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Oct 4 10:57:18 Poda Wants a Statue ♥ 5 poda.jpg Oh my god, the cuteness of the graphics! Everything is just so so good, look at the little bunniiiiiiessss aaaaaaaa💖💖💖 There's sooooo much polish in this little game, I love it: - The sparkling ressources to signal they can be picked up! - The little question marks on idle bunnies! - The little upside down bunnies when you pick them up that swing lightly from left to right - How everything you can interact with gets highlit with big satisfying arrows when you pick up anything! - Poda's animation, and the niiiice heftiness to its jump!! - All the little super super clean UI elements, like the counters that show how many bunnies are assigned anywhere! So smart to keep everything crystal clear at a glance! This all really makes the game completely effortless to play! And there are so many clever decisions that just stem naturally from the design to give the optimisation game a little crunchiness! You can micromanage the bunnies, but then they drop their ressources, and the higher tier the buildings are, the more it becomes actually efficient to leave your bunnies to bring the ressources in by themselves, and how this interaction stems super naturally from the fact that the bunnies drop everything and must be reassigned after every jump. I think it's super elegant and really adds that layer of micro-management to the game that gives that leeway for even faster times with the right APMs. So elegant. The music is really whimsical, and all the little satisfying plops and clanks for the tools really tie the design together. It's such a simple idea, nothing exactly new gameplay-wise - except from the little twist from the theme - but it's executed on so flawlessly I can't help but love it. Thank you. Incredible work to all the team!
Oct 4 11:54:57 57m 39s bäbäböx X ♥ 5 Honey, wake up! New Kultisti game just dropped! Really nice, tight little core gameplay. Love the idea of destroying the ground periodically like that. The jump -> throw contextual action is a really elegant way to make this which gives a lot of heft and physicality to the throws, but the hands holding the block staying in the same place kind of hurt the legibility of the action and void that really cool element that would add a lot to the gamefeel otherwise, I believe. The feel and polish and juice is obviously still really good, I love the aesthetic that you deployed, it's so deliciously bizarre and really grabs you in. The game is fun and very well executed. I like how the difficulty ramps up and the little arcade scoring backdrop. Maybe it lacks a way to throw the blocks 1 further than just on the next spot available, because I feel like something to push you to play a bit more acrobatically and maybe to be able to hit enemies in spots where the blocks might get destroyed anyway would add a bit to the experience. Had a little trouble understanding that the sprites on the next-to-be-destroyed tiles were clock arrows, but that's such a neat idea, so UX-friendly! Also love the faces on everything. You did an incredible job making a game this tight and polished just for the LD, I would have enjoyed it no matter the context it was born from - you can't really tell that this was done on such a tight schedule. Awesome awesome work to everyone, and thank you very much for the treat ✨
Oct 4 12:06:18 11m 21s Ten-Second Murder ♥ 2 Honey, wake up! New lectvs game just dropped! I thought really hard - is there any reason not to give this 5 stars everywhere? No, definitely not. You had a plot twist in your *fricking tutorial*. How could this game just keep on giving? You're so generous with your content, your writing, so many items with descriptors... The architecture is reaaallly innovative!! Procedurally generated little murder puzzles? And you said it's not a puzzle game, but it is! If you pay close attention and you're careful, I believe you can have everything you need to catch the culprit. I never failed once after the tutorial! What an incredible job you did. Everything is so clean, so polished, the deaths are emphasized in clever and powerful ways. It's juicy everywhere, all the little animations, the sprites bouncing up and down, and shaking, terrified when questioned, the clues popping up after each murder, the timer with that skull icon, it's all so well put together, so high quality. I enjoyed every second of this experience, because you made every second count. There is no gameplay incentive to solve the murders as fast as possible but narratively, preventing the next death had me rushing, but at the same time, weighing that element of risk/reward: do I take the risk of being too hasty and accusing the wrong character? It's incredibly how you captured the spirit of traditional murder mysteries and managed to cram that in a hyperactive, hyperefficient treat of a distillated micro-puzzle gameplay loop. Masterful. Thank you.
Oct 4 12:19:26 13m 08s Room Again ♥ 7 Wonderful little game. It could have been point and click, and it is not, and I think that's *very* smart. The controls are slightly imprecise. Nothing bad from a UX standpoint. But they leave you struggling a *little* to do what you want. And from this springs the very immersive anxiety, of shuffling, your hands trembling, with the rising fear of having to start everything all over again. It's feverish. It really drives the immersion home. I think the controls would not feel this imprecise if you weren't always pressed by the clock. I also believe they could feel better with some polish, highlighting the interactive elements, maybe an other control scheme... But I'm really glad you didn't do that. I'm glad - because for this experience, this is the perfect game feel. It's never dramatic to start over because of that ruthless, extremely efficient, 10 seconds loop. I think there's genius in the way these 10 seconds squash and stretch depending on the context. Sometimes feeling extremely long as you're waiting, your single battery in hand, to start the cycle over again, and more often than not feeling incredibly short. You really played in that space, with the texture you could give these 10 seconds you were working with; and I believe, for such a short experience, with so few words, you really did a wonderful job with the narrative design, and the ludo-narrative consonnance. The atmosphere, the aesthetic of the visual and the puzzle design are all really good. Ultimately this is a game that leaves you with more questions than answers, and that's very much my thing. Who's jo? That singular voice clip about the key? It's so jarring and strange to only have that voice clip, for something obvious as well, because, well, there's a lock on the door - but it really adds to the experience. Never explain or try to justify that kind of things. Great, great mood. Awesome job and congratulations to the team.
Oct 4 14:12:05 1h 52m The book of time magic ♥ 1 timed magic.jpg Ah, the brutally efficient magic of "number go up". You channelled the addictive, skinner-box element of 2048 into a cute little aRPG package. Balance feels very strange; I killed one of the late game slimes with an attack that did very little damage, I think. I'm not entirely sure if code-wise, the enemies really take into account the damage dealt to them. The game is very easy as a result, and starts feeling a little hollow. I do enjoy the idea of the timed spells that consume the results of your various combinations, though, that's a neat little design idea that gives rise to interesting decision space! I tried to make a spell reach 1024 and levelled up to level 5 before I could. The story in my mind was that I was trying to resurrect my dead significant other with a particularly powerful life spell. On that note, the game somewhat lacked an endgoal, which would have given it some more direction, I think. You're using nested reward schedules that feed into one another to great effect; combining your 4 colors to the next bigger number, using that to kill the enemies to gain XP, gaining XP to level and make even bigger numbers. Having 4 colors with a little elemental triad going on is smart as well. I enjoy how the game pushes you to rotate your spells, because having big number blocks makes it harder to combine your blocks, and thus harder to get newer blocks and go higher faster. Every time you use your biggest blocks, you get a burst of action where you're combining frantically. I enjoy the base value of your blocks going up with your level. It gives rise to this nice little pattern where you have to "get rid" of your old multiples which you can no longer combine now that you levelled up, which forces you to stay on one spell and "use up" all your spells of that type until you can get rid of that pesky 1 or 2 value block that's eating up space. If the difficulty was more balanced, there would be genuine risk-taking to this management: since every spell cast is 10 seconds, there's a very real cost to trying to use up every block of one color just to get rid of a weak spell. You really piggybacked on the affordances from 2048 here, not telling us that only same-value blocks can combine - it felt instinctive. All in all, an interesting, rather fun entry. Well done! There's a lot of character to the artstyle and the voice acting is really charming as well! Great job!
Oct 4 23:13:35 9h 01m BUN-hop ♥ 2 bun hop.jpg Bun-hop is a game with a vision. And that vision deploys itself fully, beautifully, in that final level. At the start, the movement feels slow and slightly floaty; but once you get to dash-jumping everywhere, and especially when navigating very tight platforms, crouch-dash-jumping through laser walls... It feels like you're flying. More importantly, it feels like you're actually *bunny hopping*. The character controller just springs to life as the gameplay starts to reveal itself, and that last level is truly touched by grace. A lesson in controller design and level design. I didn't get times as good as yours, but I had a lot of fun getting everything sub-10 seconds! So many super smart design decisions in this game. I love the soundtrack. Especially the way the two level themes interplay, the very chill, ambient theme from the safe burrows, and how it fade into that much more tense song with those clock noises integrated directly into it. After a while, it feels like that song turns a backdrop against which the sheet music of the player inputs are played. Optimal play becomes a melody. I think this game catches in a bottle the essence of why speedrun experiences are good, why they work, finding all these little optimisation, and the controller becoming an extension of the self. This game is tightly scoped, polished, and masterfully done. Thank you very much, I had a wonderful time!
Oct 6 10:37:32 35h 23m Carddown! ♥ 1 Wave 31.jpg Yayy.jpg I don't think I could have died at this point other than on purpose. Really liked it! You scoped it well! Not the first game like this i've seen this jam, but this one did it best. Very nice spin on that formula and clever implementation of the theme. You really showed the potential of this little design, and made me crave for more! More enemies, more cards, more relics... Surprisingly and interestingly, the most dangerous enemies were the rats: they leave you no leeway if you ever enter a 4 or 5 rats room with like, a hand full of attacks. That's a nice quirk of the design space and I think it would need to be exploited a lot more! Low health enemies is actually a ressource for you to unload your cards into. Lots of very interesting things could be done within this space. I'd love to play around designing for this kind of stuff. Great job, good entry, I had a lot of fun with it.