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| Timestamp | Since previous | Game | fabula_rasa's comment | |
|---|---|---|---|---|
| May 2 11:56:32 | SNE | ♥ 1 | Screenshot_5.jpg Quite surprisingly and unexpectedly... I won! I will not reveal a secret of how I did it, though, nobody may know... In any case, the game is very most atmospheric. The monochrome, the minimal and creepy ambience, and the main character being a gray Wookie - all compliment each other well and add up to a mysterious world. I really enjoyed that. And the wolf! Oh, the wolf is so creepy! Loved it! The controls were easy to figure out, even without any description (I know, you need your beauty sleep π). But the compass messages work rather confusingly. It took me a bit of it changing from "Go North West" to "Go North East" every step to figure out that it simply does not recognize the elegant simplicity of just "North" π I wish the story of missing people could unfold some more. As it stands, which I know you know, it ends before it really starts. | |
| May 2 13:02:12 | 1h 05m | Dear friend | ♥ 2 | Great entry! I love the wet pastel crayon art and the color scheme. The animations are just adorable as well, and very well-made. It creates an inviting world that is a pleasure to look at. The music compliments the graphics extremely well and definitely adds to the whole atmosphere. Gameplay is deceptively simple π. In reality, it's fiendishly difficult to finish. I think a half-way checkpoint would be nice. Right after the stairs, before the madness starts, there is a perfect place for it. I bet that would make more people persist in trying. It feels a bit strange that you "crash" when you go too high in the sky. I guess "there be monsters" there π Overall - awesome game and superb interpretation of the theme! |
| May 2 13:44:58 | 42m 46s | Of Mice and Mail | ♥ 5 | It's just awesome that you get additional points for pure vandalism π As you definitely know, both your graphics and your soundscape are superb and go well with one another. The animation style gives the game a bit of a paper-cutout feel that I very much enjoy. I encountered no bugs and the whole experience feels polished. Definitely inviting a few replays. Great work! |
| May 2 14:07:42 | 22m 44s | Pack 'em UP! | ♥ 4 | It reminds me of Overcooked :), and it's a nice interpretation of the theme. I think that the timers could be a bit more generous. It didn't feel possible to me to fill out all the orders you get. You will always fail some. But maybe I'm just not fast enough π. It would also be cool if we could see the orders with timers while driving in the city. That way, we would know if it still makes sense to try to get tho the client or there is just not enough time left. I wish the truck had a gas pedal to go faaaster π. @sodoj They have an embedded version here on the top of their LD page. |
| May 2 14:21:01 | 13m 19s | Flap, Flap, Drop! By Equal Energy And Lachlan5150 (Purplishlilac) | ♥ 1 | It would be nice if the game had growing difficulty or if something would be changing. I played till 26 points, and it was just the same - it's fine at the start, but you get tired of just the same all the time and don't really want to continue. The toilet humor is not my jam, but I know there are fans π |
| May 2 14:41:34 | 20m 33s | Death Delivery | ♥ 4 | So far, the best interpretation of the theme I've seen. The core concept is strong and fun to play. Randomization is nice, but there doesn't seem to be that many targets available, as during a few playthroughs I kept getting the same targets many times. It would also be nice if the area was closed off with some graphics (just slap some buildings there - there can be no way out π). The game is short and sweet, definitely invites you to replay. Some more target variety, some moody ambience (or quite the opposite - circus music!) would add a lot. |
| May 2 15:38:51 | 57m 17s | Special Delivery | ♥ 4 | This is a nice story. I have a pondering though (spoilers follow, beware): in my game, Leo died during delivery. From the choices I got during the story (which weren't that many - could be more to feel more interactive), I don't really see which one would affect that outcome. I'd love to know! The modified photo backgrounds are nice, although I think it would be better if they all would be modified with same filters (would produce more consistent art). And, as the text background is semi-transparent, the characters really should have legs π. It's a nice and unique entry. Tremendous amount of work! I found a visual bug. In one place, the text is a bit too long, and it covers the small text area at the bottom. Here: Screenshot_13.jpg |
| May 2 18:10:31 | 2h 31m | No Matter the Cost | ♥ 3 | I loved it. It's like "The Banner Saga" without the fighting parts π The writing is nice, as is the illustration art. The story drew me in and kept my interest. I failed my quest and felt the weight of that. I ran out of supplies. I think the decisions would feel more impactful if there wasn't a possibility of backing out after you chose one of the options. And it would be nice if you would not see actual numbers in the cost but maybe only + or -. When you see all the cost and additionally can back up, players can just make decisions based purely on numbers, ignoring the story they could tell. |
| May 2 18:39:39 | 29m 08s | Rogue 'n Royal | ♥ 1 | Super awesome! The minimal art works great, and the color scheme is very pleasant. Music is also pleasant. The adventure itself felt nice. And it actually being short invited me to replay a couple of times to see the stuff that you can find on other tiles π I liked the character development system as well - always liked the "learn by doing" systems. Overall, it's a great jam game and kudos for creating it! |
| May 2 20:59:07 | 2h 19m | Tropical Pizza | ♥ 2 | That's a pretty fun game! It's devilishly difficult at times, but the level design is solid and the world is so fun to explore (even if the customer will get quite a soaked pizza in the end π). After the first level, I was pleasantly surprised to discover that there are secrets to be found. Such details are rare in a jam game. Music is adorable and really adds to the atmosphere. The controls felt tight and worked well. I didn't encounter any bugs. Great work! |
| May 2 21:51:48 | 52m 41s | Hover Bites | ♥ 3 | Adorable and very fun to play! The graphics are very nice and the color scheme rocks. It's so restful and serene while still being juicy where it needs to. Great job! At the start, I was surprised to discover that the produced stuff does not carry over to the next day. All my juicy vegetables just disappeared. But I caught on and in no time I had drones running around π. Controls work well and I didn't encounter any bugs. The whole experience feels very polished! I only found it strange that you can't really do anything without buying memory upgrades for your first drone. Seems like it should just start upgraded. Really great game overall! I won without building even one warehouse. Maybe there could be different "quests" to choose from of different levels of difficulty and length. I know you can continue playing after winning (like in Civilization ;)), but without an overarching goal it's less fun. Screenshot_6.jpg |
| May 2 22:37:39 | 45m 51s | Horror Delivery | ♥ 0 | The game completely refuses to load on Firefox. On Chrome it loads forever, and when it finally does, it's a slideshow π Would be nice if there would be a downloadable version. Screenshot_7.jpg |
| May 2 23:04:46 | 27m 07s | Wasabi Whiskers | ♥ 3 | Quite awesome and polished! The art, the soundscape, the colors, the animations are just perfect and go very well together. The conveyor puzzles are nicely balanced, introducing new concepts in a very logical way. Really well done and fun to play! I encountered some bugs (even in the downloadable version) when the conveyor became unresponsive and impossible to extend/connect further. Resetting the level helped every time. Awesome job on the game. |
| May 3 12:27:26 | 13h 22m | Witch Night Delivery Service | ♥ 1 | Very fun, if a bit short. I finished my quest and wanted another π Soundscape is perfect, both music and the sfx. Core gameplay is simple but satisfying and I didn't encounter any bugs. I wish there were icons for spells instead of just circles, but I'm guessing time got in the way of that. The whole time I was scared that the mimic box will bite me if I get to close! |
| May 3 13:05:03 | 37m 37s | Isles Express | ♥ 1 | It took me quite a bit to get used to controls. I especially had trouble with the fact that X changes gears to the right in the "R N 1 2 3" and C to the left (by the relative position of those two keys, should be the other way around and my brain was protesting all the time π). It's really a great job for a first project and a solo one! Feels finished and complete. Small, but all the Pico-8 games I ever saw were small π Colors are pleasant and the whole design of the game screen is very good. |
| May 3 14:06:08 | 1h 01m | WitchDelivr | ♥ 2 | I'm not sure if there is some end goal or is it endless? If it's endless, the difficulty should ramp up or something to that effect. It doesn't seem like it does, and as a result, you start feeling like you are just going through the motions after a while. Perfect metaphor for the tediousness and hopelessness of gig economy, by the way π The game is quite cute, and the core gameplay is solid. It's fun to play for a while - bump some drones, deliver some kebab. Flying around feels smooth and well-implemented. And I bet it would be fun in the long run with some ramping difficulty - introduce additional obstacles, decrease time you have for delivery, make the witch drunk, so the controls are reversed for a while π etc. I like the attention to detail. Like the fact that the windows ready to accept delivery open. Overall, a nice jam game! I got to almost 60 bucks, decided I'm rich now, and quit my job π Screenshot_14.jpg |
| May 3 15:00:15 | 54m 07s | Smuggling Pirates | ♥ 3 | Pretty fun management game! And additional points for the pirates - everything is better with pirates π You could totally expand on this by adding more crew in time, allowing for upgrades and ramping the challenge. I was totally in the zone while playing. Great job! |
| May 3 15:22:35 | 22m 20s | Disk Dasher | ♥ 2 | Traversal is super fun in this game. Movement fells smooth and fluid, and so dynamic! I loved that you can get a height/speed boost by being hit by a car π. My only wish is to be able to look up to target a balloon - but nobody ever looks up π Graphics are very cool. Clean, polished and fitting the setting in their slickness. Very well made entry! |
| May 3 16:05:44 | 43m 09s | Pollygone | ♥ 1 | Superb! I love the color work, the minimal art style that goes perfectly with both the puzzles and the music. The difficulty scales well, and the puzzles are very fun to solve. Great game! I had trouble with the last one until I discovered that I can go through myself (I assumed I can't) - very sneaky of you π Sooo close! Screenshot_21.jpg Yeeeey! Screenshot_22.jpg |
| May 3 17:42:30 | 1h 36m | AWOOoooo! Delivering your soul to the forest... .. . . . . Or Not.!? | ♥ 2 | I think you have opted out of all ratings (turned the "casual" option on). By accident or on purpose? In any case - you weren't kidding. I died. A lot. Who knew that switching off my computer and going outside is so dangerous! I'll take it as a warning and never do it again π π Screenshot_25.jpg |
| May 3 19:55:03 | 2h 12m | Golden Hour | ♥ 4 | The game is really beautiful and so serene! Your shader is very nice, colors are great. The game feels meditative, really. Very meditative bloodthirsty pirates π Movement controls work very well, and it felt natural to swim around. Enemies work strangely, though. They can despawn right in front of my eyes and spawn right on top of you. I had a level 3 ship just appear on top of me, taking about 80% of my hp in the process. That was funny π, but felt kinda unfair. Randomized level up choices are a nice touch - adds to replayability. Overall, it's a very nice jam job! And again, very beautiful, I feel relaxed just looking at it. Maybe I should have become a pirate! As an aside, you really should have opted out of audio (per jam rules), as you didn't make all the sound. |
| May 3 20:37:25 | 42m 22s | Return To Sender | ♥ 1 | Wow - that's just amazing for a compo game! Everything feels complete and polished. If I have one complaint, it's that they didn't give me the opportunity to examine the phones when they came in. I got time to examine every other new item, so that felt strange. The game plays really well and draws you in. Humor is nice and this interpretation of the theme is definitely unique. I also liked the art, and the sounds of the executive talking on the phone were a blast. Superb job! Freakin' Amazom - they promoted me and fired me. That was brilliant π My score after the final day: Screenshot_11.jpg |
| May 3 22:29:38 | 1h 52m | Daily Vrai | ♥ 6 | Nice game! It was enjoyable to read and play. The writing is humorous, and your interpretation of the theme is unique. I also like all the additional e-mail messages and side stories. It makes the world feel alive. I got curious and wanted to check what will happen... and I ended up in prison for 20 years π Screenshot_14.jpg |
| May 4 09:20:30 | 10h 50m | Catnip Express | ♥ 0 | Honestly, I didn't like the music at all - too electronic, and I think it did nothing for the atmosphere. But I loved the "miau miau miau" sound you made π Controls work very nicely and smooth. It feels good to fly around, and the rings were fun. Navigation could use some improvement. Because of the 3d world and distances, you don't always see the light beacon from where you are, and it's not obvious which planet is "Jungle" or "Wasteland". You can easily end up going to the wrong one and there is no time to go back. Some legend (either here on LD page or in-game) with planet images and names would help a lot. Or a directional arrow in-game, but that would mean addition implementation time, which might not be available in compo, I know. Overall, it's quite impressive game to do on your own in such a short time. I didn't see even one bug, just the cats π |
| May 4 09:54:26 | 33m 56s | Shipyard Mercury | ♥ 1 | Pleasantly relaxing, almost meditative experience. Music is very well-chosen and compliments the general atmosphere. Ship graphics are simple, pleasant and clean. It was a pleasure to build it. Movement felt fluid and I encountered no bugs. I wish there would be a bit more creativity allowed in how you assemble things. Or maybe allow me to paint i after I'm done building πΈ But I guess that would be a very different game. Great job overall. And thank you for a small detail of allowing me to admire my creation after I was done building, instead of just quitting to the menu. Great jam job! |
| May 4 10:06:25 | 11m 59s | Unspecified Postage Service | ♥ 1 | I call it a success π I don't know what the client is whining about. Screenshot_4.jpg Music was simple but actually perfect. It added rhythm to the whole experience and help get into the flow of things. Graphics is simple but does the job - damage shown on the package effect is a very nice touch. The whole game is fun to play. Controls feel good. Really nice job! |
| May 4 11:33:36 | 1h 27m | Dust Courier | ♥ 3 | I played the original 1.0 version. Visuals are very nice! I love the sepia tones of your main menu. And the music rally fits and helps build an atmosphere of this mysterious wasteland. Choices and resulting consequences are nice, would love to see more variety. I think it would improve route planning if the area you clicked on got not only the route line, but also some tiny icon you could use to "unclik" it. You can really get an impossible to untangle confusion of lines when you start clicking around πΈ Or maybe just a "clear route" button to delete the planned route and start again. The writing itself is the weakest point in the game. It's certainly imaginative, which is great. But at times, it's not very good English, leaving the player to wonder about the meaning. Could use more polish here, a rewrite or two. But I still had fun playing. Great concept and nice delivery. |
| May 4 12:35:45 | 1h 02m | The Ferryman | ♥ 1 | That was pretty cool. Very moody. The minimal SFX and no music is really a perfect choice for the setting here. Art and color work is indeed a bit all over the place, but lighting is nice, and I really liked the ferryman. I missed the coin on my first try, but found it on my second. Overall, it was a pleasant experience and did incentivize me to replay π |
| May 4 14:49:49 | 2h 14m | Paperboy 256 | ♥ 2 | Movement feels like I'm ice-skating all the time βπ» It's both superb and infuriating π I can't even count haw many times I fell down of paths with that great "wooooosh" sound. The atmosphere is awesome and, for me, it's the best part. The sparse lighting, the newspaper-cutout interactables, the minimal soundscape - superb. You put a lot of polish on this one and it shows. Cool, mysterious and haaaard game. Great job. |
| May 4 18:15:27 | 3h 25m | Supply Heroes | ♥ 3 | Pretty nice strategy and a unique take on the theme! The core concept is solid and I had fun playing. I encountered a few things that seemed strange to me: - Seemingly without cause, a city in the middle of my chain starts loosing supplies. Sabotage? - My capital stopped producing supplies at some point, while the supply point I took control of stopped giving them out and stayed at eternal 200/200. - A city in the middle of the chain stops getting supplies for some reason. Maybe I'm missing something. I played the original submission. Graphics are very nice, and the game feels like it ha a lot of potential. Great jam job :) |
| May 4 18:38:14 | 22m 47s | Grav-O-Delivery | ♥ 2 | Very meditative. I found myself just clicking replay and replay, chilling while aiming my mail rockets (I assume :)) into planets. The slight music supports this restful atmosphere well. Graphics are very nice, and the planets have their own character. I enjoyed playing and in no time I got from pathetic 9% to a bit less pathetic 45% π Great work! Screenshot_12.jpg |
| May 4 20:11:50 | 1h 33m | DeliveryΒ² | ♥ 1 | You could try hosting your game on itch.io. Embedding here on LD page is far from perfect, and you can't even make the game full screen to see it all at the same time, there is a scroll bar n the edge. Screenshot_2.jpg I think the concept has potential as a nice puzzle game. Some sfx would already add a lot to the experience. The core mechanics work well and can make for some interesting and tense situations. Maybe add some special cards, appearing less often, with interesting effects (buffs for the player, debuffs for enemies etc.). In my playthrough, the red enemy practically wasn't moving. He was just there at the top line all the time, turning from left to right and going nowhere. |
| May 4 20:42:09 | 30m 19s | Magical Domain | ♥ 1 | Very nice entry! It feels crafted with love and attention to detail. The world is interesting to explore, and the various characters feel distinct and engaging to talk to. I liked the art and the mood crated by different music in different places. The only part of the visuals that I didn't like was the movement indicator (the biiiiig flashing white square). Something smaller and slighter would work better, I think. Maybe even a small flashing icon of a shoe or something to that effect. Very well done overall! I encountered one bug - I was able to give the potion to the bakery lady without actually having that potion. I was on my first delivery, to the birdhouse, but I decided to go exploring first. I went into the bakery and talked to the lady there. That conversation ended with me giving her a potion. A potion that I didn't have π |
| May 4 22:16:02 | 1h 33m | Am a drone (ββΏβ) | ♥ 3 | It's a very interesting concept and definitely a unique one. I like your color palette as well. It's clear that a lot of work went into it. The gameplay itself is sadly hindered by bugs. Drawing the path reacts inconsistently. Sometimes you can draw a straight line, sometimes you can't. Sometimes your line just changes into other shapes. Maybe all those drawing issues are just caused by lagging. It's also not immediately apparent, which buildings will have deliveries once you start the day. Maybe distinguishing those from the rest of the area (with some color stroke or icons) would be helpful in the planning stage. Some more feedback would also be welcome. Some SFX or effect that would indicate actual pickup of deliveries, for example. |
| May 5 10:56:20 | 12h 40m | Postman | ♥ 1 | Perfect (or should I say - purrfect πΈ) music and nice, clean 3d models. Add to that pleasant earthy color palette and you get a very well-crafted atmosphere. It took just a bit of time to get used to controls. Felt to me like left-right is too sensitive and, combined with unforgiving curbs and narrow streets, I got stuck on the side of the road many times. But after I got used to the sensitive turning, it was fun to navigate and try to beat the clock. Once or twice I encountered something that might be considered a timer bug. I got a new package with such a short pick-up time and so far away that even with the fastest and most perfect driving, it would be impossible to make it in time before it spoiled. Overall, great jam entry and a definite + for the kitty πΊ |
| May 5 12:26:43 | 1h 30m | Radish Delivery | ♥ 0 | Radish Tetris - how cool π Very fun concept and engaging game. I simply loved the "matching" animation. The sounds are nice, juicy and fitting. Graphics are clean and pleasant. And the core gameplay is smooth and hold interest. A near-perfect project. A double-points bonus for clearing the whole cart was a nice surprise. If I have one complaint, it's the inability to slide in the package horizontally into a slot where it would fit when there are no obstructions. In an analogous situation, vertically, you are able to slide the package in. Awesomely done! Screenshot_8.jpg |
| May 5 17:43:18 | 5h 16m | That one time I became Merlin's apprentice and was tasked with destroying his... | ♥ 0 | That was very energetic! It played fine, and I didn't encounter any major bugs. The most impactful bug I saw was the sword (Excalibur, I assume) clipping through textures and getting stuck in stuff as a result (it was very easy to misplace it). There is room for improvement to provide a better player experience. Some damage taking animation would already go a long way. A way to restore some health, a different one than just by dying over and over π, would also be nice. Mana restored with kills is not big enough to keep your mana going. You will run out and will have to die to restore it. Dying as resource regeneration mechanic π The graphics are great, and the music sets the mood nicely. And I totally love your baroque title! |
| May 5 18:02:39 | 19m 21s | Dear Yekate | ♥ 0 | The cutscenes are quite nice, and I really like your color scheme. It's wistful and a pleasure to look at. Some music would go a long way to adding to atmosphere. The game itself is a bit lacking in mechanics and could use some improvement. Till now, I have no idea how to use those boxes marked "Use me" πΈ. But for a first game and made solo, it's a commendable job! |
| May 5 18:34:10 | 31m 31s | An Ocean Planet | ♥ 1 | Superb atmosphere. The guitar tune, great delicate colors, low-detail models - all go together very nicely. It was a pleasure to swim around, read the stories and look at the sights. Very relaxing experience, even if there are not many mechanics here to speak of (or maybe exactly thanks to that π). I really did love the guitar. |
| May 5 18:45:24 | 11m 14s | HUBERT | ♥ 2 | I really liked the low-poly models and the music track is superb. Very atmospheric. Jumping on ramps is very fun. Drifting I didn't use all that much - I think it's a bit too harsh, produces more of a turn-in-place than a drift. I didn't like it much. The intro cutscene is great - especially the portrait of our hero driver. Good work! I got stuck in textures only once π and finally managed to get my client to safety on my third try. Screenshot_1.jpg |
| May 5 18:56:11 | 10m 47s | Space Delivery | ♥ 1 | Okay, I'll admit it - I kept crashing back to earth just to hear this awesome crash sound. It just cracks me up π I liked the simple gameplay and how floaty the rocket felt. I feel quite cheated by the lack of the moon! |
| May 5 19:13:42 | 17m 31s | Grav Garb | ♥ 3 | Controls definitely take a while to get used to, but that's okay π I think the ship rotation could be a bit less "violent" (the angles are quite harsh). It also wasn't always apparent to me what exactly is damaging me. I speculated it was pieces of small metal junk I attached to my back, but I'm still not sure. The world and setting are imaginative. Very nice to see something unique like that! The art and music are both solid. Nice, consistent atmosphere overall. And I came to love the ship exploding sound π |
| May 5 20:07:13 | 53m 31s | Sunshine Trial | ♥ 2 | The score is tremendous! It reminds me, probably because of the high-concept visual storytelling and booming music, of "Koyaanisqatsi". The intro scene is so great, the image will stay with me for a long time. The gameplay is simple, but I did like the invisible maze mechanics-wise. The whole experience is definitely unique - a piece of interactive art. Thank you for this πΊ |
| May 6 20:11:56 | 24h 04m | Astacus Mechanicus | ♥ 1 | Very cool puzzle concept and a pretty unique interpretation of the theme! The execution could use some work to be more user-friendly. Some dedicated space on the side to organize your growing pieces collection would be nice. As would some explanation about different pieces (although no explanation brings on more tinkering, which is also fun π). Music is pleasant and the dreams of lobsters are just hilarious. Graphics could use work. They are kind of an inconsistent jumble of styles π Overall, I think this concept has potential to be a great puzzle game. Just needs a heap of polish. |
| May 6 20:40:00 | 28m 04s | Haunted Heights: Tower Delivery Service | ♥ 4 | Awesome visuals and a really fitting music. The whole game is like a little art piece - I just adore your color palette. And a definite +1 for a lounging cat πΊ The many things you can do with the boxes are great, unique and well-implemented. I bet the clients are not really happy with our treatment of their precious packages, but who asked them π. Platforming is challenging but not frustrating - I was falling quite a lot, but had fun with it. Really nicely done! |
| May 7 22:45:26 | 26h 05m | Crash Courier | ♥ 3 | Very nicely made! The soundscape is tremendous - both music and sfx are just perfect for the setting, the mood, the game. They support the tempo and add a feeling of rush. Awesomely done The shuffling biomes keep things interesting and aesthetics are pleasing. Twice the randomized generation kinda screwed me over, creating this long corridor without exit. Once I knew the way is closed, it was too late to back out. Controls work well as well. Great work! |
| May 7 23:00:41 | 15m 15s | Delivery City | ♥ 1 | Gameplay loop is solid and works relatively bug free. Nice work here π Sometimes I had to walk a bit back and forth near the building before it registered that I'm near it and allowed me to interact. You could definitely build on this with some music, some lively animations, some obstacles and, as you said, a bigger world to explore. Nice jamming :) As there is not rising difficulty or additional challenges appearing, I set myself a goal of earning 100 bucks and then just quit my delivery job and run away into the desert π (you can go north near the empty lot and walk and walk). Screenshot_2.jpg |
| May 7 23:14:58 | 14m 17s | Dead Deliverance | ♥ 1 | The mood is awesome. Graphics are very cool and so is the color work. I loved the way you hid the edges of the area - pretty and cleaver π The environment is fun to explore and platforming, while it can be challenging under time pressure, is not frustratingly difficult (for which I thank you π). The music is interesting and fitting. I think it helps create a good tempo of the game. SFX are very juicy! Nicely done. Besides some texture flickering, I didn't really encounter any bugs. My only complaint is - the "Retry" button doesn't work in browser (Firefox), so I was just reloading the whole page. |
| May 7 23:31:16 | 16m 18s | Westwick Street | ♥ 1 | Quite atmospheric! I loved how the mood, the light and the whole surroundings changed the closer you got to 40.5. The sfx are quite juicy and well-made/well-chosen. The first time I heard the roar, I literally jumped a bit in my chair. The fact that the mouse cursor is not caged to the screen in the web version is a bit of a bummer (I see you fixed it in the notes, but I'm guessing you left the web version as originally submitted). Had to disconnect my second display to move around normally. Not a huge bother, though. The sneaky hints on the main menu screen are brilliant πΊ. Very good entry! |
| May 9 22:21:00 | 46h 49m | Pizza Come: Deliverance | ♥ 3 | It's very nicely done! The platforming elements are not difficult, the world is fun to traverse, and the concept itself is amusing and original. Graphics are very nice, consistent and pleasing. Different death animations for all the enemies are a very nice touch in jam time! My only, minor, complaint is the time it takes for the pizza to return to you. Could be somewhat shorter. I also have a wondering: how much does the customer really like this pizza with bits of rat, alligator teeth and my bootprint in the middle? He seems ecstatic... I guess there is no accounting for taste π |
| May 9 22:49:03 | 28m 03s | Personal Delivery Conglomerateβ’ | ♥ 0 | The ending just cracked me up πΊ I actually put a few packages on the shelf before I saw THE FLOOD π In any case, fun game. The customers are just the best - both creepy and cute at the same time! Music is very nice and adds to the mood. I wish the backroom was more detailed - some wall decorations or something like that to look at. But what can you expect from a corporate backroom π The core concept is solid and good for the game of this length - the game is just long enough for it to be fun and not become repetitive and feel like a chore (like a real job in a delivery company, I imagine). Perfect balancing π! |
| May 9 23:30:26 | 41m 23s | Storky McStorkface Express | ♥ 1 | I really liked the different feel of carrying each animal. I enjoyed the stork sounds you made as well - made me smile π The colliders on the sides can be a bit unforgiving, as you die even when the animal you are carrying touches the ground with one toe (which I found especially challenging in the dino level). But after I got used to the lack of forgiveness, I had fun with the game. I honestly didn't see much point of the rest zones. At first, I thought they can function as checkpoints (saving progress in the level). But I tested that theory in the orca level, and it turned out not to be true. So, they seem unneeded to me. It's a unique and engaging concept. Well done! PS. Storky McStorkface must be the strongest stork in all the realm πΊ |
| May 10 10:51:01 | 11h 20m | Deliver to Whence you Came | ♥ 1 | Very nice! This is a very interesting and cool version of "make your own platforms" mechanics. But this time, the platform wants to eat you π I really enjoyed playing it and in the almost-last level I just kept throwing lure around to see what interesting patterns I can make the earthy worms make. Everything seems thought out and super polished, and the music fits perfectly. The ending is very creepy (in a good way) and fitting. Superb job! I managed to bug an earth worm once. I threw a lure near the ground and the poor wormy guy was just thrashing around trying to get to it and eat it. He finally unbugged himself and managed. Must have been quite a tasty morsel π Screenshot_8.jpg |
| May 14 17:03:28 | 102h 12m | Little Oni | ♥ 3 | Very nice! Good game and a unique take on the theme. The atmosphere is superb - with the limited color palette and the calm, minimal music/ambience going together extremely well. And thank you for the abundant checkpoints π I loved the animation of the baby after it's dropped. My only complaint is that throwing the baby forward (or backward) felt a bit clunky and not always executed reliably. Great work altogether. |
| May 14 17:29:49 | 26m 21s | The Newspaper Deliver | ♥ 1 | Simple yet fun! The voice sound effects are great, and the music is repetitive but fitting, and it adds a rhythm to the whole experience. The growing pace of the game is well-implemented and it holds interest. Although the bike feels a bit too sluggish at the start. I found myself replaying a bit - so the whole gameplay is engaging. I think it would be nice if there was a way to cancel the charged throw. Lacking that function, I learned to aim at trees when I charged the arrow too much π, to avoid breaking a window. I think the graphics could use more light, life, vividness - however you want to call it. The sparse lighting and muted colors with little contrast create this gloomy atmosphere that goes contrary to the music and the theme. At least, in my opinion. Overall, a very nice jam entry! Screenshot_5.jpg |
| May 14 18:14:07 | 44m 18s | Just a cog in the machine? | ♥ 1 | I set them all free with music! Take that, establishment! The game has a very dystopian feel to it. With a minimalistic music, dark surroundings only punched by the spots of light - a very atmospheric and quite engaging world building. I liked the fact that you didn't hold the player's hand and left me to discover things in the world on my own. I don't particularly like the guitar-hero type of gameplay, but I managed to pass those and rage against the machine πΊ Very nice compo. Feels like a complete, polished experience. |
| May 14 19:08:13 | 54m 06s | Apocalypse Express | ♥ 1 | Impressive work for a jam time! You really managed to do a lot! The level design is nice, and it was fun to explore. The colors are pleasant and I adore the low-poly look. Having the lines ai voice acted is a really nice touch! I had fun shooting at zombies, even though some of them... just... wouldn't... die (or rather, die again?) π I'm not sure if I run into a bug or that was the end of available quests, but the Captain told me to come back to talk to him later (after the second delivery) and I never could. I ran around, killed stuff, returned later, and he still didn't want to talk to me. |
| May 14 19:33:57 | 25m 44s | Purrfect Delivery | ♥ 7 | Awesome presentation! Dressing the whole game as this CatOS is very clever and adds a lot to the first impressions. Graphics are cute and pleasant. The color scheme is superb! I also liked the music - it went well with the atmosphere and added the rhythm to my playthrough. I imagined that it's exactly what the delivery cats are listening to while working πΊ I'm not sure how I feel about the pop-up adds. While they are amusing and add a layer of difficulty, most of the time I just found them superfluous, and sometimes even hard to close. Very nice difficulty curve - wonderful design there. Great work on the game and congrats for managing such a big team effectively! |
| May 14 19:59:34 | 25m 37s | The Clockwork Express | ♥ 1 | Very cool! I loved the concept and the aesthetics. I'm a sucker for steampunk π The game is fun to play and fun to replay as well. You managed to heap quite a bit of polish on it in such a short time! There are a few improvements I could suggest: - The captain could be moving faster as the train grows. Maybe he could be moving faster overall, as things get out of hand pretty quickly, and you feel like you don't really have the tools to deal with that. - In my haste, I often got stuck on the walls trying to go from cart to cart. Maybe removing those tiny side walls would not be such a bad thing. - The difficulty jump between level 1 and 2 is pretty big (in the amount of different packages and the amount of incoming enemies). Some gentler curve would be nice. - Repairing broken parts could also be faster as the difficulty rises. Or maybe the captain could get a repair steam-powered robot helper that could do repairs for him π Overall, I enjoyed the game a lot. Some balancing would make it superb! But isn't balancing exactly what all leave n the chopping block during the jam π Screenshot_8.jpg |
| May 14 20:22:19 | 22m 45s | Build-A-Delivery | ♥ 1 | I adore this concept! It was super fun to roll around and jump with the vehicle (I know I'm not really supposed to roll around - but I just couldn't resist π). It's also great to be able to build the car however (almost) you want to, and it still works fine. And I really enjoyed how happy the customers were when I came to them with a package. I wished there was a way to sell a part back, as I bought one by accident. But that's really just polish. |
| May 14 20:34:11 | 11m 52s | The Mail(gun) man | ♥ 1 | Music is very much up my alley π€ I really enjoyed your interpretation of the theme - made me laugh. The game plays well, and I didn't run into any bugs. Could use a bit more player feedback. Some animation (simple flashing would already add a lot) when the mailbox is successfully hit, some pop-up when you manage to fill-up the box and such. If you felt particularly fancy, you could even add some obstacles - flying birds, grandmas on bikes etc. - and take away points for hitting those. But that's polish π Screenshot_13.jpg |
| May 14 21:24:24 | 50m 13s | Rover Herd | ♥ 1 | Very cool puzzle concept! I really enjoyed playing. The graphics is simple but does its job well and the colors are very pleasant. I only think it would be better if the player sprite was a different color than the beasties - would be easier to locate yourself with a glance. The game feels very polished and complete. Very nice job! You took a few simple and clear mechanics and really made them work together to make for interesting gameplay. I was even overjoyed to discover that I can push the creatures around if I want to save on bait (and for the pure fun of it πΊ). Shame there is no downloadable version, as the web version has performance issues on latter levels. On level 7, I experienced enormous slowdown about half-way through (the game was running at something like 25% speed). Level 8 started fine, but the slowdown happened again, and finally it just stopped and threw a black screen. I was playing on Firefox. |
| May 14 21:45:41 | 21m 17s | Rail Blazer | ♥ 1 | Super nice! Feels so polished and complete. The graphics are very pleasant, as is the color scheme, the music is fitting and pleasing. Core gameplay loop feels fine and plays well. There is a bit of hitching in the web version (on Firefox), but that seems to be normal with Godot 4 web export. Because of the limited resources and not really knowing where the villages are located, choosing to build every new track piece feels like an adventure and a bit of a gamble. Very nice design. |
| May 14 22:35:16 | 49m 35s | Parcel Dunk | ♥ 2 | There are some really neat mechanics here! Who would have thought that you can do so much with one parcel π It's all enjoyable, but I especially liked the slow-motion parcel jumping. And the fact that you can deliver the parcel, fall into the abyss and still finish the level is hilarious to me - as we know from Futurama "Our crew is expendable, your package isn't"! The game works well and is fun to play. It's easy to just finish the levels, but it takes time and practice to do it faaaaaaast (as the delivery granny would). |
| May 14 23:10:57 | 35m 41s | Courier Crusaders | ♥ 2 | Cool! A nice management game with a lot of depth to it. It was fun to figure out different world events in practice, learn who can be the best on what route, and send my crew accordingly. I really appreciate the lack of "in your face" tutorial and allowing me to figure out the world on my own. I didn't really see a point of assigning more than two members to a delivery at any time - I was mainly running one-two person teams. But I know that would change in time as the party attribute demands grow. Having all the additional equipment to buy a figure out was a cherry on the cake. I had a lady die at the start (she shall be mourned), but after that my crew was going strong and growing steadily. Everybody got a nice piece of gear and learned their craft well π The graphics are nice, and the music is very fitting. I see you didn't make those, but they are nonetheless well-chosen and help create the mood of adventure and exploration. I wish there was some overarching goal to the game. Even a simple one - like earn X money - would give the player something to aim for. Anyway, well done! Screenshot_20.jpg |
| May 14 23:44:25 | 33m 28s | The Courier of Cobblecove | ♥ 1 | I enjoyed playing this little adventure. The world you built has charm and appeal. The music is perfect, and the quests are nice - all woven together in the best tradition of point and click adventures. The bear is my personal favorite character π― Collision shapes could use some improvement. It's very easy to trigger some items/interactions while not really clicking on them (like the first direction signpost, for example). And it's also quite easy for the character to get stuck behind some rocks while walking from one side of the area to another. The ending is quite abrupt, in my opinion. I talked to the old men who lost the gem and the game just ended. I didn't even get to explore to the west in that section. So I had to replay to go and see what's to the west π Fantastic job on the game overall. It's a unique one! And your walking animation made me laugh - in a good way. |
| May 16 15:20:52 | 39h 36m | Deliverance | ♥ 1 | And to show how much of a "not for me" this game is, here is a screenshot. Notice the death count π π Screenshot_1.jpg Very nicely made game. It feels polished and the animations on the knight are great. The music fits the atmosphere perfectly and the color work is very good. I enjoyed looking at this world, even though sparsely decorated, and definitely enjoyed dying in it π This platformer is too much of a platformer for me to even dream of finishing it, but controls felt nice and responsive. Great work! |