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fizzbark

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TimestampSince previousGamefizzbark's comment
Oct 3 08:02:06 Space! Ltd. ♥ 1 Great music and a good little puzzler. The block queue gave me a bit of bad luck at times - not sure how random this was but it felt a bit frustrating and could maybe use some behind the scenes tweaking to make it easier for the player so they don't get stuck waiting on a colour. Really great job pulling everything together, game was clearly well scoped with clear player feedback and tutorialising. A little bit of juice would really take this to the next level. Nice work!
Oct 3 09:08:02 1h 05m In Space, No One Can Hear You EXPLODE! ♥ 2 Nice game, very polished and the screentop implementation worked great. I was about to write it off as too easy after getting through the first half unscathed, before rolling 1 for damage three times in a row and being forever a roll away from exploding. My only real nitpick is the rulesheet didn't have a summary at the top of the game's theme and how to play it, but that's pretty minor and it's impressive how clear all the rules were. Great job!
Oct 5 06:52:07 45h 44m PUNCH ♥ 1 Super interesting and fun game, does very well to build on a simple mechanic. Level design has a lot of nuance. Some sound and a bit of juice would go a long way and really make it an outstanding entry. The game crashed on the second boss btw, may have been when I landed the last hit but not 100% sure on this. Great concept and execution!
Oct 5 07:03:55 11m 48s Shroomed. ♥ 0 There doesn't seem to be a download link, either on this page or the Itch page...
Oct 5 08:29:21 1h 25m Skyway 2 Heaven ♥ 1 Neat concept and aesthetic. Unfortunately I found it pretty frustrating to play as the sheep would frequently block each others path and the framerate on web was pretty choppy. Trying to make a herding mechanic is I think a rite of passage for devs, it's one of those things that seems like an easy idea to implement but is actually very hard to make feel good. Great job on the Ui, very visually appealing and clean.
Oct 6 06:58:23 22h 29m The Relic ♥ 1 I like the runes and the minimal visual style works really well. It was hard to tell when I was taking damage, that missing juice would've really pulled everything together. Gravity well effect with the bullets is a really cool and fun idea.
Oct 6 07:09:01 10m 38s Blockhead ♥ 1 Very cool concept! In practice it was quite hard to put stuff where I wanted while still leaving space to jump and not get stuck. As @rolly already suggested wall jumping would really free up movement. Allowing the character to crouch and squeeze into smaller spaces would also help with maneuverability. I particularly like the characters limb animation, very expressive. Great job!
Oct 8 09:38:19 50h 29m Downsizer ♥ 3 Cool concept and incredibly punchy sound and visuals. Unfortunately I had a similar experience to many other - map is very large and hard to keep track of things, Peekmehn move very fast and don't stop much so are hard to keep track of, and the behavior of them is hard to predict making it all quite difficult to play. The art style is incredible, but the key interactables like televisions and vents get lost in the mix. Making these a bit higher in the visual hierarchy would really help the initial play experience. Lots of potential here, I'll likely revisit the post-jam version soon, looking forward to seeing this developed.
Oct 8 09:55:10 16m 51s Space Inserters ♥ 1 Nice game, I had a similar take on the theme so found this very interesting. I think showing players the answer once they run out of time might help the user experience a bit here - I find I need to calibrate to new word games and figure out how obscure the words they're likely to use are. Being able to type at the end of the word and then putting a space in the middle afterwards would be a nice feature to help players that are attempting to work things out from the end first.
Oct 8 10:17:27 22m 17s Carnage ♥ 1 Nice little game, it was a bit weird though that the car didn't have any momentum and just stopped instantly when you let go of the accelerator. The tyre marks were a great little detail.
Oct 9 04:30:18 18h 12m Last Light ♥ 1 Great idea for a mechanic, lots of potential here! I fell thorough the floor on the second level through a pile of boxes some how and got stuck - a menu where players can reset or quit the game is really helpful, especially when the game is fullscreen only.
Oct 9 04:40:45 10m 27s Gnome In The Abyss ♥ 0 Nice little game, I managed to get a 180. A little more feedback to indicate which blocks are about to fall would be nice - unless you are watching very closely it's hard to know when you absolutely have to move. A bit more differentiation in the player character sprite also would help. The stark colors of this game work really well - very cool aesthetic.
Oct 9 04:56:49 16m 04s I wish I could zoom out ♥ 3 Fantastic game, arrow keys to scroll horizontally would be great. I probably should have looked at this painting before attempting it, knew there was a pearl earring in there somewhere.. Screenshot 2023-10-09 175225.png
Oct 9 05:20:47 23m 58s Burn Beetle ♥ 2 Neat little game, very polished. I'm not sure if a high score really fits this game, maybe if it had more of a roguelike structure? There's also potential here for more of a puzzle focus if you have to figure out the optimal order to burn things in order to get the berries you need to get to the end in time. The biggest complaint I have is when moving and the tiles on the edge of the view range are appearing and disappearing. This was a cool effect but there is something unpleasant and almost nauseating to it - possibly a framerate issue? Great art and audio, I wouldn't be surprised to see a great entry out of this team in a future jam.
Oct 9 05:50:56 30m 09s Textris ♥ 2 Cool idea, it did take me a while to figure out what was happening even on the v3 build. The way some squares get indented to fit the available letters is obviously necessary, but it never feels clear why that happens or how I can take advantage of it. As a result I often felt as a player teat I couldn't really control my fate or find clever puzzle solutions. The visual and audio presentation however are incredible. I had the music loop running for over 10 minutes and was still enjoying it, banger track.
Oct 11 06:44:27 48h 53m Limited Space ♥ 2 Solid little game, the level progression feels quite steady and fair. The explosion hitbox on an asteroid caught me out when I got damaged by blowing one up just in front of the ship - a more visible explosion or smaller hit box would help. Graphics style is clean and very readable. It really needs a better name though!
Oct 11 07:32:08 47m 41s Trashy Space Dice ♥ 0 Nice idea, using physics this way in a turn-based genre is a left field idea with a lot of potential. It took a little while to figure out what was happening but once it clicked it was fun. There's a bit of an issue with difficulty, I stopped playing at 700+ points but it felt like I could have pretty much gone infinite. There's no real reason to pick the actions that give +1 or +3 extra actions, so each turn you're pretty much just replacing an action and never getting more cluttered. All things considered a pretty solid entry, well done.
Oct 11 09:47:59 2h 15m Limited Space ♥ 0 Ambitious idea and good use of the theme. The blueprint style graphics are a great idea to fir the theme but the player might need some more help knowing exactly what goal they're trying to beat - even with your description of 'build higher than the other building'. There are multiple other buildings! The building system is inherently pretty fun but you might need to restrict the number of beams the player can use or something as it seems like you can keep using the same strategy over and over again. Lots of potential here, overall not a bad entry.
Oct 11 10:08:50 20m 51s BLOCKIES ♥ 2 Really good entry! The WebGL version chugs a bit but the windows build ran smooth as butter. I'm not sure if the building a game theme really added much - at the core of this game is a really good abstract puzzle and the words really just distract from that. Great UI and everything runs smooth apart from a few block placing systems - I sometimes was unable to place a block exactly where I wanted on higher layers. As @somewan already suggested vertical rotation would be an incredible feature(although might make it too easy) Very polished, great job, and even the positive language used on the buttons adds to this great experience.
Oct 12 04:38:45 18h 29m Chargez ♥ 3 Great soundtrack and fun gameplay loop! Really quite impressively efficient game design, star particles in the background give a dynamic space feeling and all the controls and sound effects are minimal but make sense. A timer or indicator for when the 'dizzy' effect ends would help communicate what's happening, it's a bit hard to tell with that effect. I had some horizontal black bars flickering on the screen when playing the web build, bit otherwise all ran smooth. Nice work on the game + engine.
Oct 12 05:23:25 44m 40s The Ones You Keep ♥ 1 Great little game, the voice cast did a fantastic job. The most frustrating part was being unable to rotate the cheese only 45 degrees - it'd free up so much space! The ambiguity at the end works really well. Great attentions to detail with the characterization too - neat that a single tennis racquet is not a great gift for two people.
Oct 12 06:18:03 54m 38s Skypiercer ♥ 3 Great art and genuinely funny dialog, RIP Big Turtle. Since you wrote so many word I'll return the favor. I mostly liked it but I'm genuinely not sure what to make of the AAA stuff with excessive quest markers and obnoxious HUD. I think it's supposed to be satire but it doesn't really lean into the joke enough to be humorous and more made the first floor frustrating that anything else. I think it would have been pretty hard to get lost in and having to consider my environment would've really drawn me in more as a player. As it stands it feels like you don't trust the player, which runs in the opposite direction to your preamble at the top of this page. The mini-games were a bit clunky, but worked well to break up the walking and talking. It got good on the second level when the puzzle became more complex than 'talk to character with objective marker'. The bell puzzle could do with a bit more feedback - it isn't clear when it 'resets' if you do it wrong. Audio was really strong all around - except for the big bells lacking impact and bass so they sound a bit impotent. Music loop was great. Character art is top notch, it's impressive how much you were able to cram in. Overall art direction gives off a Paradise Killer meets Frog Detective vibe that works really well. Really enjoyed this entry overall, the parts that're good are great and the parts I like less are at least very interesting to critique and have a strong direction. I'll keep a keen eye out for future entries!