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| Timestamp | Since previous | Game | ski11az's comment | |
|---|---|---|---|---|
| May 2 11:44:52 | Galactic Roadside Assistance | ♥ 1 | Overall a very fun and simple game that takes only a handful of concepts and executes them well. With intuitive controls it was easy to set up routes and cycles for the ships to take, opening up the door for more complex strategies. Potentially have some indicator for if you are adding a destination or creating a cycle, quickly forgot which of shift and ctrl did what. Other that that the neon art style was solid and the sound effects fit well with the rest of the game. | |
| May 2 13:39:52 | 1h 55m | Car-Go Space | ♥ 4 | Quite fun car mechanics, crashing into other cars never gets old XD. Maybe having a drifting mechanic could have improved it even more. Playing this reminded me of the Burnout series. Was cool to see the rocket get progressively built as you delivered the parts. Could take it one step further by having the rocket get built one part at a time instead of kind of fading in, but of course this would be harder to implement. Some weird behavior with the boost: if you boosted after being pushed backwards (like after a collision) the the boost applies in the wrong direction. The ending cutscenes both for failing and succeeding were a nice addition and made me chuckle 😄 |
| May 3 13:06:12 | 23h 26m | Astacus Mechanicus | ♥ 3 | Interesting concept for a puzzle game where you continue to build upon the previous level. However, because of the pace at which more pieces were added it quickly got overwhelming and I didn't feel like I could approach the problem in any strategic manner other than trying a bunch of things and seeing what works. Maybe cut down on the number of pieces that have dual purpose in the early levels to let players first get comfortable with the rules and mechanics of the game, then over time introduce them more and more. After a while you also had so many pieces that it was hard to manage them all. If difficulty is increased more gradually, I can imagine this being a quite fun challenge. Some minor issues I had: - The sound when placing a piece is quite sharp. Consider lowering it's volume or replacing it with something softer. - It's possible to place pieces outside the grid. Don't know if this is intentional or not. - Picking up a piece made it displace, sometimes quite a lot, which made it tedious to move pieces single steps. In summary: fun concept that would greatly benefit from a more lenient difficulty curve. |
| May 3 17:06:22 | 4h 00m | Space Postal Service | ♥ 1 | Yes, the ship is clunky to control. Initially. To me that's the charm with these kinds of games. The game doesn't assist you, you have to play on it's terms. That's part of the fun; to learn how to control a ship that does not want to be controlled 😄 and once you do, the ship controls are actually quite responsive. Overall I had a really good time, I like this type of game and this one really reminded me of the old retro arcade game Lunar Lander. A few points of feedback: - Would have been nice if the music played continuously. I liked it while it was there, but once it stopped things got eerily quiet. - A hotkey to restart the level instead of having to open the pause menu each time you fall or crash. For a game like this where failure is frequent, being able to quickly start over is vital and could otherwise be a cause for a lot of frustration. - Some feedback on how fast is too fast. Was hard to know if a crash into a wall would lead to death or if you'd be fine since there was no way of knowing what the speed threshold was. Even though there were only a few levels, there was still some nice variety in their types. Some had a focus on being tricky to maneuver, others were focused on speed. Keep it up! I would gladly have played more! 👍 |
| May 4 16:57:44 | 23h 51m | Watching Eyes | ♥ 4 | There is something oddly captivating with this calming, yet eerie game. Don't know if it's because of the frequent swooshing of the propellers or the regular announcement from that echoing voice. I did however really struggle to find drones even when taking several laps around the city. I couldn't really figure out if they were even spawning or if I was just bad at searching. Might not be necessary to make them more eye-catching but could at least be worth considering if they should maybe spawn more frequently. Overall, the game really set the mood and the dual camera perspective of the drone was pretty neat. Good job on the game and the really cool cover art! |
| May 5 15:58:39 | 23h 00m | Unconventional Delivery | ♥ 1 | First thing with this game that I really liked was the "show, don't tell" unintrusive tutorial. Without having windows of text you clearly managed to convey how the game worked and what the functionality of each piece was. This was done in an especially clever way with the introduction of the bounce pad where, unlike the previous levels, there were no graphics giving a simple showcase. Now the player instead had to piece it together by the fact that the house was unreachable, meaning the new piece would somehow need to pass packages past walls. Very well done with the design here! This however did fall apart slightly in the first level where it was easy to mistake the instructions for being an actual part of the level, causing some confusion. Otherwise the puzzles were fun to solve and once again I really think you did a great job with the bounce pad. The second level they were in is probably my favorite in the game. Another notable mention is the early one where you have to split the packages into three equal stacks. That one took me a little longer to come up with a neat solution for and felt quite satisfying once I got it working. My only big criticism is that there should really be some way to adjust the volume of the game; the sound of the houses blasting off as well as the packages reaching a house were way to loud and sharp. |
| May 5 16:49:46 | 51m 07s | Sky Island Express | ♥ 3 | I was seriously surprised by how much I ended up enjoying this game. I'm a huge fan of physics based games and games with in world controls (tablets for map and camera, line for sail) and for how short and simple it was, you've managed to create a game with mechanics that are truly fun to play around with. Felt a little reminiscent of Overcooked (without coop) having to juggle many different tasks at the same time: adjust the sails, prepare a package for the hatch, shoot a package with the slingshot, check the map and side camera, open the hatch, prepare next package etc. There was always something urgent that needed doing and never enough hands to accomplish them all 😄 The slingshots looked a little too much like oarlocks and I thought they were just there for detail. Took me a little while to understand they were slingshots so I was confused as to how I was supposed to throw the packages far enough to reach the islands. Would probably be a good idea to make them a bit more eye-catching to avoid any confusion. Using the captain as a sort of tutorial or guide was also pretty clever instead of just showing a literal tutorial screen for how to play. Really well done! I found the game fun enough to keep playing until I could deliver all packages without slowing down so I feel like that's pretty telling on my level of enjoyment. 😃 Would have absolutely kept playing if there were more levels or mechanics. |
| May 5 17:32:58 | 43m 12s | C.R.A.B. signal | ♥ 3 | I'll start with some of the negatives. It was very unclear what you were supposed to be doing. It took a while to figure out where the signal was supposed to go and the buttons to swap buoy really could do with some icons to better show which ones they control. Once figuring all that out the game was pretty fun to play, especially the later levels where there were a few more moving parts. Apart from that the art is really well made with a very pleasing comic style and the story comics at the start and end were quite humorous. Well done! One question though. I could never figure out what the purpose of the sonar/radar at the bottom was. Is it just there for looks or does it actually show something relevant to the gameplay? |
| May 5 17:54:19 | 21m 21s | Chalkboard Deliveries | ♥ 2 | Would have liked to play more but unfortunately I ran into a bug that made it close to unplayable. It would work fine initially with just one truck but once more trucks became available it was impossible to set up individual routes for them. Whenever I tried issuing orders to one truck they would be applied to all previously selected trucks as well even when I had specifically selected one specific truck. On that note, a very welcome addition would be some indication on which units are selected. Could be done by just changing their colors slightly or outlining them with a small ring. Otherwise the game seemed like it would be really fun to play. The art was simple but consistent and clear, the music was relaxing and the premise seems promising. Unfortunate that I was unable to play it more. |
| May 5 18:09:31 | 15m 12s | Pizza Cat | ♥ 1 | This town really does seem to have a cat problem 😄 Interesting mechanic to let the player sacrifice some rewards in order to make it easier to move, or try to hold onto all pizza slices but instead risk losing even more. As others have said before me the collision boxes need some work to make getting stuck on corners less common as well as adding something to make the game more difficult as time progresses. Other than that the music was pleasing to listen to and the pixel art was pretty neat. (those cats were adorable 😊) |
| May 5 18:50:59 | 41m 28s | Mars Delivery Program | ♥ 3 | Was impressed by how cohesive the entire experience was. All parts felt like they fit very well together and created a great atmosphere that had me eager to explore the entire colony. The music sold the setting of being on a mostly dead planet while still having a hint of comfort fitting well with the relative safety of the colony. The art style is very pleasant and the animations are absolutely adorable. As for the gameplay, this definitely feels like one of those games where you'll get really frustrated over your own clumsiness and I love it. 😄 Several times I managed to launch every single box right off the buggy as if a bomb had hit them. I think I have to be more careful with how many boxes I try to cram on there. I did manage to launch a box like a rocket, landing out of bounds which made it impossible to reach. Luckily though it seemed like the boxes got restocked which was very good design to avoid any softlock frustrations. The design of the colony was also really cool and I loved seeing the other parts of it in the background as I was exploring, especially while climbing the hill for the red delivery. Really well done, especially for a game jam! I had a great, relaxing time playing. |