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| Timestamp | Since previous | Game | bjornstenlund's comment | |
|---|---|---|---|---|
| Oct 10 18:54:20 | Dshniidawl Woods | ♥ 2 | Nice pixel art and very good animations! It's good that you took time creating feedback when stuff happening. So like feedback on the character when I get hit and on the enemies when they attack, sound effect etc. I also really like the small animation when opening pause menu! As I see has been discussed already I think that the collisions of especially the small trees are a little bit in the way. If you could have had small boxes at the start of the trunk I think it would have been really nice (and then sort draw order with y value). I think the keys for summoning was a bit unfortunate, typically I think its best to use WASD + mouse when possible - so maybe left click, right click instead of 1 and 2. I also couldn't figure out how to summon without getting hit (to kite them), I think it would be better to have a faster character and then have the monsters coming from every direction to balance it. Anyways, good job! | |
| Oct 10 19:16:26 | 22m 06s | Get A Head | ♥ 0 | Really cool idea! I think the quick restart is just perfect. Nice populated with sound as well and a lot of moving heads to jump on. I love how all the possessable character tells small stories on their own. It feels a bit like a flash hitman game. I found it very hard! I think that the controls were too left hand heavy. It was really hard for me to bite, stop biting and then aiming to were I wanted and then jump, especially since a lot of jump were so tight. I think I would have liked if the timer stopped after you let go, but then if you don't jump in say two second, you die. So no matter how long you've moved you still get an honest chance to turn and jump. I also in general think its good to have wasd + mouse when possible. So maybe right click to possess and left click to jump (arguably space to jump is better though). Anyways I really liked the idea and I really wanted to get the hang of it :) |
| Oct 13 09:59:49 | 62h 43m | Petit Peuple | ♥ 2 | Relaxing and nice! I really liked the end screen where you could see what you found and how many you missed! The stone -> deer was a nice surprise. Some feedback would be to tell the player what to expect a little better. Initially I though I was playing a point and click (which, technically I was I suppose. But I though I was suppose to click the background to transition to next screen etc.). I would like to see a text like "Something is hidden", " "Find the small dudes", "There are secrets to reveal" or similar. I also think a small counter would be nice ("11/20") to indicate how many secrets I've found. Maybe a HUD wouldn't match the vibes you were going for, but then it could be put on a in world sign maybe? Lastly I would have liked to know that there was a timer in the background. It was a little sudden getting thrown out, but mostly I just felt that I didn't know what to expect. So either once again a countdown in the HUD, or maybe a just text when starting saying "5 min to dinner" or whatever. Anyways, cool game. Nice change of pace! Well done. |
| Oct 13 11:42:04 | 1h 42m | The Princess Ant and the Escape from Terrarium | ♥ 3 | Good job! I played the html version even though you warned me, so it was a lil bit hard with some bugs, but I'll skip those part since you're probably aware :) Great with a metroidvania, its easy to understand and I knew somewhat what to expect and how to play right a away. Quite ambition scope though :P I think you explained the controls well once they came, instead of a info dump in the beginning which is really nice. I think it is unappreciated in game jam games to say "press enter to continue" (when you playing multiple games in a row, some with quite wacky controls, it gets annoying trying to figure out what to press). I'm really glad I didn't need to search for shift to attack. I think the map was to big for the camera perspective. Not the map of the world, but of the channels. When I see the rooms sprawl into multiple directed I unconsciously try to create a mind map, but here I felt like there always was more direction, which gave me overload. And after a while I stopped caring and just kept jumping upwards. I think the mushrooms were pretty distracting, I tried to figure out what they did. Obviously it's nice with some environment art, but they looked like pickups. Maybe if you made them a lot bigger (like x5) I wouldn't have thought that. The DNA was cool, but it took some time for me to figure out that they added to the values in the top bar and different enemies DNA went into different abilities. I think the DNA pickups could have indicated that as well. I think also current life blended together with abilities. Life pickups would have been a nice enemy drop, but if the checkpoint system works maybe it isn't as much of an issue. But I actually think that it almost makes a better game jam game when you try to balance the game that you play it through the whole game without dying and saving time to having to hassle with a checkpoint system. All that said, cool game! antgame.png |
| Oct 13 14:24:53 | 2h 42m | Tardi In SPACE | ♥ 1 | Really nice game! Great player feedback with good sound effects and particle systems! Also perfect with the quick reset button and easy controls. In general a nice game jam game! I thought it was a little bit hard to steer. Mostly I wasn't sure where my input would take me. Maybe it if the particle effect behind the player lived a little bit longer and there was some kind of indicator or the direction of gravity could help. Gravitational objects could also have a circle around them showing their gravitational pull (but maybe that would be too cluttered). It could also be nice to reuse the green of the bullets in the wormholes - telling the player green is bad, blue is goodimage_2024-10-13_162451164.png. Anyways nice game! |
| Oct 13 16:11:13 | 1h 46m | Autopsy Center Simulator | ♥ 1 | Great concept! I love the idea and the graphics is super consistent. Really clean pixel art and nice animations on the bugs! The over all look feels super polished :D When cutting the organs I basically went ham, since I didn't understand if the bugs in the organs actually had collision or if they just popped out of a timer. I think just for atmospheric reasons it would be nice if there was a buldging animation where to cut, and that would then spawn the bug. This is sort of hard to word properly, but I think you need a "story balance" of when the different kinds of bugs can exist on a corpse. Identifying bugs felt really great, but I didn't like to try to figure out the result. I think the issue is the intervals they can spawn. It would probably be more fun if there were more overlap of the intervals. To me eyeing through the document it felt like most bugs invalidated it downward to about a day or two, and upward to about 5 - 10 days. But it felt like there were little overlap. I havn't solved it but it looked like the solution is to cap it from both direction and then find the one outlier that actually can affect the mid range. And that felt a bit tedious to me :P I think it would be better if there was bigger spread "This spider only exist between 36 - 45 hours", "this moth is here for six hours, then gone for six". To me, that would probably make it a bit more about thinking, rather than remembering. All that said, I'm super impressed and I really liked the game! |
| Oct 17 15:08:33 | 94h 57m | Fearless for Fears | ♥ 3 | Good job! Obviously it's a bit buggy and what not, but great effort and awesome that you manage to finish a small game! I really liked the animation of the boss and the shooting felt nice! First of all, it's quite a big scope. I understand that you probably wanted to make the side view part bigger than what it is, but it's probably better to pick one camera angle and try use it through out the game. And if that angle can't do what ever you wanna do justice, maybe it's better to do it with pictures or text. I also think it might have been better to try to limit abilities to just one (or maybe even non and focus on shooting) and make that one feel great, instead of multiple but have no time to polish them. I think that you shouldn't sleep on sound effects. As a rule of thumb you basically want a sound every time the player does any thing that affects anything. I think a shooting sound would add a lot to the game. Also a sound every time player/enemy takes damage. Even the most generic non matching sound would help to understand what's going on. And make sure to loop the game music :) This is more of subjective opinion. I don't like game jam games to be very wordy. Usually the game itself won't be engaging enough for me to care about the story, and I think it's more bang for the buck focusing on gameplay. If you write something great and but the game doesn't match I feel like the writing doesn't really matter, and if it's not something great then it's just a delay to get to the game. I'm sure many people disagree with me on this though, so do with that whatever you want. Anyways, you finished a game! Well done, and I hope you'll join the next one :D |
| Oct 17 15:43:58 | 35m 25s | Squish'em all | ♥ 1 | Cool game! I loved the start menu, very clear description of what to do. Not to wordy story (or whatever), and the fact that the whole thing was in front of me the same time (no pressing next) made me actually read through it. It hard to write stuff concise, but because it was, I read through the whole menu and actually knew what stuff did before I started the game. I love the good feedback with sounds, cracks on damage stuff, animation of the hand. I never felt confused throughout the game. I also think showing the controls on the hand was really smart (but maybe they could have been removed after that action was performed a couple of times - but then again, scope). I think that killing bugs with your finger worked well as a base game mechanic, but the marble was great! I actually think you could have leaned in into that a little bit more. Initially I tried to create traps with path blockers, apples and poison - but after a while I just used the marbles and pure finger power. I think the area around the marble were it picks up input could have been bigger. It was hard to orient properly because of the small space. I also think a small arrow it the direction it would head would have been nice. One last suggestion I have would be to leave the bug corpses behind. Maybe also leave something like stone dust where stone used to be. I would be quite satisfying to see the result of the mayhem in the end and having the arena itself telling a story. Great entry! Well done! |