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| Timestamp | Since previous | Game | AdamCYounis's comment | |
|---|---|---|---|---|
| May 8 06:47:39 | The Mailman | ♥ 1 | Congrats on the submission! I really liked the in-game graphics and the beat'em up take on the theme. There were a few little nitpicks like the stylistic inconsistencies with the font vs pixel art, though in a jam context I can totally understand. I appreciate that you released a completable game with increasing difficulty and actual music and SFX, great job there. The music was simple but didn't overstay its welcome in the length of my playthrough. Regarding gameplay, I think that the animations / interactions were a little bit rigid, encouraging a repetitive approach to fighting based on "stunlocking" enemies in groups. I would have loved to see some combos or knock-back to make dealing with groups a little bit more dynamic. Elements like throwing letters for dealing with the soldiers were a good start in this direction, so a bit more of that diversity forcing player decision making would have been perfect. All in all, a solid entry. Thanks for sharing :) | |
| May 8 07:00:42 | 13m 03s | POSTMAN | ♥ 2 | Heya! I really liked the vibe of this one. Super simple but really well executed in that regard. The music, graphics and gameplay worked well together, and I could see this game having a lot longer runtime with the addition of mechanics and level elements down the line. So it was a little bit sad that it was so short! Nonetheless, I think you should be proud of this entry, and keep working toward your repertoire of simple, tight platforming for next time :) Thanks for the game! |
| May 8 07:24:10 | 23m 28s | Monster Mail | ♥ 1 | Heya! I really like the concept here. I was able to pick up the gameplay and finish on my first try, which is a good sign, though I had a bit of difficulty with some of the UX (highlighting clickable options or objectives, communicating steps for interaction). Maybe some animation would have helped make the towns with quests stand out a little more. More thoughts on design, I really would have liked to be able to see the map at the same time as the quest so I could make strategic decisions without having to click off the quest and review the place names against the time quota. Other than that, I did appreciate the way you increased difficulty and balanced income with hiring faster couriers. Graphically, for a jam I think you were in a decent sweet spot for giving the player visuals that sold the story and communicated what they needed to. It's a shame you weren't able to get sound in there, but I've been there many times. Overall, a solid / complete entry with a nice take on the theme. Pretty good work for a compo submission! |
| May 8 07:43:35 | 19m 25s | Forklift-em-up | ♥ 3 | Heya! As usual, your distinct visual style makes your games really stand out in a jam, and I think it served you well. Likewise, it's clear you're in your wheelhouse with the balance and game feel of what you made, with simple gameplay that ramps up in difficulty toward a high score. I must admit, I felt that a few "mixing" issues kind of took me out of the game a bit. Namely the jerky camera, high saturation colours and high SFX volume compared to the music. The experience strayed towards jarring for me especially by my third attempt, though maybe this is exacerbated by playing in full-screen? I enjoyed your take on the theme, and I think overall the game is fun and well-put together outside the nit-picks. Thanks for sharing! |
| May 8 08:10:29 | 26m 54s | Delivery Is EVERYTHING | ♥ 1 | Heya! I really enjoyed this take on the theme, and the premise is amazing. I thought the graphics and little touches like the moving camera and parallax with the audience, their callouts etc were all top notch. The music choice was a nice background, too. I even really liked the idea of typing out the lines (though the line-wrapping created some hitches here and there). I was a bit disappointed that the gameplay just came down to typing out the text as fast / correctly as possible, and was expecting a bit more of a rhythm element when "timing" was mentioned. I can't help but feel like there was a more punchy, fun experience just around the corner if the stand-up set had been a series of shorter jokes like one-liners or similar, with points awarded for things like waiting a beat before hitting enter to leave a pause in the delivery etc. The lack of structured jokes did bring down the experience for me, as the longer conversational style set felt like it dragged a bit. All in all though, from a systems and presentation perspective, this was very well put together and you should be super proud of what you were able to make in such a short span of time. Thanks for sharing! |
| May 8 08:35:50 | 25m 21s | Giggle Groove | ♥ 1 | Hey! This was a really innovative idea, and a great take on the theme. I thought the execution was a little bit unforgiving on the timings, making my experience probably more frustrating than it needed to be, but I really appreciated the way that you used real jokes in there, which i got a kick out of. The graphics were simple and got the job done, I felt like I understood pretty much how the game worked and what I needed to do from the get go, which is great. I thought the robotic voices were a little difficult to understand, though I could see what you were going for with the flubbed lines and stuttering. Overall, this was a super solid entry, with potential to be a lot of fun with a bit more of a gentle approach to difficulty / level chart design. |
| May 10 10:35:58 | 50h 00m | Serum Run | ♥ 2 | Heya! I really enjoyed how simple this game was. The writing was very evocative and the graphics though simple were also super effective at conveying the mood, even without music. I did feel a bit lost in the game, as the values and breakpoints were more or less obscured from the player, though that's typical of this genre. I also had a few curveball events that triggered and resolved to the detriment of the party before I was given an opportunity to do anything about it. If little moments like this were ironed out (though again, totally understand this is mostly RNG and sometimes things like that happen), I would have enjoyed it that much more. I appreciated the status log and other little touches like the weather effects. (p.s. leonhard died twice in my game, once to the bear and once from a broken leg later) Thanks for sharing! |
| May 10 10:53:34 | 17m 36s | Crash Courier | ♥ 3 | Whoa! This game was really intense. Maybe a little outside my comfort zone in terms of how punishing it is to control, but I respect the kind of game that it is, and I think you did a great job nailing the vibe and game feel. I really like the attention to "Last Stand" and the various environments and music in the game. The team's work really came together and it feels like a really cohesive product. Leaderboards and everything! My only criticisms were how little onboarding guidance there is (though it's such a quick game, you can basically learn by failing) and how some deaths seemed unavoidable, detracting from the skill element. But otherwise this entry is hard to fault! |
| May 10 11:12:40 | 19m 06s | Shmelon Fields | ♥ 1 | Cute game! I appreciated the intro sequence setting up the scenario, and the animations for the characters in the game scene. I liked the balance between letting the purrballs duplicate vs dropping them off one by one, though it took me a while to figure out I could pick up the purrballs with hearts above them (I almost reviewed the game not knowing i could do it at all). Maybe a little prompt above their heads would have made it more obvious? It was fun! I beat the game on my third try. Thanks for sharing :) |
| May 10 11:32:02 | 19m 22s | Lastopia | ♥ 2 | Heya! This was a beautiful vision for a game. I loved the concept, mechanically, and the way you used music to show the transition of time. Lots to like about this game, though I felt that there was a real lack of affordance and feedback on interactive elements that made the gameplay feel like guesswork. Taking a page out of "Kingdom"s book regarding interaction would have made this side-scrolling adventure a lot more fluid. I could see the effort put into the unfolding of the systems, but needed just a bit more propulsion to get through the game. (maybe more juicy feedback, or even more story prompts along the way). Still, I really enjoyed my time in this world, and I'd love to see a tighter more polished version some day. Thanks so much for sharing! |
| May 16 06:44:25 | 139h 12m | 04 Mail Service | ♥ 1 | Hey! I was really intimidated by the unconventional control scheme at first, but realising that this is where the challenge for the game is made it a lot easier to get on board with. You managed to get good mileage out of such a simple mechanic and the constraints around the hex grid, I was pretty impressed. The game's presentation values (music and graphics) aren't overly impressive but what's there is solid. I didn't run into any bugs and everything needed to learn how to play the game was there, so it felt like a "complete" thing, even if it wasn't super polished, which I think is something to be proud of. The game dragged ever so slightly towards the end, but I did make it to the end. All in all, a pretty good entry! Thanks for sharing :) |
| May 16 07:28:31 | 44m 06s | Juggle Mail | ♥ 2 | Well, there you go, you sicko's. Great game, that's all I'll say. Juggle Mail.png |
| May 16 07:45:51 | 17m 20s | Constellation Courier | ♥ 4 | Hey! I felt this game was really crafted with love. The art and music, character designs and writing were all so cute and cohesive that the atmosphere drove most of the experience for me. On the gameplay side, I would have appreciated a little bit more tension in terms of reasons to make specific decisions, or even narrative beats that complicated the "mission" to keep me engaged, as the story right now is very straightforward and dramatically things are very smooth and flat. Still, I enjoyed my time and didn't run into any technical issues, which is a testament to a well made game especially in a jam. |
| May 17 07:02:12 | 23h 16m | You Are The End | ♥ 2 | Hey there! I liked the 2.5d perspective and the novel way you approached side scrolling stealth in this game. For such a short time you had to work on it, there's a lot here that works and feels complete. I did find the camera angle to be a bit tricky in determining the orientation of the player vs enemy vision cones. Not having a great sense of the space made it a bit hard to plan my approach and encouraged me to kind of rush a little hoping for the best (which worked a lot of the time). The gameplay is a lot more "top down" while the camera is closer to "side-scrolling" so I feel maybe a higher pitch on the camera might have helped clear that up a little. On the balance side, I would have liked a way of escaping infected, as there's a moment there where you seem to be able to run away before getting caught. I understand that might not be the intent, but it did feel like an opportunity to vary up the gameplay and create more tension. I enjoyed the story setup and graphics. the mood was excellent and the sound design on the baby crying was particularly effective / disturbing. I made it through the first checkpoint and got a bit stuck late into the second. Overall I think this was a really ambitious project to take on in a jam which you mostly succeeded on, with a few hitches here and there. Good stuff! |
| May 17 07:20:26 | 18m 14s | You Got Mail! | ♥ 2 | Heya! I felt this game had some really clean presentation. One-button controls, great graphics and sound. I enjoy the little horn honk when you get close to a car as well. It's a simple game, so there's not too much to say other than I would have liked for the gameplay to increase in intensity as the score increases, or some way to create risk / reward by playing faster or more recklessly to increase the score. The open-ended nature of the gameplay makes it drag a little after 8-10 points. With minor adjustments I could see those sentiments resolved pretty easily. Great effort, and props on making something so polished! |
| May 17 07:53:07 | 32m 41s | soul sender | ♥ 1 | Heya! This was a really interesting direction to take the theme and a cool little mechanic. I loved the way the car controlled, it felt intentionally difficult and polished at the same time, which is perfect. I liked being able to reverse or wraparound the level, and the way you pick up hearts and deliver them to people. I enjoyed the graphics and presentation overall. The game loop was pretty tight, though I felt the mood was brought down a bit by the sullen music. There are a few things I would have liked to see that I think could have been easy improvements: - Difference in colour between "happy" people and "sad" people. - Points awarded based on time remaining for each delivery, to reward faster play. - Some kind of ramp-up in tension that encouraged more dynamic play, rather than static play. I felt like the more points I had, the slower I needed to drive to avoid hitting people. It felt intentional, but still not as fun as earlier in the game. Maybe some way of clearing the board of people could have been interesting? Overall, I think this is a great entry (this is your first jam game?! excellent work) and only needs one or two tweaks to be super addictive. Thanks for sharing! |
| May 17 08:05:52 | 12m 45s | Warmazon | ♥ 3 | "If they are not a son of God, I guess they are sitting in Satan's lap". I loved this little game. I thought the graphics and gameplay were so cute, and the music was good too. The writing was pretty funny and I could see how you put thought into the powerups. There's a lot to like here, and not much to criticise. Great work! |
| May 18 08:17:08 | 24h 11m | Corgi Cargo Combat | ♥ 2 | Heya! This was a really straightforward and decently balanced game. I thought the dynamics of barking vs peeing worked very well, and the way that the couriers would hang around made prioritising the two actions very engaging, strategy wise. The game was short and sweet, didn't overstay its welcome, which is appreciated. I thought the sound design was great. The graphics and music were fine, though I did especially appreciate the box disintegrating animation. Great work, thanks for sharing! |
| May 18 08:52:49 | 35m 41s | Of Mice and Mail | ♥ 3 | Heya! What a unique looking game and concept. I appreciated the originality in the interpretation of the theme, and how you awarded player skill with aiming the bat, while punishing for missed hits. I felt that some of the finer points of how the game worked could have been more obvious within the game itself (point distribution of window colours etc). I thought the graphics and sounds were great, and while the gameplay is simple, it brought what it needed to in the time I had with it. Thanks for sharing! |
| May 18 09:14:17 | 21m 28s | DElive | ♥ 1 | Hey! I really liked the simplicity of the presentation for this game. I thought the vector style graphics were perfect for the bullet hell style gameplay in that everything was visually clear in its identity, effect and behaviour. Lots of nice little touches like knockback on firing and everything had clear sfx. Huge points for style, overall. Gameplay wise, I did enjoy my time with the first 10-15 levels but by 20, it seemed like I was having to be patient with the game's pacing rather than on the edge of my seat. I wonder if this is tied to the way that difficulty decreases after the initial impact of a wave, where if you don't immediately die, success is more and more assured. There are a ton of ways I think ramping up the intensity and dynamics to make the higher levels feel more engaging could be achieved (random upgrades of things like adding a dash with invincibility frames? extra firepower for a limited time? more complex enemy behaviours that become more aggressive the fewer there are?), but for a jam game I think you did more than enough to be proud of. Thanks for sharing! |
| May 18 09:38:40 | 24m 23s | Cozy Courier Co. | ♥ 1 | Wow. What a trip. I really am not sure what I was expecting, but the main twist of the game really wasn't it. I really like the concept behind this one. Tandem gameplay is a neat idea, even if ping issues make platforming kind of a hassle. In this case I think all of the irregular geometry, clipping and lack of visibility made things a little harder than they needed to be. That said, for such an ambitious project in a jam, I think the spirit of the concept and what you were able to execute on is really worth appreciating. We had fun playing, and enjoyed the creepy atmosphere. Thanks for sharing! |
| May 18 10:00:56 | 22m 16s | Deliver to Whence you Came | ♥ 1 | Whoa! This was one of the most original takes on a platformer I think i've ever seen in a jam. Crazy concept and it's insane that it works so well. I LOVED the kicking mechanic. It was super fun to do and felt skill based throughout my playtime. The reveal of the worm-platforming was mind blowing. Something I always find invaluable in a jam is being able to create moments like that. Seriously, amazing props for handling that so elegantly. I enjoyed the music and atmosphere a lot as well. Super well put together. My only gripe with this game is that the level design tended to fall a little flat when the challenges weighed in favour of populating the screens with more worms rather than creating discrete puzzles for the ball and the player. Tight level design that increases in complexity is hard to do in a jam at the best of times, but especially when the mechanic is as fluid as yours. At its worst, this lead to scenarios where I felt like I broke the level without knowing what I should have done in the first place. So my only feedback there is to lower the number of moving parts so as to showcase your level design chops especially in the later levels. Outside of that, this was a really special entry. Props for making it, and best of luck in the jam! |