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atmospherium

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TimestampSince previousGameatmospherium's comment
Apr 22 23:52:46 Missed Signals: Road Rage Frenzy ♥ 2 Well, I can confirm that I don't have a new career in traffic logistics... Gameplay was clear to understand, but had some interesting nuances. Cars slowing down or getting impatient made things feel organic. Well paced to introduce the flow before getting overwhelmed before just giving up. Music was tasty - busy enough to fit the vibe without distracting. The voices and sound effects rounded things out well. Art was super clean, which is crucial for a game like this. Definitely felt like a throwback PC game from the 90s. Great work from all of you.
Apr 23 00:03:38 10m 52s Infrequency ♥ 1 I'm still not understanding exactly what I'm doing or how to strategize my way to success, but I honestly don't care. The terrain responds to me and I can brute force my way through. The mood hits hard. The graphics are distinct. The sounds are right on target. Great use of the theme and your engine.
Apr 23 01:04:01 1h 00m TellyBuddy ♥ 3 This is your masterpiece, gang. Dude Ranch ain't a thing anymore, TellyBuddy is for champions. All the cheerful and quirky sendups of everything from Shamwow to Max Headroom, to creepy AF baby doll face. Weird puzzle mechanics and emotionally resonant acting performances. Maybe not that last one. Seriously, this is everything you guys already do well just with the dials cranked up til they're broken. I can't imagine another game in the jam topping this for me.
Apr 23 15:30:00 14h 25m Observer ♥ 1 That was fantastic. Definitely see the Limbo/Inside inspiration, but you took it in a very different direction. Everything was impressively well thought out and was super engaging the whole time. Art and audio did exactly what they needed to do to build the mood. Really cool concept and very well executed.
Apr 26 03:08:12 59h 38m WaveForge ♥ 2 Nice implementation of the theme. The Witness was one of my favorite games when it came out and this definitely draws some pretty deserving parallels. Nice design and structure. Everything felt well-paced and like the complexity ramped up intuitively. Voice acting is always a plus. Some of the particular win conditions felt less clear, particularly when receivers required specific colors, until I realized about halfway through that additional info was available on hovering over certain nodes. In a perfect world, receiver icons could have used clearer visual indication, but for a jam game you gave the player all the info we could have needed and it was just up to me paying attention a bit better. Excellent work. All of you should be proud of the results.
Apr 26 03:25:24 17m 12s DOT//DASH ♥ 1 This was great. Tough, but fair. This felt like exactly the game it needed to be. Fleshed out enough for different ideas to add together to make for hectic defense, but without any clutter. The music and art were perfectly suited to the gameplay and there was some nice polish added to make everything pop. This type of laser-focused design is honestly incredibly impressive.
Apr 27 15:56:43 36h 31m INTERSIGNAL ♥ 2 This started off feeling very trial-and-error to me, but crossed over into "I can solve this" pretty quickly. Took a few passes to get the hang of this, but ended up with a final score of 23. Nice combination of mechanics, there was usually SOMETHING I could do to not negatively impact my score too much. Nice art and presentation, everything felt clear and engaging. Nice work.
Apr 27 16:16:08 19m 25s The Descent Of Johnny Baseball ♥ 0 I love how much you committed to the absurd idea nonsensical baseball turned into turn-based combat. Pentagram as the baseball diamond? Perfect. Main character named Johnny Baseball? Art. Gameplay made sense as the game progressed, very much like I'd expect from the premise of making up rules on the spot. The art and sounds all combined for that early-90s quirky PC game vibe. Nice work on this.
Apr 27 16:27:10 11m 02s Hidden Messages ♥ 1 Nice take on the theme and really well executed. Really impressed by the amount of content for a compo game. As others have mentioned, the lack of win-states trivialize some of the stations, BUT for a gamejam I think it works to your advantage. Giving people a chance to experience all the content with less frustration shows your game in a better light in this context. Great work all around.
Apr 27 16:33:36 6m 26s Beacons ♥ 1 I'm a sucker for spatial audio, and you did a great job of integrating it as core gameplay, not just a gimmick. Nice lighting effects as well, everything felt really moody and oppressive (in a good way). Procedural generation is also super impressive for a compo entry. I could have done with some tweak to enemy aggression or maybe make them shy away from the light, but it provided a good contrast between search mode and run away mode. Nice work.
Apr 27 16:55:19 21m 43s Lost Crab in the Great Sand Labyrinth ♥ 2 Super well designed. The progression of difficulty was satisfying and the solutions took some creative thought without getting too convoluted. The raccoons added an urgency to the solve, but were usually able to be held off in a corner somewhere. It was a very engaging and immersive experience with very well-suited art and audio. Great work.
Apr 27 21:31:35 4h 36m Below the Light ♥ 4 I got about 2/3 of the way through without needing the walkthrough. But then again, on all the old point-and-click adventures, I frequently ended up needing to use a guide as well. Excellent art. Engrossing audio. Well thought out puzzle designs. There's a lot of really good stuff here, and you tied it together very well. Great work.
Apr 28 03:00:08 5h 28m Space Operator ♥ 1 The idea here is solid, just is missing some of the connections for making it really pop. I really liked the parallax display for the map, it felt satisfying to just move around (and to find the SPAYYYCE Operaaatoooor). The music fit the vibe really well, and the overall presentation really worked for this type of game. It's clear that a lot of work went into the systems, and it would be cool to see what your original intent was.
Apr 28 03:11:55 11m 47s Distress ♥ 1 I saved the galaxy. You're welcome. This game does a good job of reinforcing urgency. I wasn't very strategic with upgrades and was able to float by, which is probably for the best with a gamejam entry, but it could be cool to see what would happen with a bit more thought put into what I upgrade being required to succeed. Good, clear graphics that are intentionally simple and clear. There wasn't any guesswork or clutter. The music does a good job of setting the mood, I wish it wasn't hit as hard by the sound effects. I'd recommend lowering the sound effects volume for this type of thing in the future so it doesn't overpower the music quite so much.
Apr 28 03:34:11 22m 16s Cut Through ♥ 1 This is an incredibly impressive game. VA, audio editing, the whole audio effects pipeline, the node connection system... So much of the design requires complicated interactions, but you gave the player as simple an interface as possible to manage the chaos. And as someone who's lost a huge chunk time doing VA editing for Ludum Dares over the years, I can commiserate with just how much work goes into getting things sliced and diced effectively. Excellent work. I only got partway through the game on this pass, but I will DEFINITELY be coming back and revisiting this.
Apr 28 13:48:21 10h 14m Please Press Button ♥ 0 This was an oddly complete feeling game for being so simplistic. The fluid text animation and audio were super satisfying and you built a weird dystopic mood. To press or not to press, that is the question.
Apr 28 14:04:05 15m 44s Chromawalk ♥ 1 Really nice puzzle mechanics with simple rules that play out in chaotic ways. That last level stumped me for quite a bit, but it clicked eventually. Nice, clean graphics that keep the player focused on the puzzle. Good audio feedback. This was a great idea and really well executed.
Apr 28 14:30:42 26m 37s Last Frequency ♥ 2 You built quite a mood with such simple ideas. Great use of audio to add tension. The highlight for me was definitely the mirrored stages, I felt like I had to lock in. I see a lot of potential for expanding on that mechanic in particular. I wasn't a fan of the wi-fi minigame, it felt like everything was unpredictable and I successfully ended in the wi-fi cone twice by accident alone.
Apr 28 18:41:58 4h 11m Black Forest ♥ 1 I like the premise. It would be cool to turn this into an actual galactic stealth game. The pulses and connections are satisfying representations of communication and it was unnerving the first time an enemy probe popped up.
Apr 28 18:46:54 4m 56s We’re Still Here ♥ 0 I like those graphics a lot. I'm glad you finished SOMETHING, even if it was just a quick video and some UI concepts. One of the things I love most about Ludum Dare is seeing people bring ideas out that were too big for them to finish, it shows you're thinking about possibilities not just what's easy.
Apr 28 18:58:27 11m 33s Fading Echo 余音轨迹 ♥ 1 I love this art, particularly how well you presented the invisible platforms and soundwaves. Interesting mechanics with purposeful level design. I could see where things required skills I didn't have yet and come back to them with fresh eyes. That's always a super satisfying feeling. Great work on this.
Apr 28 21:52:55 2h 54m RoboNET ♥ 1 Those humans underestimated me. Nice action-y game that was also kinda zone control-y. Art, music, and sounds felt perfectly suited for the gameplay, really nice vibes throughout. The palette switchup halfway through was also added a whole lot. Nice work all around.
May 8 16:05:39 234h 12m Lignas ♥ 1 Nice interpretation of the theme. As others have mentioned, there was some uncertainty of how the signals were summed together in a couple places, but for a proof of concept/jam game, this is a great initial showing. Graphics and audio felt just right for this type of game - simple enough to be clear, but with a lot of character and vibe. Nice job!
May 8 16:16:51 11m 12s Pulse ♥ 0 Hard mode was surprisingly tense. I played easy mode with spamming the signal, but having to be a bit more strategic with it in hard mode felt really good. The display of the enemies' eyes and the character trail went a long way in making this feel engaging. Nice work!