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| Timestamp | Since previous | Game | TheLastSlowpoke's comment | |
|---|---|---|---|---|
| May 7 16:02:21 | Awaiting Response | ♥ 1 | Holy shit that was creepy, I even got goosebumps! Great job! On the first two runs I never felt in control, and the audiovisuals complemented the confusion about the rules amazingly. The description I had read before the game had set me up very well, and I enjoyed the heck out of it. (I very much took the "don't overthink it" seriously 😅). I have to admit though, that I believe it is easy to bounce off of the game if you don't embrace the confusion. On the first run I only went out of the first stage after exploring every nook and cranny, then promptly got very confused as to "what is the puzzle with these screens", but got out not much after I've seen the door, and then I lost on the long corridor. On the second run I skipped the button and the screens, and although I picked up the phone, in the "geometry room" I finally kinda understood the premise and completely ignored the square things on the floor and won. Didn't turn around ^^ (nice voicelines btw). I spent the next few runs on exploring the game and blasting it open, finally allowing myself to overthink it. Fun stuff. Although, I couldn't crack what's up with the balloon room, I am still creeped out in confusion by this one. Small stuff I'd change: - the mouselook feels uneven between the X and Y axes, is it scaled with the viewport ratio maybe? - the chromatic aberration is to strong on the text imo, on the edge of being too hard to read (on fullscreen) - literally that's it I'm so glad you did this one, I was afraid you may be done after you skipped the last LD. I too feel old lately ^^ Remember you can switch to Jam category if you feel like you're stretching yourself too much, and touch up on Monday. You're actually crazy fitting those entries of yours in 48h, chapeau bas. | |
| May 7 18:54:23 | 2h 52m | Terminal Espionage | ♥ 1 | Hahah, what a nerdy entrance. Very on point to give this to some programmers to play. I liked the learning phase, going through the help system and imagining what I would use for what. I didn't need to use the itch tutorial at all, until one point - when I looked at the circles and thought I have to calculate the exact position of the intersection from the numbers. I thought that can't be right, and the itch tutorial told me bluntly that I should eyeball it (I haven't switched on any DRA yet, so I didn't know their linesights are drawn). I then swiftly managed to do next tasks until I hit the "bug wall" I guess. Exactly the same one as Aurel300 did, I think: the 1650kHz base seems dead. I was smart enough to check out the comments for bugs ^^ Anyway, even though it's a little bit underdone level-wise in comparison to the time needed to learn, the game goes hard and I had my share of fun from it. PS: the date localizes xD frib.png |
| May 7 19:56:37 | 1h 02m | Round-a-doodle-doo | ♥ 1 | Cute! And very polished, great job! Loved the artstyle, the organic sfx, and the music - it all works really well together and creates a cozy atmosphere. Don't get cross with me, but I really *have* to point out that it has as much in common with the concept of a roundabout as Balatro with a concept of poker 😅 As a driver, my expectations were subverted a few times in a row and I found it really funny. Loved the chicken nuggies joke ^^ |
| May 8 09:11:31 | 13h 14m | Signal Catching | ♥ 0 | Oh wow, that was challenging (in a good way)! Got 16 380 on my run. The flukes in frequency of incoming purples is what got me every strike, they're tough to do quickly enough. I wish you could see both colors coming on the double signal. Not seeing what's coming made it more rng, but I guess more exciting too? Anyway, the replayability is kinda low, I did one run and I know I've seen everything. But it doesn't have to be high in a jam game, does it? The game looks really beautiful and I loved the experience. And the interactive tutorial - holy shit that is a good idea. Congrats on polishing it too, despite not having much time - the game feels complete. |
| May 8 11:10:57 | 1h 59m | Super Glop Arcade | ♥ 1 | Dude. You've got some insane projects in the oven. The Webcogs readme was a really fun read. This test ride was a success I think. The games didn't crash, bug out, they had a working victory condition etc. But strictly from a player perspective... they are honestly not much fun. Like two of the 9 games are somewhat playable - they're an actual test of skill, but simple and frustrating anyway. And like five of them I consider impossible, even with good rng. The Generative Gungeon is doing somewhat better - still frustrating, instant deaths on spawn etc., but has some interesting qualities like the map layouts and interactive elements. That out of the way... I still consider this a success for the framework. I'm thinking about how I was once trying to force an LLM to make a valid 4x4 sudoku grid and gave up. This is really impressive and it may lead somewhere very useful. I haven't a clue how on earth to think about this, but you may try to include some organized feedback input to the project, so you could playtest and complain about balance? I don't intuit well how it works, I'd love to see the "codebase" for these games. My biggest personal feedback for all of these games - I would love to be able to consistently move one cell at a time. I'm zooming past doors like crazy. I don't know if the generated code had to do anything with this, maybe it's a thing to consider in the cellular game engine of yours. That and/or slow everything down. Maybe it has variable speeds on different setups and I am just in a disadvantage? Crazy stuff from you again, glad I managed to check this out before the deadline ^^ |