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| Timestamp | Since previous | Game | Mathstr0fficial's comment | |
|---|---|---|---|---|
| Oct 4 01:59:42 | Watch Out | ♥ 3 | Fantastic game overall, as I think everyone has come to respect. Graphical and gameplay polish is out of this world impressive, and it's a wonder that you manage to cram it all into the compo time limit every time. The idea was a blast, and the audio with music/the narrator were a lot of fun too. My biggest issue were some pretty finicky platforming controls, especially struggling with depth perception and landing on certain things since the character is completely flat and the fixed camera doesn't offer much relief. Remembering where all the platforms would appear is also a little bit of an annoyance sometimes, especially when I fall all the way back down due to rotating the hand the wrong way. But, nothing that couldn't be fixed if you wanted to and everything else was delightful. Amazing job as always :) | |
| Oct 10 12:57:48 | 154h 58m | Button Masher | ♥ 0 | I... don't really know how to rate this one to be honest. I shouldn't like it, and yet I do. There's something about the sheer stupidity of the concept that just works. Of course, mechanically and visually there's not a ton going on, but it's fun enough and the subversion of expectations really plays nicely with the theme. I can't in good conscience rate it particularly highly given what it is, but for what it is it's rather enjoyable. Absolutely unique if nothing else! |
| Oct 10 13:08:05 | 10m 17s | Labyrinthos | ♥ 1 | Lots of good things here, visually and mechanically. It's not exactly the most thrilling concept for the theme, but given what everyone had to work with I can't really fault you for it. It's a simple top-down shooter with some solid weapon variety which is basically always going to be fun regardless of anything else. It looked fantastic as well, if a little dark, and ran perfectly fine through the HTML embed. My main critique would be the maze generation itself, as it's easy to not see any enemies for a while and then suddenly get an overwhelming swarm which I usually couldn't avoid. But that's just a balancing thing and in the jam time limit I really don't fault you for it. I'll be coming back for a few more rounds to try to get to the boss, really nice work! |
| Oct 10 13:49:43 | 41m 38s | Crazy Delivery | ♥ 1 | Simple but effective. There wasn't anything too crazy here mechanically, but it was just simple and fun. The concept fits the theme pretty well and works well as a jam game. The graphics are very nice overall, though I would have appreciated a few more background details. The lasers were also difficult to block when they came in clusters, so it seemed like it was mostly luck that let me make a delivery, but that's not a huge deal. I liked the frantic mash on the arrow keys to try and block all of them at once. Really solid overall! |
| Oct 10 14:25:41 | 35m 58s | Base Clock | ♥ 2 | Wow. One of the best games I've played in all of my years of Ludum Dare. Super polished and just plain fun. Unfortunately I didn't manage to snag all of the orbs as I got a tad lost on where to go in the final sections, but that didn't detract from the experience in my opinion. I would have appreciated a map though! In the same vein, a more interesting background would have been nice but I didn't really feel like I was missing it either. The powerups worked really well with the rest of the game, and the hex clock was actually a really cool way to incorporate changing the timer without it just being arbitrary. The level design was outstanding as well and checkpoint placement was done extremely well. I was definitely rushing to get to the next checkpoint, especially before the hex timer, but I never felt like it was unreasonably tight and there was always at least a little room for error. I could go on for a lot longer but really, it was just good. There's a lot of potential here if you decide to keep going with this project! |
| Oct 13 13:14:31 | 70h 48m | Out Of Order | ♥ 1 | There's a lot to like here, but unfortunately there's a little too much holding it back for me to really recommend it. The good stuff first though! It's a very nice and charming platforming experience, it's rather simple but there's a reason it's as big of a genre as it is. The physics are a tad sluggish but nothing unbearable, and perfectly understandable for a jam context. The polish is all very well done, the NPCs, particle effects, and level transitions all really add to the experience. A few rough things though. Obviously as people have told you the jumps are a little too tight, but you knew that already. The thing that really bothered me more than any of that was waiting for time to pass. Having to sit there holding the jump button for ~10 seconds every time I wanted to reattempt said difficult jump is more annoying than anything. I know the double jump isn't an intended feature, but maybe it should be! It's honestly really fun when you can pull it off and could add to the overall feel if it maybe took more battery power so you had to decide when the best time to use it was. Music would have been nice as well, but I'm certainly not one to talk about that and time constraints are a pain. All in all, there's a super solid core here and I think if you wanted to keep working on this or do something similar for another jam you can totally build off of that and make something really exceptional! |