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| Timestamp | Since previous | Game | Nick Shooter's comment | |
|---|---|---|---|---|
| Oct 6 01:46:50 | Star Trotters | ♥ 0 | Fun idea of having to balance the space invaders style gameplay with timing your upgrades! Really I think the only changes I would suggest is better communicating when things are happening, such as the player/enemies reacting to taking damage. Also the music was a banger, haha. | |
| Oct 6 02:00:11 | 13m 21s | The Curse of Tencond | ♥ 3 | What a creative concept! Kinda reminds me of outer wilds, where knowledge is your upgrades! Really the only design change I might suggest is allowing the player to control click though gates once they know about that ability, though I can see why you might disable that since it's slower than warping. Nice art style too, it's all very cozy! |
| Oct 6 02:22:07 | 21m 56s | Boulder Bash | ♥ 1 | Surprisingly fun, mashing the little balls off the stage and hearing the little clinking sound was very satisfying! Just a heads up though, the game ran very poorly in google chrome for me. It ran a lot smoother in edge, though. I would suggest including a downloadable build of your game, as web browser performance can vary wildly. The little mixups that happened every 10 seconds were enough to keep me on my toes, the player physics felt pretty dramatically different depending on my size! |
| Oct 6 02:28:57 | 6m 50s | 10 Second Blast | ♥ 0 | Controls felt pretty tight and responsive, and shooting the enemies was fun! However, there were multiple times where enemies would spawn on top of me and kill me, might wanna either telegraph where the spawns are going to happen, or program them to spawn further away from the player. Might wanna also include some controls in your description, I thought I was a stationary turret that couldn't move, haha. |
| Oct 6 02:41:51 | 12m 54s | Stuck gun | ♥ 2 | Blasting a bunch of goons with the laser definitely felt good! Almost wish it fired for a bit longer so I could kill even more enemies in a big sweep! The recoil was definitely a nice touch. As others have said, it does suffer from a lack of enemy variation, however. This could be as simple as having enemies with different speeds, enemies that fire projectiles, enemies that move in different ways, etc. The little cutscenes were cute though, good job overall! |
| Oct 6 02:49:22 | 7m 31s | The Curse of Household Chaos | ♥ 1 | The game works well, and the variety of things you can do is definitely a plus! I do feel like far too much time was spent going between the two buildings, though. I get wanting to make the player run around, but 2/3 tools were in a pretty cumbersome location, far away from the places where you need to use them. I'd perhaps consider shrinking the map, but upping the amount of things breaking, to have a tighter gameplay loop with less navigating between the same two locations. I did like the art style a lot however, everything had cute little animations and it was clear what needed to be done. Overall, good job. |
| Oct 6 03:00:13 | 10m 51s | Hyper V-Ball | ♥ 1 | This is actually really fun and tight once you get used to it! I would maybe explain the controls better, I didn't realize at first that charging a shot in mid air would spike it, or that I could adjust my jump direction while charging. Also the font was so bulky it was borderline illegible on my computer, though that might just be a windows thing. Once the gameplay clicked though, it felt excellent! The animations are very smooth, and the communicated what was going on very well. Overall, very good! |
| Oct 7 02:21:12 | 23h 20m | Game 0 | ♥ 1 | Took me longer to figure out the escape gimmick than I'd care to admit, haha. The different art styles were definitely interesting too with the art style getting more abstract the further you went into escapism via games. The big reveal at the end didn't really land for me though. I felt like there was a progression being established for things becoming more dark/realistic as you backed out, though I feel like the art in the final image was going a bit too much for shock value over substance. Perhaps the implicit would be more unnerving than the explicit? That, or if you're really leaning into the gory side of things, I feel like the art could use a bit more realism. Anyway, it might just be a personal taste thing for me, overall it was a unique experience. |
| Oct 7 02:36:30 | 15m 18s | Vamplight | ♥ 2 | The art/animation was really nice, but I gotta agree with the others the controls/gameplay felt off. Some notes/suggestions: 1. The character moved so quickly, that it was difficult to react to upcoming light. The hitboxes on the light also felt overly large, I think it might be okay to make those smaller than the actual light radius, since a hit means instant death. 2. As far as I could tell, there's no indication of when the shadow form is about to wear off, making it difficult to know when to stop running. Perhaps the player could start to flash when it's about to wear off, or the UI in the bottom corner could fill back up, reaching the top when it runs out? 3. It felt like even after the shadow form meter had fully refilled, I still had to a wait a few extra seconds to use it. Is this a bug? Definitely a neat idea though, could be fun with a bit more polish. |
| Oct 7 02:45:15 | 8m 45s | Apocalypse Farmer | ♥ 1 | Reminds me of those early 2000s flash games, haha. The art was pretty good and funny, but the gameplay felt a bit too hectic. I would maybe pull the camera back a bit so the player can see what's coming better, or perhaps slow down the speed on the enemy projectiles a bit so it feels like like you're getting sniped from offscreen? Feels like with a bit more balancing this could be fun! |
| Oct 7 02:56:22 | 11m 07s | Space Buggers | ♥ 1 | Being able to direct enemies and sell/rebuy turrets on the fly was a really neat mechanic! Like others have said, the balance was just a bit off, particularly in the early game. I would consider making the blocks cheaper, or perhaps starting the player with a bit more money so that the early game moves a bit faster. Really cool concept though, and good work for a compo game! |
| Oct 7 03:08:26 | 12m 04s | 10 Seconds to Heaven | ♥ 1 | Really simple and fun! I enjoy how the physics allows for creative solutions! The only feedback I really have is with some of the level design. I feel like the tight fit level is a bit TOO tight, as being a pixel off means you can't fit the boxes down the hallway. I would consider making them somewhere between 120%-150% of the box width, so that there's a margin for error. Also I found out you can just push the box on top of the grenade to block the explosion, not sure if that was intentional, haha. Fun game though, I liked it! |
| Oct 9 02:34:46 | 47h 26m | The Forgotten Crawler | ♥ 1 | Really cool concept! The NPCs, dialogue, and inventory system were surprisingly polished, and exploration was really fun! A suggestion: Maybe put the NPC that tells you that the important NPCs don't get deleted in an easier to spot location? I waited longer that I care to admit for the troll guy asking for money to get deleted before figuring out what I needed to do, haha. I do kinda wish the deletion mechanic affected the gameplay more, but you got a LOT done for solo game jam projection. I'm curious actually, what was your workflow to get this amount of systems/content done so quickly? In any case, fantastic work for a game jam! |
| Oct 9 03:16:41 | 41m 55s | Beardadette and the Eternal Hiccup | ♥ 1 | Really dig the art style and music! I do wish the game feel was a bit better though, as the physics felt a bit wonky at times (understandable, since game jam and all). One immediate suggestion: I would consider adding more of the players momentum to released objects when they're running, to allow them to "throw" objects more effectively. It felt a bit tricky lodging rocks under windmills consistently, or throwing the gear under the windmill to get the rock guy to KO himself, but I feel like just a bit of a physics adjustment would help a lot! Cool game overall though, and my whole team loves the main character design :D |
| Oct 12 04:09:49 | 72h 53m | Watch Your Step | ♥ 2 | Really cool game! The core gameplay is fun and intuitive, and I like the clear color language for what does and doesn't hurt you. Like others were saying, I agree that the fixed aiming doesn't feel great, as I believe that tight, responsive controls are generally better in twitch action games. And the lack of sound when killing enemies feels like a missed opportunity for some extra juice (though I imagine this was a time thing). Despite that, I still enjoyed my time with it, good compo entry! |
| Oct 12 04:21:18 | 11m 29s | Boom64 | ♥ 1 | Fun game overall, definitely captured the vibes of a game like doom! It could use some sort of instructions though, I'd strongly consider adding the controls and an explanation of the mechanics to this page, if nothing else. |
| Oct 12 04:27:37 | 6m 19s | The Dawn | ♥ 1 | Looks good and controls well! I especially like the sound the enemies make! I would definitely consider toning down the animation on the enemies though, it's a bit a hard to look at if they get close to you. And as others have said, maybe slow things down a bit at the start so that the player isn't getting jumped before they even realize what kind of game they're playing, haha. |
| Oct 12 04:34:36 | 6m 59s | Enter\space... | ♥ 0 | Nice little multitasking game, like the art! Definitely feels like it could use some sort of goal in lieu of having time to make more mechanics, unless there was one and I just completely missed it, haha. |
| Oct 12 04:58:11 | 23m 35s | Grim Light | ♥ 2 | Super impressive game from an artistic/mood standpoint, I'm floored you guys managed to make an environment this big and good looking in 3 days! The sound design and mood were excellent too, really sold the fairy tale like danger. Nitpicking time! The timing to get to the fireflies felt pretty tight during the swamp section, especially when you don't know where you're going have to wait on the trail to appear. I would've maybe upped the number of fireflies along the path a little bit to give the player some more wiggle room. I would also consider making the fireflies get sucked INTO the player, rather than away from them when they get close. It's a real bummer when you're near death and get close to a firefly, only for it to flitter away at the last second for a game over, haha. The checkpoints definitely helped it to not be too frustrating though, good on you for getting that in. That's about it for criticism! One of the most memorable jam games I've played so far, great work! |
| Oct 12 05:44:34 | 46m 23s | Rush Hour | ♥ 1 | Dug the art and sound design, and the gameplay was well communicated! Kinda feels like it belongs on the DS, would be great with a touchscreen/stylus control scheme. I do wish the timer was a bit shorter though, it's kinda long for the kind of game this is. Also it would be nice if the ingredients were just a bit closer to the bread, as it feels like I'm waving my mouse around a lot, haha. Cool game for a jam though! |
| Oct 12 05:59:06 | 14m 32s | Panopticon | ♥ 1 | Took me a bit to get used to the gameplay, as it was pretty challenging, but felt good once things clicked! Syncing the music to the enemy's attack was an excellent choice, and really helped telegraph the timing well. The risk/reward between charging ahead versus taking cover in more visible terrain was also really engaging. My only real critique is that some of the levels felt just a BIT too big, leading to a lot of wandering around and getting lost (especially when trying to get back to the door). Overall, really creative idea executed well! |
| Oct 12 06:14:16 | 15m 10s | BARRAGE | ♥ 4 | Extremely fun and polished, I honestly don't really have any particular complaints! Love how smooth the gameplay is, how the music telegraphs what's about to happen, how clearly all the different mechanics are communicated, and how juicy all the little interactions are! One of the standout games for this jam, excellent work. |
| Oct 12 16:14:36 | 10h 00m | Gelato Drift | ♥ 2 | Man I'm terrible at this, lol. Definitely feels tight and responsive though, and very polished! I might suggest that you let the player drive over the grass though, feels weird to come to a dead halt when you run into it. |