FoonLudum Dare ExplorerUsers → Squeed Fingars

Squeed Fingars

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
202047Stuck in a loopAn Hour Long Minutecompo3623.323.223.133.362.793.293.83

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Mood vs Overall

Comments by Squeed Fingars

LD47 — Stuck in a loop

Hasteus by exilegl 2020-10-21T03:21:53Z

I feel like this could be very fun if it were to be expanded upon in some manner, as I found the combat system to be fun. After playing through it twice though it does seem that there is no real risk for the slime, as others have mentioned the game would be more enjoyable if an element of threat was introduced. I do appreciate that there is a point bonus based on time spent playing, so there is some incentivization to play quickly. This is an unique entry, certainly not bad. There is a lot of potential with this mechanic, there are a lot of possibilities.

Janky Marble by infinitycore 2020-10-21T03:35:19Z

I thought this was fun! It reminds me somewhat of Marble Blast Ultra, a gem of a game which used to be on the old Xbox 360 Marketplace. I wish there were a score system (I see you added it in the updated version), as I ended up getting very far despite the marble ending up behind the camera several times. I do think the controls were odd though, at times it seemed as though pressing left would hardly move the marble an inch, but if I moved right then the marble would go rocketing towards the edge of the playspace, or vice versa. I don't know, something about it just made it feel jumpy, I suppose it helped keep it difficult though. I thought the audio was well put together, and the game has a nice mood. Overall this was a fun entry.

Loop Invader by Ale 2020-10-05T05:09:11Z

I found that putting a while loop that collects all data (in my case while(>=1)) worked wonders in determining where the invader was. This is a fun puzzle game, good concept and a technical yet good use of the theme. I do think the game would have benefited from some more audio, simply a sound for button clicks would have helped. Some additional mechanics sprinkled throughout would have made the experience a lot more fun as well, as it quickly becomes repetitive. Perhaps maybe you could "unlock" the if statement in let's say...level 3, I just think it would help with the sense of progression. This game is put together very well, the menu is very clean and concise. Overall I had fun exploring the concept, a lot could be done if it were to be built upon.

The Circle - 3D Web Game! by Nikolaj 2020-10-06T16:45:46Z

The audio is very well put together, and I found the gameplay fun. I only had two problems, and that was with the collision detection and object placement. I felt that you had to be very precise to actually collide with the green or purple objects, which is both good and bad, although many times I'd feel like I should have hit it but did not, I understand if it's based on the three-row positions as opposed to actual position, and it wasn't really that bad. The other problem was that sometimes the objects would spawn on top of each other, which again not really that bad it just looked a little rough to see. Other than perhaps cleaning up the menu a bit, this looks great, and to me is a solid entry!

The Facility by Invixel 2020-10-20T22:37:20Z

It won't let me move around in either the web or the windows version, and I know the game is in focus since it lets me adjust the audio slider. I've tried it about 4 times now, 2 for each. Am I supposed to press something in the beginning before I can move? If I'm doing something wrong let me know and I'll come back to this, based on this comment my keyboard seems to be doing okay :P. The mood seems good from what I have seen and heard, it really is all about the audio.

The Facility by Invixel 2020-10-21T15:29:58Z

@invixel Ah, I got it now. I noticed the space symbol down there but I honestly wasn't sure what it was, haha. I'm not used to seeing a space symbol, I suppose I don't play enough games on my laptop. Thanks for the help. Anyways, I thought the game looked very nice, especially considering the time constraints you mentioned. You are right about it being a visual novel more than anything else, but I'd still take this type of gameplay over most visual novels out there, from what I see they are usually very shallow in terms of gameplay, at least in this you can walk around and explore some. Of course some additional gameplay elements would be nice, and another ending would help give it some additional weight, but oh well. Just to throw the thought out there, although stylistically different I think your entry is similar to mine in terms of mood, this would especially be the case if you got puzzles up and running, I just thought it was neat to see. This really isn't a bad entry, it feels good to take a break from arcade-like games after a while. I was surprised when I saw "THE END" at the end, I just assumed it would restart the game, good on you for adding a definitive ending, in many entries there isn't a very good feeling of finality upon completion.

Loopin'Space by Stracker 2020-10-15T19:42:32Z

I enjoyed the mechanic, and overall this seems very well polished. Good enemy variety and sounds. I was a little confused about what the mechanic really entailed when I first started up, but I quickly got the hang of it.

The Wasteland by wrimo 2020-10-27T14:32:03Z

I thought this was a lot of fun, I appreciate how much the dialogue between your character and the home base would change with each "loop". The dialogue as a whole was handled very well. I do think it would have been nicer though if there were more of an indicator that going back to base will fill up your gas, as I had a lot of trouble with gas for the first few loops. Something as simple as "Come on back to base if you're running low on gas, we'll fix you up," would have sufficed and would have helped alleviate some player's frustrations with the car's small fuel tank. Some sound effects would have gone a long way as well, but I will say that the increasing presence of the creatures over time was handled excellently.

A barrier would have been nice to avoid wandering into the void aimlessly, or something akin to this. Some additional landmarks would have made traversing the town much more enjoyable as well, as although there were some, they were few and far in between and as a whole the roads all looked the same especially near spawn. This landmark issue was especially apparent in the area with the messed up roads, it was very easy to get lost and end up going outside of the map. I really didn't have a problem with the controls, it felt like a car (actually more like a humvee, something big) to me for the most part although you do seem to run out of gas very fast.

Overall I thought this was very fun to play through, but with the addition of some landmarks and audio it would be more enjoyable. Maybe some additional enemies could make it creepier as well, as once the enemy was introduced I was not all that worried since it is relatively harmless if you keep your distance. I was looking forward to an enemy which would, for example, chase the player, that would be very tense and add more of a threat, which would have been nice since the biggest threat in the game as of now is crashing into a ditch. One last thing, it would have been nice to be able to see the hints that play when you start the game for where all of the people were in-game, for example by just pressing a button, as after a while I forgot where the people were supposed to be. A lot of this just falls under polish, and I still enjoyed playing through this as it had more of a genuine personality to it than most entries.

Blastaround by andrew-marsh 2020-10-15T16:24:15Z

Great concept! I'd love to see something similar to this expanded upon.

Synthætica by ixchow 2020-10-05T01:31:37Z

I had a similar problem that Samps had, the camera is a fickle thing, I had to just go ahead and guess where the keys were. Still, other than that I think this is a great game! This could easily be expanded upon if more time were put in, it's a great idea and fits the theme nicely. Just to put this thought out there as well, since I spent most of my time paused, as it helped me focus on where the vehicle was moving, I couldn't hear the beat I was creating until the very end, perhaps it could play softer versions of the audio as you scrolled through the meter while paused, something like that. The art fits nicely as well, even if that may be due to it being scarce as a whole. Last thing, at least for me it was difficult to tell whether or not the boost/blue ticks at the bottom were ticked, maybe they could change into a more contrasting shade when pushed in. Definitely a good game, I had good thoughts throughout.

Here's my replay, I thought there would be an ending at the end so I went as far as I could, haha. https://ixchow.github.io/synthaetica/?AIjMiACYmZmZmclEVVVd1cVOROzMTGSZGZmJAN+JkABCEd3djQXA7FWbiYgKCJgwAIoIgIuLmJsgAMCI1c2YyQDc

Portal Madness by Raniere 2020-10-16T16:03:57Z

I like having the option to customize the size of the mazes, and I liked how the character moved around. This does come down to heavy guess and check, however. I think 2 things could have helped make this feel more stand-out. First, adding unique symbols in each room. Even something as simple as row and column position drawn in the room, like [1,1] for the room in the top left corner, would have helped tremendously in determining where you are and to help give you footing.

For my second idea, instead of having the "wrong" portals simply send you back to the first room, have all the portals go to different rooms, even if they end up looping on each other. This would help make it feel like a real "maze" in the sense that there are multiple routes throughout it, although I could see this being difficult to program especially with NxN maze sizes. Perhaps you could just have a real "maze" generated in the background as a reference, and then, have each position in the maze just be a random room, with the portals moving your "technical" maze position based on direction and looping to a previous room if it isn't a valid direction in the background maze. I know this isn't explained very well; I guess what I am saying is just for there to perhaps be no real "wrong" portals which send you to the start, for it to be like a more traditional maze, with multiple correct and incorrect routes. Sounds tricky to program, I know, but I thought I'd just throw the idea out there.

This definitely fits the theme, and I did enjoy figuring out the way out even if it is more of a "dummy" puzzle game, where you are doomed to fail several times, as opposed to a clever one. That isn't meant to be an insult, that is just what I like to call trial and error kind of puzzles, my entry is a dummy puzzle game also. :laughing: I had fun with this, you did a good job for your first ludum dare entry!

Loop Fare by KreGames 2020-10-22T19:21:24Z

I thought this was fun, and it seems rather polished in terms of the menu, although there were a few bugs I noticed. It seemed that whenever I hit a coin, or dropped off a passenger, at the same time as hitting a fire hydrant, it would give me a LOT of extra money, usually in the hundreds, as if the bit of code which gives me money is run multiple times. I also would have liked it if it was more apparent when the "level" was going to end, I know it is when you get 20 coins, or 30 with the upgrade (which is also bugged as others have mentioned), but I wasn't aware of this when I first started and was confused, especially when the previously mentioned money glitch would result in me attaining much more on occasion. I actually liked the choppy nature in which the taxi would move around, as it kind of made it fit in with the surreal environment around it. It most certainly can be said that some polish would do wonders, but I still enjoyed playing through this, it was fun!

Delayed Delivery by Gustavo24104 2020-10-20T22:46:18Z

It seemed like I could clear the levels just by touching the button, in fact I won the game by jumping on it while holding nothing. I liked the movement though, and perhaps if some of the glitches were fixed it would be fun to walk around and explore more. I think the timer is a little short as well, especially in the level where you jump down; I could hardly get my bearings before I was reset. I actually appreciated the schizophrenic, shaky nature of the game, as it gives it an unique vibe.

Bob the Time Travelling Square by SciDev 2020-10-20T22:21:42Z

This is a really good entry! The art fits together very well (nice job with the squares), and the sound is good. This is largely because I had it in full-screen and so the menu buttons were hard to see, but it took me a few seconds to figure out how to do the time reset. Although it wasn't too hard to figure out, maybe an arrow or something that quickly fades away on the first level could help make it more clear, or making those menu buttons at the top slightly larger when in full screen (it isn't a problem outside of fullscreen). Other than that the 1st level/tutorial does a fine job introducing the main mechanic.

One other thing I noted was that it seemed unnecessarily difficult to reach the upper time checkpoint in level 4. I got the hang of it after a while, it isn't the most tedious thing in the world, but at first I just assumed I couldn't reach it. I had fun playing through this, and although it is better for it to be short and polished, I was hoping for some more levels, nothing wrong with that though!

Souless Loop by craftwill 2020-10-16T17:20:44Z

I really enjoyed playing through this! Although as others have mentioned it would have been nice for there to be a little more input player-wise as opposed to simply watching numbers go up, I personally really don't mind this kind of gameplay, I thought it was a fun gimmick and could be expanded upon in a fun way, such as with more upgrades. I liked the old-school manner of dodging attacks, the final boss is somewhat easy to cheese though compared to some of the enemies, theoretically you could very well kill him your first time around if you just move in to hit him twice and then back off before he attacks for a while. I liked the art design, it all fit well together, and the audio was picked from good sources as well. Overall a solid entry, I am always a sucker for top-down hack-em-ups.

Crazy Roundabout by ArmenBalian 2020-10-16T17:50:53Z

This is a fun entry! The idea is creative, however I found that I could consistently win without much trouble if I just hit a car in the beginning and then just curved to the edge and stopped the car, waiting for all of the other cars to crash. After all of the cars crashed it wasn't all that fun, perhaps if cars kept spawning in (I'm pretty sure I saw one do this mid-game once unless it was just a crashed car) this problem could be avoided, or simply just preventing the player from stopping. I know, it's a lame way to play it, but if this were to be expanded upon then easy but boring strategies such as this could cause problems with the game later down the road. There's no real need to fret about that though, as this ultimately was a fun gamejam entry, congrats on finishing!

Escape the Dungeon: A puzzle text adventure by Reisn 2020-10-06T14:45:35Z

This was fun to play through, I enjoyed figuring out the solution although I never got around to seeing what the rope ladder was for. A solid entry, short but didn't overstay its welcome. I recommend opting out of the graphics rating, maybe it's one you can't opt out of(I don't remember 100%), but I would check, I'm just going to rate it in terms of the quality of descriptions. The theme fits nicely, not implemented badly and it also worked well to keep the number of input buttons lower (Didn't need "go back" buttons, haha).

My screen resolution, (1366 by 768 I believe) had trouble displaying all of the text sometimes, it would extend past the screen, such as on the intro text, but it didn't seem to impede the gameplay. Although it isn't explicitly stated, I think the system that recommends games to rate is biased heavily towards people who rate other games, so if you want more reviews early on you should rate some more games, just something that I thought to mention, you've got plenty of time, no rush.

I didn't have any other issues other than text extending past the right side of my screen, although this did include the backpack inventory list, but luckily the buttons would show them all if I clicked equip. My last thought is that I liked how inputs were tied to buttons as opposed to a text input screen, it helped simplify and speed up progression, especially since the number of inputs is relatively small. Congrats on making it to the finish line!

Looper by Play-Pause-Games 2020-10-05T04:09:45Z

I just played through this from beginning to end, barring freeroam, it took about an hour and a half to finish. My laptop certainly didn't make it easy, I had about 10-15 fps the entire time, haha, but the screenshots for the game were too good to resist. Regardless, here are my thoughts : It looks really good, I was surprised when the game loaded up. The models looked great as well, you must have a real talent if you modeled those yourself. It was very blurry though, although to be fair that could be due to the low framerate. When I first started the game up, I was intrigued by what was around me, I walked around although I never really could read the notes very well bar a few because of my fps. I was looking forward to a good scare. However, it quickly became boring. Combat suffers from the issue that enemies will consistently shoot you through walls once they spot you, and so combat consists of either you and the enemy taking turns shooting one another point-blank, or you shooting and killing the enemy before they notice you. The particle effect enemies are obnoxious as well, not all that fun to deal with although the fps on my part compounded that since it was hard to time the closing of doors to trap them in rooms, I think they were a little too fast, especially the orange ones.

While I liked the idea behind the loop, I think it could have been implemented in a less-clunky way. I know I'm not one to talk when it comes to clunky mechanics, but I just think that with such an explanation behind the loop, a mysterious disaster of this scale, some kind of animation or even sound, something, anything would have gone a long way compared to the pick-4-squares that pop up when you die or run out of time. Since I mentioned the "Bringing items from death" system, I think that maybe it would have been neat for there to be upgrades for this, where maybe you could start with less and slowly gain more item transfer slots. The weapon rarity system seemed tacked on, like you changed your mind or lowered the scope of your game midway through and kept it in in a vestigial manner; perhaps time could have been spent in other areas besides creating weapons.

I know the 48 hour timeframe is tough, I could write a long paragraph on my game as well on the rough around the edges. I've always liked games with these kinds of scenarios, taking care of a lab experiment/situation-gone-wrong, I think it is great fun. I think the game would have benefited from better room placement, it took me a long time to figure out where I was going, I thought the layout was very confusing, and the final chamber room could have used another entrance, perhaps one farther away but not so guarded by so many deadly enemies. I eventually just ran past those enemies and closed the reactor door behind them, and then pressed the button. I'm sure you are aware of many of these critiques yourself, and the 48 hour timeframe makes every single one excusable in my eyes. It's just good to hear honest thoughts, especially since most people don't care to take the time to express their opinion. As you will hear in the comments of every game in this jam, polish would go a long way. Overall, I enjoyed playing this, although I do think it overstayed its welcome, becoming a boring grind as I wandered through the same halls to find the reactor, which turned out to only be about 5-6 rooms from the start. Definitely one of the nicer looking games here, and I don't mean for my criticisms to make it sound like I hated it, I'm saying it solely in a neutral manner. It was a unique experience, I'm glad I played through it. Also, most importantly, congrats on finishing it!

Loop World by GavinDotJS 2020-10-06T17:26:40Z

I've always liked these kinds of platformer games, and this is no exception. This is a good use of the theme and overall I didn't have any problems while playing this, although it would have been nice to see another mechanic or two introduced in the later levels as ultimately the power of the player character grows much faster than the difficulty of the level can keep up. Luckily, since this wasn't too long of a game it didn't have the time to become all that repetitive. I like the ability to rotate the camera, that's nice. I had fun playing this, congrats on the completion!

The Loopy Wheel by Anshul K 2020-10-15T20:22:27Z

Are the objects randomly placed? I liked some of the trickier jumps although as others have mentioned there were a few impossible ones. Regardless, I thought this was fun to attempt a few times. Continue to teach yourself and you will go far, this is a good entry.

The Loopy Wheel by Anshul K 2020-10-16T14:54:10Z

@anshul-k I thought it would be worth getting a definitive answer on it. I don't have any problems with it, I very much believe randomized game elements to be important and I think the way you did it keeps the game interesting. Perhaps instead of spawn positions being completely random, you could have each object choose from a few pre-planned positions ahead of Juno, offscreen. I only mention this because I noticed that sometimes objects (in my case an apple) would start spawning behind the player. I don't know if your objects actually "loop" around or are just removed when they reach a certain point behind the player, if they do loop then I can see where the object spawning is coming from.

What I mean by pre-planned positions is that, although depending on whether or not the player is actually "moving" (My guess is he is not), you could perhaps just have a few positions relative to the player where objects can randomly choose to spawn. For example, let's just say perhaps 3 positions, one which is just level with the player, one slightly above the player, and one that the player will hit at the peak of their jump, all far ahead in the loop. Depending on how that is set up (for example, only allowing 1 spike and maybe an apple, if it passes a random chance, for each row, rows which could perhaps be spaced out based on the number of apples eaten) it could avoid the creation of impossible jumps. These positions could very well have randomized offsets as well to have it look more like the original.

Of course, this is just a vague, aimless suggestion, as I don't know how you set up the game as a whole. I just thought I'd throw the idea out there since I know "impossible situations" were a consistent complaint, I believe something akin to this could at the very least alleviate that issue. I thought this was a fun little game, and you did a great job on the 3D models, keep up the good work! :smile:

The Loopy Wheel by Anshul K 2020-10-18T16:43:36Z

@anshul-k Hello! It's funny you said something as I actually intended to respond yesterday (had somewhat of a message written), but didn't get along to it. While I was doing that though I took a look at the website you have up there, good stuff! C++ is my favorite language as well, although admittedly I haven't worked with it in a long time as I've been busy studying other things. That website will look really good to a college, just make sure to remember that the best teacher you can have is yourself.

I haven't worked on a game like this before, so I find the way in which you did it is good to know. It is all a big puzzle I suppose, in fact your explanation makes it sound as though the "impossible" situations could perhaps be lessened by having the objects only loop around 2 or 3 times before being destroyed offscreen, lowering the chance that a spawner will spawn a spike in a position relative to another pre-existing spike which is impossible to avoid. I don't think most people would notice it happening although I do suppose it would bring up the issue of increasing the complexity. That, and having the spawners work on differing timers so that it is difficult for the different layers to line up inconveniently. This is all far too much work for a game jam entry I'd say, and I really didn't explain myself that well, this is fine as it is, it's just fun to throw ideas out there. It isn't any trouble.

It is good that you are keeping up with your online schooling, I know many people don't put enough effort into it, school definitely comes first, you have your priorities straight. :laughing: I am from America by the way, so we're working off of vastly different time zones. Conveniently enough, I would actually be in China right now visiting (step-)family and meeting future business contacts if things weren't going so bad with the virus and all. Regardless, I feel you and I are similar in many respects, albeit that you are 8 years younger than me. Continue pushing yourself and you will do great things, don't let the lack of drive in others keep you down.

Looped by mr forty two 2020-10-21T03:08:21Z

Very fun! The 2nd to last level in particular is very difficult, it took some time to get through it, however it was a nice breath of fresh air to have an entry which had some difficulty to it. It would have been nice if the sounds were all at the same volume, I only ever could really hear the looping sound. As a whole though the levels seemed well put together from what I can recall, and with some polish this could be expanded upon in a lot of fun ways.

Time Wizard by E.E-Wick 2020-10-12T13:09:50Z

This is the first Gamemaker Studio game I've found, haha. Glad to see someone else using it. I enjoyed the game overall, although perhaps it was a little too easy to pin enemies against the siding, shooting them repeatedly until they were out of commission. It would have been nice to have been able to use the Time Wizard's wand after you defeated him, I imagine time constraints perhaps had something to do with this. I think you could have put in an animation when the timer reached 0 instead of just having the death screen pop up, I was just expecting something a little fancier since it was "magic", not that big of a deal though. This has a lot of potential, and overall this felt like a very polished and well made game taking into account the time allotted. I had fun playing through it.

Hamsterwheel by Tipu 2020-10-15T15:56:05Z

I enjoyed playing this, it was a fun and unique platforming experience. The cutscenes were nice as well, really helped to make this feel polished, and I had no real issue with the art, it all meshes well together. I only had one issue while playing; I accidently fell off of the second plane (near the back of it to the right) and ended up falling forever. I had to press r to restart, but luckily it didn't take long to get back to where I was. I also felt that "jumping" up hills that are too steep to roll up just felt a little clunky, not too big of a deal though. Great entry!

proceed by anchorlight 2020-10-05T23:55:39Z

I'm playing through this right now, since you asked about the black screen issue, I got it twice so far, each time being after I clicked the red button on the left to "flight" and then fell off or went to the right completely. Looking through the comments, I think I skipped the "spacebar+" step of falling off twice before the upgrade (I just jumped off of the box onto the red platform), maybe that combination has something to do with it. I'm stuck on, "There may be something left." I hadn't clicked on the red ball hiding in the piled up box room in either of the black screen occurrences as well, and so far after clicking on it this time around I haven't had an issue. Perhaps it's a combination of those 3 things.

proceed by anchorlight 2020-10-06T00:28:20Z

I enjoyed playing through this, and I liked how it ended. I noticed that the ball would keep its momentum after it respawned, and so if I wasn't paying attention I could very easily find myself falling back down, and so if I left the game sitting, it would get stuck in...well, a loop, haha. I could hear it doing this while I was typing out that first comment. This could have benefitted from some additional sound effects, although I do acknowledge that there weren't that many areas where they could be added in, perhaps for when something red was clicked a sound could be made, I can only remember about 3 sound effects and 2 of them only happened once, the loop reset sound, the red ball click sound and the ending sounds, which all sounded nice but could have benefitted from some additional company of some sort to help complement it, even just slightly.

I got unlucky with the black screen issue and had it 2 times in quick succession, which was annoying but luckily didn't take up too much of the time I spent working out the solution. It is definitely related to the red "flight" button, both times it would happen the loop after I clicked it. I didn't mind how long the loop animation lasted, although it did get a little repetitive after a while especially when I would have trouble figuring out what to do next, it's a nice animation though. I really liked the hidden red ball behind the boxes, I was hoping the "There may be something left" was referring to another hidden object, as I liked that aspect. Overall this is a solid entry, with an unique art style and fun loop, even if the instructions may be a little vague at times. Nothing wrong with this that some good polish can't fix.

Resurrection by etrealjunior 2020-10-16T23:51:17Z

I thought the game was very well put together, although perhaps it was a bit slow at times, and I didn't see the point in attacking the ants in the second mini-game when they could just as easily be jumped over. To me it felt like it would fit better as a cheesy artistic animation as opposed to a video game, not that it wasn't fun to play through the first time. Overall I think this is a decent entry, very well polished especially when compared to others.

However, what I don't appreciate is the lazy manner in which you have gone and advertised this entry on other people's pages by copying and pasting a generic response instead of leaving constructive responses, I saw your exact same comment everywhere. It most certainly worked in getting your entry to be one of the most rated entries, and really I think it just shows that the ranking system for this game jam is flawed. I remember reading that entries with more rankings are more likely to be ranked higher, which is fair, but perhaps this increase in ranking bias could be limited to perhaps 50-100 ratings? Not limiting number of ratings, just limiting how much the number of ratings effects final ranking. Just to help give some other games a chance, as from what I have seen it clearly isn't true that "the most fun games will end up at the top", especially when we are talking about there being over 3000 entries, it is all about exposure, exposure which many times perhaps could be done very cheaply.

Of course you need to advertise your entry somewhat, giving it a good thumbnail, nice presentation, etc, I don't have a problem with that, when it is done appropriately. It seems you have still rated a lot of games, more than most, and I assume that many of those responses are genuine, I commend you for that. Just next time please relax with the self-promotion, even just asking people to play your game in a comment after you give a small amount of feedback, especially with how many you have rated, would give you plenty of ratings without appearing lazy, you are not the only person doing this, I just don't think the effortless self-promotion was all necessary and is just discouraging for some to see, including for myself.

Regardless of my post-jam complaints, congratulations on getting through the jam with a solid entry! I still feel this was a solid entry, perhaps not the most exciting to play through, the gameplay is pretty mundane, but it looks very nice and the cutscenes are put together very well, and the art style all fits together great! I was slightly confused when I started playing the game, I thought it was a steaming loaf of bread falling and wasn't sure if I was controlling the seed or the birds, haha, but I got it once I went through the loop and saw the setup. That's all I really have left to say, I don't mean for anything I said to be taken as an insult, just as a blunt observation. I hope I'll see you around for the next LD, as clearly you know what you are doing!

I know this is ironic, but I'll call it fair since I typed a ton. I am almost at 20 ratings for my entry, I would appreciate it if anyone wants to check it out!

Resurrection by etrealjunior 2020-10-29T20:14:53Z

I know everything has finally come to an end, but I just wanted to say that I feel this game was rated unfairly due to the reputation it gained. Although I most certainly do not like how this was advertised, just because you don't agree with how something is marketed or handled that does not mean you should rate it 1 star in each category, all that does is hurt feedback when waves of comments denouncing the marketing practice, in addition to feedback, could suffice.

There's nothing wrong with being a stickler with ratings due to the issue, and you really are free to do what you want to do, but just outright denying the author proper ratings just feels cheap, and to me should be handled in just the same way as other sketchy kinds of ratings should be. Judging by the ratings in the comments people seemed much more interested in pursuing and rewarding comments which stir the pot of drama, even if only slightly, while leaving those which leave constructive criticism a relatively meagre amount.

I'm not one to go out of my way for "internet points", but it does show where people's interests were. The author did indeed in many cases go back and give more detailed feedback on some entries, I witnessed it on quite a few of the pages in which he had previously only left his copy and pasted response, so there is some honesty present in his responses. I just hope this doesn't discourage the creator from taking part in the future, with the knowledge not to be spammy with self-advertising. Sure, ranking isn't all that important, but it can still be discouraging to wait 3 weeks just to be ranked low, especially when the final product really shouldn't warrant it, such as was the case here. Either way, the most important thing is that we all took part, with the experience to help us in the future. I wish everyone reading this the best of luck moving forward.

The Impossible Room by RainyDay2800 2020-10-16T19:15:03Z

I enjoyed playing through this, although I do wish it was a little longer. It's better to have a short but polished game as opposed to a slightly longer and unpolished one, and this certainly fits the first description, short and sweet. The first puzzle worked very well, but the later puzzles were slightly choppy in some way, be it through the player teleporting after hitting themself, and/or the "hit" player model acting strangely near where it seemed the level would "repeat". The last puzzle in particular I don't believe I actually finished correctly, I just barely shot the player at some tricky angle near where you start, and if this is how you actually complete it then it feels very messy, or rushed, which is understandable.

Maybe some "fog" of sort could have helped alleviate some of the graphical oddities, especially in the 4th and 2nd level where the level had to iterate drawing itself more than once. Other than that, I liked the concept, although I am curious what the purpose of the torus was in the first level. :laughing:

Sushi VS Burrito by Jhun 2020-10-15T20:30:35Z

I liked the stock sound effects, those and the art come together very well. Although short, I thought it was fun to play through, and I thought the ending slide pictures were funny as well. The browser had trouble displaying the entire game even in full-screen, however, and so I couldn't read any of the buttons. Luckily, since the game is fairly simple I don't think I missed much, and I'd say this is a good entry.

Names aren't my strong suit by Joey Van Lierop 2020-10-06T19:26:39Z

I had a lot of fun playing this. When I was downloading this game I had absolutely no idea what to expect, but after I got used to the mechanics I found I was pleasantly surprised. You really should add a screenshot/picture for this, it doesn't need to be anything fancy. While it most certainly isn't the prettiest thing in the world, the art design fits well since it is rather simple. I liked the music in the background even if it did get repetitive after a while especially since it would reset after each death (I died a lot), it wasn't what I was expecting, haha. I liked all of the abilities although I did find it annoying to die from my own fire at times, especially, for example, from running into the back of the frisbee. Also, maybe there should be an "explosion" or something akin to this after jumping, as many times I would accidently land just a few pixels off from an enemy and then die. This could do with some sound effects and perhaps some particles, but other than that I think this is a fun and challenging game, you really should try to add some more of a description on this page so people will play it.

An Hour Long Minute by Squeed Fingars 2020-10-05T00:16:32Z

@play-pause-games Thanks a lot for the feedback!

An Hour Long Minute by Squeed Fingars 2020-10-05T04:30:27Z

@ale Thanks for the feedback! I'm glad those mechanics are panning out okay.

An Hour Long Minute by Squeed Fingars 2020-10-05T18:55:58Z

@anchorlight Next time I'll make sure to add a Windows executable, it wouldn't have been too much trouble. I'm actually kind of glad to hear the thermite was simple, as I was worried that I was too vague about the instructions; I went with the "do a bunch of random stuff in sequence" kind of puzzle design but it was added in very last minute, as I needed to add some kind of additional gameplay mechanic to keep it interesting. Certainly simplicity is a flaw as well, but I think it's easier to fix, luckily. Another bug I never mentioned is that since the symbols that activate the stove are randomly set you can actually end up in a situation where they are all correct on the start, and so the stove will already be on when you start, I believe it's a 1/64 chance actually, quite achievable, maybe you got that, someone certainly will. That, and some collision issues.

The enemies are extremely OP, they are essentially Terminators, haha, but I agree with you, I do think they are a bit fast. Before I added the stealth mechanics I wanted them to be faster than the player, but after I added that in I kind of forgot to change the enemies any more. Overall the main design of this game came on-the-fly, and so I'm very glad to hear it all seemed to have come together fairly well.

Thanks for the feedback!

An Hour Long Minute by Squeed Fingars 2020-10-05T23:06:53Z

@anchorlight Thanks for letting me know! I took a look and it seems fine to add a windows export. There should be a download for it on the itch.io page now, thanks again for the info!

An Hour Long Minute by Squeed Fingars 2020-10-05T23:11:17Z

@tomeks Those noises were made by paul-stretching some auto-generated text-to-speech text, haha. I was surprised by how creepy it turned out. Thanks for the feedback!

An Hour Long Minute by Squeed Fingars 2020-10-13T13:46:46Z

@island-jam-2-group-3 Haha yes, I was wondering when someone would bring up both the fake fullscreen and that right exit issue. The fake fullscreen is an easy fix, I just was worried about texture warping last minute, since I didn't make it so that the player's view would increase in size with the increased window size the textures would stretch with weird proportions. At the same time though, it really wouldn't have mattered all that much to let it stretch, it was all just a part of the end-of-jam "rush".

I was wondering about that, slow death animations seem to be a common complaint in past jam entries of mine as well (gm48), I should add some sort of way to speed it up, or maybe next jam just do something different with it.

The text is very sloppy, 100%. I'd definitely polish it up for a proper release, in particular the giant wall of text that is the phone call.

Yes, you can just walk out the door at the end, you found a bug. I am actually working on a jam post(or I suppose pre-) mortem video right now, and this is one of the bugs I am going to address, but you beat me to it, haha. I forgot to add a check on the door to make sure you have a torch to burn it down, even though there is a check to update the text. It is mostly just because I was very sloppy with the code near the end, I was copying and pasting when I should have set up better object-oriented relationships. I suppose I could technically fix it, I think that falls in line with the rules, but I don't think it is too big of a deal if it isn't a well-known bug. Good find regardless, and thanks for the feedback!

An Hour Long Minute by Squeed Fingars 2020-10-15T15:29:19Z

@monninen Thanks! I originally intended for the camera to be much more disorienting, constantly playing "catch up" with the player. I'm glad that I ended up toning it down though.

An Hour Long Minute by Squeed Fingars 2020-10-17T02:54:54Z

@etrealjunior The art is very sloppy, I agree, haha, luckily I do think I have been improving in that regard, getting a top-down style down quickly just seems tricky. The camera is meant to add to the mood, making you feel uncomfortable. Actually with you saying that I suppose it would have been better for the camera to zoom in and out slower, that sounds more suspenseful actually and perhaps would have helped those who were nauseous from the effect. Thanks for the feedback!

Addicted by Kortimaso 2020-10-06T14:58:36Z

I like the concept, although I was disappointed by the lack of levels. I did find your reason very funny though, I hate those updates. At least this lack of content came with a fairly high quality of polish, you have a nice menu. One oddity I noticed is that if the character entered the "craving" state for the big pink square it would just keep moving in the direction it was moving in previously as opposed to just in the direction it wanted to go, it never really became an issue here but perhaps it could have caused problems if there were more opportunities for it to crop up. Overall not a bad entry, but even just one more level playing with the mechanic would have gone a long way, I'm sorry to hear about the unexpected update. One last thing, I don't recall hearing any audio, maybe there is a slight chance it was just a bug but if there is no audio then I'd recommend opting out of the audio rating. Either way, congrats on finishing!

Pacxit by randomLockNess 2020-10-16T15:33:58Z

I like the concept! However, I found the level transitions very jarring, many times I wouldn't even realize that I was on level 2. Regardless, this is an interesting concept to explore, and it would be fun to see expanded upon more.

HellScape by atheniann 2020-10-22T04:09:26Z

I really liked how upgrades were handled, in a very typical metroid-vania manner, it all seemed smooth, and the music was not bad from what I remember (It has been a few days since I played this, I just am leaving this feedback now since I forgot to before). I just felt that, upon death, the map was not very fun to trudge through again, especially since movement felt clunky and thus it was easy to lose a heart or two from otherwise avoidable spikes. I did like the punching animation, the animations as a whole were put together well. I don't see where the theme is really being worked in here, I know you mention the levels are spiral, and I suppose many parts did seem quite twisted up, but as a whole the level design didn't seem all that out of the ordinary, but at least there was some justification. I think with the addition of some weaker enemies and ways of regaining health scattered here and there, it would help keep the gameplay more interesting, as in my opinion in its current state it gets quite boring. That doesn't mean this isn't a good foundation for a metroidvania though. You should play and rate some more games before the jam is finished, there is still time.