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| Timestamp | Since previous | Game | Pennycook's comment | |
|---|---|---|---|---|
| Oct 3 02:20:41 | LoopTown | ♥ 2 | When I saw the screenshot I wondered how you'd possibly be able to run between all those people in 10 seconds... Making this a static point-and-click game was a great move! 👍 Like @mrwarranty I couldn't read all of the text, which made it much harder to figure out the right sequence. | |
| Oct 3 02:35:59 | 15m 18s | Tennis-Pong-Like Game | ♥ 1 | This is a great idea; a simple but very effective take on the theme. I'm having some technical issues, which may just be my computer... The game plays smoothly for the first few seconds, but once the ball gets close to my paddle for the first time everything slows to a crawl. When things become responsive again, the ball is moving too fast to play. |
| Oct 3 02:46:45 | 10m 46s | Dieztion | ♥ 1 | I agree that the game is a little slow, but that's largely the theme's fault. 😆 That said, you might be able to make things *feel* a little faster if some of the platforms were moving, or there were moving obstacles... Things only feel as slow as they do because there's nothing to do while waiting for the power to change. The music loop is great. Establishes a nice chill vibe very quickly -- you should get lots of "Mood" points. |
| Oct 3 02:55:34 | 8m 49s | The Game Ends | ♥ 1 | This really tickled me. 😆 The idea of using time as a resource is great, and there's a surprising number of upgrade options (especially since you said that this was a last-minute effort). I'm not usually a fan of clicker games, but this is very clever. I think the only thing that would have improved it for me is if there was a win condition. It's definitely possible to reach a point where the player has built enough time generators to stop clicking, and something like a "Congratulations, you saved the game!" message would have been a great reward for my poor fingers. |
| Oct 3 03:04:44 | 9m 10s | Crazy Beat Switcher | ♥ 1 | This is really innovative, super polished, and the music is awesome. Great entry! 👍 I'm probably just bad at it, but I think I'd have had even *more* fun if the prompts were a little more forgiving. I didn't get to spend a lot of time with a green bar. |
| Oct 3 03:11:23 | 6m 39s | Testers' wanted! | ♥ 1 | I *love* that you took the time to write an introduction to the game instead of just throwing us into the first puzzle. This is very clever, and a great take on the theme. P.S. Your embedded version seems to be broken. |
| Oct 3 03:21:58 | 10m 35s | Superline Hotami | ♥ 1 | This just oozes coolness. 😎 My favorite thing about it is the lighting. Not being able to see where the walls are introduces an additional challenge *and* gives the player another reason to move around. Very clever. |
| Oct 3 03:31:42 | 9m 44s | Square in 10 seconds or less | ♥ 2 | I played to the end -- some of those later levels require some pretty precise positioning! The controls were a little unusual. Even after reading the control scheme here, muscle memory kicked in and I tried to use Space to jump. 😆 I also think things are a bit quiet, and the game would feel a lot better with some simple sound effects and music. I've had a lot of success with the following: - Generate simple sound effects: https://www.drpetter.se/project_sfxr.html - Write simple music loops: https://www.drpetter.se/project_musagi.html - Download CC0 sound effects: https://kenney.nl/assets?q=audio - Royalty-free music loops: https://soundimage.org/ My recommendation is to put placeholders from one of these places into the game as early as possible, so you don't end up with a silent entry. You can always replace them later! |
| Oct 3 03:45:11 | 13m 29s | ASCII Arena | ♥ 3 | Really fun -- great job! The colors and shadows are really effective here, and the fact that everybody is an ASCII character doesn't detract from the experience at all. I agree with @planetbluto that it would be nice to have some feedback when the character dies. Something like taking a second to show the player character exploding/disintegrating instead of immediately restarting would do the trick. |
| Oct 4 02:08:22 | 22h 23m | Pincolour | ♥ 1 | This is the most polished game I've played so far. The visuals are striking and very clean, and the colors for the different modifiers really pop. Am I right in thinking there's only one level? I want more! Also, I'm not sure if you intended for "NAME OF GAME" in the controls scheme to be a placeholder or if it's a joke, but I wanted to let you know that I found it funny -- if you're tempted to change it, please don't! 😆 |
| Oct 4 02:16:36 | 8m 14s | OutPost | ♥ 0 | I'm not a big fan of the genre, but I appreciate what you've done here. It's a take on the theme I haven't seen yet, and (as others have already said) everything feels very polished. The models and animations are really good (especially the monsters) and the backing track is really catchy. Great job! |
| Oct 4 02:22:46 | 6m 10s | Office Madness | ♥ 2 | This is brilliant. The mini-games are surprisingly difficult given their simplicity! I know you didn't make the music, but it's a really inspired choice. It's exactly like the sort of "relaxing" music you'd hear in an office elevator, and it somehow adds to the stress of completing all the tasks... 🤔 |
| Oct 4 02:31:54 | 9m 08s | SPACE PARIAH | ♥ 1 | I really like the art style here, and flying around in space felt really smooth (once I got used to the controls). But I agree with what others have said about it taking too long for the aliens to show up. The beginning of the game feels a little aimless -- it's not clear that anything else is going to happen, nor when it's going to happen. Adding a countdown that shows how long the player has to wait for the aliens would really help alleviate that feeling, I think, and instead create a feeling of time pressure. |
| Oct 4 02:36:55 | 5m 01s | Barely Something Barely Somewhere Every Ten Seconds | ♥ 2 | As others have said, the art is great. I think it's a little quiet, though -- have you thought about putting in some placeholder music? I find it really helpful at the early stages, and you can always swap it out for something you make specifically for the game later on. I had the same issue getting my Godot game to embed correctly, but with a little bit of hacking I was able to get it to work. Details here: https://twitter.com/johnpennycook/status/1576756004061995009 |
| Oct 4 02:40:21 | 3m 26s | Esgobert's Escapade | ♥ 3 | I had the same error trying to embed my Godot game, but you can work around it by editing the exported JavaScript. Details here: https://twitter.com/johnpennycook/status/1576756004061995009 Ping me if you fix the embed or upload it to itch.io, and I'll come back and play/rate. |
| Oct 4 02:47:22 | 7m 01s | Every Ten Seconds | ♥ 1 | Really great graphics and sound effects, and I liked that there was variation in the number of steps each task required. This is largely personal preference, but I think the font you've used looks a bit out of place with the rest of the art. I'd recommend using a pixel font, instead; there are some really great CC0 ones that I keep going back to (e.g. [m5x7](https://managore.itch.io/m5x7) and [monogram](https://datagoblin.itch.io/monogram)). |
| Oct 4 02:57:51 | 10m 29s | Headcount | ♥ 3 | Brilliantly executed. The UI is really clean, and the way that the numbers pop out towards the player is a really effective way to reinforce the counting. Telling the player how far they were on their previous guess *and* how close they need to get to keep playing was a great decision, and it works really well. Great job! |
| Oct 5 02:14:02 | 23h 16m | The Fabulous */10 Song | ♥ 1 | Good opening dialogue and characters. I want them to succeed! I got past the first puzzle, but while trying to work out the rules for the second got the message: "Let's just pretend that nothing happened". Is there a way to get the band to start playing again once that happens, or is the game effectively finished at that point? |
| Oct 5 02:30:35 | 16m 33s | Silvi | ♥ 1 | Just like in real life, I am not very good at caring for these plants... But wow, this is beautiful, and really innovative. The 10 seconds feels like plenty of time to pick a tool and make changes, but also fast-paced enough to keep the plant growing at a steady rate. I also love how the art jiggles around -- which I'm sure there's a technical term for -- and the screen transitions are awesome. Best mood I've experienced so far. 5/5 |
| Oct 5 02:40:54 | 10m 19s | Dead End Job | ♥ 4 | The core gameplay loop here is really satisfying, and I love the attention to detail: having to open the shop before anybody arrives, and having the music playing through a stereo physically in the game world are both really nice touches. It took me an embarrassingly long time to realize that I could walk through the checkout counter, and I spent a long time standing there trying to click on it. Some instruction or hints there would be great (maybe the new owner is a 👻?). I think I also encountered a bug of sorts: if you accidentally exit full-screen mode and then come back, the mouse controls stop working properly. I couldn't find a way to fix this without restarting the game. |
| Oct 5 02:53:25 | 12m 31s | PULSAR | ♥ 6 | This feels really polished; well done! The art and UI work together really nicely, and although the pulse every 10 seconds took a little getting used to it's a very clever mechanic and an interesting take on the theme. I wish that the tutorial had included more examples of how things connected to one another, or maybe just prevented me from buying things in the wrong order until I'd powered up my first settlement. On my first go I tried a breadth-first approach and instantly built a power plant and two factories, which didn't work out so well. 😆 It took me a few restarts before I figured out how to connect things, and if I'm honest I'm still not 100% sure how the rotators work. Also, thank you for providing a Linux build. ❤️ |