Shrine by blacksheepza 2024-10-11T17:27:03Z ♥ 1
Aesthetically, this game is stunning. You've created an incredible atmosphere and mood, and the soundscape definitely gave me a sense of gravity and looming power.
As a caveat, I'm not really a big fan of idle / clicker games, so that'll colour my opinions. The gameplay wasn't very *fun*, per se. The mood really helped to make it feel worth it, but I ultimately just built a bunch of candles (so many, in fact, that I got an index out of range error) and then clicked a million times. I didn't even realise that the followers going out to go get extra essence was my doing, until I read it in the comments here. I.e. perhaps that would have helped a bit to make it seem more interactive.
I agree with tuism above that I would have liked to have seen an expansion of the map or some greater visual change for each level of the shrine (beyond just the shrine sprite) to build up this sense of expectation. And other than that, more things to do would have been nice.
Incredible mood and art, for sure, which does a lot to make up for the issues I had with the gameplay. It was an overall very positive experience!
LD58 — Collector (9)
The Strongest Army Is Already Dead by ullent 2025-10-11T20:36:00Z ♥ 5
Really cool concept here. I always enjoy games where you can use enemies against each other, and this has a cool ramp where you're using your weaker guys against stronger guys to get stronger guys for your army. I see you've mentioned that you didn't have a lot of time for balancing, so I don't need to talk about it being a bit too easy (in that I didn't feel like my decisions really affected how well I did).
Like someone else mentioned, the differences between different enemies didn't feel very significant, with some notable exceptions being the healer, the bear, and the lightning guy. Other than those three, they felt like they perform the same function; I'd have liked to see some more specific utility or team synergy so it feels like you're making meaningful decisions when you decide who to take and who to drop, rather than just having straight upgrades like hog>wolf. E.g. maybe wolves work better in packs and buff each other, so you could make a wolf-only build that can actually hold up.
But I think the biggest obstacle for me was information. Firstly, I didn't really understand what was going on (granted, I didn't look at the page description, which covers some important stuff). I could figure out how to collect new guys, but I didn't clock that when they die, they are summoned back only when you click them (or you have auto on). (To that point, I can't think of any reason not to always summon them back, so probably the default should at least be auto on?)
Then there's the blue bar that I still don't know what it means. I beat the last battle, and I had 600/2000, but I don't know what that means. Is it my health? Or is there some kind of cost to collecting, or to summoning (which would explain the option to turn off auto summon)?
But overall, I really like the concept and the implementation was fun enough that I played to the end. Nice job on this!
Fallen Leaves by Sceef 2025-10-10T22:15:39Z ♥ 2
Very cute! The graphics, sound, and story felt cohesive and was enjoyable. The gameplay loop is simple, but has a nice zen vibe to it. My leaves tended to group up in tight lines on the edges, which felt like it worked against the feeling I'd want from leaf blowing -- maybe having them collide with each other (or give them bigger colliders if they already do) could help make them feel a bit less compressible, and more pile-y?
Also, I'd have liked to have seen some alternative level obstacles, like a wind that comes every now and again, or kids that run through piles and scatter them, etc. to give some variety.
But anyway, nice job on this!
Veggies Clash by Yorsh 2025-10-10T21:59:06Z ♥ 1
This was really cool. I had a good time collecting the different cards and figuring out who I could beat in a duel. I don't really have much critique, other than it is maybe a bit too easy to get cards by just picking them up. I.e. maybe only certain cards should be available for pick-up, and the better ones you have to win by beating other kids? Basically there were a few I picked up and then I never had to duel some of the kids, and I would have liked to have had a mechanical incentive to fight them, I guess.
Oh, and another nitpick: Once I got some duplicates, it was maybe a bit too riskless to duel people, since you can just pick some card you never use as collateral. Maybe duels could feel more tense if you had to choose one of your team? Or more even more difficulty, let them pick a random one from your team (and vice versa for the player).
Anyway, nice game; great job with this!
Memories Collector by east147 2025-10-09T21:28:26Z ♥ 1
Cute game; the vibe was great, with nice music and art.
I would have liked to have had some red herrings -- i.e. things you could search that didn't contain a doll, so you felt more like you're using the hints to figure out where they are than just doing all the available actions. But jam time constraints, etc. etc.
Deck Collector by optimatica 2025-10-09T21:14:22Z ♥ 1
I really, really want to like this game. I think the concept is very good, and the polish is great as well. However, I just can't seem to manage to survive for terribly long -- either because I don't really understand the mechanics (more on that below) or because it's too random. E.g. I got an opponent with two swords that obliterated me in no time. I still want there to be a lot of randomness, but maybe there needs to be some ways to control the randomness a little? E.g. draw 3 cards, discard 2 kinds of things.
As many others have mentioned, it took quite a bit of time to understand how this game works at all. Some amount of explanation of what the icons mean and how battles play out (even just on the game page) would have helped a ton to get me onboarded. I still don't understand what the number that counts down from 4 and then goes into the minus does, or how I do damage or gain mana when I have no cards. I think those two might be connected? I.e. positive numbers add mana and negative adds attack? Or something like that? Would have loved an explanation.
While I had trouble getting anywhere, it feels like this game has lots of potential for something great; amazing job!
body, birds, drop by tercs 2025-10-09T20:39:34Z ♥ 1
At first it felt like the player falls way too fast to catch anything, but once you get into the rhythm, it's actually a lot easier than it looks. In fact, once you figure it out initially, it becomes probably too easy, because there's no scaling of difficulty over time. (Presumably due to jam time constraints, etc.) I ended up with 85 coins and almost an entire screen height's worth of health when I stopped playing.
I also didn't realise I was taking damage when I landed on the girders -- maybe having some more visual feedback that I'm taking damage would be useful here. E.g. after my first contact with one of the other things (that I could never identify because they're moving by so fast!) it was immediately apparent that it was bad to hit it. But the girders don't have that.
I liked the fact that the player is collecting different birds, though maybe having some kind of visual indication of how many out of the possible ones you've collected, so you know when you've gotten them all / how far you are? The collection screen presumably records this, but I couldn't really figure out how it works (and anyway, I would have liked it on the actual play screen as well, in compact).
Cool game!
Tiny Museum by Keith Wang 2025-10-08T12:39:17Z ♥ 1
Cute game! I liked the overall tone and atmosphere, and the gameplay loop is pretty solid. Some thoughts: - When you get towards the end, there was a bit too much going on in the foreground, making it kind of hard to see where you are. Maybe having different sized/shaped leaves for different values would have been good to help reduce clutter? - As someone else mentioned above, the despawning leaves meant that I basically just ignored the top shelves, because it's implausible to collect there (which I see accidental, so nothing for me to add here). - I'd have liked to have seen some more variety in the things that can be purchased. E.g. a vacuum or something to automate some of the leaves, or something that increases the likelihood (or gates) the higher-end dung beetle merchants. - Also, maybe having different customers like different displays? E.g. the ladybugs like one kind of thing, while the dragonflies like something else. I.e. I would have liked there to have been some reason to put thought into what goes where.
Space Cleaner by Cahard 2025-10-07T08:13:03Z ♥ 2
The controls felt a bit strange, but actually worked pretty well. I enjoyed the meditative collecting of trash, and the meta progression was good. Some thoughts:
- I would have liked to have some kind of ending? I got to a point where I'd upgraded everything to its max, and there was nothing more to do. It seemed like the trash respawned? - The description says "There is no friction in the vacuum of space", but there's a lot of friction if you stop the thruster. With the limited fuel, I'd have liked to have been able to take advantage of the vacuum by drifting, but I couldn't, since it just stops after a little bit when I reduce the thruster to zero.
Anyway, nice game!
Stamp Divers by harujam 2025-10-07T07:50:03Z ♥ 1
Actually quite a novel concept, and pretty enjoyable gameplay. Some nitpicks: - I would have liked to have something during the picking up phase that shows which stamps I'm looking for. Sometimes I forgot. - Sometimes it felt like the required stamps were just not there, but maybe I just didn't search properly? It would have been nice to know how many envelopes are still present in the level. - I enjoyed the concept of finding stuff with the audio/visual cues, rather than through sight. Feels like there's even more interesting things that can be done with that. E.g. perhaps different cues for different envelope types or something, etc.