Just 3 Blocks ! by Yohsk13 2021-10-18T22:58:41Z ♥ 2
It seems unintentional that you can clear any type of block just by shoving and rotating blocks into each other. I was able to keep a clear board just be constantly shoving the next piece into what I just placed.
LD51 — Every 10 seconds (24)
Auto Parker by BathPirate 2022-10-20T03:41:14Z ♥ 2
It's incredible how well this captures the experience of learning to drive and park. It feels pretty natural to me now, but this game reminds me of the days where it was alien and confusing. My brain had so much trouble translating the left and right wheel movement to the car movement and turns. This control scheme feels like an incredibly faithful translation of how it felt to control a car before it became comfortable. Then you've captured the vibe of trying to practice parking even better. I love how the cancel and limited crashes mechanic encourages you to be overcautious, just like in real life where you are terrified of hitting something. I love how the only way to build an understanding of the relationship of your input and how the car turns is through practice. I'm terrified of this game but with a level that has you reversing.
This game makes me feel less alone, because I know someone else understands the exact way I struggled with learning to park. Oh yeah and the graphics and polish are great. I adore how the consequences of crashes are persistent on the environment. As far as fun goes, it's cool to experiment with how you should make complex turns to arrive at your parking spot, but it ends up feeling pretty tedious. This feels like an overall positive to me though because it contributes a lot to the experience this game communicates
METAHACK by Tetane 2022-10-20T03:00:19Z ♥ 0
The idea of having to visualize your position relative to the enemies while programming towards the goal is neat, although it's a bit under explored. I really like how the enemy paths are shown to you, and you can see their position each turn.
This game would hit pretty well on the vibes for me, except that it plays the same audio clip over and over again. Why are the zucc lines not randomized? Hearing the same thing over and over again made me want to scream, is this intentionial? to mimick the discourse? The random "hacker" numbers are nice. The satire here misses for me. It feels like it's a pure vibes satire rather then a content/ideas satire. The metaverse is worth making fun off, but this game doesn't really explore that aspect, it more just uses it as a skin for the vibe it's going for
Thunderstorm by Paul Nadan 2022-10-20T01:51:00Z ♥ 2
The start of this game is so incredible that it's a bit of a shame the screenshots spoil it. It's an excellently crafted moment. This then spills over into pretty much the whole game doing a great job of evoking the intended emotion and mood.
This is the best "you are allowed to see every 10 seconds" game I've played from this jam {there's been a few of them actually, even another one with thunderstrikes illuminating the world in a brief flash}. The thing that makes it work here is the conflict between wanting to run away from a threat and see where you are going. It's hard to know quite how close the monster is to you, and the path ahead of you is full of instakills. This creates a great dynamic of needing the thunderflashes but not simply waiting for them.
I wouldn't call this game "fun", but that's ok because the main focus is on evoking a feeling and I consider this a great success in that regard. I love the checkpoints, my favorite part is the troll one
It was pretty frustrating that the enemy respawn cycles weren't consistent. You pretty much always have to go forward upon respawning at a checkpoint {or monster eats you}, but sometimes that means you simply die because you got unlucky with the enemy cycle. This is especially egregious in the spider section.
Alchimia by Deseteral 2022-10-20T01:06:58Z ♥ 2
The big thing missing from this game is a good inventory UI, so I know what resources I already have. This kind of thing would be real nice to see when I'm deciding which ingredients to prepare. Checking the brew screen just to see what kind of ingredients I have is kinda frustrating
I don't really see how the 10 second theme affects my life in this game. I just prepare ingredients and prepare potions as fast as I can, especially since you have time to serve everybody after the day ends. The mechanic gives no pressure or essence to the game. It's just there, although it is cool to have a little bit of time to prepare random ingredients at the beginning of the day.
I like the idea of slowly rembering recipes better and having more and more of the game in your working memory. The game currently doesn't incentivize this, especially because customers wait for you. I think coins from orders scale downwards the longer someone has to wait, but it was hard to tell. That said the minimum is clearly 1, and I have infinite time at the end of the day so what stops me from preparing all the ingredients I'll ever need at the end of a day.
I really like the style and graphics of this game. I also have a special fondness for alchemy themes. The minigames are neat but they get boring quick.
You have 10 Seconds by BuzzyBee 2022-10-20T00:38:36Z ♥ 0
I am very impressed with how well tuned and designed the platforming levels are. The timing is perfectly tight. The platforming has just the amount of space and challenge so that you have to respect it, which works well with the timer and lives because the levels are neither frustrating nor trivial.
That said, the lives are a bit frustrating. It's pretty easy to make a mistake, and sometimes there's an interesting screen that I would have preferred to try until I beat, or after dying i'd have to go through levels which are getting more and boring. It still works for what this game is going for, but how good is that thing you are going for?
This game also desperately needs some basic tutorial or instructions, I figured out space to jump fine but then would consistently get to a screen which required a dash. It took me a bit to realize this game even had a dash, the game was unplayable until i thought to try pushing shift.
10seq by BrettSchiff 2022-10-17T06:26:41Z ♥ 1
Felt pretty satisfying to finally get it in time. Understanding each puzzle individually was pretty boring. The best one is probably the one in the middle
HALL OF GAMES by spudboy 2022-10-17T06:19:33Z ♥ 1
Obvious lack of minigame variety which hurts a lot, but what's here ranges from ok-great. I don't understand what the point of the flag one is, it is so trivially easy. The shape match one rules, i love having to parse the board real fast, good on you for including symbols and colors. The cut paper allignment one is also pretty sweet, it's an interesting visual challenge. It also feels like it was more diverse then any of the other games.
Nice work on the overall feel. It captures the intended vibe pretty well. Like the graphics and audio here.
I could not tell how the theme related to this project at all.
Maudits FantΓ΄mes / Cursed Ghosts by Mossieur Patate 2022-10-16T23:37:43Z ♥ 1
What a cute and clever idea! It's cool how you use the language of pacman to make this concept, it feels natural and intuitive without you having to do a lot of work to explain. Mark Rosewater calls this concept piggybacking {I'll link an article about it}. https://magic.wizards.com/en/articles/archive/making-magic/piggybacking-2012-08-20
I like the split between the two phases: in one you can act but are have less information, and the other you have the information but can't act. I like the way this tests your memory and makes you interact with trying to remember the ghosts. Generally I'd pick two or three ghosts to actively remember per cycle. I wonder if there is any way to make you have to remember properties about the whole group instead of singling out ghosts to focus on. The cycles in this game are especially successful because of the overarching timer on reaching an amount of sacrifices. {this framing is so funny btw}
In the web version I played the grid perspective was completely ruined. I thought it was just some stupid movement rules I wasn't understanding, but looking at other comments it seems this might be unintentionial? I'll post what the grid looked like for me PacmanPerspective.PNG I didn't even notice that this was meant to be a specific isometric perspective, i just saw a jagged grid with varying rows and columns. For what it's worth I tried the 1.1 version, and that way of displaying is much better. I liked that a lot
Cool to see that you included a colorblind mode. I don't need it but I like to see game developers thinking about it.
Quick to Judge by axelrinaldo 2022-10-15T00:40:00Z ♥ 3
There's too much information per ten second window. I am an incredibly fast reader and still couldn't keep up. This game obviously encourages skimming to look for keywords. This is not something I'm very good at, since I'm used to just reading linearly very fast and not thinking about how I'm reading. So it could be partially skill issue, but I am convinced that the timing is too tight to the point where meaningfully engaging with the game is near impossible.
I also made a game this jam where I was intentionally overwhelming the player with information. I think I learned some important lessons from playtesting that I'll talk about in my feedback here.
1. It is tempting to overwhelm the players so thoroughly that they understand nothing . After all that's the very point we are trying to make with our games, this could be viewed as achieving the intended experience. More difficulty is just selling that premise harder. I think this is a mistake. Understanding is a spectrum with being lost on one end and mastery on the other. Our target should be the sweet spot in which a player is trying their hardest to understand but it's still overwhelming. When the experience is too overwhelming, players give up. They won't engage with it the experience can be simplified to "have no idea what is going on".
It's better to have the players invest themselves into understanding something, and then overwhelm them. There must be a finely tuned balance where the experience isn't just all impossible complexity. If you go too far on difficulty then you ruin it.
I think the fundemental problem is this game is that it goes so far in being absurdly overwhelming that I grew apathetic and couldn't appreciate anything
2. It's so easy to keep adding funny and interesting complexities . We should be aware that these increase difficulty in a compounding way, instead of linearly per feature as might be intuitively expected. Varibles such as the amount of noise, amount of different types of information , facts that have to be kept in working memory and strangeness of information all interact in complex ways. Be careful in making one of these more difficult when that change exists in the context of all the others.
There's a lot of things that individually would be fun in this game, but all together makes it cross over to being "too much". Laws covering specific edge cases and potentially contradicting with lower order more general laws. Having to parse details such as age and gender, especially adding in NB. Having to keep all the laws in your head. Reading through the noise of the scenario for the key information. Not getting distracted by the silly details. Having to quickly connect the scenario info with the relevant laws to make judgement. If I had to do some of these things, the game would be fun. It could be the right amount of overwhelming. All of these together, especially within a mere 10 second window is the problem for me. I am convinced the right answer would be to cut something.
3. Decide which information streams you want to be challenges and which you want to be helpful to the player. Having footholds for the player can be helpful in reaching the aforementioned balance of difficulty. Without things that actually help in understanding the only way to hit an interesting difficulty is to carefully make sure you don't go too far. I think this game suffers from having nothing in the player's corner. Perhaps the laws could be reworked to be more easy and useful to parse, which could have huge effects on the entire experience. Perhaps you could seperate the experience of reading new laws and judging new cases; giving you time interact with each.
Consciously acknowledging what is meant to be helpful and what is meant to be annoying goes a long way in intentionally designing things. It's especially important to test out the things that are meant to be helpful, and make sure they are doing their job.
Poker Blitz by dan-whiffing 2022-10-14T23:29:39Z ♥ 2
The embeded version on this website is terrible, because it doesn't load the card images. Glad I gave this game another try on the main hosted site.
I really like the way the cards scatter around each deal. super cool. The sound effects are nice as well
I enjoyed the gameplay of rushing to create good enough poker hands, with the card pool dwindling each deal. It did feel like it kind of simpflied to picking a number or two and looking for matches of them in the pile. That's not good enough to beat the hard or perhaps medium ai, but I don't feel like i have time to meaningfully do anything else {except for probably going for flushes, which I suspect is actually the dominant strategy here}
Flicker by oolimry 2022-10-13T08:11:57Z ♥ 1
I felt like the dark timings was too long, but obviously that's pretty hard to get around with the theme specifically saying 10 seconds. I really liked seeing the enemies before they attack, but I'm not sure that was enough for the dark gameplay to be really reasonable to accomplish anything during. I would just make sure to keep moving so enemies wouldn't hit me, but couldn't really accomplish anything until light turned on.
I liked the text narrative a lot.
Line Momentum by Itooh 2022-10-12T11:06:56Z ♥ 1
Trying this game was miserable. One of the most frustrating gaming experiences I've had in recent memory. I'm not very good at rhythm games, but figured I'd try this one anyway.
The setup is simple, the expanding audio is really cool. I liked the way the light moves with the dot. THEN THE DOT DISAPPEARED.
At this point the game became impossible for me. After 10 minutes of practice i was able to sometimes get 1-2 invisible sets in a row. i have a terrible sense of rhythm, i rely on visual information to help me play rhythym games. Trying to burn the timing into my mind was so hard. Even if i got it once or twice I'd go straight back to 1/10 after that. It doesn't help that i'd still sometimes miss hits when the dot was still visible
I probably should have stopped playing immediately, but I wanted to finish at least 1 level/set of 10. I tried for a bit but couldn't even do that. As far as I'm concerned the core idea of this game {getting familiar with a beat to be able to do it by memory} isn't even accessible to me. I almost feel bad rating this game.
Twilight Souls by Yword 2022-10-12T06:57:41Z ♥ 1
Sweet game! Just all around awesome I adore the absolutely extra visual effects on the level portals. It's so rad All the graphics work in this game is super impressive. Love it
I love how the tutorial was spaced out in this game. Shoutout to game designers who actually think of the player experience of learning a game, even more impressive to do this during a game jam.
The breath of the wild stasis mechanic is cool. Who doesn't love going brrrrrr. Pretty neat to make it work off a timer in an area instead of an object itself. leads to some interesting gameplay. I enjoyed realizing that you could create another statsis bubble somewhere else to launch something faster, which is intuitively encouraged by the timer and enemy system of the game.
Bots, Bots, Bots by Link270 2022-10-12T06:20:47Z ♥ 3
Fun to see an incremental game. It's satisfying to progress through, and I like how many things cost previous buildings. I really loved the idea of making an "idle" game where everything happens on each 10 second tick. I've played some other games this jam that have "you have to maintain things every 10 seconds", but here it works because the difficulty of maintenance is directly proportional to your greed and you have other stuff you want to be accomplishing with your life instead of just maintaining everything each 10 sec. I like having to balance the robots being overwhelming and wanting lots of resources. The final robot is fun. I love that feeling of invalidating everything else. Although it doesn't actually work because you overflow the resources very quickly, meaning you can't build anything anymore.
I liked how there were different effects from the buildings, it avoids just making numbers go up, but it still wasn't enough to feel like I was making strategic decisions {especially once I had a fair amount of resources/infrastructure}
Graphics were very nice. Shoutout to the highly readable rust effects.
Oton by unpronounceable 2022-10-11T23:14:15Z ♥ 1
I enjoyed the movement system and animation of the slashes. Fits that "samurai feeling" decently.
I have actually no idea if the theme "every 10 seconds" was implemented in this game. Reading the page description it seems to be the condition for spawning new waves, that felt pretty invisible to me while playing.
Caterpillar on a Balloon by Nestral 2022-10-11T09:14:22Z ♥ 2
I didn't feel like I had a lot of control over my fate at first, but then grew into the physics a bit and it felt better. Even now it feels just a bit under where my preference for fun would be. The movement has some skill and flavor to it but still felt boring to me.
There's a clever nuance to the way balloons work in this game, which I appreciated. I like how they are similtaneously a healthbar,hitbox and propulsion. Nice detail that you go up with less power as your balloons decrease, or can move slightly faster with more balloons. That latter thing is balanced nicely with popping every 10 seconds, which also gives a good incentive to try to catch ballons. Overall the design of the ballons is well thought out. It also all makes intutive sense which is a plus.
I love the sky background, it looks sweet.
Autumn Valley by ChuChuGeralt 2022-10-11T08:45:03Z ♥ 2
The idea that producing creates a free transport truck to a warehouse but supplying only has one cart per warehouse is interesting. it took me a little bit to figure out what was going on with this, but it does lead to some flavor in placing warehouses and planning the topology of your network. Would be cool to see a game that focuses on that aspect more
I see where the supply chain gameplay is going, and it could become fun if the game get developed past the point of simply making more of buildings for resources you are low on.
Right now the game is just mindlessly building stuff since there's no real strategic essence.
Nice graphics!
Space Chase by DanielRMorgan 2022-10-08T00:22:12Z ♥ 0
Simple, but what is here is excellent. I adore that the consequence for shooting is to create annoying obstacles for your future self. That mixed with the natural increase of 1 asteroid per km makes for a good difficulty pacing. There's a bunch of situations where I wouldn't have died had i shot an asteroid, but I didn't consider it mandatory fast enough. I like that because shooting is a tool you should use, although it seems like a tool to avoid at all cost.
I thought the trajectories of the incoming asteroids was done well. I like how there's varying angles and speeds. This game does a good job of not making the asteroids feel incredibly boring.
The bug where a shot made while you are moving upwards moves up {and same with down} is pretty funny. Honestly this could be a sweet mechanic in a different game, since there could be an interesting skill to aiming those shots. Obviously out of place here.
Major Magics by CasualNothing 2022-10-07T23:32:04Z ♥ 0
I really enjoyed the core premise of exploring a maze in darkness with brief illumination moments. Mazes are often unfun to just stumble around through, and unfun to navigate when you can see the whole thing. This idea strikes a great balance that makes it fun!
The big thing lacking here is an interesting game essence. Right now you have no reason {other than your own patience} to not wait for lightning strikes. Also the monster being static really ruins the point of it. You'd have to be trying {or incredibly impatient} to ever run into it. There needs to be some kind of challenge that takes this great concept and gives the player a reason to engage with it.
Maybe the monster could move around. Maybe there could be many monsters. Maybe there could be a key you need to find in the level and then make it to the exit in a certain amount of time. Maybe lightning strikes could make the maze harder. There just needs to be some kind of dynamic that rewards you for understanding the maze or changes the way you interact with exploration.
There were a couple of times the maze spawned me right next to the goal. That felt pretty pointless
Shoutout to the horse character that has wheels. Also thank you for making the movement speed reasonably fast, that really helps the game
Ten Seconds Again by khaotom 2022-10-07T04:33:40Z ♥ 1
I appreciated the autotapping option quite a bit. At first glance the game is pretty boring but a few of the hidden mechanics have some interest. I liked the idea of being able to skip to higher levels, which worked in an interesting way with the score as healthbar mechanic. I think the enemies do a pretty good job of being erratic, but adding more of them per level is only interesting for so long. I like the incentive to experiment with tapping in different places. Pretty easy to get bored off
Cursed world of Hex by denvil 2022-10-07T04:11:10Z ♥ 1
the graphics are rad. Cool way to show fog of war in darkness around the map. I couldn't really find anything to the gameplay other then attempting to hit and run which was pretty boring. You have so little tools for dealing with enemies that the modifier cards don't really feel like interesting challenges
10 Second Plan by Adam Martin 2022-10-06T08:24:46Z ♥ 1
I love the concept of trying to plan on a timer. I found it pretty hard and couldn't get past the 2nd level {I'm bad at visualizing rotations and couldn't figure out which route could do it enough moves}. I really like the u-turn commands, at first thought they're useless, but approaching other turns from a different angle {or moving past an empty squre and then reversing into it with a command now placed} are cool realizations to have. I had a lot of trouble telling how many squares the circle would move on each iteration.
Might try to give this another attempt. Would be a nice quality of life to have a quick reset button, after screwing something up sometimes I wanted to just quite the program and go back {instead of waiting forever, and sometimes the collision glitches so that isn't even an option}
I've played a couple of programming games like this, but having to plan ahead to try and solve an entire room while occasionially advances is a neat take
ROSWELL AREA βββββββ WASTE DISPOSAL, INC. by Real_Human_1000 2022-10-06T05:06:54Z ♥ 0
Are you meant to have a way to reduce smoke? It seems odd to use a machine that dooms you to losing. Clicking as a mechanic feels pretty tedious. I guess it could be interesting if there was ever a time management component so it feels like it's giving up focusing on something else. Having conveyor belts that face a wall feels pretty OP, not sure if this is intended. I pretty much just placed one wall facing conveyor belt, then some acids and just waited for the rest of the game, occasionally repairing things and clicking boxes that acid didn't kill.
Chaos Pigeon by jabsatz 2022-10-04T03:43:52Z ♥ 3
I found the traffic ai impressive. It's cool how drivers have more states then just "move", some of them get backed up and eventually decide to leave. I know from personal experience that traffic simulation and intersections are a pain, so congrats on the work here.
Flying around feels pretty good, the movement here works.
My biggest problem is that the interaction between the bird and the city simulation is kind of boring. Which puts a dampener on everything because that's like the base idea of the game. It's pretty clear that you want to mess up cars, so the game is more about timing/aiming then like thinking. It's also kind of awkward to line up shots you want, although this is definitely part of the skill of the game. I don't think i was ever really able to "get in the mindset" of a pidgeon causing chaos. This game just feels like flying around and occasionally I hit a car which is useful. I feel like the game overall discourages moving around, which ideally would be part of the fun. The chain reaction events helped this problem but they didn't feel like enough The pidgeon with auto aim was especially boring, the game was much more fun with the other birds.