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| Timestamp | Since previous | Game | Antti Haavikko's comment | |
|---|---|---|---|---|
| Oct 8 13:27:37 | TheCoon | ♥ 2 | Would be nice to put down the platform, in this case which is Windows only. The links section on the site actually has an option for this too. And in case you thought that Unity "standalone universal" works straight out of the box for all listed platforms (which quite a few people seem to think), it doesn't and you still need to pick the target platform from this menu Screenshot 2024-10-08 at 16.25.26.png | |
| Oct 8 13:35:15 | 7m 38s | Shnorps: Invasion of Blorps | ♥ 1 | I don't see any texts except for what I'm thinking is actually images. Screenshot 2024-10-08 at 16.29.15.png or Screenshot 2024-10-08 at 16.29.25.png And it's on M1 Mac btw, happening with Chrome and Firefox. I recall having a similar issues way back on iPhone/iPad builds (thought it was fixed at some point though) and managed to get around it by wrapping all the canvas elements in a single mask (so basically have a full size image as the root object of the canvas with a mask component & show graphic on it turned off). No idea why it works like that though... |
| Oct 8 13:42:06 | 6m 51s | Escape from the Eco-bottle | ♥ 2 | Opening the embeded page itself, it seems to properly load: https://files.jam.host/embed/$396547/36301/index.html But sadly hitting play there throws the following error (looks like a null ref error, should probably be there on editor too though it might not stop it working)... Screenshot 2024-10-08 at 16.39.36.png Too bad, I was looking forward to playing, the art style looks sweet. Also, are you using "invisible" buttons on top of an image? Guess they aren't quite invisible enough. Screenshot 2024-10-08 at 16.43.16.png |
| Oct 8 13:49:42 | 7m 36s | Tiny Fate - Lost Ruins | ♥ 0 | Geez, not lying about it being blurry. Fourth game in a row that is literally unplayable. Screenshot 2024-10-08 at 16.48.03.png The game didn't even finish loading for me. Opened the embedded page in a new tab and then it managed to load. But alas, a bit too blurry to play. |
| Oct 8 14:20:54 | 31m 12s | Bugtallion | ♥ 2 | Very fun! Didn't even check the help pics you had posted and only took a round or two to fully grasp the idea of it. Very intuitive! Screenshot 2024-10-08 at 17.08.59.png Pretty cool visuals. Nice mix of 2D and 3D though I don't really think the 3D gave anything to the game really besides funky dice. Really liked the pixel art of the characters. The controls were a bit awkward. The constant extra unnecessary enter hit every turn to roll dice was kinda pointless. There also was a bit of a delay before it registered that enter press on the start of the turn which was kinda pointless. No need to repeat to player what to do at that point anymore when it's already dozens of rounds in. Mouse controls would have probably been the best option here in my opinion. Allowing a single re-roll and maybe rolling both the dice at once (there were two anyway) would give a bit more chance for strategy. Could even let the player choose which to use for deploy and which for movement. It was kinda easy as the opponent didn't seem too sharp. Even getting a single small fry next to the king was often worth several hit points as they didn't seem bothered by it at all and only randomly spawned something next to it for a kill. They always also spawned everything right next to their king even though doing it on the other side gives you much shorter path for attack. Easily beat it on my first try not knowing the mechanics or any thing at the start and I was even rolling like garbage all the time, mainly 1s and 2s. If going for a single player experience, I'd do more of a build up with smaller boards and quicker rounds at start. That'd also ease the mechanics in quicker without that much of a commitment. Could then even play around with asymmetric board shapes and maybe having powerups or something on the board to spice it up even more and keep it from getting repetitive. Anyways, good job! 👍🎉 |
| Oct 9 14:32:14 | 24h 11m | Love Dance | ♥ 3 | Dang, that was too short. I was just getting to the groove and it ended. There never even was a down for me (on the first run). Well at least you can play again and get different moves but would have wanted a bit more formal content and difficulty. Screenshot 2024-10-09 at 17.20.22.png Back to menu button doesn't seem to work by the way. Not much else to say. Nice art and color palette, cool chill music and fun "voice acting". Good job! 👍 |
| Oct 9 15:04:37 | 32m 23s | Tiny Poopers and You | ♥ 1 | Daaamn, way too short. Just when I was getting the hang of it. Screenshot 2024-10-09 at 17.52.36.png Of course, in it's current state it would start to get repetitive quite quick. The poopers could for example be a bit more aggressive so you couldn't so easily just go around and harvest. The options are endless of course time management and scoping is always an issue. At least you made something fully working and finished. Of course there is the mini game of "kick the poop" 😅 Played through a second time too and I think it's the enemy pooping sound that is really grating sounding on the second level when they start stacking up. That and the sucking sound were a bit rough (especially with no variation). I'm pretty sure jsfxr can do a lot more pleasant sounding sounds too. The hold RMB shoot acceleration felt a bit pointless as it started off so damn slow that you could achieve more by just mashing. Really liked the pixel art. Going very low rez like this isn't as easy as one might think. Especially with nice animations. Just two frames of animation for both walk and idle but the bag bounce really sells it. What a weird looking mouse, the cord usually goes to the other end... 😂 Screenshot 2024-10-09 at 17.51.03.png Anyways, good job! 👍 |
| Oct 9 17:45:06 | 2h 40m | WE LOVE THE BOYS! | ♥ 1 | Finally! The ending bit was so damn annoying with that one dude camping the light. Could of had checkpoints on those lights. Then you could have gone even more bonkers with the difficulty of course. Screenshot 2024-10-09 at 20.31.40.png Really liked the art. Very reminiscing of flash times. The boys looked cute and derpy. The music was pretty cool too, though I think it likes to glitch out and stack and play multiple duplicates at times. Sound effects fit the mood of the game well too, just could of used a bit more of em in my opinion. The idea of the game was fun too and quite unique. Could easily build more interesting mechanics on top of these ideas to stretch out and polish the game more. Sadly though, the controls and the base gameplay were a bit lackluster. Aiming was borderline impossible with the boys bouncing all over the place. Hitboxes were inaccurate as hell, sometimes the criminals swung at me from like quarter of a screenful away. And sometimes they seemed to do absolutely nothing even if I was kinda close. The boys very often phased out of visible existence but still were there which made it very annoying. The shield mechanic to bounce the boys was neat but would need some more work. There is no downside to having it on all the time so why if bind it to a button? It'd need some usage meter, "parryish" thing where it'd be more effective at the start of using it or something along those lines. Also having to press "interact" on those tutorials was pointless. Could have just activated when stepping on them. Hiding rest of the tutorial messages behind the most obscure button of them all was weird choice. And no restart option at all was also not great. Having to refresh the page every fail to try again did not feel great. Anyways, fun game, good job! 👍 |
| Oct 10 13:24:39 | 19h 39m | Hallow Helpers | ♥ 1 | Nice! 🎉 Screenshot 2024-10-10 at 16.10.50.png Very cool gameplay idea and a good amount of content. I just found the control scheme pretty horrible. Separate jump button would have done wonders as doing jumps while throwing down felt really awkward. And the physics overall felt a bit off. Like the character moved too fast and the object shapes didn't really function all that correctly. But indeed very fun idea and even puzzle design. The different objects offered a really nice amount of freedom how to solve them on some levels at least. Like I'm pretty damn sure you're not supposed to be here yourself on this level but hey, if it works... Screenshot 2024-10-10 at 16.04.41.png And that first octopus level is probably designed to hop between two of them upwards and then toss a shroom but I did it with momentum building and hopping all the way to the candy with a single octopus. The puzzles and different objects were pretty damn well designed. All their different functionalities became clear with just a little experimentation and it's nice that you didn't force spoon feed how to use them. Very nice art style and sound design overall. Hell, there even was voice acting! The quips started getting quite repetitive though later on. Having a unique one for each level would have been cool. I just would have wanted a bit more movement and animations. The art was so good looking that it'd been nice to see it come more alive. It was kinda weird that you really never had to actually throw the magnet at all and were better off just holding it on your hand and controlling it that way. For the hand, seems like you didn't have too many ideas on how to use them as both levels (after the introduction) were basically the same idea. And those awkward physics were a bit annoying here on this level too trying to wrangle that mush to a hand and then that hand to another. Screenshot 2024-10-10 at 16.08.00.png The spike hitboxes also felt off. Like on that one of the early octopus (maybe second) levels where there was a spiked staircase and you could kill yourself on the spike without even leaving the bottom section. Would feel fairer to give some more leeway and shrink their hitboxes down some. But yeah, that's about it. Good job, very fun (and complete) game! 👍 |
| Oct 11 16:09:54 | 26h 45m | Dance with the Sprites | ♥ 1 | So I'm assuming this is a win?! Screenshot 2024-10-11 at 18.46.41.png Might have been better to have something else on the "win" screen to tell it apart from losing. Not to even mention how unceremonious the actual win was. Got there twice as the first time there I though I had gotten hit my those red sprites who were often really hard to distinguish from the friendly ones. Relying on color only on that isn't probably the best of choices. And the shape too was hard to figure out as they were just blobs. It was very tough to estimate how close you could let the enemies come. And even when releasing light and killing them, it was hard to make out when they were actually gone and it was safe to move past. At least once I was too impatient and they were still able to kill me even if they had started to die. The web build ran just fine for me just on a MacBook so not the most powerhouse of devices out there. And I don't really see why it wouldn't perform, there wasn't really anything that should tank the frame rate unless the code is horribly unoptmimized (or even counter-optimized). It was pretty fun to explore around the map but it was quite desolate and boring as the only threat there was really was confusing the red sprites with the collectible ones or outright missing them appearing from behind a wall or something. My first death came right out of the blue and still not sure even if there was an enemy even nearby. The controls felt a bit abrupt and stiff for me. Some precise jumps (in the dark too) were unnecessarily hard to make as the character was so tiny accelerated so quick. The boss was bit of a letdown after realizing that it's just a waiting game really. You literally can just rush there, stand absolutely still and mash E until you win. Didn't seem like whether you had even gathered any lights up to that point really mattered at all. And the boss was also in quite an obvious spot making over half of the map completely pointless. Like in my opinion that one floor above it would have been a much more clever spot to put it on as (at least for me) I completely missed knowing about it before I had already fallen below it. Other than the similar and confusing enemy/collectible design, it looked good. The silhouette look is always nice to look at. The wasn't much audio at all but it did paint a nice and moody atmosphere. Some atmospheric music or ambient background noises to fill up the space would have been welcome though. Anyways, good job! 👍 |
| Oct 11 17:11:11 | 1h 01m | Quackling Rescue | ♥ 2 | Dang, so short. I was just getting started. Screenshot 2024-10-11 at 19.55.05.png Nice to see a game with controller support. Not a big issue as it was the first button anyone is going to realistically try but you didn't mention the quack button for pad. The quack cooldown was absolutely pointless. It served no purpose at all besides annoying the player by making them do some pointless waiting. All the distractions really too were just wasting time and not really acting as a real obstacle. The art was super cute. Sadly the baby critters were so small though that you couldn't really appreciate the great artwork enough on the gameplay itself. Only saw them properly in the end really. The duck being a bit bigger worked much better in my opinion. But the hand drawn 3D-ish cutout look with some bouncy transform animations worked great. Annoyingly there was some sprite tearing/flickering. The sound scape for rather simple but better than complete silence I guess. The volume level was very quiet too. The gameplay itself would need something more. It was very much just a walking simulator with no real hurdles or challenges. The second level started showing some more interesting level design but there too only the sucker robot really did anything meaningful. And that too in the end (after giving a threatening look at the first glance) was just a distraction like everything else but it just moved. Sure those water paths and spinning platforms gave some more interest to the levels but they served no purpose mechanics wise. Nothing would have changed if they weren't there. At first it seemed like they were introduced as a mechanic for upcoming puzzle but no, nothing. Having some light puzzles that reward you with then those babies instead of just randomly finding them would have improved the pacing a bit and obviously would have given the game some more, well, gaminess. Anyways, good job! 👍 |