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deadjolly

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TimestampSince previousGamedeadjolly's comment
May 3 23:43:07 LD59 SIGNAL STRIKE ♥ 0 Nice little shmup! Music was pretty hype, was fun shooting the arachnids. Enjoyed the variation in the small and big bugs. There's a sound effect for the machine gun, seems like the missiles would benefit from a sound effect as well. The missiles were pretty spammable, didn't realize how effective they were at first. Maybe make them hit harder, but have a slight cool down? Enjoyed it overall, nice game!
May 3 23:56:37 13m 30s Occult Ace ♥ 1 The actual gameplay of running around and fighting mobs was pretty engaging. Took me a minute to realized that I had to hold the card out in order to fire my magic continuously. That felt like an extra step for a game like this. I like the rogue-like elements of randomly generated abilities in the cards, but actually playing the cards in order to cast abilities felt clunky. Something about the camera movement felt a little off, almost motion sickness inducing (not for me, but I could see that being an issue for others). The sound design was excellent, and the main menu had a ton of style! I killed many goats. Cool game, even it if had nothing to do with signals ;)
May 4 00:24:44 28m 07s Cadence of Glob ♥ 3 Feel free to correct me if I'm wrong, but this felt like Binding of Isaac met Project Hail Mary. Love the art style, definitely put some smiles on my face with the facial expressions and animations. Narrative was simple but great. Who doesn't love fun space facts?! Was not expecting the sick DnB halfway through, awesome music! Every element was extremely polished. Was almost more fun just interacting with the crew than actually doing the rhythm game, but it all tied together nicely. Bounced the ball 49 times, even got a cool hat. Awesome job!
May 4 00:38:20 13m 36s Average League ♥ 1 For some reason the game aesthetic reminds me of the classic Carmen Sandiego games. Music definitely set the tone. The four panel screen was interesting. Took me one full game to even figure out I need to draw the logo, set the color on the projector, and then do the main gameplay of lining up the logo on the middle screen. All of the art was great, props to the illustrator! Ambitious to mix all of the little gameplay elements, but it turned out well!
May 4 00:53:21 15m 01s Signaliens ♥ 2 Neat little game! From the description, I was envisioning the scene from Interstellar where they drive through the cornfield and was hoping to tear through some farm acreage like that. But I appreciate the Arkham Asylum-style bat signal mini-game. This game legitimately teaches people basic wave forms and how that translate to the audio design. Really like the synth music, helped set the tone well. The shader for the waveform was well implemented. It was a little hard to tell when new mechanics got added to the device, didn't realize I had to adjust the extra knobs as the game progressed. Figured it out, but it could be a little more apparent. Nice job!
May 4 01:05:46 12m 25s Signal&Conquer ♥ 1 I like the concept of being an actual commander on the ground in an RTS format. The major thing holding this game back is the camera. It's really hard to see ahead of the player so by the time the enemies are on screen either you or your soldiers are already half-dead from taking incoming damage. That being said, I love the pixel art! The soldier and commander sprites are especially well done, the art style is really charming. Who doesn't wanna dance with the boys? This could be fleshed out into something more substantial, nice job!
May 4 01:18:05 12m 19s SpaceBound ♥ 1 I think the concept of a spaceship JRPG is actually pretty sick. The art and UI definitely have that OG JRPG vibe. However, I cannot move 2 freakin' pixels without entering combat. Against the same 2 enemy types. It gets old quick, especially when the spaceship seems like it should be able to fly freely around. Some random encounters are fine, but right now, they are way too frequent and become extra frustrating. Could definitely expand the idea out further into a full spaceship JRPG though, the idea of random encounters in deep space just makes too much sense. Nice work for a solo dev!
May 4 01:30:29 12m 24s Family channel ♥ 2 That was an experience of the current year. Not sure I can elaborate. Keep making stuff!
May 4 01:40:24 9m 55s Signal The Charge ♥ 1 LDScreenshot.png Shouldn't even be optional. Legend has it he's still humming that tune to this day. Nice little lane tower defense game! It wasn't apparent which units were the counter to other units, if that was even the case? I managed to win on medium difficulty. Almost lost but then things just kinda turned around. I like the idea of the theme interpretation, signaling troops to go to a location. The gameplay could have used maybe one more element to give it a little more depth. Overall great little jam game though!
May 4 01:55:00 14m 36s No Signal West ♥ 1 Shooting hordes of zombies in the wild west will never not be cool! The actual shooting felt fantastic with the camera shake and zombie responsiveness. Some corpses or blood decals would have put the cherry on top. I kinda felt like the areas where you find the signals should have been wave-based instead of endless spawning, since finding the signal was it's own sort of minigame. Eventually the screen is just covered with zombies and finding the signal becomes irrelevant because I'm focused on shooting zombies. Music is rad, dripping with atmosphere! Cool game!
May 4 02:16:55 21m 55s Air Signal ♥ 1 That was insanely stylish. Love the use of static images to create so much life within the cockpit. The faux-3D effect of the controls stick, the turret delay, the glowing red lights, the diegetic UI, all felt extremely cohesive. The audio effects were mixed well and added to the atmosphere. I could be reading too much into it, but for the final stage where the enemy count goes to 99, and by this point, my health was at 0, mixed with the faded audio design and synth ambience, made me feel like I had died and was fighting these aerial battles as a warrior's apparition. Don't know if you're inspired by the Machine Games Wolfenstein reboot, but your scene feels reminiscent of that weighty, chunky desaturated feeling. Really awesome, glad to hear you're turning this into a bigger project!
May 4 03:23:49 1h 06m MOTHER ♥ 1 The game looks amazing from a color palette and style perspective. The audio definitely sets the spacey atmosphere and 80's NASA vibe. Really great job on that. However, the gameplay itself is a little obtuse, at least to me. I was about to give up because I felt like I missing something, after hitting "A", the camera panned out, but then I couldn't do anything. Then I realized you had more controls listed on the site. So then I realized I could toggle between the satellite orbits, and planets. Which is awesome. But I still didn't fully understand why certain abilities worked the way they did. I kinda just hit buttons until stuff happened. Never found the third (or more?) planets. I liked the concept, especially in regards to using the theme! Really cool aesthetically, but a little hard to understand without a game manual.
May 4 03:42:26 18m 37s a Saunter ♥ 1 I jumped, I sat, I laughed, I cried. The waving boy brought a tear to my eye. I do enjoy the lofi aesthetic, especially when it comes to lowpoly beaches. Something hauntingly serene about them. Fun little walking simulator to explore in, not much else to say really. Keep making stuff!
May 4 04:00:11 17m 45s Lighthouse Diaries ♥ 1 Exposing the fog of war over the ocean was a great use of the theme! Loved the overall atmosphere of the entire game, the music, the old papery text to deliver the narrative, the tone of the writing...it was all well executed on! Chaining together lighthouses and swapping between cannons to destroy pirates and squids was entertaining! Loved the music. Cool game!
May 6 12:16:32 56h 16m Canopy ♥ 1 Played the 2.0 version. That was an amazing experience. It felt like Flower met Mirror's Edge. Loved the lofi-crunchy graphics and beautifully smooth audio design. Witnessing the orb travel to the player's next goal was a great touch, helped orient direction in the environment. The moment that really clicked for me was when I had to use two grapples to swing through an orb to progress. Now we're thinking with grapples! Only note I'd say is that it felt like the grapple was more of a slower-than-light teleport, instead of feeling like Spiderman or Tarzan swinging through the jungle. FPS dipped a bit in the web build at times. Otherwise, loved the aesthetic and vibe of the game! RIP JBS. Condolences.
May 6 12:29:45 13m 13s 66.6 FM ♥ 1 It's hard to tell if using the signal detector is actually worth it or not. I managed to find a few items by blindly running through the level. I really liked the office area, reminded me of F.E.A.R. I didn't notice any audio when the monster was nearby, I feel like that would really help player responsiveness. This game is very similar mechanically to the game my team made, but with an obvious horror inspiration. Nice job!
May 6 12:47:29 17m 44s Dread Frequency ♥ 3 Thumbnail set expectations high, was not disappointed! The amount of environmental storytelling is top-tier stuff! Felt like I discovered new stuff coming back through hallways I had already passed. The first encounter gave me a jolt for sure, the camera whip-pan was perfect. Expected the friend to show up after that, but yeah, that first one was genuine horror! The audio designed can't be understated either, the slow violins really help build that tension. Enjoyed the clicky minigame, felt almost like a natural response to play, so well done on that! Great use and re-use of assets to build out the level. Lots of polish, awesome job! Also, I guess the monster had no issue running towards vacuum ;)
May 6 13:09:19 21m 50s Beacon ♥ 0 Alternate take on Slay the Spire. I could see this being expanded out into a faction-type game where different fantasy houses have unique units/flavor/cards (catapults anyone?). Didn't need a user's manual to figure out how to play the game, which is great! Felt frustrating that I couldn't revive troops when they were all gone, while holding a revive card in my hand. Maybe have an exhaust feature, where if all troops are dead, using the revive removes that card from your deck the rest of the round. That way, you get to bring back your troops, but at a cost. Would make more sense to build a deck around that strategy as well, otherwise it felt like I really only need one 'healing' card per unit. I really dig the tactical line mechanic, and think there are ways to expand on that and make it more relevant. I think visual feedback for which cards affect which lines would be useful to the player. Solid foundation for a bigger project if you decide to expand on it, which I think you should! Good job!
May 6 14:15:10 1h 05m DISCONNECTED ♥ 1 Pretty cool game. Definitely had Neon Genesis Evangelion syndrome in that everything had to have abstract names to make things difficult to understand. While the actual gameplay was barebones (the mundane is part of the point), the universe and setting were captivating. The fun was finding cool space pics. Audio designed worked well, the liminal ambient mixed with the crunchy signal ding and keyboard taps. Backrooms and Interstellar had a baby on Windows 98. Another shift finished. Great job!
May 7 14:25:06 24h 09m lil lighthouse ♥ 1 The progression in this game was great! Going from barely seeing in the dark to lighting up the night sky and poppin' monsters like it was just another Tuesday. The gameplay loop was well implemented, essentially a zombie wave survival game, but with a lighthouse! Was a fun dynamic to zoom around fishing and then come back to the lighthouse for manual aiming (if needed). The simple graphics worked well for a clean aesthetic, and the audio helped set the atmosphere. Not sure if the boat had health or not? By the end I was letting the lighthouse autospin and zooming around (which was super fun), but that might be one more extra layer of balance. The boat controls did feel a little weird, even with upgrades, but was still fun! It'd be nice to have a slight UI change (ie. gold color, star) to know when an upgraded was maxed out, and some of the audio pops were a little harsh in my headphones. Played this way longer than I should, because it was that fun getting all the upgrades! Great job!
May 7 14:43:18 18m 12s Distant Driving ♥ 1 Taking controls away from the car felt almost like a non-issue. The car kept coasting in the direction it was going anyways. I did like the fact that you could flip the car and break the antenna off. That was a nice touch! Graphics had that old-school charm. The engine noise got a little repetitive, having it pitch up or down as you accelerate would help, as well as an audio cue for 'disconnecting' from the radio towers. Fun little physics driver, nice job!
May 7 15:00:47 17m 29s Radio Tower ♥ 1 It felt like sending messages to towers could be a little more responsive. Not that they needed to be faster, but at least let the player know that something is happening. Auto attack was extremely ambiguous, could not tell what my towers were doing after sending that signal. Actively tapping combos on towers was a cool way to get the player actively involved in the fight. I wasn't sure if I could send multiple signals at once to multiple towers, or had to wait on a single signal to be transmitted to a single tower first. Fits the theme well, nice job!
May 7 15:33:16 32m 29s Prospects ♥ 1 Pretty solid foundation for a larger game here. Like others, once I got to a mining location, the game turned into an idle game for me. Alt-tab while the number goes up. I skipped tons of ores because I collected 1000 of the starter ore and got one of the later ones. I think fewer 'idiums' with more distinction between them would work better than a long list of resources blending together. Would make sense if the speeder could only hold so much weight of ore, then you could have different speeders to upgrade to. Or different traders in different locations that will buy ores for varying prices. Maybe bandits or alien wildlife raids while you're mining, meaning you have to run or fight etc. That's turning into something way bigger than a jam game, but you really could do a ton with this! The game felt like actively playing a Rimworld character. The speeder controls were super smooth, the camera zoom was maybe a little aggressive at times, but overall, driving the speeder was the most fun in the game! The UI was polished and slick as well, good job!
May 7 16:05:23 32m 07s A Call to Arms ♥ 0 Great visual puzzle game. I loved that you could recognize previous landmarks at each new location, made the realm feel vast and that I was actually making a difference lighting the smoke signals. Also the subtle progression from mountains, to desert villages, to the final castle made the experience feel like a journey. I imagine this is how Hadrian's Wall or the Great Wall of China must have been like ;) Music was hype, battle sounds added to the urgency. Loved the lofi-crunchy 3D polygons. Great aesthetic! The graphics were awesome overall but the fire effect felt a little undercooked and didn't match the rest of the aesthetic. The first or second signal was hard to actually get lined up in my sight circle to actually trigger it, all of the others worked well without issue. That one seemed fidgety though. Otherwise great job doing this solo!
May 7 16:31:50 26m 27s Signal wave path, NEW VERSION ♥ 0 I played the latest version, and I couldn't get past the first door? I found a frequency at the top of the stairs in the corner that unlocked a green light, but I couldn't figure out how to unlock the touchpad, and of course using it while it was red hurt me until I was dead. The spiders seemed undodgeable, even with sprint. Cool room and puzzle setup, but I didn't have the patience to keep cycle through all of the static signals over and over. Solid graphic presentation, and decent audio design, although the static got a little grating after standing in it for any amount of time. Spiders reminded me of headcrabs ;). Nice job!
May 8 14:11:42 21h 39m SILENTIUM ♥ 3 Pretty wild how much you all got done in 72 hours. Kudos to the art team, that's a ton of assets. Don't think I didn't notice the wire switches in the trailers...Totally unnecessary but you did it anyways...respect! Game reminds me of Pacific Overdrive (haven't played) with the car kinda of being the player. So many diagetic gameplay elements really help the immersion here. All the buttons and knobs to press in the car, wipers, headlights, stereo buttons, gas tank, hood, trunk opening all help sell the immersion factor. Also want to show out kudos to the level design and environment art. I love the amount of vertically in the cliffs and rocks, you even had a view vistas that were worth taking a moment to enjoy. The level mostly led me to the end without much difficulty, but I did manage to get the car stuck a few times. The variety was also pretty impressive, from the starting tunnel, to the forest, to the town, to the cliffsides, to the little tower locations...that really helped the exploration vibe. Finally, wanted to shoutout the audio. Was always satisfying getting in and out of the car with the car door latching shut, all of the previously mentioned car elements had accompanying audio that elevated player feedback. And of course, the team has great taste in music. Was not expecting a Kavinsky cameo, but damn, that actually hit hard. Rain and ambient audio were tone-setters, for sure. I spent 50mins playing the game (I spent time exploring). Crazy work for a weekend jam! Thanks for making this! ld_glitch.png
May 8 16:34:47 2h 23m Signal Ryder ♥ 0 Dynamic camera movement definitely added to that feeling of riding a rollercoaster. It was unclear to me if squatting down made me go faster down hills (it felt like it did). I thought I would be locked to the track and have to time my jumps to collect orbs, but was surprised when jumping actually launched me into the cybersphere. Not sure I'm a fan of that since the character is 2d and the track is essentially a 2D line through space. That being said, the visual vibe of the game is great, love the color palette. I do think some sort of grind feedback (Kirby Allstars sparks) would go a long way to make line surfing feel awesome. Felt like jumping and timing the landing would be a fun way to increase speed. The lightning shader was rad, good job!
May 8 16:58:57 24m 10s The Last Tuner ♥ 0 I absolutely love the aesthetic and world building going on here. Not sure why cars are currently on fire while I'm piloting my walker powered by ancient organ technology. But hey. The atmosphere gave me From Software vibes. The church-mech was so cool, I wish I could have gone up in the steeples to look ahead or something. So let me repeat, the world, atmosphere, mech, and tone are all amazing. That being said, I got stuck on the 3rd rhythm section (the falling meteors) and couldn't progress past that point. I just suck at rhythm games in general. But that was frustrating, because I wanted to see more of the world and how the game ended. I even walked all the way over as the little guy to find a big door, which meant there was content I was missing. Maybe have a mercy rule that after 3 attempts you can progress the story regardless. Yeah, I'm a filthy casual when it comes to rhythm games. This is the Dark Souls of Guitar Hero 😆. The music was great though, loved the build up and beat drop for the meteor shower! Keep building this world! It's too unique to not be fleshed out more! Edit: Quick thought - it would be neat if the camera zoomed in on the guy playing the organ and you saw the notes slide down the organ pipes instead of having it be a separate UI. Give me those Davy Jones emotions!