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| Timestamp | Since previous | Game | Jeremy Ryan's comment | |
|---|---|---|---|---|
| Jan 10 02:47:59 | Star Tech: Deep Space Mine | ♥ 2 | Nice entry! You guys never disappoint. It took me a while to figure out the mechanics, since there are a lot of symbols and resources to keep track of and not everything is super obvious (the three cubes for duration/charges took me a while to get). Once you understand all the resources and how walls work, the game is quite fun. I particularly liked the card design, the way it played with geometry, and the rotating ring structure that got bigger as you played. The walls were really neat, but it would have been cool to see even funkier combinations of edges (like a tower that is really good, but has three of four sides closed). Workers were a nice design decision to help the player get rid of outlying structures. I did notice it was *very* easy to misclick. As your ring gets bigger, it eventually is behind your hand. I kept forgetting the cards were drag-and-drop, clicking one, and having it immediately place on the edge of the ring. (I also noticed it was possible to hold onto a card during a reshuffle, but don't really know how I got it to happen. That's probably some kind of speedrun tech though.) Audio is really nice, the music reminded me a little bit of Risk of Rain 2 (probably just because that's the most recent space-ish game I've played). Lots of little polish in the UI like the button feedback when hovering over a card. Great work, looking forward to seeing what you guys make next time! space_sc.png | |
| Jan 10 03:39:26 | 51m 27s | Harvest Hewn | ♥ 1 | Great entry! hewnsc.PNG The art and music style were bursting with personality. I loved all the little UI bounces and movements. The combat was really simple, but it was a very satisfying game loop to kill some veggies, buy some gear, and repeat until you're a tiny death machine clad in god-mail. I will say the movement upgrades are way more important early on than everything else. My first run I picked up armor first, then died to carrots. My second run I picked up the basic boots and did much better. I liked the variety of equipment, particularly the weapons, which are often not strictly better but have strengths and weaknesses (of course the shotgun was definitely the standout pick once you're upgraded enough). Fifteen days did feel a touch long, since I was fully upgraded since round 10 or so. A nice feature could have been one-time use items in the shop so you could still do things with your money the last few turns. I loved the visual, audio, and mood change between the day and night cycles. Great work on this! |
| Jan 11 01:20:38 | 21h 41m | Boba | ♥ 1 | As always, you've knocked it out of the park. This was absolutely delightful. The variety of graphics and details for the different civilizations was extremely impressive for 48 hours, and the progression and UI were very satisfying. The multiple twists were incredibly twisty, and without spoiling anything, I feel very hydrated. |
| Jan 11 02:06:13 | 45m 35s | Typefarmer | ♥ 1 | Nice, polished game as always! This was a really interesting take on the normal typing game formula. The movement of the little farmer guy meant that there was a bit of strategy to the order and positioning of the words you type. I will say I had the same quibble as @juutis and others about typing the first letter of a word that you happened to get from a previous word is penalized. Other than that it played very smoothly and the bouncy animations and bits of polish really brought it to life. I will say this felt a little bit smaller scoped than some of your previous compo games. It would have been neat if there were upgrades or some other secondary mechanic to add some extra depth. But of course 48 hours is not very long and you already have a ridiculous amount of polish, a solid core mechanic, and *online high scores,* so it's hard to complain about scope all things considered. Great work on this, and good luck during the rest of play and rate! Screenshot 2023-01-10 195532.png |
| Jan 11 02:42:47 | 36m 34s | Poo Farmer | ♥ 3 | Neat little game! The graphics are charming, there's a variety of little denizens in the poo-filled world, and the gameplay loop is clean. I particularly liked the little gnome cart that sold upgraded weapons and the sparkles on the unicorn poo. I will say the goblin AI was a little funky and I'd occasionally have to run around the map looking for the one that was stuck on a cow. If they moved a little faster and had more robust movement they might be a little scarier, but it was also fun to just be able to run around collecting poo without worrying too much about them. The variety of weapons was a fun addition, and they're all different in more significant ways than just "1 damage," "2 damage," "3 damage," etc. It's also really impressive you made such a cohesive game with such a large team! In my experience it's very hard to coordinate with more than 2 or 3, so you must have had some effective team/project management going on. Thanks for making this, and good luck during the rest of play and rate! poosc.png |
| Jan 11 03:22:23 | 39m 36s | The Bountiful | ♥ 1 | Well this was freaking hilarious. The way you worked in the audio and the checklist was great. You kept the mechanics pretty consistent, but kept throwing in twists ("wait, you have no money? Just steal from your neighbor!") and the checklist would update accordingly. You even had contingencies for when the player did things out of order! The few additional gags were also hilarious. The mis-communicated signage, the fact you had to eat every day, the title music, all of it was perfect and it never felt forced or stale. Definitely top marks for humor. Also just the amount of content you managed to pack into a Compo game! I've been seeing your LD games here and there since Ultra Quest, and you continue to impress in new ways with each one. Great work on this, and good luck during the rest of play and rate! bountifulsc.png |
| Jan 16 03:39:34 | 120h 17m | Void Reader - A desktop multiplayer game. | ♥ 2 | Nice work on this! blue2.gif It was really fun to play with a group and share/compete for progress. The progression was fun and there was a variety of upgrades and resources to spend, with the cosmetics at the very end as an additional goal. One small downside is that with a lot of players playing at the same time, the limited resource spawning was a bit of a bottleneck. It would have been nice if multiple players could pick the same plant, or there was a larger map with different sections that grew the higher-level crops. Great work getting networked multiplayer to work on game jam timelines! Everything worked really smoothly and there wasn't any lag or issues that I could notice. |
| Jan 16 03:44:14 | 4m 40s | Speed Wheat | ♥ 0 | This is a really fun one! Saw it being streamed a few days ago and came back to play and rate. The juice on the slice animation is really satisfying, and the fact that you're just wide enough to grab two rows of wheat makes for some fun optimization of the levels. I also just think it's a hilariously intense mood for a relatively mundane task like harvesting wheat. It would have been nice if there was a little more transparency on what gave the grades, like a timer that ticked down and showed the grade getting reduced as it ticks down (so you know how close you were to the next one). Or some kind of high score mechanic per level or for the total. Nice work! |
| Jan 16 03:47:46 | 3m 32s | Charlie’s Lemonade Stand | ♥ 1 | This was quite the... uh... interesting experience. I feel extremely hydrated. I loved the mechanics of the scythe, which could attack enemies and scoop up objects to dip in the delicious lemonade. The colors and effects were really fun, especially when you went underwater. I got some performance issues when some of the enemies piled up but nothing a little stabbing with my scythe couldn't fix. Nice work making this in 72 hours! |
| Jan 20 01:54:23 | 94h 06m | Herogatchi | ♥ 2 | Finally got around to playing yours! gama.png Nailed it: - The progression feels good. Especially when I force-feed my wizard enough books to reach level 20 and could shoot fireballs like a machine gun. - The character art is all really nice, especially for the player characters. - The environments are also very nice. I particularly liked the water and tombstones in the swamp. - You nailed the Tamagotchi aesthetic with the goofy little animations (I'm particularly fond of the little ballet movement for agility training) - You got a good amount of scope into the game --- the Tamagotchi minigames, the wave system, melee and ranged enemies, two different areas, a "boss", and three player characters that feel different. Impressive! Room for improvement: - I didn't really "get" the progression system at first, even after reading all the descriptions (I thought feeding your hero had immediate benefits in Explore mode). An in-game tutorial or help would have been nice, but you already had a pretty massive scope without it and game jams are always really tight on time. - Certain parts were a little tedious. I think feeding the hero had some randomness in how long it took to feed, based on the position of the hero and the position of the food, and with an unlucky roll it was a little extreme haha. - The "2D sprites in a 3D world" look is hard to get right. I think it might help wed the characters and environment better if you went all-in on 3D (like Ten Seconds to Midnight) or had higher-resolution 2D characters (like Paper Mario). That said, you played to your team's strengths and this still looks great for a game jam! Overall, nice work for 72 hours! Looking forward to seeing what you guys make for next event. |
| Jan 20 02:42:26 | 48m 03s | Fall Faybound Festival | ♥ 1 | This was a fun one! champ.PNG This was a really impressive scope for a 72-hour game. You managed to create an interesting combat system, a bunch of creatures (didn't count, felt like at least ten), upgrades, items, an intuitive UI, and a barebones story. Speaking of the combat system, it was a really interesting take on the Pokemon formula. The fact that most status effects only lasted a turn meant that the priority of the moves mattered a lot (and improved as you upgraded your cards). The "mana" system was also a neat way to make games start slow and swing more near the end. I do think certain cards were a lot stronger than others. Sonic Boom, for instance, was by far the best card I saw, with 150 damage in a turn for only four "mana." I also had a lot of success with getting global poison and burn in early and playing disruption/defense after that. It would be really interesting to see what dominant strategies/mons would be dominant if this were PVP! My team at the end was Chachomp, Cauldrn, and Crabbat. The art was very charming, and I loved the creative character designs. Great work for 72 hours! Had a lot of fun with it. |