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FireSlash

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TimestampSince previousGameFireSlash's comment
Oct 20 19:56:41 Nightguard ♥ 2 On firefox at least, I found the camera uncontrollable. (It would always gimbal lock straight up or down, couldn't aim anywhere else). Chrome appears to work. (I think firefox just isn't accepting the pointer steal; not a huge deal but you might want to mention this in your project page so others don't get confused) The tutorial is very necessary to get anywhere, and even then it took me a while to fully figure out the flow. I still wasn't able to progress very far, the second lamp is blocked by something and I quickly died. It's hard to read enemies and damage here, especially with how fast you die. I also could never get the gun to shoot, after tamping down it would return to the "shoot" position but never seemed to want to fire. I did find a "Duck behind the light when something appears" strategy mostly usable for a bit though. Overall a very cool idea with a spooky mood, once you get past the esoteric controls it's pretty neat. (And the controls are well thought out here and add tension, the main drawback is really just the rushed tutorial.) Nice work!
Oct 20 20:04:31 7m 50s Chort Harvest ♥ 1 The car controls like it's on ice and yet I'm very much here for it. I agree that the speed/hitboxes are a bit fiddly but I still found it oddly satisfying, and the more you play the better you get. I found the chain a bit more fun than the plow. Nice work!
Oct 20 20:10:06 5m 35s CassetteRobot ♥ 1 You should update your links, you list the itch link as an html5 (web) link but it only offers a download. html5 links are for games that play in your browser.
Oct 20 20:15:53 5m 47s Magic Abacus ♥ 1 This was.... weirdly fun? What the heck?! Super solid gameplay progression here, and just the right amount of juice to make the interactions feel fun and addictive while also teaching me a (albeit useless) skill. Nice work!
Oct 20 20:30:43 14m 50s PAST SHOULD NOT EXIST ♥ 0 I had trouble grabbing some of the tools, I had to be at a specific spot when I used the bench to actually be able to grab them. A tutorial would go a long way in onboarding, even looking at the controls list I found it a bit overwhelming. The phone was also pretty hard to read, I like he idea/mood but popping the screen out into a larger panel would improve visibility. Overall I like what you have here from an idea/mechanics perspective, it just needed a bit longer to bake. Solo Jam entries do be like that though. Might be interesting to do a post-jam version that has a proper tutorial/onboarding flow to get people into the rhythm, once you get past at it's quite good. Nice work!
Oct 20 20:42:10 11m 27s Antre ♥ 3 I'm horrible at these kinds of puzzle games, and it wasn't immediately clear how the light/hiding intro worked. Part of my problem is that the font is extremely hard to read, not sure if I've just forgotten all of my cursive by now or what. It would be nice to have a "hint" system for idiots like me, but I did what I could and solved a few, which was satisfying. Love the atmosphere, nice work!
Oct 20 21:00:29 18m 19s Necropolis ♥ 1 Love how this came together. It really does feel like an old era platformer. Level design was surprisingly well thought out, being able to identify a path and only wonder how I'm going to clear that is always a good time. The pacing does feel a bit slow, which is probably accurate but did make me feel a bit impatient in some areas. Controls are very tight and responsive. Art is coherent and matches what you were going for. Nice work!
Oct 20 21:23:41 23m 12s Who is Nana? ♥ 2 I'll come back and rate this later: I played a bit but found I had to full screen to view the whole window; but "esc" to exit the computer also exits full screen, so it makes the game unplayable. It would be worth adding an alternate keybind here as a bug fix.
Oct 20 22:19:28 55m 47s Old Tech, Dead Tech ♥ 1 Quite a lot going on here. Content wise there's a lot of depth, and the game loop seems fairly solid and complete. I did find it less clear how certain buildings worked, the tutorial either didn't mention them, or I missed it due to the density of the text. It feels like the UI design needs to be a bit more coherent for a game of this complexity, but in a Jam it's pretty easy for things to spiral out of control and end up needing a refactor you just don't have time for. Despite this I found it pretty fun. I turned the speed up in a few spots to move progress, but generally found it a pretty good experience. Nice work!
Oct 20 22:32:24 12m 56s Old farm old times ♥ 1 I can certainly see where this was going, but the current iteration has a lot of rough edges. For a 24h game it's pretty solid though. the biggest annoyance for me is the watering can, but it's pretty clear time limitations reared their head. Nice work!
Oct 20 23:00:40 28m 16s Operation “Shrift” ♥ 0 can confirm web build appears broken (Tried chromium and firefox)
Oct 20 23:57:55 57m 15s Moth in the Machine ♥ 1 Neat little experience. I do wonder why moths seem to love my relays so much, but maybe there's historical accuracy I'm not aware of with older unsealed relay clusters. Either way made an interesting mechanic. Nabbing those suckers was a bit frustrating at times but it felt good to nab them as they circled the relay frame. Tube types felt like a missed opportunity for some interesting mechanics there; you just had to keep stocked on all three types and never had to think about it other than mindlessly topping up every so often. Story and flow were nice. Sets a good mood too. I managed to finish without much trouble.
Oct 21 00:33:39 35m 44s Re : Search ♥ 0 I love this kind of narrative exploration game. One major gripe: The phone notification popup blocks the book pages, so you have to open/dismiss it to read the actual book. The phone also requires scrolling which wasn't obvious at first. It also took me a moment to realize I needed to use 'e' to interact with the bookshelves and not the mouse. Overall lovely little game. It would have been nice to get a bit more substantial of a payoff at the end, but I understand the Jam is not so forgiving to always allow such things. Nice work!
Oct 21 01:46:15 1h 12m Argo ♥ 1 I like the vibe. Manually taking notes does fit the theme in a roundabout way, but I don't think a game-side log book that at least let you check old entries without going back to the computer would be amiss. Pretty cool to this as a compo game and not jam. Nice work!
Oct 21 02:32:37 46m 22s A Portal Home ♥ 0 I managed to somehow get out of the valve interaction after a bit but the safe was a softlock as best as I can tell. Instructions would go a long way here to explain what to do.
Oct 21 04:36:27 2h 03m Melody Machinations ♥ 0 Cool idea! I think the voltage upgrade was maybe a bit too much for me, but I also generally found the game a bit easier without upgrades; you could just balance the incoming letters and on a decent run you largely wouldn't need any to keep going for a good distance. The intro screen text scroll in was very slow... this is one of my pet peeves in narrative sections; a trick here is to allow one click to fully reveal the text, so if your reader has a reading pace faster than your scroll speed they can just finish the line on their own. Not a huge deal, just a QOL thing to consider for future games. Overall cool little game! Nice work!
Oct 21 04:46:44 10m 17s Telerhythm ♥ 1 I'm.... not good at these games. Did my best though. Feels like the difficulty scaling is probably right for normal RG players, but the scoring felt a bit unforgiving at times (Maybe I'm hitting the double miss bug?). The presentation is simple but charming. Honestly making a functional rhythm game in 3 days is already impressive, every time I threaten to to it my team members start threatening mutiny. Nice work!
Oct 21 04:53:37 6m 53s Subaquatic Demise ♥ 0 I'm... not sure how to succeed here. I left the guy in the weapons room while checking sonar. Suddenly I see "weapons offline", check, and they're being repaired, but as soon as I flip back to sonar there's already a red torpedo seconds away and weapons can't plausibly be fixed in time. Feels like I"m missing a mechanic. Missiles also seem to appear really close, to the point that I'm not sure how to defend them without constantly eyeing the sonar and just peeking at systems every so often for a second to check if you need to move the crewmember. There's clearly something here but I think a tutorial would have gone a long way towards explaining the mechanics. I get that it's not always possible to build on in time for the Jam though. Either way, it seems to do what it says on the tin, and I did have decently lived runs that felt hectic in a good way. Nice work!
Oct 21 05:16:58 23m 21s Make Me My Million ♥ 1 I'm... not sure why I'm hammering old computer tech, and less sure why half of it explodes, but I had fun doing it? Took me a couple runs to not die (I didn't realize the + was indicating health until I ran out. Oops!). Only made it out with 212k. Would have liked to see a bit more variation as by mid game it gets kind of repetitive, but what's there works well; game feel is solid and stuff has a satisfying boom to it. Nice work!
Oct 22 05:14:42 23h 57m Nimkip and the Quest to Build an Airship ♥ 2 Not sure how resources are stored, if at all. It seemed like if I mined a resource not needed for the current tier, it didn't fill the bar at all.... does it get wasted? Didn't hit any bugs. There's not a lot to do here other than collect stuff, it would be nice to have some kind of enemy or external threat. Love the art style, it's very cozy. nice work!
Oct 22 05:57:45 43m 03s Tape On! ♥ 1 This is adorable. Love the style, the mood, and the general feel of this game. Feels very much like something you'd play on PC-98 back in the day and would come with some cute box art. The invincibility felt a bit too short to actually do anything with, but that may well be a skill issue. But other than the controls being a bit weird, that's the most I can complain about. Nice work! Possibly my favorite game this jam.
Oct 22 08:49:46 2h 52m zeppizza ♥ 1 This was... tricky. The UI/controls feel a bit clunky and don't always respond properly. There's not great feedback for near warning state; some sfx to give a rough idea of pressure without walking all the way over to the boiler would help a lot. The idea itself is pretty solid, but a bit more work on the UX would go a long way towards game feel. Obviously the Jam constrains how much time one can put in, and what's there is a pretty solid base. I'd recommend thinking about polishing up a post-jam build to finish fleshing out the ideas here. Nice work!
Oct 22 09:10:25 20m 39s Outpost 60 ♥ 1 I thought this was going to be a grind but actually... the way you paced levels makes it surprisingly approachable. The radar/enemy size stuff took a bit of experimentation, but once you get a feel for it the game is surprisingly enjoyable. I thought I was at the end until I realized the module rack scrolls... Honestly super cool entry! nice work!