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Feedback comments for LD54
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| Timestamp | Since previous | Game | quasilyte's comment | |
|---|---|---|---|---|
| Oct 2 17:37:30 | Gold | ♥ 3 | The QTE-style mini game to evade the attack is such an unexpected gem for a jam game. I rarely see people combine the mechanics in the jam prototype. It's usually very focused in one direction. For example, if it's a maze hide-and-seek, there will be movement, some monsters and maybe movement/vision related mechanics. But here, instead of just dying from the monster, you can save yourself. I was pretty bad at that mini game though: I can pass the simplest monsters, but those ghost-like creatures get me 80% of time. Overall, I really like it. To improve the game further, I would suggest having different movement patterns for the monsters. Starting from the way they're advancing (in a straight line, zig-zag, etc.) and the movement speed they could have. Since this is a turn-based game, the movement speed can be implemented in two ways: 1. A monster can make a step once per N turns (speed=1 is the fastest, speed=2 makes them move once per two turns, something like speed=1.5 may make them toggle between 1 and 2 turns per step which could be also fun). 2. Instead of just jumping to the destination cell, they may stuck in the transition. With speed=2 they would traverse half of the distance towards the next cell. If you like this kind of a review, please rate my game too. The feedback is important for all of us. :) | |
| Oct 2 20:43:26 | 3h 05m | Magic Fox Diary | ♥ 1 | I'm still in the process of playing the game, but here is a little bug report. I played in Firefox, on the itch io site. Steps: * Only click "play" with a fox * Say "I left the food in there" during the first dialogue option Result: trace.png I'll try to play the game again to have a chance of rating it properly. Upd: I managed to reproduce it again, following the steps above. I'll try a different set of options now. Upd2: I'm not sure that anything training-related is important. It looks like I just can't choose a "forgotten food" option. |
| Oct 2 21:27:07 | 43m 41s | Pack It In | ♥ 0 | Can I play it in the browser? The HTML5 (web) link leads to a page that contains only windows/mac/linux desktop builds download. Thank you in advance. |
| Oct 2 21:35:51 | 8m 44s | Just why? | ♥ 1 | This looks like a genre that I never played before. I'm gonna need a proper /computer/ mouse to play it again, lol. Or perhaps I need to use the pause feature more often. The only issue is that it's not as easy to "click" on the same spot with a touch pad as it would be with a mouse. But I digress. The game is pretty cool. My only complaint is the sound design. The explosion (death?) sound is too loud. I had to set the system's volume to ~20% to make it bearable (or should I say mousable?) :) |
| Oct 2 22:10:37 | 34m 46s | Compact Compound | ♥ 0 | I would agree with @cheesepencil. Please consider to upload this game to itch io. A quick glance at the errors make me think that you're using some external libraries that can't be downloaded. ldjam encloses the embed games into the sandboxes that have tons of limitations. itch io, however is much easier to play with. My guess is that you can take your web zip, upload it to itch io and you're golden. There should be no extra steps required as itch io allows external libraries to be downloaded from the web game. Otherwise, if you want to be hosted on ldjam, include the dependencies into the zip file, so they can be found "locally". |
| Oct 2 22:13:50 | 3m 13s | 8CharAds | ♥ 0 | wat xD |
| Oct 2 22:20:48 | 6m 58s | Volcano Verbiage | ♥ 0 | It took me a couple attempts to realize how exactly this mechanic works, but after that it was quite interesting. |
| Oct 2 22:25:42 | 4m 54s | how you use it | ♥ 1 | lol xD The moment I read "how you use it", I realized the full title. :D The gameplay is a blast. The sounds is fitting too. I'm planning to finish this game and maybe record me playing it till the end! I'll post another comment if I end up publishing the video. I have a feeling that this game can enter the top-10. :D |
| Oct 2 22:40:02 | 14m 20s | Sturmun The Dancing Starfish | ♥ 0 | Surprisingly odd and satisfying. The music is nice too. I wish the game wouldn't restart the level for unpredictable reasons. Is it a time limit? Sometimes I feel like I'm getting so close to the solution, but the game decides to restart the level. :'( I'll probably record some playthrough of the game. Stay tuned. :D |
| Oct 2 22:55:39 | 15m 37s | Auto-Pilot | ♥ 1 | Earthlings, I have good news. I manage to defeat the invaders. The final boss wasn't as tough as a pain we had during the ship placement. Sometimes we caught ourselves thinking: why can't we re-arrange the vessels that are already on the field? Or why can't we choose which side is getting bigger after an update? These questions will always haunt us, even after this glorious victory. P.S. - I wish there were more levels. Consider turning this into a more full-fledged game. I think it has some potential. I would like to battle against some random fleets, etc. The endless mode would be great. |
| Oct 2 23:20:06 | 24m 27s | How many sheep can you fit? | ♥ 4 | A relaxing mini game. One part of me wishes it to be endless, but another part of me says: you can't fit any more of the sheeps in there, you have to let go. The sheep's bleating became a big jarring near the end. The graphics are cute and fitting; the dog is so adorable. |
| Oct 2 23:34:33 | 14m 27s | Comfort | ♥ 1 | The in-game tutorial is fantastic. It doesn't feel out-of-place and it does do a good job at explaining things. The guiding arrows are another nice game design touch. The music fits the game too. It's one of those games that switch the music depending on the situation. It's always a good touch when executed properly. The only thing that kinda annoyed me is that it gets too loud when you lose. I get the idea, but it hurts my ears. My sound levels are usually quite high to fit the average sound level of the game. When some sound is x2-3 times louder than any other sound in the game, it creates this unpleasant feeling of "this is too loud". The sound effects are good as well. It's a good touch that defeating the monsters inside your zone of comfort makes this pleasant sound. The platforming + danger area combination works well together. Sometimes it feels like a puzzle because you have to consider the time it will take for your comfort zone to catch up with you. I really like the feel of jumping in this game, the controls are responsive enough. The movement in general is a bit different though: it's too fast. I can do a jump well, and then run off the platform after landing on it. The game stutters a bit in the beginning when playing a web build. Maybe a little loading screen could help there? The graphics are simple, but they do their job and fit the gameplay. Regarding the comfort zone: I failed to understand what affect its speed. Sometimes it gets back to me almost instantly. The other time it's so slow. Some other time it just stucks somewhere until I "drag" it by entering it again. It feels inconsistent. It's unclear what's the purpose of HP. It looks like the monsters are instant-kill, no matter how much health you have (you usually have ~20 due to the danger zone). Difficulty-wise, it's quite hard. :D It's not a casual jumping puzzle platformer. I tried 3 times and found my demise pretty fast. The tutorial was the most straightforward part for me. :D A game this hard could benefit from either occasional checkpoints or smaller levels. I think I'll come back to play this game some more on the record; I added it to my list. Overall, great job. It's quite polished for a jam game to be honest. Extra points for making a web build of a game. It's much-much easier to test the game this way. If you like this review-like comment, please consider doing the same for my game. :) |
| Oct 3 08:55:47 | 9h 21m | Gallery | ♥ 2 | I'll be honest, the premise didn't sound like a game I would like. But after playing for some levels and getting to the part where you have to capture multiple objects by finding the right angle was rewarding. I like the difficulty progression of the game. It's easy to get used to the controls and mechanics. I do feel the lack of sound. Some simple music in the background could fix that. A simple sfx for taking a picture would give some action feedback to the player. Good work on the theme front too. Extra points for making the web export of the game. |
| Oct 3 09:03:49 | 8m 02s | Sampler | ♥ 2 | A friendly hint: if it's possible consider making a web export of the game. It would make it much-much easier for people to play it, so you get more ratings and feedback. It looks like the game is decent, so it would be a pity if not enough people end up playing it. I see that you made it with Unity. Unity has a good enough web builds that can run simple 3D games with a stable frame rate. Also, it might be easier to upload it to itch io and add a link to it here. ldjam site is tricky when it comes to embed-games as there are many limitations that may stop your game from launching. I've seen some of the Unity games being runnable here on ldjam though, so it should be at the very least possible. |
| Oct 3 09:08:48 | 4m 59s | ZoomBot 108 | ♥ 3 | Hey! Congrats with finishing a game. Please consider adding a short video of a gameplay of your game to this page. Or at least some screenshots. Since this game can't be played in browser, the threshold to make a decision to play this game is higher. Cool screenshots and/or a video can push the player towards the decision to download and play your game. Cheers. |
| Oct 3 09:20:37 | 11m 49s | Clause-Sphere-Phobic | ♥ 1 | A nice little game. The sound effects are cool. They're doing their magic in combination with some fancy vfx. The game feels juicy enough even with its minimalistic graphics approach. I wanted to praise that this game doesn't become faster after some point and you can maintain the same pace, but then it went faster... and I lost. :D Extra points for making it work in the browser. Well, I tried my best: highscore.png 14699 This is less than @cyt score. :D I may try a couple of more times to give a good competition here. :P |
| Oct 3 09:32:40 | 12m 03s | Ex Automata | ♥ 4 | The art direction of this game is cool. :) Please provide some instructions in the description here on on the itch io page. ๐ I'm literally that dog from the meme "I have no idea what I'm doing" when playing this game. I mean, I can put some stuff on the board. Sometimes they explode (?) But I have no idea whether it's good or bad. Or what is my goal in this game (just to get more score and there is no win/lose state?) This lack of direction makes it frustrating to play it for a longer period of time. Extending the description is something you can do without modifying the game, so please use this opportunity. wtf.png |
| Oct 3 09:55:33 | 22m 53s | Cosmic Chaos | ♥ 2 | Oh, this game is pretty fun! I wish it wouldn't start from the beginning after every death, but I guess that what it's like to be roguelike (it's about suffering). :D The sound design is good. Everything feels well-put together. The graphics are simple, but the shader makes up for it. The UI could use some improvements (visually), but you probably well aware about that. :D I don't mind the keyboard-based drag and drop btw. Since this game is controlled via the keyboard, it's nice to do everything without grabbing your mouse. I have some minor criticism about the game: * The big and growing enemy collision shape looks odd; it feels like a circle or a square, but the enemy clearly has a triangular shape. This makes you get hit when it doesn't look like you will. * The & sign in the font looks weird, like a Euro currency sign or something; "and" could be used instead of "&" to circumvent that * It looks like the best strategy is to constantly spam the attack. There is no penalty for doing so. Therefore, I wish the vessel would shoot on its own without the need for me to mash the button for it. Or it should be a decision to make (ammo/energy/whatever), so spamming is not as good as it is right now. Overall, I like the fact that this game has some variety of content for the player. Nicely done. Extra points for making it work in the browser. Also, thank you for playing my game. :3 |
| Oct 3 10:08:48 | 13m 15s | Blockade Burst 95 | ♥ 2 | I can't see my comment here for whatever reason, but the rating is still there. OK, let me try to write it again. :D I like the aesthetics of the game: from its visuals to the way it sounds. The graphics are simple, but special effects make it juicy enough. These "combo" texts add to a retro feel. The fact that I can configure the sound levels is also nice. I hope I did get the mechanics right. Looks and feels like a 4-way tetris. One issue I had is the game freezing after pressing the start button. Refreshing the page and starting the game anew fixes that. Extra points for making it run in the browser. :) All in all, this game is quite polished for a compo entry! Also, thank you for playing my game. :3 |
| Oct 3 10:15:57 | 7m 09s | Acid Prototype Racer | ♥ 1 | That's a neat game. The music is great (the best one I heard on this jam so far?) I like the fact that you give some direction to the player by saying "get as far as you can". Without it, I would have less motivation to play it. :) I wish the collision warning was a bit slower; I couldn't take a look that fast. It could be an icon instead of a text, since there is no time to read. I'm bad at these kinds of game, I got ~7000 highscore after ~15 attempts and gave up. :D I noticed that the levels are randomized to some extent. This is pretty impressive for a compo jam game. You didn't have to do it, since the average play time is probably so low the players have low chances of noticing it. But you did it and you earned some extra respect points. :D Plus you made it runnable in the browser. Thank you for that. Last, but not least, thank you fro playing my game. :3 |
| Oct 3 10:31:59 | 16m 02s | Super Cube | ♥ 4 | @senso I'm glad to hear that you're happy with your game. So am I to be honest. Thank you for listing the tools you used to create your game. Maybe I need to include such a list too; I learned about a couple of things from the others this jam. For instance, I always used sfxr, but apparently there is also a bfxr which has more features. Now, regarding the game. Even the itch io page is fancy. I personally don't like that pixel-style font as it's not very readable, but I guess it fits the overall style. :) The music is... great. It's so much better than something I can make it's somewhat embarrassing. I need to get better on this front. :D Have you used Chiptone to create it? I may give it a try. How much time did it take to make it? I would also like to watch a video how you created that music track. The good music adds so much to the experience so I'm really interested how to create a good music in such limited time. The voices in the game be like: "double kil... ouch ouch ouch" xD Tons of fun. This game is hard to play with a touchpad (at least for me). I guess that's to be expected from a game like that. I had to take my lil old mouse to do it properly. :D The online leaderboard... I can't even believe it's real. :D Lemme try submitting some score... And holy cow, it works. I managed to get somewhere around the rank=25. :D How did you manage to make a server for a compo game, that IS impressive. When the field became so small I was so excited when it grown back for a while. This is a cool touch. I think this is one of the best compo games I played this far. Also, thank you for playing my game. :3 |
| Oct 3 10:47:23 | 15m 24s | Sheep Birder | ♥ 1 | The game worked in the browser for me. I played it on itchio. One issue I had with the game is a green text over the green objects. :D I also couldn't figure out what upgrades (?) do, so I skipped them, lol Congrats with finishing a game during a compo! |
| Oct 3 10:52:17 | 4m 54s | Oregon Startrail | ♥ 2 | It was quite hard to understand what I'm supposed to do. :'( I like the amount of details you put into the game and the description here. I may come back to this game later, when I'm done with some smaller and easier games first. :D This one requires concentration and ... reading. xD Also, how can I get this "eh?" style buttons in the menu? Which language should I choose? :D You probably want to hide the "exit" button in the web build since it looks like the game just hangs if you press it. The text is quite hard to read when playing in a fullscreen mode on itchio (I think it's because of the messed up size rations): tmp.png |
| Oct 3 11:14:16 | 21m 59s | Nice Park! | ♥ 5 | This game is so polished wtf. xD Great job! I like the physics and car driving mechanics. I tried to make a top-down racing game before and I know that it's not trivial to make one. ;D Me upon launching the game: /starts MAYHEM/ I wish there were some car damage shaders. :D I have a GTA1 feeling, where things just can't be left untouched. tmp.png |
| Oct 3 11:31:37 | 17m 21s | unBound | ♥ 2 | This game is impressive! I like the stacking mechanics: conveyors + movable characters + body swap make it interesting. I have to agree with other commenters about the movement though. It's so slippery. xD Feels like we're walking on ice and/or our feets are covered in some liquid that makes us slide constantly. xD Slipping aside, the controls are simple and easy to learn. The in-game hint helps too. The music is fantastic as well. I think this is either #1 or #2 my favorite track on this jam so far. The other cool track being in a Super Cube game by @senso The theme is interpreted as in "you can't go far away from a physical body", if I get it right. It's quite a good angle on that. The graphics are stellar. 5/5 here without any hesitation. If I put 5 anywhere, it should be here. |
| Oct 3 12:41:40 | 1h 10m | Safe Space Passage | ♥ 2 | I watched Kuvi play this game and asked you to share the link, so here I am! This game looks and feels amazing! The art style is great. The music is going into my top-3 list I heard on this jam so far. The plot also looks good and fits the theme. I like this puzzle + platforming combo. Your team did a good job on all the fronts! |
| Oct 3 12:55:47 | 14m 07s | Valhalla Odyssey | ♥ 3 | I agree with @peremily - the background should reflect the movement. Otherwise, it feels dizzy and it's hard to sense the directions. The lack of sound adds to this weird feeling. :) The art style is above the average for a jam game, but it's somewhat inconsistent. I personally don't enjoy the different pixel sizes. Some sprites have 1-to-1 pixels and detailed graphics while others look like a scaled thing with bigger pixels (they look chunky). Sometimes this combination of styles work, but it's safer to avoid it in my opinion. Stick to either a detailed x1 pixels or a chunky pixel-art graphics. The consistency is usually important for the aesthetics. As a side note, some of the sprites look amazing. It also looks like this game has a lot of mechanics like upgrades and base building (?), but I got lost in one big area with creeps without any clue where to go. I ended up getting lost somewhere in the middle (?) of the screen. :D Overall, it is impressive that you managed to put so many things into the game. But it looks like it could damage the overall feeling of a game due to a lack of polish. That's just my opinion though. Don't give up on making games and have my congratulations on actually submitting the game; it takes not only efforts, but also courage. |
| Oct 3 15:01:05 | 2h 05m | Sip & Slime | ♥ 2 | I was running the game on itch io. It took several minutes to load, but it was worth it. :D The music is cozy, the graphics are fitting. I'm impressed that most things are animated. The sound effects are funny and sound like you've made them yourself (instead of using some generator like sfxr). During my first run, I managed to serve exactly 0 drinks lol. My mistake was related to the fact that I didn't get the placement requirements for some reason. When I started a second run, it all became clear to me. I still didn't manage to serve every single order even on the first level. It looks like this game requires some fast fingers and/or a good mouse; I played it with my touchpad and it wasn't easy. :D One thing I wish was implemented is an auto-open for the crusher. It feels like an unnecessary chore to open it up after every use. I get the crushing part, but not the "open after use" part. (i.e. I want to do a down move, but not up-down action). Overall, it's a polished game with neat mechanics. It's my understanding that you're using a small field and placement requirements as a theme interpretation. Extra points for making this game playable from the browser. Also, thank you for playing my game. :3 |
| Oct 3 15:10:58 | 9m 53s | Flappy Bat | ♥ 0 | The gameplay is something I would expect it to be. :D I usually suck at flappy bird like games and this one is no exception. Jokes aside, the collision shapes look weird. Sometimes I feel like the game is being too harsh on me. :) It's OK for a 4 hour game, but it's a pity you couldn't spend some more time to polish it. Maybe add a couple of unique mechanics and all. Anyway, I think my best run was around the score of 8. xD That's pretty pathetic, I know. |
| Oct 3 15:20:59 | 10m 01s | Moon Base Constructor | ♥ 2 | Wow, this foldable UI is a gem for a game like this. I usually struggle to place all the necessary things on the screen, but hiding the unused windows away solves it. It might sound obvious, but it's not something I saw implemented in a jam games. The music, combined with an art style, create a cool retro-style game atmosphere. It looks like you really tried to create a great sound for your game; the music is like 10 times better than what I managed to create for my game. That's really an area I want to improve on in the future. I haven't completed the game, but I spent ~10 minutes in it and it was a good experience. You get extra points from me for making this game runnable in the browser. :D It took a while to load, but hey, I have time. :D |
| Oct 3 16:16:49 | 55m 50s | CosmoTrasher | ♥ 2 | I'll be honest, this was quite stressful. This kind of an open space freaks me out. It's so easy to fly away and have no opportunity to go back. I don't feel like I have enough control to avoid that, therefore it gave me some extra anxiety. I did manage to beat the speedrun mode after a few attempts. It was too hard for a touchpad, so I took my mouse for this. :) I do like the idea of upgrades, but I couldn't figure out what the thing near the planet does and costs 5$. The backpack is very useful though. Sometimes I grab something and it just spins around for infinity. This is kinda frustrating, adds to the whole feeling of being helpless. The same can happen when you're trying to grab the planet. I was flaying away from the planet due to momentum even though I was holding to the planet. I had to re-grab an asteroid to stop myself from flying out of bounds. The music was nice. I do admire that you managed to make more than one cool track during the compo. The art style as well as the sprites themselves is glorious. :) Things fit together and do not feel like a bunch of sprites that don't share the same style. You probably never intended to make this game actually scary, but you got me. xD P.S. - I won't let my tension meter affect the ratings. The game is good; it's just not my cup of tea I guess. I get this void space fear helplessness feeling pretty easily. highscore.png |
| Oct 3 16:27:51 | 11m 02s | Packed Blobs | ♥ 1 | This game is SO good. I was restarting the first level a couple of times until I realized that you can consume more than one blob in a turn! I completed a couple of levels and I'm willing to do some more later, until I finish the entire game. I may even record my playthrough of it later. Note: even the first two levels made me so surprised. I see that there is more to this game than I could discover in this short period of time, so I'm excited to continue. I don't think that I ever saw a game like that. :D Extra points for making a web export of a game. Nicely done! |
| Oct 3 16:45:54 | 18m 03s | Station Defender | ♥ 1 | I can see the movement being the core mechanic here that sets it apart from the vampire survivors and alike. Although the camera could use some tweaks. It stutters when you're trying to navigate. As @godsboss pointed out, enemy spawning could be improved too; I think I noticed enemies appear right in front of me. The good ol tactic to circle around the enemies still works here. I would add some randomness to the enemy movement, because right now they end up in a single big chunk of vessels. Also, when I died, I flew outside of the safe area and the countdown started. It didn't go away after I saw the menu; the menu was bugged too, I couldn't start the game again until I refreshed the page. |
| Oct 3 16:55:34 | 9m 40s | Indcosmus | ♥ 1 | I like the controls. The precision jumping feels good in this one. I wish it had mid-level checkpoints. I failed the second level somewhere near the end due to the crazy bouncing enemy. I couldn't efficiently kill it, so it camped below me and waited until I'll go down to progress. The graphics are good, this is probably the second best part about the game, after the sweet controls. |
| Oct 3 17:19:57 | 24m 23s | Installing Engine | ♥ 1 | This is probably the most unexpected game I played during this jam so far. :D I tried to open many files, but the game won't let me see them. :[ How can I start doing a real gamedev if it doesn't let me procrastinate? > (Crushing of) Hopes and dreams The game delivered. The art style is good. The content of every New Document (1), (2) and (3) is great. I recommend everyone to check them out. |
| Oct 3 19:03:24 | 1h 43m | Age of TinyVillage | ♥ 1 | Oh nice, it looks I've found two RTS at the same time. I'll check @corporation game next. :D One thing I've noticed in this game is the fact that text may appear below other buildings, making it impossible to read. The text labels should probably be on a layer above other sprites. The music is very fitting. Extra points for making it possible to play it in the browser. |
| Oct 3 19:05:19 | 1m 55s | Forest Nothing | ♥ 0 | Oh shoot. I was hoping I could play this game without a need to download anything. I guess I can run this game on Linux using Wine, but it's so much more efforts than just pressing "play". |
| Oct 3 19:15:55 | 10m 36s | Piper | ♥ 1 | Just like the others, I want to complement the tutorial section, it's great. The sounds design sticks out as well: I like the audio feedback. |
| Oct 3 22:35:04 | 3h 19m | SLONOKOT | ♥ 6 | Nice little game. It ended a little bit fast, but it was a good ride. The strongest game points in my opinion are graphics and physics. Physics is everywhere: boxes can be pushed, rats are active too and interact with the environment. I wish the game used these physics a little bit more; it feels like there is only one place where it was really required. Also: it doesn't matter whether you save your little friends or not. Looks like a missed opportunity. :) The end scene always has all slonokots in the picture. It would be neat to have a single slonokot in there if you didn't save anyone. Sound design is good too. I like the menu music the most. Overall, it's quite polished, but short game. Good work. |
| Oct 3 22:39:31 | 4m 27s | YOU KING HAVE FUN | ♥ 1 | Behind the silly appearances, a there is a deep gameplay. So deep, you probably would never forget about getting there... It's weird that this game gives you this guilty pleasure satisfaction. Gameplay-wise, it's quite cryptic, but after a couple of runs you just "get it" (if you don't drop the game at this point, that is). I played it with my friend and we laughed our asses off. Well done. xD We found a cool strat that carried us through ~8 years & 3 months. The plague mechanics is unclear though. We couldn't figure out whether it correlates with anything or not. But anyway, this game gave us some good time. Thank you. :3 |
| Oct 3 22:45:38 | 6m 07s | Squeeze & Wiggle | ♥ 4 | This game is pretty cool. I was a slow learner and it took me ~14 minutes to complete the game. Visually, this game is fantastic. It takes a while to understand how to navigate efficiently. The tutorial gives you the basics, but it was hard for me to completely understand the "getting tired" mechanic. I get why it exists, but sometimes I can't predict whether something will get tired or not; I can only see when it's already tired. The levels lack some navigation hints. Sometimes it looks like the world has several paths, but you as a player has no idea where to go. I like that some of the places required advanced worko-parkour, but these places were quite rare. I missed (misread?) the intro images (I thought they were buttons), so I missed the plot. I didn't know that we were a small work-like thing that fell down. This is why it wasn't clear to me that we're trying to get back to the surface. Am I right that our little wormy dies in the end? :'( Is there a better ending? This game felt quite peaceful. I like the fact that there were no enemies. I haven't found any bugs or issues during the playthrough, good job on that front. Overall, the game feels quite polished. |
| Oct 3 22:58:07 | 12m 29s | The RoboBox | ♥ 1 | This game is a mixed bag to be honest. The good parts: * The robot greets us by flailing its robo hands; I'll cherish this moment (until I kill that robot to get 30$) * Killing and recycling your robot is funny; and profitable * This game has a sandbox potential * It does have some Factorio vibes * The music is nice * The missions guide you quite well; it's a good idea to mix a tutorial with this goal-based system * The theme interpretation is a win too The problem is... I don't like Factorio. xD For some reason, I thought that aqua blocks are the blue ones. xD This made me waste some time making the wrong things. The "color block" sources are somewhat hard to notice. The game could be more gentle when introducing them. The graphics are OK. One problem is that it's sometimes hard to read. I thought that these "boxes" were rocks. xD Regarding the tutorial: it needs an earlier mission that would involve the conveyors. Because otherwise you need to do a lot of manual work without having a clue that it can be automated. If the player has Factorio experience, maybe they have some chances of figuring it out, but otherwise, it feels like a chore... in a bad way. Maybe the tutorial level could be isolated on a smaller zone, because dozens of boxes are really hard to clear. The controls are quite hard and not very intuitive. I think the "space" key is not even mentioned in the game description, so it took me some time to figure things out. One minor bug: you can put things between the grid cells. Sometimes that can break the conveyor pipelines and this is somewhat annoying. |
| Oct 4 07:21:36 | 8h 23m | MY_MEMORY | ♥ 3 | I enjoyed the concept and the flavor text. :D Although there is no convenient pause to read the entire text, so I ended up losing the game. When I see a text, I want to read all of it. xD How else would I get to know a Naruto-Sasake guy (which is definitely not a dated name btw)??! I would like to have a casual difficulty where the timer is higher, like 3->5 seconds maybe? It would make the game much more enjoyable for me, as I like the concept of reading random stuff and selecting something that I feel like fitting the next event, etc. This mechanic alone is enough for me, but the hard time limits give me pressure and tension overburst. :) Another downside of this: it would be almost impossible to stream this game. The streamer would not be able to read aloud everything, while the viewers wouldn't make it in time either. So it will be a chaotic experience where no interactions are possible. Take the "monster loves you!" game. The game gives the player time to choose an option, so the viewers can vote for stuff. A casual mode with a space-key pause (that would not obstruct the view) could make it possible. Perhaps I'm just not the right player for this game. I'm really bad at timing stuff and making fast decisions. :'( Maybe instead of clicking a small "close" popup we could delete a memory with a right click (or a short left click). Less actions for that would reduce the chore feeling. But maybe it's just me. Now, to the things I adored: * The writing! One of the best entries on this jam in this regard * I'll include the humor as a separate thing (you can't stop me) :D * The artstyle is so cute omg, you even have a small pic with a development team! * The in-game UIs are stylish, the colors are great * The music & overall sound design is good too * The game gives you some direction: the schedule is a cool idea Also, I'm not even sure how to categorize this. It reminds me a bit about the games like Telling Lies and Her Story (these are my associations lol). In My Memory, you read the text and try to interpret it. Because you need to understand the effects it might have if you "save" it. It's understandable that for a jam the mechanics are quite limited, but I can see this game getting finished into something bigger, where intricate connections between the memories can take place. I have no idea how this game would play out though. :D All in all, it's a solid jam entry. Well done! Last but not the least, thank you @morgie for playing my game. :3 |
| Oct 4 07:41:17 | 19m 41s | Greasy Justice | ♥ 1 | I had massive performance issues on both Firefox and Chrome (feels like ~5fps). The music stutters, the controls are lagging (I need to click 3-4 times for the game to register it). It looks like this game needs to be played using a native build. Are there any recommendations on how to run this game in this case? I liked the premise, but I can't rate the game until I play it properly. If nothing helps, I could rate it based on the gameplay video, but it doesn't feel right. :) |
| Oct 4 07:48:17 | 7m 00s | Unstable Resource | ♥ 0 | This cover image gives me mild trypophobia triggers. :'( |
| Oct 4 08:02:23 | 14m 06s | Ishmael | ♥ 1 | The game loop is good. That Moby took a good chunk of my base the first time around though! I like the fact that whales move in dashes instead of having a constant speed. Makes shooting them more interesting. Some issues I got with this game while playing it: * It would be convenient to have a way to undo a purchase in the "level cleared" menu. I ended up buying many farms while trying to cancel it; I had to restart the game due to this. * The FPS dropped considerably when Moby appeared. It never went back up, every next level felt slow with ~10 fps. * The water tiles look like a grid, but it seems like they're not aligned or have a different size. This feels a bit off. |
| Oct 4 09:47:58 | 1h 45m | Claustromowbic | ♥ 1 | The driving mechanics are nice. It's hard to implement those correctly, so I'm impressed you can do it during the compo. This game is surprisingly relaxing. |
| Oct 4 10:04:02 | 16m 04s | Rim Runner | ♥ 2 | This game is pretty interesting. I managed to get to the outer rim, but had not enough fuel to reach the settlement. I didn't know about this requirement. :D I wish the game would give you a reminder like "you bought this for X credits" instead of making the player memorize the number, but I guess it's a compo game so it's understandable. The space traveling remind me of Star Control 2 hyper space a bit. Even the music sounds like some sort of remix. :) Overall, I didn't expect this game to be as entertaining. I learned the prices and made some good deals. I wish there was more upgrades and vessel management. |
| Oct 4 10:23:50 | 19m 48s | Island Mushroom Rescue | ♥ 1 | I managed to beat the game after 3 attempts. :) The 3D graphics are impressive for a compo entry. Also, the web version of the game maintained a good frame rate. The controls are slightly awkward due to the lack of a building grid, but that could be just my preference. The only complaint I have is a jarring toilet flush sound that happens every time the water comes closer. xD |
| Oct 4 11:18:08 | 54m 18s | Snake Snake Boom | ♥ 1 | The sounds effects are probably the best part of this game for me. :D When the game becomes faster, the movement sound turns into a music. :) /eating sound/ |
| Oct 4 12:44:24 | 1h 26m | Loss Of Signal | ♥ 2 | You made a right call about the art direction. It was probably quick to make, but it looks stylish. And style is almost always more important than the amount of details. The filament looks extra cool (thanks to the flow animation). It's admirable that you managed to make the mobile controls working during the compo. The amount of different levels and extra mechanics, not to mention the different difficulties says a lot about your productivity. I think the most common thing to have is like 2 or 3 levels in the jam/compo game. You managed to create much more. I haven't played all of them, but I tried one level from each difficulty. They do feel different enough. Now some of the less positive thoughts about the game and its implementation (I'm keeping in mind that this is a compo). Some simple music would make the game a little bit more lively in my opinion. Some simple tools allow you to create a track in 10-20 minutes. It won't be a good music, but it's something. People can turn it off if they hate it, but for a 10-15 minutes session (most of the jam games don't get more than that I believe) it would make the experience much more gamey-like. The docking feels awkward, but that is to be expected I guess. I got used to it after a couple of runs. It does change the pace from going at full speed to a turtle speed though. Not sure if this can be addressed in any way. The friction/proximity interface/terminology is overly complicated in my opinion. ๐ As far as I understand, the proximity means the countdown until you get destroyed. There could be a more intuitive way to represent it, like calling it DANGER or something. Friction is probably related to the extra speed boost, but again, I'm not sure it adds anything to the speed counter. Players don't need to be explained about what "danger" would do - if it's full, something bad will happen. A full "proximity" doesn't convey a clear message to me. It wasn't convenient to play the game in the browser from my desktop as full-screen mode is not supported (?) and some vertical part of the screen gets out of bounds. I was only able to see 80% of the screen due to that. It's not a biggest issue, but it would make some of the interface invisible to me, depending on which half of the screen I'm going to focus on. Making 2 layouts would be too much for a compo game, but I have a feeling that most people here would rather try to run your game in the desktop browser if there is such opportunity. I don't have any statistics that would support this theory, so I might be wrong here. :D In my opinion: browser game > mobile browser game > desktop build > mobile build Running a browser game is basically ~zero efforts. Running a game on a phone might require an extra step, because while you're playing games on LD, you usually don't expect them to be a mobile game. Therefore, there is a higher chance of a player sitting in front of their PC/laptop. Desktop builds are a pain to download and run (anti-virus may go crazy and for a good reason). Mobile builds are like desktop builds, but also could be more dangerous and they still require a device switch. I hope this is helpful at least in some way. :D |
| Oct 4 13:02:46 | 18m 22s | Corridor Duels | ♥ 2 | It's pretty cool that you added a way to rebind the controls. It's such a rare treat for a compo game. :D The menus are good too. But I think those are the default Godot skins. :D The gameplay feels OK, but it got quite repetitive for me; although the game is short enough to not overstay its welcome anyway. Sometimes it was a bit frustrating to wait an enemy to attack, because we can't do anything to them unless they create an opening for themselves. So in a sense, we can't attack them, we can only retaliate. This decreases the dynamics of the combat and reduces the amount of actions the player can have. That could be an intended route for this game, I dunno. :) Just sharing my view on that. The music does a little stutter every now and then when playing in browser (I tested it in Firefox and Chrome). |
| Oct 4 13:24:11 | 21m 25s | ASTROLIZWILL - An 80's Handheld Space Adventure | ♥ 2 | This is one of those games where I know what to do with the Mood rating, it's 5/5. It's so immersive. The way the game looks, sounds and plays is so amazing not only for a compo game tbh. If it would have more content to make it more interesting for a longer play session, this would be a solid game even outside of the LD context. I have my fun playing this game. Very well-made. I wish there was a web export though. It's so much easier to play the game this way when we're talking about the jam. |
| Oct 4 16:16:27 | 2h 52m | Towersprawl | ♥ 1 | I wish they were creating a new room brick by brick. :) |
| Oct 4 16:28:24 | 11m 57s | Spaceport | ♥ 2 | This game is quite unique. It would be even better with different levels with target numbers of parked vessels. Starting from a simpler one and then going crazy hard. Once I realized that you can dock the ship from any side, the game became easier. :D The port should probably give a game over if you try to dock the ship from the wall side of the dock (it has only 1 directional entrance). |
| Oct 5 06:08:44 | 13h 40m | Train Trouble | ♥ 3 | It's great that you managed to add a music during the compo. The sound settings is also always welcome. A web export is another extra point; it's much-much easier to play it than a desktop build that you have to download and fight your antivirus to run it. The amount of screens this game has is impressive, but I wish they were a bit more consistent. The buttons placement looks a bit sporadic. Now to some less positive things. In addition to what @ellaris said, I would add that the barricades close in so fast you don't even have a chance to decelerate in time (if it would have any sense). So instead of paying attention to the screen the D spam is the true strats. Also, I don't feel the distance while traveling between the stations. If I choose the further away station, it still takes a few seconds to get there. Another thing that made me confused is: I took some boxes and people from one station, went to another and I can't seem to find the things I've taken from that other station. |
| Oct 5 06:43:12 | 34m 28s | Amoeba Feast | ♥ 2 | I like this game! Even more so since it has a casual mode. :D I couldn't understand the point of a push during the first run, but then I read the game description and then it clicked together. Perhaps a very short in-game tutorial would make the onboarding smoother. The music and sound effects are so good for this kind of game. The same goes for the graphics. It's one of the better looking game on the jam. I would say that the game would hold my attention for longer if there were more things to do. Like completing the levels with some new mechanics to overcome (things to escape/enemies, things like traps, some new food combos, specific food score targets like "only green things are scored, everything else will just slow you down"). |
| Oct 5 09:02:06 | 2h 18m | Soffie's Tiny Garden | ♥ 2 | I don't usually enjoy puzzles, but Soffie's Tiny Garden grabbed my attention until the end. Every puzzle had some trick you have to come up with in order to complete it. I like the way these mechanics are stacked. Especially the fact that the character can block the growth and it is required to complete some levels. The in-game level editor is a rare thing to find in a compo game too. It's not that easy to use, but it's there. :D The theme interpretation also fits well. You don't even have to spell the "SPACE IS LIMITED" in your game to make it obvious. Extra points to make the web export of the game. Some background music could make the overall feeling even better. done.png |
| Oct 5 10:46:35 | 1h 44m | Cubic Cathedral | ♥ 0 | This game is quite good. I jumped a bit after the first 7-point move (because of the bell). :D Since you've done it in such limited time while being solo, it could be a solid compo entry! Nicely done. bishop.png |
| Oct 5 11:02:38 | 16m 03s | Purrimeter | ♥ 1 | The graphics are amazing for a solo game. You really showed your skills in all the areas: from sound to graphics. The game gives enough visual and sound cues to help the player. The level design is good as well. I think I saw 2 more platformers with comparable mechanics this jam, but here you have to draw the zone yourself and this sets it apart. |
| Oct 5 13:14:54 | 2h 12m | King of the Gloaming Castle | ♥ 1 | It's hard to play this game with my touchpad, so I had to grab my mouse. :) The music is surprisingly good for a compo game. I managed to "win" (?) the first level before I could read the tutorial because the figures moved outside of the screen. This made me confused so I had to restart the game. After I got used to it though, along with my mouse connected, I was able to get some fun. |
| Oct 5 13:25:32 | 10m 38s | Grave Danger | ♥ 1 | This game is pretty simple, but it was quite enjoyable due to the combination of the sound and visuals. At some point it becomes really hard to navigate the graveyard and I think this is where your theme interpretation is **burrowed** (giggles). After I realized that I can dig things from a side, things became a bit easier (this was my 2nd run, score attacked). I made a few mistakes, but I think I wouldn't score more than ~45 anyway. It's good to see more PICO games as they tend to work quite well in the browser. :D The also have this retro feel that I like. end.png |
| Oct 5 13:36:36 | 11m 04s | Limited Space Rescue | ♥ 1 | This one of the few games that will get a Mood score from me. :D Because the music and the art are quire atmospheric here. (But really, I just have no idea what to do with this rating category.) I tried my best, but I couldn't complete the last level without casualties after my 3 tries. The third level was the first one to make me lose a passenger (1 casualty during the first playthrough). I like the way this vessel controls and feels. |
| Oct 5 13:53:22 | 16m 46s | Awesome Spaceship Dude! | ♥ 1 | This game has so much potential, but the controls are somewhat annoying. :'( My biggest issue is vessel rotation. It's spinning like crazy. xD During my first run I though it's because I placed the engine in a wrong way. But it doesn't seem to help if I align them properly. Another thing is a very short looped music track. 10-30 more seconds with some variety of patterns would make it loop less seemingly. But this exact short part is good; it's just easy to notice that it loops a lot. Other than that, this idea is brilliant. I player 3 runs and I would play some more if not this rotation thing. xD This is not the first game to interpret the limited space as a "limited space inside your space vessel", but this is the first time I had to manually put stuff on the ship. The tutorial section is good. It gives you some time to get comfortable with controls (which you won't due to the rotation lol) and only after that it sends some enemies. |
| Oct 5 15:22:13 | 1h 28m | Astro's Ladder | ♥ 1 | I had major performance issues in Firefox, but Chrome showed some miracles and I was able to play the game with an adequate FPS. I'm not sure I totally understood the rules behind moving the ladder when it's in the hands, but I managed to complete the game somehow. ๐ The ladder refuses to move sometimes and this can get frustrating. I had to restart the game once due to a softlock-like situation. This game is quite clever in many ways. The sound design is one of my most favorite thing here. The puzzles themselves are somewhat simple in a sense that they usually can be completed by a trial and error without any real planning; but that's a very common issue with puzzle-like games that were made in a very limited time window. This game does show its main mechanic and that mechanic is quite impressive. |
| Oct 5 15:30:54 | 8m 41s | Zombies In The Hall | ♥ 0 | I didn't even know about the lyrics button until I've read the comments. :D |
| Oct 5 16:01:02 | 30m 08s | Bon Voyage | ♥ 1 | The cowboy died first. Then everyone except the seamstress joined the RIP party. It was the day 3... the seamstress was the sole survivor. And then, a miracle happened: they lasted for 20 days! But seriously, it was hard to understand what was going on. xD The event log idea suggested by @don-shinski could help a lot here for sure. Even if the game simulates some complicated things, we players have little chances of appreciating it. :D I loved the idea though. end.png |
| Oct 5 18:49:17 | 2h 48m | Spaced out | ♥ 1 | There is something special about the single button games that manage to maintain some sort of depth in them. Spaced out is such a game. I think I played about 15 runs and it was a good time. The player loses often, but it doesn't feel unfair. After pressing the space button to restart the game the game does a shot. It seems weird because in this game you don't want to waste a single space. :) end.png |
| Oct 5 19:05:56 | 16m 39s | The King is Watching | ♥ 5 | I wonder if anyone can actually outclass this game in this jam. I bet it will enter to top-100 at the very minimum. :) A very polished entry. There is not even much to say here. I usually list some issues with the game or how it could be improved, but I have nothing to say here. Well, maybe tweak a game balance a bit, because it's somewhat hard to beat the last wave. It took me 3 runs to do it, but maybe that's an intended difficulty for it? One of my favorite things about the graphics of this game is its color palette. This is one of my weaknesses: adding the right colors to the sprite. Your artists made a good job. I encountered no bugs and the game maintains good FPS. :) Also, have my **epic Indikator greeting of Destruction with sockets (2)**. |
| Oct 5 20:02:20 | 56m 24s | Deadlinez | ♥ 1 | This one is pretty addictive! It has a solid game loop and mechanics. I'm being so unlucky, 3/3 times I tried to grab "just another one" it was a bust. I guess I should have memorized my deck better. :D I was 1 point away from surviving the third wave, but I just couldn't make it; 1 extra draw got me a bust. This game needs more attention and ratings for sure. I find this combination funny: funny.png It could be useful in combination with "arrows", but still. :D Also, sometimes arrows pointing down are on the 3rd row, so it looks like they wouldn't do anything? The same goes for the arrow pointing up in the 1st row. And some extra points from me for making it work in the browser. Last but not the least, thank you for playing my game. |
| Oct 6 16:18:55 | 20h 16m | Ink Souls | ♥ 4 | I love the aesthetics of this game. The music as well as the art style create a good vibe. I completed the level and was surprised that it was the only level. :'( This looks like an interesting mechanic, but it requires more "meat" to be tested out I think. For example: how far can it go? Can there be non-combat related puzzles that would require colors? Can colors also have some side-effects apart from allowing you to defeat a specific enemy? Can colors be combined, somehow? Etc. I'll rate the game by extrapolating this experience. It's a nice little level after all. Last but not least, thank you for playing my game. |
| Oct 6 17:49:13 | 1h 30m | Rough Weather | ♥ 1 | "I can see a helicopter" I like the storytelling. The visual clothing reflection is neat as well. The rain & snow effects add a lot to this game. I also giggled at the intro. This might sound out of place, but it reminds me of old Wacraft3 RPG maps where you had all kinds of biomes all over the place. A single map would contain a desert, a jungle, a cursed ruins, etc. The game is quite harsh at the snowy stage. I wonder if it's possible to beat it without dying and reverting to a save location? It feels like cheesing when you only able to defeat 3-4 enemies and then you have to continue after dying. :D Thanks to the non-respawning enemies, I was able to find a flare gun and finish the game. Perhaps I missed some enemy patterns. If they stop shooting after a while, then it makes sense to run away from them for a while and then get closer. I lost my mouse pointer at a darker rainy place. The tiny black cursor can't be noticeable enough on that background. Maybe a light outline would help. I managed to respawn with 9/10 hitpoints once. I think one of the projectiles damaged me after I respawned. This is weird. ๐ I think this game could be a bit better with a focus on something different from a combat. It has a look and feel of a story-heavy game, but then it quickly becomes an action game with a simplistic combat. Perhaps a couple of simple puzzles and 50% number of enemies reduction could work? I dunno. Good luck with Godot! |
| Oct 6 17:53:35 | 4m 22s | Celestial Retaliation | ♥ 3 | I'm not sure I can find a web export on the referenced itchio page. Can this game be played in the browser? |
| Oct 6 22:59:23 | 5h 05m | Compress(space) | ♥ 1 | This is quite literally a mind boggling game (in a good sense). :D Sometimes I found myself stuck on a level while trying to see the solution. More often than not I found it by some trial and error. I'm bad at puzzles in general, so this game is probably one of those I can't really "crack". I should probably play more puzzle games to get better. ๐ This game is quite complete for a jam entry, but the lack of music is noticeable. It wound be more convenient to undo the compression operation. As some other people mentioned, a quicker unfolding can improve the UX. |
| Oct 7 05:39:01 | 6h 39m | Gnome In The Abyss | ♥ 1 | My best score was 85. It's hard to play because an enemy can drop right on top of your head and end your run. :D I don't know if there is a way to know beforehand where will they spawn or not. My reaction is not fast enough to jump away when I see them after the spawn. As for the game, it has good music, simple but stylish graphics, fluid controls for a platforming game. Is double jump a bug or a feature? What is your highscore in this game? I see 135 in the screenshots. |
| Oct 7 09:24:51 | 3h 45m | Malthus and The Rocks | ♥ 0 | The screen ratio made me decrease the browser zoom to see the whole screen. Even if I run it in a full-screen mode, it's not scaled properly. Is it a web-export issue? |
| Oct 10 16:52:38 | 79h 27m | Out of Side | ♥ 1 | What I like: * The graphics are neat, the weather particles make it much better * The way drone bounces when it's damaged is funny (and perhaps realistic?) What I didn't like: * The first level is already quite tight * The lack of some ambient sound (or a music) makes this game feel more empty (some arctic ambient would be nice, but I get that it's hard to create a track like this for a compo game) I'm not a good platrofmer player, so I couldn't fly all the way to the left. I read some comments that there is something in there (a next level?), but I tried ~20 times to no avail. :'( |
| Oct 10 17:02:17 | 9m 39s | TypingยทDefense | ♥ 0 | The idea is interesting, but the I'm not sure how to play it properly. I tried running it 3 times but every time I get a red letter and couldn't continue the game. The xbox word appears to be my nemesis. :) I'm almost sure I didn't make any mistakes while spelling it... P.S. - I played the web export version of the game. |
| Oct 10 17:10:07 | 7m 50s | Running out of space | ♥ 1 | In the games like this I wish I wouldn't need to repeatedly press the fire button. Since there is no penalty for shooting without stopping, the player will be spamming the button anyway. An auto-fire would also be OK: you could concentrate on moving instead of having to spam the button that doesn't serve a lot of purpose. At least that's my take on the gameplay. If there would be some mechanics around that, it would be a different story, but there is no reload time or energy cost, so the faster key presser wins. Also, I can swear the music was changing its speed during the game. Other than that, I was able to beat your score. Albeit just barely. :D asteroids.png |
| Oct 10 17:23:19 | 13m 12s | Heavy Machinery | ♥ 0 | I noticed that the game title is different. :D Heavy Weaponary vs Heavy Machinery. I think the lasers turned out to be my favorite weapon. I wish there was a bit more customization involved, but it was a good little experience for a compo game. The controls feel so jarring in the beginning. I got used to them after a couple of runs, but I still find them weird. It's neither a free-control where you could turn freely and it's not a 4-directional movement either: it's a mix of those two. If you want to keep this movement system, some polish may be required to make it feel less janky. I have a feeling that I had a higher high score after the 3rd run, but I don't remember it because the game just quits to the main menu. Does the highscore in the main menu properly update if you managed to beat your previous score? hiscore.png |
| Oct 10 19:39:25 | 2h 16m | Unlimited Space Shawarma | ♥ 2 | This game is insanely good! I like this immersive UI and handwritten labels everywhere. It feels intuitive enough. I had a slow start because I hesitated to eat the first Shawarma. :D The game told me that I can take objects and eat stuff, but why would I eat my only shawarma? :D I thought maybe I can use it to create other things. ๐ The game started to drop a lot of FPS after about 7-8 ships. Maybe there are too many particles in the game for the web export? I dunno. |
| Oct 10 21:27:50 | 1h 48m | Six Seats Left | ♥ 1 | I can see how this game is working, mechanically, but as a player, I want to do more meaningful choices and see the consequences of these actions. In this game I can see the consequences, but the intro dialogues look like a generic filler in terms of the information. You can learn some of the facts about the person, sometimes. But it doesn't mean that you can make any assumptions with the consequences. For example, there is a k-pop fan that is probably easily distracted and your first instinct is that they're probably not the best candidate for the crew as this whole internet culture may not even exist outside of the Earth (space wi-fi?). But I took them anyway and they turned out to be OK and became a singer. Since this is a LD game, I can only suggest a simple solution to that: add some kind of a bio page for every person. Some profile page that would give you a couple of hints what may happen if you take them. For example, a person X may dislike food A, another person Y likes to cook and their favorite dish is A. If you take both of them, there is a potential for a situation where Y is going to be a cook and their dish of choice is something that the other person dislikes. It's a simple example, but that would make some drama at least a little bit predictable. It doesn't have to spell of the important facts and connection, just enough to make the choices feel meaningful. It would be also nice if you could pick less than 6 people. Although this would mean that you have to write more "endings". Why would it be a good thing to have? Because I enjoy the gamey part of the games more than their narrative. For me, having an option to choose less people means there are more choices and combinations. In narrative-heavy games it's hard to find a way to incorporate an actual gameplay and not turn it into something else. In this particular game, adding more freedom to the selection part would add this extra bit of gameplay that could make it a better game in my point of view. Don't get me wrong, I'm not against this kind of games. But I think they can be better and simple mechanical things can add some depth to their gameplay. I played this game 2 times and got somewhat different results. I may try a couple more runs to see how varying the endings can be. :) |
| Oct 12 13:28:49 | 40h 00m | Let Me Breathe! | ♥ 1 | I managed to beat it thanks to the meta-progression. :D This tri-shot weapon is my favorite one when you have enough damage to one-shot anything. :) The game started to drop FPS close to the end due to the number of particles on the screen. I played it in the browser, Firefox to be more specific. Regarding the tooltips: I couldn't see them during my gameplay. I read some other players had this issue too and I found out what was the culprit. I was hovering over the "buy" (price) button, not the actual icons. The icons don't look interactable, therefore my attention shifter towards the shiny button. Maybe it would be safer to copy the tooltip to the button as well. I tried to press both of these buttons, but nothing happens. I guess I can't have some more. :'( This game is quite enjoyable. hiscore.png |
| Oct 18 07:42:32 | 138h 13m | Forest Survivors | ♥ 0 | I don't think that I can lose in this game, but my finger got tired of holding the left mouse button. :D I was doing rather badly before I realized that it's more of an action game than a puzzle. Holding the attack button turns the bear into a berserk that goes through everything like it's nothing. :D It looks like the game speed stopped to change after a couple of times. A couple of more challenge increases and maybe I would lose, eventually. :) There is something captivating about this simple game that kept me playing for quite a while (I mean, reaching 40k points requires some time!) 40k.png |
| Oct 18 19:24:05 | 11h 41m | Limited Dungeon | ♥ 1 | Whew, I managed to beat in 2 tries. At first, I thought that I don't have to manually activate items, but then I was the labels on the screen and understood everything. :D The spike traps are my favorite because you can traverse them without damage more easily. :D I can dash through the blades, but it's more risky and there is a chance of mistiming it. This game is quite good overall. result.png |
| Oct 19 21:40:57 | 26h 16m | Claustroshooter | ♥ 1 | This is a very good game. I like that the area expansion mechanics stays relevant. I also enjoyed the music and the overall aesthetics. Sometimes I thought that the collision shapes are a bit too large and unforgiving, but I guess I should have used the dash more. It's just hard to tell whether something will damage you or not. |
| Oct 20 08:36:43 | 10h 55m | Misplaced Tie | ♥ 0 | The tie is found. The day is saved. result.png |
| Oct 20 09:05:20 | 28m 37s | Bullet Spell | ♥ 1 | The game plays, looks and sounds nice. The attack feels a bit weird as I can't seem to be able to hit while on the move, but that's the only nitpick I have for this game. |
| Oct 20 13:33:47 | 4h 28m | Give Me Money | ♥ 1 | OK, I think I need to stop for today: result.png |
| Oct 20 14:57:37 | 1h 23m | YOOBD | ♥ 2 | I played the game and yes, it is pretty cool. :) I found this game using "danger" filter. It's weird that it has so few ratings. |