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U-Tsang Clan

View on ldjam.com

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitable👥Leaky Bloodjam2123.933.644.363.523.793.05
202148Deeper and deeper👥Y-Sokombanatorjam3413.883.694.404.443.313.541.673.36
201945Start with nothing👥Minnojam2263.803.764.253.543.263.183.21

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by U-Tsang Clan

U-Tsang Clan leaves an average of 10.7 feedback comments each event.

LD50 — Delay the inevitable (8)

Tile Sparce by MusicBlox 2022-04-07T12:47:45Z ♥ 0

The game looks like just the kind of game I would be into, but I get an error during start up for both Firefox and Chromium: ``` Unable to parse Build/LD50.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug. ``` If you fix this, you can ping me and I'd be happy to play + rate.

Deity of Jigsaw Puzzle by BigFantasyTree 2022-04-06T20:17:47Z ♥ 0

It's a really fun and unique idea. I wish a little less of the game was down to chance. It kind of sucks when none of your starting pieces can fit in the center, and you basically can't get more than a few days.

What, You APE? by PixelTaku 2022-04-06T17:42:22Z ♥ 2

Fun game! The score and I think the health don't reset when you lose though so you have to restart the whole game which is a bit of a bummer.

The Bedtime Resistance by Joe Cowman 2022-04-06T13:54:59Z ♥ 2

I've notice that if you switch to another tab during the evade phase the mother stops moving but the clock keeps going. I accidentally ran up my score to several hours when I switched away to do something else.

Helly Belly by lootgrounds 2022-04-06T12:07:44Z ♥ 2

Nice game, it was fun and looked nice. The difficulty curve is a little weird though. For me "hardcore" felt like a good difficulty where it's challenging but possible. "Easy" through "very hard" felt too easy like there was no risk and I was just waiting to get to the fun part, and "insane" felt too punishing, but I'm sure if I had some practice I would feel differently. I would have liked if some of the lower difficulties were combined, so you can get to the challenging bits easier, because they are fun when you do get there.

CAT SLEEP PROTECT by tutoa 2022-04-05T14:29:45Z ♥ 4

Very nice game. Nice little game where the controls are just the right amount of wonky. I don't know if this was your intention but the graphics reminds me of cats moving into the sunlight where it is warm.

Too Cute for Space Fights by YogurtTheHorse 2022-04-05T10:37:43Z ♥ 3

It was fun and looks great but the controlling was a little unpolished and there were some bugs that really interfered with the experience. It was very easy to soft lock yourself by placing two things too near to each other making both of them impossible to use? It still says press 'z' to use but it doesn't seem to do anything. You can also accidentally dismount off the ship into the void of space at which point you cannot get back onto the ship. I found the title screen though! Screenshot from 2022-04-05 12-35-58.png

All Lines lead to boom by Peter Ondus 2022-04-05T09:56:27Z ♥ 1

It was kind of hard to figure out the controls at first, but once I got it I realized they were not very complicated. I played a couple of rounds and it never seemed like I was really in much danger of losing. Aside from the first game where I had no idea what was going on and everyone died, I always got everyone out with plenty of time to spare. A harder mode for once you've got the controls down would be great.

LD48 — Deeper and deeper (7)

into the past by ty_ 2021-04-30T22:37:32Z ♥ 1

I get `GLctx is undefined` when I try to start the game on OSX. Is there a fix for this? It worked for me on a Linux machine, so I played and rated it. Nice game otherwise. :)

Dipper And Dipper by Marcenat 2021-04-30T22:15:48Z ♥ 1

I feel like I've seen this idea or something like it before, but it was very well executed regardless. The puzzle design was tight, and the number of puzzles was pretty impressive for a Jam game. I thought the boss fights could have been a little more puzzle-y, but maybe that's just because I sucked at them. :)

The Life Aquatic by Cary Stanley 2021-04-30T21:50:14Z ♥ 1

Fun game. I finished it in 3:16 after my first attempt failed. It would be nice to have one or two more maps, or even some procedural generation.

Flat Pack Piles by Zachary Barbanell 2021-04-30T12:26:08Z ♥ 0

Really excellent game! I just beat the normal mode and had so much fun figuring everything out. And looking at the challenge mode it seems like a fun twist. It did get a little bit tedious at times, which could be reduced by making the board smaller, but ultimately I think the board size was good for being able to figure out strategies and patterns.

Reversyphus by mactinite 2021-04-28T21:30:24Z ♥ 2

Nice little game. The animations made it a little hard to be sure of where I actually was, so I had to slow myself down a bit to let the animations finish.

self reflection by torcado 2021-04-28T21:13:45Z ♥ 4

Nesting levels is a fun idea, and I like your take on it. I wish that the mechanics were explored a little more maybe with some tougher puzzles once the idea has been presented. But it's a jam game so that's probably to be expected.

LAYERS by Le Slo 2021-04-27T15:35:59Z ♥ 1

The presentation is really nice. It looks a lot more polished than a lot of games (mine included). Though I feel at some cost to the clarity of the actual mechanics. I didn't get what the sidebar with the points until my second play (I still don't get the one on the other side), and even then the mud and sand are pretty similar even with color queues so I kept getting mixed how many points they were worth. The sidebar looks nice, but it is a little hard to use. I also had trouble remembering all the combinations since even though most of them do nothing there are 56 different pairs that can be made. Despite how critical this might come across, it is a fun game and it looks nice. I liked it.

LD45 — Start with nothing (17)

Gecko's Cabinet by JustMars 2019-10-17T18:27:48Z ♥ 2

The story felt more like a series of events than a real narrative. In my first couple play throughs I had thought I incurred the debts somehow and I was trying to figure out how. It took me a while to realize the character had the debts already when the game started. If you are continuing work on this I think it would be a nice idea to try and connect the events a little more.

Light your way out by Suchista 2019-10-14T19:42:42Z ♥ 1

Very fun game, I thought it was a thoughtful and unique mechanic. I would love to see more levels, particularly some harder ones.

Tiny Reactor by coffeecup.winner 2019-10-13T00:54:15Z ♥ 2

Fun game! I'm immensely proud that I was able to get 112 with only sources and mirrors. Can anyone beat that? I believe the theoretic maximum for those is 120.

Edit: On stage 3 (sources, mirrors and amplifier) my record is 199.

Colour Shot by HumphreysMedia 2019-10-13T00:24:22Z ♥ 1

Does the difficulty increase over time? I didn't feel like it was getting harder. I did eventually loose after about 15 minutes or so. I feel like it needs to get a harder a little faster.

lotor by torcado 2019-10-12T19:42:37Z ♥ 0

There seems to be a bug with moving platforms that move offscreen. While they are on screen they are intangible and once they move off screen they never return.

EEPROM by bentglasstube 2019-10-12T17:31:36Z ♥ 1

Pretty fun zach-like. I feel like the movement could be a good deal faster. I end up spending a lot of time just waiting for my code to execute.

Dice Dungeon by Momori 2019-10-12T16:58:08Z ♥ 1

I feel like this might be better if the levels were harder to figure out and the distance was easier to choose. By the time I made it to the 3rd level I was tired of the spinner selection. I knew what steps I needed to take, it just took forever to do them.

Nothing For Heaven by Xotsu 2019-10-10T17:45:25Z ♥ 3

There are a couple of problems that I think are compounding with each other. And I think a few small tweaks could really make a difference. Here's my (I'm not an authority on the subject so take it as you will) list in no particular order

1. Put some time in between death and restart. A short respawn is good for perma-death games like this but the current one is *too* short. For one it is a little jarring but more importantly sometimes when I die I don't know how I died not really giving me an opportunity to improve and leaving me with the impression that the game is unfair. This compounds with:

2. Remove the leaps of faith. There are at least two instances in the game where you have to jump onto a platform you cannot see. The game does a decent enough job telling me that I have to jump I just don't know to where. It feels unfair when I die to these since I couldn't see what I was supposed to be doing. This is made worse by the quick restart time since I don't get to see where I was supposed to land or even what I hit, meaning I just keep making the same mistakes over and over. I think these would be best simply removed from the game, but fixing 1 or making failure non-lethal would help.

3. Jump on space down. Currently if the space bar is down while you are on a platform you will jump. This means that if you land while holding the space bar from the last jump you will jump again immediately. This causes a good deal of deaths especially because holding space seems to make my jumps larger. If you only triggered the jumps when the player presses the space while already on the ground, then I wouldn't be jumping accidentally. You might want to also make it so that space presses just before landing (a few milliseconds or so) trigger a jump upon landing to be a little more forgiving to players, but holding space while landing should probably not initiate a new jump.

4. Be a little more forgiving with platform edges. A good deal of platformers will actually let you jump a little bit after you leave the edge of a platform. This prevents the player from thinking that the game just ignored their jump if they were a tiny bit late. It should be short enough that most players don't even notice that it is the case, but long enough that the players almost never feel like they should have jumped but didn't. There were definitely a few times where I felt certain I had jumped while on the edge of the platform but I had really been too late. Giving this tiny bit of leeway makes the game feel fairer and helps the player feel they are in control.

Criticisms aside I think the idea of the game is really neat. I like the way that once I reach the end of the game the game completely changes, and now I have to avoid enemies and pickups. I couldn't beat the game (I managed to avoid killing enemies and all of the pickups but the first [I honestly don't know how to avoid it]), but I thought that twist where I had to rethink everything was pretty neat.

Meowlediction by Inferture 2019-10-10T03:33:46Z ♥ 1

There seems to be an issue where the life bar does not reset when you restart the game. I haven't been able to reach zero since it seems to increase at some points, so it might just be a visual thing.

A Merchant's Adventure by sharbelfs 2019-10-09T21:31:32Z ♥ 1

I feel like having exactly zero money shouldn't cause a game over if you still have goods left. The game says that you "attempted to buy more than you could afford", but I could afford it. Is this intentional?

Memory Palace by MattWagar 2019-10-09T19:48:12Z ♥ 1

Occasionally my text input doesn't produce anything and clicking causes it to exit the dialog an apply an empty story to the current icon. Maybe it should not allow you to submit when the story is empty?

Amnesiac Adventurer by justinooncx 2019-10-09T19:27:14Z ♥ 2

Really liked it. One of the few games that actually fit the theme in a meaningful way and it is fun on top of that. My one suggestion would be a way of making it clear which buttons connect to which doors. Right now players have to do trial and error which is fine but I feel it would be nicer to just get down to business right out of the gate.

Sow Happy. by changemewtf 2019-10-09T19:20:03Z ♥ 1

I made it past the start screen but I could not figure out how to satisfy the creatures. I think there could be a little bit more in the way of explanation.

Palette of the World by Black Flag 2019-10-09T18:55:28Z ♥ 2

I think that there is a pretty compelling idea here but the execution leaves some want. I wasn't able to complete the game because after a minute or two it would completely lock me out jumping or moving. Plus on some play throughs I just started floating and was able to skip large parts of the game just by flying over them. Apart from the bugs, I also found that the input was a little over-sentitive and I had trouble telling exactly where my character was. I think that maybe the over-sensitive controls could be turned into a feature, making the red color useful for landing on a platform. Although maybe momentum could also serve this purpose without being quite as frustrating to the player. But there really needs to be some way to provide spatial awareness to the player. A shadow directly under the player could be one way, but some more landmarks to provide parallax would also help. I noticed that I had an easier time locating myself relative to my surroundings when the trees and bears started showing up. I get that the blank slate at the beginning is important to the theme and is a part of the game's narrative, it just makes it a little hard to have a sense of location. The last suggestion I have is some visual indication of what color is currently selected and a way to select colors and maybe color platforms with the keyboard.

I feel like this might come off as pretty critical, but I do like the game, especially for something made in 72 hrs, and I think with some improvements and some more time it can be a really solid game. I wouldn't have typed up this much if I thought the game was bad.

Slime Slasher by Afamuefuna 2019-10-08T16:26:58Z ♥ 1

Maybe you might want to remove the HTML5 listing, it is not really usable and gives a false impression of the game overall. If I hadn't seen your comment I would have just thought the game was broken.

VELOCE by torfi 2019-10-08T02:20:33Z ♥ 5

Really tough but pretty fun. The sensitivity was a little too low and which caused some issues. Namely my cursor would exit the screen before my character could get to the edge and it would cease all input. Otherwise quite fun and pretty nice looking.

Are you there? by limered 2019-10-07T22:55:14Z ♥ 2

Neat idea, but the result is pretty buggy, I guess that is to be expected from a game Jam game though :) First game I've seen that I feel actually fit the theme even if it was a little bit of a creative interpretation.