GMC Jam Voting GMC Jam 30 / XXX / Voting

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The voting begins!

With 37 entries total, the voting will last for around 13 15 days until
Tuesday, 11th September, 23:59 UTC


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Mega: Whole ZIP

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Please refrain from posting until you have reviewed at least one entry.

For a vote to qualify, you must rank at least top 3 entries (without ties), and they must be accompanied by at least a short comment explaining what you liked about them. Also, you cannot rank your own entry.

Aside from top 3, you can vote for:
  • Best use of Theme
  • Best Concept
  • Best Presentation
  • Best Story
  • Best Devlog
You can vote for best reviewer, too, but that might or might not be counted, since the best reviewer is chosen arbitrarily by the Jam host.

Also, you can rank as many other entries as you like, all the way to the very last entry. However, ties are not allowed, and entries from the first tie onwards aren't included when counting the votes.

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Code:
[center][b][size=7]My amazing reviews![/size][/b][/center]
[size=6]Top 3:[/size]

[size=5]First place[/size]
Short comment about the first place...

[size=5] Second place[/size]
Short comment about the second place...

[size=5] Third place[/size]
Short comment about the third place...

[size=6]Best ofs:[/size]

[b]Best Use of THEME:[/b] ...
[b]Best Concept:[/b] ...
[b]Best Presentation:[/b] ...
[b]Best Story:[/b] ...
[b]Best Devlog:[/b] ...

[size=6]Full ranking:[/size]

[spoiler][list=1]
[*]first place...
[*]second place...
[*]etc...
[/list][/spoiler]

[size=6]Comments:[/size]

You might post your comments here, or, if you tend to write long and detailed feedback, make a document elsewhere and link to it here.
Providing feedback to each ranked entry is not mandatory, but generally people appreciate that.

How results are decided?
(the information here is not necessary for voting; it's mostly for people who want to understand how votes are calculated to produce the final results)

When it comes to the games ranking, the voting system used is 1/(rank + 1). It means for each ranking an entry appears in, it will get a score of 1/(rank + 1), and no score for other rankings.

When it comes to best-of awards, the winners must have gathered the most votes in their respective category. If multiple entries have the most votes, the Jam host may choose one or more entries among them to win the award. This is to avoid situations when e.g. 5 entries tie for 2 votes for the best devlog, and they all win; at the same time, it's still the community that decides which entries get the most votes.

The best reviewer is chosen arbitrarily by the Jam host, but the community opinion may be taken into account (just not in a "systematic" way).

Let's get voting!
 
Last edited by a moderator:

The M

Member
Here we go!

Reviews

Top 3:

Screens by TehPilot

Rocketeer Inc. by FrostyCat

Void Swarm by Nocturne


Best ofs:
Best use of Theme: Rocketeer Inc. by FrostyCat
Best Concept: Screens by TehPilot
Best Presentation: The Island by CodeManuPro
Best Story: Caves and Lasers by Mercerenies
Best Devlog: Caves and Lasers by Mercerenies

Full ranking:

  1. Screens by TehPilot
  2. Rocketeer Inc. by FrostyCat
  3. Void Swarm by Nocturne
  4. Last Convoy by Kahrabaa
  5. The Island by CodeManuPro
  6. Caves and Lasers by Mercerenies
  7. Robot Ranchers by Pere, Tadashibashi, Fausto
  8. Not The Bees by Shadow_Lancer
  9. Starship Skedaddle by H3ADL3SS
  10. Sticky Tanks by Bingdom
  11. Energized! by NightFrost
  12. Hidden Bullet by Studio Rainfall
  13. Blade of Light by JacobV, Alice, parmesano
  14. FarmSim by Gravedust
  15. I Fell by Snail Man
  16. STTTAT by Misty
  17. AEGIS by VagrantWhaleGames
  18. Swing me by Relic
  19. MisuWare by Misu
  20. (!!!) by Triangle
  21. Smooth Robotics by Micah_DS
  22. Defend and Collect by Dr. Wolf
  23. Charged Bullets by Michael McMullen
  24. SuperCharger by Siolfor the Jackal
  25. Charge Up, You Tiny Ninja! by Mocgames998
  26. Stick Together by Sora
  27. Spud Pump by GameDevDan
  28. Base Camp by WOKET_MAKER
  29. The Uncompleted Gravitation Machine by K3llyll
  30. Once Upon A Time In Outer Space by HayManMarc
  31. Cavern Business Balloon by Otyugra
  32. The Best Game Ever by Maximiliano
  33. 'Tato Lazers by PugWizard101, Uskompuf
  34. Crank It Up by Mercerenies
  35. SlimePrince by Oyakiiv
  36. Prism Palace by Curato

Comments:

(!!!) by Triangle

I think the lack of checkpoints is a serious problem for this game. Because enemies generally kill you in a single hit (except for the turrets that seem to do no damage) it is very easy to die and the number of things you have to do in that case is huge. This becomes even worse as there are a few unfair traps where you don't know if going one way will lead to a collectible or instant death until after you've died. It really clashes with the exploration aspect.

Otherwise, I think the game plays fine and there's a good amount of content and varied zones that makes progression satisfying. The jumping is kind of floaty which is fine, but I think letting the player jump lower by tapping rather than holding the jump button would make navigating the world more interesting.

AEGIS by VagrantWhaleGames

I kind of liked the simplicity of the game but it also made it a bit hard to have a proper strategy. One way to completely cheese the AI was to never build a farm, just wait until you can afford a barrack and build it to instantly win. I suggest either letting the bases work as towers or have a tower built by default to avoid that. Building construction worked fine, I'd have liked to have some kind of visual indication of income vs. expenses instead of only your current food stock. I think adding some more variation would benefit the game too, such as different kinds of units (the AI had archers but you could only build melee characters?) or perhaps better farms. Lastly, it was nice to have an indicator that showed if a building could be placed but I'd have liked to see the entire building range too to get a better understanding of what my options were. Also, why can't you build if a unit is in the way? They can move through buildings just fine so it shouldn't be a problem, right?

Base Camp by WOKET_MAKER

A multiplayer game is an interesting take on the "stick together" theme but without a proper explanation of the controls it's a bit of a mess. After mashing just about every key on the keyboard I managed to fire one of the weapons and switch the guns of both players. I basically had to play alone with two characters, one of which was useless.

I think the gameplay itself is fine. There are some nice weapons and some that doesn't feel all that good that I wouldn't use (the rifle seems clearly superior to the sniper for example). I think the objective could be a bit clearer, as well as the map, because walking around aimlessly got tedious after a while. There was an indication of how many enemies were left but I doubt they were even inside the playing area because I couldn't find the last 30 or so anywhere. In my opinion the game would have benefited from being a little more fast paced, with more emphasis on the action over exploration, especially since the map itself is basically just a maze with few details that makes it memorable.

Blade of Light by JacobV, Alice, parmesano

The character sprites and animations were amazing but there is a general lack of polish which becomes all the more apparent when you enter a room which has actually been decorated or when you lose all health and the game instantly snaps back to a save point without any effect whatsoever. I think most of all it's the combat that doesn't really click with me and I think that your slow movement speed is one of the major culprits. The problem, as I see it, is that you more or less have to charge fully in order to deal damage and then you can't really move unless you dash but that leaves you vulnerable as the dash is used to approach the enemies and can't then be used for dodging. This is amplified by the insane attack speed of the enemies: the moment you get in range, especially against ranged enemies and the final boss, the enemy attacks you before your dash has time to recharge. Combat becomes a game of trading blows with enemies and while that is fine against normal foes, it becomes incredibly frustrating against bosses that can hit you multiple times (the final boss' spin attack is downright unfair). With all that said, when it works it's great and the light boss was probably a highlight moment in the game thanks to its good attack patterns and clear tells.

Cavern Business Balloon by Otyugra

I think the game was interesting but also very hard to understand. How to play was not immediately obvious, even with both a good intro screen and and readme. I think it's because the in-game interface is isn't clear enough (instead of a battery thingy filling up, having a meter show what speed level you're at would probably be better) and I think there could be better ways to show depth than having different colors. Not only are the colors harder to parse but also makes moving clockwise/counterclockwise less intuitive because the depth doesn't actually change. I think something simple, like scaling down objects in the back and clearly showing the layers along the edges would help. With that said, the graphics are neat and the limited color palette was utilized very well.

Caves and Lasers by Mercerenies

The game manages to do a lot with so few mechanics and such a small playing field, something I find very impressive. It made the puzzles really good too. I'm not overly found of the graphics, they look good mostly but the perspective makes some levels harder to navigate than they should be, especially when pits and shadows are so similar in appearance. I also think you could make the charge meter more interesting than a single colored bar, that doesn't really fit into the rest. Maybe give it a proper border and some energy like effect (pulsating or have lines of power flash by). Heck, it could even be displayed in the character sprite a la dead space (on top of a proper GUI that is).

On the topic of navigation, I think this was a bit sloppy and didn't feel so good. If I press two movement keys at once and can't walk in one of the directions, I should walk in the other or there will be a lot of getting stuck on walls when navigating the mazes which directs focus from the puzzles.

The story was well-written and gave me a chuckle or two. A tip to make the dialogue seem more professional would be to do manual line breaks or break whole words to avoid a word being written on one line and then move to the next. It's a small nitpick but it makes reading so much more pleasent.

Charge Up, You Tiny Ninja! by Mocgames998

The game manages to imitate an old-school game really well, with some of the nostalgia and annoyances that comes with that. The game is naturally somewhat simple but having a second phase added some much-needed variety. I'd have liked if the charge bar increased faster because getting to the second phase takes a really long time. It also becomes a problem when you leave phase 2: if the fruits come simultaneously you won't be able to deflect them as you haven't regained enough charge for that.

Charged Bullets by Michael McMullen

The game is smooth and the visual effects look really good (I love the engines in particular). I like how charging your shots impact several aspects of the game but in my opinion it's too binary and fully charging the shots take way too long.

Another issue is how hard it is to aim. Because you're moving towards your target you become incredibly vulnerable when trying to attack which, together with the slow shot charge rate, made attacking almost suicidal and you were better off not attacking at all and just focusing on collecting as many orbs as possible. I feel like it'd be better if shooting was independent of your movement direction so that you could still (at least partially) avoid enemies while attacking.

Crank It Up by Mercerenies

Well, of course this was the last game in the list. I think it'd be nice if the game started at a faster pace, letting you get into it with a few upgrades before turning into an idle game. Right now you have to turn that crank a lot before anything happens and you get enough automatic resource gain to progress.

Defend and Collect by Dr. Wolf

While the game was indeed unfinished, it had some very interesting ideas built into it. I really like the concept of flying around a tower defense arena with a vehicle of your own as it adds another layer of depth (it kind of reminds me of the Sanctum games). However, that part of the game is kind of dull. Not only do you do pitifully little damage, not least compared to the towers but because of how the enemies shoot it's just better to stay away and place the turrets so that you can easily collect the money.

Personally, I'd make the enemies shoot toward the player (and maybe the towers) but have shorter range and/or slower rate of fire to make it more tactical. Similarly, I'd make the player target the mouse or be able to lock onto enemies when attacking and increase the damage to be on par with the towers.

I see a lot of potential in the game and it'd be interesting if you developed it further with more kinds of enemies, turrets, etc. (Imagine having a particularly agressive tank that fires bullets everywhere mixed in as a high-priority target, that'd be fun).

Energized! by NightFrost

The game is a classic, very straightforward but also very well implemented and incredibly relaxing to play. The puzzle generation works really well, especially thanks to the special tiles and I never found a maze I couldn't solve. There were some instances where, because of the level's layout I missed some bonus tiles which was annoying (the only path to them were through the tile in front the goal which meant in order to spin the tile enough I'd have to first cut the path earlier or win the level before the tile got into the "right" position, which I often forgot). While the game flows smoothly, I'd have liked to see some sort of progression and increase in challenge. It seems like the game currently just generates another new board when you clear one.

FarmSim by Gravedust

I love the intro with the sassy grampa. The game mixed genres very well, with each part being though out and given good attention, not to mention that they directly influenced each other (great!) but I'd have liked each part to last a little shorter to get more variation to the gameplay. The nights especially got out of hand after a while as all crops got destroyed (ruining your progress) and the enemies started to swarm you. The one that finally killed me spawned right inside me too.

I think this game could be great with just a little more balancing and some more kinds of crops to grow. Oh, and I'd also suggest adding some kind of range indicator to let the player know how far they can throw stuff.

Hidden Bullet by Studio Rainfall

There is a lot of polish in this game and I spent more time looking at how the text appeared in the dialogue boxes than actually reading dialogue. The flip side is that the amount of gameplay is ridiculously small in comparison and you barely have time to learn the mechanics before it's over. The game feels like it fits into a much larger narrative that would have been great to experience and not just read about.

I Fell by Snail Man

The game has some really smooth and polished parts and some parts that are just obnoxious. I think the core idea of switching between platforming and bullet hell was great and both parts work well (I was surprised by how well you could move on those moving platforms). However, I think the level design was pretty boring with mostly the same challenges (either shoot stuff at the walls or jump up moving platforms) that quickly grew tiresome. The story was neat, even if the ending was confusing and somewhat anticlimactic: Flying up through the hole like an unstoppable force felt like a great victory but then I'd been hoping for a boss fight to show off my newly repaired powers, rather than a defeat by sudden black screen of doom, even if it was well-made.

What the game needs is some more dynamic action. The attacking, moving platforms were a start but if they'd turn into monsters with a little more intelligence (and moved in more than one direction) it'd be a lot more interesting.

Last Convoy by Kahrabaa

Successfully making a tactics game in such a short time often isn't easy and I'm impressed, especially by the soldier AI which felt very dynamic and intelligent. The drawback is that it never felt like I had any reason to manage the units but would rather focus entirely on the helicopter (granted, I played on medium). As a result, once I'd reached the unit cap in all categories there was no real point in doing anything and I had to sit around and wait for the game to end on its own. Not very fun.

With that said, I did enjoy the early game where it felt less certain how things would go and what was the best action. Had the game had a little more variety and reached its end a little faster it'd have been really awesome. I also think the special powers could have been more useful because they felt too cumbersome to be worth using (in particular the turret which would often fire long after the enemies had already been killed), but again it comes down to balancing. I guess the tanks were just a little too strong.

MisuWare by Misu

I think the saying "jack of all trades, master of none" applies to this game. It took me a moment to recognize the background and then the title and everything else made perfect sense, you really nailed the look. Unfortunately, the quality of the games is pretty mediocre, where some are literally impossible to beat and all have poor gameplay and boring graphics (there are exceptions, individual elements often look fine but they don't work together). I will admit that the number of games is impressive and some of them are pretty clever too (I really liked the point-and-click one and the fps stood out as well).

I'd have liked some kind of indicator on if you beat a game or not as keeping track of how many hearts you had before starting the game in order to compare afterwards is cumbersome (your focus lies elsewhere). If there was a progress counter and/or indicator of some kind (doesn't Wario ware speed up the music?) there would have been more of an incentive to keep going. Right now it doesn't matter if you win or lose. Finally, the game would have been much more awesome if the countdown was actually synced to the beats of the music!

Not The Bees by Shadow_Lancer

This was somehow soothing and stressing at the same time. The game looked great and it was easy to tell friends from foes apart (at least after a bee had died from poisoning). Multitasking with several bees turned out to be a challenge but it wasn't very punishing if you did wrong. That might have been my biggest issue with the game: because the flowers grew back you had no reason to leave the safety (and efficiency) of the nearby flowers so most enemies were way out of your way and the game lacked a real challenge. I understand that without growing back it's possible to lose the game by producing too many bees, but I think that at least slowing down how quickly they regrow would make it much more interesting.

Once Upon A Time In Outer Space by HayManMarc

No, not the vending machine! It's a fun game and it feels like it almost works like this except for the lack of a victory/fail state (I know you've been working on the game since, though). One thing I noticed was that with only a single character and path through the ship there was no room for tactics and you'd just go the whichever terminal was broken, then head straight back. If the game had different control systems with varied purposes there could be some prioritizing, for example ignoring the failing engines to focus on boosting the shields as you're about to enter an asteroid belt.

Prism Palace by Curato

This is not a bad start and it can easily be expanded upon to create something even better. I like the core concept of switching characters to unlock the path forward and while the two stages that existed were fairly straightforward I can see how later levels could be much more challenging and complex.

While the game is certainly playable, it can be taken to a much higher level of polish. The main issue I have is that movement is somewhat awkward as you can't move diagonally. This makes small paths annoying because you have to line up properly before you can enter. If you could "slide" along the wall it would be much easier and smoother to play.

Robot Ranchers by Pere, Tadashibashi, Fausto

The game has a lot of things going for it but also lacks some things that would make it stand out as really good. First off, the gameplay feels great and dashing across the island (especially as the ninja robot) was satisfying. I think the variation in abilities worker well and did enough to make each stage feel fresh and added good incentive to keep playing (to see what the next robot did). It's too bad there was no finale to the game. A final island after the others have been conquered would make a great final act (preferably with a boss) and would also allow the player to actually use all robots (now the game ends before you get to see the last one in action). Also, keep the enemies away from the player spawn point (especially in the first level): you'll take damage before you even know what you're up against which feels unfair.

I think the ship portion of the game was an interesting and creative side activity. I wish it was more fleshed out because unlike with the combat, there isn't much progression here and it even *grows* tedious when you have a ton of seeds to plant. It'd be interesting if the robots on the ship helped you in some way, maybe by collecting bullets, harvesting crops or upgrading your seeds.

Rocketeer Inc. by FrostyCat

I had a lot of fun playing the game, but it also caused equal amounts of frustration. When you get into a flow of frantically churning out rockets like there's no tomorrow, it's great! It feels really satisfying, especially if you complete multiple rockets at once. On the other hand, when you end up in a position where the right parts won't appear there is absolutely nothing you can do and the difference between 10 built rockets and 30 is entirely up to luck which is depressing when you've come so far already. Making mistakes also becomes painful if it means accidentally destroying spare part you've stacked up on while waiting on specific pieces.

I think the base game is great but can see some improvements. First, I'd like to see some tweaking to the part generation to create "random" parts with some constraints to make sure a level stays possible to beat. Secondly, I'd like to see some more unique advancement than just increasing the game speed and making the constraints tougher. Perhaps something like joker pieces or special blueprints for certain assembly rigs?

Finally, I'd like to point out the excellent tutorial and great graphics (the binary color palette works great). As for the sound, I think the rocket sounds are too loud compared to the rest, forcing me to lower the volume of the game.

Screens by TehPilot

Awesome intro, really nice. The game is incredibly curious with its use of 3D and 2D. What I really liked was when you got to control multiple game screens at once and they could interact with each other. It pushed the theme usage from being "playing 2D games in a 3D environment" to really taking different genres and blending them into something new and unique and I love it for that.

The presentation is spot on and the gameplay is really smooth. Seamlessly changing the music when you start interacting with a game is also such a nice touch. If I had one complaint it would be the lack of complexity: while the games grew more difficult the always kept the level relatively low and it never felt really challenging. Similarly, there were no real "challenge" to the 3D sections and they mostly existed for the atmosphere.

SlimePrince by Oyakiiv

I think your idea is interesting but the game itself is not. At first there seem to be some kind of strategy involved as you control several slimes and can fight the chicken with them but once you start growing the prince it turns into a game of walking to the next target and wait, which requires nothing from the player. On a side note, using the right mouse button to select stuff and the left to move messes with my brain. I guess it's because most strategy games do it the other way.

Smooth Robotics by Micah_DS

I think the game had an interesting concept going but it's just too frustrating to play, to the point where I couldn't take it and quit. I think that on a whole, the game isn't bad but rather actually fairly polished. The problem is that the level design makes it incredibly hard, ambiguous and tedious. The difficulty comes from how hard some of the enemies are to kill and the fact that being unable to kill a single one fast enough will likely force you to restart. If the enemies had been easier to kill, either have less health or be easier to hit (through a larger hitbox, bigger bullets or better placement), the game wouldn't be as frustrating as you wouldn't have to redo as much as often. Letting the player aim upwards or diagonally might also work to alleviate this. The ambiguity is a smaller issue which is mostly how some things are really hard to see. The walls were one thing but the wind was especially tricky and I tried a few times until I realized it was a feature and not the jumping that was glitchy. Finally, the frustration is mostly because of how slow the game is when losing. While the out of energy-effect is certainly cool, it takes a lot of time to play which, combined with how slow the power bot is in the beginning, makes it very tedious to play as you waste a lot of time doing nothing. Having frequent checkpoints or making the powerbot accelerate if you move ahead would be two potential solutions for this, as well as making the game slightly easier.

Spud Pump by GameDevDan

That was something alright and definitely very disturbing. I noticed, accidentally, that if you press space very fast you'll skip the result screen which defeats the purpose somewhat.

Starship Skedaddle by H3ADL3SS

For a game that constantly switches gameplay entirely, this one is surprisingly solid and well-made. The graphics are neat and the gameplay is at least polished enough that all segments work fine without issues. But the game does suffer from doing too many things without doing any one of them really good and comes out somewhat boring as a result. I like that there is a theme going which makes the different gameplay tasks make sense but I wish the gameplay segments were more fleshed out and, optimally, were connected in such a way that they affected each other. Other than the story, there is no connection between any of the segments and they might as well be their own individual games.

Stick Together by Sora

Nice play on words there with the stick it theme. I liked the sword combat and the general look of things (though the graphics were apparently unfinished). It was cool that you could interact with stuff like the draw bridge and I can see how that could be expanded upon to utilize both players' abilities. It's a shame there's no goal to the game what I can tell because it could be really interesting if it was just finished. Right now I'd call it a neat demo but not much more. Oh, and it could be pretty awesome as a multiplayer game too. Almost like the Trine games.

Sticky Tanks by Bingdom

It's stylish, smooth and pretty addicting. I think there's a lot to praise with the game, like the clever AI and fancy physics. I like the idea of having things stick to your tank but the obstacles have way too much mass in my opinion as only a small tree or box is enough to significantly hinder your movement while providing little cover. Having tougher obstacles that weights less would increase the amount of strategical thinking and make it much more viable. Making the explosive barrels sticky was brilliant and made for a hilarious moment when I knew I was going to explode but couldn't stop it. I wish more objects were interactive like that, for example if you stuck a turret to the tank it should fire when I do.

STTTAT by Misty

I'm torn about this game; it's got some nice features and is impressive in scope but it also feels somewhat unfair. I did like the car physics, they felt realistic and it was satisfying to nail some of those turns. At the same time, for each successful turn, there were several that ended badly and I felt like the car skidded a bit too much, even when you tried to go slower or just make small turns (crappy tires?). Combined with a pretty slow acceleration and constant damage, no matter how fast or slow you hit a wall it quickly got frustrating. The zombies also added to this as while it, again, was satisfying to drive over them, it seemed almost random whether or not you'd take damage in the process (I guess it depended on if another zombie happened to stand next to the car at the same time). I think the game would have been more fun if zombies didn't slow you down to the same extent and if the car could take a bit more damage and take corners just a little better, even if that may not be as realistic.

(Also, there should probably be a quit button.)

SuperCharger by Siolfor the Jackal

I have mixed feelings about the game. I think the charge mechanic was well implemented and being able to charge different things was a fun twist. I'm not sure if switching modes was really that meaningful as you could easily have stuck both charge modes together and reduced the input complexity (I personally never used the air dodge at all). By having different charge meters for your weapon and jumping you could combine the two elements in more interesting ways as well, for example by introducing flying enemies which would have made the jump sections more interesting. The boss was a great example of how combining the two could work really well.

The graphics were pretty good, except for when they were single colored bars (ran out of time?). I think the gun would have been more satisfying if it actually moved with the body in the animations rather than flying statically. Also, where's that gelatinous theme reference that helps you move?

Swing me by Relic

The game was clever and surprised me, despite it's simple appearance there were some good though behind those puzzles and the game was challenging. I do think that the presentation of the game is overly simple and that it would have been better with "real" graphics and audio. Then again, if this was made in such a short time span I can see why you kept it simple. It was probably the right choice.

The game locked in an infinite loop at one time which forced me to restart it (I pressed one side against the pit wall in the second to last level while standing on the ground with the other joint).

'Tato Lazers by PugWizard101, Uskompuf

The game was certainly interesting and had a good amount of variety. I think you nailed the length of the levels as they got increasingly complex without getting too out of hand and ended before the level's twist got repetitive (maybe with the dual character level as an exception but since only the lower one could take damage it wasn't so bad). It's just a shame the ending didn't exist after having collected everything.

I think a way to make the game more fun is to tighten up the controls: right now the jumping felt a bit unreliable which is annoying in a platforming game. By allowing the player to adjust their jump height movement can be much smoother and if you experiment with the general movement speed I think you could get something more fast paced and action packed (just look at the Mario games, being able to run often makes navigating the levels more satisfying).

The Best Game Ever by Maximiliano

The game played alright and had a story that was entertaining but in many ways it felt like a mess. A minor thing was the graphics: while they looked good they also clashed with each other, which is a common problem when using a lot of stock assets. More importantly, the gameplay was kind of meh, mostly because of how the theme was incorporated. Thing is, the game doesn't really switch between genres as it switches between games: there is no correlation between them and no sense of progression in either one of them. The result becomes haphazard and dull because the mechanics aren't fleshed out enough and the challenge is missing. You could, for example go through the entire game without using the charge mechanic at all (you can't even use it in the car section). It'd be more interesting if the charge gave you advantages, such as powerful projectiles or jumping super high (in both the first and second level).

The Island by CodeManuPro

This game absolutely nails the presentation with superb audio-visuals and super smooth gameplay. The menu alone should have taken a significant part of the jam time which makes the fact that the game has so much content really impressive. I think the game is really well made: from the tutorial to the snappy and satisfying combat, every part has so much polish. There is a caveat though; while it works flawlessly, the crafting system kind of sucks, which is a big let down when everything else is so great.

My issue with the crafting system comes in two parts: the limited inventory space and the huge resource requirements. For the inventory, having only eight slots, four of which are already permanently occupied means you barely have room for crafting materials (if you follow the tutorial and pick up all the food and medicine it leaves you with -at most- two slots for materials which is incredibly little). Given how fast materials disappear on the ground it really isn't viable to swap things out either so you're kind of bound to lose a lot of stuff. This leads into the second problem, being how costly items are to craft. Combined with your limited inventory, the steep costs make objects near impossible to build: you'd likely run out of trees and rocks before getting close to constructing a base and just building a storage box takes at least an in-game day. It's at a point where crafting isn't viable and it drags down the experience. I think you could easily cut the cost with at least 75% and the game would be so much more enjoyable. Having said all that, I feel like I should point out that I still had fun playing, just not as much as I might have had.

The Uncompleted Gravitation Machine by K3llyll

The game isn't but does some mean things to the player which makes it a bit frustrating to play, even with good checkpoint placement. While the platforming mechanics are basic, they work well and gets the job done. There is a fair amount of variation in the obstacles too, which helps it feel fresh. There are a few really hard jumps, usually right before a checkpoint which can force you to redo a lot in order to try again. As a rule, don't put enemies, pits, etc. where the player has to jump but can't see what's beneath them as it's incredibly unfair (you want them to lose because they made a mistake, not punish them for having bad luck). I also wish there were a checkpoint before the last part where you hint at a path (with the purple blocks) that actually can't be taken. It's kind of the same situation as you see a seemingly intended design that is actually a trap, forcing you to redo the entire top row of the level.

Void Swarm by Nocturne

The game was really fun, polished and kept going for longer than I thought (though I hadn't expected a crash). I think you managed to do a lot with only a few types of enemies and could keep the game from getting stale. The ship building system (or squad building if you will) was fun to experiment with but the more expensive ships didn't feel powerful enough to justify their price (just buying a ton of cheap green ships seemed like a winning strategy). I think what made the game so engaging was the scrap collection system (they're cows, right?), as it created a much larger risk vs reward thinking and added a much needed layer of strategy to the game.

By the way, the game desperately needs to display its control scheme. Only after starting a second time did I learn how to use the focus and I never understood the flares. What was more awkward was that the Enter key restarts the game instead of confirming a menu option, which kind of sucks when you've just beaten a level (thankfully I pressed it after the first stage and not later).

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action number 1
of Alarm Event for alarm 1
for object obj_Control:

second index out of bounds request 0,10 maximum size is 1
############################################################################################
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HayManMarc

Member
36 down, 0 to go. ALL DONE!!
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First place
Sticky Tanks by @Bingdom

Well, that was fun. Tank control seems slightly too loose, but doesn't take away from the experience. This was the last game on my list to play and review. I guess good things come to those who wait. Just straight-up fun to be had with this game. Well done, Bingdom! #1

Second place
Last Convoy by @Kahrabaa

Had a lot of fun once I figured out how to make units. Altho, it might have been too easy. Still, really cool game, all around. I really like this type of game, especially when I don't have to micro-manage the units.

Third place
Void Swarm by @Nocturne

Wow! You really get your quarter's worth with this one. Lots of fun, but was disappointed when I didn't see my “final score”. :) Still, really cool.

Best use of Theme: I Fell by Snail Man
Best Concept: Screens by TehPilot
Best Presentation: The Island by CodeManu
Best Story: Hidden Bullet by GVmG (Studio Rainfall)

Other Bests:
Best Ninja: Charge Up You Tiny Ninja by Mocgames998
Best Robot: Smooth Robotics by Micah_DS
Best Castaway: The Island by CodeManu
Best Potato: Spud Pump by GameDevDan
Best Flower Power: Not The Bees by Shadow_Lancer
Best Gears: Swing Me by Relic
Best Grampa: FarmSim by Gravedust

Full Ranking:
  1. Sticky Tanks by Bingdom
  2. Last Convoy by Kahrabaa
  3. Void Swarm by Nocturne
  4. Rocketeer Inc. by FrostyCat
  5. Not The Bees by Shadow_Lancer
  6. Energized! by NightFrost
  7. Less Than 3 by The M
  8. Robot Ranchers by Pere, Tadashibashi, Fausto
  9. Screens by TehPilot
  10. I Fell by Snail Man
  11. Blade Of Light by JacobV, Alice, parmesano
  12. The Island by CodeManu
  13. Caves And Lasers by Mercerenies
  14. Hidden Bullet by GVmG (Studio Rainfall)
  15. FarmSim by Gravedust
  16. Smooth Robotics by Micah_DS
  17. MisuWare by Misu
  18. Stick Together by SoraNgin
  19. Starship Skedaddle by H3ADL3SS
  20. AEGIS by VagrantWhaleGames
  21. Spud Pump by GameDevDan
  22. The Best Game Ever by Maximiliano
  23. SuperCharger by Siolfor the Jackal
  24. Defend and Collect by Dr. Wolf
  25. Charge Up You Tiny Ninja by Mocgames998
  26. Charged Bullets by Michael McMullen
  27. Swing Me by Relic
  28. Cavern Business Balloon by Otyugra
  29. Prism Palace by Curato
  30. STTTAT by Misty
  31. Crank It Up by Mercerenies
  32. (!!!) by Triangle
  33. Base Camp by WOKET_MAKER
  34. 'Tato Lazers by PugWizard101, Uskompuf
  35. The Uncompleted Gravitation Machine by K3llyll
  36. SlimePrince by Oyakiiv

Reviews:
(!!!) by @Triangle
I tried it out for a little while, but I couldn't play it for very long. The jump was really high and seemed too floaty. It seems too easy to be killed, and it was very unforgiving, making you start the level completely over. Also, I didn't know what I was supposed to be doing, my objective. The mouse (aiming and shooting) wasn't working. The graphics were okay, but lacked some consistency (tiles vs. characters). This all sounds really negative, but these are the things that really stood out and affected my experience and should be taken as constructive criticism. On a positive side, I didn't experience any game-breaking errors. The game seems like it was made by a person somewhat new to gamedev. If so, it's a very good start and you should feel good about what you have accomplished.
AEGIS by @VagrantWhaleGames
Kinda neat. I beat both difficulties. Would have been better if the selection icons were bigger – I had a hard time seeing what was selected for building.
Base Camp by WOKET_MAKER
I don't know how to control this game. There are no instructions. Also, I'm only one person and can't play both players. Sorry, I didn't play for very long and don't have much to say about it.
The Best Game Ever by @Maximiliano
Seems like an okay game. Super easy, but I did die a few times because of clicking outside the window and losing the open game to the taskbar. Even in full screen, since I have two monitors, the mouse would go off screen on the right side sometimes and get clicked outside the game window.
Blade Of Light by @JacobV, @Alice, parmesano
Pretty cool stuff, here. The game got too hard for me after the first save point. But don't worry, I'm not much of a gamer. The game looked great and responded well. Nice job.
Cavern Business Balloon by @Otyugra
I gave this a couple tries, but I wasn't able to really figure it out. I wasn't ever sure if I was going thru some of the blocks, or if the collision code wasn't working, or if I could change depths...? Also, I didn't really like the full-grid movement. The graphics were pretty good.
Caves and Lasers by @Mercerenies
Typical Mercerenies banter – I loved it! Nice puzzler, but I got to a level that either totally stumped me or was impossible. Either way, good job. Enjoyed the music. The art wasn't too impressive, but looked fine and did the job.
Charge Up You Tiny Ninja by @Mocgames998
Couldn't play it with the keyboard, and using the mouse to push the buttons just wasn't working for me. Not a big fan of this style of game anyway. Interesting experiment, but in my opinion, not a good choice for a jam game. At least, in the way it was executed. Sorry for being a debbie downer, now I feel bad. :(
Charged Bullets by @Michael McMullen
I couldn't play it very well. The turn radius was to large and I couldn't get the ship to go where I wanted it to. Also, the charge time seemed too high, especially when I missed. I pretty much ragequit in less than a minute, sorry.
Crank It Up by @Mercerenies
Wow – after about 40 seconds I so never wanted to play this again. Lol! No offense, I appreciate the time spent programming it. I just had no desire to move my mouse around in circles, especially when I couldn't see where the cursor was very well.
Defend And Collect by @Dr. Wolf
Seems like a run-of-the-mill tower defense, but I only played the first level. Might be better if you could control the move-about ship better. The menus and options were outrageous - - pretty overkill for a jam game. After clicking the 'quit' button, the game froze and I had to use the task manager to force-quit.
Energized! by @NightFrost
I'm usually not very big on puzzle games, but I sure enjoyed this one. Very easy to understand – you can jump right in and start playing. I found it especially fun to try to get the bonus blocks. Nice trade-off of points vs. time - - do I go for bonus blocks or faster times? The music was nice and mellow puzzle music. The sound effects were adequate, but could use a little effort to be top notch, imo (but that's being pretty picky). I never let the timer run out to know, but I think it would be a good idea to let the player play the level out to completion if they wanted to. Anyway, thanks for an enjoyable experience!
FarmSim (Farmor) by @Gravedust
I made it to day 1 with $147.20. Lol – sorry grampa. Pretty cool game, but the farming aspect was a touch tedious. And I never did feel comfortable enough to try to change weapons. Probably just not my cup of tea. (Also, I'm not much of a gamer anyway.)
Hidden Bullet by Studio Rainfall (@GVmG)
Well, that sucked. I was so looking forward to more gameplay. Great story telling and excellent music choices. Graphical effects were great, but the game sprites themselves, though they were fine, seemed lacking in comparison. Fun little experience, even without the gameplay. (One little note: When the enemy ships came onscreen, I went to shoot them and inadvertently advanced the dialogue several clicks, causing me to miss some of it.)
I Fell by @Snail Man
Interesting music choice. The animation of the character movement was nice. I really liked the two different movement mechanics. The game was pretty neat up until this one level, when trying to reach the top using some long-winded sideways moving blocks, I kept falling back to the bottom over and over – made me ragequit in frustration. Not my cup of tea, I guess, but it still seemed like a nice, well made game, nonetheless.
The Island by @CodeManu
Pretty neat little game. I really liked the walking animation. Tutorial help along the way was great, but seemed late most of the time. I died before I was able to build anything. I think the game just happens too fast for the first-time player. Cool stuff here, tho.
Last Convoy by @Kahrabaa
Had a lot of fun once I figured out how to make units. Altho, it might have been too easy. Still, really cool game, all around. I really like this type of game, especially when I don't have to micro-manage the units.
Less Than 3 by @The M
Holy cow, some instructions would have been nice...but I figured it out in about 2 minutes. ;) Pretty cool, but rather tedious, at first. Music selection worked well. Sound effects were fine. Graphics are superb. Game mechanics and user interface are awesome. Wished I could fullscreen – kinda small on my monitor. After playing a little longer, the tediousness died away a bit and turned into a casual-type of puzzle game. Pretty fun, actually – another puzzle game I enjoyed. I could not figure out this level, tho...
MisuWare by @Misu
I'm not a speed-reader, so this game frustrated me sometimes. Also, switching from WASD to arrows kinda sucked. Controls should be a bit more uniform. The rest of it seemed okay, for the most part.
Not The Bees by @Shadow_Lancer
Pretty awesome, Shadow_Lancer! Relaxing and enjoyable. Maybe have some kind of bonus for travelling larger distances. Music was perfect. Art was excellent. Lack of SFX was a good choice, imo.
Once Upon A Time In Outer Space by HayManMarc
WTH?? Who made this sorry rubbish? It's not even a game. Just a tiny bit of stuff happening with a guy running around. Don't quit your day job, bro. (Neat pixel art, tho.)
Prism Palace by @curato
The game starts and nothing happens. I'm on my own to try to figure out what to do and why. After punching a bunch of keys on the keyboard, I start clicking around with the mouse. I finally click on one of the (what I would discover to be the) character selection icons and discover how to move. After fumbling around like an idiot in the dark, I finally manage to grasp the concept of the game. A few lines of instructions would have saved so much frustration, as by now I'm a bit annoyed with the game. I didn't like the way the characters ran into walls – if they were grid-aligned, like pacman in the maze, it would have been much easier to control. Not a horrible puzzle game, but the two puzzles were relatively straight-forward and easy to solve, and the overall experience wasn't that pleasant, tbh. The graphics weren't the best, but they weren't awful either. Understandable since they were premade, open-source resources. All in all, kudos for a complete, well-programmed game, but it seemed like it just needed a little bit more to it.
Robot Ranchers by @Pere, Tadashibashi, Fausto
It was pretty fun until I was constantly losing my window because I clicked outside its borders. I think that's my only complaint. Really well-built game! Especially liked being shown how to play along the way.
Rocketeer Inc. by @FrostyCat
Pretty fun game. Liked the music – reminded me of the good ol' Command and Conquer.
Screens by @TehPilot
Pretty amazing as always, Pilot! Liked the way you combined some of the minigames. Sprites and textures weren't too impressive, but the graphical effects were pretty awesome. More of an ending instead of being so abrupt would have been a little nicer, too. All around tho, nice game of games.
SlimePrince by @Oyakiiv
Not sure what's going on here. I blobbed over and made a chicken disappear after an excruciatingly uneventful, long amount of time. A little blob disappeared – not sure why.
Smooth Robotics by @Micah_DS
This was extremely hard for me to get the hang of. In fact, I never did. But what I saw seemed pretty cool. Nice graphics. The info dump at the beginning was a bit harsh – better to spread that into gameplay. Nice game making, here.
Spud Pump by @GameDevDan
First of all, potatoes don't have human-like eyes. And the mouth didn't stay in position, it moved around like it wasn't even attached. Also, the second mouth shape was upside down. Finally, potatoes don't float in the air like that. What the he!!, man?? Are you even game developer?? My slowest time was 197.93 secs. Awesome gas pump, tho. ;)
Starship Skedaddle by @H3ADL3SS
That was kinda weird, but I made it to the hideout. A little help on level 1 saying where the ship was located would have been nicer. “Run to your ship” wasn't enough and made me feel lost. Even if that was intended, it should have been stated with something like, “You're lost from your ship! Run and find it, quickly!” At least then, I would have known. The “Find the key” level was similar, making me guess if I actually had the key or what. It was confusing, altho I fumbled thru the level anyway. Not a perfect entry, but not that bad either.
Stick Together by @SoraNgin
Pretty cool idea, but sorely unfinished. (Trust me, I know the feels.) I didn't really like the “shoot the switch” functionality of the drawbridges. Should be a button press, or some such, imo. Keep going, man! I'm following your WIP thread.
Sticky Tanks by @Bingdom
Well, that was fun. Tank control seems slightly too loose, but doesn't take away from the experience. This was the last game on my list to play and review. I guess good things come to those who wait. Just straight-up fun to be had with this game. Well done, Bingdom! #1
STTTAT by Misty
Some of it was okay, and other parts were garb. I don't have much more to say about it.
SuperCharger by @Siolfor the Jackal
Not as great as the Retro Wheelchair Warrior from a past jam by any stretch, but acceptable. Looks like only one level, and not much for content. I killed all the bad guys, but couldn't figure out how to progress to the next level. Maybe there wasn't a next level because you ran out of time? (Reminds me of my submission. Lol) Better luck next time. :)
Swing Me by @Relic
That turned into a better puzzler than I thought it would be. But, to be honest, it got a bit tedious. I made it to the level with the single blocks in the air before I gave up. Perhaps some music and sound and some background would hold the interest better? Dunno. (Forcing fullscreen without an exit cue isn't great. Luckily, ESC worked.)
'Tato Lazers by PugWizard101, @Uskompuf
I made it thru the red and yellow levels, but the other two got too frustrating for me. Not my cup of tea, I guess. The double character idea of the brown level was a neat idea, but I seemed to be killed by a red block sometimes and sometimes not. I couldn't understand it. Then, when I tried the white level, again, the underwater and air level idea was good, but failing to jump the bad guy in the tiny space was the last straw and made me ragequit. The movement seemed slow and the jump seemed too floaty for my tastes, and the art seemed inconsistent and amateurish. These are a lot of criticisms and may seem harsh, but it is not my intention to be mean. Just pointing out what I noticed. On the positive side, I didn't experience any errors.
The Uncompleted Gravitation Machine by @K3llyll
Extremely hard. Only made it to the first checkpoint, then ragequit shortly thereafter. Lol – sorry. :p
Void Swarm by @Nocturne
Wow! You really get your quarter's worth with this one. Lots of fun, but was disappointed when I didn't see my “final score”. :) Still, really cool.
 
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M

Misu

Guest

Now this is a story all about how my reviews got twist and turned upside down.
Now I like to take a minute and sit right here, and tell you how I became a voter of a forum called GMC... (eh...)

Anyway Im voting again now that I finally submitted an entry after a year and a half without submitting something.

As usual... I will continue to update this post.

TOP 3
1. Sticky Tanks by Bingdom
2. Blade of Light by JacobV, Alice, Parmesano
3. Void Swarm by Nocturne

Best Of Theme:
Sticky Tanks by Bingdom

Best Of Concept:
Screens by TehPilot

Best Of Presentation:
Blade of Light by JacobV, Alice, Parmesano

Best Of Story:
Hidden Bullet by Studio Rainfall

Best Of DevLog:
Caves and Lasers by Mercerenies

Best Of Gorgonzola Sandwish in a Croissant:
Cavern Business Balloon by Otyugra

<--------------------------------------------ALL RANKS
1. Sticky Tanks by Bingdom
2. Blade of Light by JacobV, Alice, Parmesano
3. Void Swarm by Nocturne
4. Smooth Robotics by Micah_DS
5. The Island by CodeManuPro
6. Screens by Tehpilot
7. Rocketeer Inc. by FrostyCat
8. FarmSim by GraveDust
9. Caves and Lasers by Mercerenies
10. Robot Ranchers by Pere, Tadashibashi, Fausto
11. Less Than 3 by The M
12. SuperCharger by Siolfor the Jackal
13. Energized! by NightFrost
14. Starship Skedaddle by H3ADL3SS
15. The Best Game Ever by Maximiliano
16. I Fell by Snail Man
17. Charged Bullets by Michael McMullen
18. Charge Up, You Tiny Ninja! By Mocgames998
19. Not the Bees by Shadow_Lancer
20. Prism Palace by Curato
21. Last Convoy by Kahrabaa
22. STTTAT by Misty
23. Spud Pump by GameDevDan
24. Hidden Bullet by Studio Rainfall
25. Base Camp by WOKET_MAKER
26. The Uncompleted Gravitation Machine by K3llyll
27. Stick Together by Sora
28. Defend and Collect by Dr. Wolf
29. (!!!) by Triangle
30.Once Upon A Time In Outer Space by HayManMarc
31. Cavern Business Balloon by Otyugra
32. AEGIS by VagrantWhaleGames
33. Swing Me by Relic
34. Crank It Up by Mercerenies
35. ‘Tato Lazers by PugWizard101, Uskompuf
36. SlimePrince by Oyakiiv

<--------------------------------------------The Scores of Course!
Screens by TehPilot

Theme: 10

Concept: 10

Gameplay: 8

Artwork: 8

Audio: 9

Purpose/Story: 8

TOTAL: 53 / 60


Caves and Lasers by Mercerenies

Theme: 9

Concept: 7

Gameplay: 8

Artwork: 7

Audio: 8

Purpose/Story: 10

TOTAL: 49 / 60


Charged Bullets by Michael McMullen

Theme: 7

Concept: 8

Gameplay: 7

Artwork: 9

Audio: 2

Purpose/Story: 9

TOTAL: 42 / 60


AEGIS by VagrantWhaleGames

Theme: 1

Concept: 4

Gameplay: 2

Artwork: 4

Audio: 5

Purpose/Story: 1

TOTAL: 17 / 60


Crank It Up by Mercerenies

Theme: 3

Concept: 5

Gameplay: 3

Artwork: 2

Audio: 0

Purpose/Story: 2

TOTAL: 15 / 60


FarmSim by GraveDust

Theme: 4

Concept: 9

Gameplay: 8

Artwork: 10

Audio: 10

Purpose/Story: 10

TOTAL: 51 / 60


‘Tato Lazers by PugWizard101, Uskompuf

Theme: 3

Concept: 3

Gameplay: 3

Artwork: 3

Audio: 0

Purpose/Story: 2

TOTAL: 14 / 60


Charge Up, You Tiny Ninja! By Mocgames998

Theme: 4

Concept: 8

Gameplay: 4

Artwork: 9

Audio: 7

Purpose/Story: 9

TOTAL: 41 / 60


Smooth Robotics by Micah_DS

Theme: 9

Concept: 9

Gameplay: 8

Artwork: 10

Audio: 9

Purpose/Story: 10

TOTAL: 55 / 60


Defend and Collect by Dr. Wolf

Theme: 3

Concept: 4

Gameplay: 4

Artwork: 5

Audio: 2

Purpose/Story: 3

TOTAL: 21 / 60


The Island by CodeManuPro

Theme: 7

Concept: 9

Gameplay: 9

Artwork: 9

Audio: 10

Purpose/Story: 10

TOTAL: 54 / 60


Cavern Business Balloon by Otyugra

Theme: 5

Concept: 6

Gameplay: 2

Artwork: 5

Audio: 0

Purpose/Story: 2

TOTAL: 20 / 60


Robot Ranchers by Pere, Tadashibashi, Fausto

Theme: 3

Concept: 9

Gameplay: 8

Artwork: 10

Audio: 9

Purpose/Story: 9

TOTAL: 48 / 60


The Uncompleted Gravitation Machine by K3llyll

Theme: 0

Concept: 6

Gameplay: 9

Artwork: 1

Audio: 0

Purpose/Story: 8

TOTAL: 24 / 60


The Best Game Ever by Maximiliano

Theme: 9

Concept: 7

Gameplay: 7

Artwork: 10

Audio: 0

Purpose/Story: 10

TOTAL: 43 / 60


SuperCharger by Siolfor the Jackal

Theme: 9

Concept: 6

Gameplay: 7

Artwork: 7

Audio: 6

Purpose/Story: 9

TOTAL: 44 / 60


Spud Pump by GameDevDan

Theme: 9

Concept: 1

Gameplay: 3

Artwork: 9

Audio: 9

Purpose/Story: 2

TOTAL: 33 / 60


Blade of Light by JacobV, Alice, Parmesano

Theme: 8

Concept: 10

Gameplay: 9

Artwork: 10

Audio: 10

Purpose/Story: 10

TOTAL: 57 / 60


Not the Bees by Shadow_Lancer

Theme: 7

Concept: 4

Gameplay: 5

Artwork: 9

Audio: 7

Purpose/Story: 7

TOTAL: 39 / 60


Once Upon A Time In Outer Space by HayManMarc

Theme: 2

Concept: 4

Gameplay: 3

Artwork: 7

Audio: 5

Purpose/Story: 0

TOTAL: 21 / 60


Starship Skedaddle by H3ADL3SS

Theme: 8

Concept: 8

Gameplay: 8

Artwork: 6

Audio: 7

Purpose/Story: 6

TOTAL: 43 / 60


Less Than 3 by The M

Theme: 7

Concept: 6

Gameplay: 7

Artwork: 7

Audio: 10

Purpose/Story: 8

TOTAL: 45 / 60


STTTAT by Misty

Theme: 2

Concept: 4

Gameplay: 6

Artwork: 6

Audio: 7

Purpose/Story: 9

TOTAL: 34 / 60


(!!!) by Triangle

Theme: 2

Concept: 2

Gameplay: 3

Artwork: 3

Audio: 5

Purpose/Story: 5

TOTAL: 20 / 60


Prism Palace by Curato

Theme: 6

Concept: 8

Gameplay: 5

Artwork: 6

Audio: 6

Purpose/Story: 5

TOTAL: 36 / 60


Energized! By NightFrost

Theme: 2

Concept: 6

Gameplay: 10

Artwork: 8

Audio: 9

Purpose/Story: 9

TOTAL: 44 / 60


Last Convoy by Kahrabaa

Theme: 6

Concept: 4

Gameplay: 4

Artwork: 5

Audio: 9

Purpose/Story: 7

TOTAL: 35 / 60


Sticky Tanks by Bingdom

Theme: 10

Concept: 10

Gameplay: 10

Artwork: 10

Audio: 10

Purpose/Story: 10

TOTAL: 60 / 60


SlimePrince by Oyakiiv

Theme: 1

Concept: 2

Gameplay: 1

Artwork: 2

Audio: 0

Purpose/Story: 0

TOTAL: 6 / 60


Void Swarm by Nocturne

Theme: 8

Concept: 10

Gameplay: 9

Artwork: 10

Audio: 10

Purpose/Story: 9

TOTAL: 56 / 60


Stick Together by Sora

Theme: 2

Concept: 5

Gameplay: 4

Artwork: 5

Audio: 4

Purpose/Story: 2

TOTAL: 22 / 60


Base Camp by WOKET_MAKER

Theme: 3

Concept: 4

Gameplay: 3

Artwork: 4

Audio: 7

Purpose/Story: 7

TOTAL: 28 / 60


Rocketeer Inc. by FrostyCat

Theme: 7

Concept: 9

Gameplay: 10

Artwork: 9

Audio: 9

Purpose/Story: 9

TOTAL: 53 / 60


Hidden Bullet by Studio Rainfall

Theme: 1

Concept: 3

Gameplay: 1

Artwork: 8

Audio: 8

Purpose/Story: 10

TOTAL: 31 / 60


Swing Me by Relic

Theme: 0

Concept: 2

Gameplay: 6

Artwork: 3

Audio: 0

Purpose/Story: 4

TOTAL: 15 / 60


I Fell by Snail Man

Theme: 4

Concept: 8

Gameplay: 8

Artwork: 6

Audio: 6

Purpose/Story: 10

TOTAL: 42 / 60

 
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T

Triangle

Guest
TOP 3:

1 - I Fell by Snail Man
- I was consistently shocked while playing this as to how anyone could create something that had both such impressive mechanical coherence and long runtime in just 72 hours. Having the very same classic platforming elements - jump pads, platforms, and such - become enemies was a surprisingly fresh mechanic that balanced out the platforming well; having to plan for combat immediately after successfully platforming to the objective kept me on my toes and prevented the game from becoming repetitive - I completed the entire game and didn't feel cheated at all. I Fell succeeded at what my entry merely attempted - creating a well rounded and interested game from simple core mechanics. This game plays more like an early version of a commercial game then a contest entry, and I believe that warrants first place.

2 - Caves & Lazers by Mercenaries - This was the first entry I played, simply because Mercenaries's entry was above mine on the game page and I thought I'd try it out after I finally got my file upload done. I spent more time playing this game then any other - even I Fell - because I insisted on completing it even though I had no idea what I was doing. Caves And Lazers was worth beating my head against a wall for, though - it's an extremely well put together game that exudes a real understanding of what makes a puzzle game good. The levels are small and the game only uses a few elements - obstacles which are breakable or movable, the objectives, pits, explosives, and powerups - which means that every solution is based around creativity rather then brute repetition. It has something to the effect of 20 levels, and there is much more variety then you'd expect. I enjoyed this game and think it also represents one of the most well-rounded entries to the contest, and I believe that warrants second place.

3 - Last Convoy by Kahrabaa - In contrast to my first two picks for top 3, I feel that Last Convoy represents the best aesthetic experience rather then the best mechanical experience. The music and audio is good and sets a stressful tone and pace, the menus and GUI is crisp and utilitarian, and all over the game you can see the creator's attention to detail: tanks make tread marks on the ground where they've been, infantry units can be run over by both tanks and the main vehicle, infantry will duck out around the side of the vehicle to shoot at enemies they aren't facing, and lots of little things like that. But most of all, the idea of a game where you micromanage soldiers marching alongside a massive tank and defending it from monsters while rescuing and arming civilians with a helicopter is simply fantastic. It's hectic, it makes you nervous, and you feel vulnerable - it's just about the best possible situation for an on-rails style game. Though the gameplay itself was somewhat lacking and repetitive, and easy to cheat around, it was fun to play through nonetheless and I believe that warrants third place.

And also - congratulations to everyone else! I've been busy and only able to write up these top 3, so I regret that I can't acknowledge some other games properly, but I enjoyed nearly every game I played and was consistently impressed with the ingenuity and creativity of everyone involved. Good luck to all!
 
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Maximiliano

Member
Same here

EDIT: Finished playing through 10 games. This is going to take longer than I had thought.

EDIT2: Finished playing all the games. It's really hard to choose from so many great games.

Reviews

Top 3:

1 - Screens by TehPilot
I loved the concept of this game. It was fun to play and figure out the puzzles. If it were a full blown game I would consider buying it.

2 - Blade of Light by JacobV, Alice, parmesano
I really enjoyed the way the game feels. Dashing around and doing a charged attack feels satisfying somehow.

3 - Rocketeer Inc. by FrostyCat
It's one of the games I spent the longest playing. I can see myself spending hours on this trying to beat my best.

Best ofs:

Best use of Theme: Screens by TehPilot
Best Concept: Screens by TehPilot
Best Presentation: The Island by CodeManuPro
Best Story: Caves and Lasers by Mercerenies

Honorable mentions (in no specific order):
I'm probably missing a bunch of games in this list that I really enjoyed but otherwise this list would be huge. There were really a ton of great games.
FarmSim by Gravedust
The Island by CodeManuPro
Both great games, both too hard. Either one could have been in the top 3 if they were a bit easier.

Caves and Lasers by Mercerenies
Great game with fun puzzles and a good story.

Swing me by Relic
Another great puzzle game. Graphics and a few issues with collisions kept it from being in the top 3.

Not The Bees by Shadow_Lancer
This game is gorgeous to look at. It puts you in a zen like state. Very relaxing. I just feel like it's not really a game in the state it's in.

I Fell by Snail Man
This game was a serious contender for the top 3. Graphics could be nicer and there's a few thing that could be fixed in the level designs but I really liked it.

Last Convoy by Kahrabaa
Another great game that could have easily been in the top 3. It's only missing some form of tutorial and more variety in enemies and units.

Less Than 3 by The M
Awesome puzzle game. I'm just not very patient having to repeat the puzzle to calculate distances, though I understand why it's a part of the game that makes it fun. Maybe there could be some sort of grid that shows you how much a piece would move in each unit of time.

Robot Ranchers by Pere, Tadashibashi, Fausto
If it had a nice title screen and a bit more content it would be in the top 3.

Comments:
They were more for myself while playing the games and to recall what each game was about. If anyone wants a more detailed comment let me know.
(!!!) by Triangle

I don't know what the theme was. The game was alright. The jumping was kinda weird and sometimes it wouldn't jump at all if you were too close to a wall. The game gets fun after picking up the shotgun.
The turrets can shoot at you from offscreen, which means you have to shoot and pray that you'll hit them.

AEGIS by VagrantWhaleGames

I guess the theme is charging up?
The game is way too easy even on worthy. Just build a barracks and you win.
The tutorial doesn't look bad but the actual game has pretty bad graphics.

Base Camp by WOKET_MAKER

I'm guessing the theme is stick together. It would be nice to have some instructions. I don't know how to shoot with the second character.
It's very hard to play by yourself.

Blade of Light by JacobV, Alice, parmesano

Really like the hyper light drifter style of the game. It takes a while to get used to the controls but afterwards it's very fun dashing into a group of enemies an killing everything with one hit.

Dashing through lamps makes them dissappear.

The only thing I'm not liking so far is having to dash back all the way to a shrine to heal. Maybe a shrine could appear at the end of each area after defeating every enemy. The final boss (I think) is too hard. Escpecially when it starts dashing none stop.

EDIT: After more time playing, nope. After you defeat Venera, you get to fight a new, and even harder boss. I still enjoyed the game, though.

Cavern Business Balloon by Otyugra

I don't understand... You're a balloon that goes up a cave, get's things along the way, sells them, and then the game ends.

Caves and Lasers by Mercerenies

Great story with some really great puzzles. Took me a while to figure out level 8. The talking armour is also really good at pointing out the themes of the game. I really enjoyed it.

Charge Up, You Tiny Ninja! by Mocgames998

It's really hard to read the text on the screen.
Even after reading the instructions I don't understand how to deflect the bombs. It seems as if randomly decides to deflect them or not.

Charged Bullets by Michael McMullen

The controls are kind of hard. You have to aim past the dots in order to get them, other wise the ship circles around.
It's hard to aim at enemies because it also makes you move towards them (that's not necessarily a bad thing).
I'm loving the sound effects. I would play it again just to hear them.

Crank It Up by Mercerenies

Buy a human, leave the game running, ???, profit!

Defend and Collect by Dr. Wolf

Crashed before launching. Crashed the task manager. Had to restart computer. I couldn't get it running so I really can't rate it.

Energized! by NightFrost

It's a puzzle game, basically connect the pipes.
Very simple graphics but looks great.

FarmSim by Gravedust

This game is great. I'd be surprised if it doesn't win the game jam. It looks great, it feels great to move around, and the story is quite funny. I like the combination between the two genres.

The difficulty is way too high, at least for me. I can't get past the first night.

Hidden Bullet by Studio Rainfall

It has a good story but way to much text. It's 5 minutes of text, followed by about a minute of playing followed by 5 more minutes of text. I just wanna blow up some ships, I don't want a lecture old man.

I Fell by Snail Man

Original idea.
Not the greates graphics.
Nice music, and sound effects. The son reminds me of Left 4 Dead
It's a bit annoying having to wait for platforms to come back after falling off. Also having to go back multiple rooms to get recharged.

Last Convoy by Kahrabaa

Looks pretty good. It took me a while to figure out how to play. To make units you have to click on the tank. It's quite hard even on easy.

Less Than 3 by The M

Interesting puzzle game. Give instructions to the things in the level to join the 2 heart pieces. I enjoyed it.

MisuWare by Misu

I like the graphics and the idea behind the minigames, but some of the games are impossible to beat no matter what you do. That makes it frustrating to play.


Not The Bees by Shadow_Lancer

It looks very good and it plays great. With a bit more content and things to do it could be an interesting game.

Once Upon A Time In Outer Space by HayManMarc

I really like the pixel art but there's really no objective in the game.

Prism Palace by Curato

Graphics aren't great, especially the title screen. The puzzles are okay but they're way too short, only two puzzles. Would have liked a couple more.

Robot Ranchers by Pere, Tadashibashi, Fausto

Really fun, love the pixel art. I would definitely continue playing it if it were longer.

Rocketeer Inc. by FrostyCat

I love the aesthetics of the game and the game itself. I got hooked instantly.

Screens by TehPilot

Yo dawg I heard u like games so I put a game in your game so you can game while you game!

I enjoyed it. Loved the art style, and the games inside the game, and how they interacted with each other.

SlimePrince by Oyakiiv

The graphics are bad (especially the background). I don't understand what I'm meant to do after defeating the dog.

Smooth Robotics by Micah_DS

Powerbot dies as soon as he gets close to the second enemy and I have no way of getting there before him without dying. I'm probably not smart enough to realize how to beat it.
It's a shame because the game looks very good and the ball mechanic is interesting.

EDIT: So it turns out I was right... I wasn't smart enought to figure it out. Now that I know that holding the jump key while in the updraft makes you go up I was able to beat that part. The game is still very challenging right from the start, before the player has been able to master the mechanics.

Spud Pump by GameDevDan

I'm not really sure I can call it a game. You pump a potato until it blows up and you get to see how long it took you to do it.

Starship Skedaddle by H3ADL3SS

Presentation is hard to decide... Great cutscenes. In level 1 it's hard to tell ground apart from walls. Level 2 looks great as well.


Stick Together by Sora

Game is kind of clunky. I really liked the hand drawn style but it was inconsistent. The swordman would change into a pixelated character when moving and back to handdrawn when attacking. Some more variety in enemies would have been nice and maybe an end game.

Sticky Tanks by Bingdom

It's a fun game. The handling was a bit weird, though.

STTTAT by Misty

The handling of the truck doesn't feel good. It's feels as if the truck was way too heavy. I can't get past the part where you have to protect the house from the bazillion zombies.

SuperCharger by Siolfor the Jackal

Pew Pew... Pew Pew Pew!
Three minutes into the game I tried to change between jumping mode and shooting mode while fully charged and the character stopped responding to my input. Oops!

The controls mapping is unconfortable. I wish I could change the jumping, shooting, and mode change keys.

Swing me by Relic

Puzzle game with a unique mechanic. It needs a little polishing but it has a lot of potential. It's the kind of game that I would definitely play on my phone while waiting for a train or at the doctor's office.

'Tato Lazers by PugWizard101, Uskompuf

I think the game is about a hot dog. You go into rooms and pick up bread crumbs (You can tell because in the left corner there's a counter that goes up with the word crumbs on it). I'm not sure what I'm meant to do. Some instructions would be nice.

The graphics are all over the place. It's hard to tell whats going on in the screen at times. And the game is crazy hard.

The Island by CodeManuPro

It's a 2d survival game. Collect resources to build stuff. It took me a while to figure out that when you put a building down you're not actually building it. You have to fill it up with the items it says afterwards. I'm not sure what the thing next to the food is. I can't believe this was made in 72 hours.

The game is extremely hard and frustrating. I can't even survive the first night. Enemies take too many hits to kill and spawn in huge numbers. Buildings take too many resources to make. If it were a bit easier I'd be totally hooked on this game.

The Uncompleted Gravitation Machine by K3llyll

It's ridiculously hard. There's pretty much zero graphics except for the checkpoints. The controls are kind of clunky as well. Sometimes when you land you automatically jump again if you're still pressing the jump key.

Void Swarm by Nocturne

A nice space shooter. Move with WASD and shoot with shift or spacebar. Don't know if I'm missing something more.
When you destroy ships they drop scrap which you can use to buy more ships. Very nice presentation.
 
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M

Misty

Guest
My reviews (First reviews is best reviews)

Reviews

(okay, adding the priority order, rubs fingers together maniacally)
Top 3:
Best Game: Mercenaries
...
Worst Game: Mercenaries
...
<none>
...
Best ofs:
Best use of Theme: ...
Best Concept: ...
Best Presentation: ...
Best Story: ...
Best Devlog: ...
Full ranking:
1. Caves and Lasers (Mercenaries) - Because it is a relief to see a puzzle game that isn't garb.
2. I fell (Snail Man) - Because a solid platformer with no flaws. High gameplay value.
3. Blade of Light (Alice, JacobV, parmesano) Combat seemed solid, sort of like Devil May Cry.
4. The Bees - No idea if good, but the graphics are great and my gut tells me it is good.
5.
6.
7.
8.
Comments:
(!!!) by Triangle
The gameplay feel of this was good, however, the physics were sticky and bad. I could deal with the bad physics, however, the graphics were kind of bad and did not make me feel the want to explore. One of the things Metroid has going for it is a kind of ambience and graphics, to make exploring fun. When the graphics are bad, it just does not feel fun to want to explore.
Gameplay wise, one of the enemies laid a fire oval that killed me instantly when I touched it, giving me an excuse to give up on the game.
75/100 C

AEGIS by VagrantWhaleGames
Dunno. N/A. 0ish but not sure.

Base Camp
by WOKET_MAKER
Good story, good music, bad graphics and gameplay. Moving on...
2: F

Blade of Light
by JacobV, Alice, parmesano
Gud. 9.6/10 A

Cavern Business Balloon
by Otyugra
Meh. 1/10. Next.

Caves and Lasers
by Mercerenies
A cute and truly cerebral puzzle game. Kind of reminded me of BlockDude from the ti83, or Hocus Pocus. Nothing really bad to say about this game, it has original gameplay, cute graphics, and focuses on the essentials of making a game good. The funny story, just makes you want to keep playing, more and more. The puzzles do not seem random, or luck-based, but deliberate. Anyway, I had to give up on this game, I was stumped.
There is one problem with this game, the holes look the same as shadows which is kind of confusing.
97/100 A+

Charge Up, You Tiny Ninja!
by Mocgames998
Critique 1: Tiny font, hard to read. Critique 2: A key is down button, down button is Z? Why? Critique 3: Why is right key on the opposite side of the keyboard?
Gameplay: It is pretty hard to deflect and you have to time it when the bomb is already inside you. Deflecting is lackluster and the bomb simply dissapears, rather than animating away from you. Overall, the game was just not fun to play.
50/100 E-

Charged Bullets
by Michael McMullen
bad but smooth. ship dont turn fast enough. 4/10

Crank It Up
by Mercerenies
Game is garb. 0/10. Next.

Defend and Collect
by Dr. Wolf
The menu was very well made and reminded me of StarCraft. However, the gameplay was very laggy about 20 fps or so. And when I closed the game it gave me an Out Of Memory error.
The gameplay itself, was pretty dull. The particle effects were unsatisfying and when enemy tanks were destroyed, they dissapeared, and had a mild particle effect. Shooting was slow paced and when it hit an enemy it simply dissapeared, with no sparks. Visually, I could not see my tower engaging the enemy, the bullets seemed to be invisible.
Overally, the lack luster gameplay overshadowed the positive anctipations I had from the high quality menu.
60/100 D-
PP

Energized!
by NightFrost
Not really my cup of tea, but the game was functional. The problem with this game are thus:
1. No real new twists or interesting challenges, each level is the same, with minor variations.
2. Gameplay consists of connecting circuits, and if the circuit doesnt match up, simply going back until you find a valid circuit. So it is not that cerebral of a puzzle game.
3. Music and art style is same on every level.
68/100 D+
3

FarmSim
by Gravedust
Cussing is not allowed here, this is a family friendly center. 0/10. Just kidding, 9/10 because it has guns. Just kidding, N/A, because I didn't know who or what I was supposed to shoot. And I dont feel like farming.

Hidden Bullet
by Studio Rainfall
Just ugh. The graphics and presentation was really nice. But the text was just ugh...there was more text than game. And it just kept dragging on. It felt like if this was a real game, it would get meme parodied about how much text there was.
The gameplay of the enemy AI was rather simple and dull, just a basic line or sine wave. And as I said before, there was more text than game. 95% of the game was just text. 5% was actual gameplay. The game seemed incomplete, and you could not exit your aircraft as originally implied. The story suffered from a case of "Tell don't show" (instead of Show don't tell) so I give it only an OK instead of Good.
71/100 C-

I Fell
by Snail Man
Gud. 9.7/10 A+

Last Convoy
by Kahrabaa
No idea what I'm doing, but looks nice. May give it a proper review later. Rating: N/A

Less Than 3
by The M
No idea what I am doing, did not make sense. Did not rate, N/A.

MisuWare
by Misu
Gud but some of the puzzles are impossible. Like you can't beat some of the puzzles no matter what. 8.6/10 B

Not The Bees
by Shadow_Lancer
Didn't max the E level over 9000, because no girly music. Didnt know what i was doing, but looked cool while i was doing it. anywhere from 5-9.5.

Once Upon A Time In Outer Space
by HayManMarc
Eh, someone trying to rip off one of my rip off games. Anyway, game is unfinished, no way to beat the level, so I give it a 1. It has good graphics though.
1: F

Prism Palace
by Curato
Bad graphics and physics but pretty good puzzle game I guess. 80/100 B-

Robot Ranchers by Pere, Tadashibashi, Fausto
Dunno. Gud i guess, because pirates are gud. 8/10. Didn't really know what I was doing.

Rocketeer Inc.
by FrostyCat
Meh. I dont get what the fun of it is. Its just matching categories. Assembly lines=not fun for me. Generally, assembly line jobs are the opposite of fun. Graphics are binary and boring. 3/10. F.

Screens
by TehPilot
Dunno, sort of half-life ish, so 55/10. Just kidding, 8.7/10. Also, lag. Big time.

SlimePrince
by Oyakiiv
dunno. 1/10 cause looks like weird nightmare of fever dream. dunno what it is.

Smooth Robotics
by Micah_DS
Legit, 10/10. Actually just kidding. No idea how to get over the block, so 0/10.
Okay, changing it to 4, once I understood the controls. Still did not like the game very much.
One of the fun things about metroid was the ambient atmosphere. But instead, it has sterile, blue all over graphics, with in your face music that sounds like some advertisement of shoes.
And in metroid, you explore at your own pace, but this, you have to follow a robot around,
and the pacing is just, too difficult for a first level, and its very hard to shoot enemies also.

Spud Pump
by GameDevDan
Weird potato fetish game. 1 inches/10 inches. Hedwig and the angry inch/10 inches. F-.

Starship Skedaddle
by H3ADL3SS
Gud graphics but banned muh guns. 6/10

Stick Together
by Sora
Legendary. 5000/10. Just kidding, 8.9/10 B+

Sticky Tanks
by Bingdom
O/10, no Misty ingame. But seriously though, 5/10, Roblox Tanks is better.

SuperCharger
by Siolfor the Jackal
Meh. Meh indie graphics and meh indie gameplay. Game also appears unfinished. The wall jump and super jump does not appear to function as described in the readme. Sound was okay though.
3: F

Swing me
by Relic
Meh I don't get it. I hit the finish line and nothing happens. 2/10 because of the colourful graphics. F.

'Tato Lazers
by PugWizard101, Uskompuf
I did like that it was a Mario game, however... this is one of those games where the technology could not compete with the creator's head.
I can see the creator's vision, and concept of this game, were great. However, the physics engine of this is horrible, there is no momentum saving, platforms do not have friction, and it suffers from the classic indie platforming problems, such as no jump bonus. The no jump bonus is especially irritating because, you will fall constantly, when you think you have jumped nothing happens. Some levels are also very hard and badly designed, for instance one level has a jump where if you miss collecting all the coins of the jump, you are screwed and have to restart the level. I can tell the ideas of the graphics were good in their head, but look very bad like a Mr. Chubigans game. Overall, I think the concept was good, but they lacked the artistic and technical capability to flesh out their ideas.
78/100 C+

The Best Game Ever
by Maximiliano
physics good, but bleh apple graphics and no sound. 6/10

The Island
by CodeManuPro
9000/10 because it was a mix of Will Stamper and Mario. Just kidding, 8/10 cause I got bored after 30 seconds (30 seconds of fun.)

The Uncompleted Gravitation Machine
by K3llyll
Meh. A jumping game with decent graphics. Nothing really special to make it stand out. 8/10 B-

Void Swarm
by Nocturne
Cannon sound was so annoying so I had to stop playing. Fix the cannon sound it gets an A-. With the cannon sound it gets a C+, 79/100.
 
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Smiechu

Member
Reviews
Top 3:
Last Convoy by Kahrabaa
I really enjoyed this one! I would like to see a fully developed version of this game with: tank upgrades, scenarios, diverse units, enemies, power-ups, etc... I really loved the concept!
(And it incorporates all 3 jam themes!)

AEGIS by VagrantWhaleGames
It's not very impressive, but I hat fun with it. It's like an RTS in a nutshell, an espresso. Would also like to see it as a fully developed concept for my handy, with max. 3-5 min gameplay.
(Respect for a quite competitive AI.)

Caves and Lasers by Mercerenies

Really, a very nice, well balanced and sympathetic puzzle/logic game. I was really "immersed" in resolving the puzzles.
(Replay of the dialogues after level restart is annoying, should be played only the first time.)

Best ofs:

Best use of Theme: Last Convoy by Kahrabaa
Best Concept: Last Convoy by Kahrabaa
Best Presentation: The Island by CodeManuPro
The feel and look of this game is great comparing to other titles, but I don't quite believe it was made during the weekend, but I'm not the one to judge that.
Best Story: The Best Game Ever by Maximiliano
The story killed be :-D
Best Devlog: ...
Didn't have time to follow.

Full ranking:
  1. Last Convoy by Kahrabaa
  2. AEGIS by VagrantWhaleGames
  3. Caves and Lasers by Mercerenies

Comments:
General:
I played all the games. I didn't drew my attention to details or graphics, but mostly to the first impression and how much fun I have. That's why my votes could seem strange.
Some games ware simply annoying or unfinished, didn't bother to comment. Some games ware really good and well made, but plain and "flat" - also didn't bother to comment.

STTTAT by Misty
I was quite disappointed by the game form Misty, expected something much better. Two main things: car handling is awful, AI of father's car is annoying.
Hidden Bullet by Studio Rainfall
To much story, to little action. I assume the dev wasn't able to finish the full game scope in time, so he assumed that he could win the "Best Story". Unfortunately I was more annoyed than entertained.
I Fell by Snail Man
THE MUSIC IS OVERKILL!!!
Swing me by Relic
It would win the best use of topic but: level design / fail detection needs improvement, it's to easy to get stuck. I was annoyed, right after I was impressed.
Void Swarm by Nocturne
Controls stooped responding after first level.
Screens by TehPilot
Nice, it was the main competitor for the 3 place on my list, but I encountered some strange bugs.
 
P

Pere

Guest
Reviews

Top 3:

Smooth Robotics by Micah_DS
Great mix of all the themes. The only thing I missed was some checkpoints, cause I kept dying all the time xD. But I understand balancing that kinda game is time consuming. Art and music are very good too. Everything in the game fit together well, in the same style. Gameplay was challenging, maybe too much, it required extremely perfect timing in some parts. But maybe if there had been checkpoints often, the high difficulty might have been ok. I gota give you more points for being a one person team and doing it all yourself (except for a couple things you mentioned in the credits). I find it impressing that you did such a good job in the art, game design, programming, and music ;)

FarmSim by Gravedust
Beautiful art. The two genres fit together well since they highly influenced eachother (e.g. bullets destroy your crops, money from crops makes you stronger, crops can distract aliens' attention from the player...). Even though it has some bugs (like the 5milisecond rule thing haha) and blindspots (like the fact that its extremely more efficient to make your crops just besides the selling box), it is well balanced and fun to play. It's one of the games I spent more time playing of the entire jam, and enjoyed it much :) also the mechanics allowed for different strategies and choices which made it much more interesting (rather than lineal). It kinda reminds me of my entry Robot Ranchers, where you also switch between topdown shooter and farming, even though honestly I think you did a better job mixing the two :p Good job!

The Island by CodeManuPro
Great game, impressive scope but lacked balance. Kinda laggy sometimes, I think its mainly because of too many instances instances in the room. Also I noticed a framedrop when I was in fullscreen. Impressive amount of work for one person. Gameplay was fun but relied too much on farming (grinding). I got to a point where the only thing I needed to finish the alchemy table was 22 metal, and there were no stones, so that meant I just had to spend around 6 days waiting for the stones to grow and cutting them. I think it would've been more fun if the gameplay was faster and it relied more in skill (both good combat skill and good planning/making the things in the right orther...) than grinding. This way it would be always challenging but it'd allow you to get back were you were fast if you died. Other than that the game was fun. The art was simple but it looked good, and the bounciness made it look even better :). Sounds and music were very good too. Did you make the audio yourself too?

Best ofs:

Best use of Theme: Smooth Robotics by Micah_DS
Best Concept: Rocketeer Inc. by FrostyCat
Best Presentation: Blade of Light by JacobV, Alice, parmesano
Best Story: STTTAT by Misty
Best Devlog: ...

Full ranking:

  1. Smooth Robotics by Micah_DS
  2. FarmSim by Gravedust
  3. The Island by CodeManuPro
  4. Caves and Lasers by Mercerenies
  5. Blade of Light by JacobV, Alice, parmesano
  6. Hidden Bullet by Studio Rainfall
  7. Rocketeer Inc. by FrostyCat
  8. AEGIS by VagrantWhaleGames
  9. STTTAT by Misty
  10. Void Swarm by Nocturne
  11. Last Convoy by Kahrabaa
  12. Screens by TehPilot
  13. I Fell by Snail Man
  14. (!!!) by Triangle
  15. Swing me by Relic
  16. The Uncompleted Gravitation Machine by K3llyll
  17. Charged Bullets by Michael McMullen
  18. Stick Together by Sora
  19. SlimePrince by Oyakiiv
  20. The Best Game Ever by Maximiliano
  21. SuperCharger by Siolfor the Jackal
  22. Base Camp by WOKET_MAKER
  23. Spud Pump by GameDevDan

Comments:

(!!!) by Triangle

I liked the exploration aspect of the game. Also the "gamefeel" of the gun was very good, it was very satisfying to shoot. Some tips (i know u didnt have time but maybe it can help still): make the jump height controllable so that when u release the space, it goes down, especially when having such high jump; You could draw the coins and that stuff in the DrawGui event and would have more freedom than doing it from the player position. Also next time do your Readmes as .txt so it can be opened more quickly with the notepad hehe :)

AEGIS by VagrantWhaleGames

I liked the feel of the game but it seemed pretty easy cause I just waited till I had 25 and created a sword building and this way you can win in less than a minute with only 1 building lol. But then I tried playing as Im supposed to and it took much longer and it was very fun.

Blade of Light by JacobV, Alice, parmesano

I love the art and the story. The controls though are a bit frustrating because you cant swing your sword immediately, you have to wait like 1 second to charge. That's ok for the special attack, but the main attack should be instantaneous. Also the moevement is pretty slow. Those 2 things made the combat extremely hard and unnatural. But I understand you might not have had time to polish that. But even with that the story and the beautiful graphics kept me playing till the last boss. I surrendered there haha (Void gods the last boss right? ). Btw it reminds me a lot of Hollow Knight.

Caves and Lasers by Mercerenies

Interesting yet simple mechanics and challenging puzzles

FarmSim by Gravedust

Beautiful art. The two genres fit together well since they highly influenced eachother (e.g. bullets destroy your crops, money from crops makes you stronger, crops can distract aliens' attention from the player...). Even though it has some bugs (like the 5milisecond rule thing haha) and blindspots (like the fact that its extremely more efficient to make your crops just besides the selling box), it is well balanced and fun to play. It's one of the games I spent more time playing of the entire jam, and enjoyed it much :) also the mechanics allowed for different strategies and choices which made it much more interesting (rather than lineal). It kinda reminds me of my entry Robot Ranchers, where you also switch between topdown shooter and farming, even though honestly I think you did a better job mixing the two :p Good job!

I Fell by Snail Man

Interesting mechanics. Nice game

Rocketeer Inc. by FrostyCat

Very fun game! simple but original mechanics

SlimePrince by Oyakiiv

Awesome game! Love the art and how you combined action and farming, kinda like my game. That grandpa letter seems familiar though... ;)

Smooth Robotics by Micah_DS

Great mix of all the themes. The only thing I missed was some checkpoints, cause I kept dying all the time xD. But I understand balancing that kinda game is time consuming. Art and music are very good too. Everything in the game fit together well, in the same style. Gameplay was challenging, maybe too much, it required extremely perfect timing in some parts. But maybe if there had been checkpoints often, the high difficulty might have been ok. I gota give you more points for being a one person team and doing it all yourself (except for a couple things you mentioned in the credits). I find it impressing that you did such a good job in the art, game design, programming, and music ;)

Stick Together by Sora

I liked the feel of the game but I didn't know what to do, other than kill the knights.

STTTAT by Misty

Nice story, fun game. The only thing I didnt like is the camera which was a bit weird, I'd prefer having it locked in front of the car. I loved how you merged the tutorial with the story! Also I didnt expect zombies lol

SuperCharger by Siolfor the Jackal

I love the pew sound xD

Swing me by Relic

Very interesting mechanic. I was enjoying the game but it randomly froze mid-level :( it was a level in which the goal is kinda like in a whole in case u wana debug it.

The Island by CodeManuPro

Great game, impressive scope but lacked balance. Kinda laggy sometimes, I think its mainly because of too many instances instances in the room. Also I noticed a framedrop when I was in fullscreen. Impressive amount of work for one person. Gameplay was fun but relied too much on farming (grinding). I got to a point where the only thing I needed to finish the alchemy table was 22 metal, and there were no stones, so that meant I just had to spend around 6 days waiting for the stones to grow and cutting them. I think it would've been more fun if the gameplay was faster and it relied more in skill (both good combat skill and good planning/making the things in the right orther...) than grinding. This way it would be always challenging but it'd allow you to get back were you were fast if you died. Other than that the game was fun. The art was simple but it looked good, and the bounciness made it look even better :). Sounds and music were very good too. Did you make the audio yourself too?

Void Swarm by Nocturne

Beautiful design, fun gameplay though sometimes there were some spots where u could stay there and not get hit. Musics very nice too.
 
Last edited by a moderator:
U

Uskompuf

Guest
Reviews
Top 3:
Screens by TehPilot
Extremely well made and fun, please make this into a full game!
Rocketeer Inc. by FrostyCat
Amazing game
MisuWare by Misu
Nice fun, fast paced
Best ofs:
Best use of Theme: Screens by TehPilot
Best Concept: Screens by TehPilot
Best Presentation: The Island by CodeManuPro
Best Story: Robot Ranchers by Pere, Tadashibashi, Fausto
Best Devlog: ...
Full ranking:
  1. Screens by TehPilot
  2. Rocketeer Inc. by FrostyCat
  3. MisuWare by Misu
  4. Void Swarm by Nocturne
  5. I Fell by Snail Man
  6. Robot Ranchers by Pere, Tadashibashi, Fausto
  7. The Island by CodeManuPro
Comments:
(!!!) by Triangle
Difficulty seemed high, but thats probally just me being bad :), sometimes would get stuck in a block.
AEGIS by VagrantWhaleGames
It was ok
Base Camp by WOKET_MAKER
Cool use of controls and theme
Blade of Light by JacobV, Alice, parmesano
Beutifull art, great soundtrack
Caves and Lasers by Mercerenies
Love the dialogue, good mechanics
Charge Up, You Tiny Ninja! by Mocgames998
A simple game let down by a annoying soundtrack.
Charged Bullets by Michael McMullen
Very nice movement, great soundeffects, aiming is a bit hard as ship wont stay still. Overall good game.
Good luck with the channel.
Crank It Up by Mercerenies
Avergae clicker game, nicely balanced good progression
Defend and Collect by Dr. Wolf
Nice, like how you can proactively participate with your ship. Has potential
Energized! by NightFrost
Nice, well made relaxing puzzle game.
FarmSim by Gravedust
Defiently different genres!, had a fun time playing it
Hidden Bullet by Studio Rainfall
far too much dialogue at the start, then the dialogue stacked. Interesting fighting mechanics.
I Fell by Snail Man
Nice ideas, well made
Last Convoy by Kahrabaa
Great management aspects deciding how to use chooper.
Less Than 3 by The M
Great idea, ok execution. Great level design.
MisuWare by Misu
Nice fun, fast paced
Not The Bees by Shadow_Lancer
Fun quick game
Once Upon A Time In Outer Space by HayManMarc
Has great potential, love the art style.
Prism Palace by Curato
The sound effects were extremely loud, would have liked to see a few more levels. Liked the score idea using moves and time.
Robot Ranchers by Pere, Tadashibashi, Fausto
Nice, fun and quick
Rocketeer Inc. by FrostyCat
Amazing game
Screens by TehPilot
Extremely well made and fun, please make this into a full game!
SlimePrince by Oyakiiv
A strange game, directive unclear. All i could do was kill chickens.
Smooth Robotics by Micah_DS
Great use of theme
Spud Pump by GameDevDan
Um, interesting pretty funny
Starship Skedaddle by H3ADL3SS
A bit too hard
Stick Together by Sora
Weird combination of sprites, characters got stuck and couldn't move, ok
Sticky Tanks by Bingdom
Nice artstyle, music. Driving seemed a bit off
STTTAT by Misty
talk about plot twists!, very enjoyable
SuperCharger by Siolfor the Jackal
God use of multiple genres, loved the sound effects
Swing me by Relic
Flag detection didn't seem to work propperly, game was ok
'Tato Lazers by PugWizard101, Uskompuf
Own Game
The Best Game Ever by Maximiliano
With bold claims to live up too, sadly this game does not meet them but it comes damn close with cute graphics and a fun plot but is let down with lackluster game mechanics.
The Island by CodeManuPro
Great idea and execution however learning curve might be a bit too steep.
The Uncompleted Gravitation Machine by K3llyll
Frustrating basic platformer
Void Swarm by Nocturne
Great game, awesome soundtrack. Could add more randomness to enemies
 
H

H3ADL3SS

Guest
Top 3:

Last Convoy by Kahrabaa
I really enjoyed this one, I even came back to it a few times. It got quite difficult even on normal, I couldn't get more than halfway through. But on easy I at least got to the end. Great use of the themes.

Not The Bees by Shadow_Lancer
This one looks really good and was relaxing to play. That bird was aggressive though, kept slaying my army of 50+ bees.

Less Than 3 by The M
Of all the puzzle games in this jam, this one had the most polish and was the least frustrating. It almost got repetitive, but then I realized it was the last level so it was the perfect amount of levels for the mechanics and depth of it.

Best ofs:

Best use of Theme - Last Convoy by Kahrabaa
Best Concept - Last Convoy by Kahrabaa
Best Presentation - Not The Bees by Shadow_Lancer
 

Nocturne

Friendly Tyrant
Forum Staff
Admin
Reviews

Top 3:

Rocketeer Inc. by FrostyCat

This was a no brainer for the number one spot! Loved this... functional graphics and sound, and a lovely clean presentation coupled with addictive and well thought out gameplay make this a winner in my book. I think what I liked most about it is it's replayable, unlike a lot of the Jam games, and the challenge is just right... not too hard, not too easy, and with enough give to make you think that playing just one more game will get you further. Really good game!

Screens by TehPilot
MORE! MORE! That's all I felt when this game finished... Not much more to say actually! Really interesting gameplay mechanics and lovely use of 3D... Would absolutely LOVE to play more of this as there is room for a much bigger game here.

Blade of Light by JacobV, Alice, parmesano
Fantastic stuff... Really really good game. The charge mechanic was well used, and the mix of simple puzzle/switch elements along with the fighting was perfect. I would say that some of the enemies were slightly too hard with the limited sword swings, but I suppose that's just the nature of the game and there weer at least save shrines dotted around so you didn't lose too much progress if you died. Graphically, the game rocks, and the sound/music is appropriate...

Best ofs:

Best use of Theme: Screens by TehPilot
Best Concept: Rocketeer Inc. by FrostyCat
Best Presentation: The Island by CodeManuPro
Best Story: The Best Game Ever by Maximiliano
Best Devlog: Caves and Lasers by Mercerenies

Full ranking:

  1. Screens by TehPilot
  2. Rocketeer Inc. by FrostyCat
  3. Blade of Light by JacobV, Alice, parmesano
  4. Sticky Tanks by Bingdom
  5. The Island by CodeManuPro
  6. Caves and Lasers by Mercerenies
  7. Last Convoy by Kahrabaa
  8. Robot Ranchers by Pere, Tadashibashi, Fausto
  9. Less Than 3 by The M
  10. The Best Game Ever by Maximiliano
  11. FarmSim by Gravedust
  12. 'Tato Lazers by PugWizard101, Uskompuf
  13. Energized! by NightFrost
  14. STTTAT by Misty
  15. I Fell by Snail Man
  16. AEGIS by VagrantWhaleGames
  17. Starship Skedaddle by H3ADL3SS
  18. Not The Bees by Shadow_Lancer
  19. SuperCharger by Siolfor the Jackal
  20. Base Camp by WOKET_MAKER
  21. Defend and Collect by Dr. Wolf
  22. Cavern Business Balloon by Otyugra
  23. Crank It Up by Mercerenies
  24. MisuWare by Misu
  25. Once Upon A Time In Outer Space by HayManMarc
  26. SlimePrince by Oyakiiv
  27. Stick Together by Sora
  28. Hidden Bullet by Studio Rainfall
  29. Swing me by Relic
  30. (!!!) by Triangle
  31. Charge Up, You Tiny Ninja! by Mocgames998
  32. Prism Palace by Curato
  33. Charged Bullets by Michael McMullen
  34. Smooth Robotics by Micah_DS
  35. The Uncompleted Gravitation Machine by K3llyll
  36. Spud Pump by GameDevDan

Comments:

(!!!) by Triangle

Not sure what to say about this. Have no idea what I should be doing, I died constatly, it has floaty physics, and the HUD seems to jump when the player jumps... Not a great experience playing this, I'm afraid. :(

AEGIS by VagrantWhaleGames

I managed to cmplete this on both easy and worthy modes... :) The game isn't that pretty and the tiny icon for buying strained my eyes, but it was well enough made and quite fun to play. More content (things to build) would have made it much more interesting though...

Base Camp by WOKET_MAKER

This was an okay shooter... A bit too easy, and I couldn't complete the level as it said I had 27 left to kill, and they were nowhere to be found. - the entire level was clear! So not sure what happened there. Average graphics, basic sound and music, but the 2 player coop option was a nice touch (and my son had fun playing along with me, so that's a bonus!), although using two players made it waaaaaaaay too easy! Playing just myself and using both players was fun too, btw... and a bit more challenging! So, yeah, needsa a LOT of extra work, but it was entertaining at least.

Blade of Light by JacobV, Alice, parmesano

Fantastic stuff... Really really good game. The charge mechanic was well used, and the mix of simple puzzle/switch elements along with the fighting was perfect. I would say that some of the enemies were slightly too hard with the limited sword swings, but I suppose that's just the nature of the game and there weer at least save shrines dotted around so you didn't lose too much progress if you died. Graphically, the game rocks, and the sound/music is appropriate... Could this be the No1 in my list of create XXX Jam games? Possibly, just possibly...

Cavern Business Balloon by Otyugra

I really liked the ZX Spectrum vibe of this one, but sadly I just couldn't get the hang of playing it and quickly got frustrated/bored by it. I like the core gameplay idea - revolving from back to front of the "cave" - but in practice it wasn't too much fun and I frequently found myself going the wrong direction and wasting valuable time reversing. I also hae no idea what the "shop" part was about! Am I selling? Am I selecting for the next run of the game? It didn't seem to matter what I did though, as each run seemed the same as the last. Still, a good effort, with definite potential...

Caves and Lasers by Mercerenies

Great wee game. Well made, with adequate sound, music and graphics. .. but it has that "just one more game" quality that a lot of more polished games lack! Sriously, once you get the hang of the controls and how the game works, it's really good and some of the levels are quite challenging to start with, but never so much that I wanted to rage quit. Made it to level 24 before I decided to call it a day and write this, but I'll play some more later, that's for sure! Well done!

Charge Up, You Tiny Ninja! by Mocgames998

Okay, I really didn't like this game... I appreciate the "Game and Watch" esthetic and wanted to like it, but the gameplay just didn't grab me and I couldn't get the hang of it at all...

Charged Bullets by Michael McMullen

Aaaaaaaargh! So frustrating! Sorry, I rage quit this after only a few minutes playing as I found the moving/shooting mechanism absolutely impossible to get the hang of...

Crank It Up by Mercerenies

Game gave me RSI. 10/10 would RSI again...

Defend and Collect by Dr. Wolf

A tower defense game with a bit of a twist... but unfortunately the twist didn't really work for me. The first major issue I had was with the enemy bullets... blue on a black background is NOT the easiest thing to see. Next up was the collection of the coins... I found it next to impossible to collect the coins with all the enmies around the towers, but if you wait till there is a clear moment then they'll have disappeared. :( That said, the graphics and sound are okay and the presentation is okay too... so a firm "Okay!" from me.

Energized! by NightFrost

Relaxing puzzle game this... very nicely done. Graphics are adequate, sound is okay and the music fits the pace of the game perfectly. After competing about a dozen puzzles I did feel that it needed a bit more content as I started to lose interest in the game... so some extra gameplay elements would have been appreciated, but as it is (for a game jam) this is excellent and really well made. Another one of those games that I'd like to see updated and expanded...

FarmSim by Gravedust

Lovely game! Fun mix of farming sim and shooter, with cute graphics and great sound and music. I did feel that the aliens were a bit too tough to start with, but it's aminor quibble... Very good indeed!

Hidden Bullet by Studio Rainfall

I just couldn't get into this I'm afraid... It seemed more like a visual novel than a space shooter (maybe it is?) due to all the text, and after the initial encounter, the screen just went gray and I had a lot of dialogue pop ups (which I skipped though without reading most of them) and then suddenly it's game over... The graphics were okay, and the dialogue engine was actually pretty neat, but it wasn't fun to play and I suspect that it glitched for me with that grey-screen stuff...

I Fell by Snail Man

Nice little game with a good presentation. Choice of music was a bit weird and didn't really suit the gameplay, but other than that, no real complaints. A solid entry, well made but without anything that really makes it stand out to me.

Last Convoy by Kahrabaa

Played it, enjoyed it! Graphics are very basic, and the game needs a bit more content, but the core concept is good and the actual gameplay is smooth and nicely challenging, and the sound and music are very appropriate. Definitely one of the games I liked best in this Jam!

Less Than 3 by The M

Great concept for a game here! As a prototype this rocks and I would love to see it expanded on and made into a full game... the core mechanic of "programing" using the icons supplied is really good and the nice presentation and along with the adequate graphics and sound, made for a pleasing puzzle experience. Defintely recommended.

MisuWare by Misu

A bit of a mixed bag this one... some of the graphics I loved, some I didn't. Sound was adequate, music was adequate, and the gameplay... well WAY TOO TOUGH! Either that or I'm just getting old, but I couldn't win most of the mini games! And, I have to say, I didn't really enjoy playing any of them either. The controls were a bit too fiddly in the maze and clown-shoot, for example... Still, a good effort, just not for me.

Not The Bees by Shadow_Lancer

Another nice game, but nothing really grabs me about it though... sure, it's nicely done - well presented, graphically good, nice sounds/music etc... - but it just didn't grab me or keep my interest very long.

Once Upon A Time In Outer Space by HayManMarc

It's great that in so little time a dev can push out a prototype game like this. Sadly though, I didn't enjoy it very much. The shallow gameplay and unispired music made it a bit dull, and then on top of that it became frustrating as I could never seem to charge the plasma drive since everything broke way to quickly... and I'm not even sure you CAN charge the plasma drive, tbh, or if the dev omitted that part due to time constraints.

Prism Palace by Curato

This looks like a game I could enjoy but sadly I have been unable to play it... There are no instructions on how to play, and the topic has none either. So I was stuck with WASD moving the blue jelly and nothing else I tried seemed to do anything. Pressing 1, 2, 3 or pressing F1, F2, F3, or using other key combinations... nothing... And I love puzzle games too... :(

Robot Ranchers by Pere, Tadashibashi, Fausto

Fun game! Liked the main idea of the game, although I never used the gun at all which meant that the main gameplay mechanic (plant seeds, get bullets, shoot enemies) was wasted on me. Just flailing around the scyth was enough to complete the game. It needs more presentation/polish (like an intro screen!) and there are some seriously weird hitboxes on the sprites, but the concept is good, graphics are good, sound and music are adequate... For all it lacks, this is still one of the games that I played the most.

Rocketeer Inc. by FrostyCat

Another contender for the number one spot! Loved this... functional graphics and sound, and a lovely clean presentation coupled with addictive and well thought out gameplay make this a winner in my book. I think what I liked most about it is it's replayable, unlike a lot of the Jam games, and the challenge is just right... not too hard, not too easy, and with enough give to make you think that playing just one more game will get you further. Fantastic stuff!

Screens by TehPilot

MORE! MORE! That's all I felt when this game finished... Not much more to say actually! Really interesting gameplay mechanics and lovely use of 3D... Would absolutely LOVE to play more of this as there is room for a much bigger game here.

SlimePrince by Oyakiiv

Can't say I had fun playing this as the controls were horrible and I din't much like the graphics, although they were functional at least... It's a good effort, but just not one that I enjoyed playing very much.

Smooth Robotics by Micah_DS

Another rage quit game... And I wanted to like this! Cute graphics, nice sound, adequate music... but the gameplay? Noooooooo.... So the robot needs to be charged by the floaty thing. Great. And the robot thing can turn into a floaty thing within certain sections. Great. BUT the floaty thing disappears just after starting and there is NO WAY TO GET TO IT... I never have enough energy to reach where it is to get charged again. So, rage quit after trying a dozen times. Maybe I just suck at this game, or maybe it's bugged?

Spud Pump by GameDevDan

-1 / 10. Not made by the spud king @dadio.

Starship Skedaddle by H3ADL3SS

Fun little collection of mini-games. Nice presentation, basic sound, music and graphics, and fun little mini-games, although all of them were too short!

Stick Together by Sora

I'm not sure whether I liked this or not... On the plus side, I liked the concept, and the soudna nd music were good, but on the down side, it was very unfinished and more than a bit buggy... I had to quit it twice because a bug prevented me from playing further (if you jump off a castle you get stuck floating in the air and can't move). I think that given a bit more time this could have been a top contender in the Jam, but as it is it's a cool concpet that needs some love still...

Sticky Tanks by Bingdom

Wow... Last few games have been awesome and this one is no exception! Loved the graphics and the sound and presentation were functional, but the gameplay is fantatsic! So much fun driving those tanks artound and trying to kill the enemy, and I loved the way the physics of dricing changed depending on what was stuck to the tank. I would love to see this as an agar.io style game, where every tank is controlled by an actual person and not some AI bot. Seriously, this would be a GREAT game to network, so maybe think about trying to expand on it in this way? Please?

STTTAT by Misty

Another great game... This Jam is full of them! Graphics may be only adequate, and the gameplay and concept are basic, but that doesn't work against the fun gameplay. The game is about driving and after getting used to the slightly floaty car physics it was really fun to drive around the city and try to keep up with the other car. Apart from that, the general presentation was good (+1 for music changes to suit the scenes, -1 for unskippable dialogue...) and everything worked as it should. I did miss the option to use a gamepad, though, as I felt that it would play MUCH better with one. Over all, a very solid entry though!

SuperCharger by Siolfor the Jackal

This one's a bit rough around the edges, and VERY short, but still pretty good fun to play. I liked the charging mechanic a lot and have to say that the best bit about the game was the boss battle at the end... mixing the two different power-ups like that to win was pretty neat, and it points towards more expanded gameplay if the game ever gets more levels and a bit of polish. (which, imho, is certainly worth considering as the power-up mechanic of the player suit is pretty nifty and could be used with multiple different things - shields, grenades, healing, hacking... lots of potential here!).

Swing me by Relic

This game was... okay... I guess... I couldn't really say too much, tbh, because I tried it twice and it crashed twice (in what seemed like an infinite loop as I had to use task manager to kill it).

'Tato Lazers by PugWizard101, Uskompuf

This was quite fun. It lackes music and sound, which definitely is missed in a game like this, but the platforming gameplay is solid, if a bit simple, and the general idea and execution is okay. Oh, and kudos for the programmer art! :)

The Best Game Ever by Maximiliano

So, is this the "Best Game Ever"? Nope, but it IS one of the best in this Jam... Great humour, great graphics (the phone is sooooooo cute!) and a great mix of gameplay elements. I sorely missed sound and music though... even a crap Incompetec track and a few beeps and this would have been a perfect game. As it is though, it's great fun, and one of the most "complete" games here in terms of presentation and gameplay.

The Island by CodeManuPro

Great game! Loved the presentation! The graphics were great (nice day/night cycle!) and the sound and music worked really well, especially how the music changed as time progressed. The base mechanic/gameplay was good too, although I felt that the time it took resources to disappear was WAY to o short, especially given the limited size of the inventory and the fact that four of the slots were locked to essential tools. I also found the difficulty of the night parts to be waaaaaaaay to high to start with! I didn't live past the first night most runs of the game... :( Still, that said, the game is solid and fun and gets a big thumbs up from me!

The Uncompleted Gravitation Machine by K3llyll

I hate precision platformers. Rage quit after reaching the first checkpoint due to not being able to coordinate the jumps on the dispapearing blocks section.... :(

Void Swarm by Nocturne

My own game so I'll refrain from scoring/commenting... :)
 

curato

Member
Reviews

Top 3:
1. Blade of Light by JacobV, Alice, parmesano
Love the concept and the interface was explained well. I think you needed a standard or parry or something to go with the charge up. I would play a complete version seems like my kind of game.

2. The Best Game Ever by Maximiliano
Good Mashup of games. There was a crash when you win that the self destruct wasn't found. I couldn't tell if that was a mistake or if it was an attempt at humor. I laughed anyways!

3. Last Convoy by Kahrabaa
I like the concept. Definitely sticking together A little too crazy even on easy. Would be pretty fun with a little more story and little less difficultly

Best ofs:

Best use of Theme: Charged Bullets by Michael McMullen
Best Concept: Blade of Light by JacobV, Alice, parmesano
Best Presentation: Spud Pump by GameDevDan
Best Story: The Best Game Ever by Maximiliano
Best Devlog: Less Than 3 by The M

Full ranking:

  1. Blade of Light by JacobV, Alice, parmesano
  2. The Best Game Ever by Maximiliano
  3. Last Convoy by Kahrabaa
  4. Charged Bullets by Michael McMullen
  5. Less Than 3 by The M
  6. Defend and Collect by Dr. Wolf
  7. Hidden Bullet by Studio Rainfall
  8. I Fell by Snail Man
  9. Not The Bees by Shadow_Lancer
  10. Screens by TehPilot
  11. Sticky Tanks by Bingdom
  12. The Island by CodeManuPro
  13. Void Swarm by Nocturne
  14. Spud Pump by GameDevDan
  15. Charge Up, You Tiny Ninja! by Mocgames998
  16. Robot Ranchers by Pere, Tadashibashi, Fausto
  17. 'Tato Lazers by PugWizard101, Uskompuf
  18. SuperCharger by Siolfor the Jackal
  19. STTTAT by Misty
  20. FarmSim by Gravedust
  21. Caves and Lasers by Mercerenies
  22. Cavern Business Balloon by Otyugra
  23. Smooth Robotics by Micah_DS
  24. AEGIS by VagrantWhaleGames
  25. MisuWare by Misu
  26. Energized! by NightFrost
  27. Once Upon A Time In Outer Space by HayManMarc
  28. Starship Skedaddle by H3ADL3SS
  29. (!!!) by Triangle
  30. Stick Together by Sora
  31. Base Camp by WOKET_MAKER
  32. Swing me by Relic
  33. Rocketeer Inc. by FrostyCat
  34. SlimePrince by Oyakiiv
  35. Crank It Up by Mercerenies
  36. The Uncompleted Gravitation Machine by K3llyll

Comments:
(!!!) by Triangle

Not really sure what I was supposed to be doing. Collect the coins to open the door? I was little OCD on the lack of arms on the player idk why lol. The enemies moved way too fast

AEGIS by VagrantWhaleGames

Needed a better interface. I had to place a few to see that there was a tiny icon that told me what I was building and it was hard to see if I was in the exact right spot to place a unit. But I was victorious that is what is important.

Base Camp by WOKET_MAKER

sitck together ok, but hard to single player it.

Blade of Light by JacobV, Alice, parmesano

Love the concept and the interface was explained well. I think you needed a standard or parry or something to go with the charge up. I would play a complete version seems like my kind of game.

Cavern Business Balloon by Otyugra

Like the concept of the balloon charge up. But like you said there is a major learning curve on getting too far.

Caves and Lasers by Mercerenies

Way too talky for limited information. Ok otherwise.

Charge Up, You Tiny Ninja! by Mocgames998

Oddly retro. Never really saw a banana.

Charged Bullets by Michael McMullen

Like the charge concept. Would have liked to see a bit more control on the ship


Crank It Up by Mercerenies

Definitely takes charging up literally. Only so long I want to jiggle the mouse though lol

Defend and Collect by Dr. Wolf

Tower defense action. Pretty good. Controls weren't as obvious as you would thing. I didn't really get what was going on with this until my second pass through the games.

Energized! by NightFrost

Interesting concept. Kind of felt more like luck of the draw than skill if I could get the circuit connected or not.

FarmSim by Gravedust

Interesting Concept. Interface was odd grabbing what you need. Didn't really like the wall of text to figure out what was going on

Hidden Bullet by Studio Rainfall

There was more click text story than game. The enemies were predictable, but I liked the ship concept too bad there wasn't more of it.

I Fell by Snail Man

interesting concept. made good use of the charge. the movement shooting combo just didn't vibe with me. wasd and arrows in combo just threw me off. I know I could have changed them but oh well.

Last Convoy by Kahrabaa

Like the concept. Definitely sticking together A little too crazy even on easy. Would be pretty fun with a little more story and little less difficultly

Less Than 3 by The M

Weird direct play issue skipped it and it worked. Like the original concept it is a little hard to dial it the distances right to do what you need to do too much or too little with one notch.

MisuWare by Misu

like the mash up concept. Felt like by time you know what you are doing time was up. Needed a little more cohesion. Not sure if I won any of them or not.

Not The Bees by Shadow_Lancer

Original concept. sticking together. Gets a little repetitive on the way to 300 needs something to mix it up some how.

Once Upon A Time In Outer Space by HayManMarc

Like the star trek them. I thought from the teaser it was Sulu. He needed to be Scotty to be the fixer dude lol

Prism Palace by Curato

ME! Hit me back with some feedback on the puzzle part in particular.

Robot Ranchers by Pere, Tadashibashi, Fausto

Stick together is good. Didn't except a farm sim in a robot fight em up deal.

Rocketeer Inc. by FrostyCat

Neat concept. Took a little time to see what the parts where to put together but not too bad.

Screens by TehPilot

I like the concept. The mini games should be more intune with the dude in a space station repairing stuff imho

SlimePrince by Oyakiiv

You can make the slimes stick together. You can absorb them. I am not sure what the chickens were for they didn't seem to do anything when I approached. Not sure if there was a way to win.

Smooth Robotics by Micah_DS

Like the concept the controls feel a bit off. Felt like the double jump would it on a single and stick in mid air. The instructions clipped a bit outside the window but not so much that it was an issue.


Spud Pump by GameDevDan

Cute Idea. I like silliness. Made me laugh mission accomplished I guess. Had a nice put together vibe even if the game play wasn't deep.

Starship Skedaddle by H3ADL3SS

Way too many enemies. Objectives too hidden.

Stick Together by Sora

Not sure how you are supposed to take the castle I could run in but not do anything and I couldn't shoot the deal on the castle. No readme to explain. Not sure why they look different when they move


Sticky Tanks by Bingdom

Cool. Died a few times before I started attaching boxes.

STTTAT by Misty

A little harder to escape the zombie Apocalypse than i thought. The physics were a bit much when you didn't know where you were going.

SuperCharger by Siolfor the Jackal

I think someone wanted to hear themselves say pew as many hits as those aliens took to kill :p. Not sure if there was a finish to the level got to the wall and there was nowhere else to go.

Swing me by Relic

Congrats on getting something turned in at least. I like the idea you were going for. If you finish it put it up so we can see. Looks like it might be fun

'Tato Lazers by PugWizard101, Uskompuf

Not sure why there are doors or why to pick which one. Some interesting platformers concepts

The Best Game Ever by Maximiliano

Good Mashup of games. There was a crash when you win that the self destuct wasn't found. I couldn't tell if that was a mistake or if it was an attempt at humor. I laughed anyways!

The Island by CodeManuPro

Seems ok until night time and only way I could approach know how to build anything is I saw you on a forum post and still not sure I was doing it right 100%. basically night time goons come and kill you swinging the axe didn't see to do much of anything.

The Uncompleted Gravitation Machine by K3llyll

Couldn't really tell what I was supposed to do other than fall off platforms. Gravity worked pretty good lol.

Void Swarm by Nocturne

Like the concept. The enemy patterns made it so you could basically sit in one spot and hold space and kill them all.
 
Last edited:
V

VagrantWhaleGames

Guest
Reviews

Top 3:

Less Than 3 by The M
great game, fun gameplay, could really keep you coming back. Extra points for creativity and being an interesting concept.

Screens by TehPilot
amazing detail and skillful use of the program, the most polished game so far as well.

Rocketeer Inc. by FrostyCat
super fun game but sometimes unfair spawn rates,love the simplicity in the game play and graphics but its engaging and relaxing at the same time! mix of genres and feelings!

Best ofs:

Best use of Theme: Rocketeer Inc. by FrostyCat
Best Concept: Screens by TehPilot
Best Presentation: Charge Up, You Tiny Ninja! by Mocgames998
Best Story: FarmSim by Gravedust
Best Devlog: ...

Full ranking:

  1. Less Than 3 by The M
  2. Screens by TehPilot
  3. Rocketeer Inc. by FrostyCat
  4. Charge Up, You Tiny Ninja! by Mocgames998
  5. FarmSim by Gravedust
  6. I Fell by Snail Man
  7. Void Swarm by Nocturne
  8. The Island by CodeManuPro
  9. Hidden Bullet by Studio Rainfall
  10. STTTAT by Misty
  11. Caves and Lasers by Mercerenies
  12. Smooth Robotics by Micah_DS
  13. Once Upon A Time In Outer Space by HayManMarc
  14. (!!!) by Triangle
  15. The Best Game Ever by Maximiliano
  16. Last Convoy by Kahrabaa
  17. SuperCharger by Siolfor the Jackal
  18. Blade of Light by JacobV, Alice, parmesano
  19. Cavern Business Balloon by Otyugra
  20. MisuWare by Misu
  21. Crank It Up by Mercerenies
  22. Stick Together by Sora
  23. Robot Ranchers by Pere, Tadashibashi, Fausto
  24. Prism Palace by Curato
  25. Not The Bees by Shadow_Lancer
  26. Energized! by NightFrost
  27. Defend and Collect by Dr. Wolf
  28. Sticky Tanks by Bingdom
  29. Charged Bullets by Michael McMullen
  30. Starship Skedaddle by H3ADL3SS
  31. Swing me by Relic
  32. 'Tato Lazers by PugWizard101, Uskompuf
  33. SlimePrince by Oyakiiv
  34. Base Camp by WOKET_MAKER
  35. Spud Pump by GameDevDan
  36. The Uncompleted Gravitation Machine by K3llyll
  37. AEGIS by VagrantWhaleGames

Comments:

(!!!) by Triangle

great game. has fun gameplay, little bit of metriodvania mixed with a more modern mouse click run and gun style shooting...though i got stuck frequently trying to jump and coun't pass the part where you had to kill x amount of enemies. missed one and couldn't find him.

Base Camp by WOKET_MAKER

needs some polish but it could be ok as a little arena shooter

Blade of Light by JacobV, Alice, parmesano

fun game, had a good time with the combat got my butt kicked.

Cavern Business Balloon by Otyugra

cool little game i love the color scheme!

Caves and Lasers by Mercerenies

fun game, pretty polished I enjoyed the writing and gameplay both. gameplay was simple but had me thinking for a while on some of the puzzles.

Charge Up, You Tiny Ninja! by Mocgames998

man i love the look and feel of this! use to have a couple of these little things as a kid...

Charged Bullets by Michael McMullen

the accuracy needed to land shots was a little much for me but it was fun

Crank It Up by Mercerenies

pretty good and intuitive, a cool idle game concept

Defend and Collect by Dr. Wolf

fun game, i like the graphics a lot.
some quality of life improvements and new units would make it great.

FarmSim by Gravedust

this game is addicting...
love the concept and humor. had me chuckling a couple different times.
I hated those aliens, how dare they attack my harvest?

Hidden Bullet by Studio Rainfall

another great game with a lot of polish! could see this doing well as a mobile game.

I Fell by Snail Man

another great one. cute graphics, easy nice visuals on enemy attacks, forgiving but skillful platforming and even a nice little story and very different music to spice things up even more. it's really a little gem. my favorite part about this game is the feel of the controls.

Last Convoy by Kahrabaa

really fun convoy strategy game! i can see this being really popular!

Less Than 3 by The M

great game, fun gameplay, could really keep you coming back.

MisuWare by Misu

awesome! i like the idea with a bit of polish fun game.

Not The Bees by Shadow_Lancer

i like the concept and controlling the bees was decent...hard to see them under the hive if your spawning or not

Once Upon A Time In Outer Space by HayManMarc

awesome game, love the 70s scifi look and kinda reminds me of a simple FTL

Prism Palace by Curato

decent game and concept collisions are a bit sticky and only two levels but not bad.

Robot Ranchers by Pere, Tadashibashi, Fausto

fun game cute concept, really think it could be cool with a bit more too it and a little more combat feel

Rocketeer Inc. by FrostyCat

super fun game but sometimes unfair spawn rates

Screens by TehPilot

amazing detail and skillful use of the program, the most polished game so far as well.

Smooth Robotics by Micah_DS

smooth game, tough but fair. mixes mechanics nicely.

Spud Pump by GameDevDan

started freaking me out after a while.

Starship Skedaddle by H3ADL3SS

couldn't find the key? but ship interior graphics are nice...

Stick Together by Sora

honestly it was pretty cool, i like the map...sprites were kinda tripping me out and i got stuck a few times. couldn't move the archer.

game really does have potential though, best parts were the map and it reminding me of worms. :)

Sticky Tanks by Bingdom

cool graphics but a bit buggy especially the ai

STTTAT by Misty

good game another true story

Swing me by Relic

nice game feel, feels accurate but a little basic

'Tato Lazers by PugWizard101, Uskompuf

simple but fun

The Best Game Ever by Maximiliano

i've heard a lot about this game glad i finally got to play it i heard it was based on a true story. The car chase had my heart pouding. my favorite part was the final boss fight it reminded me of nier automata but better.

(honestly though, great game...was fun and funny)


The Island by CodeManuPro

polished, great feeling, vibe, colors, music...pretty professional work here. will come back after the jam.

The Uncompleted Gravitation Machine by K3llyll

somewhat unfair gameplay. Encountered a wall of small squares almost impossible for me to jump up but maybe i just need to get gud..

Void Swarm by Nocturne

fun, good game! nice retro feel i dig the soundtrack too gives a nice intense feeling and keeps you focused. I love the little ally ships. i'm also a sucker for retro graphics and these are awesome!

did get an error though...
 

Mercerenies

Member
Mercerenies Glares Judgmentally at You Whilst Playing Your Game

1. Swing Me - Relic
2. Screens - TehPilot
3. I Fell - Snail Man

Full rankings:
4. Rocketeer, Inc. - FrostyCat
5. Void Swarm - Nocturne
6. Robot Ranchers - Pere, Tadashibashi, Fausto
7. Sticky Tanks - Bingdom
8. Hidden Bullet - Studio Rainfall
9. Less than 3 - The M
10. Prism Palace - Curato
11. The Island - CodeManuPro
12. Starship Skedaddle - H3ADL3SS
13. Energized! - NightFrost
14. Not the Bees - Shadow_Lancer
15. The Best Game Ever - Maximiliano
16. Blade of Light - JacobV, Alice, parmesano
17. MisuWare - Misu
18. Charge Up You Tiny Ninja - Mocgames998
19. STTTAT - Misty
20. Cavern Business Balloon - Otyugra
21. The Uncompleted Gravitation Machine - K3llyll
22. Stick Together - Sorra
23. FarmSim - Gravedust
24. Once Upon a Time in Outer Space - HayManMarc
25. Slime Prince - Oyakiiv
26. Smooth Robotics - Micah_DS
27. Defend and Collect - Dr. Wolf
28. Charged Bullets - Michael McMullen
29. SuperCharger - Siolfor the Jackal
30. Last Convoy - Kahrabaa
31. Base Camp - WOKET_MAKER
32. AEGIS - VagrantWhaleGames
33. (!!!) - Triangle
34. Tato Lazers - PugWizard101, Uskompuf
35. Spud Pump - GameDevDan

Best Use of Theme - I Fell (Snail Man)
Best Concept - Screens (TehPilot)
Best Presentation - Screens (TehPilot)

Reviews

I'll be reviewing every game and rating them across five categories: Gameplay, Graphics, Audio, Theme, and Personal Opinion. Your total score is not a definitive indicator of my vote for you; I determine my votes holistically. And don't be discouraged by a negative review: the title says I'm glaring judgmentally at you, but in reality I'm glaring judgmentally at everyone here, so it's all good. We're all friends, and it's totally awesome that you managed to produce a game in the first place.

Reviews will be listed in alphabetical order by the name of the game.

(!!!) - Triangle (8/30)
Gameplay (1/5)
Graphics (2/5)
Audio (1/5)
Theme (0/5)
Opinion (4/10)

The jumping was really abysmally slow, and I couldn't figure out how to shoot. I collected a few of the coin things but then the flies got me.

AEGIS - VagrantWhaleGames (11/30)
Gameplay (1/5)
Graphics (2/5)
Audio (4/5)
Theme (0/5)
Opinion (4/10)

I really couldn't figure this one out. It said to use the scroll wheel to pick a building and left click to place it, but neither of those seemed to do anything.

Base Camp - WOKET_MAKER (10/30)
Gameplay (1/5)
Graphics (1/5)
Audio (3/5)
Theme (1/5)
Opinion (4/10)

The controls weren't really clear. I figured out WASD and arrow keys move the two guys, and spacebar shoots for one of them, but I couldn't figure out how to shoot for the other guy. I also couldn't figure out the objective, and my keyboard was doing some serious ghosting with all of the keys I had to hit to try to move the two guys (two of WASD and two of the arrow keys was a problem, apparently).

Blade of Light - JacobV, Alice, parmesano (19/30)
Gameplay (2/5)
Graphics (5/5)
Audio (5/5)
Theme (0/5)
Opinion (7/10)

I really love the atmosphere of this game: the graphics, the soothing yet eerie music, the general feel. But the gameplay itself was admittedly a bit dull. Combat was pretty straightforward and not that interesting, and I found that in many rooms simply sprinting past everything that breathes was the best strategy.

Cavern Business Balloon - Otyugra (11/30)
Gameplay (2/5)
Graphics (2/5)
Audio (0/5)
Theme (2/5)
Opinion (5/10)

This was an interesting aesthetic, but the gameplay didn't do much for me. I couldn't figure out how to move "forward" or "backward" on the screen (as in, change my color depth), and some of the collectibles were at the wrong depth.

Charge Up You Tiny Ninja - Mocgames998 (16/30)
Gameplay (3/5)
Graphics (5/5)
Audio (2/5)
Theme (0/5)
Opinion (6/10)

While the gameplay was fairly simply, I simply love the Game & Watch style aesthetic, which made an otherwise mediocre mechanic feel like a classic and fun game.

Charged Bullets - Michael McMullen (18/30)
Gameplay (2/5)
Graphics (3/5)
Audio (2/5)
Theme (5/5)
Opinion (6/10)

An interesting game. Unfortunately, the controls were unwieldy enough that I found it difficult to aim or pick up the orbs, as whenever I tried to veer into them the ship made a really wide turn and missed it altogether.

Defend and Collect - Dr. Wolf (13/30)
Gameplay (2/5)
Graphics (3/5)
Audio (2/5)
Theme (0/5)
Opinion (6/10)

While I'm always up for a tower defense game, the combination of confusing mechanics (what did the little triangle spaceship do and how do I use it?) and gruelingly slow enemy movement made this mostly a waiting game for me.

Energized! - NightFrost (25/30)
Gameplay (4/5)
Graphics (5/5)
Audio (4/5)
Theme (5/5)
Opinion (7/10)

A simple but well-executed game. The pacing was good, and the gameplay and extra bonus points kept me interested.

FarmSim - Gravedust (17/30)
Gameplay (2/5)
Graphics (5/5)
Audio (5/5)
Theme (0/5)
Opinion (5/10)

This may seem stupid, but, like, what do I do once the plants are grown. I tried right-clicking them and nothing really happened. I tried murdering them with a hoe and... well, that didn't help.

Hidden Bullet - Studio Rainfall (20/30)
Gameplay (4/5)
Graphics (4/5)
Audio (3/5)
Theme (3/5)
Opinion (6/10)

An interesting game. Not being able to shoot and having to use the shields as a weapon was certainly an interesting mechanic. And I like the "operation demos" reference. Unfortunately, I missed the latter half of the tutorial when the dialogue boxes starting panicking and writing over each other, making everything illegible.

I Fell - Snail Man (29/30)
Gameplay (5/5)
Graphics (5/5)
Audio (4/5)
Theme (5/5)
Opinion (10/10)

Very well done. A platformer that gracefully shifts into a top-down shooter is not an easy thing to do. I really enjoyed this, both the platforming segments and the shooter segments.

Last Convoy - Kahrabaa (16/30)
Gameplay (2/5)
Graphics (4/5)
Audio (5/5)
Theme (0/5)
Opinion (5/10)

There's just too much going on here from the first level. There's an instruction manual, sure, but it's quite the intimidating wall of text. If you're going to have a game with a lot going on, you need to introduce the player gradually. I read the whole help page and still had no idea what to do when the game started.

Less than 3 - The M (29/30)
Gameplay (5/5)
Graphics (5/5)
Audio (4/5)
Theme (5/5)
Opinion (10/10)

A very well done puzzle game. I don't think I've seen a mechanic quite like this before, and it's really quite interesting.

MisuWare - Misu (27/30)
Gameplay (5/5)
Graphics (4/5)
Audio (5/5)
Theme (5/5)
Opinion (8/10)

A very nice War- erm, MisuWare game. A few of the microgames were a bit confusing (I never did figure out what "trace the enemies" meant), but ultimately it's a well-executed and fun game.

Not the Bees - Shadow_Lancer (24/30)
Gameplay (3/5)
Graphics (4/5)
Audio (5/5)
Theme (5/5)
Opinion (7/10)

A nice, soothing game with some nice, soothing music. I really just felt... calmed while playing this. Just collecting pollen. It felt good.

Once Upon a Time in Outer Space - HayManMarc (15/30)
Gameplay (2/5)
Graphics (3/5)
Audio (5/5)
Theme (0/5)
Opinion (5/10)

I wasn't really sure what I was supposed to do here. I fixed all the zappy things and hit the terminal button to make the energy blob appear, but that's about it.

Prism Palace - Curato (18/30)
Gameplay (3/5)
Graphics (3/5)
Audio (1/5)
Theme (5/5)
Opinion (6/10)

While I'm always up for a good puzzle game, and I like the idea here, the execution felt a bit wonky at times. There was no grid (despite there being a grid drawn in the background), so it was easy to get stuck not quite on a square trying to go through the narrow walkways. And the blobs moved way too slowly, so the two levels which should've taken maybe a minute total took at least twice that.

Robot Ranchers - Pere, Tadashibashi, Fausto (26/30)
Gameplay (5/5)
Graphics (4/5)
Audio (4/5)
Theme (5/5)
Opinion (8/10)

A well-executed game. I had a lot of fun saving all the different robots and learning their abilities. And the farming sim felt good to play and not repetitive, like I was worried it might.

Rocketeer, Inc. - FrostyCat (23/30)
Gameplay (5/5)
Graphics (5/5)
Audio (4/5)
Theme (0/5)
Opinion (9/10)

Congratulations on turning the Towers of Hanoi into a speed-based strategy game. The result was actually really fun, once I got a feel for which parts went in which order.

Screens - TehPilot (30/30)
Gameplay (5/5)
Graphics (5/5)
Audio (5/5)
Theme (5/5)
Opinion (10/10)

Yeesh there's always that one that gets a perfect score. There's seriously nothing wrong with this game. It's a great idea, is well executed, combines the various mechanics in unique ways, and manages to feel fresh up until the very end. Well done!

Slime Prince - Oyakiiv (12/30)
Gameplay (2/5)
Graphics (1/5)
Audio (0/5)
Theme (5/5)
Opinion (4/10)

A neat idea, but the pace was gruelingly slow. It took forever to move somewhere, and combat was really just... click the chicken and then go get a snack while the HP is slowly devoured.

Smooth Robotics - Micah_DS (20/30)
Gameplay (2/5)
Graphics (4/5)
Audio (3/5)
Theme (5/5)
Opinion (6/10)

An interesting idea, but the floating robot kept just flying off to somewhere I couldn't get to. I tried to keep up, but it seemed like the walls that I could roll onto were just never in the right places to follow him.

Spud Pump - GameDevDan (8/30)
Gameplay (1/5)
Graphics (1/5)
Audio (1/5)
Theme (0/5)
Opinion (5/10)

Is best game 2018.

Starship Skedaddle - H3ADL3SS (23/30)
Gameplay (4/5)
Graphics (4/5)
Audio (3/5)
Theme (5/5)
Opinion (7/10)

Well done on switching between genres. It felt like four disjoint levels that really did belong as part of a whole, and it definitely told a story as it went.

Stick Together - Sorra (20/30)
Gameplay (3/5)
Graphics (3/5)
Audio (3/5)
Theme (5/5)
Opinion (6/10)

An interesting game, but I couldn't figure out the goal. I kept stabbing people and never got rewarded for it (which is a metaphor for life, I suppose). Also, you left some debug sprites in there, I think. The moving animations and the idling poses looked totally different for the characters, and there was a big yellow hitbox whenever I used the melee guy's ability.

Sticky Tanks - Bingdom (28/30)
Gameplay (5/5)
Graphics (5/5)
Audio (4/5)
Theme (5/5)
Opinion (9/10)

Certainly an interesting take on "Stick Together". And the GMC member names just made it all the more charming (although I never encountered a Mercerenies tank :( ). I'm sure you didn't specifically make the amusudan tank crueler than all the others, but my god would amusudan not leave me alone.

STTTAT - Misty (16/30)
Gameplay (2/5)
Graphics (5/5)
Audio (3/5)
Theme (0/5)
Opinion (6/10)

I love the intentionally bad car physics. It's just so hard to control, and I think that's the point. Unfortunately, I didn't know what the goal was on the first level. The arrow pointed toward the gray truck, so I thought I was supposed to catch up to it, but passing it and climactically crashing into it didn't do anything.

SuperCharger - Siolfor the Jackal (25/30)
Gameplay (3/5)
Graphics (5/5)
Audio (5/5)
Theme (5/5)
Opinion (7/10)

Props for including all three themes without it feeling forced, and double props for the voiceover gun sound effects. Unfortunately, the pacing was a bit... dull. I like the idea and everything, but combat was just "back up, hold the attack button, fire" until something dies or you run out of space, and the platforming segments were also just hold the jump button. It didn't feel like there was ever really any skill involved.

Swing me - Relic (23/30)
Gameplay (5/5)
Graphics (3/5)
Audio (0/5)
Theme (5/5)
Opinion (10/10)

Sometimes it really is the simplest games that are the most charming. I played this straight through to the end and loved every minute. It's a deceptively simple concept with several well-designed levels to complement the idea. Truly well done. And doubly so if you really did make this in just four hours.

Tato Lazers - PugWizard101, Uskompuf (7/30)
Gameplay (2/5)
Graphics (1/5)
Audio (0/5)
Theme (0/5)
Opinion (4/10)

There wasn't really much here. It's a very basic platformer with no overarching story or narrative and no audio. The physics are very simple, and I kept getting "stuck" in the ground where I couldn't jump.

The Best Game Ever - Maximiliano (19/30)
Gameplay (4/5)
Graphics (3/5)
Audio (0/5)
Theme (5/5)
Opinion (7/10)

A well-executed game. The three different levels felt very different but still felt like they were part of the game as a whole. Also, I'm not sure this was intentional, but I appreciate how the best weapon against Steve Mobs is the right click button, a button that Mac mice famously don't have. Also, was the self-destruct error message at the end intentional? Because that was a nice touch.

The Island - CodeManuPro (22/30)
Gameplay (4/5)
Graphics (5/5)
Audio (5/5)
Theme (0/5)
Opinion (8/10)

I certainly had fun with this. I don't think I ever survived the first night though. Also, the bad guy orcs will happily destroy things which have been planned but haven't been built yet, which is a bit odd. Either way, I had fun running around, and this is definitely a well-polished entry, but I think the game should either skip the first night while the player is getting acquainted or make the first night a lot less aggressive, since I probably won't have a good defense built up by then.

The Uncompleted Gravitation Machine - K3llyll (7/30)
Gameplay (2/5)
Graphics (1/5)
Audio (0/5)
Theme (0/5)
Opinion (4/10)

While the platformer physics are well polished, this game had too many blind leaps for my liking. There were a lot of places where I had to just leap as far to the left as possible and hope that I land on some narrow platform without being able to see it until it's too late.

Void Swarm - Nocturne (25/30)
Gameplay (5/5)
Graphics (5/5)
Audio (4/5)
Theme (2/5)
Opinion (9/10)

A well-designed game, as always. It was fun to work up and see what all the different purchasable ship types did, but unfortunately, I didn't quite get to the last one as the game had a bit of an error. Still, I was able to play for a decent while before I got this error, and I had quite a bit of fun with it.

___________________________________________
############################################################################################
ERROR in
action number 1
of Alarm Event for alarm 1
for object obj_Control:

Data structure with index does not exist.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_Control_Alarm_1 (line 6)
 

FrostyCat

Redemption Seeker
FrostyCat's GMC Jam XXX Reviews

Top 3:

Blade of Light by JacobV, Alice, parmesano
Overall: Great Theme: Great Concept: Great Presentation: Great Story: Great
A hack-and-slash game with a charging mechanic that dispenses with the common "instant gratification" element of the genre. Normally games of this genre are rather dependent on just button mashing and lose my interest quickly, but the charging mechanic adds a dimension of positioning and has a major impact on the entry's depth. The storyline is thoughtful and forceful, and augments the atmosphere instead of detracting from it like some other entries. The music, sound and graphics all fit together, are thoroughly immersive, and show little to no evidence of seaming between the three collaborators. This should be applauded. I played all the way to the final boss (which I couldn't finish), but from what I've seen thus far, I would be satisfied giving this entry my top commendations.

Last Convoy by Kahrabaa
Overall: Great Theme: Great Concept: Great Presentation: Great Story: N/A
A real-time strategy game where the player must defend a tank from monster hordes, while developing defences by gathering survivors and energy. The "Stick Together" assigned theme rings strong in this entry, and the two differing resource-gathering mechanics together provide a significant multi-tasking challenge. The "survivor gathering" mechanics prevents simple "zerging" tactics from working (which has been a major problem with several similar entries), and the helicopter mechanic allows the tank to perform limited tasks. But above all, the presentation for this game is its strongest asset. From the menu on it asserts its militaristic theme with graphics, sound and music in lockstep and with professional quality. Unfortunately I am personally not that strong in this genre and kept dying early (even on easy), but I'm sure this is a welcome variation that will last hours for any RTS enthusiast. A top-notch entry to be reckoned with.

Smooth Robotics by Micah_DS
Overall: Great Theme: Great Concept: Great Presentation: Great Story: N/A
A standard scrolling platformer where the player must stay within range of a target NPC or risk losing after a short time away. I love how this implements both the "Stick Together" and "Charging Up" assigned themes, and the pixel graphics are well-made and unified. The platforming mechanics made sense with a well-calibrated running speed and gravity, but the "ball" climbing mechanic feels unnatural to me since it shares the same key as jump and can't be triggered from a standing position. Still, this is a wonderful entry, especially given the short development time allotted. In my top-10 for the Jam for sure.

Best of:

Best Use of Theme: I Fell by Snail Man
Best Concept: Last Convoy by Kahrabaa
Best Presentation: Blade of Light by JacobV, Alice, parmesano
Best Story: Blade of Light by JacobV, Alice, parmesano
Best Devlog: Caves and Lasers by Mercerenies
Best Reviewer: Misu (See: Twitch channel. I applaud his review series for trying something new and putting a lot of effort into the video, narration and gameplay. No other reviewer here is even close.)

Rubric:
Theme:
  • Poor: No attempt to use any theme, or exceptionally poor or superficial use of a theme.
  • OK: Some attempt to use a theme, but the fitting is loose or detracts from gameplay.
  • Good: Standard-fare but effective use of a theme.
  • Great: Very innovative use of one or more themes that go beyond standard expectations.
* Special: I only count a theme when it is a significant, meaningful component of gameplay. For example, I would NOT count "Stick Together" just for holding a weapon.

Concept:
  • Poor: Poor play in general and unsatisfying mechanics, little evidence of thought.
  • OK: Working mechanics, but not remarkable or has a flawed execution.
  • Good: Good use of mechanics coupled with some personalization or coherent use.
  • Great: Memorable mechanics with great originality, or significant improvements over an existing genre.
Presentation:
  • Poor: Inadequate effort, obvious incohesion among resources, or too many implementation-level mistakes.
  • OK: Some effort in resources, coding and gameplay design, but needs improvement.
  • Good: Decent effort in coding and integrating resources, gameplay design, and working functionality.
  • Great: Professional effort with no major flaws and an immersive, unified package.
* Special: I deduct one whole grade in this category for each major bug that significantly impairs gameplay.

Story (where rated):
  • Poor: Cheesy and incoherent, or no relationship to gameplay.
  • OK: Some attempt for a storyline, but not well integrated with play or has little depth.
  • Good: Standard-fare storyline that complements the entry.
  • Great: Thoughtful, deep storyline that greatly enhances the presentation of the entry.

Full Ranking:
  1. Blade of Light by JacobV, Alice, parmesano
  2. Last Convoy by Kahrabaa
  3. Smooth Robotics by Micah_DS
  4. FarmSim by Gravedust
  5. Less Than 3 by The M
  6. Caves and Lasers by Mercerenies
  7. Energized! by NightFrost
  8. I Fell by Snail Man
  9. Screens by TehPilot
  10. Robot Ranchers by Pere, Tadashibashi, Fausto
  11. Hidden Bullet by Studio Rainfall
  12. STTTAT by Misty
  13. Not The Bees by Shadow_Lancer
  14. The Island by CodeManuPro
  15. Void Swarm by Nocturne
  16. Charge Up, You Tiny Ninja! by Mocgames998
  17. The Best Game Ever by Maximiliano
  18. Charged Bullets by Michael McMullen
  19. Sticky Tanks by Bingdom
  20. Starship Skedaddle by H3ADL3SS
  21. SuperCharger by Siolfor the Jackal
  22. Cavern Business Balloon by Otyugra
  23. Once Upon A Time In Outer Space by HayManMarc
  24. Base Camp by WOKET_MAKER
  25. Stick Together by Sora
  26. AEGIS by VagrantWhaleGames
  27. Swing me by Relic
  28. Defend and Collect by Dr. Wolf
  29. (!!!) by Triangle
  30. MisuWare by Misu
  31. Prism Palace by Curato
  32. Spud Pump by GameDevDan
  33. SlimePrince by Oyakiiv
  34. 'Tato Lazers by PugWizard101, Uskompuf
  35. Crank It Up by Mercerenies
  36. The Uncompleted Gravitation Machine by K3llyll

Comments:
Blade of Light by JacobV, Alice, parmesano
Overall: Great Theme: Great Concept: Great Presentation: Great Story: Great
A hack-and-slash game with a charging mechanic that dispenses with the common "instant gratification" element of the genre. Normally games of this genre are rather dependent on just button mashing and lose my interest quickly, but the charging mechanic adds a dimension of positioning and has a major impact on the entry's depth. The storyline is thoughtful and forceful, and augments the atmosphere instead of detracting from it like some other entries. The music, sound and graphics all fit together, are thoroughly immersive, and show little to no evidence of seaming between the three collaborators. This should be applauded. I played all the way to the final boss (which I couldn't finish), but from what I've seen thus far, I would be satisfied giving this entry my top commendations.

Last Convoy by Kahrabaa
Overall: Great Theme: Great Concept: Great Presentation: Great Story: N/A
A real-time strategy game where the player must defend a tank from monster hordes, while developing defences by gathering survivors and energy. The "Stick Together" assigned theme rings strong in this entry, and the two differing resource-gathering mechanics together provide a significant multi-tasking challenge. The "survivor gathering" mechanics prevents simple "zerging" tactics from working (which has been a major problem with several similar entries), and the helicopter mechanic allows the tank to perform limited tasks. But above all, the presentation for this game is its strongest asset. From the menu on it asserts its militaristic theme with graphics, sound and music in lockstep and with professional quality. Unfortunately I am personally not that strong in this genre and kept dying early (even on easy), but I'm sure this is a welcome variation that will last hours for any RTS enthusiast. A top-notch entry to be reckoned with.

Smooth Robotics by Micah_DS
Overall: Great Theme: Great Concept: Great Presentation: Great Story: N/A
A standard scrolling platformer where the player must stay within range of a target NPC or risk losing after a short time away. I love how this implements both the "Stick Together" and "Charging Up" assigned themes, and the pixel graphics are well-made and unified. The platforming mechanics made sense with a well-calibrated running speed and gravity, but the "ball" climbing mechanic feels unnatural to me since it shares the same key as jump and can't be triggered from a standing position. Still, this is a wonderful entry, especially given the short development time allotted. In my top-10 for the Jam for sure.

FarmSim by Gravedust
Overall: Great Theme: Great Concept: Great Presentation: Great Story: Good
This entry makes great use of the "Switch between Genres" assigned theme by implementing a farming simulator in daytime and a shooter in nighttime. I really liked the integration of both disparate genres within the same scoring scheme and how they lead back to one another. The farming simulator generates income during daytime but also serves as limited defence at nighttime, which are put back into place during daytime. With this assigned theme in particular, it's easy to fall prey to incohesion and contrived mashups, but this entry effectively avoids it all. The graphics are very well done and unified, and the sound and music are simple but effective. A solid entry for its category.

Less Than 3 by The M
Overall: Great Theme: Great Concept: Good Presentation: Great Story: N/A
A unique programming game where you issue commands to machines on a timeline to bring heart fragments together. Unlike a lot of other "Stick Together" entries where the focus is just on "accessorizing" and holding weapons, the mechanics in this entry makes full and uncontrived use of the theme. The puzzle aspect of the game kept me interested for quite some time, though I must admit it's probably because I'm a programmer myself. The neo-pixel graphics look well together and demonstrate great attention to detail (e.g. the grinding gears inside the moving cranes), with no clear signs of incomplete content. This is definitely a top contender for the "Stick Together" theme category.

Caves and Lasers by Mercerenies
Overall: Great Theme: Great Concept: Great Presentation: Good Story: OK
I really like this new take on Sokoban incorporating the Charging Up assigned theme. The puzzles are very carefully engineered with interesting catches, and the learning curve keeps me entertained without being overly difficult. The pixel graphics are consistent and effective, though the perspective makes it somewhat difficult to see holes behind walls or blocks. Definitely an entry I'll play a bit more even after the review process is over. Except for the storyline which feels a little forced, it's hard to find fault with this entry. Great job!

Energized! by NightFrost
Overall: Great Theme: Great Concept: Great Presentation: Great Story: N/A
A simple, infinitely replayable maze-connecting puzzle game implementing the "Charging Up" assigned theme. One of my most common complaints about GM user circles is an over-representation of action games and routine dismissal of basic computer science as "whiz kid" material, but this entry has definitely brought some of my hopes back. The game is easy to pick up (almost self-explanatory even without the README), fun to play with side challenges (the bonus squares), and the application of the maze generation algorithm is spot-on. The graphics, music and sound effects are simple and effective, like the rest of the package. I see potential in this being further developed into a casual mobile game. Great work!

I Fell by Snail Man
Overall: Great Theme: Great Concept: Great Presentation: Good Story: OK
An unusual exploration-type platformer game with "sleeping" terrain that wakes up upon getting a special bonus. On the surface it looks like just an implementation of the "Charging Up" assigned theme, but under the surface the "sleeping" terrain enemies make it a candidate for the "Switch between Genres" assigned theme as well (platformer <=> bullet hell shooter). The level design is deliberate and adequately challenging (and how could you afford not to be when it has to be used two ways at once), and the graphics and sounds are well-coordinated. Unfortunately, the music is the one uncooperative part of this entry --- it is way too off-theme and relaxing to be part of an action game like this (especially in charged shooter mode). Still, for combining two assigned themes and making it work so seamlessly and intuitively, I have to give it extra credit. Well done!

Screens by TehPilot
Overall: Great Theme: Great Concept: Good Presentation: Great Story: OK
A multi-game with a 3D overworld and minigames embedded on simulated wall screens. Embedding low-res minigames into surfaces on 3D walls to is a bold move that I have not seen in other entries (or other GM games in general), and it does a good job at easing the rift between the 3D main game and 2D subtasks by not transitioning away entirely. For an assigned theme that easily falls prey to incohesion when naively done, this is a unique and effective form of mitigation. I especially liked the two screens where the cannon game is crossed with the maze game to create a combined puzzle (cannon shoots away blocks in the maze game). Though the game was short and the subtasks rather simplistic, the presentation and technical work on this entry are clear wins by my standard.

Robot Ranchers by Pere, Tadashibashi, Fausto
Overall: Good Theme: Good Concept: Good Presentation: Good Story: N/A
A multi-genre game where the player takes control of a pirate crew and saves captured members with new abilities from other islands. I like the effort taken in tying together the disparate genres by introducing a common currency, i.e. the seed that can be taken back to the ship to grow into bullets. It's narrow in scope as only bullets can be grown this way, but for a jam-length entry this is good enough. The presentation is strong, with fitting music and beautifully coordinated original pixel graphics. However, the ending was abrupt and unpolished compared to to the remainder of the entry, and the level design was mostly unnuanced and simply enemy spam, so I've taken some marks off for these points. Still, an enjoyable entry while it lasted.

Hidden Bullet by Studio Rainfall
Overall: Good Theme: Good Concept: Good Presentation: Great Story: Great
A short scrolling "shooter" where an aircraft uses orbiting spheres to attack enemies. The idea is to implement the "Charging Up" mechanic by requiring higher-risk melee-range activity earlier on, but once charged up this way, it opens room for lower-risk long-range moves that consume energy. Unfortunately, the charging mechanism is itself already too strong for the single level in the game, so I wasn't forced to make a choice before the game ends. There also seems to be a planned genre change to what seems to be a hack-and-slash later on, but I never found it and thus I'm treating this as a single-theme entry (please PM me for a re-review if that's the case and I only got to an early sad ending). The story is by far the strongest element of this entry, it was much deeper and more thoughtful than the other entries in this Jam professing to have a storyline. Though short and apparently incomplete, what's there is well put together and I must give credit for it.

STTTAT by Misty
Overall: Good Theme: Good Concept: Good Presentation: Great Story: OK
A driving simulator featuring a zombie apocalypse storyline. The car handles and drifts very well, the skids and crashes sound realistic, and the graphical lighting makes the atmosphere stand out. I am assuming that this is an implementation of the "Stick Together" theme, but it's not immediately clear until several levels in. The story is mediocre and almost teenager-ish compared to other entries (e.g. Blade of Light, Hidden Bullet). Still, the presentation shows a lot of effort being put into an immersive experience. A solid entry.

Not The Bees by Shadow_Lancer
Overall: Good Theme: Good Concept: Good Presentation: Good Story: N/A
A simulator game featuring the insect that we all think of when it comes to sticking together. I love the choice of theme, the coordinated graphics in uniform style, the boids mechanics and the music. Unfortunately the playability is rather limited, given that the nearby flowers are too easy to reuse over and over again. The 300 honey goal becomes rather trivial to achieve without much trouble with hazards (e.g. white venomous lilies, hawks, carnivorous plants). At this point it is more or less a "zen mode" game. Had there been timed scenarios with increasingly challenging goals or different flowers, that would have greatly added to the interest of the entry. Solid start though.

The Island by CodeManuPro
Overall: Good Theme: Good Concept: Good Presentation: Great Story: Good
A beautiful pixel hack-and-slash with a side focus on resource management (though I couldn't figure out what the non-food, non-weapon items were for). The controls were responsive and easy to pick up, but the three primary weapons all operate more or less the same way and limited the scope of play. I can understand the integration of the Stick Together assigned theme with the archer survivors, but it seems to be a rather minor component of the design. In any case, the presentation is strong in this entry, and there's plenty to appreciate in that aspect.

Void Swarm by Nocturne
Overall: Good Theme: Good Concept: Good Presentation: OK Story: N/A
An infinite shooter where the player shoots enemies, collects scrap metal and then purchase orbiting attachments at the end of each wave. The pixel graphics, music and overall presentation are professionally done, and I commend the quality and cohesion. I can understand the use of the "Stick together" theme, and while it works I wouldn't call it special.

But the thing I'm the saddest about this entry is the lack of balance and presence of bugs. "Zerging" works way too well in this game. With just about half a dozen 150-scrap ships I can one-hit most enemies point-blank, leaving no real reason to choose the other more expensive augments. I am taking one grade for a major bug that starts the next wave without reactivating the player (reproduction: send away the purchase menu without buying anything new). And here is the second after about a dozen rounds:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 1
for object obj_Control:

second index out of bounds request 0,10 maximum size is 1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_Control_Alarm_1 (line 43)

It would have been a much stronger entry if it didn't snowball this easily or have this many exploitable major problems.

Charge Up, You Tiny Ninja! by Mocgames998
Overall: Good Theme: Good Concept: Good Presentation: Good Story: N/A
A simple minigame using Game & Watch style graphics. I like how you put in the simulated shadows in the LCD screen and make it look like actual hardware of the time. The game is slightly unclear at the outset, but I eventually understood it and the rhythmic component to it was an interesting challenge (i.e. switching key taps between two adjacent apples or boxes). Some flashing symbols to indicate the currently building charge or an apple about to hit would have significantly increased the clarity of the game and made it more accessible.

The Best Game Ever by Maximiliano
Overall: Good Theme: OK Concept: Good Presentation: Good Story: Poor
A multi-mission "Switch Between Genres" game parodizing a runaway iPhone, implementing platformer, physics and shooter mechanics. The parody references were effective and gave immediate context. Though there is a storyline, it had no progression and was basically repeated near-verbatim. In addition, there is significant visual incohesion between the parts you did and the parts downloaded from Kenney. Still, I can't find fault with the programming or control mechanics of any of the three games (except for the error at the end, but I'll give the benefit of doubt for it being intentional), so that is a good start. Decent entry, but with room for improvement.

Charged Bullets by Michael McMullen
Overall: OK Theme: Good Concept: OK Presentation: OK Story: N/A
A simple Asteroids-like shooter with a charged-shot mechanic for the Charging Up assigned theme. The basics work, but I found it difficult to aim without also being shot at, and the turning rate makes it hard to shoot at enemy planes behind me. With only one bullet hit allowed, I ended up just running circles around them without doing much. It works while it lasts, though, and shows some evidence of effort.

Sticky Tanks by Bingdom
Overall: OK Theme: OK Concept: OK Presentation: Good Story: N/A
A standard tank battle game with AI opponents and objects that you stick to for additional protection. The steering works, but the cannon seems random and I don't feel any sense of agency while shooting. This is definitely reminiscent of some of the "glue parts to yourself" shooter entries from the Convergence Jam, but the protection afforded by "stick-ons" in this entry is significantly outweighed by the reduced turning mobility (e.g. I can't seem to turn left anymore after getting a few trees on me). Still, the presentation is clean and unified, and the background music fits the casual style of play. I have to give some credit for putting together a cohesive package.

Starship Skedaddle by H3ADL3SS
Overall: OK Theme: Good Concept: OK Presentation: OK Story: Poor
An implementation of the "Switch Between Genres" as a mission-based RPG game. Though I like the choice of theme and the pixel graphics are fitting, there were some playability issues with the first two missions (unclear distinction between walls and floor tiles for the first mission, unpredictable "point-and-click" controls for the second mission). Most importantly, this kind of game needs a storyline to stay coherent between genre transitions, but it isn't there, and there were also no in-game explanations on controls. Good intentions, but missed execution. For future reference, "Convergence" by Dr. Wolf in Jam #6 is an example of what a comparable entry should look and play like when properly executed.

SuperCharger by Siolfor the Jackal
Overall: OK Theme: OK Concept: OK Presentation: Good Story: OK
A standard side-scrolling platformer game. Though I appreciate the effort that went into the graphics, the charged jump for the "Charge Up" assigned theme had a rather singular purpose in the design of the game, and the attachment to the "Stick Together" assigned theme is too marginal to credit at all. The controls are also not as responsive as I would have liked, and the level design is little more than "enemy spam" once you figure out how the mode switching works.

Cavern Business Balloon by Otyugra
Overall: OK Theme: Good Concept: OK Presentation: OK Story: N/A
An unusual game about "charging up" a balloon to collect items to sell in a cylindrical cave. I appreciate the creativity in trying to interpret one assigned theme in two ways, but the execution is off and I can't really enjoy the game as much as I would have liked. The "depth by false colour" scheme just doesn't work for me personally, a fake 3D projection similar to Nebulus would have done a much cleaner job conveying the point. In addition, I get presented with the same cave over and over again, and selling items have no real tangible effect after the reboot, so there's no real replayability.

Once Upon A Time In Outer Space by HayManMarc
Overall: OK Theme: OK Concept: OK Presentation: Good Story: OK
Looks like some sort of time management game where the player tries to charge up a spaceship while tending to other components that constantly break down and need repair. The graphics are relatable and unified, but the sparks blend in to well (especially the terminal units with rainbow flashing keys) and are difficult to find. Unfortunately the part that ties in with the "Charging Up" theme doesn't seem to be implemented yet (the panel doesn't seem to do anything while I hold it down) and there are no consequences yet for leaving things unrepaired for too long, so for now I can only give it a tentative score. Still, I can see where the game will head if the missing elements are given time to develop.

Base Camp by WOKET_MAKER
Overall: OK Theme: OK Concept: OK Presentation: Poor Story: OK
A simple two-handed zombie shooter. I would have appreciated the implementation of the "Stick Together" assigned theme if I had instructions on how to make the second player shoot. The enemies get stuck inside walls and had difficulty going around corners. The music is a little annoying and repetitive, but the graphics does pass muster in terms of cohesion. Decent idea, but missed execution.

Stick Together by Sora
Overall: OK Theme: Good Concept: OK Presentation: OK Story: N/A
A 2-character "capture the flag" action game. I can see effort in integrating the "Charging Up" theme in the archer character and the "Stick Together" theme in the two characters, but the lack of an end goal in what should be a winnable game compromised the implementation. The sword character was way too strong and I was able to clear the level with him alone. In addition, I got both characters to the opponent's castle, but there was no win or anything. In addition, there was a significant amount of rough content (e.g. visible hitboxes, old versions of character sprites flashing in, etc.). This needs work.

AEGIS by VagrantWhaleGames
Overall: Poor Theme: Poor Concept: OK Presentation: Poor Story: N/A
A simple Battle Royale-like game. Perhaps the biggest liability with this game is its simplicity --- too much of it. The AI put up absolutely no resistance to my early rushes (put castle to sleep, farm at 15, then another farm at 15, then a barrack at 25, then another barracks at 25) --- the easy AI fell within a minute, and the hard AI was no different. The mouse wheel scrolled way too quickly, the font didn't line up with the graphics, and the music was quickly repetitive and annoying. I also don't see any clear connection to any of the three assigned themes. Except for perhaps "Charging Up," but even then the connection was forced and inadequately executed.

Swing me by Relic
Overall: Poor Theme: OK Concept: OK Presentation: Poor Story: N/A
A platformer game similar to Nitrome's "Knuckleheads". The connection to the "Stick Together" assigned theme was reasonable, but the execution of this game is a little too rough around the corners for me to give a pass. The graphics are passable, but the real deal-breaker was the collision handling. It stuck to corners and walls often, and the mid-air rotations were unnatural compared to Knuckleheads. I understand that this was made on an extremely short notice and applaud your initiative, but for future reference I recommend that you set aside at least 12 hours for a Jam entry.

Defend and Collect by Dr. Wolf
Overall: Poor Theme: Good Concept: OK Presentation: Poor Story: N/A
A combination between a maze game and a tower defence game, where the player must navigate to towers to collect money and also help shoot enemies. While I like the combination for uniqueness, the execution is just too poor for me to give it a pass. The presentation is basic and it works, but then I ended up taking all the points away in this category after bugs and gameplay problems.There are only two levels and little variation, and if I kill an enemy myself there is no coin drop for it. In addition, there is a severe memory leak in this entry that leads to an out-of-memory crash within about 10 minutes into the game. If you plan to keep working on this, at the very least get rid of the memory leak. I think it comes from creating a new path to follow or a surface to draw on every step.

(!!!) by Triangle
Overall: Poor Theme: Poor Concept: Poor Presentation: OK Story: N/A
A basic exploration platformer with a few enemies. Unfortunately, the only things I can give credit for is the original graphics. The level design is basic and hides a lot of kill regions in blind spots, and the enemies basically work the same and fail to implement flags against unwanted repetition. For being almost a stock tutorial edit and making little effort in integrating the assigned themes, that's as far as I am willing to take this review.

MisuWare by Misu
Overall: Poor Theme: OK Concept: Poor Presentation: Poor Story: N/A
A WarioWare clone implementing the "Switch Between Genres" assigned theme. Though the intermission splash looks legitimately WarioWare-styled, the remaining games didn't continue using the same graphical style, and that's disappointing. In addition, some of the games aren't implemented properly --- there isn't enough time to finish the clown shooter, the cannon game docks one life even if I never miss a shot, the cat platformer's gravity is too low, and one of the cat levels has a ledge that's placed too far to the left. The replayability is also severely limited due to that lack of variety in levels. Incohesion is an easy pitfall with this particular theme, and this entry fell right for it. Sorry, not impressed at all with this one.

Prism Palace by Curato
Overall: Poor Theme: OK Concept: OK Presentation: Poor Story: N/A
A maze game where the player tries to move three slime characters to a goal. The colour gate and button mechanics work, but there was no documentation or in-game help explaining this. The colours were oversaturated and the graphics show an obvious rift between downloaded and custom-made resources. In addition, there were only 2 levels to play before the credits screen. The attempt to implement the "Stick Together" theme is passable, but the lack of content isn't.

Spud Pump by GameDevDan
Overall: Poor Theme: OK Concept: Poor Presentation: OK Story: N/A
A clicker game where the player tries to inflate a "potato face" until it explodes. I can see the "Charging Up" assigned theme in this entry, and the graphics look fitting, but that's about it. There just isn't enough depth in this game to write any more about it.

SlimePrince by Oyakiiv
Overall: Poor Theme: OK Concept: Poor Presentation: Poor Story: N/A
Some sort of RTS game where a main "slime" character sticks to other smaller slimes and then attack farm animals. The graphics look awful and saturated, the enemies are static and uninteractive, the controls are backwards (typical RTSs use the opposite arrangement in mouse buttons), and the product itself shows little to no evidence of effort. The only point I'm giving for this entry is for the attempt to implement one of the assigned themes.

'Tato Lazers by PugWizard101, Uskompuf
Overall: Poor Theme: Poor Concept: Poor Presentation: Poor Story: N/A
Just a basic platformer done the Mark Overmars way with a few tricks. No real adherance to any of the three themes (and no, switching between different level gimmicks ISN'T switching between genres), the colours are too saturated, and it's easy to tell who did which part.

Crank It Up by Mercerenies
Overall: Poor Theme: OK Concept: Poor Presentation: Poor Story: N/A
Some sort of "farming" game where the player builds energy-producing resources into an energy system. Though I can see the "Charging Up" assigned theme in this entry, the gameplay that goes with it is aimless and old after a while, and there are no real explanations about what does what. Even if you do something as simple as adding time limits or scenarios, that alone would have made a significant difference without much effort. The presentation doesn't save what's left of the entry, especially with no sound and only paint-grade graphics. Thumbs down from me on this one.

The Uncompleted Gravitation Machine by K3llyll
Overall: Poor Theme: Poor Concept: Poor Presentation: Poor Story: N/A
A stock platformer tutorial edit with no attempt to match any of the three assigned themes. With only placeholder content and no other unique redeeming attributes suggesting reasonable original effort, I can't really put this in the running.
 
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Played through all the games a couple of times each, some real cool stuff there.
I tried to play each game until the end if it had one, but in some cases I just couldn't get there. If I didn't understand a game, I tried to hunt down more information on the forums just to make sure I didn't end the game prematurely.
Please include controls either in-game or in a readme file ;)

Words

Top 3:

Void Swarm by Nocturne
Very cool. Good use of theme too.
There was no readme or in-game controls so I had to guess. Then after my first playthrough I noticed the focus bar and how I never used it. So I had to hunt down your WIP post to find out not only are there buttons to change the fire mode, but also that it has gamepad support!
After that I really started to dig the game. The enemy variety and patterns were really good. Each enemy looked and felt unique with the design of some of them informing their attack which was great.
The upgrade system was great, each drone felt unique and served a different purpose, I personally enjoyed my army of just the weak 150 drones, after a while it's like a wave of death!
The menus were really nice too, and the music was excellent, really all fit together very nicely.
It did however get a bit samey after a little while. You get more powerful quicker than the enemy gets harder, perhaps you could break it up with the occasional boss fight?

I Fell by Snail Man
Dude, what the hell? You can't end it like that?! :p
I was a bit skeptical at first when I saw the control layout, but I ended up being pleasantly surprised.
Very good use of theme, I feel like you used Charging Up and Switch Between Different Genres pretty evenly.
The platforming and jumping felt good and controlled very smoothly, and the flying/shooting parts felt great.
There was a good balance of both sections throughout, and I thought it was very clever integrating the enemies into the platforming sections. Very well done.
The art seemed basic, but the player character was animated very well with the spinning, and the enemies looked great.
The difficulty seemed to increase at a rate I felt was very even and fair, which is something a lot of people(myself included) seem to struggle with.
I will say however, that as great as that music was(I dug it), it seemed out of place to me.

Sticky Tanks by Bingdom
That was a lot of fun. This would be a great multiplayer game.
The control of the tanks felt great(Although maybe a little fast to turn) and the idea of having objects stick to you and affect your centre of mass was cool. However, I'd consider lessening the effect a little and adding more types of things to collide with, I imagine you could make good strategic use of that with a little tweaking. (I actually got a gold turret attached to me and it seemed invulnerable, so I used that as a shield for most of one match).
I believe some static structures that can't be attached or moved would make maps a little more interesting too.
I can really see this as a great mulitplayer game, expanding on the sticky objects thing can lead to some great strategies(I regularly had a box or something for added defense).
The art was great too, that 3D effect whatever it was was done well.
I wonder how many other people were disappointed to not see their name in the game as well :p

Best ofs:

Best use of Theme: I Fell by Snail Man
Best Concept: Sticky Tanks by Bingdom
Best Presentation: The Island by CodeManuPro
Best Story: Spud Pump by GameDevDan
Best Music: Void Swarm by Nocturne

Full ranking:

  1. Void Swarm by Nocturne
  2. I Fell by Snail Man
  3. Sticky Tanks by Bingdom
  4. Last Convoy by Kahrabaa
  5. Rocketeer Inc. by FrostyCat
  6. The Island by CodeManuPro
  7. Smooth Robotics by Micah_DS
  8. Less Than 3 by The M
  9. AEGIS by VagrantWhaleGames
  10. Screens by TehPilot
  11. Energized! by NightFrost
  12. Caves and Lasers by Mercerenies
  13. FarmSim by Gravedust
  14. Blade of Light by JacobV, Alice, parmesano
  15. MisuWare by Misu
  16. Robot Ranchers by Pere, Tadashibashi, Fausto
  17. Not The Bees by Shadow_Lancer
  18. Charge Up, You Tiny Ninja! by Mocgames998
  19. Starship Skedaddle by H3ADL3SS
  20. Hidden Bullet by Studio Rainfall
  21. Stick Together by Sora
  22. Defend and Collect by Dr. Wolf
  23. Charged Bullets by Michael McMullen
  24. The Best Game Ever by Maximiliano
  25. Cavern Business Balloon by Otyugra
  26. STTTAT by Misty
  27. Prism Palace by Curato
  28. (!!!) by Triangle
  29. Once Upon A Time In Outer Space by HayManMarc
  30. 'Tato Lazers by PugWizard101, Uskompuf
  31. SlimePrince by Oyakiiv
  32. The Uncompleted Gravitation Machine by K3llyll
  33. Base Camp by WOKET_MAKER
  34. Swing me by Relic
  35. Spud Pump by GameDevDan
  36. Crank It Up by Mercerenies

Comments:

(!!!) by Triangle

There was no real direction or flow to the game. No clear objective. I ran right and found a gun then just shot at things for a while. Eventually died from one hit(which as I read in your afterword was because enemies take a massive amount each step, which I don't think was a great idea).
Second attempt I went right instead and there were coins to collect and that made no sense either then I died in some flashing rectangle.
I tried one more time and went straight for the gun but I couldn't see any way to progress.
Collisions were occasional bad, I got stuck in blocks or jittered around a bunch.
The jump was a bit high and you had no control over it, not sure if that's just a preference or not though.

AEGIS by VagrantWhaleGames

Cool concept, the idea was nice and simple.
Controls and gameplay were simple and easy to understand.
Not sure where the implementation of the theme was...
Music was annoying after a few seconds
Sprites were ok, but I had to squint to make out what building type I had selected.
A background would have been nice.
Way too easy, just spam houses at the start and one barracks. Easy resources then spam barracks. Worked on both difficulties.
Some better balance, and some visual improvements would make this a pretty solid game in my opinion.

Base Camp by WOKET_MAKER

Lighting was good, and it controlled well enough.
Was I expected to control both guys, or was this two player? I don't have a second player currently available and the controls were set in a way that made it annoying to switch between to control both, so I ended up letting one die.
Not much going on in the way of sprites or backgrounds. What was there wasn't very good. And the music was a bit annoying too.
No sound effects is a bit of a bummer.
Some enemies would go through or get stuck in walls.
Killed everything and circled the map a few times but it still said 15 left. Circled again another two times but nothing.

Blade of Light by JacobV, Alice, parmesano

I feel like I've played this before... Plays just like your last jam game but you charge attacks now instead of spamming them.
I can't tell if it's just because of your style, but the sprites and backgrounds looked like they were just taken from your other jam games.
Overall it just looks like a slightly less polished version of your last jam game...
Final boss was ok, but annoying. Nothing happened after he died except for a message about defeating the evil. I guess that was the end?
The music was very well done, and the save/load system was a great addition.

-Tried it again with the dialogue fix. Very cool how the dialogue changes, it's something I wish I saw more often.

Cavern Business Balloon by Otyugra

I like your simple sprites and the colour theme.
I thought I was missing something until I read your afterword. Shame you ran out of time.
I didn't really enjoy it personally, the controls were a little confusing at first and after several tries they still aren't completely clear to me. Mostly I don't understand the depth thing, why I had to move over to the walls to change depth.
Shame there were no sounds or music either.
Oh, and the game window was so tiny! I fullscreened it but it looked ugly and stretched, so I just squinted and played that way.
The movement and charge seemed to work well at least, not really a fan of the move snapping(prefer smoother movement) but I understand it works in this aesthetic and some may find it more appealing. Either way it was well made.

Caves and Lasers by Mercerenies

Interesting little puzzle game, I got stuck a couple times but made it in the end.
I enjoyed the little bits of humour and fourth wall jokes.
Puzzles were mostly interesting with only a couple that I found annoying to solve.
Art and sound weren't amazing but they got the job done.
Noticed some scaling issues with the GUI in full screen, like the fifth ability and player character dialogue off-screen.
Wasn't expecting it to have so many levels, so well done on making so many puzzles.

Charge Up, You Tiny Ninja! by Mocgames998

Neat idea incorporating the Game and Watch aesthetic.
It seemed mostly done well except I kept getting done by fruit from either side too close together, sometimes at the same time, couldn't seem to time the kick right.
I couldn't make it to the second section despite many attempts :(

Charged Bullets by Michael McMullen

The sounds effects were amusing(I did most of mine with my voice as well :p ).
I really didn't like how you controlled the ship, it made it difficult to collect things and aim at enemies.
Sprites were alright though, as were the particle effects..
Oh also, the font on the menu was hard to read.

Crank It Up by Mercerenies

Oh, no thanks.

Defend and Collect by Dr. Wolf

Tower defense games can be really fun when done well.
Unfortunately it looks like you ran out of time before completing it.
The lack of tower types was a bit disappoining.
The game moved very slowly, at first I thought it may be lagging but it didn't appear to be.
Cool aesthetic though.

Energized! by NightFrost

Nice little puzzle game, not sure what it had to do with any of the themes however, I guess I can sort of see Charging Up in the context of powering the nodes.
Either way, relaxing little puzzle game. Nothing overly new or interesting done with it but I still enjoyed it.

FarmSim by Gravedust

I thought the concept was pretty cool, I think you combined the two different play styles in a way that felt natural.
The sprites were great.
I feel like the player zips around a bit too fast.
The aliens spawned in all sorts of annoying spots, I think some more reliable spawning would make more sense instead of randomly teleporting in.
Difficulty was a bit brutal.
Grabbing and planting seeds was a bit of a chore(guess it is in real life too haha), as was selling the fruit since you couldn't drop it.
The effects were great, overall this game looked pretty. With some better balancing and variety, this could be a pretty great game.

Hidden Bullet by Studio Rainfall

Firstly, this looked very polished, nice intro and menus.
But I felt like that was 90% dialogue... and the only real playable section was so short and uninteresting, it was a real disappointment that there was nothing else.
The actualy gameplay part showed potential but was too short and no that interesting.
The backgrounds were simple but nice, but the sprites could have used more work.
I did however think it was pretty cool the way the sound effects sorta synced up to the music, well done with that.


I Fell by Snail Man

Dude, what the hell? You can't end it like that?! :p
I was a bit skeptical at first when I saw the control layout, but I ended up being pleasantly surprised.
Very good use of theme, I feel like you used Charging Up and Switch Between Different Genres pretty evenly.
The platforming and jumping felt good and controlled very smoothly, and the flying/shooting parts felt great.
There was a good balance of both sections throughout, and I thought it was very clever integrating the enemies into the platforming sections. Very well done.
The art seemed basic, but the player character was animated very well with the spinning, and the enemies looked great.
The difficulty seemed to increase at a rate I felt was very even and fair, which is something a lot of people(myself included) seem to struggle with.
I will say however, that as great as that music was(I dug it), it seemed out of place to me.

Last Convoy by Kahrabaa

This was a really good idea and use of the themes.
Great simple objective, and good implementation of your idea.
Taking control of different units was done well, and satisfying.
Rescuing people to add to your army was good.
The sprites and backgrounds were ok, consistent which is good.
My only real complaints are that it was really difficult, and it doesn't really ease you into the different aspects of the gameplay. I don't think I could get past a third of the way! But I'm not very good at games with micromanagement I'll admit. I did still really enjoy it, I think this is something worth continuing on and improving.

Less Than 3 by The M

Very cool idea, it was very satisfying to solve these puzzles, that last one was quite the puzzle too.
The only thing I really disliked is it became a lot of just trial and error in most cases, but occasionally there was a really well made puzzle that required some actual thought which made up for it.

MisuWare by Misu

Oh man, I really wanted to rank this higher.
I loved the Warioware aesthetic, and it fits perfectly with one of the themes. But I think your biggest letdown here was that there were too few games and the games themselves were no good.
The cat jumping one had bad collisions, I found several times that I would land on a platform and not be able to jump for a second.
The enemy tracing one didn't really seem to make sense to me and looked very unfinished so maybe there was more to it.
The clown shooting one worked fine, but the gui was displayed over a quarter of the screen(Guessing because I was in fullscreen, gui is a bastard like that, I can relate).
I think you did a wonderful job with the presentation, the Warioware elevator and transitions were done pretty well. Looked almost as good as the real thing.

Not The Bees by Shadow_Lancer

Equal parts relaxing and stressful, also a bit adorable.
The bees controlled well, and the dangers were just obvious enough to see them if you look and lose bees if you aren't paying attention.
I only wish there was more to do.

Once Upon A Time In Outer Space by HayManMarc

I like the sprites and the idea, could be a lot of fun if it were finished.
Unfortunately, it looked like there was no actual game loop :(
Repairing stuff or using the control panel didn't seem to do anything in the end.

Prism Palace by Curato

Core concept was good, but needs some serious work. These kinds of games can be very enjoyable when done right.
Movement was a bit slow and stiff.
The teleport noise was absurdly loud.
Also far too short.
Your credits say "Orginal Desgin and Art by Curato" but then I see credits for almost everything else in the game so I'm confused as to which assets you actually made hehe.

Robot Ranchers by Pere, Tadashibashi, Fausto

Looked and sounded good, good sprites and backgrounds.
The farming seemed weird and forced.
The combat wasn't very satisfying and seemed better with a melee weapon because you could just spam it and kill everything whilst reflecting attacks.
The idea of choosing a different guy was neat, I tried them all out except for the healer one. It didn't really seem to matter too much which one you pick.
The actual island levels were probably a bit too small.
If you could find a way to make the farming parts feel more natural(it wasn't all that interesting either), improve the combat, and make the islands larger with more to do, then I could see this being a lot of fun.

Rocketeer Inc. by FrostyCat

A bit fun and a little stressful.
Sometimes I felt like no matter how organised I was, I was at the mercy of RNG(or however you determined what pieces were available at a time). At one point I didn't get enough bases to make enough rockets in the time limit(I saved every single one and it wasn't enough) so losing because of that kind of sucked.
The art was nice and simple, the design/shape of the rocket made it very easy to understand and I felt it was mostly pretty well balanced.
Instead of just increasing the speed and the goal amount, some new configurations or something may have kept it a little more interesting for longer. Otherwise it got old pretty quickly.

Screens by TehPilot

I liked the idea but I would have like it better with more variation in the mini-games.
Obviously this is great for a jam game, but I feel like there is more you can do with the idea. The way different screens interacted was cool, so I think seeing some more creative ways to use them would be great.
Those transitions and camera movement were great.

SlimePrince by Oyakiiv

Liked the idea, but I think it needed a lot more work.
It was very slow, and I'm not sure what the point was. It didn't look like the prince could even be hurt but other slimes would disappear with no warning.
Killed the wolf and then nothing happened, there was nothing else I could see to do.
Good job with the camera zoom when you increase your mass, that was neat.

Smooth Robotics by Micah_DS

*Spots Micah_DS's name, turns down headphone volume* :p
Just kidding haha, good sound levels. The overlay was a nice touch, I would have just made it my pause menu though(via Esc or Start on gamepad).

This was a cool idea with some cute robots and I really wanted to like it, but I found it way too frustrating. Escort missions in games are usually the worst, so probably not the best model to work with. The little robot would get itself attacked in the worst spots which made it really annoying to shoot at, then it wanders off in a way that is annoying for me to follow. I couldn't get too far, I tried several times.
The platforming itself was fine, and the wall stick worked well enough. I think I was expecting something different from your earlier gifs.
The music was great(definitely better than any shoe commercial... wtf).

Spud Pump by GameDevDan

I was going to say that I really disliked this, but the victory music was too perfect.

Starship Skedaddle by H3ADL3SS

First stage: Sprites were a bit dull and not even animated. There were waaaaay too many enemies, and no real indication on where I should go.
Second stage: Very pretty background, but clicking randomly to find a key is no fun. Could have instead maybe had some sort of logic puzzle, like buttons pressed in an order or something to start the ship.
Third stage: It was fine I guess, got a bit insane towards the end though.
Fourth stage: A bit bland but probably the better part of the game. A bit easy since the enemies seemed to just sit and wait for me.
Would have liked to have seen some more of that art from the title screen. second stage and the ending.

Stick Together by Sora

Damn, Sora. This looked like it could have been great if it was finished.
That first image that pops up was very promising, that idle stick sprite looked very well animated, and I would have loved to have seen more of the animations like that.
The idea was pretty solid, the archer and knight felt different enough to play as and both controlled well enough(with a bug here or there).
There didn't seem to be a point though, I killed a lot of enemies and busted into their castle.
Also, as far as I could tell, almost all of the music and sounds were ripped from Warcraft 2. You should really have made note of that in a readme file or a credits section or something.

Sticky Tanks by Bingdom

That was a lot of fun. This would be a great multiplayer game.
The control of the tanks felt great(Although maybe a little fast to turn) and the idea of having objects stick to you and affect your centre of mass was cool. However, I'd consider lessening the effect a little and adding more types of things to collide with, I imagine you could make good strategic use of that with a little tweaking. (I actually got a gold turret attached to me and it seemed invulnerable, so I used that as a shield for most of one match).
I believe some static structures that can't be attached or moved would make maps a little more interesting too.
I can really see this as a great mulitplayer game, expanding on the sticky objects thing can lead to some great strategies(I regularly had a box or something for added defense).
The art was great too, that 3D effect whatever it was was done well.
I wonder how many other people were disappointed to not see their name in the game as well :p

STTTAT by Misty

Car physics weren't that much fun, felt like the car steered from the middle instead of the front as well and it was way too heavy. Zombies also seemed to slow it down way too much on collision.
Just a bit boring driving around avoiding zombies, collecting supplies or fuel on the way could have at least given you something interesting to do besides follow a car.
The last stage felt like a chore since the car isn't much fun to control. Could have been a good opportunity to use a second theme "Switch Between Different Genres" by giving you a gun or removing the car altogether.
The art was total garb. The car sprites looked like every other generic top down car sprite, the backgrounds were dull and uninteresting, and the smoke particles looked like boring stock GM effects.
The music was wildly inconsistent and rarely fit the situation. Not only was the style of music inconsistent, but the quality as well. I went from some high end metal production from presumably the Dual Dragons, to some terrible midi track in the next stage...
Story was lame, and the dialogue was cringey.
Core concept attempted to utilise the theme "Stick Together", which just included following another car around which was boring. The final stage was just running over zombies, which is nowhere near as satisfying as it sounds.
Also, at first I thought the game was broken when I got into the first proper level because there was no car on screen. On my third attempt I realised that for some reason, you control the camera with the mouse. I don't really understand the point in that, a static camera would have sufficed.

Swing me by Relic

Perhaps an interesting idea if you got to finish it, it crashed on me though.
It looked really unfinished so I'm not sure what to say about it.

'Tato Lazers by PugWizard101, Uskompuf

A bit rough around the edges.
The platforming could use some improvement, and collisions. Seemed to get a bit stuck on jumps, and the moving platform, you don't move with it.

The Best Game Ever by Maximiliano

It really did self-destruct!
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_steve_mobs:

Unable to find any instance for object index '29' name 'selfdestruct'
at gml_Object_obj_steve_mobs_Step_0
############################################################################################

I think you had the right idea, and everything controlled well, but it needed more.
Overall, I think the health recharging mechanic was odd and made no sense. Free health any time. And everything felt a bit flat without any sound effects or music.
The first section was just a basic platformer, there was no difficulty or anything, just a couple of jumps and ladders then a section of buzzsaws I was forced to walk through. It really needed some actual obstacles or enemies to attempt to stop you there.
The second section looked like it was going to be fun but again there was no challenge to it. The car was far too light and floaty, and you just had to hold to the right and it would self correct since the terrain wasn't very varied. It could have also benefitted from some enemies or obstacles, anything really to make it have some sort of challenge. I'd also recommend parallax scrolling backgrounds for that part.
The last section was better, but it would have been good if the enemy had some better AI instead of just standing there shooting like turrets.
The boss needed more variation too, sadly he just shoots at where you are and that's no fun.

The Island by CodeManuPro

Very pretty presentation.
Core idea is neat, but it get's hectic pretty fast. I'm not sure what the best strategy to survive is, and enemies can hit me through walls.
The range on the player and enemies is a bit far, and I feel like it takes too long to build anything useful at the start. You need something so that it's not just spending the first few days gathering supplies then avoiding attacks.

The Uncompleted Gravitation Machine by K3llyll

No use of theme as far as I can see.
The jumping was not good. A lot of the jumps required you to be very precise which made it quite difficult. And the jump would trigger if you were holding jump instead of only on press. I'm not sure how much of a general issue that is, I might just be weird in that I hold jump for the whole duration of the jump. But sometimes that meant I would land and instantly jump again.
The sections with the purple blocks were incredibly frustrating mostly because any kind of contact made them disappear, regardless of which side you hit them from, that and they don't seem to reappear ever so if you mess up on that vertical section, you have to kill yourself. I died on the very next section and wasn't willing to go through that annoying vertical section again.

Void Swarm by Nocturne

Very cool. Good use of theme too.
There was no readme or in-game controls so I had to guess. Then after my first playthrough I noticed the focus bar and how I never used it. So I had to hunt down your WIP post to find out not only are there buttons to change the fire mode, but also that it has gamepad support!
After that I really started to dig the game. The enemy variety and patterns were really good. Each enemy looked and felt unique with the design of some of them informing their attack which was great.
The upgrade system was great, each drone felt unique and served a different purpose, I personally enjoyed my army of just the weak 150 drones, after a while it's like a wave of death!
The menus were really nice too, and the music was excellent, really all fit together very nicely.
It did however get a bit samey after a little while. You get more powerful quicker than the enemy gets harder, perhaps you could break it up with the occasional boss fight?
 

sylvain_l

Member
finally managed to download the ZIP.

Should be to play a bunch of them and vote until sunday :)

My amazing reviews!
Top 3:

First place
Screens by @TehPilot
Finished. Nice and simple puzzle game. Really like the transition effect between 2D&3D and some of the 2 screens combo puzzle;)

Second place
Rocketeer Inc. by @FrostyCat
nothing fancy, simple concept simply executed with 1bit graphics and simple animation but the result feels great !

Third place
Void Swarm by @Nocturne
nice menu anim and nice music. I’m a casual shmup player and that one is just on the sweet spot for me in term of difficulty and reward. With the mecanism of collecting scraps part to buy the new fleet ships that boost the shooting power. Only one BIG problem : crashes !
___________________________________________
############################################################################################
ERROR in
action number 1
of Alarm Event for alarm 1
for object obj_Control:

Data structure with index does not exist.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_Control_Alarm_1 (line 6)
$$$
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 1
for object obj_Control:

second index out of bounds request 0,10 maximum size is 1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_Control_Alarm_1 (line 43)

Best ofs:

Best Use of THEME:
Hidden Bullet by @Studio Rainfall
Best Concept: .
Screens by @TehPilot
Best Presentation:
Void Swarm by @Nocturne
Best Story:
Caves and Lasers by @Mercerenies
Best Devlog: ...

Full ranking:

  1. Screens by @TehPilot
  2. Rocketeer Inc. by @FrostyCat
  3. Void Swarm by @Nocturne
  4. Less Than 3 by @The M
  5. I Fell by @Snail Man
  6. Blade of Light by @JacobV , @Alice , @parmesano
  7. Caves and Lasers by @Mercerenies
  8. Robot Ranchers by @Pere , @tadashibashi , @Fausto
  9. Sticky Tanks by @Bingdom
  10. Hidden Bullet by @Studio Rainfall
  11. Smooth Robotics by @Micah_DS
  12. FarmSim by @Gravedust
  13. The Island by @CodeManuPro
  14. Charged Bullets by @Michael McMullen
  15. Swing me by @Relic
  16. Last Convoy by @Kahrabaa
  17. Not The Bees by @Shadow_Lancer
  18. The Best Game Ever by @Maximiliano
  19. Starship Skedaddle by @H3ADL3SS
  20. STTTAT by @Misty
  21. Base Camp by @WOKET_MAKER
  22. Charge Up, You Tiny Ninja! by @Mocgames998
  23. SuperCharger by @Siolfor the Jackal
  24. Crank It Up by @Mercerenies
  25. Prism Palace by @curato
  26. Spud Pump by @GameDevDan
  27. AEGIS by @VagrantWhaleGames
  28. Energized! by @NightFrost
  29. SlimePrince by @Oyakiiv
  30. Once upon a time in outer space by @HayManMarc
  31. Cavern Business Balloon by @Otyugra
  32. (!!!) by @Triangle
  33. Stick Together by @Sora
  34. Defend and Collect by @Dr. Wolf
  35. 'Tato Lazers by @PugWizard101 , @Uskompuf
  36. MisuWare by @Misu
  37. The Uncompleted Gravitation Machine by @K3llyll

Comments:
  1. Screens by @TehPilot 9 11 10 7 10 115
    Finished. Nice and simple puzzle game. Really like the transition effect between 2D&3D and some of the 2 screens combo puzzle;)
  2. Rocketeer Inc. by @FrostyCat 8 10 10 8 10 114
    nothing fancy, simple concept simply executed with 1bit graphics and simple animation but the result feels great !
  3. Void Swarm by @Nocturne 9 10 11 6 10 113
    nice menu anim and nice music. I’m a casual shmup player and that one is just on the sweet spot for me in term of difficulty and reward. With the mecanism of collecting scraps part to buy the new fleet ships that boost the shooting power. Only one BIG problem : crashes !
    ___________________________________________ ############################################################################################ ERROR in action number 1 of Alarm Event for alarm 1 for object obj_Control: Data structure with index does not exist. ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Object_obj_Control_Alarm_1 (line 6)
    ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Alarm Event for alarm 1 for object obj_Control: second index out of bounds request 0,10 maximum size is 1 ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Object_obj_Control_Alarm_1 (line 43)
  4. Less Than 3 by @The M 8 10 10 6 10 110
    very nice puzzle game. Lots of try and error to get sometime the timing right. Finished.
  5. I Fell by @Snail Man 10 9 10 8 9 109
    very thoughtfull use of the themes charging up & switch between to genre. Graphics aren’t incredible, but they are just enough good to help the gameplay. Seriously the anim of the player is so simple and at the same time feels so cute and its very effective;) There is even checkpoint ; but not where I would like. Personnaly I struggle when it come to synchonisation and fast moving, so no checkpoint bgefore a level full of multi moing platform jumping, not cool >_< cause I rage quit, and know if it reload multiple rooms ago:(
  6. Blade of Light by @JacobV , @Alice , @parmesano 8 9 10 9 9 109
    didn’t get to the end. (3 failed attempt after the first scene with the 2 ?boss?)
  7. Caves and Lasers by @Mercerenies 7 9 9 9 9 106
    nice puzzle.
  8. Robot Ranchers by @Pere , @tadashibashi , @Fausto 9 9 9 7 9 104
    funny and enjoyable. Little bug, dying doesn’t reset the bullet & seed, so you can farm seed endlessly by dying endlessly. Also it’s a gamejam, I nearly missed it by going to the hardest island first. Luckyly I did want to see what was on the other islands. A little indicator of the difficulty of each island for a gamejam would have help a lot IMO. Because for me the difficulty was right on the spot when doing the island in the right order.
  9. Sticky Tanks by @Bingdom 9 9 10 5 9 102
    simple and effective
  10. Hidden Bullet by @Studio Rainfall 11 8 9 9 7 98
    Feels very well polished, even if graphics are simple. I was prepared for a bullet hell shmup… and it turn out to finish as a dramatic novel genra. A bit dispappointed, and at the same time GG because it kinda feels like the 3 themes in it.
  11. Smooth Robotics by @Micah_DS 10 9 9 6 8 98
    nice mechanics, but my skills aren’t up to the task XD
  12. FarmSim by @Gravedust 8 8 8 8 8 96
    too hard for me, 3 plays never made it to day 2 :’(
  13. The Island by @CodeManuPro 3 8 9 8 8 93
    excellent the start when I click play and it crashes the plane:) adequate music. funny but a bit hard to survive the hoard of savages ; I suppose there is a reason why it’s called a survival game^^. Yet I certainly must dig deeper to find the right order to build things to survive longer. Also the drop item tends to disapear a bit to fast to my taste.(red blood marks stay for day even when raining but a wood chump just vanish in an hour Oo’)
  14. Charged Bullets by @Michael McMullen 8 9 9 6 7 91
    simple mechanic but hard to master. (waiting for a full double charge even if it’s quite devastating is really long so not sure it worth it – because there are then to many ennemies)
  15. Swing me by @Relic 9 9 8 4 8 91
    Arrgh ! :( freezed the game on the puzzle where there is in the room only a few small squares available to reach the flag (fps droped to 1 ; holding R didn’t work, and couldn’t even close the window, had to kill it in the taskmanager). I’m too lazy to restart from first room. Puzzle perfectly fit for stick together:)
  16. Last Convoy by @Kahrabaa 8 8 8 5 8 90
    nice touch, my tanks can run over and crunch my soldiers;) started in normal mode, didn’t grasp how to play fast enough got killed. So played in easy mode and finished the game.
  17. Not The Bees by @Shadow_Lancer 8 8 8 7 7 89
    nice graphics with a calm near meditating feels. Well done.
  18. The Best Game Ever by @Maximiliano 7 7 7 7 8 89
    is it volontary that I can recharge life with RMBall the time ? ( ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_steve_mobs: Unable to find any instance for object index '29' name 'selfdestruct' at gml_Object_obj_steve_mobs_Step_0 ############################################################################################ )
  19. Starship Skedaddle by @H3ADL3SS 8 7 8 7 7 87
    Lucky play for me. I accendity found the ship wanderring arround in the first room. In 2nd, clicking everywhere on the buttons in the screen I manage to get the key and start the ship. 3rd and 4th where easy.
  20. STTTAT by @Misty 7 7 7 7 7 84
    finished. Like the camera mouse system;)
  21. Base Camp by @WOKET_MAKER 9 7 6 6 6 77
    really fun to play both hands to keep the buddies together:) bug ? Seems the hungries can leave the room, and then it’s impossible to finish the game ?!?
  22. Charge Up, You Tiny Ninja! by @Mocgames998 7 7 7 6 6 77
    like the old school handeled videogame vibe.
  23. SuperCharger by @Siolfor the Jackal 6 6 6 7 6 74
    I’m stuck on a pink bar. (start going right, jump charge to go up, then left all the way, go down, right all the way until I fal on that pink bar. And now I don’t see anything to do.)
  24. Crank It Up by @Mercerenies 7 7 6 5 6 73
    I buy everything, and to be honest I want to be refound ; a whole universe doesn’t give much more energy than a AAA pile. (well except perhaps it last longer)
  25. Prism Palace by @curato 6 7 7 3 6 70
    color choice of the menu hurt my eyes ! Else the game puzzle is nice (2 levels only is quite short – I was waiting for 3 room to load and instead got the deception of seeing the credits screen. Proof it hooked me)
  26. Spud Pump by @GameDevDan 7 7 6 3 6 69
    XD I did see it comming ! Silly game, but make me smile.
  27. AEGIS by @VagrantWhaleGames 5 7 6 4 6 69
    easy level is dumb, you build a barracks and it’s won. Worth it was more challenging. Only 1 play. And I have a mixed feeling about it. Happy for the win, but at the same time I feel cheated. At a moment the AI had half of the board build ; and didn’t manage to crunch me. While in return when I reach a third of the board build I overrun it and crunch it very fast. Somethings doesn’t feel right here...
  28. Energized! by @NightFrost 8 6 8 3 5 67
    nice puzzle game. Note : randomisation make result score also quite random IMO. And ESC pause game but still display most of the puzzle, ^^ open a way to cheat and plan move ahead (as it’s a solo game not a real problem).
  29. SlimePrince by @Oyakiiv 7 6 6 5 5 66
    ?not sure if I finished the game or get stuck ? Is there anything to do after the angry cat ?
  30. Once upon a time in outer space by @HayManMarc 6 5 7 5 5 65
    I’m Kirk ! I’m Kirk ! I’m Kirk ! But why is my enterprise breaking everywhere :’( unfinished, so missing a score and some feels of progression while you charge the plasma engine. (a simple score saying nb of years light flight would have made a big difference to give that)
  31. Cavern Business Balloon by @Otyugra 6 6 7 4 5 65
    the (counter)clockwise moving system to go forward/backward is quite unintuitive for me. My mind has hard time to get the idea I’m turning around a vertical round cave moving upward while looking at a 2D screen of it.
  32. (!!!) by @Triangle 5 5 6 5 5 62
    ok for a game jam a 1HP platformer said to be <1.5h that too long for my taste. Found the hole on the left to reach the gun. I never did it to the turret you give a hint for in the afterword. Question : delta timed or frame/step unlimited ?? cause for me it was running at 144fps (max my screen handle) with a few drop near 100fps. But you said there is 100hp with a -15hp/step. To resume : game contrôle to hard to master to be an enjoyable platformer-shooter for me.
  33. Stick Together by @Sora 5 5 5 5 4 55
    not my type of game. Tower defense top-down can be ok if enough strategy/options available ; but sideview, I really have difficulty to get to it, sorry :(
  34. Defend and Collect by @Dr. Wolf 3 5 6 3 4 51
    Prototype that missing the element that make tower defence fun : collecting reward&building more defence&upgrading.
    ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object par2_guilib_bars: invalid type for /= lhs=undefined (type=5), rhs=2 (type=0) ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_om_set_aa (line 0) called from - gml_Script_guilib_run_scripts (line 11) called from - gml_Script_om_set_mastervol (line 6) called from - gml_Script_guilib_run_scripts (line 11) called from - gml_Object_par2_guilib_bars_Step_0 (line 9) called from - gml_Object_obj_guilib_bar_volume_slider_Step_0 (line 2)
  35. 'Tato Lazers by @PugWizard101 , @Uskompuf 3 4 5 4 4 49
    '1/4 room finished. Control just don’t feel right.
  36. MisuWare by @Misu 6 4 6 3 3 47
    huuuuuuuuuuuuuuuuuuuuuum. ok. 7Sec to play a game is short. When you don’t even know the game and its rules and the comand/mouse button to use it’s become just an annoyance. 3 plays (so 9 mini 7sec) No fun for me here.
  37. The Uncompleted Gravitation Machine by @K3llyll 3 4 5 3 4 47
    unplayable with a keyboard ? 110-130 fps, with chumpy control. I’m not the biggest fan of skills game. But when I’m just fighting the controls then enjoying the game it a big fail.

 
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Alice

Darts addict
Forum Staff
Moderator
Alice's Closed Caption Reviews

So, I decided to go for something different this time. Basically, I record gameplay footage, edit it to show the most relevant parts and add some extra commentary in closed captions.
Aside from that, the full review is given in the gameplay video description.
https://www.youtube.com/playlist?list=PLRG3kw-EWobPYXmPR-bRLEehtf94CldEn

Top 3:

Screens by TehPilot
The presentation is pretty great, but the best part is different minigames interacting with one another.
(full review will be delivered later)

Less Than 3 by The M
Very original mechanics idea with the commands timeline, and also fun to play execution.
(full review will be delivered later)

Smooth Robotics by Micah_DS
It's a pretty stylish yet devilishly difficult game. It must have had something in it if I kept playing it until the very end. (or maybe it's just me)
(full review will be delivered later)

Best ofs:

Best use of SWITCH BETWEEN DIFFERENT GENRES: Screens by TehPilot (great idea with playing multiple genres at the same time)
Best use of STICK TOGETHER: Sticky Tanks by Bingdom (the results of the sticky mechanics are hilarious)
Best use of CHARGING UP: Caves and Lasers by Mercerenies (lots of varied charge steps and rewarding careful charging up)
Best use of combined themes: Smooth Robotics by Micah_DS (great job incorporating each of three themes in a meaningful way)

Best use of Theme: Screens by TehPilot (I had trouble deciding between this or Smooth Robotics, but the dual-screen game won me over)
Best Concept: Less Than 3 by The M (really uncommon idea with this timeline commands setup)
Best Presentation: The Island by CodeManuPro (I don't think I need to elaborate why)
Best Story: (!!!) by Triangle (it's not much in terms of dialogue or narration, but I found some nice implied storytelling there)

Full ranking:

  1. Screens by TehPilot
  2. Less Than 3 by The M
  3. Smooth Robotics by Micah_DS
  4. Caves and Lasers by Mercerenies
  5. FarmSim by Gravedust
  6. I Fell by Snail Man
  7. STTTAT by Misty
  8. Void Swarm by Nocturne
  9. The Island by CodeManuPro
  10. Robot Ranchers by Pere, Tadashibashi, Fausto
  11. Starship Skedaddle by H3ADL3SS
  12. Rocketeer Inc. by FrostyCat
  13. Last Convoy by Kahrabaa
  14. Energized! by NightFrost
  15. Hidden Bullet by Studio Rainfall
  16. Sticky Tanks by Bingdom
  17. SuperCharger by Siolfor the Jackal
  18. (!!!) by Triangle
  19. Swing me by Relic
  20. The Best Game Ever by Maximiliano
  21. AEGIS by VagrantWhaleGames
  22. Not The Bees! by Shadow_Lancer
  23. Time & Play: Charge Up, You Tiny Ninja! by Mocgames998
  24. MisuWare by Misu
  25. Base Camp by WOKET_MAKER
  26. Defend and Collect by Dr. Wolf
  27. Once Upon A Time In Outer Space by HayManMarc, martleahy
  28. Cavern Business Balloon by Otyugra
  29. Charged Bullets by Michael McMullen
  30. 'Tato Lazers by PugWizard101, Uskompuf
  31. Prism Palace by curato
  32. Crank It Up by Mercerenies
  33. Spud Pump by GameDevDan
  34. Slime Prince by Oyakiiv
  35. The Uncompleted Gravitation Machine by K3llyll

(Stick Together by Sora Ngin is unranked because of uncredited and unlicensed use of soundtrack)

Video links & summaries:

Sticky Tanks by Bingdom

Full video and review here
Overall, it's a neat little game with a great amount of polish. Additionally, it uses the STICK TOGETHER in the most hilarious way seen in this Jam.

SuperCharger by Siolfor the Jackal

Full video and review here
It's a solid platformer with an extra bit of continuity from the earlier Jam entry. Its stage section gets a little monotonous, but otherwise it's pretty fun (especially the boss battle).

(!!!) by Triangle

Full video and review here
This entry didn't impress me initially, but on a complete playthrough I grew fond of it. I particularly like how the game conveys the story through level design, goals and acquired abilities; my favourite part is the ending.

Swing me by Relic

Full video and review here
I had lots of fun with this game. It's not very polished and there are even better entries out there, but it's still quite creative and clever.

The Best Game Ever by Maximiliano

Full video and review here
It's a pretty solid take on the genre-switching theme built around a decent story. The gameplay is a bit too much on the easy side, tough.

AEGIS by VagrantWhaleGames

Full video and review here
Better incremental game than Crank It Up.

Not The Bees! by Shadow_Lancer

Full video and review here
This entry is one of the most beeautiful around this Jam, but the gameplay is certainly not the beest.

Time & Play: Charge Up, You Tiny Ninja! by Mocgames998

Full video and review here
I found the entry enjoyable, capturing the feel of Game & Watch remarkably well. However, it needs some tweaking to make it more balanced.

MisuWare by Misu

Full video and review here
I enjoyed this entry quite a bit, though it's not without its flaws. I'd have liked to see more variety in minigames, shorter intermission time, more balanced minigame picking and extra polish/tweaking of existing minigames.

Base Camp by WOKET_MAKER

Full video and review here
It's a quite plain shooter, with the most variety being put in weapons, as far as I can tell. Maybe there's more to that than what I've seen, but the disappearing enemies bug (with a bunch of enemies left but nowhere to be found) prevents me from advancing past the first level.

Defend and Collect by Dr. Wolf

Full video and review here
It's an aesthetic display of skewed priorities. While I appreciate the general style and the idea, I can't help but notice the game lacks its core. ^^'

Once Upon A Time In Outer Space by HayManMarc, martleahy

Full video and review here
The most recent post-Jam build is an improvement all around. If there's one complaint, it would be about the travel taking way too short time compared to the length of soundtrack. Either way, I'm curious where the project will go from here.

Cavern Business Balloon by Otyugra

Full video and review here
Cavern Business Balloon is pretty nice looking and may have some potential, but it lacks a solid gameplay portion.

Charged Bullets by Michael McMullen

Full video and review here
I think the game would have been more enjoyable if the aiming was separated from movement. Also, the game could use some extra variety and maybe a soundtrack...

'Tato Lazers by PugWizard101, Uskompuf

Full video and review here
It's a game with several nice ideas, but brought down with its execution.

Prism Palace by curato

Full video and review here
Pretty mediocre puzzle game with little content to offer.

Crank It Up by Mercerenies

Full video and review here
Well, it certainly has lots of charging up going on in here.

Spud Pump by dadio GameDevDan

Full video and review here
The game pretty much delivers on what it promises.

Slime Prince by Oyakiiv

Full video and review here
I appreciate the effort, but the end result... well, isn't particularly entertaining.

The Uncompleted Gravitation Machine by K3llyll

Full video and review here
Despite the frustrating difficulty, it's not actually the entry I had the least fun with. However, the game as it is makes no use of themes at all (as opposed to the other entries which included some theme at least tentatively). That, coupled with mediocre gameplay, nearly non-existent artwork and completely absent audio had me put this entry at the last position.

Stick Together by Sora Ngin

Full video and review here
This entry looks promising, but in its Jam state it still severely lacks core gameplay mechanics (such as actual capturing and gaining score).
 
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Reviews

Top 3:

Blade of Light by JacobV, Alice, parmesano
I liked graphics, controls, fighting system and story. Also, there is a charm in this game that I don't know. :)

Robot Ranchers by Pere, Tadashibashi, Fausto
I liked graphics and I already like this kind of games. The game's giving us different characters and different options and that's really awesome.

MisuWare by Misu
That was really good, even if, sometimes game is over before I understand how to play some games. :D It was very fast but still awesome.

Best ofs:

Best use of Theme: Blade of Light by JacobV, Alice, parmesano
Best Concept: AEGIS by VagrantWhaleGames
Best Presentation: Blade of Light by JacobV, Alice, parmesano
Best Story: Blade of Light by JacobV, Alice, parmesano
Best Devlog: (!!!) by Triangle

Full ranking:

  1. Blade of Light by JacobV, Alice, parmesano
  2. Robot Ranchers by Pere, Tadashibashi, Fausto
  3. MisuWare by Misu
  4. Rocketeer Inc. by FrostyCat
  5. FarmSim by Gravedust
  6. Less Than 3 by The M
  7. Starship Skedaddle by H3ADL3SS
  8. The Best Game Ever by Maximiliano
  9. Hidden Bullet by Studio Rainfall
  10. Caves and Lasers by Mercerenies
  11. Crank It Up by Mercerenies
  12. Smooth Robotics by Micah_DS
  13. The Island by CodeManuPro
  14. Swing me by Relic
  15. I Fell by Snail Man
  16. Void Swarm by Nocturne
  17. AEGIS by VagrantWhaleGames
  18. (!!!) by Triangle
  19. Last Convoy by Kahrabaa
  20. STTTAT by Misty
  21. Cavern Business Balloon by Otyugra
  22. Energized! by NightFrost
  23. SuperCharger by Siolfor the Jackal
  24. Screens by TehPilot
  25. 'Tato Lazers by PugWizard101, Uskompuf
  26. Not The Bees by Shadow_Lancer
  27. Defend and Collect by Dr. Wolf
  28. Sticky Tanks by Bingdom
  29. Charged Bullets by Michael McMullen
  30. Base Camp by WOKET_MAKER
  31. The Uncompleted Gravitation Machine by K3llyll
  32. Prism Palace by Curato
  33. Once Upon A Time In Outer Space by HayManMarc
  34. SlimePrince by Oyakiiv
  35. Stick Together by Sora
  36. Charge Up, You Tiny Ninja! by Mocgames998
  37. Spud Pump by GameDevDan

Error message:

The Best Game Ever by Maximiliano


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_steve_mobs:

Unable to find any instance for object index '29' name 'selfdestruct'
at gml_Object_obj_steve_mobs_Step_0
############################################################################################

And it was my first game jam. Besides, I'm away from my home for now and I have other work to do. So, I couldn't get much interest in game jam. I tried to do reviews as much as I could, but I couldn't spend much time on it. So if I have mistakes, forgive me...
 
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Reviews
Top 3:

Rocketeer Inc. by FrostyCat
The Good: I liked the concept, easy to get into, challenging and rewarding gameplay. Good mix of action/puzzle genres, have to think fast and manage the rocket pieces, whether to leave them for scrap or stockpile them for later (but sacrifice rocket building space at the same time). Would make for a good casual game on a touch based/mobile platform pretty much as is. Graphics were simple yet effective.
The Bad: My mouse would not move fast enough! Perhaps just my mouse sensitivity settings, but I quickly got tired of all the clicking and dragging, I think the game would be best experienced on a touch screen, or the ability to click-to-select and click-to-place
The Ugly: I think the difficulty curve was tuned just *slightly* too high, would have liked a gentler introductory level that was easier to complete, with subsequent levels gradually getting more difficult. I found it frustrating when I had grabbed a piece of rocket from the conveyor belt and was dragging it into position when it would explode in my hands because the timer was up. I feel like because I had already grabbed it, I should still be allowed to place it.
The Conclusion: Overall fun, polished, challenging, feeling of satisifaction when beating the level, left with a good feeling of accomplishment any time I had a successful shift.

Robot Ranchers by Pere, Tadashibashi, Fausto
The Good: Totally accurate Pirate Robot Simulator! Bright and colourful graphics. lnteresting player characters with their own abilities, allowing different play style. I liked the balance between genres. Alternating between frenetic 2d shooting action followed by the soothing ritual of growing bullet plants on my boat garden. The gameplay seemed excessively fast at first, almost to the point of me giving up in frustration at being killed repeatedly within seconds. However the quick respawn time and fairly good controls led me to persist and try a few different strategies. A cautious approach, combined with rapid mouse-clicking seemed to work best, especially after discovering that my farming tool could deflect bullets!
The Bad: Jeepers Creepers! When I say frenetic, I mean it seemed to run really fast on my rig. Islands were jam packed with chaotic enemy AI and bullets flying everywhere. I know its a Jam game where time is limited, but a few choke points on the islands, or some barrels of rum or similar obstacles to take cover behind occasionally would have been welcomed...especially the rum.
The Tiny Bit Ugly: The following is mostly my own fault, so not a major Ugly: I quickly ran out of bullets, so was forced to use only the farming tool (katana in the case of the ninja (which was Awesome by the way)) for most of the game, which I completed sans bullets. I enjoyed the interlude on the Boat and prepping the garden, but wondered why no plants were growing! It was only on my 2nd playthrough, and a careful re-read of the ReadMe, I saw I could switch weapons on the boat as well. I actually really liked growing my own bullets. The feedback on this point is that there was an action prompt for a few things, Press E to get on the boat etc...but once I had hoed the garden, there was no hint that I noticed to change to planting mode, which would have let me grow bullets on my first playthrough.
That said, I felt quite happy figuring out a melee combat style and successfully completing the game like that, so my experience of the game was not diminished. Plus it gave me a reason to go back and try the gun mechanics.
The Conclusion: Enjoyable mix of action shooting madness and zen garden tending. Good graphics and general polish. A little more variety in the island design might improve the gameplay. And now that I think of it, maybe a boss or two would have been a cool addition if time had allowed. Minor nitpicks aside, a fairly well-rounded entry.

Caves and Lasers by Mercerenies
Really enjoyable puzzle mechanics, well thought out and challenging yet achievable level designs, my grey matter was given a workout and it felt good to work out the puzzle solutions. A couple of complicated levels felt a bit more trial and error though and I had to "brute-force" the solution rather than puzzle it out logically. The story banter was an entertaining edition, I just wish I didn't have to read through it everytime I restarted a level.

Best ofs:
Best use of Theme: I Fell by Snail Man
Best Concept: I Fell by Snail Man
Best Presentation: Screens by TehPilot
Best Story: Caves and Lasers by Mercerenies
Best Devlog: ...

Full ranking:
  1. Rocketeer Inc. by FrostyCat
  2. Robot Ranchers by Pere, Tadashibashi, Fausto
  3. Caves and Lasers by Mercerenies
  4. I Fell by Snail Man
  5. Void Swarm by Nocturne
  6. FarmSim by Gravedust
  7. AEGIS by VagrantWhaleGames
  8. Energized! by NightFrost
  9. Less Than 3 by The M
  10. Screens by TehPilot
  11. Sticky Tanks by Bingdom
  12. Blade of Light by JacobV, Alice, parmesano
  13. MisuWare by Misu
  14. Last Convoy by Kahrabaa
  15. The Island by CodeManuPro
  16. Smooth Robotics by Micah_DS
  17. SuperCharger by Siolfor the Jackal
  18. Defend and Collect by Dr. Wolf
  19. Stick Together by Sora
  20. The Best Game Ever by Maximiliano
  21. Not The Bees by Shadow_Lancer
  22. Charge Up, You Tiny Ninja! by Mocgames998
  23. Once Upon A Time In Outer Space by HayManMarc
  24. Crank It Up by Mercerenies
  25. Prism Palace by Curato
  26. STTTAT by Misty
  27. Starship Skedaddle by H3ADL3SS
  28. Swing me by Relic
  29. Hidden Bullet by Studio Rainfall
  30. Cavern Business Balloon by Otyugra
  31. SlimePrince by Oyakiiv
  32. Base Camp by WOKET_MAKER
  33. Charged Bullets by Michael McMullen
  34. 'Tato Lazers by PugWizard101, Uskompuf
  35. (!!!) by Triangle
  36. Spud Pump by GameDevDan
  37. The Uncompleted Gravitation Machine by K3llyll
Comments:
(!!!) by Triangle
The Good: Seems like a large game world was created with a variety of challenges and monsters to kill, acid pits to fall in and stuff to collect.
The Bad: Controls were floaty and slow, sounds effects were...interesting but felt a little bit rushed/not meaty enough. The coins UI seemed to follow the character when jumping? It wasn't really clear what my objective was apart from collecting coins and some underwater objects as well?
The Ugly: Ran very slowly on my machine. A little to easy to die unexpectedly, acid pits, monsters hard to avoid because of the floating controls. Very frustrating to be half way through collecting stuff then die from falling into a acid pit that wasn't visible. After a few goes I couldn't handle retracing my steps re-collecting everything for an unclear goal at such a sluggish pace.
The Conclusion: I wanted to see more of it but it was painful to retrace my steps after dying at such a floaty and sluggish pace for little reward. I couldnt find the fake rock formation that would have allowed me to skip the mentioned coin mechanic.
AEGIS by VagrantWhaleGames
I love games that can capture epic combat/strategy and base building/territory management in single screen. While the AI here needs work, and it was far too easy to game the system by being the first to build a single barracks which would then easily overpower the enemy, I managed to manufacture some fun by letting the AI get a head start on me before building my base.
If the game were a little more balanced this would be one of my favourites.
Blade of Light by JacobV, Alice, parmesano
I just couldn't connect with this game mechanic. The chargeup delay felt restrictive and cumbersome, having to stand off from the enemy to charge the attack then wait for them to get close enough wasn't my cup of tea.
The graphics and atmosphere were otherwise brilliant, its a great looking game, however the gameplay wasn't for me.
Cavern Business Balloon by Otyugra
The Good : The graphics were a charming throw-back to what I would call Spectrum like graphics, and they were well made given the limitations of the colour scheme and resolution.
The Bad: I found the control scheme rather confusing. It was a good attempt at showing depth using different colours, but my mind just couldn't connect with the current system as implemented. I seemed to be able to go through some obstacles even though I was at the same depth/colour of them and not others. I get that the balloon is rotating around the cave, but it still confused me personally.
The Ugly: The responsiveness of the ballon to the control scheme seemed awkward at best, I never truly felt in control of what I was doing. The timer seemed to run out very quickly, so I was never able to get very far in the level, even using the Space charge bar option. And when the time ran out, no matter what I did in the shop, I got a game over message after that.
The Conclusion: Apart from the graphics and an interesting concept, the actual game itself was difficult to play. Improvement areas would be needed in the control scheme and responsiveness, as well as more clarity on what was happening with the shop and why the game over was appearing every time. I understand from the readme that there was more features planned, so its possible things would have been clearer with more dev time.
Caves and Lasers by Mercerenies
Really enjoyable puzzle mechanics, well thought out and challenging yet achievable level designs, my grey matter was given a workout and it felt good to work out the puzzle solutions. A couple of complicated levels felt a bit more trial and error though and I had to "brute-force" the solution rather than puzzle it out logically. The story banter was an entertaining edition, I just wish I didn't have to read through it everytime I restarted a level.
Charged Bullets by Michael McMullen
The Good: I like top down space-shooters so you get a point in your favour there. Main menu was nice with the pixellated closeup of the ships and large pixelly buttons. Did I mention I like pixels? Graphics were clean and functional. Game ran fast and smooth...
The Bad: The game ran fast and smooth...unfortunately a little too fast, felt I had little control of my poor ship, especially when it got close to the cursor and started doing insane loop-de-loops. I had to keep the cursor far from the ship in order to have any sort of control over it.
The Ugly: Very difficult to pull off a well aimed shot, felt very lucky if I ever managed to hit one of the enemies, also collecting those dots was more difficult than it should have been. Dodging enemy bullets was also more a matter of luck than skill I felt. Once more than 4-5 enemies were on screen, it was chaos and random flying around hoping not to get hit.
The Conclusion: Great pixels in the menu, the gameplay concept was fine, ultimately let down by the poor control scheme.
Energized! by NightFrost
A classic arrange the pipes game, well implemented and I liked the addition of the bonus blocks as an extra layer of challenge to keep things interesting when going for the big points.
FarmSim by Gravedust
I think there's a lot of potential for fun here, the mechanics were enjoyable and addictive, however I found the night sequence much too difficult. I was hoping that the night time would either be sllightly shorter than the day time to balance the difficulty, or there not be so many freakin aliens come to destroy my lovely farm.
I Fell by Snail Man
Controls for the main character in this game were superb, had a great game-feel to it, and the movement combined with the animation was spot on. The alternating mechanics of platormer and shoot em up were well done. The difficulty curve spiked a little quickly and was uneven in places I felt, with some rooms taking multiple attempts and others being quickly mastered. Overall great.
Last Convoy by Kahrabaa
This is a well made game and I wanted to enjoy it, I just found the preciseness of the controls a little bit off, it was difficult to accurately select the helipcopter then select a target to pick up, and this in turn left me less time for defending the tank.
Not The Bees by Shadow_Lancer
The Good: Polished and consistent art-style, relaxing ambient music, no bugs apart from the bees, almost meditative zen-like gameplay. Glad that you had an option to continue playing after reaching the goal.
The Bad: Too easy / no challenge - I just stuck to the flowers around my hive and milked them (can I say that...do bees milk flowers?...Mmm...honey and milk, getting hungry now...back to the review) for honey. Need more reasons to fly further as flowers seem to regenerate anyway. Perhaps a few more dangers, maybe a frog?
The Ugly: I tried to migrate my bees across country before discovering the vast grasslands went on forever, and the poor things died from exhaustion! The exhaustion indicator was not obvious at first. Lesson learned the hard way.
The Conclusion: Solid Entry, good presentation and concept, needs more gameplay/mechanics/goals to extend the game, make it more challenging.
Prism Palace by Curato
The Good: Cute graphics, interesting cooperative puzzle mechanic
The Bad: Wasn't clear at first how to switch between characters.
The Ugly: Painfully short, on the other hand, I completed the game!
The Conclusion: Short and sweet. Lots of potential for challenging levels. Unfortunately the potential was unfulfilled with only 2 levels as far as I could tell.
Robot Ranchers by Pere, Tadashibashi, Fausto
The Good: Totally accurate Pirate Robot Simulator! Bright and colourful graphics. lnteresting player characters with their own abilities, allowing different play style. I liked the balance between genres. Alternating between frenetic 2d shooting action followed by the soothing ritual of growing bullet plants on my boat garden. The gameplay seemed excessively fast at first, almost to the point of me giving up in frustration at being killed repeatedly within seconds. However the quick respawn time and fairly good controls led me to persist and try a few different strategies. A cautious approach, combined with rapid mouse-clicking seemed to work best, especially after discovering that my farming tool could deflect bullets!
The Bad: Jeepers Creepers! When I say frenetic, I mean it seemed to run really fast on my rig. Islands were jam packed with chaotic enemy AI and bullets flying everywhere. I know its a Jam game where time is limited, but a few choke points on the islands, or some barrels of rum or similar obstacles to take cover behind occasionally would have been welcomed...especially the rum.
The Tiny Bit Ugly: The following is mostly my own fault, so not a major Ugly: I quickly ran out of bullets, so was forced to use only the farming tool (katana in the case of the ninja (which was Awesome by the way)) for most of the game, which I completed sans bullets. I enjoyed the interlude on the Boat and prepping the garden, but wondered why no plants were growing! It was only on my 2nd playthrough, and a careful re-read of the ReadMe, I saw I could switch weapons on the boat as well. I actually really liked growing my own bullets. The feedback on this point is that there was an action prompt for a few things, Press E to get on the boat etc...but once I had hoed the garden, there was no hint that I noticed to change to planting mode, which would have let me grow bullets on my first playthrough.
That said, I felt quite happy figuring out a melee combat style and successfully completing the game like that, so my experience of the game was not diminished. Plus it gave me a reason to go back and try the gun mechanics.
The Conclusion: Enjoyable mix of action shooting madness and zen garden tending. Good graphics and general polish. A little more variety in the island design might improve the gameplay. And now that I think of it, maybe a boss or two would have been a cool addition if time had allowed. Minor nitpicks aside, a fairly well-rounded entry.
Rocketeer Inc. by FrostyCat
The Good: I liked the concept, easy to get into, challenging and rewarding gameplay. Good mix of action/puzzle genres, have to think fast and manage the rocket pieces, whether to leave them for scrap or stockpile them for later (but sacrifice rocket building space at the same time). Would make for a good casual game on a touch based/mobile platform pretty much as is. Graphics were simple yet effective.
The Bad: My mouse would not move fast enough! Perhaps just my mouse sensitivity settings, but I quickly got tired of all the clicking and dragging, I think the game would be best experienced on a touch screen, or the ability to click-to-select and click-to-place
The Ugly: I think the difficulty curve was tuned just *slightly* too high, would have liked a gentler introductory level that was easier to complete, with subsequent levels gradually getting more difficult. I found it frustrating when I had grabbed a piece of rocket from the conveyor belt and was dragging it into position when it would explode in my hands because the timer was up. I feel like because I had already grabbed it, I should still be allowed to place it.
The Conclusion: Overall fun, polished, challenging, feeling of satisifaction when beating the level, left with a good feeling of accomplishment any time I had a successful shift.
Screens by TehPilot
The Good: The 3D enviroments were impressive and mixing that with 2D puzzle games was a great use of switching genres theme. Controls were smooth, mini-games were well thought out.
The Bad: From room 2 onwards the game slowed down for me a bit, making everything run about half speed. However the frame rate didn't seem to be affected as far as I could tell, just the speed of the game. Sounds weird, can't quite explain it...are you using delta timing perhaps? I felt the pace of the game was lacking something, I just wanted to get the 2D puzzles over and done with so I could get to the end. Thankfully there were only 5 rooms.
The Ugly: Apart from the mini-games, the only thing to do was walk around the (fantastic yet sparse) 3D environment, which felt like a bit of a chore in the end.
The Conclusion: Great use of the theme, 3D enviroments were a nice change from the mostly 2D games we see in GameMaker, would have liked to have had a bit more interaction with the levels instead of being limited to just walking around.
Spud Pump by GameDevDan
The Good: Potatoes! Enough said!
The Bad: Almost impossible to see the results screen as it gets skipped over due to the rapid pumping of the keys during the game continuing after the spud had exploded.
The Ugly: That mouth - it was terrifying! On the one hand wanted to splode the spud, on the other hand, the more I pumped the closer that mouth got to me - I think it was trying to kiss me at one point! I won't be able to unsee that for a while.
The Conclusion: Fantastic mix of genres as a horror/key mashing speed pump game.
Stick Together by Sora
Really really loved the potential of this one. The hand drawn art-style, character animations, the capture the flag game-play. I wanted this game to be fully working, I was charmed by the graphics and light-hearted style of the game. It's a shame it wasn't completed in time otherwise I could rank it higher.
Sticky Tanks by Bingdom
The Good: On my first playthrough, on the very first level, I was surprised to see I had a player on my team with my forum user name! Was wondering how Bingdom hacked me and added my name to the game. It was a nice touch to see the names of other forum users as AI tanks. Always funny to see the kill log : Nocturne was killed by Alice, Player killed Bingdom, Player killed self! ( Did you HAVE to make the exploding barrels sticky?!>?) Game ran very smoothly and responsive, graphics were generally well done. The game balance was pretty good too. Although the AI seemed to have an advantage when they were close to me, with very accurate shooting, the ebb and flow of the team points didn't seem to favour one side or the other too heavily, making it still challenging enough for each playthrough.
The Bad: Being set at a 16:9 screen ratio meant that there was greater visibilty to the left and right compared to up and down. It would have been better for this type of game to go with a square aspect ration to provide equal visibility in all directions. Also, when the AI were close enough to be on-screen, they would often send a deadly barrage of missiles with seemingly pin-point accuracy directly at me. More often than not I would die in this situation, so I spent a lot of time obtaining kills from off-screen, by shooting at the red arrows. The sticky objects were occasionally useful as shields. However, as they affected the physics and manueverability of the tank, I preferred to avoid getting stuck with them in lieu of better control of my tank. The levels features themselves(explosing barrels/trees/boxes) were interesting enough, but I don't remember seeing any fixed terrain to navigate, the playing space was just a flat area ( correct me if I'm wrong). A few fixed obstacles to use strategically would have added some flavour to the levels.
The Ugly: While the tank controls were smooth and responsive, they took some getting used to. When I found myself in a tight spot, under enemy fire and wanting to make a quick dodge maneuver to get out of the way, I would usually end up spinning on the spot like crazy. I think there should have been a slightly longer time before the tank reached its full spin-speed. I didn't find any use for this action, although I read that this would make me non-sticky. If I was already stuck to something, i couldnt unstick it by spinning, just shooting it off (damn you exploding barrels!). If I wasn'st stuck to anything, spinning on the spot seemed pointless as it was not like the objects were going to jump over to me and attach anyways. I suppose if I was being approached by an enemy tank that was covered in boxes, spinning would have prevented them from sticking to me, however I never had a chance to test it as the deadly accuracy of the AI when they got close would usually result in my destruction before I could try spinning.
The Conclusion: In spite of my criticisms, this game is well constructed, battles were challenging and well balanced and the game-feel of winning a map was always a joy. The only downsides are I spent most of my time shooting tanks from off screen for points, tank spin was too agressive, didn't use sticky objects much and would have liked to have seen some terrain obstacles to make the maps more varied.
The Uncompleted Gravitation Machine by K3llyll
Could not get past the disappearing blocks after the first checkpoint. There may be a game here, but needs more thought put into the level design and the difficulty curve.
Void Swarm by Nocturne
Entertaining shooter, polished presentation, with the additional challenge of collected the debris of your foes in order to upgrade your ship makes for an overall fun game.
 

Micah_DS

Member
~ Micah's Reviews ~

Top 3:
The Island by @CodeManu
Robot Ranchers by @Pere, @tadashibashi, Fausto
Caves and Lasers by @Mercerenies


Best ofs:
Best use of Theme: Swing me by @Relic
Best Concept: Caves and Lasers by @Mercerenies
Best Presentation: The Island by @CodeManu
Best Story: Blade of Light by @JacobV, @Alice, parmesano
Best Devlog: Hidden Bullet by @GVmG (Studio Rainfall)

Full ranking:
  1. The Island by CodeManuPro
  2. Robot Ranchers by Pere, Tadashibashi, Fausto
  3. Caves and Lasers by Mercerenies
  4. Sticky Tanks by Bingdom
  5. Screens by TehPilot
  6. Blade of Light by JacobV, Alice, parmesano
  7. Energized! by NightFrost
  8. Less Than 3 by The M
  9. Swing me by Relic
  10. Rocketeer Inc. by FrostyCat
  11. Void Swarm by Nocturne
  12. SuperCharger by Siolfor the Jackal
  13. Last Convoy by Kahrabaa
  14. AEGIS by VagrantWhaleGames
  15. (!!!) by Triangle
  16. I Fell by Snail Man
  17. Hidden Bullet by Studio Rainfall
  18. Prism Palace by Curato
  19. Cavern Business Balloon by Otyugra
  20. Starship Skedaddle by H3ADL3SS
  21. MisuWare by Misu
  22. FarmSim by Gravedust
  23. The Best Game Ever by Maximiliano
  24. Charged Bullets by Michael McMullen
  25. 'Tato Lazers by PugWizard101, Uskompuf
  26. The Uncompleted Gravitation Machine by K3llyll
  27. Spud Pump by GameDevDan
  28. Not The Bees by Shadow_Lancer
  29. Charge Up, You Tiny Ninja! by Mocgames998
  30. Stick Together by Sora
  31. Once Upon A Time In Outer Space by HayManMarc
  32. STTTAT by Misty
  33. Crank It Up by Mercerenies
  34. Defend and Collect by Dr. Wolf
  35. Base Camp by WOKET_MAKER
  36. SlimePrince by Oyakiiv

Reviews:
All 36 Reviews Are Here (Google Doc)

IMPORTANT NOTE:
As soon as you open the reviews document - before attempting to read your review, I highly recommend you uncheck the "Print layout" formatting, found under "View". In doing so, you'll remove the page dividers, making for an easier read.
If you need help finding the option, see the picture in the spoiler below:

Shoutouts:
A shoutout to @Misu for using the outline feature in his reviews doc, which is what made me aware of it in the first place, enabling me to use it in my own reviews doc. I probably wouldn't have found out about it otherwise.
I feel the outline is much more elegant than using the search function, and certainly better than scrolling through all those pages.
Also a shoutout to @HayManMarc for saying I should try a Google Doc.
Lastly, a shoutout to shoutout. Without it, these closing comments wouldn't be possible.
 
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Oyakiiv

Guest
just a few hours before voting time ends. I'm gonna try to cram in whatever I can for rankings, probably wont have time to put in comments/reviews, unfortunately.

important note: since I could not settle on a standard to follow for my ratings, I will begin rating the games from the bottom instead of the top. this will hopefully keep my lack of rating standard from messing up the scores too much, as well as keeping it fair for those I will have not ranked.

Ranks:
26. Screens by Tehpilot
27. Caves and Lasers by Mercerenies
28. Blade of Light by JacobV, Alice, Parmesano
29. The Best Game Ever by Maximiliano
30. Prism Palace by Curato
32. STTTAT by Misty
31. AEGIS by VagrantWhaleGames
32. Not the Bees by Shadow_Lancer
33. Hidden Bullet by Studio Rainfall
34. Charged Bullets by Michael McMullen
35. Cavern Business Balloon by Otyugra
36. Swing Me by Relic
 
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