddenly too, but it might be too fast and needs balance, as it makes profits too thin for the game to progress. Very interesting game though! It would be nice if the player could place tools on the boxes, so they can organize, but that's just opinion ^^; |
| Oct 9 17:47:47 | 26m 46s | Every 10 seconds life | ♥ 3 | The minigames are extremely tough, but thank goodness the game is forgiving ^^;; If only life had so many retries... |
| Oct 11 06:17:42 | 36h 29m | Forest of the Lost | ♥ 1 | I liked the horror aesthetic of the game and the concept. However, it felt a bit brutal in terms of monster placement. I'm grateful that the game was forgiving with checkpoints because after a while it was more trial and error, especially once I found out that monsters can randomly cross and kill you during the transition phase between plants, even while the player is standing in an open area. I think there's potential in this idea as a one-off in a horror game, but it needs some polish and balance. |
| Oct 11 06:47:37 | 29m 55s | My Creatures | ♥ 2 | Very interesting concept. Very chaotic after a few minutes! The blobs eventually just evened out in a way where none of the remaining blobs could make anything new (purples, oranges, and black), so it sort of just stagnated. They seem to lay eggs faster than starving, so there's just a perpetual monster farm that will never run out. I just kept selling til 10K and figured that was the best I could do in my run. I did find out you could cripple yourself at the beginning by selling the first blobs without realizing they don't come back XD |
| Oct 11 07:07:11 | 19m 34s | locked in | ♥ 0 | The art style looks great! However, there are a lot of bugs that seem to get in the way of completing the game. You can soft-lock yourself regularly by getting one of the riddles wrong and then never being able to see the prompt again, and I think the first riddle (the one with 'time' as the answer) doesn't seem to save, so you keep losing the 'Si' note after the scene transitions. I dig the concept somewhat, though the bugs I experienced make it hard to appreciate. |
| Oct 15 07:56:24 | 96h 49m | Ten Seconds to Midnight | ♥ 0 | The challenge is real! And it is heavy! I had to switch to sandbox mode pretty quickly. However, the ragdoll is hilarious and the gameplay is fun without the timer challenge. There's grains of some good snowboarding challenges here. It's a little difficult to control, mostly because the snowboard is too easy to tip, especially while jumping. If those were addressed, this could be a super fun challenge game. |
| Oct 19 05:02:39 | 93h 06m | Raidar | ♥ 2 | This is a unique take on the '10 seconds' theme and I really like the concept. However, it's really hard to not die because of the floaty controls and really low amount of HP. There's a version of this game that's more forgiving about the fade-off between radar pulses and has a much larger health pool, and I think that would be more my pace. However, I think that's a balance pass thing, and I think it would be cool to see it in a future version of the game. Also the tether seems to bug up a lot and get caught up on itself, getting tangled before being about to extend all the way. |
| Oct 19 05:09:59 | 7m 20s | Take your sh*t,please | ♥ 3 | Very stressful, yet easy-to-learn matching sort of game! The first time I managed not to screw up at all, but the second time I made a deliberate screw-up run (to test it out). Surprisingly well-polished as a game. Great job! |
| Oct 19 05:50:41 | 40m 42s | BabySitter | ♥ 1 | The song and the graphical style is really good for that retro aesthetic. Unfortunately, there are a lot of problems with the general collision, and it makes the game far too unforgiving to be enjoyable. There's something going on with the alien remembering the room it was in, which is cool. But again, with collisions as they are, it's too easy to get trapped in unwinnable states. Also, as an aside, it would be nice to color code the doors that don't work or just don't include doors that don't open. Also, as an aside aside, the default gray text on default light blue in Unity3D makes for extremely difficult to read instructions :( |