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DarkWolf

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TimestampSince previousGameDarkWolf's comment
Oct 3 01:06:35 Hoarding Simulator ♥ 0 Nice game! When I played I was trying to only get good deals, and so I lost due to rising stress in the background instead of running out of space. The only problem I had was that the scrolling in the market felt super slow and hard to control. Adding a scroll bar would probably help fix that. Only other suggestion is to add more variety for pictures and stuffs, but you probably expected that. Love the concept and you had solid execution!
Oct 3 03:46:15 2h 39m Mr.AdBar ♥ 1 This is an amazing concept! It absolutely fits the theme and is an amazing way to stand out. You mentioned 1D vs 2D but have you considered 1.5D? Also, it's funny since I guess my game is technically 4D and my favorite so far (yours) is 1D. Regardless, I am seriously impressed with the game. Nice work!
Oct 3 08:03:07 4h 16m Arcane Echoes ♥ 1 The concept is great, though there were a few issues I ran into. It says it is intended for controller, but as far as I can tell the end wave button is only clickable with the mouse. I also had everything except for enemy spawning freeze when replaying from the game over screen. The projectiles also felt a little clunky being offset from the player when shooting up or down, when the enemies move towards your center. This led to a few moments of standing directly under an enemy but my shots missing to the side. I would have liked to see a little more variety with the upgrades, maybe splash damage, chain lightning, etc. Overall though, this is a great game concept, good execution, and excellent audio.
Oct 7 19:29:42 107h 26m You Can't Take It (All) With You ♥ 1 I definitely agree with all of the comments loving the visuals and the concept. I have two notes about the hats though. For some reason when I tried to go without picking anything/anyone it counted it as being all hats and unlocked the void hat thing. Also, I would have loved to see some sort of further Easter egg if you went with all four hats plus the secret hat blob. One other suggestion would be to have the transitions move in the direction that the rooms are, instead of always going the same direction. Overall a nicely polished though, and a cool concept.
Oct 7 20:37:37 1h 07m Mosh Pint ♥ 3 It seemed a little unclear what bracing did, but otherwise a nicely polished game! It seemed a little odd that the arrow pointing you where to go would seemly show up after a random amount of time. Looking at the other comments here apparently the music would get louder the closer you get, which is a really nice way to do it, just a detail that I missed. The graphics end up creating a really nice, cohesive look even with a lot of the elements being pretty simple. It's fun and fits the theme well, nicely done. Also, @cardboardmoon there is indeed a force on level 3 pushing everything into the middle eventually, but the moshers start off to the sides with only you and your date on the center line. Once you figure out the strategy it is a pretty easy level.
Oct 7 22:42:58 2h 05m Mechanical Mutiny ♥ 2 Overall I'd say its certainly not perfect, but it is a charming take on a classic genre. It might just be that I'm bad at the genre, but the first few rooms felt surprisingly difficult. Also, the later rooms seemed to get easier, scaling slower than I was upgrading. The upgrades felt good, although it was a little unclear which upgrades would add abilities or just be a passive upgrade without spending turns trying them out. Also there were a few times that I would try to switch to a different ability and forget to cancel the current one, resulting in shooting the wall. Still had fun though!
Oct 8 04:44:18 6h 01m DONTPRESSSPACE ♥ 2 I'm not sure if the game crashed or I just reached the end so it closed itself, but regardless this is a really cool idea. For reference she had just explained the bit about the Ludum Dare theme and wanting to make a game. I would have liked to see one or two more things try to trick the player, but the ones you did have were very well done. Also, the glitch effects were maybe a little strong near the start of the game (I would have prefered them ramping up more over time) but they were very well done!
Oct 18 06:06:39 241h 22m One does not make jam without breaking pots ♥ 1 I would have loved to see a few other levels, but overall it is a very satisfying and concise game. The challenge of fitting 5 types into 4 boxes is a great take on the theme and not one I immediately saw coming my first playthrough. Also, despite not being anything fancy, the audio cues are very effective. Nicely done!
Oct 20 05:24:39 47h 18m Blind Caver ♥ 2 One of the more unique games I've seen this jam, not quite the top spot but very close. As a fully sighted person I was amazed at how much easier it was for my brain to process the game looking at the very minimalist (albeit nice looking) graphics than with just sound, even though it is the same information. There were a couple times that I felt very clever for correctly guessing the solution before exploring the whole level just based on sliding puzzle conventions, and an equal number of times I went "Wait what‽ Oh..." while exploring. I think your level design fits the feel you were aiming for very well. It felt slightly less connected to the jam theme, but more than made up for it with a unique concept and the right touches of polish. Nicely done!
Oct 20 05:37:26 12m 47s Slither Space ♥ 1 I know in your Roblox description you mentioned "otherwise controls may feel very unnatural". I thought they felt perfectly natural, it just took a lot more practice than I expected to stop crashing into everything after a successful turn, lol. After a few minutes I suspect the thing that threw me off the most is how gravity seems to change a little near the edges of the map. Despite not embodying the jam theme particularly strongly, though it is still there, you managed to really nail the feel you seemed to be going for. I like it, nice work!
Oct 20 06:07:37 30m 11s Spacekeep by the Kickin' Big Phroggy Shovel Toasty Malone Dogs ♥ 1 The graphics look nice, and some aspects of the game seem nicely polished, but it has some issues. After a few minutes it seems to devolve into go break a few rocks, do fiddly item grabbing, add more lasers to your impenetrable wall. The start of the game is solid, but it just needs more variety in challenges as well as tools. Right now it seems like the laser is the only thing you need to build more of, leaving no room for strategy past the first few minutes. Don't get me wrong, *the core gameplay has potential, it just needs more variety to hit the point where it can sustain engagement past the very early game.* Two other minor issues, the thruster sound effect is a bit overbearing, and both the item and inventory slots felt small and more precise than they needed to be. Overall, it looks good and starts strong, just needs a little more to keep that momentum going. Sidenote, did I feel a little bit of Cosmoteer influence? If you're not familiar it might be a game worth looking into as something you'd enjoy playing.
Oct 20 07:56:17 1h 48m Hardcore Overload ♥ 0 The game is a great idea, but the controls feel like they need a little work. The feature of doing a clean 180 when turning while reversing is cool, but it felt like it got in the way more than helped. Maybe that could be on a separate button? The other thing is that the edge feel surprisingly punishing. All of my death happened by falling off before I lost any tiles. I'm not sure what the solution would be, but perhaps having the camera follow the player would give more intuitive control and a better sense of space? Overall a fun game but with challenging controls.