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TheSmellofOxygen

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TimestampSince previousGameTheSmellofOxygen's comment
May 2 13:00:53 Chain Mail ♥ 2 The art is wonderful of course! The music kept things lively despite the fact that you're mostly looking at still screens. Nice interface- things clicked that should, highlighted and moved, and the help button is always appreciated. Finished it with 2 days left. Really liked the hex map. Fun touch with the waves.
May 2 22:02:39 9h 01m Bag Stranding ♥ 1 Love the seamlessness of the inventory system, which we did NOT nail in our entry. Funky box physics were fun and there is an odd satisfaction to just picking everything and plunking it into your backpack. A little dark on the lighting with the ever-present rain, but fits the source material. I appreciate the from-scratch assets, including sounds! Though the "task complete" sound seems a little like something else was happening under the dev's desk.
May 4 00:30:54 26h 28m Deliver The Torch ♥ 1 Truly delightful atmosphere and presentation. Loved how it looked. Short and sweet. I wanted there to be more to play! I also wanted to be able to inspect my little guys names and hp/lvl, but the nameless horde snowball had it's own charm. Only learning the guy's names upon death was grim!
May 4 12:41:46 12h 10m Pour and drink ♥ 1 Nice visuals, especially the bartender and scene background. I got stuck in the recipe list a little trying to click out of it when moving fast, but that's on me. The bottom left X is a bit of an unusual placement. I had come up with names for the ingredients by the end and was repeating them to myself in my head. "Okay this takes angel's tears, poison, and vodka, this takes honey, poison, and unicorn blood..." Calm vibes from the music. There are many, many typos, to the point I had to ask if it was intentional. I would run a spellchecker through the UI and game description. I got my "dreem" job after making enough "dirnks."
May 6 02:45:28 38h 03m Package for the King ♥ 2 Possibly the best entry I've played. This had tremendous polish and playability. I'm thoroughly impressed. Loved the art. Very impressed at how much art there was! Sound design was effective too. I didn't find any holes.
May 7 04:45:04 25h 59m ROG LD53 - Relic Courier ♥ 0 Got through a few levels. Decent amount of content. Felt like an homage to Legend of Grimrock. The block vs. parry difference was lost on me and combat was very easy. I think I was most impressed by the solid inclusion of helpful maps/minimaps and the thoroughness of the sfx. Would have liked more from combat and awkward keybinds.
May 7 04:56:03 10m 59s De-livery ♥ 2 Loved the vfx and art. Funny take on the theme. Gave it a couple goes and got to live to be a septuagenarian.
May 7 05:04:59 8m 56s Garçon! ♥ 0 I liked the character art and graphical direction. I think the pixel filter was a bit disorienting, but I like the intent of the effect. Rated highly in mood, one of the few times I feel like a game that doesn't just have a dark atmosphere deserves that- the cozy yet urgent attitude comes through with the music and the watch and everything.
May 7 05:15:31 10m 32s Pyrospectra ♥ 2 I absolutely love the sfx in this. The soundtrack is funky and fun, and the fact that the attacks have sound cues that add to the track is great. The gameplay is speedy and I want to go fast, love the streaming torch. I wish I had some more input or influence though. I kinda just have to hop along and hope for the best. Going faster seems detrimental.
May 7 05:28:44 13m 13s Cargo Cove ♥ 2 Great responsive control (single!) and clean visuals. Fun soundtrack and effects as well. Really difficult to get that second crate with the crazy cannonfire angles and speedy enemies. Would have liked if a couple more were scattered about the map.
May 7 05:32:42 3m 58s Panic Potion ♥ 1 Very difficult without a way to aim the potion throw besides movement. Found myself frustrated quickly. Cute graphics and clever idea, but too hard for me.
May 7 05:37:12 4m 30s Slalom Pizza Delivery Service ♥ 1 Best score was 192! Gave it a few runs. Short, sweet, easy to say "one more time, I think I almost have it." wish it had audio! I think also the animation for left and right turn should kick in at a smaller minimum angle so you're not locked forward the whole time. Clean visuals were very effect in any case. Cute. Wonder where the skier keeps all those pizza boxes?
May 7 05:44:31 7m 19s Sunset Delivery ♥ 1 Loved the setting and the pace of the game. Looked good, felt good. Had a flawless run until the last twenty seconds and then it was collision city and I turned in the parcel 2 seconds late.
May 7 17:34:15 11h 49m Lastopia ♥ 2 I absolutely love this entry. Phenomenal musical ambience and dreamy atmosphere. I definitely got engaged. Lost about an hour to this gem. I hate that I was forced to quit because I could not progress past raising the acid worms. I had two hatcheries and a ton of resources, but literally no items I had would interact in the past or future with it. Without any direction, no new resources, no hints from the AI, or new structures to build, I had to quit. I offer the following minor changes not as critical notes, just suggestions: I wish the movement animation was a little more fluid, and one arm moves behind the survivor's body. I think a slight change in sky color (morning/afternoon? Cloud cover?) would have helped indicate when the player was in the past/vs future alongside the AWESOME musical cues. I think a could of items should have been producible in the future as well as the past. Bread in particular seems like it's useless when I can live off of berries and apples in the future directly. Should have been able to bake in the future. I'm eating ten year old loaves! Very limited inventory had me juggling in a good way and thinking. Really love the pixel art, aside from the main character's animation. Would have loved a few more mechanical sounds from the mines and whatnot to help show that I'm slowly bootstrapping up a civilization and give even more ambience. All of that aside, I spent more time with this than any other entry so far and enjoyed it over my morning coffee. I wish I had gotten to see the end! I can't help but think some item was meant to randomly drop to unlock the next tech.
May 7 20:22:12 2h 47m Lost & Found ♥ 2 Excellent atmosphere. Very responsive controls and bumping music choice contribute to a fast paced game that I appreciated. Nice lighting and vfx. The death animation was very slow and could have been smoother. Enjoyable.
May 7 20:31:16 9m 04s Deerlivery ♥ 1 Pretty cute. The controls are a little clunky, especially the collisions, and the animations could telegraph a little better on the attack and dash, but it's pretty polished. The victory screen was delightful. Great music and the audio cues really helped.
May 7 20:42:29 11m 13s The Clockwork Express ♥ 2 My first trip was a wash since I thought the mail gun was a minigun, haha. Fired all my packages into the abyss and just happened to deliver ONE on accident. I am thoroughly impressed by this entry. I loved the soundtrack and the visuals. The game felt very complete. I had a couple minor gripes. I think the bullets should be more visible and more audible. Currently it's more like gentle rain. I'd also love some sort of A/B/C/F ranking system for clearing a level because I never got ALL the packages delivered, but I felt pretty good about several runs and, despite getting the victory screen, I didn't get a lot of feedback for success. But that's the nature of a jam! Ranks would have had me going straight back in for more to beat my score.
May 7 20:48:21 5m 52s Pancake Day ♥ 1 Cute and clean.I liked juggling between the delivery trucks and the soundtrack and sfx were great. However, there doesn't seem to be a failure screen and you get an error report popup when you try to S switch between trucks after they're both destroyed. I blew up my trucks three times and had to reload the page to restart each time, which was a bit frustrating.
May 7 20:59:42 11m 21s Deep Sands Delivery ♥ 1 Very impressive. I really love the loading and unloading robot sequences. That cha-ching gets me going and seeing the train of hauler bots is great. Combat was standard, but upgrading your rig with customized hardpoints is nice. I must say however, the cargo/delivery setup needs WORK. Multiple times I was stuck with one color of crate that no outpost would take so I couldn't pick up new ones they WOULD take and was forced to suffer through scheduling trips to nearby outposts that I couldn't interact with just to make the others reroll their allowed goods.
May 7 21:13:00 13m 18s Machine Meltdown ♥ 1 This one was difficult to rate... I like the pixel art a love and the combat is relatively smooth. I think you should definitely have bound dodge to A or B on controller rather than the top of the controller. Also the boss doing contact damage with his body combined with a melee only approach was... rough. I did keep throwing myself against the challenge though until I got that sweet victory. This was a very small game that could have benefited from some additional touches or options I think. Certainly needed some music. I'm skeptical about the "delivery" theme here.
May 7 23:28:57 2h 15m Air Delivery ♥ 1 Very pretty and super cute. I like the aesthetics and sfx. Concise and polished with responsive controls that left me with nothing to blame except myself when I fell. I liked the glider a lot.
May 7 23:33:57 5m 00s The Night Witches ♥ 2 The sound design was great and the soundtrack in particular was awesome and kept me playing long after I had grown frustrated. I'll admit this one was too difficult for me, but I liked the aesthetics.
May 9 01:26:34 25h 52m Delivery survival ♥ 0 The RNG here is brutal with little in the way of guardrails to balance the experience. My first game I just didn't get a pot and not enough water, but it felt normal. The second life I won (sort of?) because my hunger bar went below 0 and just kept diving into the negative. Fearful that I would lose if my thirst dropped to 0, I focused all my attention on maintaining that. This is good because I only received one food for the first two days. I had like 20 pots piled on my camp and -%700 food. I got all the parts of the boat and assembled it, then got in and clicked around and tried some keys, but I guess a victory screen wasn't possible in the time. I think the biggest issue though was the fact that it's kinda just a slot machine. I didn't feel like I had any input. the time it takes to eat or drink caused you to lose the other stat so they were both fighting each other lower, and the packages had no variety or strategy involved. You just had to hope it would be nice to you. I did enjoy the clear visuals and the way interactables would squish to indicate you could click them.
May 9 13:00:35 11h 34m Hexpress ♥ 3 Loved the art an the soundtrack/sfx for this one. Smooth and responsive controls were good in the face of the teeming horde. I got to 18 points before I died. The limited palette was really cohesive. A lot of the obstacles were pretty tall and easy to pump into. The map was fairly crowded, especially as the enemies build up. I also wished I had more options/strategy/risk vs reward than shooting and moving. Selecting the wand was nice, but I almost wanted a payout for harder wands or something that I could use to maybe buy some barebones upgrades or help me work towards a victory reached by achieving a total number of points or something. That said, I only wanted that because I wanted to play more!
May 11 02:49:53 37h 49m Dinolivery - The adventurer delivery service guild needs you ! ♥ 1 Cute look, smooth controls and a tutorial that explains all you need make this a tidy package. But there's not much for the player to do. You often just give someone one item and watch them go get the rest of the gems. Maybe if some of the maps had path loops that never connected so you had to ferry the gems across? There wasn't much practical way to influence the dungeon outcomes either.
May 11 02:57:21 7m 28s Forklift-em-up ♥ 2 Man I feel good about my 1:40s longest run. That's tough but the challenge balance is pretty fun. The visuals are nice, the squish feels gooood and the after-action report is surprisingly well made and detailed. Very small with little content, but what's there is stylish and polished.
May 12 14:38:47 35h 41m Cerberus ♥ 1 The risk reward mechanic of collecting more souls for extra XP was smart and pushed me to play harder! The crunchy effects of biting, the kills, and the juicy level ups were all very effective and punchy. I had a couple issues though. 100 souls is a pretty big goal, perhaps a 25% too big in my opinion. Cerberus himself could have had some better animations, as he's the star- I though all the enemies pixel art was pretty darn good though. My biggest issue was that on the web, holding right click to move fast was a poor choice as it seems that on Firefox it interacts with some other keypress (WASD or left click, not sure) to open contextual menus. I also had an issue where when I entered a new screen, if I was holding left click, I would bite once and then stop, which was a small hiccup in the flow of the game, but led to me losing all my souls multiple times as the enemies made it through my chomp-wall during the lapse. The other issue was that enemies immediately do contact damage after returning to their bodies. So my last second dashes to pick up their souls were 50/50 chances that I would lose all my souls again trying to stop them. I think they should have flashed or played an audio cue as they were regenerating, and perhaps come back partially transparent for 1 second or something during which they can't damage the player to add a small buffer. I enjoyed crunching on enemies and I liked your take on delivery. At first, I thought it wasn't very on-theme, but as I played, it became obvious that I was playing fetch with the souls and the "delivery" portion of the game was strong! I almost wish holding more souls gave you an additional benefit like greater speed or attack speed to further encourage the icarus-flight of risk/vs reward.
May 12 14:58:50 20m 03s Galactic Dropoff ♥ 1 I played all the way through and it was rewarding. The Planet Express ship sure has interesting propulsion methods. The game felt smooth, but very silly. I was often fish-flopping over planetary surfaces by spamming directional changes, and launching myself back into orbit with boxes below me. The gas giant level was very hard, as well as one midway through. I think the one thing that would have helped tremendously, but obviously is difficult to get into a Jam game in so little time, would be an aiming arc/prediction arc for trajectories, or perhaps even a one-time use afterburner. Still, winnable!
May 12 15:03:02 4m 12s Hexy ♥ 1 Fun and simple. I like the cute music and the tile-placement animation, but I think due to the small size of the project you could have spent some time making the font/UI a little nicer. I also don't see any relation to the theme unfortunately, besides having an image of a postman and mailbox.
May 12 15:12:28 9m 26s Hungry Space Cat ♥ 0 Impressive background, shimmer shaders, and space VFX in general. I wish some more time had been spent on sound design, as the silent bullets and XP really felt like a missed opportunity. My biggest complaint was the forced tutorial on every restart for such a difficult game. I died four times and would have given it another two runs but I was really tired of the tutorial by then. I had a bit of an issue with readability as well, which can always be a problem on rich pixel art games, especially during a jam. Specifically, you put a lot of little "background" planets that I can't feed to the beautiful black hole kitty and I want to! Perhaps the real planets needed a strong outline layer, or a glow effect or something. Additionally, the black-hole direction indicator seemed like it disappeared sometimes. The upgrades were cool. I would have liked a little more initial health considering the number of enemies that appear. For controls, I was often unable to rotate while accelerating, which is a pretty big issue for a gravity sling-shotting space shooter game.
May 12 15:16:04 3m 36s Schooled ♥ 1 Cool simulation. Pretty cool being immersed underwater. Felt cozy. Unfortunately I was unable to play for very long due to really poor framerate issues. Also would have loved some more splashing sounds!
May 12 15:28:17 12m 13s Food Factory ♥ 1 I wish there was more! It's a shame you weren't able to add the delivery/automation side of things. I could see myself growing my little farm for a while. I was impressed at the smooth UI and the smart auto-tiling system you seemed to have working in the background. Still, no delivery, no sound, no goal.
May 12 15:34:10 5m 53s Pigeon Post ♥ 0 Great SFX/music for the mood. Loved the pixel art as well! I was so sad when Gerb starved to death! I had a flawless day 1 and then got wrecked day 2. Feels a bit like Papers please in the art/document handling department.
May 12 15:42:45 8m 35s Quantum Post ♥ 0 Impressive puzzle setup. I liked the different shades of outline for each quantum clone. It made me feel clever at times, a good feeling. It's unfortunate that you couldn't incorporate more of the theme. Visually, I liked the color scheme and most of the art. However, the player animations are way too fast and feel bad. The cannons are oddly high contrast compared to the nice shades of purple and blue that all the rest of the level has as well.
May 12 15:47:13 4m 28s Octo Arms Deliverance ♥ 1 The art and music were nice. The screen wobble was pretty strong and unfriendly. Without any hit effects and such high base HP, I didn't actually realize I was hitting the enemies for a bit until one died. They need an audio and visual cue for hits for sure. The game is nice and juicy, but your bullets just kinda phase through enemies. I didn't really get the theme from this one unfortunately- I know you SAY we're delivering something to the space cowboys, but I never pick up anything or see any transferred items so it's more like they're upgrade dispensers than recipients of any deliveries. My two biggest issues were the lack of hit-flash/indication on enemies and the lack of map boundary indications. Invisible walls aren't fun.
May 12 15:55:19 8m 06s A Blacksmith's Gift ♥ 1 Wow this one's a gem! Cool creative idea. I was going to deliver SO many swords to MY LADY that half the screen was D grade blades, but I died. The next time I was more tactical about removing boxes and made it. I think the length is nice and short and felt satisfying. I wish it had some sound, and some walk animations!
May 12 16:03:43 8m 24s Schnosenfloot 2077 ♥ 2 Nice lighting effects. There's even an aurora in the background! I liked the VFX. The attack animation was a little odd and could have benefitted from some sound and the reward you get vs the cost of upgrades was a little stingy. Plus I always delivered my packages to the first two/three/four islands immediately and then just hung around until the time went down, which was kinda anticlimactic.
May 12 16:11:31 7m 48s Lightbearer ♥ 0 I wish there was a fullscreen option for web! The dark atmosphere at least deserves a dark webpage background. I wanted to play more and could see the thought put into the game, from the character portraits to the dialogue, to the inventory system and the waypoints of light. Very cool, but unfortunately I was unable to play for very long because the webplayer had some terrible view controls. For some reason the camera rotation was not working as intended and I could only wiggle it a bit left and right, so I couldn't actually look hard to the left or right, only forward with a little variation, and it didn't seem to fully match my mouse movement with camera movement. If this gets a camera control fix, or even if the camera was tied to player rotation as a quick fix, I would definitely play again.
May 12 16:17:50 6m 19s Hemoglobin ♥ 1 Fun! I liked the upgrades and the challenge. The animations were surprisingly detailed on several assets, such as Red's attack and the virus. Pretty hard with no healing! I tried random and classic.
May 12 16:27:32 9m 42s De-Liver ♥ 0 Creative take on the theme. The visuals were clean and effective, though perhaps a wiggling or outline effect on interactable organs would have helped, even with the help button. The help button was very nice. The physics of the grabbable stuff was fun and I used it to, ahem, move a lot more matter through the intestines that individual clicks could accomplish by "scooping." I wanted a keyboard shortcut for moving up and down. Pressing the buttons with the mouse while also frantically moving the mouse around to juggle items was annoying. I also felt like I had very little time to respond to anything happening in the liver and kidneys. The kidneys in particular could have had a slow effect on things moving through the pipe there to help with this. Having only one station on each screen, no screen change shortcuts, and rapidly falling matter between screens was very frustrating.
May 12 16:32:20 4m 48s Spider Sorter ♥ 1 Pretty good pixel art, even without the spider animations. The first conveyor belt needs to be longer, or the colored tubes leading to it need to blink/pulse before deliveries, because the initial gate gives very little lead time for reactions. Would have loved some sound, but such is a jam. Cute game.
May 12 16:36:06 3m 46s Worm Eats Inc. ♥ 1 Pretty slow upgrade path considering that there was one control and no danger. I liked the calm music for the worm and the ability to customize my character is a surprise in a jam game!
May 12 16:40:18 4m 12s GONETS. Supply delivery TD ♥ 1 Good atmosphere and hum of the thrusters. I felt that the ship needed a "stabilize" function bound to spacebar or something that could kill your rotation and momentum. Also I learned very early that rotating is just a recipe for disaster and doesn't help you at all. A minimap would also have been appreciated, even the most basic form.
May 12 16:46:01 5m 43s An't it here yet ♥ 2 Amazing pixel art and VFX! Very impressive what your team could do in the time. Loved all the little movements and bounce and animations. The environment was delightful to look at. The sound was pretty good as well. I could not get very far into the game due to extreme difficulty with the controls however. Between controls that seemed very unintuitive on keyboard and getting lost trying to deliver packages-- I know that's the core mechanic!-- I was frustrated too quickly. I also found that the elevator controls were not responsive and I had to move around a lot to get them to work. Also missed opportunity calling it "Ant resources" instead of "human resources."
May 12 16:48:58 2m 57s Sabotage, Inc. ♥ 1 Can't get it to load on itch.
May 12 19:50:05 3h 01m Frogivio ♥ 0 Had some buggy behavior with the water essence things when they collided. Specifically on the first level with the swapper pickup, when I put both pure water essences in the top right they would stick to each other and begin rotating so fast they despawned/flew out of the map and I had to restart. It happened 3 times in a row. I like the color palette.
May 12 19:55:19 5m 14s Cyberwurm ♥ 1 Calming. The visuals were very nice, though I would have liked a little more to the background perhaps. In fact, I wanted a little more from a lot of it. Maybe some input on the rotation of your cargo? Faster/reverse or something? I used the red diamond, which I thought was the package I was delivering at first (looked kinda like a crate I thought), to smash a bunch of enemies for a bit in the beginning, but after I got the second egg I just decided to outrun all the enemies. I like the palette and art a bunch!
May 12 20:13:53 18m 34s Haul and Pray ♥ 3 This one gives a really strong first impression for sure! Great visuals, lovingly written text for every interaction, and a somber lonely mood that sells it. Very impressive. I would have liked a little more feedback in terms of overall health/sanity, as I only realized they were a stat when I read over the endings afterward. I like the inventory management, but didn't feel like I had much input. Or perhaps the lack of numerical feedback was what prevented me from feeling like I made important decisions. Either way, the atmosphere, visuals, and many interactions carried the game even when the actual gameplay became something of a slow burn.
May 12 20:18:55 5m 02s Delivery Survivor ♥ 2 A Vampire Survivors-like but with actual goals sounds neat. Unfortunately I couldn't find the run. I ran around the market spamming E, but nothing changed. I followed the roads to other locations with glowing rings and couldn't interact there either. Also the skeletons can move through water but the player can't. Barriers that only affect the player are tough. When I respawned, I appear unable to take damage, so I'm just accruing a large pile of skeletons on my leg. Also is the description meant to be funny? Feels like you're waaay overselling it. I didn't experience much of the travel "through ancient forests, across dangerous swamps, and over treacherous mountains to complete your deliveries." Seemed like a field of green with some roads and locations on it.
May 12 20:27:23 8m 28s Dungeon Delivery ♥ 0 Interesting concept. The walls being very high friction was strange. I actually used it to my advantage a bit to climb up the left side of the map by jumping, sticking, jumping away from the wall then back toward it and sticking higher up. You can definitely just drop the A packages off the left side as well straight to the merchant. Strange friction, packages going flying (catching a corner while you fall), high contrast noisy textures for the background, and lack of content prevents this one from really shining. The idea is there though.
May 12 20:31:32 4m 09s Delivery Destroyer ♥ 0 tough balance to the difficulty there. Definitely had me coming back for another try a few times. I like the explosion vfx. The towers didn't feel very different and it was pretty punishing to lose after only one reaches your base, with little to do to slow them down. Interesting take on tower defense, with the attrition. I think the delivery theme is a bit stretched here.
May 12 20:36:33 5m 01s Sky Package Assault ♥ 0 Controls were tough for me! The insane knockback on your own shots was hard to play around, especially since movement was fixed instead of relative-- I kept trying to hold W to move toward the aim, due to a lot of similar games tying movement to your cursor. The screenwrap was strange as well. I liked the pixel art and the upgrades were very generous.
May 12 20:49:08 12m 35s Crates ♥ 1 Very polished! The screen transitions, light-touch particle effects, and clear environment are good. One button input doesn't much do it for me, but I understand it's a genre unto itself and you nailed that.
May 12 21:01:40 12m 32s Soul Weaver ♥ 1 Good sfx and tracks. Funny voicelines. The puzzle itself felt a little too random and without challenge. Tough to balance so quickly for a Compo game though. I was never in danger of falling into the red tile except once during the final level, where Orlag (?) rotated my final tile before I moved, and would have dumped me on a path to the red, but then it rotated again twice to let me win!
May 12 21:09:43 8m 03s Golden Hour ♥ 2 Wow these visuals are like sunset sherbet! I love them. The gameplay loop is simple and relatively engaging, though it's a bit on the slow side. I can't get enough of the vfx and sfx though. The calming birdcries, ocean sounds, and soundtrack were excellent choices.
May 12 21:14:10 4m 27s Virus Load ♥ 1 Spooky sfx, cool snowballing snake-like game set in microscopic detail. I like the idea and wanted to grow my swarm. The immune system cells come in like meteors though- I had no chance to dodge them at all and they just chipped away at my trail of virus buddies so I couldn't build up enough.
May 14 01:06:19 27h 52m Deliwar ♥ 4 I really liked becoming an animate box golem! I think the visuals for this entry were top notch and the theme was fitting, but I found the gameplay lacking. Hold "move right" and press "throw" over and over. No environmental obstacles, no real movement options. I also was a bit confused about the delivery points. They showed many slots but only took the top four.
May 14 03:14:23 2h 08m Delivery Shift ♥ 0 This was delightful. Minimalist tile sliding puzzle with great visuals and a chill, catchy soundtrack. Loved how it looked and handled. Got too difficult for me at the "getting tricky" level, which another user has already commented on with pics. I wish the pop ups were pixel art like the rest- it was so cute.
May 14 03:31:17 16m 54s Mugen Express ♥ 1 This game is small, but it's a blast! The balance is very tight on it and I was constantly juggling between tasks. I loved the fast pace, and the rocking soundtrack kept up the energy the whole time. I wish that you could occasionally arrive at a refueling depot or some sort of station where you got a bigger heal. Maybe even some sort of choice of upgrade or path modifier. I want more because it was so fun! My high score was 1380 pts.
May 14 04:09:23 38m 06s SPACE.FARER ♥ 2 I'm sad to see so few ratings on this one, but I guess a combination of no web-player and intimidating looking complexity might be slowing people down. This was well made. Complex. I really enjoyed building my ship. I wish there was a scaffold/body extension piece to unlock more large slots. I was very careful to only run safe data delivery jobs for a while in the beginning where you can't meet almost any mission requirements. It took me a while to realize that I basically couldn't fail a mission. I think it had some drawbacks that dragged the game down. - Objective scope: either a lower initial debt for the ship, or scaling rewards for planets that go up higher like 4000 or more for some jobs. It took a long time to finish the campaign and I stopped really reading the missions halfway through just to get to the end. -Stagnation: I reached full ship slots about halfway through the game and couldn't raise my stats any other way. I swapped some parts out to try to maximize extra hardpoints, but without some sort of extender or scaffold to add more large and small slots, you kind of plateau. -Mission outcomes: I read them until that same halfway point where I just tried to rush to finish. They became pretty samey without any graphical action to back them up. Still, impressive game. I was very satisfied paying off my debt and getting the victory screen where you can kinda see your ship flying.
May 14 04:17:46 8m 23s The Kings Scam ♥ 1 Cool game. Simple, and no victory condition, just horde survival against the desperate suitors. So many... suitors... They're mad! I had a whole field of corpses they were walking calmly over. I liked that the carrier pigeon mixed things up. I kind of wish there was a goal or like waves or something, and that there were maybe a couple more challenges to overcome, like some suitors climbing the walls on either side and trying to get through windows maybe, or a horserider.
May 16 15:40:07 59h 22m Hermes ♥ 1 The character portraits are my favorite part. I wish the springs and the player had some more animation. Currently the gameplay is a little lackluster.
May 16 15:46:32 6m 25s Ghostal Service ♥ 1 Nice atmosphere, clean presentation. The souls could have a little flash or sparkle animation to draw player's eye, especially when they're hidden near the bottom of the screen. I would like a little more feedback on the level select screen as well. I assumed they get harder (and learned as much), but a "difficulty "rating" or something and a checkmark if you've completed them would have been nice for a sense of progress. As is, since it doesn't seem to remember your progress, they're more like a difficulty selection screen without descriptions.
May 16 16:00:07 13m 35s Caravan Express ♥ 1 I love the art in this one! I wish there was a fullscreen option to show it off even better. Good color palette. Unfortunately the gameplay just isn't very fun. Lack of any audio, even a basic sound track leaves it feeling a little empty and your choices in game aren't very meaningful. I wish you could see a percentage chance of success of various actions when you encounter trouble on the journey, to help me weigh risk and reward. After the third "shiny thing far away" I stopped investigating any of them because they were all rocks. I also noticed that when I encountered wolves, if I had a spear or something and tried to run away, it would consume the item anyway. Wasn't sure what food was for except maybe helping people (who all turned out to be bandits!).
May 16 16:57:50 57m 43s Mission Delete ♥ 1 Wonderfully juicy vfx and the sfx were nice and responsive as well. Really enjoyed this entry. I'm a sucker for bullet-hell upgrade/wave spawner kinda arcade games. I rated the jam version and went back for a few lives in the post jam version as well (currently at second place on the leaderboard!) Some of type-1 guns are REALLY good. I found the "venom" and just blasted everything apart. I liked that it seemed like I could push the payload to make it go just a bit faster as well, giving me something to multitask on while blasting everything to smithereens.
May 16 17:04:33 6m 43s Your Delivery is Here ♥ 0 Amazing art! Some of the visual effects were very disorienting and hid the art more than I liked. Good sound design as well. Pretty hard little platformer, especially the first time you encounter the jagged vertical shaft with moving platforms. The spikes on the walls had a slightly too large hitbox in my opinion.
May 16 17:11:58 7m 25s Desert Bike ♥ 0 Tight little game. I liked my desert ride. The turning is pretty swingy so I was barely tapping turn and coasting a lot. The tortoises could have used a better asset, haha. They looked like a small sprite enlarged a lot. Why were they so big!? I loved all the little quality HUD elements. Clean, clear progress was appreciated. The bar at the bottom was effective.
May 16 17:15:29 3m 31s Freight ♥ 0 Cute art. I wish there was more "game" here though.
May 16 17:31:02 15m 33s Tower Def-Ants ♥ 0 Cool ant simulation lite! Mesmerizing. Not difficult though and with little input. I wish the enemies made a sound when spawned. I also noticed my warrior ants often go through terrain.
May 16 20:52:37 3h 21m Pack Bringer ♥ 2 This is the real package! Nice clean complete game. Loved the level transitions and the art. The sfx were minimal but thorough. The puzzles were challenging but fair. I can't restate enough how much I liked the art. Also "Plasmic worm?" Hilarious riff on Solid Snake.
May 16 21:04:40 12m 03s The Courier of Cobblecove ♥ 1 I loved the pixel art! The player walk animation needed a few more frames though, since you're mostly seeing that. Fun little lighthearted adventure. I got 8 packages, and I suspected I knew where the others went, but I was caught by the end of the game by surprise. I think the old man should warn you that his dialogue is the final one if you proceed with something like "Stay awhile and I'll tell my tale [Ends game]" with options like "okay" vs "I still have some business to complete here" or whatever. Don't lock us out of your content!
May 17 16:43:58 19h 39m Vodka Express ♥ 1 I like the art a lot. Simple game. Difficult with a tight time table allowed for each "mission" combined with no map or indicators.
May 17 16:48:46 4m 48s Feed Before Fight ♥ 1 Cute monster animations and the player animations are very smooth. The music is a bit discordant for me. I also could not find a way to restart the game after losing, and couldn't really understand what I was doing most of the time. The little spinning-wheel things at the sides of the level seem to give me a new hand of cards? And other adventurers need cards?
May 17 17:13:17 24m 31s FredEx ♥ 1 Great visuals and sound design! The game is incredibly short and lacks much opportunity for players to influence how well they do though since you lose everything bouncing around so much. I wish the bounce was toned down slightly, and that there was some sort of overall progress like multiple days of deliveries with some monetary goal like paying off a debt or something to work for. As is, I got 3 out of 4 items delivered and find that it would be impossible to do all of them.
May 17 17:22:02 8m 45s Field Delivery ♥ 0 I liked the deliver vs. use ammo mechanic. The single health point is pretty brutal, but at least you can shoot enemy bullets out of the air. The post jam update fixed my issue with always placing the box out of the circle and added random explosions that forced some movement, which was cool. The sound design was pretty lacking and the bullets sound pretty lame and quiet, but it's hard to fit sound design into the jam.
May 17 21:11:32 3h 49m Viking Delivery ♥ 1 I like the visuals and the pleasant mood, but there's not much gameplay here yet. Perhaps something like rounds or days where you must achieve a minimum parcels delivered or something? Also definitely needed some flash and sound effects for dropping off packages. I didn't realize I had delivered four of them until I noticed they were gone from the bottom of the screen just because I'd passed a mailbox. Really good job on the menu screen art too.
May 18 17:30:35 20h 19m TrainTrackTrouble ♥ 1 This is a great one! I love the atmosphere first off. The moody chugging music fits the setting well. It's a shame this one has so few ratings. I hope you can get enough to get placed at the end of the jam! I rated everything about this one highly. I really liked that I could see my cargo and the logs going into the train. The sparks and the wobbling train were great additions. The enemies could be a little tough to counter since the speed boost didn't seem to give you enough of an edge to get away and the grapple could hit any tree on the way to hitting the enemy and get caught fueling instead of fighting, but there weren't TOO many of them anyhow. I just wish there was some measure of progression or an ending that I could work towards, but you fit a lot of work into the jam already.
May 18 17:43:30 12m 55s Obeyzos ♥ 1 Wacky little game. Kept changing the script and kept things interesting. I liked the fog of war in the first section, but I think a few more reeducators might have made the challenge a little nicer there. I figured out what to do on the elevator button (just like Bop It!), but the sequence lasted a little longer than I'd have liked. The boss battle was funny, but the amount of projectiles he spits was literally impossible to dodge. I liked that the amount of workers in the union determined your HP in the battle, but even with a lot, I could not have won except that I used an exploit. There's no collision on the right side of the screen but it still seems that coin projectiles don't fly past the edge of the screen, so I would just leave the boss fight until it calmed down, slide back on screen, shoot a couple times, leave again, and repeat. Funny, and effective mixture of game modes. Laughed at "NILE" and "Green Source" spoofs.
May 18 17:54:52 11m 22s Carnage Courier ♥ 1 I wish there was a browser fullscreen option. This was a fun one! Clever building mechanic, upgrades allow progression. Good base to expand on. Played like Captain Forever. I did encounter a bug where I died, but I didn't leave the screen so I was stuck getting shot at and still able to attach modules, but not use other controls. I would say the controls are the weakest part of the game. The holding left click to aim was counterintuitive to me. I also wish some of the battlefields were larger and that you went to a station or something instead of just the edge of the screen to continue. A background would also have been nice, but the jam only allows so much to be squeezed in!
May 18 18:02:23 7m 31s Solar Express ♥ 1 Nice UI, cool 3D space, good sound effect coverage. I did have one issue where my money total was overwritten by the job title if it was too long, which wasn't good. I also wish there was a fuel estimator or something, but I guess that gamble is where player skill may enter the picture. I liked the jobs and the inclusion of some cool solar objects not normally included in the list. I wish the web browser had a full screen mode!
May 18 19:29:47 1h 27m packet.Breach() ♥ 2 This might be one of my favorite games of the jam. It's certainly the most polished I've seen! The art, vfx, sfx, and exposition are all top notch. The lighting around towers, the "hacker" typing, the way the beat seems to match the pulse of weaponry here all meshes so well. I will say I played level 2 for an HOUR and still couldn't beat the frustrating boss. No health display meant I couldn't even tell how close I was getting and a combination of the fact that the screen slide deletes all but one packet spawner, necessitating a load of ballistas ready for it, and the boss's large collision box triggering the screen edge before it even goes around the final two bends rendered it nigh-impossible for me. I reeeeally tried too. Paused and thought about placement. Must've played that segment 8 times. Wish I could have seen the finale! I'm so impressed at the UI, the tooltips, the fact that you included intro and exposition?! Truly astounding! It's criminal that you haven't gotten more ratings. This was a five star game down the board. EDIT: I came back to it today and beat it! Glad I did. Dark ending. Got a bunch of medusae and killed the bosses.
May 18 21:49:40 2h 19m Rattenbiss - Plague delivery ♥ 0 Nice graphics, good intro, and tight timing on the levels. I did find that, while the controls were smooth, I could rapidly press two directions while in a corner to warp between them. In the final level I just skipped right to the door using this. Also, only three levels? I wish there was more, and perhaps some more objectives on the levels, like infecting some people down there or something- maybe contaminating a well or food store.
May 19 12:41:07 14h 51m Rail Blazer ♥ 1 This is a cute, polished gem. I love the crunchy 8bit visuals and the catchy tune! I got softlocked out on my first run due to no more goods/buying offers coming through on my tracks or in range, but that's what proc gen offers sometimes. It was really helpful to have the little signs pointing offscreen towards new buyers. Simple, clean, excellent delivery for the jam.
May 20 00:39:21 11h 58m Delivery ♥ 1 Nice gloomy industrial atmosphere. Required some skill to beat this shooter. The graphics are nice and the sound design. The gameplay is a bit barebones and tough. Wish I could reload. Found myself unloading into the floor so I'd have another full clip when I rounded the next bend because you needed more than half to take down one drone. Also the cargo didn't really matter since it couldn't be endangered. That said, the game is a good jam entry. Took me three tries before I beat it.
May 20 00:57:44 18m 23s Left to Do ♥ 2 This was an amazing entry. I love the art! And the soundtrack was perfect, as was the little whir of the drone. The scrolling for perspective and functions was genius and elegant, and I was so interested to unpack more little dry observations about my cargo from the drone's analysis. I wish there were fewer empty deliveries and every item had a little lore tidbit, until the "final" delivery, then anything past that goes silent, as it did. I went one a bunch of delivery runs very efficiently after the "child" delivery. When I thought harder, and for myself rather than be led, it was great. Wish there was a little more than a fade to black, but man, not many jam games pull off the kind of emotional impact this one had! Definitely cool "aha" moment mixed with the sad apocalypse vibes? *Chefs kiss* Only friction I had was that the delivery zones could have been larger, as they often wouldn't trigger even though the cargo looked firmly inside the circle.