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| Timestamp | Since previous | Game | deadjolly's comment | |
|---|---|---|---|---|
| Apr 18 23:51:13 | The Evil Eye | ♥ 1 | Good job on the aesthetics and art, the visuals and audio really helped set the mood. I liked the runes on the ceiling and the gun model was solid. Wish the projectile felt..heftier? I feel misled though; thicc in the thumbnail, but first person in-game :P | |
| Apr 19 00:19:04 | 27m 51s | Burdemon | ♥ 4 | The lighting for the rooms and particles is pretty. Lots of polish and clever solutions here. The spider animation and the fact the player demon doesn't need a walk cycle are fun bits of problem solving. Game felt great to play, however, I kept accidentally clicking outside of the window (both in full-screen and windowed) which was a bit annoying. Also the ranged particles, once fully upgraded to the white ones, were blinding lol. But it was still fun to shoot enemies the whole time. Awesome job adding meaningful progression to the gameplay loop, in such a short timeframe! |
| Apr 19 00:38:11 | 19m 07s | Aldoria's King | ♥ 3 | Game hardcrashed after a wall of skellies met my coffin skellies. I like the idea of mashing up cards and placing units on the map. I think the graphics for the units were well done, but they were very hard to read against the background tiles. Short audio, but effective for setting the mood! |
| Apr 19 01:30:18 | 52m 07s | Let's Boogie | ♥ 3 | It feels like Super Meat Boy, Braid, and Katana Zero had a baby. Pretty interesting swap mechanics, very responsive movement, in fact I'd say it was almost a little too snappy. Had to rely on the slow motion quite a bit. The puzzles were fun and it felt satisfying to figure them out! Nice entry! |
| Apr 19 01:47:00 | 16m 42s | Little Wizz - How to summon a Fireball | ♥ 1 | Almost got softlocked on the last screen, by only having one mana shot left. Eventually managed to jump the ladder and make the last shot. Nice little story; the simple graphics were charming. I would say it felt like the fireballs were spawning inside the character, which led to plenty of 'be more careful' screens. For a quick point and click game, the physics made it more fun! Nice job! |
| Apr 19 02:33:49 | 46m 49s | The Wave Summoner | ♥ 1 | Good job on your first game. The subtle 2D lighting was a nice touch. The combat lacked a little feedback, and the timing felt off, however, I did enjoy the double attack! Music loop could have been a little longer or maybe more ambient. The tutorial houses were a good idea but might have been more helpful for players to spawn next to them instead of being on the edge of the map. Congrats again to a fellow Godot user! |
| Apr 25 01:02:56 | 142h 29m | Swordmancer | ♥ 0 | I enjoyed the creature design! The combat felt hard as hell though. I see in your screenshots an upgraded sword or something, but I couldn't get past the blue monsters. The monsters stacked up on each and made it hard to not get hit by all of their attacks at once. I kind of wish the player character was in the same design as your creatures, felt like I was an icon with a sword. Even simple sounds would really help game feedback. Nice job on summoning portals that summon! |
| Apr 25 01:47:44 | 44m 48s | Mobius | ♥ 2 | The graphics definitely stole the show for me here. The movement was engaging but I never felt like I truly wrapped my head around the way gravity and jumping worked, though I got pretty good at skipping across the ground. The sound design amplified the tone of the movement with the whoosh noises. I got to the top but was confused by where to go after that. If there's an ending I missed it unfortunately. Fell down what appeared to be a giant paper crane. After the third audio log I found, the subtitle overlay box stayed on the screen for the rest of the playthrough, even with respawns. Played the updated version. Good job, great ambience. Reminds me if Salvador Dali and the old MDK game had a baby. |
| Apr 25 02:11:27 | 23m 43s | Gods of the Forest | ♥ 1 | Pretty solid entry overall, especially for a solo dev. Somebody really likes Helldivers 2 :). Could stand on top of enemies to wittle down without much challenge. I think some sort of sound, even if it was simple, for the spells would have really added a bit of punch to using those abilities. I'd be lying if I said I didn't click through the dialogue, but I finished the game! The biggest design choice that bogged me down was having to shift my hand from the arrow keys, back to the mouse to place spells. Felt very clunky. Perhaps holding left click would open the spellbook and the player uses WASD to initiate a spell (sacrificing movement). Or just have the spells always available. |
| Apr 25 02:29:14 | 17m 47s | Jimmy the Wizard vs the Meaty Mushrooms | ♥ 1 | The game definitely has an addicting factor trying to get your summons built up! I will say that getting the first summon is really, really difficult. Seemed like a summon that healed the wizard would have been a good early choice design wise. Simple sounds for fireballs hitting enemies would really add to the experience. The shroomguys walking backwards was hilariously disturbing. Nice game for a first entry! Welcome to LD! |
| Apr 25 02:40:29 | 11m 15s | Armamancer - Never Reload | ♥ 1 | Nice jam game! Back to back arena boss fights with random weapon summons. The weapons cracked me up, good job with the humour. The weapon sounds didn't have much bite to them, but maybe that was an artistic choice ha. I had to really adjust mouse sensitivity to be able to play it; the default was super high. The graphics were solid, enjoyed the cardboard wizards in the crowd! |
| Apr 25 03:26:54 | 46m 25s | Star Seed: Apocalypse | ♥ 1 | The sprites are really awesome. I loved the screen-switching, reminded me of old gameboy games! The music had a chiptune vibe as well that set the mood. Some crunchy sounds for hitting the plants would help player feedback. Pretty fun little game, could definitely see the concept being expanded. Hopefully you tackle everything on your list, sounds fun! |
| Apr 25 03:52:56 | 26m 02s | Shenanigans at Schmendy's | ♥ 1 | Not sure how you're supposed to 100% clean the floor but I certainly tried. Those dang wizards and all their tomfoolery has been burned into my psyche. Not sure how I will avoid therapy on Shcmendy's hourly wages. Fun little game for the jam, nice job! |
| Apr 27 19:07:34 | 63h 14m | The Last Summoner | ♥ 0 | I think some sort of background tile would really help me orient the player on the ground. It was fun running around trying to collect minions. The sounds might have been a little loud. Good job for a solo entry! |
| Apr 27 19:51:13 | 43m 39s | C.R.T. - Companion Recall Technology | ♥ 3 | The game felt pretty difficult with precise platforming seemingly required to get through the levels. The different abilities to dash and glide felt unique to each other and helped showcase the level design. I liked the pastel color palette in the sprites! The jump sound could have been modulated so it would sound slightly different every time you jumped instead of being the same exact sound over and over. Nice entry! |
| Apr 27 20:11:41 | 20m 28s | Speed Demons | ♥ 2 | Pretty cool racing game. Some sort of manual boost for the player would have been a great addition. Even simple sounds for hitting the boosters would really help add some feedback for the player. It'd be super neat to see the glow of your engines as light reflected on the track, as well as the player shadow to showcase the mech hovering. Really liked the simple & clean mecha models and their engine effects, including the lightning bolts! Controls-wise, the camera felt to lag behind the mech a little too much. I wonder how it would feel to have the camera lead the way instead of trail behind the player's inputs. Very nice entry! |
| Apr 30 00:49:35 | 52h 37m | Brew Mages | ♥ 0 | The graphics, especially the level tilemaps, reminded me of Advance Wars or Wargroove, which is pretty rad. The Helldivers 2 influence is strong in this one. Maybe I just didn't understand why my number ticked down to 0, but it felt very arbitrary as to why I was losing. Beat the first couple of levels by spamming more guys. Didn't really seem to matter which army size I picked, as long as I had more units than the enemy. Maybe it did, however it didn't feel that way to me. Others have mentioned it already, but playing the game in complete silence felt a little hollow. Sound effects for inputting combos and the battle raging would have been great! It was still fun watching the little guys duke it out. The knights rolling on the ground was hilarious. Nice job! |
| Apr 30 01:32:33 | 42m 58s | Necromancer 101 | ♥ 1 | I'm going to contradict previous feedback and say that I actually really enjoyed the 3D world. I think if you gave the trees and buildings a bit of a cel-shaded look, it would blend nicely with the cartoony style of the billboard characters. The world felt very mid-2000's MMO to me, and I loved that. The encounter system, while appearing basic, also was fairly fleshed out. Spawning the battle in the 3D location where it actually happens is really cool. I do agree however, with most of the other feedback given. The game actually has a good bit of potential. The turnbased JRPG combat is all there, just needs a bit more refining. Player felt glacially slow, especially going up and over that bridge, dear (necro)lord. Overall the game felt pretty easy, I might have lost 1 basic skelly the entire playthrough. Due to gamer knowledge I kinda guessed what the status icons did (poison, stun, etc.), but I think some text describing what is going on might be beneficial in this scenario (damage output, health healed, status, etc.). The idea of earning the units you defeat in battle is cool, but kinda felt like you needed one more mechanic to have the units be a resource instead of a collectible. So maybe if they died again, you would lose them permanently. In future versions you could even name units, almost like Darkest Dungeon. Overall good job! But I swear if I "wolf sound effect. wav" one more god dang time...Cheers! |
| Apr 30 01:43:26 | 10m 53s | What The Duck? | ♥ 3 | Oh duck yeah! I didn't realize what I was doing at first, but then it dawned on me that it was build-a-duck. The pixel art aesthetic and animations did a great job at selling the different duck parts. The whimsical music and UI polish (animated icons, etc.) all contributed to the goofy nature of the game. The game was pretty easy as a spam-fest. Was kind of expecting Mr. Demonlord to put up a bit more fight. There also seemed to be way more head options than other parts. I did quite enjoy trying to add as many feet as possible to a single duck...I call it a ducktipede. Shut the duck up, because that was a fun few minutes of gameplay! |
| Apr 30 01:57:11 | 13m 45s | Medieval Command | ♥ 0 | I agree with previous feedback that game almost plays itself. However, even within the confines of the game's simple idea, there's potential for expounding more gameplay. It'd be nice to send knights to destroy the caves, but once you destroy a cave, maybe it summons a bigger badder version of the enemy. This would lead to risk/reward for the player, letting them choose when to summon a harder challenge with the reward that the cave stops spawning enemies for the rest of the level. The overworld map had a nice aesthetic with the torn paper edges and sketchy icons. The knights were good at finding monsters to kill. I think there's merit to your interpretation of the jam theme, just needed another feature or two to help flesh out the gameplay loop. Good job on finishing! |
| Apr 30 02:31:17 | 34m 06s | Zombie Shock | ♥ 0 | Definitely one the most fun games I've played in the jam so far. Totally reminds me of old Newgrounds games. Completely nailed the humorous tone between the graphics, sound effects and gameplay. Being able to 'guide' my zombies was a welcome addition. There was actually quite a bit of strategy between trying to turn enemies with the poison guy or blow up groups of them with the fatman. Game ran smooth, satisfying screenshake. At first I was wondering if the game was gonna be too easy, but the new enemy types in the later levels had me being more tactical with my zombie placement. Overall awesome game, was really fun! |
| Apr 30 03:04:23 | 33m 06s | The Summoning of Dagan | ♥ 1 | Pretty neat entry. Seemed like if Resident Evil and the Amiga had a baby, or something. Really enjoyed the stark graphic style, sometimes that makes things even scarier. The music set the tone and matched the lowbit pixel art. The gameplay was simple. Shooting was alright, but it felt weird that I couldn't shoot up or down. Which inadvertently added stress to sidestepping monsters in an attempt to shoot them horizontally. I think having the character flash yellow, or at least the edge of the character flash when you shot the gun would have been a nice little effect for polish. The biggest frustrating thing was starting the game from the beginning. I think a checkpoint system that takes you back to the previous room before the one you died in would be a welcome addition. I died a few times because I kept forgetting monsters would respawn, which may or may not be my fault. Overall, cool little entry. You could take the art style and run with it in a bigger project! |
| Apr 30 03:56:53 | 52m 30s | OOOOOO | ♥ 2 | Didn't have the patience to figure out the final stage of the boss. That being said, while abstract, the theme interpretation is amazing for a puzzle game! Everything felt polished and smooth. I'm a sucker for clean aesthetics, so the clean linework, glow effects, and particles all supported the glossy visual style. The camera felt rather laggy and delayed compared to how responsive the controls were. The music and audio effects set that ambient cognitive mood. Imaginative system mechanics, UI, and level design all helped this stand out from the crowd. Super well done for a single dev. Nice! |
| Apr 30 23:45:57 | 19h 49m | FRIED AWAY | ♥ 2 | If the jam was only about run cycles, this would win hands down. I wanted to absolutely love this game, and I almost do. The production value is off the charts for a jam game. The cinematic, the art, animation, scrolling backgrounds, music, audio, everything is top-notch and hilarious! That being said, the gameplay itself felt frustrating due to the inconsistent nature of collision detection, which others have already mentioned, and the devs have already acknowledged. The frustration is that everything around the game is so good I wanted to keep playing, but the drawing mechanic felt soo inconsistent. I couldn't tell if I was too close to the chicken to draw a line or not many times, or the chicken would run smack dab into a summon and fall, while others times he'd flap his wings up certain slopes... could never predict what was gonna happen. Not to mention certain 'gaps' in platforms did not visually look like gaps, but I crispily found out otherwise ;) Still, love the production quality and the humour, excellent job! |
| May 1 00:02:26 | 16m 29s | TAKE ME HOME | ♥ 3 | Is the art inspired by Mobius at all? I really dig the pastel colors with the outlines. The music helped set the tone, which shifted dramatically as each day went along. Game seemed lighthearted at first but then it felt like it was gonna take a sinister tone, especially for all of the 'declined' animals. This is a polish suggestion, but it would have been neat to see the astronaut guy shake his head or give a thumbs up/down when you loaded/declined an animal. Effective animation and creative sound design helped with the presentation! Nice entry! |
| May 1 00:32:10 | 29m 44s | Capture the King | ♥ 2 | As others have said, PAWNWALL. I'm not even good at chess but this was fun to play. Definitely interesting watching the moves play out after the pieces were selected. I found it a little confusing as to which piece would go first, or even next in the turn order. Maybe an icon indicating turn order? Or an explanation as to how pieces would be prioritized every turn? All that said, pretty fun game, cool mashup of genres! Nice entry! |
| May 1 00:45:21 | 13m 11s | LuciFare | ♥ 1 | Interesting take on the theme. I liked the check phone animation, which is good, because I had to check it after turn. Shoutout to Ozzy. Simple audio for checking phone, honking, etc. would really help the atmosphere. The little details on the cars was a cool addition. Nice job for a first jam entry! |
| May 1 01:16:12 | 30m 51s | NECRO RUSH | ♥ 5 | undead.io! Had to run for my life before I could take on the other 'mancers. The art definitely has a clean charm to it, which I like! Solid music and satisfying slap noises for the combat help set the mood. The multiple difficulties adding new powerups and the golems was neat. Only critique I have is that on the last level, I had to wander around for quite some time before more graves began appearing. Once they did, I managed to clean up the last two rival summoners. One idea to maybe expand what you have is to have the different summons actually fight each other as well. All in all, pretty fun game! |
| May 1 01:40:06 | 23m 54s | Orion | ♥ 0 | The minimalist pixel art is especially pretty. I managed to get to round 6 before losing, then round 7 spawned in monsters and I couldn't do anything. The starmap wouldn't show up, so not sure what happened there. Up to that point, I felt like I got trapped in a loop where I had to summon a 2 red star minion every time because that was the only way to have enough attack to get past the opponents. Was hoping I'd be able to at least get 1 extra star each round or something, felt really difficult to keep up. There's definitely potential here. Some animation on the stars twinkling would really help, as well as an in-game glossary of how the stars affect summons. Sound and simple music (something ambient and really reverby) could take the vibe up a level. Solid entry, especially for a solo dev! |
| May 1 02:11:38 | 31m 32s | Pilgrim's Path | ♥ 2 | The presentation here is on point. The art is beautiful, especially the UI elements. You get plenty of mileage from the single idle animation, but it works when the pilgrims are moving or 'converting' a house. The cards added some fun strategy, I tended to always choose double follower production (worker-based economies ftw), but the options were fun to mess with. I tried capturing my enemy's church but I don't think that was an option? The music and sound effects added so much to the atmosphere. Pretty smooth unit selection and navigation made the game enjoyable to play. Really well done, good job! |
| May 1 02:42:31 | 30m 53s | Forest of Madness | ♥ 1 | The cultist art seems to be inspired by oldschool cartoon network? I dig the goofiness. I tried 3 times to get to the second location and I just couldn't survive against the cultists. They spawn way too quickly to try and keep up with damage. I get that maybe I'm supposed to just 'run' to the next location with my explore cards, but damn. Between wound cards and barely ever being able to draw 3 attack per turn, I just couldn't clear the cultists to stop or slow the DPS they did. I think you have a really interesting concept on your hands. The deckbuilder as an adventure game where exploring is a key mechanic is really neat. I'm a big fan of games like Hearthstone, Magic, and Slay the Spire, so I see potential in your project, but the balancing feels brutal for the first round. Sure, up the difficulty as the game goes on but for players trying to learn all of your mechanics, fending off that many cultists was too overwhelming. The music and sfx help set the mood, but a little background art, card art, and card animation would definitely help flesh this out further. Solid job developing complex mechanics, just wish the onboarding was a little smoother! |