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| Timestamp | Since previous | Game | sudocoffee's comment | |
|---|---|---|---|---|
| Oct 7 16:51:32 | Rhythm of the Tinymon-Catcher | ♥ 1 | Only played a few of the songs, but I liked the beats and vibes. ~~I'd suggest adding a bit of leeway to hit a note before it reaches the bar (even just shifting the music over by a few milliseconds). Otherwise hitting the note exactly in time with the music has a 50/50 chance of causing a miss.~~ Edit: Tried it again, and I think maybe it does have some leeway built in. Maybe it felt odd since there's a whole note of leeway after the beat, but almost no leeway before the beat. Otherwise the maps felt good to play though. | |
| Oct 7 18:25:09 | 1h 33m | Pusherfish | ♥ 1 | The level design here is awesome! I love how well it tutorializes each mechanic before adding complexity. Got stuck at this level though, not sure what I'm missing here: Screenshot_20241007_132344.png |
| Oct 7 18:46:58 | 21m 49s | Butterjar | ♥ 1 | Loved the image of plopping a whole tree onto the ground to scare a butterfly into a jar. The story and vibes were fun, and the puzzles were decent (if a little easy). |
| Oct 7 19:03:24 | 16m 26s | Tiny Tribe | ♥ 2 | Super cozy! Only time I had to interact was when I noticed they were all sitting around, waiting for coconuts. Otherwise it was just nice to relax and watch them to do their thing. |
| Oct 7 19:27:45 | 24m 21s | runner | ♥ 1 | It's a neat concept having the NPCs following the cursor around in a train and using that to fight enemies. It was a bit grindy, since I spent a lot more time gathering than I did fighting. That could probably be fixed just by making things cheaper and giving units more health. The 2-pixel-wide sprites were really cute. |
| Oct 7 19:42:13 | 14m 28s | Feet Survivors | ♥ 1 | That was a really unique (and hilarious) way to control the character. The wrench was OP (not in a bad way), I got to stomp hoards of bugs as fast as I could click. And then it ran out and I stomped through the floor :) Screenshot_20241007_143936.png |
| Oct 7 19:53:23 | 11m 10s | Dust in a ray of sunshine | ♥ 1 | I like the visual idea. I gained energy for a little while, but nothing happened. Is there a win condition? |
| Oct 7 20:29:02 | 35m 39s | Tiny Adventure | ♥ 1 | 5/5 on the cute visuals. I love the little view into a big world feel the game has. The controls aren't listed anywhere, so I had to experiment to figure them out. It was also awkward using the mouse button to swing the sword, since otherwise the mouse doesn't have any affect on the game. Otherwise the rules were well telegraphed, and the character felt good to control. Was there gameplay you had in mind for the mini window other than just a visual thing? |
| Oct 7 20:41:56 | 12m 54s | Cheesiesta | ♥ 1 | The art here is lovely! I got to the win screen, and everybody got food, but especially cat :) |
| Oct 7 20:49:48 | 7m 52s | GO BLO | ♥ 1 | It was so satisfying to see the little guys pop up in the air, jump over obstacles, and push things around. A lot of fun to play, even if there were only two levels to solve. |
| Oct 7 21:37:40 | 47m 52s | Hold me closer | ♥ 1 | Wasn't expecting "do do do do, dooo" when I saw the cover art. Cool vibes for a short little game. |
| Oct 7 21:55:17 | 17m 37s | Observing | ♥ 2 | I like the concept a lot! Almost like a choose your own adventure: you choose what part of the story you want to see, and you don't get to see the rest of the field, but that's alright because that's part of the experience. There wasn't a whole lot to see the bugs do to fill all 15:00 hours in game, so the hours probably could have been a bit shorter. But otherwise didn't feel like it needed much else than you put into it, and I enjoyed the experience. |
| Oct 8 14:27:03 | 16h 31m | Shadowy Creatures | ♥ 2 | I finished the game, but the mechanics were really tricky. Part of it was that I never figured out how to consistently make the creatures transform in mid-air. Often they would stop in the air, but fail to transform and then keep falling. The other part was that accidentally throwing a creature on a ledge usually meant restarting the level. This wasn't a huge issue for the levels you made, since they were really short. But you might be able to make it more forgiving with some sloped surfaces to get the creatures back to the player (mini-golf style). Otherwise though, it's a fun concept! Throwing and seeing the creatures roll around the room was really satisfying, and I liked visually how they all jumbled together in the player's backpack. |
| Oct 8 14:53:15 | 26m 12s | Bathyal Skoupidares | ♥ 1 | I never figured out what any of the cards did, and the only game I won was when I just used the left-most card every turn. The most mysterious thing, I think, is probably what happens between turns (like how meat gets increased on any of the objects, or what "opponent" "attack" "guard" and "buff" mean, or what the in-game-total is). Otherwise it's neat getting a random selection of cards and having to figure out the best path forward, and the art style is awesome. |
| Oct 8 14:56:59 | 3m 44s | Bee Incremental | ♥ 1 | Fun, simple game. I liked the sound effects you used. (Edit: won the game) Screenshot_20241008_100737.png |
| Oct 8 15:34:43 | 37m 44s | Fly on the wall | ♥ 1 | This was awesome, and more tense than most horror games I've played (not that I play many horror games). Every time the "player" got the split-ball upgrade, I got a small adrenaline rush as the meteors started raining down. Always felt like I had a path to dodge if I was fast/accurate enough, rather than feeling totally random. It was nice touch to have the paddle (almost) always stop a little before the ball gets there, to give the player a little time to adjust. Got into a situation where it seemed like it might have been a soft lock (the ball was bouncing a few times in the same corner at the same angle), but there was enough randomization somewhere to break it out of the loop. Also had one situation where the ball swept across the top of the paddle, causing an un-dodge-able squish. Maybe it should only detect a squish when the paddle gets hit? This one's a whole lot of fun, definitely my favorite game this jam so far. Screenshot_20241008_101528.png |
| Oct 8 16:35:57 | 1h 01m | HungryBob | ♥ 1 | I had a little trouble figuring out the controls at first, because I tried grabbing the bugs by holding space, and releasing the bugs by releasing space (instead of pressing space again). Maybe there could be more indication to show when you're holding a bug? The game could also use a difficulty ramp of some sort. Otherwise though, the game is oozing with style! I love the beat, the fabric cutout monster, and the dynamic face. |
| Oct 8 16:48:10 | 12m 13s | Humans left | ♥ 1 | This is an absolutely lovely little experience. Especially on a laptop trackpad, there was no way I was going to be able to save everyone, or more than a handful of people. So I just had to watch on as almost all the humans ran over the cliff, and select a few to keep alive. The art, text, and music are simple and really effective. I like how limited the pickup range is, makes everything feel a little more futile. Only thing I could think to add is a fullscreen button. |
| Oct 8 17:34:32 | 46m 22s | Let's eat Grandma. | ♥ 1 | This is a lovely little game, the different yells were really cute, and the jokes are on point (or on comma). There was a nice difficulty curve to the aiming, especially once you had to start aiming between lines. Also, I see someone has an opinion on the Oxford comma ;) |
| Oct 8 18:06:45 | 32m 13s | Niblo and Mubbit | ♥ 1 | The gameplay feels unique, but gets a little tedious once you're controlling all 10 characters. Othwerise, the story and characters are really adorable! I murdered them all at the end, and then replayed to get the good ending (although I'm not sure what happens if you split between the two endings). |
| Oct 8 18:17:52 | 11m 07s | TinyType | ♥ 1 | I think I unlocked all four characters? My second score (first score was a little higher): Screenshot_20241008_131648.png |
| Oct 8 18:51:03 | 33m 11s | Nomnoms | ♥ 1 | I loved the absolute chaos of having 100s of them flying all over the screen chomping everything in their path and saying nom in unison. Kind of an awesome experience. At one point I traveled far enough that I stopped seeing anything, and I wasn't sure if I could make it back. Are the soldiers/corpses generated infinitely in each direction, or do they stop after a certain point? If it's the latter, it might be good to have a barrier of some sort. |
| Oct 8 19:19:33 | 28m 30s | City Saver | ♥ 1 | I thought the visuals were awesome. All the attacks had their own epic look to them, and it added a lot to the feel of the game. I just barely made it through alive (or at least one human did) -- city_saver.png |
| Oct 8 19:31:10 | 11m 37s | Space Station Pet Rescue Force | ♥ 1 | Played through all the levels, and it was fun coordinating between the three characters. I especially love that color palette, how did you end up with those colors? |
| Oct 8 20:00:16 | 29m 06s | Particle Wars | ♥ 2 | This was fun! I played through the "harder" difficulty, and there were a few fairly distinct sections of the game with their own feel to them: - The first five minutes of the game, I almost didn't level up at all. I think because of the higher difficulty, the enemies were grouping together and shielding the enemies I'd already damaged, so it was very rare that I actually killed one. I just circled around the map, making sure I kept enough distance from the cluster. Eventually there were so many enemies, the game was skipping every other frame (which made the movement slightly wonky). - Around minute five, I made it to level 3 and got the explosion powerup. Then for the following minute I just started blowing up enemies in groups, and leveled up about 20 more times until the giant cluster of them was gone. It felt kind of epic. - The last four minutes got progressively more hectic as the enemy rate increased, so there was a lot more dodging and a lot less circling the map. - Last 15 seconds were the final boss, but he was quickly desposed of. Didn't get hit once (though there were a few close calls). Screenshot_20241008_145013.png |
| Oct 8 20:13:44 | 13m 28s | Snail Typing | ♥ 1 | I liked the visual style, and the game was fun, although I'm a relatively fast typist so it was pretty easy. Some of the levels had obstacles like puddles, did you have gameplay for those in mind, or were they just meant to be visual? |
| Oct 8 20:36:07 | 22m 23s | Tiny Garden of Eden | ♥ 1 | This was a neat! The music was kind of a bop, and it was fun how it sometimes played at double speed when you enabled it. I enjoyed drawing the stage as I played, although I never figured out how the boredom meter worked. My solution to expanding the tardigrade population: Screenshot_20241008_153000.png |
| Oct 8 21:16:04 | 39m 57s | Beachfront | ♥ 1 | This game had vibes like nothing else! Had one of them "achieve" death, and I didn't know what to do with the dead body until I saw the cannibalism upgrade, and knew what had to be done. Ran into a (possible) bug where one of the treasure spots showed up at the shoreline (half under the waves), and I couldn't get the aliens to dig there. |
| Oct 8 21:49:29 | 33m 25s | Mountain Men | ♥ 1 | This game has a super unique visual and audio style, and I like the core gameplay loop. Especially how you have to strategically decide where to place your lightning bolt (?) since it randomly changes direction. Only issue is that the difficulty ramp could be a lot higher and faster. I got to level 5, but it didn't seem much harder, and it took a while to get there, so I let the mountain take over at that point. Otherwise though it has a super cool atmosphere, and I enjoy the simulation game-of-life type thing it has going. 3769.png |
| Oct 8 22:02:22 | 12m 53s | Snail away | ♥ 1 | Game was cool, and I love the soundtrack! The church bells in the distance added a really neat atmosphere, even if I wasn't quite sure how it related to snails :) snail.png |
| Oct 8 22:12:54 | 10m 32s | Click The Critter | ♥ 2 | Neat game, I really loved the sound effect when he falls off the edge. |
| Oct 8 23:25:20 | 1h 12m | Tiny Trooper | ♥ 2 | I actually thought the tank style controls were this game's strongest point, especially the lack of strafing. It made it so that every confrontation had to be approached a different way, since taking cover was really difficult, and that added a lot of variety and tension to a game that would otherwise just be a point, shoot, and cover kind of thing. One thing I might change is to add a bit of hit detection behind the bullet. Otherwise, the bullets spawn on the other side of the enemy when they're right next to you. The music and graphics gave the game a really cool atmosphere, and I liked how the music was understated enough not to feel repetitive after playing for a few minutes. |
| Oct 8 23:50:59 | 25m 39s | Tiny Friends :) | ♥ 1 | Tried speedrunning, got under 30 :) tiny_friends_2.png |
| Oct 9 00:00:10 | 9m 11s | Tiny Wars | ♥ 1 | It was neat experimenting with massing different types of bugs to see how they did (large swarms of ants did surprisingly well). I couldn't tell what increased the rate I gained resources, was that connected to the number of bugs you had out on the field? |
| Oct 9 00:09:24 | 9m 14s | My Tiny Cubic Creature | ♥ 0 | Sorry you didn't get to finish your original idea. The 3D thing you did make is cute, and I got the robot to balance the ball on its head -- Screenshot_20241008_190736.png |
| Oct 9 00:39:17 | 29m 53s | Bug-Bash Buggy | ♥ 1 | I enjoyed the game! It was satisfying running over hoards of bugs with the vehicle, and there was a nice variety of bugs to kill. The Lady Bugs were the hardest (once bugs started coming from multiple directions), since running into them stopped the vehicle's momentum. It's also cool seeing games limit themselves to a small number of inputs, it tends to make games that feel fluid to control. I was caught off guard a little bit for wave four when the phone said they were coming from one direction, but didn't mention the other directions they were coming from. Not necessarily a bad thing, just an interesting surprise when I heard the bugs start chomping. It's awesome that you had time to add a full tutorial (with camera panning, even). It was a little long, mostly because the text stayed on screen for a while. It might be nice to have a way to skip through the text, though I'm not sure how you'd do that and still keep it a one-button game. I died to the final hoard, but it was chaotic and fun to watch. |
| Oct 9 01:02:43 | 23m 26s | B&B: Bugs 'n' Breakfast | ♥ 2 | The game was fun! There was something really satisfying about running around the house squishing tiny bugs. I loved the screen shake every time I stomped, it's such a simple and effective visual device. |
| Oct 9 11:23:36 | 10h 20m | BOILERMEN | ♥ 1 | The Spirited Away vibes were lovely! And the mechanics were fun and chaotic. At one point I tried grouping them together in the left corner to prevent them from stepping into the boiler, but by the end I was mostly picking up and throwing rocks as fast as I could and to pass them to closer boilermen. I couldn't quite tell at first what the bar at the bottom of the screen meant, or if I wanted it higher or lower. If that's supposed to represent overheating, maybe it could change color as it gets warmer / cooler? My high score: Screenshot_20241009_060731.png |
| Oct 9 11:54:27 | 30m 51s | Carnivorous Corpse Aquarium : Feed & Thrive | ♥ 1 | Before plants get added to the tank, some of the corpses are heavy enough to singlehandedly deplete aquarium health, and it made things a little confusing until I figured out the mechanics. Not sure how attached you are to having the biomass & corpse weight have a hidden relationship, but maybe the game could prevent overweight corpses from appearing for the first contract selection. Otherwise, the idea of a secret aquarium body disposal agency is kind of brilliant. It was great watching the fish devour humans in under a second by the end of it. |
| Oct 9 13:59:13 | 2h 04m | tiny-ink | ♥ 1 | Between the shader effects and wild hand draw visuals, this is by far the prettiest game I've seen this jam. It was a magical moment when I got to the top of the hill, picked up the blob, started to walk down, but then started floating over the treetops. The boxy, lined sky is such a cool look. The sound effects were a lot louder than the music, so I often had to adjust my volume before picking up one of the blobs. But otherwise the music was my kind of jam. I placed the blue blob and purple blob (from the top of the hill) on the pedestals, but I never quite found the pink blob. Do you have any hints for that one? |
| Oct 9 14:22:43 | 23m 30s | Swarmcore | ♥ 1 | This is really pretty, especially when they all start pulsing after they cluster together. It kind of reminds me of falling sand simulators (like the powder toy) in the sandboxy way you interact with it. |
| Oct 9 14:56:45 | 34m 02s | (o o) | ♥ 1 | The game has really great vibes. Terminal emulator port soon? I didn't read the description beforehand, but the game got a lot more interesting once I realized that each bullet fired was another point. The best strategy I found was to rope the red and black (o o) into the middle and circle around them continuously to rack up bullets fired. And also make sure I never got too close to the edge so they wouldn't spawn on top of me. The main obstacle was dodging the blue (o o) because they didn't move much, so roping them into the middle with the rest of the herd wasn't possible. In that sense, how good I did was somewhat tied to the ratio of blue to red (o o) I got in a given round. Anyway, got second (⌐■_■) Screenshot_20241009_094442.png |
| Oct 9 15:48:50 | 52m 05s | Star-Bearers | ♥ 1 | I played through all the levels, and I think the second to last level (where it has walls of vines you have to weave between) was my favorite. The last level was fun too -- I only had 10 followers most of it, so I had to be cautious about keeping just enough distance so that they lined up between obstacles. Not being able to see most of your followers creates an interesting dynamic where you have to predict where your followers are and move accordingly. The art and music create a really wild atmosphere, I like what they're doing. |
| Oct 9 16:12:02 | 23m 12s | smolHunt | ♥ 1 | The murder particle effects are wonderful, it makes the game feel wholesome and gory at the same time, which is a neat mood. |
| Oct 9 17:20:31 | 1h 08m | A Story of Steebs | ♥ 1 | I've never played a steeblike before (I only play stevelikes), so I certainly didn't expect steeb to look like that from the thumbnail at the top of the page. It was fun controlling all the characters at the same time and figuring out how to get them where they needed to go. I thought the earlier stages were stronger than the later stages. First several introduced new concepts to solve one at a time, while the later stages mostly reused the same concepts without introducing new puzzles. Still fun to drag steebs around the room either way. |
| Oct 9 18:05:12 | 44m 41s | gmO- | ♥ 2 | I loved the sound effects, they were hilarious! Someone mentioned balance, but I wonder if it would help to have a score aside from just a win-lose condition? That way you could have a secondary condition where you have to find the best strategy to make the most points. I tried playing through the game with chickens-only, pigs-only, cows-only (plus two pigs), and a mixed strategy: - An all-chicken strategy doesn't work at all. The 2 net blood doesn't deliver nearly fast enough to keep up with the gradual suspicious increase. However, the Chickens seem potentially useful for maxing out the early game, when you can't fill all the pins with pigs or cows. - The all-pig strategy just barely worked. I bought the two upgrades, and made sure not to replant my pigs when the suspicion got around 80%, and I won with about 96% suspicion. - The all-cow strategy (plus two pigs to pay for the cow) worked a lot better than all-pigs. I bought all three upgrades, and ended the game with only around 75% suspicion. - For the mixed strategy, I was able to get the suspicion level down to 68% for the win, by starting with a pair of pigs, then a second pair of pigs, then adding cows as fast as I could (and also buying one upgrade). Ended the game with one cow and a pig to just barely reach 500 blood. Seems like the ideal strategy for lowest suspicion is to start with pigs, transition early to cows, and then use some mix at the very end to reach 100% blood with as little margin as possible. Not sure if there's a different strategy you'd use if you're going for speed rather than suspicion, maybe all-pigs? I guess all that to say, the game was balanced enough to have possible reasons you'd use each of the animals (maybe excepting the chicken). |
| Oct 9 18:23:40 | 18m 28s | Norrland | ♥ 1 | After a few tries, I finally had a single survivor: Screenshot_20241009_131552.png I think it's really cool that all mechanics are hidden from the player. It makes this experience feel colder, just because you don't know when you'll succumb to the cold or hunger, or what your limits are. I had that one fly remaining, for the last 15 seconds or so. It felt really tense, and I felt more connection to that fly than I do in the majority of games I play. Honestly one of my top games this jam so far, easily 5/5. |
| Oct 10 17:15:13 | 22h 51m | Sugarglider in the Oddforest | ♥ 1 | This game has incredible style and atmosphere. The transition in the music when the void starts approaching is perfect. It took a lot of experimentation to figure out how the signposts work. It would be nice to see an explanation in the description above (like holding right or jump to go farther horizontally or vertically). But once I had a handle on the controls, the game felt beautiful to control. The gliding was really satisfying, especially when I could manage to swoop over a platform to keep my momentum going. One thing I might change about gliding is to allow for a steeper descent. The couple places with pillars coming down from the ceiling were a little awkward, since there was no way to fly around them. It also might increase the skill ceiling a bit if you could make quick, tight swoops downwards for faster acceleration. There are a couple places where the signposts were a bit tricky to use. The first signpost on level 3 I always had to use a double jump from a swoop to get over the spikes, but I missed it 90% of the time (not sure if I'm doing it wrong). Also, the first signpost on level 4 could be a bit closer to the right edge of the platform so the sugar-glider doesn't hit its head on the ceiling. Otherwise, I had a blast playing through the levels and racing my high scores. Got "legend" for the last three, but had trouble getting it for level 1, not sure how I'd improve that more than I already have. My scores for the leaderboard: oddforest.png |
| Oct 10 17:41:24 | 26m 11s | Love and War on Your Face | ♥ 2 | This was a fun little simulation. It seemed like maybe eating a lot of food at the beginning was actually detrimental, since you're essentially removing your own pest control. I chose spider every time, but the spider race was never quite successful. It's lonely being the only spider on my face /╲/\( •̀ ω •́ )/\╱\ It might be nice if the game made sure creatures didn't start in an overlapping state (to prevent an instant loss condition). And there could be a bit more differentiation between worms and demodex (they were hard to tell apart on the small screen embedded into the Itch page). Otherwise, it was fun just exploring the face and seeing the bugs do their thing. |
| Oct 10 18:30:20 | 48m 56s | Mini Running Ant | ♥ 1 | If anyone's looking for emulation info, the [emulation wiki](https://emulation.gametechwiki.com/index.php/Pok%C3%A9mon_mini_emulators) is always my goto source. I got the game running on the PokeMini Windows executable on Wine on Linux. Booting it up, it's really impressive for something made from scratch for a game jam! If the ant could get a bit closer to the edges, that might make it easier to avoid unwinnable situations (by giving more options to the player). My high score: mini.png |
| Oct 10 19:28:42 | 58m 22s | FOREST CLEARING | ♥ 1 | The sword mechanics were a lot of fun! The first time through, I was wondering if there was a penalty to farming the animals. And then I got to the end, and the score was based on number of rounds to complete. Oh well, I guess my farming empire will have to size down a little :) After realizing that, the game transformed into something partially about sword fighting, and partially about resource management and deciding when to cut losses, which was a cool dynamic. Best strategy seems to be buying as many pals as possible for the first couple rounds, then maxing out offensive stats to finish the game. Got 21 my first try, and 3 on my second: sword.png |
| Oct 10 20:13:48 | 45m 06s | Fleabags | ♥ 1 | 3D is a cool look for a game jam, but definitely a lot of work :) The thing you did release is great though. The flea noises, music, and paper theme really give it a mood. |
| Oct 10 20:25:36 | 11m 48s | Autumn Picnic | ♥ 0 | This is super cute! Kind of Katamari Damacy vibes, but with plants that can eat you and a fixed camera angle. It feels like a complete and polished experience, which is pretty rare for a game jam game. |
| Oct 10 21:18:32 | 52m 56s | Ladybird Samurai | ♥ 1 | The game looks like it would be a twitchy action arcade game, but it plays more like a puzzle game the way it has you figure out the best selection of upgrades, as well as carefully choose the best place and time to use your attacks. I liked how the music got more upbeat every time you entered a level, and the puppets on a line of pixels, it created a neat vibe. Got all 33 -- Screenshot_20241010_161228.png |
| Oct 10 21:42:00 | 23m 28s | Slime King | ♥ 3 | This was a neat game! I got maybe a half a dozen waves in, and lost to the crazy birds with the bombs. It was satisfying flinging the slimes all over the map, and I liked that you're always multi-tasking on offense and defense. The music and art is great, and I especially love the title screen music. It's such an awesome vibe, between the clusters of soft notes in the background filling out the scale, and the soft, sporadic drums. And then the English horn comes in and tops the cake. |
| Oct 10 22:27:36 | 45m 36s | The Gobbo Trail | ♥ 0 | Starting with names -- bob.png Grug eating our Ox foreshadowed a pretty grisly journey ahead. We stopped at a town or two along the way. And then we came to the terrible realization that the world ahead had been gobbled up by some terrible force -- bob_2.png We made camp a few times out there in the void. And then the human army reached us, and made sure we never saw civilization again. Anyway, Oregon Trail but goblins is such a mood. I would like to call out the the movement mechanics for hunting -- the circular strafing felt really good to use, and I'm not sure I've seen anything like that before. |
| Oct 11 04:56:13 | 6h 28m | Beetle Brigade | ♥ 2 | The concept here is really cool, like a cross between pipe mania and a rubik's cube. The early levels were a bit harder than the later levels, just because they were less likely to have the ideal pieces I needed. And the game could have been a lot shorter (for a game jam environment). But it was cool getting the hang of shifting pieces around to build my setup. My strategy for each level: - Step one, block the entrance so the beetles don't get in my way while I'm configuring the map. - Step two, locate all the straight horizontal pieces. If there aren't enough to fill the width of the map, then I'll have to add 4 corners for every two spaces I'm missing. There were a couple times I had a three-space-gap, and had to use 6 corners plus a vertical piece to fill it. - Step three, build the structure I need, but offset by one so that it's easy to shift it in place, but still keeps the beetles out. - Step four, shift everything in place, and put on my sunglasses, because my beetles are going home for dinner tonight. (⌐■_■) beetle.png |
| Oct 11 15:12:20 | 10h 16m | Microadventure | ♥ 2 | I loved the old school adventure game vibes. The humor and charming music really brought in the mood, and it was so fun all the little hidden ways you could get juice. Didn't quite get all 100, but pretty close? Screenshot_20241011_095923.png |
| Oct 11 19:35:49 | 4h 23m | DWARFS | ♥ 1 | The pixel stretching and dithering for this game are awesome, and I love the 4-color palette. The music really put me in the mood for an adventure. The gameplay itself was neat, if a little random at times. The best strategy I could come up with was -- - Always ship, because the extra research doesn't seem likely to pay off by the end of the survey. - If an affinity for the most expensive category is known, choose that affinity. - If an affinity is known for other categories, and those affinities lean towards one side, then choose the opposite side (to decrease the chance of drawing those categories in favor for the more expensive category). - If an affinity is known for other categories, and those affinities lean equally in both directions, then choose the affinity for the more expensive category. The only real critique I have is that the mini-game could have been more challenging, or more dynamic than a boolean outcome, since it took up a lot of the gameplay time. Otherwise, it was a cool vibe seeing the dwarf descend into the depths while the light slowly faded around it. Only got #5 on the leaderboard. I didn't know how to get the second survey bonus ¯\\\_(ツ)\_/¯ Screenshot_20241011_141824.png |
| Oct 11 20:37:01 | 1h 01m | My Keyboard is Full of Ants! | ♥ 3 | I kind of love typing games, and this one is pretty unique. Reminds me of the old Tontie games from Eyezmaze. The sound effects and screenshake are perfect. "Kiosks" is now one of my favorite words. High score -- Screenshot_20241011_151604.png |
| Oct 11 21:22:19 | 45m 18s | Mini Beasts | ♥ 1 | This game was tough! It always had a specific solution in mind for each puzzle, but was flexible enough to leave some wiggle room in the way you moved creatures around to clear the traffic. Really decent puzzle game! Also, the sax was epic, I'm impressed (I played bari back in high school). Screenshot_20241011_161403.png |
| Oct 11 21:59:53 | 37m 34s | David vs Goliath: What the government doesn't want you to know | ♥ 1 | Only the second game of yours I've played, and its an total riot like the last one, my top pick for humor. The extra voiceovers after the dialogue are priceless. Tried getting the game set up on the Flycast emulator, and it worked, but it didn't have the voice-overs and the music cut out after playing for a few seconds, maybe an emulator issue? Dreamcast is a console I plan to pick up someday, if I do, I know what I'll be loading up on my giant stack of old CDRs. goliath_2.png |
| Oct 11 22:20:41 | 20m 48s | Fireflies | ♥ 1 | Game is short and sweet and has some fun puzzles. But I especially love the soundtrack for this game, feels my kind of vibe. |
| Oct 12 00:44:11 | 2h 23m | Moldable Monster of Mine | ♥ 1 | This was a really cool game! The low-res pixel art is gorgeous (same as your last game), and I love the otherworldy vibes the game gives off between the craft-able creatures and alien mounds of pixels. My contribution to science -- sunglasses.png |
| Oct 12 02:31:23 | 1h 47m | A very small seed | ♥ 1 | This is a really cool little adventure game (with time travel, sort of?). There were so many details, like the seamless music transitions, or the various parallax effects, that didn't stand out but added a lot to the overall experience. It was cool seeing the entire story told without a single word. |
| Oct 12 03:13:41 | 42m 18s | Quirky Zats | ♥ 1 | Don't have much to say, except that I finished the game, and it's unhinged and totally awesome for it. Even the console text is great -- command_line.png |
| Oct 12 05:24:31 | 2h 10m | Small Sands | ♥ 2 | Neat little civilization builder. All of it made sense to me without a description, except for the research bar, which I figured out about half way through was tied to the number of villagers at home. It was cool figuring things out though and watching my population grow and scurry about the map. I liked that I could look both horizontally and vertically. Only being able to see the top or bottom of the stalk helped it feel taller than it really was. Towards the end, I recalled all 38 of my busy villagers back to town for a huge meeting. The word? "It's time to summon the giant eyeball in the sky." They all left in a swarm of bodies to join the other workers laboring at the stone. It only took a minute or two. And then... eye.png |
| Oct 12 22:05:16 | 16h 40m | Prince Charmony | ♥ 2 | I loved the intro cutscene. Kind of reminded me of making movies in Kidpix as a kid, where it'd record you dragging a bunch of sprites around the screen. The gameplay was fun. I like puzzle games with physics, and this one had me thinking a lot about how to get the character from point A to point B. Once you get to rabbit platforms, it does seem easy to run into soft-lock situations, since there's no way get rid of structures without the gold platform. Example below (pretend the double-jump area isn't there) -- birds.png The singing is charming, I like how the vocals fade in and out when you step on and off the platforms. |
| Oct 12 23:46:32 | 1h 41m | Tiny Checkers | ♥ 1 | Don't think I've ever played a checkers-adventure-strategy game before, but this was awesome (and challenging). I stocked up on egg pieces and loved seeing what came out each time. The line art and colors for the boards and pieces are gorgeous. |
| Oct 12 23:56:59 | 10m 27s | Tiny Car | ♥ 1 | The way the world expands as you get deeper into the cluster of shapes is mesmerizing, and I love how all the lines and art start to flutter and align to the grid when you get really close. It creates a really chaotic mood. Floating point imprecision as an art style is something I've never seen before, and it's awesome. |
| Oct 13 00:24:06 | 27m 07s | Subpixeana | ♥ 1 | This is awesome! I've always wondered about rendering things using subpixels (outside text, which a lot of systems render at the subpixel level by default). It's neat to see that action. Almost like tiny, 1x3 pixel art. All the creatures moving smoothly across the screen creates an effect like I'm staring into the abyss of my computer screen, and seeing something that shouldn't exist. The microtonal music is great. Using something less than a half-step totally fits with the vibe of using something less than a pixel, and the sound tickles my ear in just the right way. Really one of the coolest things I've seen this jam. |