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TimestampSince previousGameditam's comment
Oct 7 18:31:01 Capitalmari ♥ 0 I wasn't sure how to progress after collecting all (?) 66 dollars. I felt like in true Katamari fashion I should pick up the table and the houses eventually, but it kept telling me I'm too small for the table... I guess I'm just not rich enough to earn my place at The Table :(
Oct 7 18:41:01 10m 00s Bolt Action ♥ 2 Oh man, collecting arrows while grappling is easier said than done! But it's a fun mechanic. I wish the grappling hook flew much much faster - it was tricky to aim because you have to consider the arrow's speed as well as the distance from the wall you're aiming it at. But it also made for a very memorable mechanic, well done!
Oct 7 18:48:02 7m 01s DRUNK HUNT ♥ 3 So polished! Very cool vibes on this one. The hitbox for dashing felt a bit clunky - the visuals made me feel like a fiery effigy of duckly retribution, but whether I actually dealt damage felt a bit random. An interesting take on the theme too. Hilarious concept, and very nice execution, bravo!
Oct 7 19:37:05 49m 03s Cluster Claw ♥ 1 Brilliant! I've only just started rating games, but I can already tell this is going to be one of my favourite games of the jam. You really managed to capture the vibes of building a ship out of scraps, and the clunky controls (intended or not) really drive home the feeling of rag-tag adventure. That feeling of reaching out mid-battle for a blown off attachment to re-attach it is just... on point, chef's kiss.
Oct 7 19:42:48 5m 43s Harvester ♥ 1 Wait, that's it, two fish?! I really enjoyed the vibes though, first it felt really ominous with the music and the color scheme, then with the dialog and fishing it quickly turned quirky, and before I could figure which way it will continue it just... ended? Let me know if I'm missing something - I gave it a couple tries.
Oct 7 20:26:56 44m 08s Shifting Steward ♥ 1 I love how polished this is! A simple concept, but plenty of levels with a clear challenge to them. It was bending my mind a bit too much once even wheat came around, but I'll be revisiting this with a fresh head for sure. Well done!
Oct 8 07:26:06 10h 59m Oscar the Trash Panda ♥ 1 Wow, those dogs are ruthless! Very cute game, great take on the theme. (This is already the second raccoon game I encountered so far, but I expect a few more heh.)
Oct 8 07:31:41 5m 35s Witch's Deck against the slimes ♥ 1 Very cute! The card mechanic is very clear, and the levels are nicely designed around introducing the skills. I think the first 3 cards could just be auto-added to your active slots, and you wouldn't need to introduce the inventory until the 4th card - but I guess this way you give the player something to look forward to. Playe very smoothly too, well done. I must admit, even though there's no W needed for the controls, I kept pressing it for jumps... which means I closed the browser tab multiple times while trying to dash with Ctrl haha.
Oct 8 07:38:50 7m 09s Truth Collector ♥ 1 Interesting take on the theme! I wasn't sure what to base my guesses on rather than blind chance, which made the gameplay loop not too rewarding... But either way, the art and writing are both great, very polished entry. A minor complaint: the typing effect made me want to click to reveal the full message, but instead that skips to the next one.
Oct 8 14:55:36 7h 16m The Antiquary ♥ 1 Oh, after a confused first impression I ended up liking this one a lot! Went for around 30 days, and collected 4.9k gold. It did get a bit tedious in the end. Based on your description, I'm guessing I was just stuck with a bad random seed of visitor pool that didn't line up with the requests I picked to fullfill. Either way, I had fun, and it's a very polished entry despite being practically text only. Well done! One UI suggestion: the 'Requests' button really does not belong on the visitor's tab, it should be under our inventory. I think this made it a bit hard to figure out what's going on in the beginning. Also, how to gain reknown? I thought eventually I would earn it by unlocking more difficult requests, but I never saw anything above Medium in the end.
Oct 8 15:03:30 7m 54s junkCARD ♥ 0 If I had a nickel for every time I battled someone with my Connecticut driver's license... I was confused by many things, but it was kinda fun? A tutorial, or a playthrough video would indeed by very helpful. Is there supposed to be any audio?
Oct 11 09:36:08 66h 32m Glitch.EXE ♥ 1 I couldn't collect the third folder, and having to restart there was a bit harsh heh. But very nice atmosphere, great visuals, and it's reassuring to see the no AI notice, well done!
Oct 12 07:43:47 22h 07m Trash Dash ♥ 2 I had lots of fun with this, the concept is fun, it plays very smoothly, and the soundtrack is a banger. I loved the background art too. The compacting mechanic felt a bit pointless (no pun intended), but I guess what else could you do :) Seems like you also lose some health if you fail to catch the falling garbage? Maybe compacting an almost full truck could be used to regain health - I think that could tie these mechanics nicely together, and would make a cozy infinite runner.
Oct 12 09:11:02 1h 27m Meta Jammer ♥ 3 Very cool idea! I was excited to find my own game on the board :) Great UI, the tiled game covers look very stylish, and the effect of new tiles being loaded is beautiful too. Kinda tricky to rate this one, but it's certainly one of the most innovative ideas and takes on the theme. I sort of wish you took it one step further, and made it into more of a game with clearer objectives and somehow using the ratings or other metrics as resources - but that's certainly a tricky minefield to navigate, as you don't want any gamification to create an incentive for people not playing and rating games fairly and in earnest...
Oct 12 12:01:30 2h 50m Fighters Keepers ♥ 1 Oh wow you indeed meant _whatever_! I had lots of fun with this one, but Filthy Feline proved too much for me. Very cute concept and great execution! I wish there was a way to jump ahead to the next battle, waiting around for up to a minute with 5 things in your cheeks is no fun - in jarring contrast to the rest of this great game.
Oct 12 12:30:29 28m 59s Debt Collector ♥ 1 Okay, let's start with the elephant in the room: I was very excited to read the instructions mentioning that you can _punch_ in this game - too few violent entries this jam around. I was punching the air, metaphorically. But then you enter the game, with itchy fingers, eager to punch, so you press Space _to punch_... and your character **kicks**. It took me a while to get over this disappointment. (Until around the second punch, which is actually a punch.) Jokes aside, this is a very impressive entry. Simple but nice dialog system, a working storyline, surprisingly nice NPC AI, and it has great performance too for a 3D entry that runs in a browser. I could not click on the dialog options in fullscreen mode btw, but it worked fine in the original embed size.
Oct 12 15:28:18 2h 57m Claim thy Land ♥ 3 This is one of the most complete games I've played this jam, congrats! (I've only played the web build, but looking at your changelog, this must have been pretty complete at the initial submission too.) I did not manage to beat it yet, but I've given it 6-7 goes already, I've enjoyed it so much. The speed changer in the top right was very welcome, and I didn't notice any instability, having played mostly at 3x and 4x speeds. I did notice some balancing issues: as it is, the game seems to be way too reliant on the unit count metric. If you get unlucky to get no houses in your draft, you will deal 0 damage. If you get lucky enough to get spikes, your opponent will deal 0. This makes houses and spikes way too imba. This is mitigated to some extent by the reroll option (which I've only noticed on my 2nd try), but still - any other items are almost always inferior to these two. Maybe this could be fixed by having some non-0 starting values, to decrease their relative effect? The way the money mechanic is incorporated is very interesting - a waste of space in battles, but necessary for long term survival. Great addition. UX-wise, I think it was unnecessary to split rotation and flipping into different controls, almost the exact same effect could be achieved by just rotating - which could then be _either_ right clicking or scrolling. Selling decrees also seems needlessly complicated, which slows down the entire game: just have a "sell remaining decrees for 5/10/etc gold" option somewhere, so that you don't need to confirm your placement manually for every piece. One more idea for improvement is to have an indicator of how much HP (maybe also decree count - but that might make it too easy) your next opponent will have, so you can start planning ahead whether it is worth selling your decrees. All in all, excellent, kudos to the whole team. I think with some fine tuning of values (which surely needs plenty of playtesting), this could be released as a proper game. Visually it's already great, and the game loop is very satisfying.
Oct 12 21:29:37 6h 01m Rust Rebirth ♥ 1 Guys, this is amazing, well done! One of the best jam games I've played in recent memory, not just this jam. Unfortunately I also couldn't beat it :( The controls and movement are a bit slippery sadly, which is especially frustrating during the boss fight... But I really enjoyed the way there, the atmosphere is on point. I really liked the initial scanner-style visuals !> before picking up the vision unit, and then when the unit gets powered down during the boss fight it's so climactic. Chef's kiss. Great visuals, good progression, responsive soundtrack, lots of amazing things going on for a jam game. Bravo!
Oct 12 22:22:40 53m 03s Gems of Kaine ♥ 1 Ah, such a nice puzzler! You can get into quite a flow after you figure out the rules. I gave up after a mis-click sent me back from level 11 (harsh, especially when you have infinite undo otherwise) - how many levels are there? It's great to see a simple idea delivered with great polish, very nice entry!
Oct 14 16:44:37 42h 21m Balck Hole Salvage ♥ 1 I liked this one a lot. I was just about to buy the heavy hauler, when I ran into the same bug that others mention: just a black screen in space, eventually a white one instead. (No errors logged to the console either FWIW, only a warning about too many active WebGL contexts? A random guess, but maybe you're not cleaning up your webGL contexts when switching scenes, and eventually the "space" context is auto-cleaned up because it is the oldest one.) I didn't feel much difference when switching between the laser Mk1 to Mk3, I think the game loop would be more satisfying if the upgrades had a more obvious effect. The laser targeting also felt a bit random, and it gave me the impression I didn't have much control over what asteroids are broken down - is it related to the size of the asteroid at all? Shame about the game breaking bug, but nonetheless this is a very fun entry that could become a great one with some tweaking of gameplay params.