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| Timestamp | Since previous | Game | 13x666's comment | |
|---|---|---|---|---|
| Apr 16 14:08:50 | POLLY | ♥ 2 | This entry is looking insane! Would really really want to play it, but mac gaming strikes again (sob). Watched the video several times and scrubbed it frame by frame and I love everything I saw. Indeed, gesture recognition is a surprising sub-theme of this jam, it seems :D | |
| Apr 16 14:26:01 | 17m 11s | Ritual | ♥ 1 | Took me some time to understand what works how and to resist the urge to just attach the most pretty thing in the most symmetrical manner... Well, I lied, I didn't resist this urge. I might have accidentally discovered the OP build: two stairs of jaws on both sides supported by a spine with a liver on top (for decoration of course) seems to be unbeatable. :D I see a ton of potential in this, and the whole building mechanic seems to be a bottomless pit of gameplay ideas. Speaking of which, I see you did another building game for LD54, I'm off to check that out, too! |
| Apr 17 00:16:30 | 9h 50m | Succubi Slayer | ♥ 2 | Even though, as you said, the game doesn't have a goal or a lose condition, I spent a bunch of time in it just running around and casting fireballs. The sound and the particles make it satisfying enough to wanna try things out. This way of casting is actually pretty fun and I don't think I've seen this exact style before. I can imagine a game with different spells being cast by clicking/dragging in different ways, e.g. a simple click casts a fireball, a flick away from the character casts a lightning, a flick toward the character casts a heal, drawing a wall across character's FoV casts a shield there, etc. You wouldn't have to select spells from a menu or click buttons, you'd just "mind control" which spell you want. Might make a pretty sick input method! Also, just exploring geometric effects in this thing is fun: my favorite is to draw an outward-pointing ">" and watch it "spread its wings" as it flies away :D Overall, I enjoyed the entry. Congrats on your first Jam! Fun little activity, isn't it? The more jams you do, the more fun they become, so here's to more jams in the future :) |
| Apr 17 00:36:30 | 20m 00s | 666 | ♥ 3 | 99, Naintiiii naaaiinnnn. I was 1 (one) away from 100, I'm so disappointed (with myself)! Ok, damn, this was incredible, thank you. From the moment I had to press 6 to start I knew how many Humour stars I was gonna give this, and then the other categories caught up in like 5 seconds. It's a blast. First I thought I was gonna say the controls feel off and it's too "slippery", but soon I got used to it and got in the zone and it puts you in such an "intense zen" state. It all clicks once you finally stop looking at the button hints and just demolish those villagers like there's no tomorrow. I just want a full game with more of this. More levels, more villagers, more demons. Maybe more different "spells": like, some are just button presses, some are button combos, use more buttons as the game progresses, make me remember my piano lessons, give me boss fights! (also, I want 12 more games in this franchise heheh) (meanwhile my brain: *aaaasmodeus*... *luuuucifer*...) Awesome entry! |
| Apr 17 13:35:57 | 12h 59m | Wonder Whistle | ♥ 1 | I just have to say it. I felt weird and a bit creeped out about the whole story/lore here... I mean, it's a world full of brain-dead "nice guys" who are just obsessed with this girl to the point they'll *rush* to her as soon as she as much as whistles, and she's so frustrated and unimpressed by this attention the whole time, but she chooses to use it to get what she wants, so she puts up with them staring at her and shoving her and grabbing her and, like, pushing her into a corner and grinning while being 0 mm away from her annoyed face... I completely understand how this concept emerged from the theme, and the resulting puzzle system is amazing, but the whole "girls, right?" message here is... let's say, I don't find it cute or particularly funny, but my dad would. Now, with that out of the way: I really enjoyed the variety of puzzles and the sense of progression: you always expect a new mechanic around the corner, and it keeps you thrilled to continue playing. The game also does a great job at teaching the player every new element in a natural way. And the amount of content, damn! Every time I thought to myself "ok, this is a jam game, this has to be the last level, right?", it wasn't! Art style and mood are cute and cozy and remind me of Nintendo Wii for some reason. Overall, it's a good and very well-executed entry! |
| Apr 17 20:22:47 | 6h 46m | Tristram | ♥ 4 | This entry looks and sounds like a full Steam release, and the amount of content is insane! |
| Apr 18 12:01:10 | 15h 38m | Summon Salmon | ♥ 1 | Third place baby, yeah! This was fun :D I'm very puzzled by the decision to place action keys on B and K, my hand started getting sore from stretching like that after a while. And I think mines presented more challenge than bears and logs, but it started getting more fun as difficulty increased. Art and sounds are nice, and music is very fitting! |
| Apr 18 19:49:46 | 7h 48m | Démon Puzzle Attack | ♥ 1 | Pretty familiar mechanic, but awesome presentation and feel, very polished and pleasant game, loved it! |
| Apr 18 20:45:15 | 55m 29s | The Curse of PentaCastle | ♥ 0 | Ah, another gesture game, I'm enjoying this LD so much! Your idea is pretty fresh! I think all the platforming and jumping is perhaps a little distracting because I certainly want to spend more time experimenting with spells than fighting the platforming. I like the thrill of getting a new spell and trying it out for the first time. Plus the fact that you can pre-draw a symbol and then run to a position and release it there to cast the spell. Overall, this is very cool, thanks for the entry! |
| Apr 18 21:06:58 | 21m 43s | bergs | ♥ 2 | So freaking incredible, BERG. Multi~~player~~berger maybe? BERG. Number of stars: BERG, BERG, BERG, BERG, BERG. |
| Apr 18 22:14:54 | 1h 07m | PolyMancer | ♥ 1 | This. Is. Insane. We're a little bit ashamed about how we handled tutorials and mechanics in our version of (almost) this mechanic. Yours is so crystal clear and so simple and elegant and juicy. The way simple shapes gradually get more features, start shooting at you, flock together, combine in different structures, then just as soon as you're comfortable a wild star appears and it's going on and on and on, just a party for my eyes and ears and my hand (holding a tablet pen because i"m a filthy cheater). "Draw square to start" is genius. I'll study this game for a while and learn from it. Thank you :) |
| Apr 19 16:01:46 | 17h 46m | Turret Queen | ♥ 1 | Saw this on PomoTheDev's stream and went to playtest. Nice solid shmup, loving it! Really cool playing with helpers, I just wish I could get even more. Playing two games at once overloads my brain so much, I love trying to find a mode in which my brain can handle this, full-on next level of metagame. Awesome entry! |
| Apr 19 17:23:17 | 1h 21m | IWANT | ♥ 1 | I can tell something is supposed to be going on in this game. Something fascinating! But I don't think it's quite there yet. It looks great and the idea is very fresh, I'll look forward to that post-jam update! Good luck with this :) |
| Apr 19 17:56:36 | 33m 19s | Three Sigils | ♥ 0 | I didn't catch the connection to the theme, but this is still an outstanding puzzle game. I particularly enjoyed the sense of discovery in the very first levels when you're not sure what you're supposed to do, but the game still makes you figure it out, the sense of discovery is a difficult one to evoke. Congrats! |
| Apr 19 18:08:52 | 12m 16s | A Tale of Six Rites | ♥ 1 | The puzzle is very simple, feels like introductory level to a game that could potentially be very challenging and interesting! The presentation is just mesmerising. I adore the eye button and its animation. |
| Apr 19 19:11:27 | 1h 02m | Familiar Quest | ♥ 6 | You know, guys, I'm as pro-AI as they come: I understand it's a great tool, I understand its value for inspiration, search and brainstorming, concept generation, etc. Seeing as LD rules apparently allow the use of **any** tools to create assets (I think?) I'd also be ok with just using AI-generated assets directly in some cases, sure. But using AI to generate *every* piece of art in the game, being completely quiet about it, silently accepting praise for art quality, mentioning art creation in the description ("our talented artist" and "when it came to creating art"), and not opting out from the Graphics voting category is just deceitful. Straight up disqualification material right here. Not cool. |
| Apr 20 11:26:10 | 16h 14m | ⌰⟒⏁⍜ (leto) | ♥ 3 | I became much more proficient in Morse than I expected to become today. 41 4c 4c 20 59 4f 55 52 20 42 41 53 45 20 41 52 45 20 42 45 4c 4f 4e 47 20 54 4f 20 55 53 21 20 54 48 41 4e 4b 20 59 4f 55 20 46 4f 52 20 50 4c 41 59 49 4e 47 21 I'm a huge fan of rhythm games, and this one provides challenges that I'm not used to in this genre. Polyrhythms were tough! I wish there was a hardcore more that would reset every time you make a mistake, I'm willing to spend an hour fighting this thing to perfection. Presentation, idea, choice of samples, everything is top-notch. Thank you for this gem! |
| Apr 20 12:58:47 | 1h 32m | Devil On The Streets | ♥ 1 | Very difficult to understand how to play, but clicking everything semi-randomly did get me somewhere a few times :D Good thing there was a video to watch. I like the style and the mood here, and the idea is intriguing! |
| Apr 20 16:56:24 | 3h 57m | Motivation | ♥ 1 | This felt pretty new! I've been clicking around randomly and I was almost certain the "todo" on the table didn't work because it was bugged and I was stuck, but then I accidentally clicked a word, and it made sense at once. This was a nice little moment. I like feeling lost and then suddenly finding the answer. :) Great entry! |
| Apr 20 19:12:09 | 2h 15m | Decades And Dragons | ♥ 5 | The theme is on point! I really enjoyed the presentation and the overall idea, although the gameplay turned out a bit easy. This would be pretty cool as an introductory level to something like what @unless-games described (kudos for those ideas!) Nice job! |
| Apr 20 20:22:39 | 1h 10m | Get Away Your Pitchforks from My Oak! | ♥ 5 | I love the number of glyph-related games in this jam! This is a nice take on the theme, although it feels too indirect: nothing I do seems to affect the world in a meaningful way or present me with interesting decisions. I mostly just spam the spells and eventually die because they don't do what I want them to. (But maybe I was just bad at it!) The art is pretty nice, the groots attacking enemies with laser eyes is an unexpected touch, and of course the glyph drawing mechanic is nice, woul be even nicer after some UI polish to increase responsiveness. Great job! |
| Apr 20 21:56:09 | 1h 33m | Eyes On-Myoji | ♥ 2 | It's an interesting idea on paper, I believe, but in practice it's pretty much solved by just grabbing the correct orb and holding it in the right spot until the hand appears, then letting go. The rest of stuff happening on the field feels pretty inconsequential. But this probably can be improved with some alterations, the core idea is there and it's intriguing! Music, art and pacing come together nicely, it's a relaxing and enjoyable game, great job! |
| Apr 20 22:09:29 | 13m 20s | SKELEMANCER | ♥ 3 | I did it! This was a fun game. ...another day, another corpse... I particularly liked the voice acting, little humorous touches, the overall mechanic wasn't very innovative but still felt fresh in this particular first-person view with fixed facing (at least I think it was fixed? The camera didn't seem to react to mouse, but it didn't stop me from having fun) 5/5, would play again |
| Apr 20 22:24:24 | 14m 55s | Summoner: The Greatest Wizard | ♥ 1 | Great start! And, like people have said, great walking animation, I legitimately stared at it for a good minute :D Would like to play more if there'll be a post-jam version! |
| Apr 20 22:39:49 | 15m 25s | SPELLBINDER | ♥ 1 | I got the idea of the game, but playing it was really hard — there's too little time to collect elements, and most of that time is spent fighting the controls. And since your strength directly depends on diversity of the elements, it just means it depends on how much of the map you have covered. So really felt like fighting against the controls. On the other hand, the art is incredible, this entry looks fantastic. The game was fast and didn't let me just stand in one spot and look at it, so I'd been making screenshots to peacefully look at them later :D Beautiful work, nice technique, fun creature designs! The music and the overall mood came very well together, too. I can see this turning into a much more enjoyable experience with more polish! |
| Apr 21 13:37:58 | 14h 58m | Summoney (VR Only) | ♥ 1 | Cannot play it, but I really like this general idea and I want to draw spells with my wand to cast them in VR! This idea seems so flexible, using a glyph recognizer perhaps it could even be upgraded to hold a button > tip of the wand lights up > draw a symbol > release button. And to make use of VR's strengths, the symbols you draw in the air could be volumetric, not just flat (e.g. you might be required to draw, like, a tetrahedron), which could be sick. Also, making a VR-only game for a jam is a bold move, I salute you! |
| Apr 21 16:39:45 | 3h 01m | Thalatta's Grand Heist | ♥ 3 | Very cool core mechanic of "dialing" the spells, although maybe rebinding them to something that doesnt involve a pinky holding a button would be nice :) Like, just having the player memorise the sequences (maybe making them shorter and also keeping the cheat sheet on Shift for example) and putting them on IJKL to play with two hands on WASD and IJKL. Then even some simple attacking spells could be usable in fast situations, perhaps. Including a timer was probably not the best idea, because 1) sometimes I just wanted to slow down and appreciate the art and level design and study it a bit, but also 2) the controls weren't the most responsive and I spent a lot of time just trying to get to places or aiming at doors because the player wouldn't "lick" corners. Also, the gear in the wall was just plain hard to see and I saw it too late, so when the time ran out I just honestly didn't want to start it all over. But I just have to acknowledge the sheer amount of content in this game. All the puzzles, all the level design and planning, effects, sounds for almost everything, screen transitions, little UI touches (I love how the object gradually appears as you dial in the spell), voice acting, jokes, a full-blown story (illustrated with AI art, but I have zero problems with that, most of the art in the game itself is not AI, and you cleverly used a tool to provide a more full experience in short time... except mentioning it somewhere would probably be more wholesome). The whole thing is just impressive for how complete of a package it is. Great job! |
| Apr 21 16:56:12 | 16m 27s | Dungeon Evoker | ♥ 3 | Ahh, good old Guitar Hero buttons! Same colors, I see you! :) The "notes" not being synced to the music threw me off a couple of times, and the ZXC-NM mapping was confusing to my brain, this gap between C and N didn't want to make sense in my head. But overall the entry is funny and charming and I had a good time completing your game, great job! |
| Apr 24 13:49:53 | 68h 53m | Slaymore | ♥ 3 | The decision to put the furthest layer of the scene on the same parallax speed as the foreground messed with my eyes so much I could barely keep playing, my head just kept spinning like the camera kept flying around the character as I'm moving. That's probably my biggest problem with the game, I was so distracted by this I could barely see the rest; other folks in the comments seemingly didn't have this issue, that's curious :) The platforming was a bit slippery, and I got the impression that my summons weren't keen on following me. I would summon them and they would follow me for a couple of steps and then just stop. Maybe that was by design, but felt counterintuitive. As a result I didn't use their help that much, and the effectiveness of the whole mechanic took a hit. That said, incredible key art and in-game art style, really loved the look of it. The music is great, and so is the overall idea (on paper). Fun entry, I'd want to experience a more complete/polished version. |
| Apr 26 22:15:27 | 56h 25m | Summoner's Chess | ♥ 1 | This was fun :D I like how the levels were designed (I think?) to make you try out summoning once you get to the level with the bishops. The idea feels flexible and deep enough for trying out some interesting twists, although balancing the difficulty might be a challenge. Great job! |