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| Timestamp | Since previous | Game | automatonvx's comment | |
|---|---|---|---|---|
| May 4 09:11:59 | Icy Porch | ♥ 1 | whoa that was pretty great, felt like designing those levels to work with multiple deliveries at a time must have been pretty tricky. On top of that, just felt really polished, nice pixel art throughout and cool visual fx, love the level transition dissolve and the crate destruction. Nice little soundtrack too. Made it through all the levels and had fun throughout. Excellent work, especially in 48h. Side note, I remember randomly coming across your alien crab in the rotormaze game a while back and really enjoying it, so was excited to try this too and it didn't disappoint. ❤️ it | |
| May 4 22:20:35 | 13h 08m | Before the Storm | ♥ 1 | Decent entry, the art style was kind of charming in its own way (would have liked a fullscreen button to better appreciate it) , and good enough to convey what was going on. Made it to the end, but never felt much of a challenge even though I struggled to pull off the boost intentionally, died once, just because i was lazy about waiting for the lightning strike. Maybe playing around with the physics to make the flight a little less easy to control and perhaps increasing the movement speed (the pacing all felt a bit slow) would go along way to improving the fun factor. Appreciated having at least some basic SFX. Nice work, liked the theme choice, although a little surprised to be droppping babies down chimneys, that can't be safe ;). EDIT - after playing on the LD embedded version i realised i could have played on itch and had the fullscreen option (although you should disable itch.io's own one since they overlap and the itch one doesn't actually work to make it genuinely full screen) |
| May 4 22:54:48 | 34m 13s | Postominoes | ♥ 1 | You managed to fit quite alot into your 48 hours. The concept and gameplay is pretty neat with the 2 stages and the scope for being strategic about it. The physics with the boxes is on the one hand frustrating that they don't lock into place when you put them in the van in a more teris like style, but at the same time the chaos of getting them out and throwing them everywhere is pretty fun, so not really sure what would be best there. I found the time constraint pretty challenging, maybe the difficulty ramp could have been a bit more forgiving, managed to make it through the first day 2 days but got stuck on the 3rd where loading up the boxes got so jammed i couldn't move any anymore. The art is tastefully done and I like the kind of chilled meandering music that contrasts with the frantic gameplay. Pretty great work overall I have to say. |
| May 4 23:22:29 | 27m 41s | Seedling | ♥ 2 | Kind of a weirdly beautiful experience, the combination of the music, the low res visuals and chill gameplay watching your little seedling fly and bounce through the sky, trying to catch sunshine, but it not really mattering much because you can't really lose. I sorted wanted more 'game' but at the same time maybe that would detract from the meditative feeling. The music kind of made it for me, so well done on that one. An unusual one, not really sure how to rank but a cool experience in any case, thanks. |
| May 6 18:09:28 | 42h 46m | Planet Quest | ♥ 1 | Great game, kept me hooked for quite a while, got to 82% but didn't manage to beat it. Might be nice to display the health for the base, also seems to be a bug if credit miner is destroyed the credits still keep coming. Visual design is really nicely done, the minimal palette works well, you can understand everything you need without getting overly distracted. The main planet background music fits nicely and is atmospheric (the ship one not so much, but hey) Interesting set of choices for upgrades to keep things interesting and give a good level of strategy and the balance is pretty good, hard enough to be a fun challenge, but not so hard that i didn't feel like i was learning with each run, probably with a few more goes i could figure out the optimal strategy and win. Always cool to see someone using their own engine too, so Kudos there. I hesitate to say a 'perfect' compo entry, but certainly not far off. 🎩's off to you sir. |
| May 6 18:28:34 | 19m 06s | Rogue, fluff & nuts | ♥ 1 | Love the concept, pretty fun, made it to the end, took me a long time to realise I could actually attack the other creatures, for some reason I just assumed I had to avoid them, guess it never occured to me a squirrel could potentially beat a fox. Would have appreciated enabling the full screen button on itch page so I could better appreciate the art, obviously some basic sfx would have been nice, even just bfxr bleeps would be better than nothing. Maybe would have felt a little bit more varied if I was collecting different stuff apart from just hazelnuts, maybe with different capacities would add a bit of extra strategy. Didn't really feel much of a challenge, I don't think i took a signle hit of damage the whole game as the enemies didn't seem to move towards me. Solid effort |
| May 7 22:48:44 | 28h 20m | Parcel Problem | ♥ 2 | Liked the soundtrack, it really helped me maintain interest retrying to get a better score. For the visuals a more consistent pixel size for the art would have really helped everything feel nicer, but it was still serviceable. I was getting a little bit annoyed at the UI at the bottom of the screen that obscured the enemies a bit and caused me to run into them which felt unfair. Also might have liked the zoom level to be a bit further back so I could see more around my player. Also would have liked to have had a little pause to place the towers rather than trying to run and place at the same time which felt awkward. Was a little a bit unclear what the 3 different buildables did differently, i'm assuming maybe damage. A simple mechanic but like many mechanically simple high score games chasing that high score kept me going and having fun for a few runs. Decent effort, kind of carried by the soundtrack to me. |
| May 7 23:04:37 | 15m 53s | Nuclear Hammer | ♥ 1 | Kind of an interesting art style with the russian doll like characters, feel like there is some sort of potential for a kind of more chaotic physics based lemmings like game there where you have to herd a certain number to the exit without losing too many. Also maybe as a sort of multiplayer party game might work too. As it stands, there isn't really any challenge, no time limit or anything, so the fun is somewhat limited to me. Also the main character feels too slow to move to me and I would like more options of how my hammer is going to effect them, like a charge level perhaps as someone else said, or more aiming the force in a specific way or something. Also some sound would be nice of course. So sort of interesting, perhaps with some potential, but for me not so much fun right now. Appreciate the effort. |
| May 7 23:27:29 | 22m 52s | Rat Delivery Service | ♥ 1 | I like the concept alot and the visual style is cute, I sent rats on a few contracts, mostly with success but wasn't entirely clear what was going, presumably the contract specifies some criteria with which to match the best rat for the job, but wasn't entirely clear how that worked. Oh well fun idea. |
| May 8 11:19:28 | 11h 51m | Daring Delivery | ♥ 1 | Quite fun, I think the gameplay idea works pretty well, just needs a bit of juicing up to make it feel more fun. Also the limited visibility of the roads from the top-down perspective is a bit of an issue, maybe could be better with a more dynamic camera that puts your car closer to the side of the screen and the direction its facing nearer the centre to give you closer to a full screen visibility instead of a half screen. Getting the orders in on a mobile phone was a nice touch. Obviously some Sfx and music woudl be nice, strange to have the rating for audio, but no audio. Solid effort though. |
| May 8 23:20:46 | 12h 01m | Fed Up Delivery | ♥ 1 | Pretty fun take on the delivery theme. I liked The combination of top down view of the road and van with the in van view to throw out the parcels. Main problem for me was the weird physics going on with throwing out the packages, after i threw them they seemed to end up following around my van and being influenced by my controls, also the height and so landing point was weirdly unpredicatable. I completed the first 2 levels ok, second one took me a while and it seemed I just needed to eat constantly so the best tactic was stay right next to the shop as dying of hunger was my main problem. I liked the visual style, thought it worked pretty well and the upbeat dancy soundtrack added a bit mood and energy. So basically solid effort slightly let down by weird physics and maybe a bit of balancing |
| May 8 23:34:45 | 13m 59s | Volksdam | ♥ 1 | Fun, all felt nicely polished, its a simple mechanic but works nicely. Sort of would have expected to be a rythm game, but still a good time even just as a reaction one. Art was all nicely done and consistent. Soundtrack was nice and fit the casual aesthetic nicely. Minor bug i guess that once you are going fast you can trigger 2 identical prompts in one key press sometimes. After a couple of plays my best score was 1234. Only critiscism, i guess,more levels or overall progression to keep up the interest after a couple of plays, but can't ask for too much in 48 hours. Great job |
| May 8 23:47:19 | 12m 34s | PARCEL PUNISHER | ♥ 0 | Fun, very hotline miami inspired feels like, but thats cool, still alot of fun and very polished. Enemies don't like to move between rooms, but can't complain too much for jam game. Fun art style too. |
| May 10 17:03:47 | 41h 16m | Courier Craze | ♥ 1 | I liked the minimal visual style, even with that style the animations and sound design was enough to make the world feel quite nice. Handing boxes to the NPCs was fun, but I felt like there was something missing from the gameplay to put some pressure on me or additional danger. Once I understood what I had to do I felt like I could carry on all day. Also sometimes there was long gaps with nobody to give a box too. |
| May 10 17:14:22 | 10m 35s | Deadly Delivery Dash | ♥ 1 | Interesting concept, quite fun, with a bit of balancing and polishing up could probably be a pretty decent mobile game, like a sort of weird variation on angry birds. Feel like its currently too hard with the enemies respawning pretty quickly, also maybe different level layouts to give more progression would probably be nice. |
| May 10 23:32:53 | 6h 18m | Mail round | ♥ 1 | phew, i did make it to the end with a very unmpressive time of 543. That was actually alot more fun than I would have thought. The balance of the physics was just about right to be a good mix of frustrating, silly and still feeling pretty fair. The only sort of annoying/unfair part was the van bouncing around weirdly on respawn, but hey. The low res pixel art in 3d visual style and bright colours was quite fun and works well in a sort of endearingly ugly way. Obviously some sound would have been nice. Fun was had. Nice take on the theme. |
| May 10 23:55:00 | 22m 07s | Galaxy Express | ♥ 1 | Fun game, all felt really pretty polished, a bit tricky to get any smaller movements with the drone with the keyboard inputs. Levels were good, got stuck on one with just one bomb and seemingly 2 places i need to bomb. SFX were tasteful, like the grunts of the enmeies, music fit the atmosphere. Art was clean and effective. All round a pretty great job really. |
| May 11 00:05:06 | 10m 06s | Special Delivery! | ♥ 1 | Always love the pico 8 aesthetic. Was a little bit dissapointed that aftet hitting my targt that was it and there wasn't some sort of progression to keep the game going :( . Short and sweet i guess. The bird physics felt a bit weird, but ok. I couldn't understand how to collect the hats never seemed to be able to pick them up. Liked the visual polish on the title screen in general. Appreciated a bit of chippy pico 8 music and sfx too. Nice. |
| May 12 17:08:57 | 41h 03m | Pizzapocalypse | ♥ 1 | Pretty fun take on the theme. Sort of crazy taxi with pizza delivery. Probably pretty ambitious for the time frame. The visuals are all really cute, I did like the look of the little town. The gameplay idea is solid, with an increasing pressure from the repair cost going up and the constant zombies. Unfortunately the car doesn't really feel that fun to drive, it has a tendency to spin out alot. With some practice I got the hang of keeping it under control, but it still didn't feel really fun. The camera was also a bit of an issue, I often had my view obscured by trees or buildings and was then left crashing into stuff and having to guess my way out. The thing of having to read a description to figure out the delivery house was a bit annoying, would rather have just had a marker appear above it, or some other kind of visual indicator on top of the pizza arrow. The choice of music and sound fx was nice and fitting. I also got stuck once with 2 wheels off the edge of the cliff on the hillside house and had to hard restart. I enjoyed the little ramp to be able to jump over the river to get back to the main area. Overall a pretty great job though. |
| May 12 17:20:47 | 11m 50s | Packontra | ♥ 1 | intro was maybe a bit too much for me, liked the idea of a contra like. Was confused why i didn't seem to have a health bar and did not interact with the dogs, so they seemed sort of redundant. Managed to get a B anyhow. Props for making something that would actually run some old hardware. Seemed to have a bit of an issue sometimes when i fired the package it just dissapeared, but was not delivered. Nice idea, but as it stands seems missing some key mechanics, good effort though. |
| May 16 17:07:15 | 95h 46m | Deliverance | ♥ 1 | Phew, made it to the end in 68 Deaths, had fun, although quite a lot of frustration too. I felt like the controls needed some fine tuning and polishing for extra time window allowances, e.g coyote time, the wall jump if you push away just before you jump, that kind of thing. All those little details a game like Celeste has to make it feel just right to control the character that you really miss in a precision platformer if its not quite so fine tuned. Having said that its a game jam game so can't expect perfection. I did wonder if in a downloadable version instead of web gl it might feel a little smoother control wise. Pixel art was pretty good, spikes seem a bit on a different pixel scale to everything else, but apart from that, maybe making the UI fit a bit more in terms of Font etc. would be nice. I enjoyed the authentic 8-bit soundtrack. Level design was ok, a bit lacking in elemenents with only the spikes and platforms to work with perhaps and restarting a whole room when you just fail near the end is obviously frustrating, but kind of standard I guess. All in all a really solid entry, albeit very Celeste inspired and the theme was a bit of a stretch but hey. |
| May 16 23:56:43 | 6h 49m | Postman Path | ♥ 1 | Only got to level 8 but a cool little puzzle game, enjoyed the postman pat theming, pretty cute and serviceable pixel art and music fit ok too (a bit repetitive perhaps) Nice work. |
| May 17 00:08:13 | 11m 30s | The Stork Purrsuit | ♥ 2 | Cute puzzle game, took me a little while to realise that the path parts go in a specific direction i.e. straight up and straight down are different even though the icon in top left of the piece looks the same, just a minor thing. Anyway, liked the theming, pixel art was very cute and tubaey music fit the feel nicely too. Agree with @adjo having to confirm each tile is annoying, anything to speed up the process would make it flow better so you can just enjoy solving the actual puzzle. All felt pretty polished though, Solid Effort. |
| May 18 15:14:39 | 39h 06m | IceCream Van | ♥ 1 | Really Cute and fun concept, maybe could have used a slightly harder difficulty ramp to keep interest, but overall pretty great, ❤️ pico-8 |
| May 18 17:25:32 | 2h 10m | Boxbrawl Delivery | ♥ 1 | Great classic feel, not only in the visuals,but also the sound and feel of the physics. Difficulty was just right IMO, challenging as I would expect it to be in the classic style. Nice take on the theme and suitable homage to the greats, No complaints. |