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grafzepp

27
Posts
A member registered Aug 29, 2017

Recent community posts

Thanks, I'll try the new one.  No I downloaded them all myself, and tried the same build on different computers - all Windows PCs. I'm just glad it was localized to me.

I did. I have the Unreal Icon and I try to launch it...5 separte computers, now. I'll try re-downloading...

An unhandled win32 exception occurred in UE4Game-Win32-Shipping.exe [2688]

Possible Debuggers: a New instance of Microsoft Studio 2015

I get a "UE4Game has stopped working" notification and the game won't launch. I'll try a number of computers today - it might be this machine.

It played, alright and the clear sense of progression was there. No integration of the Jam theme that I can discern. A  complete game although the theme was a little rough. All the deer looking like young uns instead of prize racks was a little sad. Audio glitched on me.

I haven't been able to get this one to run, either. I will continue to try with different machines.

I haven't been able to get this to run, but I will keep trying with different machines. I will rate as soon as I can.

I. too, took a bit to figure it out, without any on-screen prompts.  There also was no score or progression metaphor, but I thought it was an interesting mechanic and was solid for what it offered. I found no audio with it, and it was thin on the theme, unless the skulls were "you." Credit for being a single contributor.

This was an interesting take on a couple of different genres. We ran into a number of technical issues, and I'm not sure about the track segments that are covered, but it was an innovative riff. I enjoyed it.

Interesting marketplace game meets worker placement. I was a little disappointed that so many aspects weren't provided in the "print and play" and there were vagaries in the rules that made a couple of points unclear.

Good job pulling a big ambition together to run. Had no success getting the network aspect to run, but the single player did.

Solid effort within the parameters of the Jam. Did a great job delivering what it promises. My only complaint is that meaningful decisions are a little thin on the ground for my taste, but given the Jam parameters and the ambition a very solid offering.  Good job!

I rate this game high for the innovative re-spawn mechanic and for being very tight example of a well-understood genre.

Nice

Nice open world, exploration. A number of art issues, but the basics were all there and exploring in the darkness was good - I lost my flashlight the first time out, so was hairy until I found another one. Great use of the lighting.

This was interesting. The set up text was brilliant, but I had no idea how it translated to the game level. The cards were an interesting take on "weapon" or ability. Unfortunately, I couldn't figure what was smart play.

Was a cool theme and a solid attempt to put together a number of elements. The character looked interesting from his shadow, but in first-person I couldn't appreciate him much. I couldn't get any damage from the traps or get a "character death" state, except by falling between the level segments. At the end, I wasn't sure how to measure my completion. However, a good start on assembly the basics of level, control and animation.

A very nice, unique take on a genre and well executed in the time you had. A good example of finding the main hook or conceit of the game and making sure its right (or as near to in the short time of a Jam). The only thing really lacking was a sense of game-flow and arc. It just went on - and I enjoyed all of it - but I couldn't feel that it was "getting anywhere." For that, it was a fine job.

The start screen gave a good overview of the score, and that definitely focused my play and experience. A sense of progression across time - as noted by the other reviewers - and therefore progress in the game would be helpful. Additional complication might occur if you continue developing. It was a fun diversion, good job.

Very nice simple game with related levels and a sense of progression. Some refinements to the interface would be welcome, but overall, it felt complete and seemed to incorporate the theme. Nice job.

This was an interesting project. It yields to trial and error, but was an solid effort. The environments and animations were fine, but the the "trap-finding" gameplay loop was a little unclear. It seemed to be almost a speed run, as there seemed to be no benefit in "stealth." The inconsistencies in the guard behavior wasn't discernible except with trial and error.  I think some more time and an focus on the main conceit of the game would yield something memorable. Good job.

Nice effort! It was accessible and played well right off the bat. My only real issus was missing UI elements that could tell me how near I needed to get to the planet to "visit" it and any sense of which ones I had already visited. The audio was good but a bit "one note (brown note?)"

I liked the general idea, three different takes on the platformer. The first level was the most accessible, as often when I'd die I'd fall straight through the second and hit the thirds with the ship moving past me. The graphics were good and I really think that a little more time and tuning would get this somewhere.

The overall presentation was fine, though it lacked an interface that gave me any sense of progress through the game. The tuning of the movement was a little rough, and I found an issue where  the spiky hurdles could be moved by running into them.

Good solid effort.

Cute rock monsters, good interface and on-screen help. Some cues as to goal would be helpful, and I was unsure how it connected to the Jam's theme. Good music and audio, though. Nice Job.

I couldn't get the controls to work  the game was unplayable

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I liked the effort to tell a story, however, the proceedurally generated levels made the driving portion very frustrating and seemed to fly in the face of the "if you knew then..." theme of the Jam.  I couldn't learn the pattern to progress. The game could have used a little more UI to inform the player what the goals of each level were.