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simonbw

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455Summoning👥Detention Preventionjam3.403.603.402.503.203.703.503.50
202148Deeper and deeper👥Marianajam12643.323.552.823.792.713.083.193.16

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by simonbw

simonbw leaves an average of 4.0 feedback comments each event.

LD55 — Summoning (2)

SUMMON THE COLOSSUS by aerloth 2024-04-16T19:38:01Z ♥ 2

I can't seem to get past the tutorial part. I get just past the part that says "Space to jump", and then there's an invisible hole in the floor that I can't seem to jump over or get around. None of the options in the menu work when I click them either.

The screenshots look super cool, I just wish I could get to them.

Geekmancer by Gonzo13 2024-04-16T19:09:30Z ♥ 2

I have a really hard time understanding what's going on. The first time I played, it wasn't obvious which things on the screen were clickable, or even which side I was on. Eventually I figured out how to summon spells, but I don't really get what the difference between any of them is. The art and animations are really cool though.

LD48 — Deeper and deeper (6)

For Whom The Diving Bell Tolls by Jakob Willforss 2021-05-04T17:40:47Z ♥ 2

Great little game. I liked that the harpoon could be used as either a projectile or melee weapon. The balance was pretty good: I died a couple times at first, and by the end I was speed-running it to try all the different treasures.

Miner Creeper by lokt02 2021-05-01T17:36:17Z ♥ 1

The game fails to load for me. I'm running the latest Chrome on the MacOS 11.2.3.

Here's the stack trace:

``` Build.loader.js:1 Uncaught TypeError: Cannot read property '1' of null at Build.loader.js:1 at createUnityInstance (Build.loader.js:1) at HTMLScriptElement.script.onload (index.html:56) (anonymous) @ Build.loader.js:1 createUnityInstance @ Build.loader.js:1 script.onload @ index.html:56 load (async) (anonymous) @ index.html:55 ```

Bunker by Escapade 2021-05-01T17:31:25Z ♥ 1

Congrats on your first game jam!

Some feedback/suggestions: 1. The drag-and-drop view controls are kinda painful if you're not on a touch-screen device. I think you should use the same mouse-movement based aiming system that every other FPS uses 2. The controls on the wire connection puzzle felt pretty janky. They would just freeze if I moved my mouse too quickly. 3. I think some sound effects could really liven up the game: elevator doors open/close, button presses, toggling black/white squares, scanner scanning, etc. You might be surprised how easy it is to make some of these yourself. 4. I almost quit on the biometric scanner puzzle. I only kept going because I looked in the comments and saw the solution. 5. The final puzzle was definitely the best puzzle.

Slumber by KepperSnapper 2021-04-28T17:41:41Z ♥ 1

I was excited to play this, but the game failed to load. Tested in the latest version of Chrome with extensions disabled.

``` SlumberWebGL.loader.js:1 Uncaught TypeError: Cannot read property '1' of null at SlumberWebGL.loader.js:1 at createUnityInstance (SlumberWebGL.loader.js:1) at HTMLScriptElement.script.onload (index.html:56) ```

Double Bubble by jonathan-turner 2021-04-28T17:17:46Z ♥ 4

This was definitely fun.

Things I really liked:

1. The mechanics were fun 2. The title screen was great 3. It nailed the theme 4. The darkness was a cool way to add challenge

I have a few suggestions for small tweaks that I think would make it feel better:

1. Add more cues that the schools of fish are speeding you up and the jellyfish are slowing you down. Maybe "speeding up" and "slowing down" sounds, graphical speed lines to indicate you're going faster, and a little animation (can be 1 frame) on the fish/jellyfish to indicate that you collided with them and the increase/decrease in speed is due to that.

2. Shrink the hitboxes on bad things, in particular the jellyfish. In these types of dodging games, the thing that feels good is _just barely_ dodging something, and you can get that feeling more often if it's possible to get closer to things without actually hitting them.

3. Some transitions feel abrupt, and I think they would feel nicer/more polished if smoothed out. 1. Tween the speed changes just a little bit 1. Make the darkness changes fade in 1. Crossfade the music changes a little bit

Something Fishy by mharring 2021-04-28T00:09:54Z ♥ 1

Wow, this was so well made! Easily my favorite game I've played so far. Art and music were cohesive, gameplay felt polished, nothing felt janky. The pacing was perfect. I was engaged the whole time, something new was always introduce before I was bored of the previous mechanics, and the excitement built right up until the ending. Really well done.