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| Timestamp | Since previous | Game | eyedromeda's comment | |
|---|---|---|---|---|
| Oct 9 17:09:56 | Bear's Home Repairs | ♥ 3 | Quite a fun game with a lot more strategy than expected. The first time I basically played it as a wave shooter, only using the primary and walking around the house. After that I started to actually use the items given, and what at first felt like a horror shooter became an efficient teddy killing system. I like that the razor wire sticks around, since it creates a nice progression of player strength, but I wish the same applied to the turrets. Even if it could very easily become unbalanced in the player's favor, I feel like building up your defenses over time would make player progression more prevalent to go along with the increasing influx of teddy bears. I found myself hunkering down in the same room when playing, and while I'm guessing that was the intended idea, it's a shame I didn't have a reason to explore and see more of the whole house. It might've been cool to give more reasons to move about, like venturing past the safety of your defenses to grab a powerup at the other end of the house. Kudos once again to the team! Managing and making a game of this caliper is no small feat, especially in 72 hours. | |
| Oct 9 17:33:52 | 23m 56s | Cunny Racing Club | ♥ 0 | The graphics, shaders and music create a really nice and unique atmosphere, reminiscent of PS1 games while still finding its own aesthetic. The controls are slow and floaty, which could be considered annoying, but I feel like they fit the aesthetics and character of the game, and I feel like perfectly responsive controls would only work to lessen the game's charm. Same with the camera switches, which are just bizarre enough to fit the package perfectly. This is exactly the type of game I love seeing/playing in game jams. Good job! |
| Oct 9 18:02:23 | 28m 31s | Lab Accident | ♥ 1 | I find this game quite charming in an absurd way. I didn't read the guide, so I was dropped in without much idea what I was supposed to do. It was a gameplay loop of slowly figuring out mechanics and having these aha experiences on how the game behaves. It gave me an experince I haven't had in a long time, where I had no idea how to play the game at first and slowly figured it out, which was very satisfying. Getting to the shelf with the antidote and managing to get the bad ending by transforming near it made me go "Oh of course!", as it was a very fun twist that I couldn't foresee. Winning and getting to listen to that beautiful song was just as great. This is exactly what I love about jam games, because they don't necessarily have the responsibility of normal games to be easily understood or user friendly, and so they can just focus on pure creativity. Good work! |
| Oct 9 18:36:21 | 33m 58s | Tanker's Nightmare | ♥ 1 | Surprisingly fun and enticing. The graphics are nostalgic in a very nice way, they remind me of early flash games. The enemy bullets could definitely do with a bit more visibility, as I sometimes got hit without noticing, but otherwise everything worked well. I really enjoyed the gameplay loop and the destructible terrain added a lot of fun and strategy. Being thrown into a different scene every 10 seconds instead of simply changing weapons or something similar was also a great choice, as the last few second were always the most intense, and getting reset always gave a little bit of breathing room. The online leaderboard was a great addition, and made me try a lot more times than I probably would've otherwise, fueled by the drive to beat others :). Alas I could not. Overall, the most fun game I've played so far in this jam. Good work! |
| Oct 10 16:36:17 | 21h 59m | TenSecBox | ♥ 1 | I got the hang of dodging attacks pretty quickly, but the damage I did with my hits was so negligible compared to the enemy, that I never managed to beat them. It's easy for skill-focused jam games to be too difficult, since the developer is already so used to playing the game when determining balance, whereas a new player has to learn all of that in a couple minutes. I especially had a hard time distinguishing between the telegraphs of the enemy getting hit or winding up for a punch, since they had pretty similar animations. I like the idea of the 10 second rounds with some advice or encouragement from the coach in between, but the text was painfully slow and with no apparent way to skip it or at least make it all appear with a button press, it interrupted the gameplay flow a little too much. Otherwise the game was quite fun, and I really liked the graphics. |
| Oct 10 17:18:43 | 42m 26s | NN7 Guardian | ♥ 2 | The atmosphere is great, the graphics are polished and the music is bangin'! The only part where the game fell flat a little was the gameplay loop, which I distilled down to letting the miners do one round of mining, letting the fighters beat the first batch of enemies, preparing for jump, waiting for everyone to get back in, jumping and buying more miners. The fact that fighter ships didn't accumulate damage between jumps meant that there was never any need to buy more as long as I gtfo'd before the second wave of enemies, and the lack of random variables in enemy spawns meant that the gameplay became repetitive until I decided to buy a bunch of fighters and managed to beat the game. While this aspect makes it a game I wouldn't complete more than once, everything else about the game works well, and putting in more variety, not just in enemies or their spawns, could make it more replayable. Preparing for a jump wasn't explained quite well enough, unless I missed that info, so for the first few attempts I kept leaving all of my ships behind, though I got the hang of it eventually. Obvious in hindsight, but you know, assume the player is stupid and all that. Overall I really enjoyed the game though, and the assets, sounds and polish were definitely beyond the usual game jam grade. Good job! |
| Oct 11 19:37:39 | 26h 18m | ROAD TXTR | ♥ 3 | This was surprisingly great. The obstacle avoiding driving game has been done to death in my opinion, so I'm always a little vigilant when playing another one, but this one had a cool, fresh twist that made it enjoyable. The texts required multitasking, which was surprisingly difficult and made me commit accidental manslaughter a couple of times. The humor was great and also added to the fun of the game, and the graphics were really nice. There was an issue with the game not running at a fixed framerate, which most noticeably made the music constantly change speeds, but I'm assuming this is just an issue with TIC-80. Good work! |
| Oct 11 20:32:05 | 54m 26s | Jake Count : Four times to live | ♥ 2 | It took me a while to figure out exactly how the abilities worked, like having to hold the jump button to control the jump height inside the ice. While I think naturally finding these things out feels rewarding, it also risks leaving the player stuck. The art is amazing, and the atmosphere in each place was great and each one was really well distinquished from the others. As great as the diversity in the different areas was, I do think the 10 second switches felt a little shoehorned in, as there weren't any mechanics tied to them. I think the levels would've worked better as separate ones completed back to back, but I understand wanting to include the theme. I expected at first that the other games would keep running in the background, so I always placed water guy in front of those bubble spawners, but since the switches sometimes happened mid-jump, it probably was for the best that that wasn't the case, though it would've been a way to make the switches seem more incorporated. The platforming was difficult enough to not feel trivial, but not to the point of frustration, which was great. Overall a very enjoyable game. Good work! |
| Oct 12 21:17:20 | 24h 45m | Dragua | ♥ 1 | Fun and very atmospheric. I really like the artstyle and animations, and the premise is quite an interesting and unique one. The flames seem a little sparse, as they don't respawn (as far as I experienced), so I never really ended up having a problem with the tendrils, as I kept losing by letting the fire burn out. That combined with the fact that the tendrils didn't really do anything to the player other than block their path, made them more of a nuisance than a looming threat. I can see what you were going for though, and I'm sure if I had gone long enough they would've become more overwhelming. Some major roguelite vibes with a unique twist gives this a lot of potential to be expanded into a full release. I for one would love to see it. Good work! |
| Oct 12 21:43:46 | 26m 26s | Helping | ♥ 1 | Quite an cool little game. I can always respect an in-game tutorial, and the game was surprisingly well balanced difficulty-wise, besides the issue of running out of certain resources, which makes lasting a long time more about luck than skill. This is probably still better than making the game drag on for a long time until the player gets bored though. And I think that not having a certain resource available when it was needed added some pressure to the game. None of the graphics really matched each other, which would've bothered me in a normal game, but I think jam games should be given far more leniency, and I actually tend to prefer a weird or unique approach over a boring one. Like I think that making the doctors fruits and simply not elaborating on that is very funny in an absurdist way. Good work! |
| Oct 13 13:12:09 | 15h 28m | MAGIC-281: Intro to Alchemy | ♥ 1 | After a long day of studying I simply wanted to play some games, and you tricked me into more studying! In all seriousness though, this was a really fun and unique experience. The lecture was incredibly accurate to many I've had before, although the subject matter was more interesting. Seriously though, everything from going "ah, that makes sense" during the lecture to trying to choose between two answers in the test was astoundingly similar to a lot of the courses I've had in uni. And yet you still managed to make it fun and engaging. Considering I only went through the material once, having to skim read a lot of the text in 10 seconds, and didn't write anything down or rehearse for the test, I'm pretty proud of an 11/18. I pretty much had the basic theory down, but had to guess on a lot of the trivia about Qluix and Kudu, since I hadn't thought that historical figures would be an important part of the scope for the test. I always enjoy having new and unique experiences when playing jam games, and this was most certainly one of those to the utmost degree. Good work! |
| Oct 13 13:39:07 | 26m 58s | 10s Bar Brawl | ♥ 3 | The graphics and visual effects were great in my opinion. In jam games especially, unique or weird is much better than boring in my opinion. The enemies would more often than not get stuck on everything and anything, and the shooting felt a little unsatisfying. Maybe some muzzle flash and screen shake would've helped with that. Having good feedback on a central game mechanic is surprisingly important in making a game engaging. I did crash the first time playing with the same error message as fabula-rasa, and I also found having to wait 10 seconds to get into the game a little annoying (though maybe there was an engine-side reason for this). Overall, while the game lacked the depth to make it very replayable, it was nonetheless quite fun and enjoyable for a little bit, and that's already something to be proud of. Good work! |
| Oct 17 09:42:53 | 92h 03m | Room Again | ♥ 2 | Very nice art and atmosphere. The mechanic of being able to carry a single item over to the next loop was very smart and led to interesting puzzles. I really like that you had taken the time to implement interactions with things that had nothing to do with the solution, like being able to break almost anything with the axe. The sequences were just long enough for 10 seconds, though I did miss a button press a couple of times and ran out of time because of it, which would've been fine if not for the fact that I then had to take the battery again and wait 10 seconds. Overall a really cool and atmosperic experience, and I only really wished there had been more :) |
| Oct 17 11:06:09 | 1h 23m | autoball | ♥ 1 | Five stars across the board! I'm astonished at the level of polish in the game. Everything from the way the text bounces when it changes to the ball hit sounds rising in pitch makes it seem like a game that took months to make instead of 48 hours, which is probably why I've spent the last hour playing it. You've hit gold with this concept, and all it needs now is some variation, like multiple levels with stage hazards, like solid terrain or places where you can't put any items (pegs and cannons), and maybe a few more items introduced throughout the levels. Add a target amount of money to complete each level, and that's all it needs to slap a price tag on it and call it a real game. I for one would love to see it. Screenshot 2022-10-17 140428.png |
| Oct 17 12:28:13 | 1h 22m | Birdwatching | ♥ 2 | Very fun concept, equally infuriating words. Could have become a little monotonous if I had ever gotten more than a few birds each time :) I found some comedy from the disconnect between peacefully watching birds and furiously trying to type out their names, which seemed like they were made up to purposefully be the bane of my slow fingers. The art was really great, and it's clear you played into your strengths with that. While I was going to pick on the music, I then saw you describe it as "A sweet birding bop!", and now I must agree. |
| Oct 17 18:22:10 | 5h 53m | Tenjutsu | ♥ 2 | Very innovative and fun concept. The graphics and animations are satisfying and really polished, and the gameplay loop is well paced. The sound effects are on point, and all it needs is an equally exciting soundtrack. I would've liked some optional info on how exactly the mechanics worked, as it took some time for me to figure the specifics out, and it was somewhat difficult trying to make sense of them while being in the midst of combat. Getting into the fighting immediately was definitely the right choice, however, since many people do prefer to figure it out as they go and not be worn down by walls of text. Overall, really impressive for a compo game! The level of polish on everything was quite remarkable. |