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| Timestamp | Since previous | Game | Ayxs's comment | |
|---|---|---|---|---|
| Oct 3 20:38:24 | Moving Day | ♥ 1 | Great entry for your second time! There seem to be some issues going on when moving a piece when another piece is already adjacent. When spamming the left or right key the piece will move to the other side. Also, when spamming to the side of the truck just before landing the rows explode. | |
| Oct 3 20:46:12 | 7m 48s | Carrotiles | ♥ 1 | Fun puzzles! The difficulty spiked on the last one, but still quite impressive for only 36 hours! Nice entry overall! |
| Oct 3 21:00:33 | 14m 21s | Snowlord | ♥ 1 | Really cool entry! The digging was a bit confusing at first, but quite logical afterwards. I guess it's sometimes really unclear which blocks actually contain snow, especially since not all the blocks (and numbers) are shown. I like the sound effects. I do wish however that the fight scene was a bit faster (especially when you only have one or two towers). |
| Oct 4 16:09:53 | 19h 09m | The Cauldron Coven Coalition | ♥ 3 | I like the idea! But as the others have noted I had some difficulty understanding the witches effects (ended up winning by kinda randomly placing witches) and I had some major issues with the UI. I am playing on a 4K screen and even in browser the UI is almost unreadable. I wasn't able to find a full-screen option, so my UI was very tiny. Tried zooming in the browser but that just made the UI scale too, and nothing was placed correctly. I do like the music and the art. Though I do which the damage to the units was more clear than what it currently is. The witches probably have an effect on different enemy types, but just placing the witches and replacing them once they are killed worked too. But, then again, quite good work overall! I love seeing randomly generated worlds in a Ludum Dare game! |
| Oct 4 16:25:12 | 15m 19s | The Long Night of Augustus Brandicourt | ♥ 4 | Lovely game with great graphics, music and a very emotional story! I love the sprites and textures you made! Also, the idea of binding the soul to the body is very nice! I feel the game could be improved in many places! Some sound effects for interacting and animations could go a long way. I also notices some jitter when walking against the invisible wall. This could be prevented by clamping the position based on the radius which increases when interacting with more items, or by simply using interpolated rigidbody's. Anyway, great entry! Good work! |
| Oct 5 17:15:18 | 24h 50m | Bound Balance | ♥ 3 | The polish of this game is great! although for me, the game was quite unclear. I didn't really understand what I was supposed to be doing and the help UI didn't really work for me as it was still really unclear. I like the idea where you have to keep the population in check. I think a bit more explanation and tutorial would have come a long way to bringing this game home! The graphics, animations, FX, UI are all very great! I do wish there maybe was some music in the background, as it feels quite empty in this way. |
| Oct 5 19:33:38 | 2h 18m | Skypiercer | ♥ 3 | Interesting idea, I do feel that the world is a bit big for the player character. The scale is a bit weird as tables seem to be at chin level (just from the perspective). I also noticed a bit of a weird loop in some of the background music in the game. The narrative is really interesting. Very humorous and incredibly unsettling at moments. I don't think it's too munch text perse, but it took me a while to figure out all the puzzles. Well done overall!! _One tiny sidenote (more of a nitpick really); personally I find it odd to ask for a donation on itch.io on a Game Jam game. As you said yourself, game jams are about the growth as a developers, a bit weird to then also ask people if they want to give you money for that_ |
| Oct 5 20:02:16 | 28m 38s | Considerate Inferno | ♥ 1 | What an amazing game! I love the atmosphere and the idea! I did however notice a few things which I would like to share: I noticed that the Depth of Field was quite a bit intense for my liking, which really made the zoom not that functional (I wanted to see the forest burn from above, but that didn't really work in my opinion. I also noticed that the wind gust which happens just as you click (just the effect, not the wind itself) is placed in the wrong orientation. It rotates with the camera but in the opposite direction it seems like. Additionally I only found out really late that you can rotate the wind, so I got stuck on the final level for some time. I do however love the whole dialog before the level and seeing the vegetation grow after the level. Amazing job overall! _That human is really good at extinguishing flames, all alone, with his hands_ |
| Oct 6 15:37:37 | 19h 35m | Pazuru Packing Sushi | ♥ 6 | I really like this game! Very well made, great entry for your first time! I personally thought that the bounding boxes of the pieces was not always clear. You can only see it when it's hovering over the grid, but outside it's sometimes a bit weird. This is especially relevant when you are placing the shrimp for example (which has a thin block going up) and when you are placing it in the top row, the bounding box then goes outside the field and it's not really clear why it cannot be placed. I like the sound effects and the general mood of this game! It all fits together nicely, very well done!! |
| Oct 6 17:25:05 | 1h 47m | Gyronimo | ♥ 2 | It's very difficult... Amazing amount of content in a very short time though! I love the physics and the idea itself of rotating the gravity like this. I personally am not really a fan of the 'hard to beat' platformer genre, so I didn't get past level 4 unfortunalty. But, I'm sure people who are a fan of the genre love this game! Great work overall! |
| Oct 6 17:33:17 | 8m 12s | Mechanizyn | ♥ 1 | I was confused at the start since I thought I had to fly up at the end of the stage, but this is not possible. That got me in a situation where I had to restart the game to be able to try again. I also noticed I had to wait at the start of the next stage for my energy to get back, as I had to do when dying to the electricity. I like the idea, it could use some more work to really get it going ofcourse. Though, you said already so yourself. My comment is quite duplicate but I like to always leave a comment. Great work though for the JAM! |
| Oct 8 16:59:22 | 47h 26m | Full Circle | ♥ 1 | I like the gameplay! It's a great start fitting nicely in the theme. I did notice that the dash distance seems to vary? I had some trouble with this since sometimes dashing ends me a few pixels further, and sometimes I will clear half the map (ending in the orange box of death). Maybe a fixed distance works better, and you can fade out the player cube during this time, indicating invincibility. I was playing this on a MacBook with high resolution screen and for me the game was almost impossible to read since it was very small. Full-screen didn't help for this. The sound effects are quite nice! I really enjoyed the camera share too! I love those kinds of details! Great Job! |
| Oct 8 20:46:11 | 3h 46m | Before The Trip | ♥ 2 | Great graphics, but for me the gameplay is a bit lacking. The amount of items is great but there is no real indication for how the items look ik game. For example Eye Shadow took me forever to find. Then you get some score based on what you packed, but there is no limitation for packing something or not which is usable. On my first play, I packed everything I could for 'Snowy Mountain' which was approximately useful, had no real challenge of getting them in my suitcase and got perfect score I guess. Anyway, the music is great and the graphics are really good! Well done overall!! |
| Oct 8 21:01:47 | 15m 36s | Unlimited MACE | ♥ 2 | The controls are hard, I kinda get what you are going for but some more explanation could have been provided. I am not really a fan of how the spin attack will always turn you around, this makes it really unintuitive at the start and difficult to figure it out. I eventually got to around 3000 points in 4 or 5 tries before I really understood the controls. But still, great work for a Compo game! |
| Oct 8 21:16:41 | 14m 54s | My grandma's stories | ♥ 2 | What an interesting game! You probably already know but the controls where very vague at times, maybe some kind of button prompting would have come a long way. But that probably also defeats the purpose of some of the minigames. The game idea is very interesting though, I really like the variation of some simpler minigames and then suddenly a very dark one with little to no extra attention. Very well done, really gave me chills sometimes. Keep up the good work! |
| Oct 8 21:25:44 | 9m 03s | Crazy? | ♥ 2 | I was really confused at first about this game. It looks very much like a meme game, but there actually is something 😅 . I think that is also the reason why you have so little reviews as of writing this review. The game itself is quite well made (great job for making it in C). It's a bit repetitive for my liking. Although I also has issues getting past the fat rat, it kept eating me even after feeding it. Very cool you also made an online leaderboard! Some improvement could maybe be made in the Ludum Dare page to attract some more players. Also, maybe you can highlight where the cheese is or not make the rest of the room entirely dark, the beginning of a day was sometimes very unclear. |
| Oct 8 21:43:24 | 17m 40s | DE-LIMITED | ♥ 4 | Very well made!! I absolutely adore the effects and sounds in this game! Really got me hooked to play it again. I played the WelGL version first, but there where some issues with my screen resolution causing items to end up off-screen (MacBook M2) and it headed up my computer insanely. The downloaded version runs way better. I really like the area size as health bar idea, though maybe the power up to 'heal' is a bit too frequent. I don't know, at the end I died within a few seconds from full health since I got totally overwhelmed. Very great job! |
| Oct 8 21:52:33 | 9m 09s | The thing follows your pointer | ♥ 2 | It's amazing how you made a game in such a minimal way! Very well done! I personally felt there was something missing to keep going after 3 or 4 tries. The game abruptly restarts when you die, which at the first time felt for me like it was a good thing since the space suddenly increases. There is no real score or time being kept so there is no real goal to the game. I really like the effect on the circle which decreases in size, and the shotgun power ups is a nice addition (it seems almost needed to be able to survive). This can be really interestingly extended with all sorts of cool power ups and effects. Very nice Compo entry! |
| Oct 8 22:18:16 | 25m 43s | Limitisland | ♥ 1 | I really like the idea behind this game. But in my opinion there are a few things contradicting in this game which bothered me. First of all I wasn't really able to complete the game as it became increasingly unclear for me what to do. The game requires you to restart (or die) on purpose to get further into the game, but every time when I though I knew how to progress, I was unable to do so (since I might have missed a thing, or use the wrong item) which made it really 'unfun' to continue. At first I thought I had to go through each step every time, but you very quickly run out of steps to take which messed me up on how to solve the puzzle. So then maybe I can wait till the correct beach comes up? But it took a while, so the beaches are bound to move count? I personally think tying progress and restart together is a weird choice. Since restarting implies try again in my opinion. You feel like 'guess I'll restart' when you only have a few moves left, but this is eventually the way forward. I may sound very negative, but overall I think the game is quite fun. The graphics are great, the screen share didn't bother me much personally and the graphics, sound effects, controls are all very good! One last note, I think walking against something should not count as a move per se. This often happend on accident when I actually wanted to move somewhere else. |
| Oct 9 15:35:31 | 17h 17m | The Signal | ♥ 1 | The graphics are great! I had some trouble getting used to the control scheme of this game. Especially with the spinning blades I found it quite challenging to get past it. Eventually I did, but I did not get past the laser field before I had to stop. There probably was some more, so I'm sorry if I missed some things. I really like the direction you went with the graphics and the sound interface, though for me the voice acting was incredibly loud. I had to turn my volume way down. The mute button is not a luxury in this game... Anyway, great job overall! |
| Oct 9 15:47:36 | 12m 05s | Feng Shui Struggles | ♥ 1 | I like it! Really well made! As others have said, the movement is a bit weird at times, but I think it really adds to the idea since moving furniture around is never really an easy job. I really enjoyed the final level. But I think the 3rd one (the one with just the bookcase) is a bit weird. Maybe if that was the first level it would have been okay, but as third level it's kinda out of place. I think the fourth room was better the way it was. How are you ever supposed to use that chair in the new location? |
| Oct 9 19:55:11 | 4h 07m | Picky Plants | ♥ 0 | Great game! I really liked the aesthetics and the puzzle pieces. Though, for me the chess pieces where a little weird. Would maybe be cooler and better if they where also plants and fit the theme a bit better. The puzzles where great! Not too hard but also a little bit of a challenge. Sometimes it was a little unclear which plant was 'unhappy'. The effects all trigger simultaneously so it's hard to see which plant doesn't have it's conditions met. Maybe a status indicator or graying out the plant would have been clearer. Now you have to pick each one up and plonk it down to see the effects of the smileys. Anyway, great work overall!! |
| Oct 9 21:35:26 | 1h 40m | Feast Work | ♥ 1 | What an interesting experience. I wonder, what is it you used in order to be able to make this? |
| Oct 9 21:51:12 | 15m 46s | Limited (in) Space | ♥ 1 | Cool idea, I think there is lots of room for improvement in terms of game feel and juiciness. Everything in the game feels a bit, 'slow'. The controls are floaty, the movement of the ship is also quite floaty. Comets come slowly tumbling in, just like the spaceships. Spaceships this size remind me more of fast annoying things which have a minor damage output. They could circle your ship, sometimes shooting, but make them faster (and not B line so much). The same really with the cannon, since you need to rotate using A/D in a non-linear perspective aiming is quite difficult. So one approach would be to add a laser or pointer and make the enemies faster in response. At first I had some trouble figurine out that I had to _avoid_ the comets and not shoot them. This took me a while to find out what was going on. Also, you can maybe make collisions between falling comets and enemies also kill them (they now just bump it out of the way) Overall you did a fine job! There is always room for improvement so excuse me for addressing it this directly :) |
| Oct 9 22:06:19 | 15m 07s | Terrarium | ♥ 2 | I wasn't able to play your game. The UI scaling is not working or not enabled and on my 4K screen the game is unreadably small... I would love to try it out. One other note, please don't ship your game in a 7z package. This requires 3rd party software for people to be able to play your game. Just use .zip files (often the compression works good enough) or supply a WebGL version for people to play. |
| Oct 9 22:17:02 | 10m 43s | Moksha | ♥ 1 | Awesome animations, though I wish there was some sound. The game feels very empty without any sounds. I love the humor in the game. The dialog is quite funny. Personally I think there could be more responsive feedback in the UI and clickables. The cursor difference between clickable stuff and background is small, and interacting inventory items together is instant. Things that happen instantaneously in games is jarring and confusing, so a bit of grace would have come a long way. Anyway, great entry! Well done! |
| Oct 9 22:33:03 | 16m 01s | Not Enough Space | ♥ 3 | The game you made is quite a cool start to something. I think there are a lot of improvements that could be made in this game to improve the overall experience. I had some trouble getting the controls down. The difference in sensitivity between turning and aiming with the mouse is intense. I am not sure if there was a setting to fix this, since the UI didn't scale with my screen resolution at all. This made the controls quite jarring for me as rolling the ship happens almost instantly but for pitching the ship the same amount I had to move several desk lengths. I personally am not a fan of the bleed effect which all the light emitting things have. It does not decrease the intensity of the controls since there is bleed everywhere when spinning a bit too fast. I also noticed quite a lot of lava face-fighting each other. This happens when multiple objects are located at the exact same position. The engine then doesn't know which texture it needs to render so it does both, creating a jittery effect. This is fixable, you should probably google how to do it in your engine. In my opinion the music does not really fit this game. It sounds kinda medial quest like, while this game is more of a sci-fi theme. But these are all possible improvements. Still pretty good what you have so far! I hope you continue to improve it! |
| Oct 9 22:46:34 | 13m 31s | Tiny Island | ♥ 1 | Love the style and art of the game. In my opinion, the loop is a bit lacking. The end turn function is a bit weird for me as you are playing alone. Each turn I got cards, witch I just used until I couldn't anymore. Then you click end turn and can play more cards. I think indicators on the cards if you can play it would have been really nice (even like a border would have sufficed). For me finding which icon I was missing was annoying since you have to look up in the left corner and reference this with stuff at the bottom of the screen. Maybe the resources can be moved to the bottom too? I found the mines confusing, it said neighbor, but what counts as a neighbor? Is it the 4 tiles, or the 8? This could have used some clarity. I do really like the sound effects, graphics, and the overall feel and control of the game. Very nicely made within this time frame. The cards work flawlessly, which is a great feat in and of itself. Good Work! |
| Oct 9 22:50:15 | 3m 41s | Super Cube | ♥ 2 | Amazing feat for this timeframe! Very well done!! |
| Oct 12 17:30:13 | 66h 39m | Multiplosphere | ♥ 1 | Great work! I really enjoyed the music and the different power ups! Made me really aim for the blue ones to see which powerups there were. I guess I'm a little underwhelmed with the power-ups themself. Most where just a little stat change (which was not really noticeable). I think they might pack a bit more punch. So the fire rate makes you fire a lot faster. You could then scale the stacks non-linear, so they become less useful the more you have if balancing is an issue. The speed at which the spheres grow is a little intense I think, I got to 90.000 points but at that point there was really nothing I could do anymore. Even though I shot at all the blue orbs I could see. Is the game still playable (and beatable) after that? I was a bit confused by the timer. It seems to increase when you kill spheres, but after a restart it doesn't reset properly? I was playing the JAM version (1.04). Anyway, great job overall! The game looks really nice, and the controls are all right. A bit floaty at the start but eventually you get used to it! |