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T C

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TimestampSince previousGameT C's comment
Apr 21 03:06:21 Signal Sleuth ♥ 3 Great work! Atmosphere, art, style, all top notch! Gameplay was fun, only gripe is having at some points to memorize walk patterns, and some parts that are very unforgiving. But played it all the way through to the end, and enjoyed it a lot. Well done!
Apr 21 03:39:42 33m 21s Fabric - Reality Fabricators ♥ 1 Solid submission! I recognized your style instantly, after last jam. Went into this one blind, got stuck and restarted once, but eventually figured out what to do. The signposting was a bit hard to follow, it took me entirely too long to figure out the purpose of the game, but I ended up making it there. Something really hits the spot when you read an email worded like the instructional email you wrote. The idea behind learning the ins and outs, and then figuring out who you need to subvert the rules for, is very neat. The game did have some other tougher spots, like the NPCs spam-talking to you when you're trying to access a computer, but other than that, no major hiccups. Good job!
Apr 21 03:54:10 14m 28s Signals Crossed ♥ 0 Nice work! It was a little rough with the UI issus in web, but I made it to the end! The web link didn't work for me, it got stuck on "downloading data" - apparently trying again just now it went through, but don't know why. Either way, some clever ideas here. I really liked figuring out the last puzzle. For awhile, though I'd have to cheat the system some way haha. So despite having a massive bug that took a huge chunk of your time, the game came together pretty well. But it is rough around the edges because of it. But I see the vision! Anyways, well done!
Apr 21 04:06:13 12m 03s Funnel World ♥ 1 Maybe I'm just too tired from the post-game-jam brain, but I cannot figure out the first puzzle. I'll try again at a later date when my brain isn't so mush.
Apr 21 04:26:37 20m 24s Signal Spark ♥ 1 Edit: There was a 1.0 updated with a minor fix it looks like, and most of my criticism is at least partially addressed by the interface. I really like the idea behind this one. Jumping between towers, finding targets, and ordering commands is a cool mechanic and take on the theme. That being said, there are a few things I think that could make the game far more readable and playable. I'd like there to be some kind of indication if you're in "targeting" or "ordering" mode. I often found myself just guessing which one I was in, and trying a second time if nothing happened. Maybe alternating the color of the spark when you hit space bar? Additionally, I think the zoom is very unforgiving. Oftentimes it felt like I had no other tower targets in my sight radius, so I had to blindly guess where to launch myself. That being said, launching yourself is super satisfying, as is seeing your pawns mow down enemies. Getting them all working towards an objective is super satisfying. I like the style, and especially the effect on the spark. I wasn't sure what actually triggered this, but I did get one successful repair in. I noticed one of my pawns holding something, and managed to move them back to the ship, which updated the progress. But I was not sure where to go/what to do to get more stuff used to repair. Some kind of tutorialization/feedback would have helped me here for sure. Anyways, super cool seeing what you managed to assemble for this game jam! Cool idea and execution.
Apr 21 17:09:07 12h 42m Celestial Bodies ♥ 3 I learned a lot about both space exploration and bodybuilding by playing this game! Got to the game completion screen. Didn't know it existed, and had to start the game again after reading a comment here saying there's a victory condition. After I had 1-2 satellites on Saturn, I figured either there was something even further, or the game would have ended. Maybe some kind of indicator around each planet like "0/5" or something to telegraph what the end game condition is? I thought the line drawing on the minimap was very well done, a near visual representation of the network. I also really liked the mechanic of delayed/dropped inputs based on the network signal. Both ideas were implemented very well, and I thought were pretty clever. Nice work!
Apr 21 23:56:45 6h 47m Lost Crab in the Great Sand Labyrinth ♥ 2 Really liked the mechanics in this one. Very clever, and programmed well. Bug free from my experience, even in weird corner cases where a racoon is halfway onto a new square. All worked exactly how I'd hope/expect. So, very good job. Really dug the music, sound effects, and the effects in general when you're in the edit mode. Combined that really hit the sweet spot of satisfaction when playing a video game. I am jealous of how good this aspect of your game is. Some levels felt cheesable, or that you only needed a couple of squares to work, but that kind of just added to the clever feeling you get when you reach the goal. I really dug the slow down mechanic. Don't really see how it fits the theme, but who cares, the game is very good. 48 hours too? Fantastic. Look forward to seeing if you do more ludum dares in the future. Cheers.
Apr 22 00:17:25 20m 40s Call 4 Help! ♥ 6 Nice work! Some games felt a bit tougher than others, but I think that is to be expected from a variety game like this, and things will be easier or tougher for different people. Really liked the atmosphere you set here, everything came together very nicely. The calls you had to right click were an interesting mechanic, and the indicators were varied enough that it felt like a fun thing to have to look for each call. Overall very good job.
Apr 22 00:46:02 28m 37s Cignal Space Operations ♥ 2 Interesting game! I really like the idea, the atmosphere, and the UI. I had a lot of trouble figuring out how to really progress outside of the things near Earth. I had no idea what fwd left right did as signals, or what determined the starting points of the signal emitters. A and D were DEFINITELY necessary, as spam pressing < > was very difficult, and only gave tiny adjustments. I liked the voice acting and some of the early messages, but got to a point to where none of my signals felt like they could travel far enough to make it further than the 2 plants I was near to, and I didn't have enough direction to keep progressing. Some more handholding in the beginning, for slower people like me, would go very far. But great work overall!
Apr 22 01:19:44 33m 42s Radio Free Earth ♥ 1 Neat game! Awesome music. I ran into the same error as someone above: after installing one relay, every subsequent relay I tried to install took my 5000 credits, and then gave the error sound, and continued. This ended up happening for everything after the first install, I think I had one successful moon 20,000 credit upgrade happen, where magically it looked like 2 more ships had rebroadcasts? But I tried each other 20,000 credit upgrades, all with the error sound, and tried bribing 3 different planets, yes with enough credits, and all of them gave me the error sound, took my credits, and nothing changed. So unfortunately I just didn't know how to progress. But I think Enough worked for me to have a good idea of how the game plays, I like it!
Apr 22 01:32:08 12m 24s Sun Wizard Stocking Gang ♥ 1 Neat game, super unique style! The hand gestures thing was interesting, but my limited focus meant I couldn't really remember more than 2 spells at any given moment, and there was no way I'd remember that many hand signals and what letter they correspond to. So I just pushed my way through the game using only fireball and firewall. It worked, was more a timing and resource management game at that point. Clever idea, well done!
Apr 22 02:14:24 42m 16s Warden of the Depths ♥ 1 Very good game! Thought the theme integration was very cool, liked the art and sound and presentation. Have to echo what a lot of what other people have said, there are some issues that make the game feel unfair rather than tough. Your hurtbox extends past your sprite on some occasions (or some attacks do). Even if this isn't the case, you're heavily encouraged to get close to enemies (whip guy can be parried but then not hit until you get closer, zombie can start an attack from far away, messing up the timing, so you might want to get closer to feel like you can parry more consistently) so moving towards enemies being that punishing is really felt. Some attack hurtboxes seem to exist on frames where the sprite isn't there yet. Projectiles can hit you in really weird situations and much further away from you than what you'd expect. I definitely think decoupling the hurtboxes of the player, enemies, and projectiles from their size that you use to determine their floor/wall collision would do wonders. The hurtboxes should be smaller in general, for sure. Also, there are a couple other issues that can be pain points. Enemies can push each other? Making your (correct) spacing get you killed. The whip enemy can spend a frame or two moving forward in between attacks, meaning if you're too close they will just walk into you and you die that way. Also, the zombie and whip guy's red flashes require different timing? Which is odd, it's like you're taught to react one way, then immediately punished for it the next time. Finally, I think the wall jumping could use some improvement. I'm not entirely sure how other games do it in a way that feels better, but I found I had to readjust the muscle memory I built playing other games, to the way this was programmed. Holding towards a wall to wall cling, then the second you hit jump, that direction thwarts your jump, tends to feel bad. Also you can clip on corners of ceilings, hovering infinitely. Just small corner case stuff. I know I had a lot of criticisms, but know that I still had a good time and played it to the end! I think a bit more time on the little Q.O.L. things would have elevated this game a bunch, and what was there was already quite good. Nice work!
Apr 22 02:28:59 14m 35s Islandia ♥ 1 Gotta echo what a lot of other people have said. Really dig the art style. Definitely what drew me in, and I think it fits super well with the game you made and the humor you added to it. The controls were a bit rough, but honestly nothing too unwieldy. Turning towards certain directions was a bit tricky on occasion, and never being able to just... place something you have down (or maybe you could? I only ever got left click to drop) made things like box-stacking much more difficult than it needed to be. But I liked the game, and made it to the end! Nice work! btw... @katastudios !> the shark spits out an axe once fed! . and then... !>You can use it to chop wood, and toss wood into the firepit thing
Apr 22 04:05:29 1h 36m After Light ♥ 4 Nice work! Really did a good job building up the atmosphere I think you were looking for. I tried maybe a good 15 times, but could never find the exit. I found the place in the first screenshot - but couldn't make it out of either of the slits of the cave. I found another couple of spots where you could go and get oxygen, although I don't think there were any walkable floors in those. Then I kept being lead to the huge room that has the anglerfish thingee, but there was so little light that I couldn't actually tell where (if anywhere) I was supposed to go in that room. Just seemed like it was empty and there was no exit. I tried a bunch of other passages, and they all basically lead to the same room, so unless there's a turn I kept missing and thought I did, I could not escape :( Nice work though, very cool idea!
Apr 22 04:28:39 23m 10s Cipher Tower ♥ 1 Without realizing you had instructions laid out in the description, I ended up finding out how to play the game. I made it through a handful of letters, but did not know what the buttons did differently, didn't know the difference between the pidgeon and the other thing, but had fun deciphering messages and typing them out. I think there's a lot of really cool things you can do here for sure. I noticed that the monitor cannot display full messages, or if there's a way to "change pages", I did not know. So most of the messages I could only decipher up until the monitor stopped displaying it. Also, backspace didn't work :( so you had to type carefully! But I liked the content of the messages I deciphered, though it could tell a very interesting story, and enjoyed exploring what you put together. Very cool!
Apr 22 04:58:53 30m 14s ALDIS ♥ 1 Wow, nice work! Having the reference in the middle of the screen definitely made this playable for me! I went through the campaign, and really liked the story that went with it, same with the codes you chose for the enemies. I got quite a chuckle. French Fries indeed! My biggest gripe was certain enemies taking paths that my radar could not target. One click of the mouse wheel up was too high, one click down then made it too low. I had to wait for awhile for them to get closer. However, that was it. The rest of the game was good fun. I liked the Airstrike mission a lot. Also really enjoyed the visual display when you send the signal, the light, shadows, stopped movement when the light goes dim, really cool effect! Fun game, good job!
Apr 22 19:10:42 14h 11m Signal Slasher ♥ 1 Wow... so uh,.... I made it to the 3rd to last level, not knowing/remembering that you could attack. I.... raged very hard at some level designs, because I forgot enemies could be killed. Imagine trying to get past the level with the 10 waves of 3 enemies with just moving left/right and jumping.... yeah, I did that, somehow. And that's why I'm last on the leaderboard. It took forever. Only by accident did I hit the left mouse button on the level where there are the two hallways with spikes, AND AN ENEMY IN THE MIDDLE OF THEM, and suddenly the levels became much easier. Then went back to the tutorial after I beat it only to see that yep... it WAS explained! I just missed it. On that note, very interesting game! The timing/signal thing was a bit odd to get used to, it's not like a necrodancer where the timer is on a consistent beat, but some actions have only a tiny recovery window. Sometimes if you die, the input isn't readily available, and it kind of throws you off a bit. Especially if you're trying to beat a certain level 1000 times because you aren't attacking. Enemies could have also used a bit better aggro mechanic in general? I felt like a lot of the levels broke a little towards the end, cause every enemy that was supposed to be back there crept forward. But I think this is a quite impressive submission, and really did a lot of things quite well. Now, I need to chill out a bit, and maybe get my revenge on some of these levels later... by attacking!
Apr 27 00:30:29 101h 19m The Lighthouse ♥ 1 Always a huge fan of your submissions. Love the amount of atmosphere you're able to cram into each game. Short and sweet. Art is (as always) top notch. Well done!
Apr 29 22:38:01 70h 07m Moon Moth ♥ 1 Great work, you always create super unique games that do very neat things. I can feel how much attention you gave to all of the sensory details of the game. There's a very specific feeling you try to evoke from the visuals, sound, and poetry, and this game does a great job at getting that information across. I was a bit lost as to the combinations you needed to get, but can also understand why it exists the way it does with such a small time frame. But the dreams themselves were very neat, I really liked the sea monster? one, even the pacing of your words when reading the poems fits with everything else so naturally. I think it could be interesting as a player to be tasked with figuring out which color dream wave mapped to what emotion/theme. Would be a cool puzzle :) But After you showed in a comment which ones mapped to what, the dreams made a whole lot of sense, and I thought it was very neat to see why I got the dreams I got! Very creative game, look forward to seeing what you make next!
Apr 30 00:50:12 2h 12m Cognitive Abyss ♥ 0 Same as other commenters here. The only input that appeared to work is Left mouse. Here's what I learned messing with the game so far. You can only short or long tap the triangle in the middle. Both create a pulse: the longer one has a bigger radius. There's a white bar at the top that shows you how long you have until you have to click the triangle before you lose. PURE SPOILERS FROM HERE ON OUT --------------- If that bar ticks down to nothing: the game ends, and you get a black screen with "[Signal Lost] Structural Failure. Silence" If you hold out long enough: the game also ends, and you get "[System Error] Causal Loop Severed. ASCENSION" --------------- In the beginning of the game, you get these messages randomly. "[Coordinates Lost] Life support MANUAL Transmit" "Your 3D structure tears" "I observe" "Why resist entropy" I think it's just the thing that's referred to in this game's LD page description, reaching out to you. --------------- The messages you get under the triangle are based on what you pressed, and if you haven't pressed for awhile, random messages like the above. Short taps give "Weak Peturbation" and "Insufficient" - Long taps give "Coherent Wave" and "Acceptable Feed". Although these changes based on where you're at in the game (described in the next section) 3 short taps in a row gives "[PARSE] Panic Logic" 3 long taps in a row gives "[OVERLOAD] Willpower Recognized" --------------- At 2 points in the game, "events" happen. One at T-30 and one at T-60. The game ends at T-90. The first is [WARNING] Gravity Well Approaching. The second is [CRIT] Event horizon breached. Physics obsolete. After the first, the messages you get while waiting change, something like... "Parse the despair" "Light Cannot Escape" "Mass Leaking. Give it!" Not sure if some kind of hints, or just flavor text. --------------- In the bottom right, there's a track of what pulses you most recently did. Short taps are "S", Long taps (no matter how long) are "L". So if it says something like "SLLL" your last for were short Long Long Long. Sometimes it resets, other times, it adds to the current chain. I don't see any way to have it go longer than 4 characters, and I have seen it reset after 3. I'm guessing you're sending out Morse Code. I don't know what you'd have to send, or how to have a letter like "e" without it thinking its something else. But occasionally you get a "Syntax Learned" message, only after a successful morse code letter. And obviously, as stated above with the 3 short taps and 3 long taps, "S" and "O" have a custom message. I tried all the letters, and these were the only ones I found to be recognized S - Short short short - "[PARSE] Panic Logic" O- Long Long Long - "[OVERLOAD] Willpower Recognized" X - Long Short Short Long - "[RES] Syntax Learned" U - Short Short Long - "[RES] Syntax Learned" R - Short Long Short - "[DECODE] No rescue here" C - Long Short Long Short - "[DECODE] No rescue here" -------------- If there's a third end-game condition, I have yet to figure out what inputs are required. Any thoughts? @ me with em, I'd love to hear it! ... Even if by this point... I'm pretty sure there's no hidden ending....
Apr 30 03:54:33 3h 04m Kiipu ♥ 1 Bird: adorable Music: Super chill Bounce Mechanic: Really Neat Game Overall: Excellent On those notes, though, I had some pain points. There's a lot of text here, but it's mostly nitpicks and things I think could be smoothed over with polish. I struggled with the control of the game, and some design decisions. I made it to the part in world 3 where you have the anti-gravity-space tiles, but could not figure out how to get extra height to make it around the set of spikes. Like when you have the U shape of those tiles, and need to progress left past them? That part. It would have been nice if there was some way to introduce to the player the way you're supposed to get extra height out of those tiles. I could never make it over the spike wall. If you want to let me know what I'm supposed to do there, I'll finish the game up. Also, I feel that some of the checkpoints are arbitrarily mean. 2 of them don't have ground you stand on, making respawns feel like they sometimes just waste your time. Some of them, like the one after you learn to glide, seem arbitrarily too far away. I do get that late deaths before checkpoints are supposed to send you back, but sometimes it just feels less like you're doing a series of tricks, and more like you're having to wait around for a minute before you can try that tough jump again. You have a bunch of ceiling and wall spikes that aren't exactly the obstacle you're supposed to get around, but can randomly kill you anyways, which was a bit rough. I'm terrible with controls, so I tend to hold buttons down. If you hold down the glide button, and stick to a wall, even if you press up, you still slide down. This was super frustrating. I know in the game it says Down also glides, but in the version I played, my down key did not. So I get if I was pressing down, that it would make far more sense. But holding glide (a thing made to keep you upwards) then coming in contact with a wall while holding up (something also designed to gain you height) but plummeting to your death in some spikes was definitely unexpected. Also, this feels like it is not meant for keyboard. How touchy the left-right movement is while bouncing makes hitting a small area very tough, which you required multiple times. And it's like, tough because it's possible to get into situations where I cannot possibly tap left for few enough frames that I can adjust to make it to where I need to be. Maybe this wouldn't be nearly as much of an issue on a controller, but there were many times I felt like I tapped the control and launched myself in a direction. Then, there were some rough screen transitions. There were spikes waaaayyyy too close to where you enter a new screen for my liking. Arbitrary deaths cause you have no time to react were tough. Also, in the case where you're floating in the wind, having to swap between the top of the screen to the bottom, while mid flight, also caused similar problems. But, these are all things that don't really take away much from the overall game. I really like what you had and the ideas you put into place. Also, the bird hanging on the wall, best drawn thing in the world. Despite the criticisms, I really did enjoy this game a lot. Nice work!
Apr 30 04:20:14 25m 41s Melting Sun ♥ 1 Totally nailed the atmosphere on this one. The ambient audio track and the window facing the sun, the task you're performing, all come together really well. Like what some others have mentioned, you definitely have a solid base to expand on here, and it would have been nice if, even one small time, for this game there was some choice in what you choose to send, and ahve it have even a tiny impact. Like even something as silly as a task to punch what fast food order you want, 1 2 3 or 4, and you get a "gift" of like a hamburger or fries or something 😆 BUT! I feel like what you did you did very well, and really enjoyed playing through this game. Nice work!
Apr 30 04:44:15 24m 01s 🗦◎🗧 ♥ 0 As always, polish is top notch on everything you create. Super impressive! The controls were great, the gameplay was smooth, and you built something that was genuinely cool to explore. Really liked the reveal mechanic, I think there's a ton you could do there. Nice work!
Apr 30 05:02:04 17m 49s Canopy ♥ 1 Gotta echo what other people said here, you did a very good job with the game feel, the visuals, the controls, the camera movement, and especially the audio. I was always able to find the next place to go with the audio, so nailed that aspect of the game. I liked the rhytmic quieter sounds that accompanied each wisp too. The visuals work really well. Hopefully you have time to rate more games so you get your 20 required votes, I'll be curious to see how this does! Great work!
May 1 01:51:41 20h 49m What's that signal? ♥ 2 Super cool entry, loved just how unique the visuals and audio were, and how well it all came together. Interesting premise, solid execution. I love games that rely on audio for progression, and even moreso when they're done well. Sadly for me, hit home a bit too much. Reminded me of a family member with decaying health and hearing, who towards the end of their life started having some audio and visual hallucinations, and with major hearing loss. DESPISED the phone, with how many spam phone calls they got, and how little they could understand. Because of that, playing the game really hit hard, and left an impact. I can only imagine that this partially represented what life was like for them in some ways. Very well done, and really look forward to what you come up with next!