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| Timestamp | Since previous | Game | Jahwffrey's comment | |
|---|---|---|---|---|
| Apr 16 18:22:50 | Infernal Interns | ♥ 3 | Nice work! I really liked that the items were different each run-through, although getting the same outcome for different summons used on the same client was a little disappointing (although I fully understanding time constraints and all that). Great work on the art for the summoned things, it was fun to discover a new combination and wonder what it would look like and who it might help. | |
| Apr 16 19:03:40 | 40m 50s | Arcane Dungeon | ♥ 4 | You've definitely got something cooking here but it's held back by some unfortunate flaws that I'm pretty sure is the main thing you're going to hear about. Something that I think would really have helped is tooltips. The unfortunate fact is that I don't know what these icons mean and if a tiny bit of text that said 'Resistant to fire' appeared when it put my mouse over a tiny icon it would really have helped, especially because alot of the icons ended up really really small on my screen. It should also have said "Monster will now have +X Damage(??)" in a list near the next summon box when you had collected +X of the sword with ball icon. All of that said, I really really liked the concept of moving around the astral plane to determine what you summon. When I really tried, I found myself finding particularly powerful paths that I could call upon when needed to summon a monster, and I remember one particularly good moment when I worked out a path I could use with the pink ball icon to get a 2 hearts icon, a 2 and 4 sword balls icon, and a bow icon in one use of the pink ball item. The unfortunate fact as it stand though is, once you've worked out a good path, it takes forever to click and drag the individual icons, do the fire, over and over, once I've figure out a path and now I just have to execute it... again. I don't really know the solution to that, but overall I liked the vision behind it. |
| Apr 16 19:28:58 | 25m 18s | Ritual | ♥ 1 | Great art and vibe, I love the terrifying monster I end up with, I just wish I got to use it more (even though I know that's a dumb thing to say during a game jam). The winning strategy appears to be to make a wide shape and instantly crush everyone to death, but if not doing that I love the crazy shapes you end up with by trying to get eyes and the organs needed to make eyes work all packed together. Great stuff! |
| Apr 17 18:58:44 | 23h 29m | Druid Island | ♥ 1 | Very nice! I loved the little graphics, I loved the music, overall not bad. I really liked summoning little guys, but I never felt like I ever found a rhyme or reason to exactly what the colors do. Both all purples and all oranges summon a high spirit? Yellow seems to be mostly snake related... I would have loved it if I could logic-out what colors to use to get a summon with some particular properties I wanted or something. Secondly, you have GOT to explain some things in-game. I know it's a jam game and I know alot of people don't read it even if it is there but a few tutorial boxes would have gone a long way. Good show! |
| Apr 19 03:57:47 | 32h 59m | Just Another Tuesday | ♥ 1 | Nice job! Great enemy sprites, love the little skeleton too, and it was always very exciting to make a new weapon combination and see what happened. There were several times I dashed over spikes only to hit an enemy I couldn't have seen beforehand which kinda sucked, and one-life-then-back-to-the-start is *pretty* punishing, but there were even multiple areas with different tilesets and lots of wacky enemies to meet. Thank you also for including controller support so I didn't have to use my terrible track pad. |
| Apr 19 04:02:12 | 4m 25s | Sick of Summoning | ♥ 1 | For being thrown together in a couple errors it's remarkably seamless. Everything worked great and I love little Atari games like this. Straightforward and fun! |
| Apr 20 01:41:43 | 21h 39m | Veles Book | ♥ 1 | What incredible graphics, sound, and vibe! I love this little world you've made and it's so much more put together than most of the things on here, I only wish the water and fire powers were nearly as open-ended as the wood ability. Fire especially felt like things wouldn't have changed very much without it - it just unlocked a couple doors, but using the wood ability quickly while the lillypads were getting ready to disappear beneath me was exciting! Good work! |
| Apr 20 03:15:36 | 1h 33m | Lorem Ipsummon | ♥ 2 | Wow! Extremely put together. and the Stanley Parable is strong with this one. The platforming controls were excellent, I love the narrator, but a couple things of note: a couple times when I died and the narrator was going on about how terrible I am, the voice line for me dying overwrite the main dialog and I didnt get the full verbal beatdown I deserved. Also, I didn't realize I could store multiple words in my inventory until it happened accidentally. I used holding down my mouse as an "extra" inventory space a couple times till I realized. Extremely polished for a jam game, well done! |