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LCStark

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TimestampSince previousGameLCStark's comment
Apr 8 18:45:15 The Fall ♥ 2 Pretty cool game! Reminds me of old Minecraft dropper maps, but with a really great aesthetic! :D Usually I'm not that great at games like these, but I guess you didn't make it too hard - I managed to get to the end in my second attempt. I've tried it a few more times to see if I might have missed anything, and still managed to complete it, so I don't think I was just lucky the first time. :D Level design is pretty good. Usually games like these like to surprise me with an unexpected combo of obstacles, as if to force me to memorise the entire track to complete it. Here everything felt just right, like it was flowing pretty smoothly. There's plenty obstacle types (I think I liked the beam spiral the most - so satisfying to get through it perfectly at high speeds!), so the track doesn't get boring. One thing I might like to see added is a max speed stat after a run - I think I've reached around 500kph before hitting a wall to avoid the solid circle in the centre and slowing down again. I've done a few runs to see how fast I can get, but tracking the speed yourself is difficult while trying to concentrate on not hitting anything. But I gotta say I did enjoy listening to that music each run. :D Overall, really nice jam entry, well done! thefall.png
Apr 9 16:12:45 21h 27m Rooted Deep ♥ 1 Really cool game! You really did the "atmosphere" of underwater justice. The look and feel is just right. The controls might be a bit floaty, but given the location I think that's a plus. :D Reading through the comments I see that other people have already pointed some of the issues I've noticed, so there's not much more to add for me. One thing I'd add to that is that perhaps the sound on trying to pick up fruit shouldn't be played if the fruit is still growing, only when you do actually collect it. Or maybe have a different sound to let you know you can't pick it up yet? I agree with liquid's comment, throwing in a Subnautica easter egg could be fun. And definitely try playing it, it's a really good game and might give you some inspiration for further expanding your concept. But keeping it mostly a farming game would definitely make it something unique. :) Overall, it's a pretty impressive compo entry! I loved playing through it several times, even if it did cause a mild case of anatidaephobia. rooted_deep.png
Apr 9 17:22:55 1h 10m Sea Dicegarden ♥ 2 Pretty cool concept! I agree with colisan, a journal tracking your progress would be really great. Though I managed with tracking things in the notepad. :p And I definitely can understand overscoping in this LD. I found one bug which made one (or more?) dice stuck in the top left screen: seadicegarden.png It also caused some of the green slots in the plots to get blocked with ghost dice, I couldn't drag any new dice in those positions. Later on the ghost dice also appeared in the top slots, as I couldn't press the blinking button to spawn a new one. But fortunately I've managed to stumble towards victory anyway. :) seadicegarden2.png After pressing space to restart, game started with all dice in the top left corner, and after dragging them to the slots it turned out I was only given 4 dice, without any greens, and couldn't do anything. seadicegarden3.png Reloading the page did help. :) I think the bug might have been caused by me adding a new die from the die creator - I had 4 green dice and I wanted to see if I'll get a fifth one if I move one down to a plot and try spawning one. Either that was a bad move, or there was some timing issue with harvesting plants when a new die was spawned. Not sure which one. The game looks pretty cool, I liked all the plant variations and experimenting with combos to see them all. :)
Apr 12 20:35:27 75h 12m In the DEPTHS ♥ 1 Really cool game! I always loved incremental games like that, so getting into it was pretty easy for me. The physics-based movement is pretty cool. As others have mentioned, it sometimes displays inaccurate trajectory, but I think you're right that it's caused by character nudging another collider - I found that it most often happens when I'm either in a tighter spot or if I try to launch on a flat angle near the ground. One thing I'd change is to make the upgrades cheaper, or increased the amount of resources you get from pickups. Maybe it's cause I'm bad at the game, but so far I've spent around 15 minutes on it and barely got to 200 meters. I've followed the initial guide, but every run I managed to get enough coal to get just one or two upgrades, so the progress was really slow. I can see that there's way more to discover in the game, but at that pace it would probably take me a few hours to see it through to the end. At least I got to the stage where there were some enemies trying to make me into a pincushion! :D The graphics look pretty cool, I especially enjoyed the falling water and that it wasn't just a decorative in the background, but physical particles that interact with your character as you move through the water stream. A simple music in the background and sounds on movement and interactions worked pretty good as well. Overall, it's a surprisingly big game for a jam entry, but it's a fun one! And unless I'm mistaken, it does save the progress, so thankfully I'll be able to return to it later and see if I can get further instead of having to start from scratch! Nice work! :)
Apr 12 21:22:59 47m 32s Stolen Heart ♥ 1 Really cool card game! I wish I finally made one myself, maybe next time. :D As someone who played a lot of Slay the Spire, this reminded me of it in the best possible way. I really liked the large amount of different cards and their skill combinations, as well as the really big variation of enemy types. And the art style is amazing! I loved it all, characters, cards and enemies. The Octoplush was probably my favourite. :D I've played the game twice with Athena and once with each of the other two characters and so far I've managed to only reach the Dragon three times. I'm hopeful with a few more tries I will be able to defeat him. :) Others have already mentioned that it would be cool to have some sort of animation to better see enemies' attacks causing damage, and I agree with that. If you come to the game without much prior knowledge, you might get confused as to what's happening at what time. One thing that I'd also like is to see what the max HP of my character is - a few times I was wondering if it was worth it to use the healing skill, or if I'd just waste the card and a turn because I'm already at full HP or close to it. Overall, the game is really cool, I hope you keep working on it! :]
Apr 12 21:37:11 14m 12s Folder Depth ♥ 1 Pretty neat idea! I like your take on the theme! The aesthetic of a file manager is pretty well realized. Others have already mentioned most of the issues I had. One thing I'd add to their feedback is that the pop-up messages might be better if they were just click-anywhere to dismiss instead of having to press the tiny X button or wait. There's also a click-through issue on them - multiple times I clicked the message window and the game detected as me clicking on another file or folder and I think I got double penalized. So far I've managed to reach level 4, and while the moving folders at first didn't look like they were going to change things much, they do make it way more chaotic. But I guess it's a pretty good simulation of how you see things when you're trying to quickly find something when stressed. :D
Apr 13 08:24:16 10h 47m Wrinkles ♥ 1 Nice take on the theme! Instead of going in the depths, try to get rid of them. :) The dialogue during the gameplay was a great idea, the narrative really adds to the mood of the game. Graphics are simple, but for a game like this it means they're clear and don't make the gameplay harder. Here everything's pretty responsive and you won't get stuck wondering if there's something you've missed. The physics system worked pretty well too. Only the last level got some funky issues: wrinkles.png I don't think that's healthy for the patient. :D
Apr 13 08:48:57 24m 41s Treasures ♥ 1 Cool little game! I'd agree with other commenters that it evokes kinda same feeling as QWOP, but the controls are certainly much easier to get used to here. One thing I'd perhaps change is to add a bit more friction from the water - it felt like using Q/E to spin was constant battle to overcorrect in one direction or another. Maybe playing it with analog controller would have worked better, allowing for more controlled changes. Though that's more of an issue of convenience, it didn't really stop me from beating the game quite quickly. treasures.png Also, thanks to the power of swimming through air, I managed to picture a scene of the main character relaxing on board of their ship with the treasure they got. treasures2.png I liked the light, chill music in the background, it definitely helped make the game a more relaxed experience despite the rather hectic controls. Worked pretty well! :) The graphic style is also great, reminded me of old Atari games, but with modern touch. Overall, it's a really nice compo entry, well done!
Apr 13 09:44:50 55m 53s BeltCo Mining Inc. ♥ 1 Nice, someone else went with a similar idea to mine! :D I like the way you implemented the movement and rotation system. Free rotation following the mouse, but pretty slowly, does work pretty good for an old mining vessel. I also liked that there is some inertia to the movement, though I think it would work better if the level didn't end until your ship completely stops - a couple of times I was drifting towards the station and I think I'd reach it with inertia if the overzealous rescue ship didn't decide it needed to "rescue" me. The mining system is pretty great too, makes me regret not finding some time to implement one I had in mind for my game. Having to extract the mineral asteroids from clusters to get more resources makes for more interesting gameplay than just firing and collecting the result. Graphically the game is pretty good. I love the parallax effect in the background, with few layers of stars and the variously coloured nebulae. Overall, it's a really cool game. Pretty impressive compo entry, well done!
Apr 13 10:25:49 40m 59s Hireblades ♥ 1 Really interesting turn based tactics game! Getting into it is pretty difficult, but once you start getting the grasp on all the units you start to get better with every mission. Though that takes a while, since there's such a huge amount of units and traits to learn. :) I also liked the multiple-actions-per-turn idea, much more interesting than letting the unit move as far as it can at one time. I've seen that others have already mentioned most of the issues I had with the game. One more thing that I did find a bit confusing is with one of the missions where all my units started spread around the edge of the map. Before I managed to regroup them together, during enemy turn I could hear enemy attacking me, but couldn't see which unit attacked where. Maybe moving the camera to the enemy unit before it attacks would have worked better here for some combat awareness.
Apr 13 14:34:14 4h 08m O.R.B.I.T. ♥ 2 Really cool game! Pretty innovative movement system, but it's also intuitive and I got the hang of it pretty quickly. It felt great swinging between the planet, figuring out when and where to best tether myself to turn or slow down / speed up. The fuel was generous enough that I don't think I ever got below 90%. The art style is great, I love that the pickups are very distinct from all the other entities. The Earth changing as you slowly fix it was pretty great addition, too, really helped to enforce the sense of progression. The background music is amazing as well, some nice gentle synths to make the whole experience totally relaxing. :) orbit.png
Apr 13 14:56:11 21m 57s Duplo ♥ 2 Really beautiful game! I'd agree with other commenters that the control scheme could use some more quality of life improvement. My main issue with it was that it was difficult to target the nodes to between various locations - either it doesn't always recognize the click in the right area, or there is some collider issue there, because quite often the character didn't move at all, or moved in only to turn out it's not in range of the room exit. There might also be an issue with the character itself, as a few times I noticed that it made the selection sound after clicking it, but then it didn't move anywhere after I clicked the floor and I had to select it again. I thought that having some way of distinguishing whether the character is "selected" or not might make it more noticable, like a different idle animation or maybe slight color tint when it is selected. As for the resources, I think the sticks were the biggest issue for me. The sun and mineral gathering have their animations, so at least I knew something was happening, but with the sticks nothing happened. I didn't know if I was in the right place to collect them, or if I was slightly off and had to move in closer before trying again. The idea and look of the game are great. It was a pleasure to watch all the little animations while moving around the place. The story element of trying to save the tree was a pretty nice thing too, made me pretty invested in trying to do my best. All in all, it's a really cool entry. I hope you're gonna keep working on it after the jam. Well done!
Apr 13 20:05:20 5h 09m into the forest depths ♥ 2 Pretty cool game! I love the aesthetic, both the entity sprites and backgrounds look great! Gameplay-wise, I think the combat could probably be made a little bit easier. Right now it's too RNG-dependent and it's pretty easy to lose the entire game just through sheer luck (or lack thereof). Like I got done by a Granny twice just because 4 of my attacks in a row missed. Oh, speaking of Granny, I got a but where I killed her torso, yet she still kept fighting, just with a floating head and legs. itfd.png The body part system is pretty interesting. I liked the way all the parts became more transparent the more damage you did. One thing I'd add is some better way of knowing what the effect will be of destroying a specific body part. Like cutting off arms made some enemies unable to attack, but others just got damage reduction. And I'd expect cutting off enemies' legs would make escaping easier, but when fighting this guy: itfd2.png I tried escaping to see how it works and I got away successfully only after 7 attempts. The monks on the road were pretty helpful, but I think it might have been better to get some other (or just more abundant) method of healing after combat. Maybe something that would make you choose between healing and getting better equipment? I liked how you could talk yourself out of some combat situations, but still I only managed to reach the Mutated Gnome once, and I barely sliced his legs off before he finished me. Bonus points for the dialogues, they added some pretty humorous element to the game. :) Overall, it's a really nice jam entry. Well done!
Apr 13 20:32:36 27m 16s Big Pig & Dig Gig ♥ 1 Really cool game! I love the aesthetic, and the pig theme was pretty funny. :) I liked the background music, though it made me feel I'm gonna go explore some creepy dungeon instead of pretty cute pig mine. Mechanically, I really liked how you "limited" the elevator with some blocks, not letting you go too far too quickly, but still letting you dig out those blocks and go further when you feel like it's a good idea. Only thing I'd change with the elevator is make it follow the player better. A few times it felt like it was following me down at the right rate, then when I was trying to jump out of a hole it got about half a block over the ground level and remained there, even though I was standing right next to it. Another time I got really surprised when the elevator landed on my head and held me stuck between it and some blocks, luckily it didn't get me stuck for long. Story bit seems like a classic, go down there and find your brother, but I'd say for such a simple story element it works fine and you realized pretty nicely. The not-exactly-separate plot of looking for the golden oatium made it feel like there really was a big story there, so that's cool. :) I also enjoyed finding the few random pigs stuck in several locations. The main gameplay loop worked pretty well. Several block types of different hardness, several different resources and an upgrade shop all felt quite good. One thing I'd maybe modify is to make the upgrades a bit cheaper, to make the game jam playthrough go quicker, but that's only a small balancing issue and those are tough to get right in a jam anyway. All in all, pretty fun and cute game you've made there. Well done! :) bpdg.png
Apr 14 18:26:28 21h 53m Fifty Floors of Flavor ♥ 1 Hah, a classic story! Pretty nice idea for a jam game. :) I tried pineapple pizza 4-5 times in the same game and she finally said yes to it. Maybe being persistent does pay off. :D I enjoyed the food variety, especially the weird ones. Seems like that would be perfect way to expand the game, just add more and more bizarre ideas. "Milk and banana ramen?!" :D There were two bugs in the HTML version that I found. First one is that, I have no idea why, after you click on the game and it captures mouse focus, the mouse keeps moving to the right on its own and you can't stop it. It's pretty slow, so it doesn't prevent you from moving where you want, but it does feel weird seeing this ghost movement. The other bug was that the "Try again?" button doesn't seem to work, in order to play again I needed to reload the page. Luckily after the initial load, subsequent attempts load pretty quickly. I've kept playing until I got the second ending, and the "Try again?" button there worked. ffof.png All in all, a pretty simple idea executed in a very realistic fashion. :D I've had fun playing it, nicely done!
Apr 14 18:51:48 25m 20s Edge Digger ♥ 1 Pretty cool entry! Graphically it looks really great! There is a bit of a disconnect between the menu animation, the graphic interface and the main playing area, but they all look amazing in their own right. The movement feels pretty smooth and responsive, and the animations and sounds are reinforcing that feeling pretty nicely. Once I somehow managed to press "E" and instead of mining the block next to me mine one further away, but I wasn't able to reproduce this issue. Other than that, everything worked as expected. It's well designed and gives you the feeling of skill progression - first playthrough I failed in mere seconds, but each one after that got slightly longer and a few times I felt invincible for a few seconds, able to just dig the right way through while outrunning all the errors. :D One thing I didn't enjoy was when my good run was ended by getting into a dead end without a way out: ed2.png Not having those would probably be preferred, but maybe they could serve some purpose as additional (rare) obstacles and you'd need another mechanic (like jumping) to trace your steps back a few blocks and choosing a different way? Overall, it's a solid fast-paced game! I'm not very good at it, but it did give me the feeling of getting better with each run, not to mention the "one more run!" approach seemed to come naturally. The soundtrack definitely helped with that. :) ed3.png
Apr 17 06:49:48 59h 58m Depths of the Void ♥ 1 Really fun idea, and executed pretty well too! The camera controls were a bit difficult, but thankfully I've managed to work with them (thanks to an undocumented feature of Q/E keys :) ). I'm also not sure how the weapon arc work - looks like you need to be positioned in the right way to have a clean line of fire for a gun, yet most of the time while it looked like I could fire both the side guns and two of the front ones, my ship only spawned 2 projectiles, and not from the guns I'd expect it to. At few occasions I've heard multiple projectile launched sounds, but only one of them spawned and hit the enemy. Aligning yourself directly towards the enemy seems to work best and all 4 front guns fire as expected. Gameplay-wise, it felt pretty cool! I liked the intuitive idea of slowing down to make tighter manoeuvres then speeding up forwards. I think having the speed at just 2 max might have been too limiting, maybe having more options there would give you more tactical options. The sounds were pretty cool, background music fit nicely. Overall, a really nice jam game, well done!
Apr 19 22:06:38 63h 16m MS Drowning ♥ 3 Wow, really impressive for a jam game! Presentation-wise, it's simply amazing. You've made a pretty cool artstyle for everything, in-game objects and UI alike. Adding the little animations like wavy reflection on the water surface or bubbles on movement just added another nice layer of polish on top of already cool looking game. I don't know why, but the little transition when you're going from the ship to the ocean floor felt really great for me, served well to build up the excitement of going on a new adventure every time. The music is great too. While short, the syncopating rhythm is interesting enough that it doesn't get boring on repeat. The entire composition is nice and chill. The only negative thing I have to say about it is that I can't hear it while writing this comment, so I'd suggest adding a setting to run in the background (via Unity's `Application.runInBackground`) ;) . I enjoyed the responses your bot gives to buying a new upgrade. Zoooom! :D And while the bot wondered how you could make so much from gamedev, I was wondering how it was possible to earn money from very old decomposed gamedevs. Nice easter egg, though, and totally not too cheeky about the ratings. :P It was also nice that after finishing the story I could continue playing until I found all the stuff and got all the upgrades. msdrowning.png One slightly buggy thing for me was the way the grabber interacted with the robot. First thing I managed to do purely on accident was to pick up a bike and use it to invent infinite flying without upgrading the booster, simply by pushing myself up with an item. Other than that, I think everything was working as it was supposed to. While I didn't expect I could also grab fish (and bring them up to sell), it was a nice touch. :D Overall, it's a really well developed jam entry, great job!
Apr 25 23:30:18 145h 23m Neon Wars ♥ 1 Pretty cool tower defense game! One thing that I'd like to see added is the ability to build more than one turret at a time when holding shift - the F1-F3 keys do help with that a bit, but still it would be better to not have to spam them. Pretty decent sounds, and together with the graphics they form a pretty fun aesthetic. Nice work on the rocket launch animation, looks really cool to me! :D neonwars.png
Apr 25 23:44:01 13m 43s West Coast '96: CIBUS DAEMONUM ♥ 0 Ah, what won't a man do for some good pasta. :D What a fantastic journey! The other commenters are 100% right, this definitely wins for the art direction. Not to mention the humour! When the gameplay segment stared I was already smiling, and then you've managed to earn a few laugh out louds through totally unexpected by me (though well fitting) references. On the audio side, I did like the TTS, but I've made the mistake of playing with my headphones while having system volume set to quite high. I think the game might have used some volume controls to prevent being a bit too hard on the ears at few points. :P Overall, really nicely done! Great jam entry! cd.png