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JemSmith

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Category Medals

YearLDThemeGameDivisionCategoryScore
👥 🥈 2024 56 Tiny Creatures Sky Rats jam Fun 4.56

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202456Tiny Creatures👥Sky Ratsjam54.474.563.883.804.534.084.484.22
202047Stuck in a loopPip's Journeyjam4473.753.664.342.553.573.683.59
201739Running out of Power👥The Kleptocracy of Rodentiajam1033.903.623.231.694.814.103.254.17

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by JemSmith

JemSmith leaves an average of 10.7 feedback comments each event.

LD56 — Tiny Creatures (1)

Lumibot, Please Don't Trash the City by BoxedMeatRevolution 2024-10-09T12:16:00Z ♥ 0

This was pretty awesome, and the visual style is fantastic. There was maybe a little too much camera shake, or rather too frequent a shake, but aside from that, pretty cool!

LD47 — Stuck in a loop (14)

Zgulls by ashashza 2020-10-21T08:58:14Z ♥ 0

This is really great, I enjoyed managing a tight defense in the limited space given, and I really love the theme and tranquil atmosphere (in spite of being swarmed by a horde of hellish gulls!). I would've liked to be able to destroy buildings to rearrange my defenses, but I guess the alternative is starting again with a better strategy. Great work!

Time to Act by Vodzik 2020-10-21T08:45:51Z ♥ 2

I really liked this one! You managed to create a pretty compelling mood with quite minimal but appealing graphics, and the audio was great too. I enjoyed the feeling of improving my "speedrun" with each loop, eventually figuring out what to do for the final one. My only criticism is that the mouse look speed was really high, though I was playing on a high DPI screen, which might've had something to do with it. Nice work!

Mind the Gap by coderTrevor 2020-10-21T08:17:51Z ♥ 1

That was a lot of fun! I love little point and clicks, and the characters and their dialogue were cute and funny. Having a little mini game in the middle in the form of controlling the drone was also a really nice touch. Short and sweet, great work!

Anybody there? by fumybulb 2020-10-21T08:05:07Z ♥ 1

Hey, I really loved the music in this and how you tied it to the gameplay! I also like the meta-use of the theme, in restarting after completing. I like how the tether attached to your character kept them from escaping. It worked from a thematic point of view, but I would've liked to have been able to do something with that tether, or just having it react more to the game (like maybe getting shorter every time you got hit). Good stuff!

Break In Stay In by wizard sino 2020-10-21T07:47:46Z ♥ 0

I stole $1273!

I'm a huge fan of physics in 2d games, and I really like that everything is physically interactable, including the character's body parts. I think a higher gravity setting would help the movement feel more tight, and something like a wall jump could feel cool when trying to escape and get over walls that are too high.

I also really liked how the monstrous elements started spreading as I went to more rooms. The monsters themselves were pretty creepy, and having some of the furniture sticking to the ceiling made it all feel quite uncanny. Good work!

Cattle Ropin' by nandelind 2020-10-12T12:23:37Z ♥ 0

I like the very literal interpretation of the theme here! Ropin' cows is a great idea, and the pixel graphics and peaceful audio are nice, but the gameplay is a little let down by the lack of a force indicator, or something similar. I'd love to play a post jam version of this where it's a little easier to figure out the throws. Nice work!

Memoirs by Virtual Turtle Studio 2020-10-12T12:16:29Z ♥ 0

I adore this art style, really nice work! The sound track is lovely too. Nice work!

Press The Button by Steventus 2020-10-07T15:02:04Z ♥ 0

This is a pretty fun clicker and works nicely with the theme! The upgrade escalation is nicely balanced here for a jam game, and I definitely got that satisfying clicker game feeling of watching my money increase radically after each upgrade.

I also found the clicking aspect to be a little tiresome. I understand that you're supposed to be a mindless drone, but it would've also been cool to buy upgrades later that speed up my claw movement, or add a blast force to the object I'm dropping to speed up its fall. In fact, adding a bunch of dynamic movement and control to the claw (like having to use the mouse to grab and fling things around into the right boxes in a factory) could add a really entertaining control scheme to the clicking part of the game, which could solve the problem of idleness between clicks that people are talking about above.

I like the graphics and the styling too, and in an expanded version of this, I'd love to see more world building and story in terms of the corporation and its boss, as well as more use for the building map. So there's definitely something cool here, nice work!

Minecart Dungeon by cyborgx7 2020-10-07T14:24:49Z ♥ 1

This is a nice little puzzle game and definitely fits the theme well. I found it a bit tricky to remember which switch affected which bit of track, so I think some sort of indicator on the switches or the tracks could be cool, because then I could plan my route accordingly. Well done!

Mystic Dungeon & Mighty Mustache by namnam 2020-10-07T13:41:15Z ♥ 0

This is an absolutely gorgeous game, and I really like the presentation overall. In an expanded version of this, I'd like to see a little more of a manageable UI for the shopkeepers, and a bit of a clearer presentation of which stats would be overwritten when purchasing items. I also think a dungeon screen with some awesome attack animations would be great, instead of having to stare at the shop keepers while you fight. All of this isn't really easy in the scope of a jam though, so what you've done is great!

Hilda is the good Child by TheRoflcopterist 2020-10-07T13:27:52Z ♥ 1

I found your gameplay here to be really interesting and novel, and I love the cutout paper art style! It was fun to figure out how to get around the beam. Even though the beam isn't explicitly explained, it fits the dark tone and narrative well, seeing as it feels like someone is scanning the room to catch you. I feel like a little more backstory might be cool here, and it might be better if the border of the beam was more clearly defined. Really cool game, well done.

pompom by mmemim 2020-10-06T08:16:09Z ♥ 2

This is utterly charming! Well done!

Starburn 64 by Warrrkus 2020-10-06T08:01:01Z ♥ 2

That was a lot of fun, and would be super exciting with some more speed and juice. An expanded version with a couple more enemies that fire back would also be fantastic. I love the retro aesthetic too

Emile's Journey by qui 2020-10-06T07:40:13Z ♥ 3

I really love this idea, and it could be taken a little further if the team is keen. I liked having to jump around the scenes figuring out where things could be, and you could expand this nicely with a few moving/interactable elements elsewhere, though I know getting a lot of content with this level of art quality is time consuming. Overall, really wonderful everything, art, music, the whole lot. Well done!

LD39 — Running out of Power (17)

Lost Light by fillefilip8 2017-08-22T12:41:32Z ♥ 1

This was quite fun, but I think it would've felt a lot easier to play with a crosshair, which would create a more intuitive connection to the aiming/mouse look. I think the cursor was also not locked to the window, as I kept minimizing the game accidentally.

Aside from these issues, this could be quite an interesting set of mechanics to play with. The limited vision with top down shooting is interesting, especially when hearing those crazy enemy sounds, which creates some good tension.

Good job!

Fading Light by RockhopperGames 2017-08-19T11:27:02Z ♥ 1

I like that despite not having audio, you managed to create quite a compelling mood and environment by using harsh lights and shadows. The distant shapes of those curvy "statue" things was quite spooky, especially when they cast huge looming shadows down the corridor. I didn't really know what to do, or understand the theme mechanics, but it was certainly an interesting environment to explore nevertheless.

Dont ask me to stop being a outdated junkrobot by Ludic Studios 2017-08-19T11:13:56Z ♥ 2

Really fun game! I found the difficulty became frustrating at times though, almost entirely when I found myself running into an enemy's attack. It almost feels like sometimes they would do an attack even when I wasn't close, and then I would run into that, though I may be wrong. Other than that, really fun to play, and great looking visuals and audio. Well done.

SPHEER by Split82 2017-08-12T12:19:34Z ♥ 1

Really fantastic game, well done! It's very reminiscent of the Talos Principle, as you say, but that's not a bad thing at all. I think you've added a twist or two to the mechanics there, so it was really enjoyable to solve those line of sight style puzzles.

You've done a lot for 72 hours, though in a future version, I'd love to see a few more rooms. Great job!

Plugzzz by mamoniem 2017-08-12T11:54:42Z ♥ 1

Really fun puzzle mechanics, and great graphics and atmosphere! I felt like the physics cables could've used some work (mainly in their floaty gravity), but I really enjoyed the puzzle mechanic that I saw emerging. It feels like there's quite a lot you could do with this.

Power Grid Graph Nightmare by ultrarat 2017-08-12T11:40:42Z ♥ 1

I like what you were going for here, but I would like to see a version of this without the random draw of 3 tiles. I know that's the point for the most part, but with all kinds of interesting zones on the board, I feel like there could be a better optimization-style puzzle in here. The small random tile deck meant that I often had to place a few random wires in cheap zones just to get the tile I needed. I'm not sure what else would have to change if you had an unlimited deck, but it could be interesting to try.

I Once Had Power by jackyjjc 2017-08-12T11:29:28Z ♥ 1

I really liked this! Your graphical style is deceptively simple, but really effective.

I enjoyed the way that the spear was effective for a while after attacking, so I could sort of run through my opponents, and then turn around and have the spear tip hit another opponent. It would've been cool to have the spear head change color or something to denote when the tip is in a damaging state.

Great use of the theme, and the powering down mechanic was very original. I also like the little bit of storytelling in there. The player does power down in really big stages, but I think this works well in the context of a short jam game play through. The theme is therefore communicated to its full extent. Good work!

Cosmic Influx by Bernhard 2017-08-12T11:20:41Z ♥ 0

I made it home! Although this had quite a simple mechanic, I enjoyed it. You could throw in one or two extra twists and see what emerges. Good work!

Comms by Biocrust 2017-08-12T11:12:05Z ♥ 0

Really moody, atmospheric game, well done! I wasn't really sure what I was looking for in terms of the enemy's movement patterns and whatnot, and didn't fully understand the point of the floating balls. It could have been pretty cool if the invisible presence knocked them around as it moved (I'm not sure if that was what was happening, but I didn't see any getting knocked around). But on the whole, you created a really good degree of tension and atmosphere.

Edit: I've read the initial description and your comment about the light - that makes more sense. I should've used the lights more extensively. I like the power mechanic related to this, but it might also have been cool to have that shown somewhere for the player, to have the kind of power management/balancing stuff found in Five Nights at Freddy's. Still, awesome stuff!

Wayside : A world awaits you by TheCodeFactory 2017-08-12T10:39:00Z ♥ 0

Hi! This was a really fun little game. I haven't looked through all the comments so I'm not sure what I'm repeating here in my feedback, but I'm sure it'll help to hear repeated feedback in any case.

I had a lot of fun with this, but I'd much rather the power was just represented as a number of available jumps. Frequently it would look like I had one more jump available, and with that jump I'd reach the goal, but I'd lose on the basis of running out of power, which is evaluated before the win condition. I think it would be more elegant to see how many jumps I actually had, which also adds a bit of a strategic choice for the player. I'm also not a big fan of the physics on the character (in terms of the wind resistance/friction during a jump). It makes it a little harder to figure out where to land. A more consistent jumping arc may be more fun, but it's worth a try anyway.

In terms of other small things: I like the graphical style a lot, but the audio looping is a bit jumpy, and the music loop itself is a bit too short. Anyway, those are small polish fixes anyway.

Nice work!

Icebroken by merzlot 2017-08-04T11:31:38Z ♥ 1

Really awesome game, I love these power management games. Some audio would really complete the experience and provide some extra cues to players to help with timing, but still awesome for a jam game!

Night Driver by nbitsstudio 2017-08-02T13:43:21Z ♥ 2

Wow, that was a really incredible game, well done! I can't think of any really significant flaws in your presentation. I would've liked perhaps one or two more features on the track (the ramps were fun, I was hoping for more satisfying things like that). Maybe some curvature to the road would make the environment feel a little more Wipeout-ey, but those are small issues.

Escape by Tamas Turi 2017-08-02T13:30:43Z ♥ 2

Really awesome game, especially for a jam - I'm really impressed by how much you guys managed to get in.

While the draining power fit the theme very well, it also felt like it detracted a bit from the Limbo-style puzzle solving, which is where I could see the appeal being. I'd like to see a future iteration with this mechanic implemented differently, or just removed entirely, as the puzzle platforming is the game's strength.

There are also a few things that aren't reset on a restart, which sometimes results in impossible to solve situations. That's something that you can iron out fairly easily though. Awesome stuff!

PoweRL by Steve Johnson 2017-08-02T06:23:46Z ♥ 1

I enjoyed this. I haven't played 868-HACK, so I don't know how close they are in gameplay, but nevertheless this was fun to play!

The new pixel graphics are a bit closer to 868's visual style, but I do agree they look like a better fit than the vector art which feels a little clip-arty. Is there a particular reason the critters are real life animals?

I like how you've integrated with the theme too. Well done!

Rats will kiss the gunner's daughter by Mr.Houdini 2017-08-01T12:29:21Z ♥ 2

Really awesome game, well done. I love these kinds of process-of-elimination games, although I did feel like I didn't always have enough to go on. Playing a few more times may solve that. This reminds me quite a lot of card games like The Resistance and Avalon. Nice work!

Light Box by Apace 2017-08-01T11:32:44Z ♥ 0

I like the presentation of the light box and its relation to the theme. I think as you mentioned, some sort of indicator of the next level would be good. It took me a while to figure out that just clicking the center bulb of the first level solves it. When I did that at first, I got the next level, which made me think there was something wrong with how the light logic was working. So a brief break and some audio/visual indication of the level being complete would be good. Anyway, good job!

Unlit by xdegtyarev 2017-08-01T09:34:25Z ♥ 4

Hiya - I really liked this entry, good job! I really enjoyed the minimal graphics and moody audio, so despite the simplistic graphics, you created quite a tense and ominous feeling.

I had two main issues with the game:

1) It's pretty unforgiving, which provides a nice level of challenge, but as an impatient gamer I would've liked some checkpoints (ideally at the light orbs). That could just be me though. For jam games, I favor being able to play the whole game over being overly challenged.

2) The light mechanic fits really well with the theme, but I wasn't watching the bar at the top. Instead, I was expecting the scene to get darker and darker, until a point that it was obvious that I'd lose. Having the player suddenly lose without being able to see that in the world feels a little jarring. Also, having the light diminish to a small ring around the player as they run out of time could provide some interesting challenge (ie. having to memorize the last few steps to get to a light orb).

Overall, really good job!