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Im looking for Game Jam GEMS !

A topic by Konstantin created 3 days ago Views: 145 Replies: 11
Viewing posts 1 to 7
Submitted (2 edits)

Have you found some extraordinarily good games?
Whats extraordinarily good? Well either a unique concept that catches attention immediately or amazing polish on effects or world building or game mechanics. Or the game is just so fun you felt like a kid again and couldnt stop playing (no matter the polish and graphics).

My first picks goes to (in not really a particular order):
1. Topple Keep (was really fun and I went into tunnel hard-trying mode)

2. Medival Motor Club (great game and feel of the driving and the world, unfortunetly not good weapon handling)

3. Folded Keep (Incredibly satisfying folding pages mechanic, best I can remember ever seen)

4. Drawbridge (first 30 seconds are hilariously comical, unfortunately no long term motivation for me)

5. Sir Falls-A-Lot  overall best artistic design in the jam

6. Echoes of Caer Veyr execptionally atmospheric loading screen music, the Intro is well narrated and make the whole "why should I play this game" a nobrainer with a clear focus on the castle mystery, I liked that very much. Only the art style in the intro changing was a bit weird and can be improved, I also didnt like the cutout paper art-style in a few scene, but that is just my personal taste.

ECHOES OF CAER VEYR


What about you?

Submitted

Hello! 

Topple Keep creator here, thanks for the mention :)

Would love to get your feedback on the game as I'm building the roadmap for further development after the jam. 


Thank you!

Submitted (1 edit)

Thanks for mentioning my game,  Sir Falls-A-Lot. I have a clear vision for my games, and I’m really glad you highlighted the artistic side. Your comments were spot on with what I’m aiming for. 

Unfortunately, I found out about the jam at the last minute. I woke up at 3 a.m . and heard about it. A game idea took over my brain, and within five minutes, I had the concept ready. 

The whole game was rushed. I wanted to spend more time balancing it and refining the controls, but I could only work on it outside my working hours, and the timing was more than bad thanks to different timezones. I had one morning before work and under two hours after work. The entire game was made maybe in three hours.  It was so rushed that I didn't even check the title with the Google first...I should have. I want to create something with an original title. 

Game jams are the perfect cure for my perfectionism. I have to let go. Finished, but unfinished...

Submitted

well, thats a great result for 3 hours game, congrats and maybe you turn this into something greater

Submitted

Honest self-nom, so weigh it how you like: Hollow Castle. You're the flood. You pull a terraced town down one home at a time to raise your own tower, and whatever side you keep taking from, the tower remembers, so how you build is how you fall. The water hides its final height, which makes restraint a gamble and not a solve. One tap, portrait, about 75 seconds, it's in the entries. I'd genuinely like to know where it turns for you.

Submitted

I tried it, but it was nothing special, just hard to understand the game concept as nothing is explained in game, only as text.
The art doesn't stand out, the game concept itself is not really interesting (might be new) to me. The best games hook people into the game loop with something special or unexpected. I didnt find this in Hollow Castle.

Clicking wildly made me look like I do progress, but nothing warns me that I am just about to lose for not playing it correctly.

Correct me if Im wrong anywhere please.

Submitted
Thanks for actually playing it and saying the hard part. You're right on all three, and the middle one is the one that stings. "Clicking wildly made me look like I do progress" is the exact flaw, and you're the third reader to hit it from a different angle. Wild clicks really do raise floors, so it reads as progress, while the lean builds toward a collapse you cannot see coming. The HUD shows the water's next move but not your own tower's. That is the hole: the thing that ends you is the only thing with no gauge. "Nothing explained in game, only as text" is fair. The title card is the whole tutorial, and that costs me every player who taps before reading. In-world teaching is on the list. That the concept does not land for you is taste, no argument from me. One correction, to my numbers and not your read: I had been telling people it was about 75 seconds. It is 31. I fixed the store page tonight after another reader caught the same lie. The gap was mine, not yours. Thanks for the honesty over a polite "nice game."
Submitted

I am am always direct and not personal with my feedback, it helps nobody to stay silent and leave a hard to play game behind. Good luck to you.

Submitted

Self nominating as well, with Castling Rights. Not so much as considering it a gem but a fun twist on the theme. Mostly I'd like to hear your feedback on it

Submitted

Hey, if you get a chance, I'd love to know what you thought of Echoes of Caer Veyr too. Any honest feedback is welcome.

/jam/slapjam-ai-1/rate/5079300

Submitted

I updated my original post on this. here is additional feedback regarding the in-game. I liked the combo attack fight style, only the sword swing to hit effects are not perfectly coreographed, sometimes enemies fly away while beeing 3 meters away from my character and the sword didnt reach them physically. The ingame music is great and very atmospheric.  The voice over work gives this title a great story telling premise.

kill-cam and finishing moves are fantastic in general, but lack a bit of coreography on actual beheading details etc. Dash feels great to use and has good particle effect (maybe anime wind may be better). Its weird that enemy corpses disappear almost in an instant  and before dropping dead to the ground, I'd rather let them drop down like a ragdoll when dead and rot away (and sink below ground) slowly after 10-30 seconds (or after looted after 10 seconds). 

I think the player guidance is good enough with the VOs and the arrows and blue circles. Only thing I would improve, show a big "R" button on the HUD when the player stands inside the blue circle, otherwise its too easy to miss from the monolog text box as the player is not reading and listening to the VoiceOvers/VOs. Maybe like with  "Memory [E] Remember" Billboard. Same with crouching/sneaking, show "[C]  sneak"

The health bar and the yellow bar needs more polish, right now they look like a futuristic low-effort health bar, not pleasant to look at.

I got stuck on the "Cross the great halls to the west quest line" as I could not pass the barrier, not jump over the wall ledge and not pass the gate behind me and no blue circle to switch to the other dimension, so I saw no way out and quit.


I genuenly enjoyed the game until I could not proceed and had no help anymore (maybe I overhead some VOs that might have helped or its bugged).

Submitted

Thanks so much for the detailed review.
To address the points you mentioned:
1) yes i wanted to work more on the finishers, but i left it for last but time ran out to polish that, i am working on that still to create more finishers and polish the hit and choreos.
Beheading was a problem because they were a lot of enemy types that comes later with varying heights, so had to settle for this now.
2) Ya i didn't think of keeping the dead enemies there itself, that's a really good idea and would create more brutal vibe after a battle, will do that for sure, thanks!
3) Ya for the R button i need to think more on that, i kept the blue circle as a basic guidance for the start of game alone, i wanted this game to feel like old Prince of Persia puzzle solver type, so that's probably why later you wouldn't see blue circles.
I played and finished the game multiple times and places i genuinely felt new players might not get it i have placed blue circles alone, rest i have left for the fun of solving it.
4) Ya you are right, i didn't give too much thought on the health bar and yellow bar, ill definitely polish that.
5) for the "Cross the great halls to the west quest line", you can switch between past and present anywhere in the map as long as a ground is there to stand on the other side, no need for blue circles.

Maybe i wasn't clear on that part, sorry!

For each past/present switch reduces a bar from the yellow bar, and it requires killing enemies or just plain waiting to recharge by itself, so use it seldomly!

There is no bug on progression, you can definitely reach the final boss and finish the game!
Please do keep playing, a lot of enemy types and action is waiting for you!

Again thanks so much for trying it out and for this detailed review.