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max_geng

13
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A member registered May 20, 2023 · View creator page →

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This game has a ton of charm, and quite a quite few funny jokes and easter eggs here and there.  Seems like you had a much bigger idea but had to cut down because of time (Such is the way of the game jam), but what you did make was pretty cool and fun. The one criticism would offer is that the controls can be a little difficult to work with. I think this game has a lot going for it and is a great submission.

I think this game is a really good proof of concept. The game has a good system relating to food, I can effectively play the game. That said there doesn't seem to be a way to generate money, so I will quickly run out of money and then there is nothing for me to do.  Having a building that generates gold or having a system that converts excess food into gold would have really helped. I think this game with a few additions could be a really fun city build and defense game.

I thought the main mechanic was done really well. One thing I would recommend is a rotate function so we can see the blocks from different angles.

I thought this submission did a really good job nailing the core mechanics and gameplay loop. I think it could use some polish. Things like improving graphics and adding more variation in sound. I think it gets the heart of the jam right and is a great submission.

This is an excellent example of the simplified game prompt. It has three buttons and one objective, but manages to be consistently fun and challenging. It also manages to feel like a complete game while only using a limited scope. I don't have much criticism to give, this was a really good entry.

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How does one even begin to describe this game. Finding the language is a near impossibility. This game cannot be described, only enjoyed for the transcendental experience it is. This game is a deep exploration of the importance of identity and the role it plays in interpersonal conflict. Two individuals both having taken on an identity whole unique but fundamentally incomparable with the other on a metaphysical level. What lengths will someone go to when their very identity is at stake, and how does our understanding of self shape conflict. This work clearly takes inspiration game designers like Kojima specifically expounding upon a number of themes endemic to the metal gear series. This masterpiece does not stop there however by utilizing the frame work of a Pokemon game, Clash of Rocks is able to fuse that identification onto the player by rooting it in a deep sense of nostalgia. Most game devs would simply stop there and declare the game a timeless masterpiece, but not this game. This game that is dead set on transcending the limits the limits of the medium. Each piece of the game is crammed with complex detailed meaning. Those less familiar with works from both New-world and European literary canon would easily miss the meaning behind the difference in levels. With the rock at level 2 and the rock at level 999 the game simultaneously offers criticism of the sociable exploitation of natural resources and its destructive nature on both the world and ourselves while inviting us to rethink our relationship with society. It questions the value of the cultural icons we hold so dear in relation the very earth itself. I could go on about this game, but the mere act of describing it is underselling it. For no words could truly explain the deep existential critique the piece strives to have you make of yourself. Should you play this game? Yes, it will change your life, deepen your appreciation of the medium, save your marriage and stop inflation. The only real question we must ask ourselves is for what reason we would ever play another game again when this game has done it so perfectly.  If this game does not win, I will riot.

I thought this game was well put together. I new what I was supposed to be doing. Once I figured out there were different biomes I could pretty easily figure out were all the mushrooms roughly were. I though highlighting the quest giver was a pretty economical solution to help players not get lost.  One thing I would suggest is looking at the water. I can walk on water and didn't hear any splashing sounds. You have a few ponds around and an ocean it's probably worth looking into.

The game looks nice, but I feel like it is missing the sense of progression. The three by three grid also feels a bit limited. I think this is a great as a start to built upon for developing a game.

I like this game. It's a cool zen inducing relaxer. The only thing I would suggest adding is the tree falling, cause who doesn't like to see big things fall down. Aside from that I don't really have anything to suggest, maybe a log counter so you get to see big number go up. A way to repair/upgrade the cabin with the wood collected might be cool, but would be a bit too complex for the goal game jam. Overall I thought it was great submission. 

I thought this was a really good example of a small scale city builder. It had easy placement, a sense of building up as the game continued and had a couple different buildings to cerement that sense of progression.  The visuals are good, though I think it could be improved by having something other then blank space around the zone, maybe some prebuild buildings so it feels like your building within a city or something. That's really the only criticism I could think of, because everything else is on point. 

I think this is a fantastic submission. Provides a very simple, but enjoyable game. Reminds me of flappy birds, but way less aggravating. It doesn't really match the theme, but matches the core ideas of the game jam and uses the simple mechanics to its best extent.

The game looks very impressive. The Martian wasteland has lots of big rocks to climb and flat areas to sprint. While it doesn’t have any sort of quest, I don’t think it necessarily needs one. If the jumps felt less tethered and there were variation in the height based off the physics of the jump I could see myself spending time trying to get bigger and bigger jumps.