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bjornstenlund

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TimestampSince previousGamebjornstenlund's comment
Oct 7 22:53:02 Dungeon Depot ♥ 1 The game looks really nice and the character animations look great! The loop feels nice and runs smooth but feels it a little bit barebone. I think it would be really great with some urgency :) Maybe you should pay rent very day and if you fail you loose, or maybe if you had a classic health bar with 3 hearts or so, and every time you fail you'd loose one life. I also think a little bit sound would do wonders! Anyways good job!
Oct 7 23:15:33 22m 31s Pumpkin Bumpkin ♥ 1 It looks phenomenal and the music is great! Really nice mood and I'm really impressed with the cohesiveness of everything. It was too punishing for my taste, I gave it a good try but I couldn't get past the second level :( I would love some cayote time on the jumps (or just not so pixel prefect) and maybe a pixel smaller collision on the cannonballs. But if you really going for pixel perfect input I think it would be nice with some easing in of the mechanics, so a small level with just three long jumps in row for example. Anyways really solid compo!
Oct 8 14:37:32 15h 21m Blood and Bounty ♥ 1 Aaah that ennio music!! ❤️ I thought the game was great! The world assembling looks really nice and the music was just 10/10. It was a bit hard to find the skill tree and they didn't apply until next round. I think the screen could come up before leaving the map and forced the player to pick a skill before starting next level, that would solve all that. Some indicator on the unlocked skills would be good also, maybe just a thicker border around skills unlocked. I think the range of the bandits and player would be nice to display on the grid, way just give tiles in sight a slight tint. It was a bit hard to keep track of player range since you upgraded it and also bandit range. It felt a little bit I couldn't die unless I screwed up. Maybe you could up the urgency by have the bandit AI to always try to step one or two steps towards the player before wandering. That way the player would get encircled over time and would have to strategize a lot more. Once again, great game!
Oct 8 14:53:46 16m 14s Shifting Steward ♥ 1 This game was such a treat! It feels very polished and cohesive! I don't have much to say besides it felt a little short. In general I think it's good for ld games to aim to be a couple of minutes, but since the gradual increase of complexity it felt like I would have wanted maybe two more levels. I guess the grid size limits how much more you could do, but I think If you had 2 more levels, 1 with 5x5 grid and 1 with 6x6 grid it would be basically perfect! Thank you for a great experience!
Oct 8 15:56:03 1h 02m Derailed ♥ 2 hahaha what a silly premise! The steering of the tram felt nice and the police really had that chaotic GTA2 behavior. The 2.5D buildings looked really nice. Great choice leaving the tram skid marks and pools of blood through out the game. If you continue working on it I would like to see the map become even more in a state of mayhem. I think dead cars should leave wreck sprites, and if possible it would be great to have actually colliding with the tram choking pathways. Just some spitballing you could have: * increasing chaos in ambience audio: screams, cars breaking, fires crackling, car alarms beeping * you could put decals of cracks in the walls you hit (or swap the texture) * smoke and fire * cobblestones flying around the trams But you did great with the time we had. Loved it!
Oct 8 17:01:24 1h 05m Eccentricity ♥ 4 Amazing game! Loved the music, and the gameplay felt well balanced with great variety! Well done 😄
Oct 8 17:41:26 40m 02s F.L.O.P ♥ 2 Cool game! The core sling mechanic felt very nice! I thought the steps were really hard to understand, I thought the game was bugged until I saw previous comment. I think they need a more visible distinction, like a clear line. Maybe if so I would have tried a little bit longer trying to figure out how they worked. I thought there was some scaling issue going on and some sprite + collision had been accidentally stretched. The tutorial could maybe mention them specifically (unless I missed something?). Also I think it would be a good idea for the next jam to try to focus on the core a little bit more and try to have a smaller scope. I saw something about game modes that I guess didn't quite make it and there is a really functional saving system. But it got quite tedious to keep opening the menu to save. I think it would be better to maybe have a quick save button, and upon game over it brought you back to that state. Or just allow the player to start over the level. And then work on something closer to the core gameplay instead, maybe a moving fish? Or a moving obsticle? I should say that I only got to level 3 so maybe there was some stuff that I missed. Don't get me wrong though, I'm impressed you got the save system in place working and it is hard to scope these project! And the movement felt really good! And maybe the other game mode would be great so it was a risk worth taking 🙂 Anyways nice work!
Oct 8 18:07:48 26m 22s The choice is yours, Orc! ♥ 0 Beautiful music and style! It cozy and the orcs do look really silly 🙂 Some feedback is that it was some what unclear what was going on first times I got to the evaluation. My initial thought was that the target was to match the emotion of the girl. Then when the wheel kept spinning I thought it was bugging out. Maybe just add some labels on what we are seeing and I think it would get across quicker! feedback.png (excuse my paint skills) Well done, a nice change of pace!
Oct 10 15:56:54 45h 49m Serial Cleaner ♥ 1 Cool game! I think it would be nice with some tracking on what you've done, so maybe that the desks could change color when done and some UI 8/10 desk clean. Also I thought it was a little bit hard to steer the character. I think it might have been good to have S for example always moving the character towards the camera even if you rotate the camera. That said well done!
Oct 10 16:07:31 10m 37s FORTUNE FOR TRINKET ♥ 1 Nice little game! Great sound and I really liked the goblin shaped text box :D But I do wish it was a little bit longer, maybe three clients or so. Well done!
Oct 10 16:26:08 18m 37s tabli tablo ♥ 1 Nice relaxing game, nice sound effects. I think it would be good with some kind of ending just to lead the player a little bit more through the game. just a "Score: 77, press to play again" would be nice. I also felt like I would have liked to have a little bit more choice. Maybe a inventory where you could hold on to one painting only. And if you draw a new painting you'd like to save you'd need to place your current held one on the field. Or you could get to destory one painting on the board every round. Just something to allow for a little bit more strategizing. Anyways, cool game!
Oct 13 17:44:10 73h 18m A Trip in the Woods ♥ 2 Very cute pixel art! I think it would be nice with a little more urgency, I didn't really feel any reason to accidentally pick up the wrong mushroom. Maybe there could be a timer? or maybe the mushroom could spawn and then despawn so you were a bit more stressed picking them up. Never heard of pico-8 before, that was really cool! Nice job!
Oct 13 20:25:26 2h 41m Have a nice Reap ♥ 1 Good game! It came together nicely! I were just a couple souls short of making it to phase 12 🙂 I really liked that you didn't sleep on sound effects! The world also felt very populated with particles and lots of people running around! I think the fire pits that killed souls had to big radius, and I think it would be nice to actually have it visualized. It took me a little while understanding what was going on, so maybe a circle around them would have made it clearer. I also thought the fighting souls was too hard, I think I raised the fighting ability twice but still had trouble mashing fast enough so I just avoided fighting after that. The music were really nice, but I think the loop could have been just a little bit longer. I also felt I could hear where the cut was which pulled my attention alot to it. But I have no doubt you'd iron out the quirks if we just had a couple of hours more. The balancing is so hard to find time for in these game jams :/ Overall it felt quite complete and I'm very impressed!
Oct 14 12:40:57 16h 15m Ghost Collector ♥ 1 Cool game! It felt like it was scoped quite well! I understood what I was supposed to do and good feedback on my actions (SFX and VFX ). Nice touch with the scoreboard. It was quite hard to avoid enemies when you started to get surrounded, not sure why though. It might be that the acceleration is little bit strong or maybe to speed isn't normalized when going diagonal? Or I'm just bad 😛 but it felt like hard to maneuver when I needed to quickly change direction. And maybe one life was a little too punishing, I would have loved 3 hearts and a hp pickup. Otherwise it felt quite complete! Good job!
Oct 14 12:48:57 8m 00s Snake Cube ♥ 1 Wow great concept and well executed! Just great. I like how it almost becomes a puzzle game as much as a reaction game when the snake grows long enough. I think maybe you could have colour-coded the different sides to make it a little bit more readable, but that's all I got really. Well done!