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| Timestamp | Since previous | Game | vidim888's comment | |
|---|---|---|---|---|
| Oct 4 23:24:31 | Armillario | ♥ 2 | Great game! Got 7:43 on a first try, felt bad for these blobs getting killed :( Some points: - Had the same issue as others with new nodes appearing under other ones. Not sure how your graphics are set up, but I would assume that it's some sort of modified 2d Unity Sprites. One idea for you to try is to put SortingOrder of each next Sprite one higher than the previous - then at least all the new ones which you can interact with will be visible. - Also when nodes get attacked and they have very little health left they get very-very small. So some sort of minimal size would assist visuals as well :) | |
| Oct 4 23:44:11 | 19m 40s | Spooky Doctor | ♥ 1 | Great game with good mobile-game-looking graphics. Great to see a full-fledged tutorial for a jam game - good job on that! The mechanics are simple and have a good learning curve of having more diseases and more symptoms to remember, like some sort of memory game, though the game was getting harder too slow for my taste. Some ideas: - Very liked the idea that if you learn them well enough you don't even need to analyze since everything is written on their face (pun intended). - The bug with empty pop-up reported by previous commenters seems to appear if you spam click when opening Vade Mecum. |
| Oct 4 23:55:50 | 11m 39s | 10S ARENA | ♥ 1 | Great entry! Well implemented full-fledged little game in terms of mechanics which is always great to see that the game actually has depth to it. But as others pointed out might do well to polish some stuff a bit like movement controls, crosshair, waiting time, vertical mouse movement. |
| Oct 5 00:14:34 | 18m 44s | Helltender | ♥ 1 | Great entry! One of rare games I actually enjoyed getting good at and retrying, but it feels like you didn't properly test for quick enough players :D - When you fill the order before 10 seconds you will have three white squares for ingredients before next 10 second mark hits. - Also if you get your price over 100 the bar doesn't go anywhere, but the price still rises. Not sure if you have anything past that since it felt that there is nothing more to see (maybe indeed that was it in which case it's okay, it's a jam game) 11/10 Sexes in the Forest |
| Oct 5 00:36:26 | 21m 52s | THE_MACHINE_KNOWS_HATE | ♥ 2 | Great entry! Felt that in having small concise levels the Theme kind of dissipated with that since you usually need only a single (sometimes 2) flash to finish a level before you get to the next one where again you get a flash. So it wasn't like Every 10 Seconds was heavily present :) I think having no visual at all of where you are during dark time and bigger levels, and slow movement would actually make it a lot more in line with the theme where you would need to go blind (literally) somewhere and then see in 10 seconds where you end up and go from there. With light around you character (and seeing where said character is) you can pretty much just speedrun all levels without needing a second flash. Obviously it's always easier to say it afterwards never having to do anything ;D But overall the game feels great! The fading of flash, simple sound design, great simple lasers visuals! I want to especially pay tribute to your storytelling. I feel like the inspiration comes from I Have No Mouth and I Must Scream and it just adds so much to the game - loved it! |
| Oct 5 00:54:44 | 18m 18s | Reload | ♥ 5 | Great Game! Got to 374 meters. When you get the hang of it it's just a matter of not making mistakes. As others pointed out the gameplay is addictive and well made. The AI is just great and part of what makes this game fun, though I would put some randomness into it - for example you can shoot enemy and make him duck, but knowing that it always gets back up after a second you can easily shoot him with your next bullet. But obviously this is something if you want a bit harder for people who get into it, for the game jam it's just perfect - makes you feel awarder when you figure it out! Also as another commenter pointed out this game can profit greatly from some sort of local 2-player multiplayer - something akin to Nidhogg. |
| Oct 5 01:36:31 | 41m 47s | The Hardly Fair | ♥ 2 | Came from your comment under our game Flash Scrumble. Similar concept of having multiple small games changing every 10 seconds. We actually had the same idea of having a Task-based mini-games where you have to do something in 10 seconds or lose. But we decided to not go with it since it felt farther from Theme of "Every 10 seconds" since each game would take strictly less than 10 seconds if you succeed. So we decided to go "survive for 10 seconds" then you play less than 10 seconds only if you lose :) Great entry from you! I would work a bit more on main controls of character since controlling it does feel pretty bad - for example jumping to the flag feels annoying just because the controls are annoying. Mini games feel great - a good variety of different tasks. |
| Oct 5 20:12:11 | 18h 35m | In Between | ♥ 3 | Though idea in itself is not bad it does not go well with 10 second theme. If you die somewhere because you opened the door and there was light on the other side - spend 40 seconds of waiting to get back. If you a bit in a wrong spot you will have to wait for 20 seconds to try it again. It just kills the pace of the game. Loved the art and atmosphere! Precious Ghost-doggo |
| Oct 5 20:23:39 | 11m 28s | Coronga Strike | ♥ 4 | Great little concept of a game. Though as others pointed out there is not much to do. It feels really close to Pacman like running away and then chasing ghosts. But there it's really easy to avoid all enemies just doing big circles since all they do is chase you. As in Pacman this game would benefit greatly from just a simple add to the AI where different enemies try to go in front of you or behind or to the side. |
| Oct 5 21:23:49 | 1h 00m | Spell Forest | ♥ 2 | Great game - absolutely loved the visuals! You put some time into these Particle Effects ;) Actually felt like I played a little game trying to get better at it. Though since game has one-hit death and enemies tend to hide in shadows death feels a bit unfair and I stopped playing because of that. Some points to improve on (not to diminish the awesomeness of the game): - Though you put a lot of time into visuals you should not forget about essential feedback visuals. It's really hard to tell when a spell does hit an enemy and when said enemy dies since there is no indication of that. Some sort of splash or another particle effect is really helpful in making game more responsive. - Because of not knowing when enemy died it then makes a bigger problem that regular enemies are white on a white background. Especially when they start splitting and get very small. That's where the game feels especially unfair when a creature you thought was dead kills you from behind a tree. |