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| Timestamp | Since previous | Game | ruddiculous's comment | |
|---|---|---|---|---|
| Apr 25 22:42:41 | Router Wilds | ♥ 4 | God bless you fellas for being able to manage a challenge like this. Honestly packaging all of this up into a finished product is pretty impressive. I can definitely see the different personalities and intentions mixing together which creates for some eclectic game play (both entertaining and maddening). Would have liked a rotating mechanic that didn't make me move my hand away from wasd so i could feel more nimble in a game that requires a lot of movement, especially later when the fact that the level is rotating becomes really sloggy. The mixture of precision thinking and combat awareness is a little overwhelming for me but that's a personal bias for sure. But overall the atmosphere and art looks great, the lil signal effects look so good and the contrast makes everything easy to read. Music and other sounds are on point. It's definitely one of those games for me where if you remove like one element and strengthen what's left all those other parts would read more clearly and take less work to enjoy! | |
| Apr 25 22:52:08 | 9m 27s | Long Distance | ♥ 2 | I can see why this broke Jared... the scrolling is villainous lol. My brain would often tell me "scroll down!" and it would already be maxed out so then i'd scroll the whole window down. AHH! But the satisfaction of completing is real and the simplicity made it easy to run it back and keep clicking. (also the rage from knowing i clicked a trace only to blow up anyway) |
| Apr 25 23:02:44 | 10m 36s | signOS | ♥ 1 | This is one of those games where once you understand the theory behind it the puzzles become pretty comforting and rewarding to solve. Not too hard although my monkey brain still goes "huhhhhh" many times. Enjoyed solving the puzzles on stream and the gameplay is pretty simple to manage (although i agree the emulator controls had me mess up a bunch too lol). love the Wall-E guys and the UI for commands below, nice and easy to read! |
| Apr 25 23:10:03 | 7m 19s | Rail Rush | ♥ 1 | Adorable, said it on stream but really takes me back to those doctor/dentist visits as a kid lol all that's missing are the Highlights Magazines! Easy to understand gameplay, like that the interactive elements are all parts of the world rather than separate UI elements. Those early crashes are devastating, but once you get in the flow it's as chill as you choose it to be... till you turn on all the tracks and watch the world burn. |
| Apr 25 23:20:38 | 10m 35s | Small Among Storms | ♥ 3 | I'm going to remember from now on to hide underwater during a thunderstorm or if I happen to be pursued by nocturnal predators. This game was nuts, i dig it. |
| Apr 25 23:27:36 | 6m 58s | Gasp Away! | ♥ 1 | Man I'm outta breath. Nice simple mesmerizing game mechanic. It might have been too easy to just keep breathing whenever you want with no consequence - i was able to kinda hyperventilate and get pretty far lol. But the graphics read well, I knew what i was doing and couldn't stop myself from exclaiming "I WANT TO BREAK FREE!" |
| Apr 25 23:37:47 | 10m 11s | We Trust You Are Well | ♥ 1 | OK so I didn't pay attention on stream cuz we were yapping... but I did now and this was great! The concept of deciphering the text with the tools you discover based on clues IN the text really peaked my curiosity. Then attaching some surreal narrative on top to give it some mood and incentive makes for little rewards unlocked regularly throughout the text. I'm imagining what you could do with the story this way and how visuals that you discover on the page could even be an interesting layer! Or audio even. Some cool creativity at play in what you've made. |
| Apr 26 00:02:35 | 24m 48s | Chomp Radio | ♥ 1 | Alright i got pretty locked in there. It reached a point where it was actually a bit of a relief to cut off some of my body since i could already handle the enemies and having to click so much to get down to new parts of my body for MORE fire power was unnecessary lol. The goal of creating this armored battle snake with so many weapons you couldn't fit them on screen was complimented pretty well by navigating the procedural map. Sometimes I could get lost and not sure how to find the next tower but mostly that just added to it (and made it more comical how i was dismissing any enemy as a threat while i scratch my head and peak around corners). I wish there was some UI element or any indication (maybe from radio calls?) to tell you how many towers were remaining so that i wouldn't have to go back and check the hole first and find out i'm still missing a tower somewhere. Great music and art, super punchy and loved the time dilation menus so i was never fully pulled out of the atmosphere and gameplay. |
| Apr 26 00:10:41 | 8m 06s | Dragonia Siege | ♥ 1 | Enjoyed uncovering the secrets! The best part of a good puzzle is having your curiosity rewarded and there's a couple of moments in this game where that really works. The "dig here" spot was probably my favorite because it didn't require any "try every tree" or "every spot on this building" effects. Not too hard to get the super final ending and satisfying to find each jewel! |
| Apr 26 00:15:55 | 5m 14s | Metric Relay | ♥ 1 | Oh boy. Math... Lol this was pretty punishing and I still don't fully grasp it but I did enjoy the graphics and polish. The math concept from my perspective was niche enough to have a more deliberate tutorial to understand why things work without allowing me to progress till i TRULY understand. And 120 levels is just too much and beyond necessary. Focus on making ONE solid tutorial level to express the concept of your puzzle theory. then have a reasonable amount of purposely designed puzzles that ramp up the abstraction of the theory nailed down in your tutorial, maybe introducing new concept layers as you go! My brain hurts and i feel now that I don't know Math. Maybe - I never knew... |
| Apr 26 00:24:19 | 8m 24s | Roadkill junction | ♥ 1 | Aight this was fun! You made me feel proud of myself for making it to the end. Mechanics allowed me to strategize around how i handle enemies without trying to take them head on. You could actually plan based around the conditions of the intersection where you would run and which signals you would call. Super satisfying when you're able to do all that towards the end with so many cars and zombies! Great polish and energy as always. Agree with everyone that the signals should be inverted to make more sense. Would like to see if you could even add more difficulty with that part of the control being more intuitive. Nice work! |
| Apr 26 00:38:53 | 14m 34s | Forlornicon - Shoopert's Weird Dream | ♥ 1 | I like the inspiration for this game both visually and mechanically. The imagery fits the tone you are going for and all of the 2d "paper" art looks right in this almost board game map environment. Of course the use of voice acting in reverse is also a nice touch. A lot of times i was able to run straight to the end and avoid power ups or other interactions but I was definitely punished when fish was around with a bunch of other enemies and i had no plan lol. |
| Apr 26 00:43:02 | 4m 09s | Operation Alien Translation | ♥ 3 | We are too immature to not go straight for boob humor if you allow us with a game like this. A lot of fun to play on stream with that simple Mad Lib level humor layered into the alien translation narrative. Combining the elements of memory and reward/punishment for word choice made for a great experience. Super cool art that reminds me of all the great Humongous Entertainment games! The animation is really amazing for a weekend of work. Nice job, y'all! |
| Apr 26 00:51:15 | 8m 13s | Human in the middle | ♥ 1 | This ended up really coming down to just morse code deciphering and input (though you really had me worried the cheat sheet was going to be taken away lol). I think the concept of receiving and transmitting messages with morse code is a wide road and would have liked to see how you narrow that mechanic down a bit more. Maybe there is a way to abstract the morse code element a bit so that you could end up hiding the cheat sheet but still get the sensation of morse code? A little more to the mechanism would invite a more unique challenge and use the translation as just one part or the framework of the game rather than being the whole thing. That being said, everything is well constructed and operates really well! The visuals are strong and I love that tentacle arm, all the little quirks to how it clicks buttons and taps morse are soo good. |
| Apr 26 00:58:06 | 6m 51s | Téloche | ♥ 4 | I learned so much about French television! The personality is great and the tuning mechanic works really well. I've seen some other people say they wish the X Y adjustment was on the actual TV instead of on sliders and I definitely agree that would have been cool. A challenge with something like this for sure is how much content can you make for the TV channels so i appreciate that you made enough that the game is replayable and you can discover new channels still! |
| Apr 26 01:03:59 | 5m 53s | RobotsXRescue | ♥ 3 | Love the art, super polished with a lot of care to detail even in how resources are designed to express their purpose! Once you understand the mechanics the puzzle solving becomes rewarding and not too punishing. All of the graphic and UI elements work well to communicate gameplay. One of the hard things to do (especially in a weekend) is create something visually consistent and y'all did a great job here! Music and SFX fit the mood as well without being overbearing or stress inducing. Nice work, y'all! |