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TimestampSince previousGamenathmate's comment
Oct 3 02:57:54 On The Edge ♥ 0 Neat idea. The atmosphere was eerie. I got stuck and couldn't finish though, maybe adding a slight glow to interactables if the player hasn't progressed after a few minutes would be a good hint system.
Oct 3 03:06:52 8m 58s 49 Days ♥ 1 I couldn't figure out how to change the monkey's element, which seems possible from the screenshots. The concept is interesting, but I found it basically impossible to visualise how the tiles would move each turn. So I just tried to remove all the fire, since that tended to be what killed me in the late game.
Oct 3 03:20:20 13m 28s Troglo ♥ 2 Gee Billy, how come your Mom lets you submit a game to *two* gamejams. Very charming art and music, and I thought the difficulty level was just right. Only critique is that the enemy cycle patterns seem to matter a lot, sometimes you respawn and an enemy is in a part of their cycle that makes the next segment particularly difficult.
Oct 3 03:44:12 23m 52s Minimus Brainius ♥ 2 Very interesting game. It would be nice to see what causes what scores, it feels like I'm making sentences at random. Also the overworld map generation seems quite unbalanced.
Oct 3 03:53:19 9m 07s Hardcore Overload ♥ 2 Nicely executed concept. The tire trails were visually pleasing. Being able to drift with the handbreak would be cool.
Oct 3 03:58:38 5m 19s GOD DOES NOT PLAY DICE ♥ 2 I liked the concept, though it seemed only abstractly related to the theme. Having an indicator of how much each number is increasing\decreasing per second would be helpful.
Oct 3 04:41:36 42m 58s Past ♥ 2 Very elegant and melancholy, well done.
Oct 3 04:48:55 7m 19s SkaryMonsters ♥ 2 Very nice art and general feel. I would put a circular drop shadow or the like on the characters to make it clear where the hit boxes are, maybe a small indicator as well so you know which direction you'll be pushing in.
Oct 3 04:57:19 8m 24s Dodge the Cubes ♥ 1 Really fun to play. Could easily be expanded with more levels with different terrain layouts, as well as different cubes with slightly different following behaviour. Having pickups to give points, more lives, maybe even a Pacman style "power pellet" where you could destroy the cubes for a short time. The only thing I'd change about the current version is add an indication of how much invulnerable time is remaining after the player takes a hit.
Oct 3 05:11:25 14m 06s Debugged ♥ 2 Fun game. I played on linux through wine, got a crash loading level 5. 2023-10-03-160826_599x499_scrot.png Autoreloading once you ran out of ammo would be nice QoL. Also some indicator of enemy health.
Oct 3 06:24:47 1h 13m Tiny People Big Adventure ♥ 7 An incredible amount of content to put together for a jam game. Looks like it was a ton of fun to make as well. I appreciate the easy mode, as the base difficulty is quite high. The inventory management was quite clunky, though it reminded me of some 2000s freeware RPG I played but can't remember the name of.
Oct 3 06:37:52 13m 05s BACK TO REALITY ♥ 5 Cool game. The staccato clones teleporting as they follow you was a really nice visual effect. The intro sequence and music were wonderful too. Can't really think of anything you could do better in this version. 2023-10-03-173411_1920x1080_scrot.png
Oct 3 07:41:34 1h 03m Storage Loss ♥ 1 Nice little concept. The firing sound gets a bit loud once you get several firing speed upgrades. The popup enemies were amusing but also quite scary.
Oct 3 08:46:03 1h 04m Claustrophobia ♥ 4 Nice atmosphere, the lighting in particular was really good. Not a big deal but the 'dialogue' font was kind of hard to read, and I found the sequencing in the second level a bit confusing. Not much else to critique, it's a solid little platformer.
Oct 3 09:26:27 40m 24s Limited in Space ♥ 0 Very nice. I grinned when I first got a red-asteroid chain reaction. The difficulty scaling was just right to keep my engagement, though I think you could start introducing the new asteroid colours in one per level from level 2.
Oct 3 10:16:16 49m 49s Limited Space in Space ♥ 1 Nicely done, a Kepler Syndrome game is something I've had kicking around in my head for awhile. I wished I could refuel my rockets somehow. Incredible that you made the music on a PSX tool!
Oct 3 10:33:34 17m 18s Tiny Rocket ♥ 1 Very brave of you to make an orbital mechanics game for a gamejam! I agree with the others that the touchiness of the controls plus the "keep the entire orbit on screen" restriction make it quite difficult, but I played to the end and enjoyed it immensely.
Oct 3 10:42:41 9m 07s Microscopic Warfare ♥ 1 Reminds me a little bit of the boardgame Go. I think the map being smaller would lead to the pace feeling a bit faster and more tactical instead of just racing around grabbing the food before the opponent can.
Oct 3 11:17:53 35m 12s Backpack Quest ♥ 1 I like the art in this, the monsters trailing after you are quite menacing and a clever way to prevent back tracking. The foreground trees blocked loot quite often, which was a bit frustrating.
Oct 3 11:25:05 7m 12s Knight vs Crabs ♥ 1 2023-10-03-222244_1024x600_scrot.png The game is quite difficult with the number of enemies being spawned and the number of projectiles they throw quickly becoming overwhelming. I definitely felt like my space was limited! Since you always want to be firing anyway, it would be nice if it just happened automatically. I liked the art, though I couldn't tell what the glitchy areas were meant to be (aside from very damaging).
Oct 3 12:07:42 42m 37s Space In-Traders ♥ 2 Cool game, I love me some travelling salesman problem. The intro and outro splashes were very pretty, and the in game art and sound relaxing. Fuel and cargo taking the same space and the cap on money paired with the upkeep cost makes for a nice little challenge. I can't think of anything I'd add or take away, a really tightly designed game. Well done.
Oct 4 01:08:09 13h 00m How many sheep can you fit? ♥ 3 Solid game. I found the sheep tended to get a bit stuck in the trees in the back right corner. Also I found the later waves with more sheep quite a bit more interesting than the early ones, do I try to keep them all together and put them in the pen in one go? is it worth to chase after one sheep that left the flock? It would be interesting to see what the game would be like if the sheep had some simple flocking AI, like a Boids algorithm. One more small thing I found myself wanting was a sprint key.
Oct 4 01:39:02 30m 53s Cargo Trek ♥ 2 Cool game, the procedural map plus the topographical representation is really impressive. Only critique is that as soon as you get the first cargo size upgrade you start getting offered jobs you can't take (or maybe it just worked out that way for me). Also it would be nice to be able to rotate the cargo.
Oct 4 01:56:07 17m 05s Last God's Bidding ♥ 1 Cool concept for a game. I found myself wanting a bit more information out of the UI, such as what tiles would make which resources go up\down and by how much. Similarly if I was going to replace or combine a tile an indication as to how it would change the resources before I did it would be helpful.
Oct 4 02:56:20 1h 00m Intermodal ♥ 1 2023-10-04-135225_1318x756_scrot.png Cool game. Like any design that has RNG integral to it, it would be nice to have some way to control what you get given. Just being able to reorder what is being unloaded from the ships would make it feel less frustrating. The balance between simplicity and depth is really good here.
Oct 4 04:37:20 1h 41m The Signal ♥ 1 Linux build worked fine for me on Manjaro. Very striking game. Was the fifth button in the laser room added last minute because you realised it wasn't solvable with the four in front, by any chance 😛 ? I agree with others that the voice lines get a bit repetitive if you have to restart a level multiple times. Still an impressive entry, I'll certainly be checking out your shader code.
Oct 4 05:46:52 1h 09m Orbital Operations ♥ 1 Very cool game. As others have mentioned, something like a chat history would be very nice in a future version. Similarly some hint of the future trajectory when mousing over different instructions so avoiding collisions is a bit less guess work. Arrivals coming in retrograde also seems to make some collisions very hard to avoid.
Oct 4 06:02:33 15m 41s Space Courier "Limited" ♥ 1 Fun to play through, though a bit easy. I never found myself needing to do anything but grab the closest mission and complete it. Having some sort of ship upkeep, especially on upgraded ships, might introduce some risk-reward mechanics that would make it more compelling. I wished the mission list could be sorted by proximity to the source planet as well, to make it easier to pick a next one. I liked how the "shape" of space seemed to change as I got range upgrades, making different routes viable.
Oct 4 06:40:25 37m 52s Limited Space Rescue ♥ 1 Really enjoyed this. Having to navigate microgravity without "strafing" thrusters is certainly a challenge. A tiny tweak I would have done is add a life support timer or something to encourage the player to try to get to the pod as fast as possible.
Oct 4 08:44:00 2h 03m Malthus and The Rocks ♥ 1 I really like the idea but found it hard to get into. I died about 3 times before realising I had to manually harvest food. I also did not realise you could rotate the planet during the meteor defence for awhile (I tend to just jump into games and only read the descriptions if I can't figure them out). A low-hanging fruit improvements I can think of is to put symbols over the buildings so they're easier to identify at a glance, especially from the zoomed out view. The flag for the empty spaces do this and are good.
Oct 4 09:07:13 23m 13s S-Cargo ♥ 2 2023-10-04-200527_433x362_scrot.png Nice game. I really appreciate the "choose your own difficulty" with the different loadouts possible.
Oct 4 09:57:51 50m 38s Exodus ♥ 5 Nice concept and well executed. The ship design, comm chatter background sounds and general vibe felt like Homeworld homages. Also got some Battlestar Galactica vibes, and of course there was Mr Khan. Were the XO and comms officer portraits of members of the team, by any chance? **Bugs** I did manage to sequence break the tutorial by building things other than two hab block immediately. And it seems the game state is not properly reset on restart, I immediately get "-1 days to dehydration" and "-2 available housing" if I lose from dehydration with 5 housing spots, for instance. The tutorial doesn't actually seem to be skipped if you pick "skip tutorial", you still get the prompt to build habs after building vertical farms. I also got the "rescue governor" event twice in a row (the first time I declined). **Balance** I agree with @zerohalogen that it's a bit too easy, past the initial stabilisation of resources. If you want to pursue the game further having resources dependencies (food requires water, etc.) would be cool, and of course more events and event chains as FTL and Papers Please have would lead to a nicely fleshed out game.
Oct 4 10:19:19 21m 28s Craftship Ltd. ♥ 2 Nice simple concept with a fair bit of complexity emerging out. The RNG is a bit domineering, having some tools to deal with it would make it feel less brutal. In particular considering how important power lines are they feel like they should be more common. It would also be nice if you can overlay tiles of the same type on top of each other, instead of only empty spaces. Loved the wheeeoooooow wheeeoooooow.
Oct 4 10:53:23 34m 04s BLOCKIES ♥ 2 Would be nice to have a "cut away" view so you could place pieces in the middle more easily, though maybe it's intended to be a skill thing to build from side to side. Cool game, very enrapturing.
Oct 5 04:25:15 17h 31m Unsquished ♥ 1 Nice game. Not sure if it's intended, but punching the corners will push both adjacent sides back.
Oct 5 05:25:33 1h 00m Cosmic Carnage: Onslaught ♥ 2 Brutal
Oct 8 06:28:51 73h 03m Scorched Asteroids! ♥ 1 Fun game, as a mechanics-focused guy myself I like seeing other games with interesting mechanics at their core. I'm curious why you went for metaballs instead of a per pixel or polygon intersection based solution? It's certainly novel, but I noticed that shots tend to affect terrain fairly far away from where the shot lands quite often. For the movement I'm a fans of left\right (and\or A\D) being counterclockwise and clockwise, in games like this. Can easily see it expanded into a full game with enemy AI and different weapon types.
Oct 8 08:42:54 2h 14m Tetradom ♥ 1 This game is really underrated. The balance is a bit snowbally, early RNG to get your economy rolling seems important. Conversely stacking the ranger upgrades has them machine-gunning down enemies before they can get on screen. But that's to be expected in a compo game. The core loop is really solid. 2023-10-08-193731_1920x1080_scrot.png