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| Timestamp | Since previous | Game | WiredOverload's comment | |
|---|---|---|---|---|
| Oct 4 11:08:39 | Hope Falters | ♥ 1 | Great work as always! I really can't think of any similar word/letter puzzle game, especially not with dynamic word splitting, so full points for originality. It's hard to have the right balance of subtlety and obviousness with emotional theme in a jam game, so incorporating it all into your word blockers like "doubt" and your main character "hope" was a pretty neat and effective choice. The whole game was really cohesive, so the only feedback I can really give is about the level design itself; personally I found "open ended" way harder than the final "Theseus" level, but that might have just been me overthinking things or getting into the right headspace by the end. Great game! | |
| Oct 4 11:39:28 | 30m 49s | Space, Yarr! | ♥ 2 | Overall fun game! Heads up though, the LDJam embed doesn't seem to work on chrome. The voice acting was a nice touch, but I wish I could hear it more while naturally playing the game versus having to click on a portrait. The levels had a nice amount of variety, but I was able to beat every level other than level 10 with 2 items or less with a couple needing 0 items which led to the game feeling less like a contraption building game and more of a golfing game. A couple of the obstacles felt strange with the portals inconsistently triggering the second time (were they on a timer?) and the repulsion obstacle not behaving how I would have expected, but the planet gravity mechanic felt pretty nice. Overall the art and audio was great, and I had a fun time playing all 12 levels, nice work! |
| Oct 4 11:54:17 | 14m 49s | how you use it | ♥ 1 | This was a fun small game! The length of the sword and the fact enemies stay on the floor make it a bit of a puzzle game which I really enjoyed, although it's not very hard to brute force a win regardless of where you are. My main complaints would be the overall difficulty and length, when I saw the enemy with the large sword I was excited and it felt like the game was really starting but was left wanting more after that was the end. Overall the main mechanic was pretty innovative and fun which made the whole game innovative and fun, nice work! |
| Oct 4 14:09:20 | 2h 15m | The King is Watching | ♥ 5 | This is a great game! The graphics are great, the base mechanic of the worker selection is interesting and unique, and the overall progression felt pretty good except maybe the very last enemy. I want to give feedback, but really the only suggestions I could give is a slight rebalance on certain resources and a late game use for clay. This game is just really well put together and a well-rounded game overall, great job! |
| Oct 5 09:25:12 | 19h 15m | Tombstone terror | ♥ 1 | Fun quick game! I wasn't entirely sure what the main "score" of the game was as both I'm still not sure what the main way to end the game is. The game ends when you reach 0 Faith which would make the number of graves the main score, but the game also seems to end when you just have a lot of graves at the end by spam clicking a whole bunch, which would make faith your main "score" again. there were also a few situations where it seems like certain pieces would generate ghosts even if they were in a group of three, specifically the T piece kept causing me issues. Somewhat related, I would have loved if the game was able to snap your pieces to a grid so I knew exactly how close I should be putting my pieces. Regardless, I really like the actual overall space fitting puzzle and how ghosts immediately start spawning as soon as you hit 2 pieces, which means you have to balance immediate lost points with rerolling for a better piece to put in your trio. Nice work overall! tempGhost.png |
| Oct 5 11:55:19 | 2h 30m | Orbitum Scaterum V2 (LD42 Revived) | ♥ 1 | The web version works although you do just have to give it a minute to load everything. It is a shame that there's not much game here, but the orbiting rocks do look pretty once zoomed out with their different speeds per orbit and realistic trajectories. |
| Oct 5 14:19:26 | 2h 24m | Limit at Infinity | ♥ 0 | It took a while, but I won your game! I think what would make it more intuitive without going all in on a tutorial or build order would have just been to show the player what is possible to build as I had to learn the hard way that defense spawners existed, which are essential to progressing. Additionally I think there is a fatal flaw in the game that you can simply bank up all the materials you need in your first sphere after building the abyssal thread, so you can simply create a new sphere and immediately place down the thread and portal five times until you win. I liked the idea that you can only place certain things on walls or floors, but again that works better when you know what is available to place on said walls and floor, maybe just greyed out with a directional character like < ^ >. Overall, once I got past the learning curve I found a couple unique design decisions that still made the game interesting and I think it's a decent compo game, nice job! |
| Oct 5 17:03:24 | 2h 43m | RAMpage | ♥ 3 | This was a fun but hard game! I liked the aesthetics and had fun with the actual gameplay, but it did feel pretty heavily influenced by RNG as it impacted your spaces, available files, and modifiers on those files. in an above comment you mentioned not having the option to switch files, but you can actually do it if you click and drag a file multiple times far enough away. Even using the forbidden swap I never managed to make it past the last level though. Great job! |
| Oct 5 22:08:24 | 5h 05m | cleanrun | ♥ 2 | I can't tell you how many times I accidentally brought up the right click menu and selected other windows frantically clicking around. I'm very glad you added a mute button for that last scream. Nice work! |
| Oct 6 16:59:54 | 18h 51m | Black Hole Fun | ♥ 1 | Nice pool game! I think you really nailed the pool collision physics including the momentum transfer between the cue ball and the planets. I do wish there was some way to hurry up the after shot transitions though as waiting for the ball to slow down, waiting for the edges to come in, and then waiting for your camera to zoom in closer can be a bit aggravating after you completely whiff a shot. I liked that you guys definitely had fun with the graphics and I think overall you did a great job! |
| Oct 7 12:28:07 | 19h 28m | Sky's the Limit | ♥ 1 | This was a pretty fun game! I really like how the game essentially makes you do two playthroughs, the first treating each level as a separate puzzle, and the second treating the entire game as one puzzle. on that note, I do wish that there were more than two levels before the final boss so that charting a path through the whole game felt a bit more rewarding. I also only realized on my second playthrough that the only reason you're killing enemies is because the boss angel tells you to, not for any in game benefit. Overall really solid game! |
| Oct 7 14:34:41 | 2h 06m | A Shared Earth | ♥ 1 | It looks like my playthrough was pretty similar to Remco's. Personally I kept spamming embassies at the crossroads of China, Russia, Kazakhstan, and Mongolia for maximum surface area and enough positive opinion to force some colonies, but thinking back you could probably just stack colonies. I also had the same events keep happening in Antarctica, and also had the same issue in the web build where I never got to see my final rating, but I'm sure it was excellent. As a small note I also wish I knew what changes were actually made to the post jam version, if they were all bugs fixes or if any minor tweaks were made. Overall though, the game does look very nice, especially the UI with included tooltips and graphs. The additional earth rendering options were also very nice as turning off the earth rotation almost seems required. Although the gameplay itself was relatively simple, the story and mood you had going made it a really enjoyable and polished experience! Nice job! |
| Oct 11 02:19:33 | 83h 44m | Fixey (VR Only) | ♥ 1 | Finally got my quest 2 set up to play this with the windows build! I agree with the previous comment that the shaky camera intro wasn't the greatest introduction, and the oxygen meter was uncomfortably close to my face such that I'd have to refocus my eyes to actually read it. Additionally, the first two times that I died the game never reset, so I'd just hear my man choking for a while until I manually quit out and relaunched the game. Once I understood that the gameplay was to find objects and where to plug them in, I was able to enjoy it as a mini escape room. I also liked the locomotion method, although I wish that your hands could still have interacted with the walls without manually grabbing them. Overall pretty good work for a VR jam game! |
| Oct 11 19:18:46 | 16h 59m | Ghost Gambit | ♥ 1 | Interesting game idea with the original goal being a hectic minigame battle royal type game. Unfortunately I couldn't find where to add bots so my impressions were just that one playing myself. Once I figured out the actual goal of the game, to collect fire and place it on a grave, I was able to do so consistently in about 6 seconds, so I'm not sure there would have been much multiplayer interaction anyway. I really enjoyed the environment, but for a game all about sprinting to two close locations, the occasional branch that stops you dead in your tracks can be a little rage inducing. I think some simple changes like requiring the player to get multiple graves would have gotten you closer to the competitive game that was the original goal, but game jams are all about triage so I think you should still be happy with what you've managed to create, especially when you're using a new engine. Good job overall! |
| Oct 11 19:38:08 | 19m 22s | HEADSPACE | ♥ 1 | I could not stand watching this head and listening to the SFX after a while lol. I couldn't quite figure out whether there was a strategy other than to feed the head everything, but after a while it did stop popping out old thoughts. Overall this game did make me feel strong emotions, more so than any other jam game I've played so far. |
| Oct 11 20:02:26 | 24m 18s | Voidomana | ♥ 2 | Pretty fun game! It did take me a bit to realize that the "recipes" had to be done in order which led to me wasting a lot of orbs. The game also just became generally impossible after the space shrinks a good amount as the orbs would still spawn in the void, meaning you would just have to sit and wait for a new yellow to spawn in your area. The game is also just very long with my time being around 15 minutes, which unfortunately meant that I was waiting for orbs to spawn for a pretty long time. Overall though, the core game loop was fun and I enjoyed having to manage my inventory with what was nearby. Good Job! |
| Oct 11 23:22:14 | 3h 19m | Zero Percent | ♥ 0 | I always enjoy grid based resource production games, but I think this one can be "solved" really pretty easily if you just have the right starting setup. You have enough materials to build two chemical plants and four miners at the 8 planet with enough material left over to kickstart the process, and that solves your material issues for the rest of the game. After that setup all you need is a farm somewhere to drop off materials every now and then, and an atmosphere harvester to drop off energy at in the same way. I actually think that making the planets larger would have made the game a bit more complex, as doing anything fancy like producing fuel, burning it for energy, and using that to make fusion fuel can only be done on the 8 planet without hand feeding. Overall I did have fun theory-crafting a build before placing anything down, and the animations of things moving around was a nice touch. Great Job! |
| Oct 13 23:57:27 | 48h 35m | The Crypt | ♥ 3 | This game was more fun after I found it was framerate dependent, on my 144hz display I couldn't ever make it past 40 seconds, but on my 75hz I could at least make it to 15. Nice sound effects! |
| Oct 14 20:57:11 | 20h 59m | Phobia | ♥ 1 | I had the same issue as the others, tested on chrome, firefox, and edge. No error logged on the console, but a number is logged if that happens to mean anything to you guys. |
| Oct 16 19:49:52 | 46h 52m | The Big Crunch | ♥ 3 | Just wanted to say that the post jam version fixes every single point of feedback I was planning on giving for the jam version, so great job on identifying the problem areas and implementing good solutions for them! |
| Oct 20 17:55:59 | 94h 06m | Free Shipping | ♥ 0 | Fun game that fit the theme really well! My only issue were the occasional Gmod style physics collisions that at one point sent my whole ship through the bottle.ship.png |
| Oct 20 18:24:51 | 28m 52s | Space In-Traders | ♥ 1 | Fun puzzle game once I figured out what to do. Unfortunately the game can be won just by hopping over to the right, selling everything, and then immediately going for the portal which cuts down on the complexity. The game was fun enough though that I was left wanting more levels! Good job! |
| Oct 20 19:27:51 | 1h 03m | YOOBD | ♥ 1 | I really liked the animation in this game and the core gameplay was solid. I really enjoyed picking up a few different gemstones before fighting the enemies, but since the "correct" choice is to wipe out each wave before picking up the next gem, I wish there was some sort of timer involved. Overall great game! |
| Oct 20 20:16:15 | 48m 24s | Brainspace | ♥ 1 | Interesting peek into behind the scenes of neural net creation, but I think I would have had a bit more fun and learned more if each puzzle had a solution you could look at or hints, as at certain points I really had no idea what I was missing. |