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Oct 3 14:26:25 Quinx ♥ 1 Pretty solid jam game! I can always appreciate when you even manage to create music and sound effects during the jam - it really makes the game feel more like a complete game than just something quick created during a weekend. Some thoughts; - You can survive quite long just by standing in the corner. The game does not try to place obstacles near the players position which can make standing in the corner a valid strategy. - You could maybe alleviate this issue by forcing player to collect the point balls every 10 seconds. Now there is no rush to collect the points since they do not disappear and the player is not punished for not collecting them. This could make the game more interesting because it would force the player to move. But overall, quite a fun game! Good work!
Oct 3 14:35:20 8m 55s ShipIt! ♥ 2 While it takes a moment to get a hang of the game's systems, when you eventually do it is actually a really fun game! This should obviously have a tutorial but hey, you do not have time to do everything during a jam. A simple tutorial fix would make the first boats wait so they player would actually be able to complete something. I ended up losing quite a few times before I made my first shipment and started to understand how systems and controls work. When the game gets going I really like the feeling of rush you are getting! A good entry and bonus points for the music!
Oct 3 14:42:31 7m 11s 10tris ♥ 3 It is always interesting when a classic like Tetris is taken and given a new form in these jams. The changes are not drastic but just enough that it feels like its own game. The music is great too! I actually run to a bug where the game was not able to proceed. One red block went through the level and after that I never got a new block. 10tris.png Other than that, a really solid jam entry! Good work!
Oct 3 15:00:55 18m 24s The Flock and the Flood ♥ 2 I really liked the athmosphere in this game! Something about the combination of art style, rain and music is just very calming. It is also pleasing to watch your flock grow. Something I found a bit confusing were the controls. They were pretty standard top down mouse controls but it was quite annoying that all actions also place a rally flag for sheep. So even if I rotate and zoom the view, the flag gets placed and sheep move somewhere I did not intend them to move. I would only allow placing the flag with left or right click and dedicate other mouse buttons to camera controls. But overall, a simple but solid (and relaxing!) jam game! Good work!
Oct 3 15:26:58 26m 03s Kill Team 10 - Badasses On Patrol ♥ 1 Alright this was an interesting game! Really gave me some XCOM Ufo-defense vibes with art and gameplay. I was actually quite surprised when I realized what the mechanic was. I was not expecting it at all! Aliens are the staple of jam themes and our team actually ended up going towards aliens too! 👽 Right from the get-go I started hoping for a sprint button or characters to just move a bit faster. Sometimes it took me several rounds to get to the next place of action. Maybe this was also due to the fact that I did not really know where to go in the level. I can always appreciate when people also make music and sound effects for their game. The music was cool and effects too. The gun effect started to get a bit jarring when multiple characters were "stuck" shooting, so I ended up wanting to turn them off. But overall a solid game! Great work!
Oct 3 15:35:17 8m 19s Endless Circle Runner ♥ 1 That is a simple but solid jam game! It took me a while to understand how to move. The moving method is not the most common one so I would definitely add a "how-to" at least to the game description. But when you realize how to move, the game actually plays fine and is a good fun for a while! It becomes a nice challenge later when the screen gets very full! Great work!
Oct 3 15:43:20 8m 03s Speed Dating Fantasy ♥ 1 It is funny that this speed dating idea came up in our brainstorming session as well when the jam started. But we did not end up going with it and I think our version would have not been as good as this was! It is interesting to see how AI can be used in smaller games like this. I liked the portraits a lot more than descriptions and ended up guessing a lot just by the looks of the dating partner. I probably would have hoped to have custom questions for each portrait since the questions started getting very repetitive after a few tries. It was also possible to down right guess the right option if you had seen the another answer in other conservation already. The Rolodex was a fun touch! Great work overall!
Oct 3 15:50:30 7m 10s Samurai Halloween ♥ 2 This was a very good jam entry! The graphical style is very polished and one of the best I have seen in this jam. The main mechanic was really satisfying to use. I could only imagine if you had more time to add some audio and feedback to the move and it would be totally epic. I think controls were fine. I personally would have liked to have a different button to trigger the kill move. Now I often found myself accidentally triggering the move when I was just trying to mark enemy near the 10 second timer ending. It is also a good idea to support WASD movement - it took me a while to understand that only arrow keys are allowed even though it reads in the manual. Overall, a really solid game. I would definitely play this if you end up relesing a more feature-rich version after the jam. Good work! PS. The embed does not work for me currently. Not a big deal since there was the Itch.io link!
Oct 3 16:08:05 17m 35s Satellite commander ♥ 1 First I thought controlling the satellite was too difficult. But then I started getting hang of it and the game actually became very interesting and fun. It reminds me of games where the tricky movement is main part of the game (e.g. Getting Over It or Octodad). Sometimes I felt the controls were overly complicated. It is due how the satellite turns and suddently thrusters start working differently than your brains would expect. Especially in the beginning of my journey to a professional satellite pilot, I found my self outside of the screen. It is really hard to get back from there. Possibly adding a small indicator to the edge of the screen to tell where you are could help with that. Or just straight up killing the player if the satellite is too long outside of the screen. But overall, this was a fun game! Great work!
Oct 3 16:19:02 10m 57s Switcheroo ♥ 1 Feels very complete game! The art style is a smart choice for a jam game and it is also very stylish. Some switcheroos were obviously (as designed) very confusing. Mirroring controls is often thought to be quite annoying for the player. Here it did not matter too much since it is a pretty short game. But if I played for longer periods of time I think it would start to get very jarring for the brain. But overall, a very solid game. Good work!
Oct 3 16:33:22 14m 20s Oxylunky ♥ 2 The game has a very strong athmospehre. Not many games manage to actually capture the feeling of being underwater so you can take this as a big achievement! The beginning of the game is quite tough for a new player. I like how it immediately teaches about the hidden air pockets but the game was a bit frustrating at first because I was not progressing at all. The lack of checkpoints was also a bit jarring - especially later in the game. But overall, the overall athmospehre is the best I have seen this jam. Good work!
Oct 3 17:14:05 40m 43s OutPost ♥ 0 While I have seen bunch of these games lately, this still managed to hook me for a good while! The overall loop works very well and the game is very polished for a jam game. Great work! I could see myself playing this more if you keep developing it after the jam.
Oct 3 17:21:20 7m 15s Birdwatching ♥ 3 It is simple but it is a solid game! I like how I can actually learn something by playing the game. The theme and beatiful art definitely add to otherwise quite used mechanic - making it even a bit unique! I can always appreciate when someone takes the time to create their own music for a jam game. I would have personally picked something more suddle and relaxing but as I said it is always an achievement when you create music for your games on top of everything else! Great work!
Oct 3 17:29:42 8m 22s Acid Rain ♥ 1 First I thought that the mechanic would be quite dull but you really managed to explore the idea during the game in very interesting ways. I also thought that the double jumping charging was annoying but then even it was quite cleverly used in the following levels so points for level design and how they utilise the mechanics! Art style is very solid and atmosphere is great. Stylish sound effects too. I can always appreciate when someone takes the time to create sound and music for their jam games. Overall, great work!
Oct 3 19:01:36 1h 31m Lighthouse ♥ 1 This game has probably the best athmostheme I have seen this jam! The idea of the game is quite innovative and fits the theme well. Also amazing sound effects add to the already great visuals! Great job!
Oct 3 19:28:36 27m 00s Mages Arena ♥ 2 This is a neat game! It has some cool depth with spells and stat points - a lot more than you would expect from a jam game. I found the teleporting ability a bit broken though. You can easily teleport out of any dangerous situation to safety. It can be easily abused as a hit-and-run strategy to make the game quite easy. Maybe teleporting should only be possible from the portals or it should have a cooldown? But overall, a very solid entry. Great work!
Oct 3 19:36:59 8m 23s Pincolour ♥ 1 That was actually pretty solid pinball game. The gameplay feels good and I think it is an achievement that you have managed to make the pinball part this solid during a jam! Powerups were a fun addition. I had a bit hard time understanding what each of them does but that is expected in a jam game. Also it seems that the ball can very easily get stuck in some corners - generating a large amount of points. But physics based games are always tricky to test and you simply cannot catch all of these bugs in this short timeframe. Overall, great work!
Oct 3 19:43:08 6m 09s Blobbbert: 10 Second Navigator ♥ 1 No way it is your first completed solo game! Great work! It was fun to try to blindly guess the layout of some levels and try to complete them on the first try. It is an interesting question whether you should add some kind of ghost feedback instead of forcing the player to count the moves in their head. I think it can easily get very jarring for the brain - especially on larger levels. I can always appreciate when people take time to create their own music and sound effects for their jam games. The music was a bit repetitive though and I would have wished to turn it down a little. It is a good practise to always include a volume slider right at the first screen of your game. It is very hard to judge what would be the correct volume level because it depends on the player's setup. Overall, great work! Looking forward to seeing your games in future jams!
Oct 3 19:50:52 7m 44s Sushi Panic ♥ 1 Heh, that got hectic quite quickly. I really got stuck repairing stuff almost for a minute. For a second I thought I would not be able to get back from this but I did. So pretty nice balancing on that part. I can always appreciate when people take time to create their own music and sound effects for their jam games. Some of the sound effects started to get quite jarring to my ear though and I would have wished to turn them down a little. It is a good practise to always include a volume slider right at the first screen of your game. It is very hard to judge what would be the correct volume level because it depends on the player’s setup. But overall, a cute game. Great work!
Oct 3 20:09:23 18m 31s Destroy Blocks ♥ 1 That was fun! Reminds me of a board game called Patchwork. The feeling in this game is a bit different though due to the 10 second rule. I quickly started forming strategies for where I should place certain blocks in the early game. The only major complaint I have is that the piece moved a lot quicker than my mouse - causing a mismatch between cursor and piece positions. This made it quite hard to position some of the pieces. I also would have liked to see a rotating feature but I can also understand why it was left out - it is a cool constraint after all. Overall, great work!
Oct 4 06:47:01 10h 37m Cat Wave RUN ♥ 1 It is a cool concept! Combat feels great with those little animations and sound effects. I can clearly see you have put some effort to making sure it feels good! I will also praise the mood of the music and the selection of sound effects. I do not know which of those are made by your team but the sound effects fit the music and their balance is on point. Overall, great work!
Oct 4 07:47:48 1h 00m Decrypt ♥ 2 Aesthetics really elevate this simple game idea to another level. Music and sound design is also on point - creating a mysterious but quite calming atmosphere. I also like that words used are so simple that it does not become an issue for players whose main language is not English. The only major feedback I have is that dragging and moving letters could use some polish. It is sometimes very hard to gauge where the letter will end up when you drag it. Some kind of indicator between the letter would probably solve this quickly. But overall, great work!
Oct 4 09:35:20 1h 47m Time To Live: 10 ♥ 1 It is a unique take on the theme for sure! I also like how the levels were designed to teach the players mechanics one by one. It worked fine until the swapping mechanic was introduced. It was really hard for me to understand when I can do the swap - apparently it is tied to the timer somehow. I can see why the cubes were made to stick to walls. It is an interesting idea but it also comes with drawbacks. Sometimes basic platforming feels very clunky when the corner of the cube hits a wall and the movement just stops right there. But fluid platforming is obviously hard and time consuming to do right and you cannot do everything during a jam. Overall, great work!
Oct 4 09:46:23 11m 03s Michael Finnegan Begins Again ♥ 1 The way how the map is designed and carefully balanced really deserves a praise. It never felt unfair and it never took me too many tries to figure out where should I be headed next. Some of the "runs" were tight but never so tight that they would be annoying. The level design of this caliber is pretty incredible inside a jam time frame! And I was also able to complete the game! It is lovely to see games that are designed for the jam environment and short play sessions. One of my favorites this jam!
Oct 4 10:03:23 17m 00s What's the rules? ♥ 3 Mini games are cute and art style is very stylish. Some of the mini games are a bit frustrating and they feel more like trial and error rather than understanding a concept. Some mini games also start very fast which does not give the player any time to react before game over. This is not only an issue the first time player sees the mini game but also issue for people that have motor challenges. But obviously you cannot do everything during a jam and these could be ironed out with more development time! Thanks for a cool and pretty game. Good work!
Oct 4 12:13:27 2h 10m Feed the Deep ♥ 1 It is quite a fun game! I think it slightly suffers from the strict 10 second theme. Having to feed the beast once between 10 seconds gets quite jarring. I feel with a slightly slower tempo the game could actually be quite relaxing. I had some hard time getting started initially. I did not read the manual too carefully so I did not know where the beast was. After a handful of fails I had to come back to the manual and then I understood it. But obviously you would not have time to create a comprehensive tutorial during a jam. Overall, quite an interesting game and a nice take on the theme. Great work!
Oct 4 14:16:59 2h 03m Sweet Seconds ♥ 1 It is a very pleasant jam game! The art and calming music work very well together. I also liked that the mood in the game is always very relaxed even though it these type of restaurant games it usually gets very hectic. So bonus points for achieving that! Great work!
Oct 4 14:26:29 9m 30s Chrono Extractors ♥ 1 This is a solid entry! Nothing mindblowing but the basic game loop has been crafted very well and I like the phase the game progresses. The static music and constant gun sounds start to get quite jarring for ears - especially when there are lot of enemies on the screen and the shooting is constant. It was also a bit annoying that some of the soldiers started to wander very far from the base which basically rendered them completely useless. I would have hoped them to stay near the base or have an ability to call them back if needed. Possibly this was an intended feature and I was just a bit too greedy with pumping out extractors while I should have invested into more barrack earlier. Overall, a solid entry and execution. Great work!
Oct 4 14:39:37 13m 08s Reboot ♥ 1 I was familiar with the original Cursor10 game so it was a fun surprise to see this kind of game here. I have to admit that I was not a huge fan of the original. I found the black and white aesthetic very tiring for my eyes and it made it hard to distinguish between floors. I like how you tried to solve this issue with floor colors which was a neat idea. It relies purely on color so it is not very accessible though. I started missing the floor number the original game had - so maybe a combination from those two would be the way to go? Possibly you could even tinker with some kind of slight up and down animation when swapping floors. But overall, it was fun to see this genre again. Great work!
Oct 4 16:29:13 1h 49m Bygone Melodies ♥ 1 Very stylish and unique art style. Combined with the music it gives the game a nice relaxed mood. Almost remind me of those old children games. The game flows well when you get a hang of it. Hitting the notes at the right time would definitely need a clearer feedback. It has those glowing notes now but since the point of the game is to hit the notes at the right time, it should really feel great when you do it. But these are something that could be easily ironed out after the jam! Overall, great work!
Oct 4 17:51:40 1h 22m Spooky Glitch ♥ 6 I looked at your team and thought what that amount of people can get done during a weekend. Well, apparently multiple games. Games are simple but they are polished enough that each one of them could maybe be their own jam game. In some of them (especially the zombie platformer) controls are a bit wonky but still the overall quality is quite high which is impressive! Good work!
Oct 4 17:57:36 5m 56s A Handy Job ♥ 3 Very polished and clean. A fully complete game that does not even feel like a jam game. Very impressive what you have managed to create during this short timeframe.
Oct 5 07:01:26 13h 03m Flip and Swap ♥ 3 With some tighter controls this game could actually be something! Now the character takes a bit too much time to get moving and therefore the movement feels a bit laggy. I found myself wanting to hold the sprint button and that is usually a sign that movement could use some iteration. But nothing you could not iron out after the jam! The main mechanic is great though and fits the theme. Level design is actually pretty solid for a jam game! A bit better visual feedback about the swap time approaching would have helped me to react a bit better. But overall, great work!
Oct 5 07:05:24 3m 58s The pond & the stars ♥ 1 This is a great example how a simple idea can really be elevated with visual style, short story and a soundscape. If the game wouldn't have any of those elements in place, I probably would have put it down almost immediately. But this kept me hooked (ha ha) for a while! Great work! I enjoyed this!
Oct 5 09:50:11 2h 44m Clique Hell High ♥ 4 While the art style can get quite messy at times, I still kind of liked it. It is different and together with the music it gives the game a unique mood. I think textbooks and footballs needed to have even more contrast between them. They look different, yes, but I still had very hard time reacting to projectiles when I saw them. This is probably due to how fast they move in general. I mostly found myself trying to dodge everything and sometimes get lucky when a correct projectile hit me on accident. But overall, nothing you could not easily iron out after the jam. Good work!
Oct 5 12:29:02 2h 38m Fatal Desolation ♥ 2 Very impressive art direction. Together with the soundscape it creates quite haunting mood. The use of theme is great here. If you look that idea on paper, it could get quite frustrating for the player when you take into account that movement in this game takes time to get used to and master as well. But in practise it does not feel that terrible. There were times when I got very disoriented after the 10 second boost though - sometimes so much that I almost stopped playing. I quickly started to prepare for the boost by getting myself facing walls so the boost would not take me to unwanted directions. But overall, I can appreciate what you have created here. The theme was surely a bit a hinderance here and I think this game could work very well if the 10 second malfunction was introduced a bit later in the game. Great work!
Oct 5 12:39:59 10m 57s J-Menuing ♥ 1 That is an interesting twist on a familiar genre. I really like how you have managed to bring this theme into the game - and it actually works quite well. The end result is quite chaotic but it is so massively different than the original JRPG combat that it is actually a fresh experience. I think this game could have potential if you kept working on the art style and other aspects of the game after the jam. Good work!
Oct 5 13:45:49 1h 05m To Catch a Wizard ♥ 1 Really solid. Theme is used well and level design is great until the boss. I personally don't think that the boss is necessarily too hard but it is probably too difficult for a jam game when people often do not have much time and patience for one game. The fact that so many people are giving feedback about the boss quality is a good sign about the first part of the game. If it kept people intrigued for so long, a little redesign of the boss and this could be a gem! Great work and bonus points for the stylish rewind effect.
Oct 5 14:27:32 41m 43s The book of time magic ♥ 1 This was an interesting jam game! Really fun twist on an over used 2048 game. Actually, I found myself not playing a lot attention what happened on the top half of the screen. I just did not feel like I had to. If I kept combining numbers the game almost played itself. So in the end, it actually felt a lot like a standard 2048 game. Massive bonus points for voice acting. I cannot stress enough how big difference it made that the games started with this voice acting monolog. It really sucked me into the game and I wanted to know more. One of the best single ideas I have seen this jam!
Oct 5 15:43:58 1h 16m TenReaper ♥ 1 I like the main mechanic of the game! It is something I have not seen often and I think it is implemeted pretty well - especially for a jam game. Would work wonders on a mobile phone as well. Balancing-wise the game felt a bit odd at times. I feel it is almost impossible to lose if you keep your mouse cursor at one spot and just keep swiping around. There are no enemies or other obstacles other than the bottom area so it seems to be quite easy to go infinite on the current version. Or maybe I did not just get far enough and it gets harder? If yes, let me know and I will happily try again! Overall, I think the mechanic could have potential, especially on mobile. If you keep working on adding more interesting stuff and challenges for the player, this could become quite good!
Oct 5 15:58:09 14m 11s Space Lord X ♥ 1 Very solid polish on the art style, animations and feedbacks. Shooting and hitting the core feels very good. Movement was a bit difficult and it felt like often the best strategy was just to sit still, shoot and pray. Moving often just got me killed. I actually did some testing and made it to the level 12 without moving at all - shooting only. And in theory you can go even longer because boss projectiles seem to be completely random. So bosses could definitely use more work if you plan to continue developing this game after the jam! I also want to mention that I would have hoped to be able to shoot by holding the button. In a game where you are essentially speed running bosses it gets very straining for your hand to keep tapping the shoot button. Keep in mind that there does not seem to be no reason NOT to shoot so there is probably no reason to give player that option to choose when to shoot or and when to not. This may obviously change with new boss designs. I think the 10 second rule is probably a small hinderance to this game and with longer boss timers the game could actually be pretty good. The art style is definitely the highlight of this game - it is very pretty and feels polished. Good work!
Oct 5 16:20:33 22m 24s Count Down Dracula ♥ 4 I think this was definitely one of the highlights I have seen this jam! It is not too innovative or anything but it is just **solid, great game**. Jam-wise, it probably is further from the theme than I would prefer but I can accept that because not taking the theme too seriously definitely makes the game a lot better in this case. Audiovisual presentation is very good and polished. Characters are maybe slightly too cartoony when compared to the environment but this is just me nitpicking. Getting art style this polished during a jam is a great accomplishment. The enemy variety stays high enough during the game. I always appreciate when teams design their games to be played in a jam environment. This game is just the right length so many jam-players are able to complete it. The game even gives the player the small reward of introducing the final boss. The boss is quite well designed by the way - I like how it utilises but twists the mechanics the player has seen before! The game is maybe a bit too easy for my taste but then again we come to the art of creating games to be played during a jam. For that the difficulty is probably perfect. Great work!
Oct 5 16:37:31 16m 58s ExperiMental ♥ 1 This feels like a complete package. Art style is well-thought and the game is just long enough for a jam environment so most players will actually complete it. I have seen a couple other games using similar "new effect each 10 seconds" and I think this game did it the best so far. Debuffs are not often very fun for the player so I liked that there were also actual buffs in there. A couple of them like mirroring controls and flashing lights are probably a bit too old tricks to be fun anymore. In my book they often go to that *"ha ha"* category. With the levels you had designed I was also left hoping that some of the effects would allow the player to do more things in the level. For example, when I was made smaller I tried to go under shelves to blindside enemies. These cannot be something like that the player could not proceed without a certain effect. But you could create levels in a way that there are bonus spots, routes and tactics the player could utilise if they happened to get a certain effect. That way the effects would not feel so much a hinderance but more like a part of the level design. But overall, this was a nice execution of the theme. Great work!
Oct 5 16:47:42 10m 11s LASER BEAM! ♥ 2 Interesting take on the theme. I like the idea of a laser gun charging - fits the theme very well. The game probably will have hard time keeping the player playing for longer though. The gameplay is quite static and it lacks player control a bit. I understand that this is probably where you were aiming at with the unstable laser. But it also makes the loop quite static. Without talking about adding new features, you could possible consider allowing to player control when to shoot the laser. The laser could still charge for 10 seconds but now you would give more strategic options for the player. Maybe the player wants to stack a lot of zombies together, nicely line them up and then blast them all - granting a nice combo point boost. But overall, a nice and simple game. The take on the theme is original!
Oct 5 17:02:27 14m 45s Superline Hotami ♥ 1 Those two are pretty good two games to get inspiration from for sure! And I think the end result is pretty interesting. Time manipulating is quite hard to do well because it requires carefully crafted feedback in order to player get a good hang of it. In this game I often do not have any reference points to tell how quickly the time is moving. Sometimes you cannot even see the bullets due to lighting. The music tries to help but it is quite hard to follow it when the tempo is constantly changing. There is a reason why Superhot did not include gameplay music in their game at all. Constantly slowing music is incredibly hard to do well. They relied much more on visual feedback to tell about the speed of time - such as easy to see bullets and traces and enemy body movement. But I'm mostly nitpicking here. Time control games are very hard to do, especially when it is tied to player movement. One cannot expect someone to get it perfectly right during a jam. What you have here is already a great achievement and it is a big challenge to take on for a jam! Great work!
Oct 5 17:09:27 7m 00s Persona ♥ 0 The game is pretty solid art and gameplay-wise. I did not fully understand what the 10 timer did in this case since I was able to freely swap between characters. The character design is very cool though. I like how different each character is and it allows the player to create interesting strategies around swapping to a certain character. I found myself liking some character against some enemies and some other character for other enemies. So there is a merit in the design of these characters!
Oct 5 17:26:06 16m 39s Drone TD ♥ 4 While tower defense as a concept is super used (and especially in jams), I think you managed to add something new and interesting to it. The one thing I liked the most was the ability to pick up turrets and fly around with them. This creates a lot of interesting strategic options for first of all placing turrets but also saving them from harm. It started to get to Starcraft Medivac-Marine levels of micro when I tried to get everything out of my last turret. Then I realised that all of that micro was pointless because there does not seem to be a drawback for carrying a turret. For balance reasons it probably should be encouraged to keep your turrets on the ground - for example by giving them a small attack rate boost when grounded. But overall, it is a solid jam game. Good work!
Oct 6 12:05:14 18h 39m Carddown! ♥ 1 It is an interesting concept for sure! The way the timer works takes a lot away from the strategy aspect though. After a while it does not really feel like a card game anymore because you are just trying to do things as fast as possible. You could almost replace cards with action buttons and the game would be almost the same. Balance-wise the game could use some work if you plan to keep working on it after the jam. Time increasing cards are incredibly powerful and they probably allow the player to survive infinitely. The game is at its best when you are low HP and the timer is running out and you are trying to find the way to survive. Increasing the timer takes this away completely. Bonus points for the amount of polish you have put into the card hover feedback and dragging to use them. These kind of features have become a staple in the genre after Hearthstone so I think it was a good decision to take time to implement some of those game feel increasing features in this game too. Overall, interesting concept. Good work!
Oct 6 13:40:20 1h 35m Sokobyo ♥ 1 Heh, I can see why 10 seconds did turn into 2 seconds. Obviously the theme was lost there but probably the end result was more enjoyable for the player. You could have possibly tried to tie it back to the theme by moving the player every 2 seconds but do something else every 10 seconds. Bonus points for the art style which is very coherent and polished. Great work!
Oct 6 13:54:09 13m 49s Meteoriseten ♥ 1 Very simple game but pretty good execution for your first jam entry! Bonus points for keeping the idea simple. For this concept, the 10 second rule seems a little hinderance and the game does not get as hectic as you would expect from game with meteors and lava. Possibly you could still drop smaller meteors more often and then drop a huge one every 10 seconds. But overall, a solid first jam entry. Looking forward to seeing you in the future jams! Keep the ideas simple!
Oct 6 14:11:49 17m 40s This Date Blows! ♥ 2 It is funny that our team also had a speed dating idea on our idea board before the jam. We did not end up going with it and I think your implementation would have been better anyways. Or how couldn't it when you spice things up with bombs? As obviously designed, the game gets very hectic very fast. While I appreciate the work that was put into the sounds and sound design in this game, the end result is a bit messy sometimes. At least for me, the soundscape created needless anxiety because it was very hard at first to pinpoint who is saying what and where the sound is coming from. It is usually better to avoid having two characters speaking at the same time because it becomes impossible to listen either of them. All of this added to the hectic mood of the game which is probably a merit. Sound design is very difficult though and one cannot expect to get it nailed perfectly during a jam. The challenge you took is admirable. But overall, great work!
Oct 6 15:19:13 1h 07m Exp10sion ♥ 1 I have seen a couple of games utilising the same mechanic during this jam. This is probably the best one of them so far. What makes this game shine over the others is the effort you have put into level design. You really manage to explore this mechanic in your levels and I think most of the levels feel fresh and not repeating the same ideas. Controls are also pretty tight in this game when usually 2D platformer jam games suffer from mediocre controls and platforming feel. That being said, the main issues of the game do not relate to the mechanic or the levels, they are mostly UX issues. It gets a bit tiring to always wait for the full 10 seconds when you already know that you have the character in the right place. This gets even worse due to how the reset button resets all of your lives. In levels where platforming and timings become tighter it gets really frustrating to have to redo all your moves just to practise that one last jump you failed. The reset button should only reset your last run and not the full sequence. But nothing you could not iron out after the jam. Great work!
Oct 6 16:58:17 1h 39m Void Well ♥ 1 Simple idea that is very well polished. I also remember your last jam game since the it also had the void aesthetic. Great continuation there - feels almost like a sequel! I can also appreciate the amount of thought it has gone into the game feel. It is kind of debatable whether shooting itself should have the screen shake effect. In this game the player is basically shooting all the time which makes the screen shake kind of lose its power. This case I probably would have attached it to either hitting or killing enemies or possibly blocks hitting the ground. Bonus points for creating the song for the game. It gets a bit repetitive but it is still a hundred times better than without music! I dig the gameplay quite a lot. It has some cool strategic elements where it is easy to shoot things above you but then you have to dodge the block in order to stack it. You also have to plan where to kill enemies if you want to survive for longer. Good balance there and a good execution of a simple idea! Good work!
Oct 6 18:00:34 1h 02m Soul of Seasons ♥ 1 forest.PNG It is a very complete package. It has a game that can be completed in a short play session. It has clean pixel art and even an original track that is interesting enough that it does not feel jarring. Even the theme is clearly visible here! There were some interesting changes between seasons like freezing water that I really liked - I would have hoped to see even more of those. What it holding this game back is the level design. It is a major design flaw that the player can often proceed only during one season. And this repeats multiple times in every path the player can take. If you fail one jump and drop down, you may have to wait up to 30 seconds to start the path again. This happened multiple times for me and I was very close to stop playing every time. I think the level should be designed in a way that the player can always proceed at least after waiting season to change once. Longer wait times can be allowed if they lead player to a secret or a hidden shortcut. Platforming was ok but jumping could use some work. Apparently it was made by adding to the rigidbody position as long as you hold the jump button (to a limit of course). The more you press space the more distance gets added. This feels quite weird and you can even push yourself against platforms for a moment - this makes jumping almost feel like you have a jetpack with a limited amount of power. I was able to complete all platforming sections with the jump but especially the left-most one was quite annoying. But overall, as a Compo entry this is still a very solid game. Great work!
Oct 6 18:14:48 14m 14s A Little Bit Of Everything ♥ 1 It has an old school, flash game feel to it definitely. I can think myself playing something like this in the early 2000s. So bonus points for the nostalgia effect! There has been quite a few "1 minigame every 10 seconds" games during this jam. The selection of minigames in this game is on the simpler side but I also think it gives the game more unique feel to it. As I said, this game feels the closest to those old minigame collections of the 2000s. There are some minigames that are probably a bit outdated in today's standards though. The "do not click this" type of games belong in the "ha ha" category in my book. They also require the player to wait for the timer to expire which really breaks the flow of the game. I also found a bit weird that each there are minigames that require the player to use different control schemes. The game was flowing well when played with the mouse and then I suddenly learn that directional keys need to be used in the next minigame. I would prefer to stick with either mouse or directional keys for the whole game. But overall, thanks for the nostalgia trip! Great work!
Oct 7 10:29:15 16h 14m Fall Girl ♥ 2 This was a pretty good entry! It is a complete package and nothing feels out of place. That is a great accomplishment for a jam game. The only major feedback I have is that the level design could use some work. In some levels it is a bit annoying to have to wait for the "elevator" to move multiple times so you can get to those last windows. I would have hoped to see more platforming routes between windows so that the elevator would be the safe route but if the player wants to proceed quicker then they can take the risk and do a series of jumps to get there. I also noticed that there is a really cool jump boost mechanic with the elevator. If you jump at the peak of the elevator movement you can jump really high. I do not know whether this was intended but it is very neat and it would have been great to see levels that take advantage of this. But overall, a really solid entry. Very high standards what it comes to jam games in general!
Oct 7 10:40:58 11m 43s Tower of Time 2 ♥ 1 I have seen a couple of games during this jam that had a similar idea. I think this one has probably been the best executed one I have seen. Platforming is responsive enough that it feels quite fun. Level design could definitely use some work. New levels do not really add any new and interesting elements to the mix - they just require more precise platforming from the player. Some of the levels are very tight and they do not allow the player to make any mistakes if they want to complete the level. Levels are in very weird order difficulty-wise - levels 3 and 5 are probably the most difficult levels. I think the game could be a lot be better just by ordering levels differently. When game has as tight platforming sections as this has, it becomes more and more important to implement quality of life features. This game really screams for "corner cutting" and having more leniency to jump after the player walks off a platform. It is obviously almost impossible to implement these features during a jam setting but it is good to take into account when designing levels then. I personally would have tried to avoid 1-block wide corridors to make the platforming a bit smoother. But overall, this feedback is mostly quite advanced stuff and very hard to get right in a jam. It tells you how good game you have managed to create. Great work!
Oct 7 10:49:57 8m 59s 10 Second Mixtape ♥ 2 I was going to comment that the idea is very similar than the last jams winner had - but then I realised it is the same people behind the game! Social and pseudo-multiplayer games are always very interesting to see. When compared to the last jams entry, I think this one is slightly worse. This is because the tapes are filled with tracks where people were just testing the game and mashing buttons. This inconsistency in quality did not matter too much in a painting game (and you were fixing other people's art anyway) but here it takes away from the experience if it is impossible to make the end result sound decent - especially if the player understands something about music. But not to sound overly negative, I think this entry is still superb and highly innovative. It just shows the potential challenges social games like this may have with a need to curate content or match the player with at least decent content to give them a change to get good results. Great work!
Oct 7 14:25:28 3h 35m Silvi ♥ 1 This game ended up working for me on Edge. Chrome or Firefox did not work. That is quite an interesting Unity WebGL issue I have not seen before. I suggest you also add the link to the download to the Ludum Dare game page so people find it more easily! But about the game itself - it is very good. I grow chili peppers myself and I found a lot of familiar concepts in this game. It is a real joy to watch the plant grow and see how you can affect the growth with different tools the game offers. I really like these type of games that are like a playground for the player to learn a skill. The skill does not come artificially by adding new abilities to player - all tools are there and the player learns by doing and exploring the game. Later you can come back to the first level and see how you have learned along the way. The game could have potential after the jam. Growing plants is a difficult hobby and there are a lot of concepts from real life that could be explored in this game too. Great work, one of my favorites this jam!
Oct 7 14:37:02 11m 34s Sailing through life ♥ 1 Very interesting small game. The movement mechanic feels very fresh to me and it really took time to get used to it. That does not happen often nowadays so this is a clear achievement for the game! The movement gave me a little nausea though. It is hard to do rotating movements without someone getting nausea so I would not blame the game for this. As for the story, it was a bit hard for me to focus on the progressing story and collect those stars at the same time. So I think the game lost a bit of its magic by combining these two things and it was hard to focus neither of them. But overall, I really like the innovative ideas in this game. Great work!
Oct 7 18:52:57 4h 15m The Great Escape ♥ 1 Very creative concept! It intrestingly taps into some of those childhood memories of doing exactly the same as the baby does here. The timer of door opening back then was not 10 seconds though but still. Having a strict timer combined to a lot of accurate clicking becomes pretty straining for the hand. I lost so many runs due to misclicks that it started to get a bit annoying. For some reason it was also very difficult for me to remember choice positions in their selection wheel. Visual tips like icons could probably have helped. Also the timer is slightly difficult to follow. You need to focus on accurate clicking so it is hard to switch your focus between the camera and options. Possibly a slight audio feedback about the timer progressing could help here. But overall, this was a very innovative but simple idea. The execution is very clean and polished. Great work!
Oct 7 19:11:16 18m 19s 10 planet of the Alos system ♥ 0 The art style is very clean and it gives the game a nice relaxed mood. Animations are also top notch - very high quality for a jam game. The game is held back a bit due to the unconventional character control scheme. Movement on a grid feels odd since the game is real time and you cannot even see the grid. And as many others have said, shooting with mouse feels a bit off as well since it shoots to your last direction rather towards the mouse. Just remove the grid movement and allow player to shoot to the mouse direction and the game will already be a lot better. That being said, the grid movement creates some interesting glitches in the current build. You can run forward, tap back and shoot and you slide to the movement direction and shoot backwards. I personally enjoy movement tricks like this but I would still prefer a more conventional control scheme. But overall, a solid entry art-wise. A few tweaks to the movement and shooting and this could be pretty good!
Oct 8 07:44:48 12h 33m Resource: Remixed ♥ 1 This is a very solid entry! The base gameplay loop is almost relaxing. I can also appreciate the work that has been put into small things. For example, many objects have a suddle sway animation. You even took your time to ensure that terrain cannot block the camera view. Very impressive attention to detail for a jam game! Great work!
Oct 8 11:08:28 3h 23m Super Auto Crusaders ♥ 3 This is a solid jam game! A fun take on the auto battler genre. The 10 second limit is a bit annoying during the upgrade phase though. There is a lot of new text and concepts on that screen for the player and only 10 seconds to make the decision. Why I appreciate that you tried to keep the game as loyal to the theme as possible, I think it would have been a slightly better experience if the upgrade phase did not have a timer. It gets a lot easier when the player gets more time with the game but initially it is a bit rough. Huge props for the quality of life features you have implemented! The rewind feature makes the game so much more enjoyable to play. Many games during this jam have left unnecessary 10 second wait session into their games. There is no point keep the player waiting or watching animations if they do not want to. This feature alone increased the ratings I will give you! Overall, a simple and solid game. Nothing innovative but still thematic and well polished. Great work!
Oct 8 12:04:05 55m 37s Lucky Lefty Lost In A Labyrinth ♥ 1 It is a cute little puzzle game! I have not seen this mechanic before so it is pretty original. I think the 10 second timer does not feel too natural here. It feels more like that the game was designed without it and then it was added to make the game fit the theme. Having a strict timer does not really mix well with puzzle games where the player has to calculate their path in advance. It is impressive that you have managed to craft 20 levels for a jam game. I found most of the levels a bit too easy though. The mechanic makes it so that there are only so many ways to traverse through the grid so level start to feel a bit repetitive. If the this game would be expanded after the jam, possibly you would need to add more mechanics and/or obstacles to make the game more varied. The music, sound effects and art are fine. It is always a merit when you manage to create all assets for a jam game by yourself. Overall, a solid entry. Great work!
Oct 8 13:29:47 1h 25m Blink ♥ 1 blink-complete.png I think this is going to be my favorite entry of this jam. The way how different mechanics are taught to the player is pure level design excellence. There are very few games (even outside of jams) where I have seen this done as well as in this game. There has been a lot of discussion about the QR code requirement so I will give my 2 cents too. I think it was interesting exploration and I have not seen it often used in games. For me, it really made me to wait for the next story bit and actually read the story. In some games the player may just skip all the story parts. In this game it is actually important to understand a bit of the story to actually complete the game so this was a one way to ensure player reads and understands at least part of the story. But I also understand players who have said that it was annoying to pick up their phone and read QR codes. I think the game could have done much more with codes. Now it feels a bit like a gimmick slapped on top of a great game - even though I liked the way how it enhanced the story bits for me. But overall, this game is a masterpiece. One of those entries where you forget there was a theme in this jam. Maybe the theme was originated from this game...
Oct 8 19:53:12 6h 23m Another LAST 10 seconds ♥ 1 At it's core, it is just coin flipping. So a super simple game that is really elevated by its art direction and sound effects. You really manage to make those 10 seconds feel short, whereas many other games in this jam make it feel too long. Simple game, good execution. Good work!
Oct 9 11:46:17 15h 53m NN7 Guardian ♥ 2 The game as a very smooth and almost relaxing loop. The art style is also very cohesive and polished. It is a bit hard to follow what is going on the screen. Most of my ships were getting destroyed by pirate ships but it is hard to gauge how quickly that will happen. The solution is obviously buy more fighters but even then I was loosing ships and I felt I had no control over it. The player could use some options to react when inside systems. But overall, a solid jam game with gorgeus art and music. Great work!
Oct 10 12:01:18 24h 15m Poda Wants a Statue ♥ 2 poda-win.PNG Very solid and almost relaxing jam game. Very cohesive art and music - almost feels like a complete game with nothing sticking out. If you are into optimising, then the game can get a bit tedious to play. The optimal strategy seems to be to let the bunnies gather resourses and then immediately drag them back to the mine/lumbermill and manually drag the dropped resourses to the resourses area. If you do this, dragging is starting to get a bit too insane since you have to drag each and every resource manually. I do not know if this playstyle was intended but it if was, I would have preferred to collect dropped resourses by just clicking them. This way you could focus on micro managing bunnies and occasionally tap those resourses to collect them. But overall, a very solid jam game. I can always appreaciate when jam games are designed to be completed in a jam setting like this one!