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| Timestamp | Since previous | Game | Azathothep's comment | |
|---|---|---|---|---|
| Apr 17 18:24:29 | WORD EXORCIST | ♥ 1 | Very cool game, I laughed a lot when the twist happened xD There is actually plenty of room for other twists like this one (a letter changing on its own, a difficult word slower than the rest ; you could also have multiple words that form a sentence if you read them in the order you typed them)... 2 simple feedbacks : I would add support for AZERTY keyboard, and being able to "pass" a word (with Tab for example) so when you know what you're not doing great for the current word you can change (but still lose 1 life). Very good job! | |
| Apr 17 18:42:11 | 17m 42s | Otherworldly Mercenary | ♥ 3 | First, congrats for making a jam game with no game engine, just pure good old c++. It's certainly not an easy task! About the game, it took me a few minutes to understand how to play but I enjoyed assigning the mercenaries to the different villages. It lacks clear feedbacks to really understand who I was playing, what was the goal and the consequences of my actions, but could see the "ressource management" king of gameplay the game was heading to ! Oh, and the music is sooo very catchy :D |
| Apr 20 12:44:08 | 66h 01m | Defense Trap | ♥ 2 | I played a few enjoyable minutes at this little game, the pacing is a bit hard but overall quite satisfying ! A few feedbacks : - The trap to push slimes into another line is interesting, I think there is something to delve into here - I would add much more life to the traps, but give them much less often. It would put more "weight" in the decision to use them (where do I put it to maximise efficiency ?), currently it's juste "playing all the traps as soon as I get them" (which is nice too, but a bit less interesting imo) - I didn't really understood the difference between the "teeth trap" and the "spiky trap" other than their lifetime. So in my perspective, spiky traps are obviously better than teeth ones. Congratulations for this entry! |
| Apr 20 12:55:38 | 11m 30s | Abracadabrum | ♥ 1 | I think you have an interesting concept, summoning creatures to help you out but being there into the field with them. In my opinion, it could be further extended with the possibility to influence them in some ways after being summoned (switch from attacking enemies to defending you, tell them to focus a specific enemy...). It could create interesting gameplay situations where you have to make strategic decisions while controlling your own avatar. Other than that, it was quite satisfying to summon creatures a watch them destroying the enemies! |
| Apr 20 13:09:32 | 13m 54s | Dear Gods | ♥ 0 | Congratulations for this entry, it's a very polished game. Art and music are amazing, it really stands out! I liked the idea of not summonning entities but resources, it's quite clever and you could really extend this idea & give various powers to the gods. I didn't totally understood the purpose of the buildings, but it really has potential to become an interesting little management game. Well done! |
| Apr 20 13:26:06 | 16m 34s | Summation | ♥ 2 | Very nice concept, I liked the fact you can plan ahead and anticipate how many enemies are coming as soon as you combine 2 dices. I questioned the choice to make the enemy move in real time, and not "enemies move only when you make a move", which would add interesting situations to the "puzzle" aspect of the game (in my opinion) ; multiple times I was caught off guard by them moving independently. Other than that it's a great & very polished entry! |
| Apr 20 13:35:56 | 9m 50s | Creature Conjurers | ♥ 0 | Really liked the vibe of your entry! Just enjoying anticipating and discovering the various creatures, you guys did a great job. The amount of creatures you had to design is impressive, and all of them are really fun to find out. Congratulations! |
| Apr 20 13:57:08 | 21m 12s | Sorcerer's Army of Summons | ♥ 2 | Nice entry, I liked the pacing! The camera is a bit too close to the character when I sometimes needed to see further ahead, but this is quite minor. It was also a bit difficult to distinguish between enemies & allies, just a color difference between health bars would be perfect. I would also add other powers like "all allies have increase attacks for 10s" which would add another gameplay depth layer into it, a bit more "strategic". But overall, well done! |
| Apr 21 15:34:25 | 25h 37m | Summoner's Dungeon | ♥ 2 | An enjoyable experience, I think the concept of summoning creatures depending on the enemies you've defeated is an interesting one! I think it could be further iterated upon, like combining elemnents to make more poweful creatures or reinforcing / healing your creatures by using elements of the same type. Congratulations for this entry! |
| Apr 21 15:42:04 | 7m 39s | The Summoning | ♥ 1 | The idea of playing a character that has to go summon creatures is an interesting one, there are a lot to do with it! Maybe each creature could affects the way you interact with the environment, after you've summoned it (allowing you to access new areas for example)? I feel there was a lot that was designed and thought beforehand, maybe without time to actually implementing it, but congratulations for delivering something on such a short time! |
| Apr 21 15:50:55 | 8m 51s | Toys vs Zombies | ♥ 2 | Nice gameplay, took me a minute to understand who I was controlling but after that, it was quite fun! I've appreciated the different toys gameplay, it adds a nice replay value. For the rhythm part, I think it should rely more heavily on feedbacks (when you miss pressing in rythme for example, something to understand the game saw your input but it wasn't at the right time). It could also be very catchy to add a "bonus" when you've not missed any beat for X times in a row, this could deepens the gameplay a little bit. Congrats for your entry! |
| Apr 21 16:02:14 | 11m 19s | The Sorcerat | ♥ 1 | Very nice entry, I loved the idea & really liked the art direction. The gameplay gave me some nice "aha!" moments, it feels consistent to make something more! Summoning and leading groups of entities to solve puzzle reminded me of Pikmin & games that use the same kind of mechanic, this is very nice. And I definitely want to know, why is this sorcerer invoking cute rats? :D |
| Apr 21 16:14:09 | 11m 55s | The In Between | ♥ 1 | Hahaha, I really liked the idea you're playing the space in-between portals! The gameplay was really nice, controls a bit clunky for my part (having this one tile you have to rotate or mirror with keys, it was taking me a lot of time to have it in the right orientation each time) but it reminded me the same kind of "Mini-metro" gameplay (which is a great reference) where after a while you have to managed some spaghettis designs. Congratulation for your entry! |
| Apr 21 17:09:52 | 55m 43s | Final Chants | ♥ 0 | Nice entry that definitely sets a mood! I really liked the artstyle, you really nailed something. The exploration gameplay was good, I've become a bit lost quite quickly and missed there wasn't some visual elements that helped me orientate mayself. I was also expecting a bit more pressure put on me by some danger right at the start, which would have crank up the mood further, but other that that it was a nice experience. Congratulations for your game! |
| Apr 21 17:20:05 | 10m 13s | Birb World Tour: Royale | ♥ 1 | Great game feel on this game! You definitely feel like you're going at huge speed and make very quick direction decisions. The only thing I want to point at this state is clarity on the track : I got lost several times without noticing and took some time to get back onto the main road. Congrats! |
| Apr 21 17:29:04 | 8m 59s | TechnoMonk RITUAL | ♥ 1 | This was a great and very fun experience. I really liked the different minigames to convert monks, no need to add explanations to each of them it was intuitive enough! Congratulation for the level of consistency and polish, this is really strong for a jam entry =) |