Roblocks by Theron S. 2017-08-15T12:34:00Z ♥ 0
A few more difficult puzzles would have been nice. Also player movement felt a bit slow - in my opinion, in puzzle games it should be fast enough so that the player would not be bothered with waiting, and could instead focus on solving.
Overall it was pretty nice. Having better puzzles would make it great.
LD49 — Unstable (5)
Very Shifty Code by cactus 2021-10-09T13:45:36Z ♥ 1
What the fuck did I just play.
All of the horribleness of vscode was super amusing. It's great satire (or replication?) of horrible bloated software.
Steady Grounds by jsloth 2021-10-09T13:30:56Z ♥ 1
This really got me hooked. Optional carrot and time objectives are a great idea and really extended the amount of time I spent playing this. Graphics look cute and fit perfectly for a game like this.
But: I feel that this lacks polish for controls that it really needs. Jump height a bit random, what's considered ground feels finicky (sometimes you can jump while hugging a wall mid-air, sometimes you can't jump with a tile below your feet), tiles would randomly get kicked when colliding with them. This made going for extra objectives really frustrating in some places, so I managed to do only 18 levels (with both bonus objectives) before quitting.
Orbitris by BOOtak 2021-10-09T12:01:26Z ♥ 1
Very cool concept! I got it fairly quickly with the help of the explanation, but it was still challenging enough to keep me interested.
I was a bit sad that fullscreen did not work properly, it would have been so much better as the current view felt a bit too small. And of course a bigger view would help a bit for the times when I managed to lose the pieces without really understanding how I did it 😄
Enter the Ungeon by Sayuri 2021-10-08T17:54:15Z ♥ 0
Aren't you supposed to create your own graphics from scratch during the jam? Player sprites are from gamedevmarket.
4D Jenga by Tesseract 2021-10-08T16:45:40Z ♥ 1
Me: It's time to play jenga on paper.
Gf: I don't think that's how you play jenga.
Great concept, very mind-bending. After solving 3d tower on paper I managed to remove 2 tiles from each layer with some intuition on how to extend 2d case to the 3d case and I think this is the most pieces you can remove, but I don't really have a mathematical proof that this is optimal.