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| Timestamp | Since previous | Game | Coda Highland's comment | |
|---|---|---|---|---|
| Oct 10 00:46:39 | Butterfly Gathering | ♥ 3 | I have to echo the other comments: The game is visually beautiful and the music is nice. The sound effects are mostly okay (though I've never heard a butterfly buzz before). However, the economy doesn't really do much for the game -- it's not hard to build a plot that has every possible combination of flowers right off the bat. Still, it was a nice experience. Don't let the critique get you down! | |
| Oct 10 01:14:36 | 27m 57s | Guard the Forest | ♥ 1 | The dithering effect is an interesting choice of aesthetic. Unfortunately I got kinda motion-sick while playing it, and it didn't help that several days I had to wander all over before I found the trash. (I did notice the smoke. That helps.) Sound design works pretty well. |
| Oct 10 01:15:45 | 1m 09s | Marble Sky | ♥ 0 | Looks interesting, but I'm not on Windows. Any chance of a web build? |
| Oct 10 01:18:10 | 2m 25s | The Headpatting Cat Collector | ♥ 1 | A simple but cute clicker game. Not much to it but what was there seems to work pretty well. |
| Oct 10 01:21:43 | 3m 33s | Mountain food collector | ♥ 1 | Unfortunately the game crashes on startup for me. It might be because I'm not running Windows so I have to run the game through Wine. |
| Oct 10 01:26:02 | 4m 19s | Conway's Garden | ♥ 0 | Interesting idea you have going here. Always fun to experiment with a new language. |
| Oct 10 01:28:48 | 2m 46s | Wavelength Collector | ♥ 1 | Shiny raytracing! You know, that's something I've never tried to build myself. I should try it one of these days. Side note: From a game perspective, it would have been nice if you didn't have to hold the mouse button down to move the camera. |
| Oct 10 01:44:07 | 15m 19s | Anthropocene Museum | ♥ 1 | Dang. The game crashed on me twice, something about losing the WebGL context. I really wanted to see more... I had one room up to 8x. Really chill vibe, I liked the concept and the atmosphere. |
| Oct 10 01:54:14 | 10m 07s | Halloween Night | ♥ 1 | Pretty good attempt overall. A suggestion: Games need to have good feedback to let you feel that things are happening. You can't really tell when the scythe is just drifting there versus when you're attacking with it, and it isn't clear what's going to deal damage or not. Some nice sharp animations and some impact effects will go a long way toward making the combat feel more satisfying. |
| Oct 10 02:17:27 | 23m 13s | Heart Keys | 心·键 | ♥ 3 | I think I cheesed it...? I found a place I could walk off the map and just go straight to the end. Whoops. Very chill atmosphere, nice graphics, and I liked the concepts. Good storytelling. If I were to suggest an improvement, it would be to make the UI a little more clear. Sometimes the text was hard to read, and it was hard to tell what was active. |
| Oct 10 02:34:04 | 16m 37s | A Lifelong Hobby | ♥ 1 | Bokey Bokey Bokey Bokey Bokey Reminds me of Work Time Fun, for PSP... or said another way, if WarioWare were an office cubicle job. The music is an interesting touch. It's simple, inoffensive, and sets the mood -- sufficiently competent, nothing amazing, but it gets the job done. The cards were well done. Got a few good chuckles. |
| Oct 10 02:47:52 | 13m 48s | Debt Collector | ♥ 1 | Custom game engine? Nice job. I use a custom game engine, too, though mine is Javascript so I can do web deployments -- otherwise, I too would be using C++ as my language of choice. I don't think it really needs to be said that this is a pretty basic experience. It's a jam game, so of course it is. Applause for what you got done. |
| Oct 10 03:03:03 | 15m 11s | MOCO | ♥ 4 | This game really feels like it needs some audio to go with it! It's quite nicely polished as it is, and a bit of sound would really take it to the top. Well done! If I were to nitpick: I've never been fond of keyboard+mouse controls for top-down games. I always feel like I should just move toward my target and press an attack button, or maybe use WASD for movement and arrows for attacking, twin-stick style. But that's just a matter of personal preference, not really a criticism. |
| Oct 10 03:40:21 | 37m 18s | The Little Book of Slimechemy | ♥ 2 | I won? But I had only made five of the potions! I love the fact that I get to play as the Gelatinous Cube for a change! It really fits with the dungeon theme, and the whole thing comes together as a cohesive package -- visuals, audio, gameplay, and theme. Well done! |
| Oct 22 03:16:33 | 287h 36m | Monster: The Collectoring | ♥ 1 | I got my deck up to $5170, and then the market crashed it down to $250. I thought maybe there could be some extra value if you had certain combos in your deck, but that doesn't appear to be a mechanic. The real charm in the game is in seeing what you pull, but I think that you could have built out the gameplay some more. |
| Oct 22 03:35:59 | 19m 26s | Capo Collector | ♥ 1 | It's a shame that the game doesn't actually work. I see where you were going with it, and I hope you learned a lot along the way! |
| Oct 22 03:52:40 | 16m 41s | If I Ran the (Alien) Zoo | ♥ 1 | I got the golden chicken! It would have been nice if the graphics were a little larger. My eyes aren't what they used to be! But I love the aesthetic. The sprites look fantastic and move very satisfyingly. I especially like the lights around the UFO -- very nice touch! Audio is quite solid too! |
| Oct 22 04:18:16 | 25m 36s | Death or Taxes | ♥ 1 | That was an interesting little game. The subtleties are... well, subtle! It was pretty easy but it was a lot more active than I expected just looking at it. Good fun :) |
| Oct 22 04:24:56 | 6m 40s | Paperboy: Time to Collect | ♥ 1 | Some advice: It was hard to catch the papers because I could never tell if I was or wasn't going to actually catch them. I had a similar comment for another game: Impactful visuals can make a HUGE difference. You both had the same design issue -- your weapon (net) is always present, visible, and extended, which is good for showing your range, but then when you swing with it, it really doesn't look that much different from when it's idle and it's not clear where you need to aim or how long the effect is active. Consider this: You have a faded-out circle showing where your net will grab when you swing it, but as you're just riding around the net is held back. When you press the button to swing, it has a sharp, quick animation where it whips out and pulls back that only takes a few frames. |
| Oct 22 05:08:56 | 44m 00s | Collect Star Dust ★ 收集星尘 | ♥ 0 | Aw. It crashed :( I was really enjoying that. I got through 25 light-years but I wanted to see if there was more story after that planet! I love the artwork! The music is pretty good too. The play controls are okay -- I think it would be better if there was a visual indicator to show that you're in the right place for a pickup, and maybe if you didn't have to be at a COMPLETE stop that would help? That was the part that felt the weakest. But that's the only complaint I can make! |