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| Timestamp | Since previous | Game | Nozomu57's comment | |
|---|---|---|---|---|
| May 1 23:01:58 | soul sender | ♥ 1 | Impressive for a game made in 20 hours! Poured a dozen of minutes in this game, but needed to read other comments to understand the goal. Music was turned off after 30 seconds, though 😄 | |
| May 2 09:19:09 | 10h 17m | Become a Courier | ♥ 1 | Nice submission for a game made alone! Wanted to point out some "goods" and "bads". First, with "goods". The game seems on-point with topic and complex enough not to close it after a couple of minutes. Also the graphics are really nice and versatile, props to you! Now the "not so goods". The main problem I could describe as "vague objectives". It's hard to understand you should click at the office to get orders, it's hard to understand that those are actually orders, hard to see where is the order on map (waypoint does not work properly for me and just roughly gives me the info in which half of the map order is). Controls were intuitive (by being default for shooters), but I missed a couple of possible interactions. Just by clicking ESC I learned full controls and objectives (maybe start game with this screen?). Also aim seemed a bit off-center, and also after knoching down enemies their bodies slid towards me and always hit me, making respawn. And if their body or just them alive were to appear near the spawn, I was stuck in a perpetual respawn loop with terrifying death sound stutter :D Anyways, props to you! |
| May 2 09:33:52 | 14m 43s | pipet | ♥ 1 | What an interesting looking game! Played it for several minutes, and although the exact logic behind gaining points is still eluding me, I somehow got the hang of it and managed to score a dozen of points. Maybe adding just a small tutorial level or even a couple of sentences (which colors are placed where, what does that colored ribbon mean, how does a sector give you a point) would help this game a lot. |
| May 2 10:00:43 | 26m 51s | Pizza Dash | ♥ 1 | Very strong contender! Graphics stand out a lot, and work together with quirky animations for the overall enjoyment for eyes. I also appreciated the game being hard enough. At first it was even harder, but after I realised that grapling hook goes in straight lines from where you threw it (and not moving with the player, as expected) it got a bit easier. Although controls are a bit floaty, and I would love faster X-acceleration (and decceleration). Also music bangs and does not ask to be turned off, that's always welcomed :) P.S. Hope our clients don't mind some footprints on their pizza. |
| May 2 10:24:23 | 23m 40s | Packet | ♥ 1 | I am glad I gave this game a second go after first confusing round. Reading through the tutorial after actually playing a real round helped a lot, because sometimes tutorial is too vague (using phrases "this button" without any emphasis on button, or "it can overload" without showing how overload actually looks). My suggestion would be to separate resource management and action part: maybe have something like ~10 packets, then spend resources and clean up the mess without time pressure, and then stress-test your uprgaded network again. For now it's just too much happening, too hard to pay enough attention to network status, packet timer, your points and upgrades at the same time (and when should we even read the messages? or is this haste a part of message encryption?) Music and SFX are simple enough, but I really like how they synergize with each other. Great job overall on the game, was actually much fun! Would like to see a full game out of this. |
| May 2 10:40:23 | 16m 00s | Haitatsu | ♥ 1 | Game looks nice and detailed (props to Tzoy and Troechka), although has several visual and physics issues. Most of the fun actually came from broken jumps and walls, when trying to break them in several ways :D Seems like this game had too much of story and details that just didn't fit in three days. |
| May 2 11:00:53 | 20m 30s | Goblin Trail | ♥ 4 | A very solid game for a gamejam! It looks like a lot of passion was poured into the game, especially in graphics department. The game lacked some visual clues (like maybe an outline for pickable objects in villages), but still very solid visuals. Also it was a bit frustrating to try and return fallen boxes and shoot arrows at the same time, but I understand that that is a core mechanic that makes this game unique and makes it engaging to play! Would love to see what a final product could look like. |
| May 2 18:05:52 | 7h 04m | Impasta | ♥ 3 | Combining peggle and delivering jokes with limited letters is... unique, to say the least. Can't say that it was engaging, but at least fun for a while. Too bad the actual score is obscured by some "server magic": I didn't feel like I was in too much control over the resulting score. On average better jokes were scored better, but most of the time it didn't feel... "fair"? Even if the server logic is better that random scoring. Moreover, I usually expect the game to make jokes for me, not the other way around: I don't get happy neurons activations when I joke "into the robotic void" :D The peggle part was pretty fun and worked flawlessly, though, props to the team! |
| May 2 18:56:15 | 50m 23s | Deliver Me From Evil | ♥ 1 | This really has a feeling of a "proper game": visuals, controls, overall feeling. Player is not lost and it is easy to understand what to do. This game lacks just a couple of things. First is "feeling of progression": you can't detect easily difficulty increase between levels: stuff like "zombies are 10% stronger" or "there are 5% more graveyards" is hard to detect visually while playing, but if faster and tankier zombies would be of other colors, and they would be introduced gradually, then player would detect the changes. Just as an example. Also, after a certain point (after level 5 or so) the coins become almost redundant, you get enough money for uzi ammo just from the delivery itself. Maybe scale the gain from coins with level increase? Anyways, I am just nitpicking because I wanted to have more reasons to play this game more. Good job! |
| May 2 19:21:26 | 25m 11s | Thirty Minutes Or Less | ♥ 3 | Almost everything was said before me, but I still wanted to say that your game (art, idea, music, everything) slaps! It just maybe lacks some better visual progression and some representation for how far away are we from that sweet free pizza :D |
| May 2 19:41:27 | 20m 01s | Careless Express | ♥ 1 | Apart from unpredictable mouse throws, this game is very much enjoyable and put well together. Played it through in one go, now I want more! Easy 10th level was a nice touch after two infuriating levels :) |
| May 2 21:11:52 | 1h 30m | Packing Up | ♥ 1 | This is a neat game. In its barebones form it's a bit of like "Excel spreadsheet gaming", but add several other mechanics, random encounters with choices, random events in shop or interaction with buyers, and this is a banger! Also maybe should consider having a hidden "upper limit" for selling costs: I could charge x5 of the cost, then press the bed a dozen of days straight until I accidentally sell some of the overpriced objects, providing myself with enough money for another 200+ days of cheesing the game :D |
| May 2 21:56:45 | 44m 53s | Drone Delivery | ♥ 1 | Hey there! Really nice to see people trying Godot and having blast with it, stunning progress for just one week into the engine. A game is quite simple, but it feels like a game, so it's a game 😄 I had two problems with the gameplay: 1. It was not clear that you need to come close to the colored building to deliver the box, and not slide/land on it 2. After I missed one package I never got another one, and only an infinite line of empty grey rooftops awaited me... Good luck with learning Godot! |
| May 2 22:30:13 | 33m 28s | GONETS. Supply delivery TD | ♥ 1 | @daniillenin you probably misclicked, because I haven't played you game at the time of your comment. But now I have! This game could be so much more than it is. I'll complain now about several things, but please understand that it's because I see so much potential in this idea ("TD, but you need to deliver ammo") - Sprites seem so pretty, but they are soo tiny! Very hard to enjoy them properly! - Goes together with the previous point, but because of high distance between "camera" and "field", everything seems too stretched. There is almost nothing happening at the same time on screen, you just see yourself and a couple of rocks, and all the fun is there somewhere, hidden behind screen borders. I delivered that ammo, I want to see enemies obliterated by it, not just hear it and return only to see the ammo being depleted a bit!.. So year, ideally the field of view should be either immovable at all, or at most twice that, so you can at least always see your base. Anyways, huge 5 stars for innovation and theme delivery (pun intended)! |
| May 2 22:52:30 | 22m 17s | Zeba's Broke!!!! | ♥ 1 | This game is suprinsingly engaging. Got around 85 bucks at my best day. It turned out to be super fun to have several deliveries at once and try to make them all (last second, of course!). Intuitive controls with a bit of a learning curve also added to the welcomed challenge. Music is super fitting and chill, you feel like you are cruising over the city! Add some nice city graphics, add "night shift" with lighted streets, maybe tweek broom physics so it's not a simple "slide with acceleration", and ship it! Really not that far from a finished game, would love to see more 😄 |
| May 2 23:21:46 | 29m 16s | Seedling | ♥ 1 | Oh wow, this brings very fond memories about that one flash-game, "Hedgehog Launch"! Always thought of it as a banger and wondered why aren't there more games like that. You did a very good job at recreating the joy from that game (even if unintentionally)! And making your own twist and stylistic decisions. Had such a good time playing through your game, thanks for your entry :) |
| May 3 12:24:15 | 13h 02m | Togo | ♥ 3 | This a nice idea and I actually completed the whole game, but it all could be oh-so-much-better! My main suggestion is playing your game at least once in its final form before release, because two main issues I had with the game were based on its pace, which can be tracked down and tuned. You really need to think which tasks to take in first days, because you sip through time very fast for the first 3-4-5 days. I didn't even think I could finish buying all dogs on time. But near the end it flipped around: first 5 days had ~8 deliveries in them, last 2 days had around 20! I was just too fast with all dogs, and it was so tedious going 4-5 hours at a time (even with biggest deliveries). And I really needed to think about money in first 5 days, but at the end of the game I had around $2000. Also that's the reason I did not even touch my sledge after I filled it: there was no need to move wolves around, I already had good setup and during encounters I chose variants so that nobody died. A good addition to the game would be that different difficulties resulted in different amount of encounters (for now it's always one, and sometimes lvl5 seems even easier then lvl1). Also a good addition would be different types of travel (lake, forest, mountain) - something, that would require to rethink the position of dogs in sleigh. It could be a really nice sleigh management game, but unfortunately this wasn't developed at all. Anyways, I really liked the overall mood! Somehow even with limited music and artstyle you could achieve a compelling atmosphere, props to you! |
| May 3 14:45:41 | 2h 21m | The last help | ♥ 1 | If the narrative and atmosphere were your main concerns during development, then you nailed it! Nice building on the topic of "you can't make everyone happy". Gameplay-wise it was lacking: floaty movement (character is falling slower that expected, can be fixed by increasing gravity on way down), empty rooms with too zoomed in camera (you can't see platforms even if you are close enough, and also the screen seems empty because of that), and also when it became dark it was impossible to continue (after a minute I noticed moving platform, but after that I had no idea where to go). Maybe add a faint outline to platforms that is still visible in the dark? Or at least make it a tone brighter. Or was this the end of the game and a metaphor about dark dark world? :D Either way, cool entry and thematically on-point! |
| May 3 17:07:28 | 2h 21m | Duke Burger | ♥ 3 | I agree: for a gamejam game, this has lots of levels and art packed into it, good job! Also if you were going for the feeling of painfully hard old platformers, you nailed it :) Sometimes it was too hard, so I needed to force my way through enemies at the cost of a couple of lives. Also I did not realise until much later in the game that you jump further without burger: previously I just ran around with it always in my hands. Maybe you could add pretty early in the levels a forced high jump so the player knows he has it in his arsenal. Anyways, I enjoyed playing your game, pretty solid submission! |
| May 3 17:36:47 | 29m 19s | SatisfAction - The Ultimate Marble Machine | ♥ 2 | Shiny marbles and mesmorising sounds are definetly the best part of the game, could watch it all day, if not for a bit wonky controls and harsh difficulty. I agree with others about the birds eye view that it would help, but then you won't have any reason to return to the 3D view which is much prettier. I think it's better to leave just one perspective, but reduce shakiness of claw and always display with a shadow on top of which point it is situated. |
| May 5 18:33:07 | 48h 56m | Neo City Express | ♥ 2 | This is really amazing on all different levels, from art and music to quality of texts. The thing that comes in mind is only "how was this made in 3 days and how can I become as equally cool?" Gameplay idea is definetely fresh. Can't say I've seen anything similar apart from Textorcist, but here it's much more engaging in actual texts you write, that's a plus for me. One problem I had was the tinder part: for texting I was told I should type with keyboard, but for Tinder I was told nothing, and common sense told me to swipe the cards. Yes, after I started thinking what can I do I eventually understood that I needed to press 1/2 keys, but man, in the flow I had only one brain cell not thinking about avoiding cars, I just searched for text tutorial of how to swipe and completely wrecked the car 😄 Anyways. You guys rock, keep up the good work! |
| May 5 18:52:59 | 19m 52s | RecoDeli | ♥ 1 | Hey Mr Triple Laser guy, really cool game! Turn-not-turn-based puzzle is is a nice fuse of genres. It is extremely satisfying to tune the timings perfectly so that the robot drifts all the curves perfectly. Although I must say it becomes tedious further in the levels, and it gets harder and harder to commit to investing time to such tuning. Like, in turn-based games you can actually predict future in your head and there are much fewer iterations required. Good that there is a speed-up functionality, but then it cripples the satisfaction from watching the robot grazing through space. I don't actually have much suggestions on how to improve this to make this less tedious. One thing that was lacking in that department is some kind of... step progress? Like, you know you need a 5-ish-second forward command, and then you have to try it, see it's too much, try lower, then lower, then higher... If there was a "progress bar" on each step, optinally with exact current time (or maybe even shoiwng it on the main screen, somewhere on top of the field), it would be easier to eyeball the approximate time you actually need. Anyways, I'm just nitpicking: this is a great game idea, and definetely a polished core game. Good job! |
| May 5 20:06:22 | 1h 13m | Return To Sender | ♥ 1 | Oh my god! I am in awe what people can actually do in 48 hours. Why do AAA games even exist, if there are people that can make games with such time-to-quality ratio?! Huge props and respect. And, of course, thanks for this addicting experience 😄 |
| May 6 20:56:10 | 24h 49m | Hell'o-Cargo | ♥ 5 | Good game, definitely among the top contenders. It is really shocking to see lots of usual-for-polished-games stuff like transitions, lighting, tutorials, decorative animations, big props! As for critisism, I have two "buts" for this game. One is the obvious lack of throwing trajectory, it was more than frustrating to redo the same throw 3-4 times, and do total 10+ failed throws per level. Second one is more subtle, and it's lack of interesting mechanics. Like, buttons, movable boxes and deadly lasers are something of a common thing for platformers. If you didn't intend to go for unique experience then it's ok, but anyway it seemed like I've played these "layouts" dozens of times with the same steps to complete the level. If you were to make a full game out of it, then it would be cool to see some interesting mechanic to break the default flow of level design. Still huge thumbs up to the whole team. Dig the style (which reminds me of Enter the Gungeon), enjoy the sound, love the polishing. Hope this does not stay as a LD-only project 😄 |
| May 7 20:17:07 | 23h 20m | Days on the Lake | ♥ 1 | Came for the water physics (thanks for the post!), stayed for the game. This is such a calming and mesmorizing experience! Would be a killer game, but all upgrades on the left side of the screen were blocked by disclaimer, so I could not click any of those, which left me out of guns :( firefox_opAj7R9r7E.png And yes, I played in Firefox on Windows. Windowed, fullscreen, did not matter. Would totally play the full game after this is patched! |