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| Timestamp | Since previous | Game | bjornstenlund's comment | |
|---|---|---|---|---|
| Apr 7 22:28:44 | Beneath | ♥ 0 | Cool game! Good music and really nice pixel art! A lot of it feels really polished! the sound was great, both the alarm and the especially the clock ticking. The buttons (next, back, pause) feedback was slick. I had a big issue though, that the ui doesnt scale properly with screen size. I have a 1920x1080 and I couldn't see half the menus in the shop. But I can imagine that on a wide screen it would feel very polished! Another thing is that the itch full screen blocks the game full screen button - if pretty sure that's just a setting on itch. Also it would be nice to a link back here from the itch page! I think it would be nice if the descent upgrade was called "descent healing +5 " and "descent healing +3". Not anything major but I "huh"ed when I saw it, before I read the tooltip. All in all, great entry! edit: I just realize there is a link back here nvm :) | |
| Apr 7 22:46:02 | 17m 18s | A robot with funny physics goes down for a diamond | ♥ 1 | Hard game! But I really liked the jumping. Great game jam game in that it has simple input/game mechanics, but it feels really nice to do that thing over and over :) I think that the movement could have been snappier, so higher gravity and quicker jumps. I also missed feedback when a collision would kill me. I assume it depends on velocity. It would be nice then to have some kind of meter or just show an image when the threshold value for getting me killed was reached. I also missed sounds. Just some wind ambience or similar looping in the background, and a sound when releasing the jump I think would have given a lot. There are free sound libraries, for example freesound.org where you can find it really easy. Just make sure it's creative common so you are allowed to use them. Anyways great first entry and good luck on the next! :D edit: oh yeah! I think it would be really nice to have a link back here from itch, so people don't loose this site before leaving a score! I there is one that I just missed, just ignore this :P |
| Apr 8 17:19:49 | 18h 33m | Funnel Knight | ♥ 1 | Yay, sheep brought home! Really nice looking environment art and parallaxes! Nice red glow in the underground! Great with all feedback! Sounds, particles, ui showing held key etc. I was really missing a checkpoint after falling down the hole, I think it would be nice to spawn above the hole and lose one life instead. I understand the dark souls reference, but the part where you couldn't see the landing was a bit tedious. In Hollow Knight you can fly down the camera a bit with the down button to see what's beneath you, I think that that would be really nice to have. I also think you could have had a lot more enemies, and then just give player more hp if needed for balance. I feel it was quite well paced though with just the platforming! Well done! |
| Apr 8 18:14:22 | 54m 33s | Tidehold | ♥ 1 | This was great! I've played this for about 40 min now :D The graphics felt really cohesive and I really loved the feedback placing buildings and hovering over the square. I sort of lost track of time popping out building and expanding the base I was sort of missing a +4 house tile, but maybe I just never found one. I think it could be nice if the o2 buildings would discover tiles over time but without limit (like culture in civ 5) instead of a fix size where you can build them in a grid. Really cool game! |
| Apr 8 18:44:07 | 29m 45s | Perspector | ♥ 2 | Very impressive core mechanic! Maybe a little complex for a game jam game, but you pulled it off! I thought the platforming was a bit janky and too hard, but as I say that I do respect that the camera flipping is quite a feat to get right at all. Since it's low poly (and also playtesting is really hard during a jam) I think it would make sense to try to avoid precise platforming. For example the first boulder you need to run around, I think it could be bigger so its easier to maneuver on top of it. I kept falling down both running around the blocking pipe on top, and also because i misjudged the collisions. Cool game! |
| Apr 8 19:05:44 | 21m 37s | Worm Quest | ♥ 2 | Cool game! Nice on the theme with no jumping. I was missing some feedback on what square I would interact with. The white square is great, but it felt strange to me that I needed to stand in the middle of the square to pickaxe. I also think it was a bit non obvious that your only allowed to carry one piece at a time. I later realized the very nice graphics feedback when you have one, but I think you could probably double the size of the filled backpack to make it super obvious when you carrying a tile. Maybe the white square could change to blue when you carry a piece, and then indicate where the piece would be placed instead (typically one step up of the white one). I was also confused why the tile is placed on the first enemy you meet. Maybe it would make more sense what was going with the blue (or what ever) indicator :) |
| Apr 9 08:00:21 | 12h 54m | Ad Light | ♥ 1 | Really nice game! The atmosphere is great! I really liked the environment art with the parallax and the light around the character. Also really nice music. I think that the stalactites (those hanging from the roof) should have been in the foreground layer. During the boss it felt like I would collide with them. I think the boss was great, but you probably should have used a different algorithm to spawn the mollusks in that level (I under stand that time probably was an issue). But if the first pickups spawn to far to the left, or if you get a pickup far up and another far down on the same x coordinate I think its unbeatable? Maybe the easiest would have been to make the map 10 times longer and spawn 150 mollusks instead so it doesn't matter if you cannot get some. Anyways great work! |
| Apr 9 08:16:42 | 16m 21s | Mush Rush | ♥ 1 | Neat game! I think the idea was great! I was sort of missing a reason to play a second time, I got ~3000 score and I had a good time, but I think it would be nice with a grade next to the score or something. I assume that it is infinite and therefore a grade feels a bit strange maybe, but now I'm left a little bit in dark if I saw everything. Also the growshroom was bugged for me. I think the reason is that my first round while still having no idea what I was doing, I played a growshroom next to a 0 shroom. And for the rest of the game every growshroom I placed gave 0 points. I started a second game just to see if the growshroom would work this time, and it did. So the thing with the 0 shroom is really me just guessing what happen the first time. Anyway, I enjoyed it! Well done |
| Apr 9 08:31:28 | 14m 46s | SUPER DIAMOND DIGGER !!! | ♥ 0 | I honestly think this is a great game jam game! I actually got really glad starting it and seeing it was a clicker! So good idea! I think its not really connecting though. The biggest issue I have is that gold is not generated quicker and quicker, so it doesn't really scratch that clicker itch. I assume the gold is randomized once per click, but it probably should be once per meter. If you manage to squeeze in some more upgrades, like one passive digger at 1 m/s. And something else say 200m every 5s but it has a 20% chance to break I think that would do a lot for the game. I also think it would be great to have the upgrade (with cost) visible from the beginning. I dug to about 2500m. But I don't know if something else would happen eventually (for example another upgrade would appear) or if I've seen everything. But obviously time is always the issue Anyways, super cool you joined the jam! And I really appreciate a clicker once in a while |
| Apr 9 08:58:35 | 27m 07s | Dynamite | ♥ 1 | Nice little game! I liked that the jump was quite snappy. I think the control scheme was good. The level gradually getting dark was cool and as someone pointing out before: it's cool that you need to light up with the dynamite. While the speed of the jump was nice, I think the down acceleration was a bit to aggressive. It would be nice if speed up stayed as is, but speed down was slower, and maybe a small hang on top of the arc before falling. While I liked it getting darker, it quickly got too dark. I think a small light on the character would help a lot. I get that that sort of ruins the thing with throwing dynamites for light - but you would still need to do that to see down chasms. Just like a 1 or 2 tiles radius would be really nice, so you'd understand if you're walking into a wall. I also took a lot of damage with out realizing/knowing why. It might have been fall damage? Some more damage feeback would be great. Maybe a small "uuhf" sound and maybe coloring the character sprite red for half a second, or whatever. I thought I played the whole game my first go, I got stuck in a pit where there was a light coming up from below. I was gonna say that it would be nice with a "You won" screen. But when I tried to get back there to get a screenshot I couldn't find it again but instead stumbled into the actual "you won" screen, so I'm not sure what happened there. Don't take this feedback as criticism though. It a cool game and it's hard to get something together at all with so little time. Well done! |
| Apr 9 09:53:31 | 54m 56s | Deeper into steel | ♥ 2 | Very moody! I liked it :D I typically don't like "story games" in a game jam, but this wasn't too wordy and I manage to reach the heart in the end! My biggest issue is lack of feedback with what is interactable. I think the press E is super to have there, but I think more is needed. In the first level it took me a while to realize the button on the shelf wasn't some books. And I didn't understand that the ladder was a ladder (I thought it was just some background art showing how much you rotated the cogwheel). I think it would be good with maybe a thick outline on every thing that's not just environment art. So that would be the walkable ground (only really needed in third level, but for consistency), the cog wheel, ladder, the puzzle panel in the second level etc. Same goes with the sliding puzzle. I didn't understand I was looking at a sliding puzzle at first, but if I had some indicator when hovering over a movable piece I would have gotten it a lot quicker. Oh yeah and on the x-button in the puzzle screen ( @martta ). I think also a nice "click" would be great when solving the cogwheel. I also had a hard time figuring out that you needed to keep boxes/balls in radius of the player. This goes together with my precious point, but in the first level I thought that the box was colliding with the pillars, and I tried to get in though the gap in the environment art above it. Maybe it would be better if you'd just drop what you holding if you drag it out of the radius, I think I would have realized what was going on quicker then. Some smaller points here, but I really think the intro should swap pictures on click instead of a timer. I tried walking to the left in the first level before realizing that the button was a button, and got stuck outside the map. So I needed to start over, and the intro was quite annoying then. Also, I think a language puzzle is a lil bit dangerous in a global game jam. Anagrams if you don't speak English well can be hard, and it took me a little time to get the answer just because I couldn't write "Technician" instead of "Technic". I must say that having the T capitalized was really good design though. Please don't take this feedback as criticism, over all I think it was a nice game and a nice change of pace from some of the other ones. You did a great job! :D |
| Apr 9 10:59:07 | 1h 05m | Diggy Diggy Shroom | ♥ 2 | Cool game! Quick pace and high urgency! I played the web version and jumping in/out of the big drill was a bit janky. Maybe it would be good to have the player drilling downward with input. So while in drill, press s do go down. I think that would fix some of mine issues. I wanted to refill the cooling and all of a sudden the drill just went. And when it stopped it got quite overwhelmed with the timer, so it was hard to keep track of life, cooling buying upgrades etc. I guess that might ruin the enemy balancing, but maybe they could spawn every once in a while when the big drill is still and a lot when it is moving. Obviously time is always the problem, so I can relate to having issues playtesting and balancing. Anyways, good job! |
| Apr 9 11:26:27 | 27m 20s | Dive into the Hive Mind | ♥ 3 | Very nice game! I never read the game page, usually I just eyeball it quickly if I see some controls I should know before starting. But I really liked that your wrote a short paragraph about you experience! It was very sweet, and relatable. Over all I think the game was great. I didn't encounter any annoying bugs, the controls and objective was really obvious to figure out while playing - which is just great for game jam games. Mostly everything had nice sound feedback, the death animation was really nice and the screen shake felt good. It felt polished which is amazing :D I think it would have been better to have the life pickups shaped as hearts, that is, in the same style as in the UI. It's nice that it feels grounded within the world, but at least for me I think it more important to make it super clear for the player what they are looking at. I also think it would be good if you couldn't pick them up if you had full health and just add some of feedback why it happened. I missed the sweet screen shake when getting hit by projectiles, and a sound when actually damaging an enemy. Lastly, to me it didn't feel nice to be out of ammo. Maybe it could have a slow recharge (say a bullet every second or so) so if you hade no ammo you could continue shoot, just slower? Or maybe add some ammo pick ups that are not you're own shots. edit: reading some of the other comments now I see there was a punch! Maybe you could have added the control scheme to the left on the menu instead of inside help :P But maybe that's just my own fault Anyway, well doneimage_2025-04-09_132619326.png! |
| Apr 9 11:54:57 | 28m 30s | The Stochastic Abyss | ♥ 2 | I like the idea, but I felt I wanted a little more agency. Maybe always draw two cards and pick one? or get a coin every time you draw a card and then buy card to get shuffled into the deck? But obviously that would be a bigger scope etc. etc. I like clickers, but it didn't really register to me that I was playing a clicker, so I needed to tab out of the game to see the objective. I think just a text in bottom of the screen saying "Escape by emptying your deck" would have made my experience a lot smoother. Once I understood the game, I just kept spamming click, which I think is totally fine! But it felt like the card designs was to complex to register at that speed so I ended up just looking at the deck size number. I think if you hade a really clear red up arrow somewhere on the bad cards and a green down arrow on the good ones it would be a lot more interesting looking at the cards. And maybe add a click cooldown of half a second or so (just so the eyes register the arrow) if needed. All that say, the idea is really nice, and the game logo art really drew me in. Well done! :) |
| Apr 9 12:14:07 | 19m 10s | Depth Diver | ♥ 2 | The controls was janky and weird and I LOVED them! It really gives the game some uniqueness. The atmosphere was nice and I'm glad you were generous with checkpoints :) I think it would be nice to have the press f to checkpoint written on the screen at least until first time it is pressed. I also think the controls get a bit confusing when swimming upwards, but I don't really have a good suggestion how to solve that. Maybe when input is given you could check direction of character before deciding what direction to turn. But I think that also could leave to some confusion. Anyways well done! edit: I don't see anywhere to leave a score, is that intended? :) |
| Apr 10 14:23:39 | 26h 09m | Edge Digger | ♥ 2 | Wow really nice game! The menu is insanely polished! Great pacing with short runs of just a couple minutes! Overall just great :) But since the point of these comments is to give feedback . . . To me, speeding up the game on missed captchas sort of competes with the core concept of the screen getting more and more cluttered while speeding up on it's own accord. Maybe failing a captcha could instead just spawn 3 windows? or maybe have a row blocked that you need to have entered the captcha before you can pass? I think it could be balanced basically the same, but communicating the popup idea even clearer :) I think that I'd prefer WASD movement -> so dig left right with A and D and dig down with S. I can see that forcing the player having to concentrate at multiple things at once fits the game. But once again, the core concept is strong enough, and I didn't like it when I accidentally tried to walk left instead of digging left. Anyways, well done! It's a banger |
| Apr 10 16:40:01 | 2h 16m | GOLDLOVING STONEHATING IDOL | ♥ 1 | Really cool game! Great tutorial by gameplay! The idea is great, the controls are easy, and everything is well explained :) To me the colours of floor and walls felt inverted. It's crazy how such a thing can matter but in the second level I got confused over what I was seeing at first. But since that level was just exceptional as tutorial, teaching me both the colours of floor and walls lol (and breaking mechanic) I can't complain too much. Just too dubblecheck if I was just trippin' I googled some random games I could think of with similar style, and 3 out of 3 had dark floor and light walls - maybe it's convention? 🙃 It looks nice with the point light to make the character pop, but since you need to see the whole level for some puzzles I think it would be better to have every thing lit and maybe add like a thick shadow or something instead. Also I think the exit should have been clearer, I kept sort of thinking that the screen would pan into a new room instead of sending me to a level. Maybe swap that tile gfx of those specific stones too doors instead? Anyways, well done! I played it twiceimage_2025-04-10_183951260.png |
| Apr 10 17:24:26 | 44m 25s | Deep space journey | ♥ 1 | Huh, so simple and yet strangely captivating. I really appreciate the storytelling without walls of text! Obviously it's not the most enjoyable game I've tested so far, but still (besides missing sounds) I think it's pretty much perfect as it is. I'm honestly super impressed ❤️ edit: haha I keep leaving this page, and then going back and upping the grades |
| Apr 10 18:17:16 | 52m 50s | Depths of Hell | ♥ 1 | Really good game! I feel like the game overall is at a high standard. It got gfx, sounds, lots of mechanics, progression - and feedback, soo much feedback 😍 I think the start was a bit rough however. I understand that you probably just forgot - but leaving the dash in the first controls pop up made me die like 4 times before I decided that I probably couldn't dash. And I think the death felt too punishing. I really think it would have been nice with a retry/menu before leaving the scene when falling in the lava. Two clicks in menu, transition, and controls popup felt like to big of a hurdle to try again. I think it's great that you introduce mechanics in succession, and have a stage specific to teach that mechanic, but the game felt so much better after you got the double jump and dash. Maybe you could have split the game into two phases. First one with shorter, mechanic specific floors, with no lava. And once enough mechanics are online for the platforming to feel slick - then add the lava. Basically make the first 7 or so floors a third of the length and add lava on the 8th. I died around floor 10 and I'd easily have given it another go if I had had the mechanics when restarting, or a short climb to get there. This is a small thing, but longer invincibility after taken damage would also been great, I got a bit stun locked by a fireball 😅 maybe they could explode on impact and just be destroyed Obviously time is always the issue, and playtesting is so damn hard to squeeze in at the end, so I totally understand why then start wasn't tuned perfect. And just in the first half that I saw, there already were so much content! Anyways really good job 😄 |
| Apr 10 19:09:10 | 51m 54s | I'm 14 and this is deep | ♥ 2 | The music is 10/10, and the environments beautiful ☺️ Super cosy atmosphere. When talking to NPCs, I really wanted to be able to press space to get the text at once, so I could speed through it quickly. I also though it felt a bit clunky to WASD in for picking an answer instead of using mouse. This is subjective, but I'm really not dialogues guy so I didn't like when I had to go back and talk with NPCs a second time to see if I've missed some information, especially when I couldn't skip. Also I missed to be able to see the controls somewhere in game, I typically just eyeball the text outside the game . I would suggest to put the controls in the inventory screen, just a an image next to the inventory, where its plenty of room. When starting the game you could have written down in the corner "Press I to open inventory", and keep it there until it is pressed for the first time. In there you also could have added an objective list. So for example after talking to the mask guy you could have added: Make disguise - find pen - find canvas - find bowl - Bring them back to Steve I also feel like the NPCs were a little hard to spot. It would be nice with maybe an indicator on them. Maybe it could be visible only if you're in between 20-100m of them. Then it wouldn't be too in your face when just swimming around enjoying the scenery, and you'd still had to explore and be somewhat close to them before getting handheld. Same with pickupable items. image_2025-04-10_211558509.png image_2025-04-10_211614748.png Obviously you didn't have time this time, but I find it super valuable to try to scope down the game to be able to remove as much friction as possible last day Unfortunately I got stuck after making the disguise. But cool game still |
| Apr 10 19:41:26 | 32m 16s | Depth of Moments | ♥ 2 | The game looks just stellar 😮 Gorgeous! But as many have pointed out the backpack is super janky, and the game seems to lock in a black screen after giving the girl the ring. I though that the matches where really tricky to light and that I would have liked the chewing of shrooms to be maybe three or four chews instead of how many they are now. That said it have clearly gone a lot of effort and love into the game, so it's really unfortunate. The visuals really are on another level |
| Apr 11 15:23:01 | 19h 41m | Home is where hell is | ♥ 2 | Short and sweet! Super solid in that it was no sort of friction what so ever. I found the controls right away, I understood what I was suppose and I wasn't confused along the way. I other word well scoped! The animations were great and the whole look, color scheme etc. is super consistent. Well done! |
| Apr 11 16:00:33 | 37m 32s | RepliCore | ♥ 3 | Wow nice work! Super solid mechanics progression, and adding stuff with every level. I had no big confusion during the game, I always found the controls right away etc. etc. 🙂 It feels like a super solid start to a puzzler, I just wished I had a couple of more levels with all mechanics 👼 I think the game felt a bit slow. Not the gameplay itself, but more like mechanics and transitions felt, well, I guess not snappy if that make sense? So the jumps, the cloning and the screen between levels I would have like to be faster. And a "pop!" when cloning and "doing!" when jumping could also have helped with that. It's always a bit tricky with games that require a lot of level design. . When they don't introduce mechanics in steps and just give you a long wall of text I comment on that, but now I want more levels that don't showcase the mechanics but instead makes you problem solve. I feel that that is such a stupid feedback though - avoid level design heavy games - especially since I love puzzler. Just to be clear, the last two levels were really nice, it just that the build up feels a bit long for the reward. I feel I sound a bit harsh though, all in all this might have been the best puzzler I've played this far 😄 and I think my first point of lack of friction is maybe the most important thing when review games like this for like 10, 15 min. Great job! |
| Apr 11 18:07:08 | 2h 06m | The Undead | ♥ 0 | Cool game! I love the genre and I think that spawning waves of the player is a great game jam game, we want small scope! 😄 I also think the environment art with just white blocks was good. Time is the most valuable resource in game jams and the environment you got communicates what you mean. Communication is key. I really think you need more feedback. Especially when somethings happen that the player should react to. And usually (always?) sound is the way to go! Prio 1: taking damage, spawning coins, enemies firing arrow, new wave. Prio 2: Dead enemy, hitting enemy (which sort of the same as missing enemy), picking up coins, shooting, dying. Prio 3: ambience, grunts, hitting walls. The more games I make, especially game jam games, the more I think that feedback and non confusing controls is the most important things! I also think that it's a good thing to sort of force the game to end eventually. A narrative game have a factual ending - here I think you should spawn more enemies every wave. That would make it harder the longer I was playing and I would die before I felt it was time to move on. And as a bonus, if everything comes together right, the player will want to play another game. And, at least for me, that is sort of an automatic extra star on the overall score. One small thing is that I'd would have want the pickup radius to be bigger, maybe at least 3 times the size of the player character. It satisfying to see the battlefield getting more and more cluttered with loot, but having to actually go over the coin is also a bit annoying. If you're aiming for the battlefield filled with loot, I think you should just spawn the send the coins further away from the kill. Please don't take this to critically, the time to make them is short and the game isn't a buggy mess 😛 And it's nice to kill some heroes once in a while |
| Apr 14 17:13:41 | 71h 06m | Into the Depths | ♥ 1 | This is such a cool game jam idea, just phenomenal! I haven't played it yet though because of the playtime, but I've saved the link and hopefully I'll get around to play it before the jam ends! I guess, if I may be so bold to leave some feedback before even playing the game, I think my pain threshold is about 45 min (unless it's great, but that hard to know before playing) so I think it would be great if it could be a bit shorter. I just want to say that I was gonna start playing and read through the beginning, but when I started placing the cards my cats go too interested so I had to postpone. I am super intrigued though, and I'll write a new comment when I get around to test it! |
| Apr 14 17:50:53 | 37m 12s | Down | ♥ 0 | Nice game loop and good length - you kept me interested and longing for more when it was done and I played it three times before leaving it! It felt quite polished, I didn't encounter any bugs and I was never confused 😄 Even though I think the length is good, I think a run could have been a little bit longer. I think maybe 10 more doors before reaching the end would be cool. I feel like the game is so close to almost have a fantasy board game kind of feel, where you stack items and get stronger, I just would have wanted a little more items, a little more fighting and some healing. I also think it would be nice if a specific door could lead to like a category of room instead of a specific room. So I could sort of learn that the ice door leads to a "cold" room, but couldn't know exactly what would come (which obviously would need bigger scope and time that didn't we didn't have 😅). Finally, I thought the text jumping around was a bit annoying at times. I see what you were going for, and it felt lively and nice, but it was especially two instant I didn't like it. First was during the start when I wanted to read what to do. I think maybe you could have used a different font (not jumping) for sort of non flavour text (which maybe only was the paragraph in the game). The other time was during the wolf encounter, where to text wrapped differently between jumps. Maybe it could be avoided to changing the wrapping settings of the text. Anyways great job! |
| Apr 17 14:56:03 | 69h 05m | It's buggin' me | ♥ 1 | Uuh, looks great but kind of gave me the creeps! Would be cool with a small "blog post" here explaining how it works! |