April 13th - 26th 2021

Gamedev.js Jam 2021:
Web Monetization and Decentralized category winners

Main Partners

NEAR Protocol Protocol Labs Grant for the Web

Partners

eBay Poki Paras marketplace OP Games Coil

Gamedev.js Jam celebrated HTML5 games by building Web creations within 13 days of the jam on a given theme, between April 13th, 5 PM CET and April 26th, 5 PM CET 2021. Below is the list of winners from both the Web Monetization and Decentralized categories, judged by experts, and awarded with prizes.

Check the detailed list of winners from:

Web Monetization category winners

Below the rating you can read the feedback from the experts.

1. L45ER_BOT (8,17 / 10)

  • Abiyasa Suhardi: Great values for paid users. I like that you show 'premium' and extra levels on the main screen. This is a good way to encourage curious users to get more from your game.
  • Ania Kubów: Web Monetisiation is marketed very well straight from the beginning. I was immediately aware of the perks associated with it. It also helped to have 5 locked premium option visuals, with only one free option. I instantly felt I was missing out and was intrigued by the premium options. Well done!
  • Björn Ritzl: Nice diffculty on the levels. I like the hidden areas. I managed to glitch the lasers halfway through level 3. Extra content is fairly standard, but it's a nice way to reward paying players.
  • Ewa Mazur: I love the idea with using the word "Premium" content. As a subscriber I feel so VIP. Also I like the idea of giving various bonuses like skins and extra-levels.
  • Joep van Duinen: Nice levels and progression. Use of extra levels for monetisation. Nice sounds effects too.
  • Nathan Lie: Extra levels is a great use of Web Monetization. It adheres nicely to the philosophy of having a fully developed base game plus a little extra content for Web Monetized players.

2. Beam Reflector (7,67 / 10)

  • Abiyasa Suhardi: I really like that you are not shy away and show what users will get if they paid, in the beginning of the game. The skins and customization are limited but they're well thought and designed. Good values for paid users.
  • Ania Kubów: Very visually pleasing! Everything from the little cloud of smoke as the player moves, to the color palette. I say this, as it makes it very enticing to buy the skins. Shorter time frames as the levels increase could be a good way to add pressure. It could be fun to see some more upgrade options in between levels. A 'buy more time' option perhaps for those keen to solve a level at their own pace.
  • Björn Ritzl: Very nice graphics and sound. Fun puzzles but with a game mechanic that has been seen many times before. A cosmetic difference is fairly standard practice. It's a nice touch, but not very innovative.
  • Ewa Mazur: Love the WM bonus and the variety of extra-skins. It's cool that you put the message-box with info about WM bonus. Maybe it's a good idea to put two different messages - 1. for no-subscribesrs the message you've already have, and 2. for subscribers something like thank you note? Great implemantation of WM <3
  • Joep van Duinen: Really good game design, integration of mirror-related mechanics, monetisation, and general gameplay. Also great visual style and music/sounds!
  • Nathan Lie: I like that the benefit of Web Monetization is shown clearly and at the start of the game. The skins themselves are quite creative and adorable. Good use of the feature.

3. Rogue Reflections (7,50 / 10)

  • Abiyasa Suhardi: I like the gift the paid-users got. The thank you note is also a nice way to greet you game supporters. It might not be so obvious for non-paid users that they can support the game via web monetization. Maybe add a small message on the main menu screen on how they can support you and your game.
  • Ania Kubów: The offering for the paid user is very clear and enticing from the get go! Very nice! it would be great to perhaps show this offering to free-play users in the game flow itself too.
  • Björn Ritzl: Nice idea with the upgradeable mirrors. I didn't really like the auto-combat at first, but after a while I got used to it and it actually added to the experience. Good job! Giving an extra in-game item/mirror to WM enabled players adds a bit of variety and it is a nice touch.
  • Ewa Mazur: I like the extra items as a bonus stuff for subscribers. I only would love to see that this is extra stuff because I'm a subscriber.
  • Joep van Duinen: I'd prompt the added value for a user in an earlier state of the of the game and / or make it more visible. also; introducing a perk such as free content is mostly usefull for players that are already familiar with an IP. The difference for users that don't use Coil vs. users that do becomes unclear for both parties. Still gave you a 5 because I like the quality and depth of the game, it being a jam game created in a couple of hours :)
  • Nathan Lie: A unique item is a great way to implement a bonus. It's purpose as a way to get started, but ultimately a gateway to the rest of the game via its inability to be upgraded is quite creative.

4. Inspection in Sector 723 (7,33 / 10)

  • Abiyasa Suhardi: I really like the values paid users get. The composer feature is not really necessary to complete the game but it adds extra value, especially for the fans/supporters who like the game music and would like to customize them.
  • Ania Kubów: I understand the value for web monetization in this game for music lovers, so even though there is no in-game benefit I see the appeal. I also love how the 'how to play' is incorporated in the game itself!
  • Björn Ritzl: Kinda diffiult and hard to understand. Fun with a co-op game though! I like the idea of unlocking modding tools, level editors and in this case a music composer.
  • Ewa Mazur: I really like the idea of the bonus content - changing the music theme is like a mini-game in the game. I like the way you implement the message about WM. Your WM implementation is clever and unique.
  • Joep van Duinen: Very original concept, and nice application. The game is hard to figure out though, and even with the good onboarding on the how to play pages, it's still a bit unclear on what to do and how to proceed. The graphics could use a bit more attention, but good enough for a conceptual game. The music is great ! Nice idea to monetize the composition, although it might be very niche.
  • Nathan Lie: The bonus feature is really creative, although it might be lost on people who are not musically inclined.

5. Sisão (6,67 / 10)

  • Abiyasa Suhardi: Good value for paid content, help users when they get stucked on a level. Would be great if the skip-level button is also clickable for non-paid users to show more information or encourage them to purchase.
  • Ania Kubów: Love this concept! Nice work! In regards to the web monetization, I think purchasing verbal clues on how to solve a level , as well as a higher tier payment to skip the level alltogether could be a nice addition. It would give the user more options at different pay rates.
  • Björn Ritzl: Difficulty increases fast. Fun and nice looking game though! Skip level feels a bit like cheating.
  • Ewa Mazur: I've got to admit I'm seeing this kind of WM implementation for the first time and personally I love it. I mean the Skip level button with the WM icon, not the Skip level itself :D I think it should be the common method to mark WM bonuses. But I'm not sure it's clear right now to all users - especially those, whose not subscribers.
  • Joep van Duinen: Great game, very polished, with a very good design (both visual + mechanics/levels). The difficulty migt be a bit high, which makes the monetisation a bit unbalanced. Motion sickness could be a problem, which could be solved with a less animated shader for the water.
  • Nathan Lie: Skipping a level might be useful for players more interested in the story, but in terms of gameplay it doesn't seem to add to it.

6. Mirrorisk (6,50 / 10)

  • Abiyasa Suhardi: I like the simple in-game addition for paid users. I wish there's more information for non-paid users about what they would get from supporting the game. Also, maybe it's nice to show an indicator or message for the paid users, just for a thank you token.
  • Ania Kubów: As a big fan of the game Risk and Game of Thrones I found this game wonderful!! The whistled theme music and sound effects had me laughing on the floor. Huge fun! I also think the value for the paid user is good and clear. Perhaps a way of offering this to non paying users in the game flow could be benefitial for them.
  • Björn Ritzl: Fun twist on a classic game. Extra content is a nice perk for WM enabled players as long as it doesn't make a WM enabled player over powered. It was hard to judge if this was the case or not.
  • Ewa Mazur: As I couldn't remember playing Risk as a kid I'm finding difficult to figure out that the extra kind of army is something that I get as a subscriber. Also I can't feel how it's influence on a game. But I like the idea of the bonus content.
  • Joep van Duinen: Love the recorded wistles and attacking audio ;) Cool little touch on the artillery variations, you could extend that idea by making it clear what abilities come with the different characters. The camera angle when starting the game was a little zoomed in for me, which disallowed to show the full world. One additional small note: I had some issues with the browser focus, using the mousewheel also made the entire browser scroll down, introducing a full screen feature or game focus can prevent it from happening.
  • Nathan Lie: The bouns from Web Monetizaion is fun, though a bit small and potentially easy to overlook.

7. Space Mirror (6,00 / 10)

  • Abiyasa Suhardi: I like that you show notification (thank you message) for the game supporters. Maybe you can also add a message for non-paid users so they know that they can support you and your game.
  • Ania Kubów: N/A.
  • Björn Ritzl: VR only.
  • Ewa Mazur: Unfortunatelly I couldn't play the game, because I'm suffering the lack of VR set. I can't judge here, but as I watched the video it seems like a game I really would love to play.
  • Joep van Duinen: Unfortunately it's VR only, so I wasn't able to play.
  • Nathan Lie: VR only, so unable to properly judge this entry.

8. Dual Lands (5,50 / 10)

  • Abiyasa Suhardi: Great value for paid users. I wish there's information for non-paid users about what they would get from supporting the game (for example, the number extra resources they will get). Also, maybe it's nice to show an indicator or message for the paid users, just for a thank you token.
  • Ania Kubów: I enjoyed the dual play aspect. Perfect for someone as impatient as me! I was a bit unclear about the offering for paid users and unpaid users from the start. Is there a way to market these in the beginning script, as well as during game play? So for example in the resource selection section?
  • Björn Ritzl: Nice in-game graphics. The resource UI at the top could do with a bit more polish. Not super obvious if and how the over and underworld are connected? Too bad that it is missing enemies. It could be a fun game! I don't really like the idea of making the game easier for a paying player by giving them extra starting resources. A slight tweak to some of the units would have been better. Or a unique extra in-game structure to build.
  • Ewa Mazur: It would be nice to indicate which additional resources are for subscribers. As it is unfinished prototype I can't tell how the bonus affects the game, but it seems like it has a great pottential.
  • Joep van Duinen: I really like the concept of the game. Onboarding could use some work. In terms of monetisation, there could have been some more ideas build in.
  • Nathan Lie: The additional resources are good for getting started. But it's not an exclusive feature per se, any player may acquire resources. However, it's good that the Web Monetization bonus doesn't lock away critical gameplay behind a paywall.

8. A Chat with the Lonely Girl Beyond the Mirror (5,50 / 10)

  • Abiyasa Suhardi: Good value for paid content. However, it might not so obvious for non-paid users what they will get when they support the game. You can also mention that it's a way to support you and your game project, and users will get this feature in return.
  • Ania Kubów: The benefit of web monetization was clear to me from the start which was nice. it also provides a good value to the player. I really enjoyed the stroy telling from this game.
  • Björn Ritzl: Nice with the voice over! The story is a big part of the game and it doesn't feel quite right to give the players an option to skip it. Good for replay perhaps. A better use of WM might have been to give a bit further reach on the move ability in game or an option to unlock an extra move or something on harder levels.
  • Ewa Mazur: I like the idea of placing the "skip" button. I'm only wondering if it's something good to loose the ability of knowing the plot?
  • Joep van Duinen: Great game! I'm doubting if users would actually prefer to skip the dialogue (see it as a perk) or follow-it to grasp the full storyline.
  • Nathan Lie: The story clearly has a lot of effort put into it - the Web Monetization feature seems to undermine that work, but I can certainly see its usefulness for players who are more interested in the gameplay than the story.

10. The MIRЯ0Я Dimension (5,33 / 10)

  • Abiyasa Suhardi: It is not so obvious for non-paid users that they can get extra content via web monetization. Maybe add a small message on how they can support you and your game, and mention the extra ship they will get in-return.
  • Ania Kubów: A wonderful shooter game that is easy to understand and play without any instructions neccesary. It would be great to see web monetization feature in the game play however, as I am not sure what the benefits are for a paid users vs a non paid user at the moment.
  • Björn Ritzl: Confusing with the mirrored horisontal movement, but fun! Perhaps also mirror up and down movement? The spacecraft was a bit slow moving. You can survive almost indefinitely by flying just at the edge of the screen. Difficulty doesn't increase. No new enemy types.
  • Ewa Mazur: I would love to see the way to show the subscribers that the extra-plane is just for them. It's cool bonus.
  • Joep van Duinen: Cool graphics, but the mirror theme is lacking here. This is a pretty standard shooter with a modifier, but the gameplay is still one of a shooter. It lacks creativity, but has nice graphics. Moving around is a bit slow, making it hard to dodge projectiles, but the gameplay is still nice. The monetization idea is not really original either but could attract players, as it is fun to have a whole squadron.
  • Nathan Lie: The extra ship provides a nice, tangible benefit that's inherently (if only slightly) different from the experience that non web-monetized players would have while playing.

11. Albeit (4,67 / 10)

  • Abiyasa Suhardi: Good value for paid users. I wish there's more information for non-paid users about what they would get from supporting the game. Also, maybe it's nice to show an indicator or message for the paid users, just for a thank you token.
  • Ania Kubów: Great nostalgic graphics! I was a bit unclear about what benefits a paid user would get, until I read all the instructions. It would be great to incorporate these instructions into the game flow, as well as have a visual reminder to the user that the option exists throught the game play, especially if there is a critical moment for the coins.
  • Björn Ritzl: Nice graphics and map design. Not obvious what the different items did. I don't really like the idea of making the game easier for a paying player. Why not open up additional areas in the game to a WM enabled player?
  • Ewa Mazur: I couldn't find what the difference between the version for subscribers and no-subscribers is. It's not obvious to me. I only new about WM from the game decription, which I'm usually not reading as a player.
  • Joep van Duinen: Cool style. The progression could use some work. Monetisation wise it felt a bit simple.
  • Nathan Lie: Extra currency is nice, and useful for the shop system in this game, but it does bypass some of the gameplay rather than add more of it.

12. Beam (4,17 / 10)

  • Abiyasa Suhardi: It might not so obvious for users that they can support the game via web monetization. Maybe add a small message on how they can support you and your game.
  • Ania Kubów: A fun concept that I enjoyed playing! I wonder if the web monetization could have more of a feature in the game flow however? At the moment I am not sure what a paid user gets vs a non paid user as it does not feature in the instructions or game flow.
  • Björn Ritzl: None.
  • Ewa Mazur: I've tried couple times but I'm unable to play this game. I only see the menu and first stage - can't do anything. Sorry, I can't judge the game.
  • Joep van Duinen: Nice idea, and it worked well (after finding out how to play). It could use some onboarding. Was missing the monetisation options.
  • Nathan Lie: The proof-of-concept of Web Monetization is quite creative in the sense of solving modern game monetization problems. The "Zen mode" serves as a good conceptual bonus for web monetization.

12. Snake in Endless Mirror (4,17 / 10)

  • Abiyasa Suhardi: I like that you show notification for the game supporters. However, it might not so obvious for non-paid users what they will get when they support the game.
  • Ania Kubów: Great idea to increase calories over time. I wonder if you can work that in visually, into the game somehow? And use it to entice people throughout. Most of the time with games, people don't like reading alot of instructions, and the rule learning should be organic. Perhaps as the Snake passes a sign board a pop up could show up?
  • Björn Ritzl: Very hard to understand. Confusing to say the least. The game itself was quite confusing to me which made it hard to judge how well the energy increase over time worked as a WM bonus.
  • Ewa Mazur: If I woudn't read about the WM implementation in the game description I wouldn't know it's there. It seems very helpful so I would like to know I've got this bonus. I couldn't feel it during the game.
  • Joep van Duinen: Nice idea, although the implementation could be improved. The onboarding and goals of the game are not very clear/intuitive, which also makes the monetisation unblanaced and not very interesting. There's also some bugs around.
  • Nathan Lie: Bonus calories is a great help - it's a good use of Web Monetization but it's not "exclusive" in the sense that even a non Web-Monetized player could still acquire bonus calories through gameplay. However, it's good that the Web Monetization bonus doesn't lock away critical gameplay behind a paywall.

14. Mirror Match (3,83 / 10)

  • Abiyasa Suhardi: Maybe you can add a message on the main menu for non-paid users so they know that they can support you and your games.
  • Ania Kubów: Very fun game! I can see this getting addictive. As you mention, there are no in-game benefits to web monetization. I wonder if you could add time bonuses to paid users, and have them compete for a high score in a different category to unpaid users. Just a thought to make the monetization in-game relatively painlessly.
  • Björn Ritzl: Clean graphics and nice transitions. No ingame benefit.
  • Ewa Mazur: The game itself is really cool, I love this kind of simple games, but there is nothing extra for me as a subscriber - not even a thank you note. As a game creator I totally get the idea to enable WM so players can support your future productions this way, but I really believe they diserve something in exchange, even something small like thank you message.
  • Joep van Duinen: The concept fits the theme, very casual and cool puzzle rush game. It is pretty nicely polished, my only bad thing to say would be that each time you pick an image, the place where the "original" and the "copies" are displayed change on the screen, and there is no clear indication on where to click, it's not really user friendly to have the interface rotate around. No monetization ideas, but this game could have an extended number of seconds, maybe hints, or other cool stuff, it has a monetization potential.
  • Nathan Lie: It's nice to support a developer for their work, but the lack of any features is disappointing.

15. Mirrors (3,50 / 10)

  • Abiyasa Suhardi: It is not so obvious for users that they can support the game via web monetization. Maybe add a small message on how they can support you and your game.
  • Ania Kubów: The music and game logic work well together - well done! As you mention, there is no in-game benefits to web monetization. It would be great to see that worked into the game play, in the future.
  • Björn Ritzl: Tiny hard to see graphics. No scroll lock on arrow keys. Hard to understand the goal of the game. No ingame benefit.
  • Ewa Mazur: As a player I like to get something extra for the subscribtion. As a game creator I understand the idea of implementing WM without extra bonuses for players. I'm giving the point for the info about WM in game.
  • Joep van Duinen: Fun little puzzle game, centered around the mirroring theme. Cool idea, but it needs more content/levels, maybe a few other features. It made me thought of Baba is you a bit. Overall good implementation of the theme. The game could be monetized through extra levels maybe ? No details on the monetization.
  • Nathan Lie: It's nice to support a developer for their work, but the lack of any features is disappointing.

16. Mirlin (3,00 / 10)

  • Abiyasa Suhardi: It is not so clear for users that they can support the game via web monetization. Maybe add a small message on how they can support you and your future games. Also, it's also nice to show an indicator or message for the paid users, just for a thank you token.
  • Ania Kubów: Wonderful level selection at the beginning. I wonder if the user would be enticed to play for longer if some were hidden or premium levels, only accesible if the user passed the early ones or upgraded to have access.
  • Björn Ritzl: Very nice and tricky puzzles. Love that you can create your own levels. No ingame benefit.
  • Ewa Mazur: I thought the custom level was for subscribers only, but then I've checked it's also available for no-subscribers. In my opinion custom level could be something perfect as a extra content for subscribers.
  • Joep van Duinen: Nice concept! I had trouble passing through level 3 ;) Would have loved to see some ideas around web monetisation in here, prompting hints on suggested pathways would be a nice perk to give to users.
  • Nathan Lie: It's nice to support a developer for their work, but the lack of any features is disappointing.

17. Newborn of the ABYSS (2,67 / 10)

  • Abiyasa Suhardi: It is not so obvious for users that they can support the game via web monetization. Maybe add a small message on how they can support you and your game.
  • Ania Kubów: Very smooth movements from this game. Nice work! I was not sure if there were any in-game benefits to web monetization in this game. Or if there was a way to support the game regardless. It would be nice to see this in the game flow.
  • Björn Ritzl: Nice looking but repetitive. No ingame benefit.
  • Ewa Mazur: I've seen extra-content for subscribers such as extra-levels, bonus-items or extra-life in this kind of games. Maybe you could think about adding something similar in your game?
  • Joep van Duinen: Cool game! Ways to monetise this would be to include some abilities or skins on the character or introduce a survive button after you died (given the difficulty of the game plenty of users would like that ;)) solid game all around!
  • Nathan Lie: It's nice to support a developer for their work, but the lack of any features is disappointing.

Decentralized category winners

Below the rating you can read the feedback from the experts.

1. My Other Self (7,43 / 10)
[NEAR+IPFS/Pinata]

  • Dietrich Ayala:
    • Fantastic visual experience, great design work.
    • Fun mechanics, I wanted more levels!
    • Worked great on IPFS.
    • I like having the option for background music, would've worked well here.
  • Johnny Matthews:
    • Very cool art style.
    • Nice sound effects.
    • Feels really polished!
    • Wasn't able to find the game on IPFS. Maybe it's no longer being hosted?
  • Rahmat 'Riqi' Albariqi: Amazing, minimalist yet beautiful.
  • Aliaksandr 'Sasha' Hudzilin:
    • Best game.
    • Pretty cool that they've used both decentralized tech.
  • Vlad Grichina: Awesome game, only very minimal integration with NEAR (login) but hosted on IPFS.

2. OWNLY 1 (6,86 / 10)
[NEAR+IPFS/Pinata]

  • Dietrich Ayala:
    • Great combo of A-Frame, NEAR.
    • Couldn't find an IPFS address.
    • The performance and interactions were great.
    • Concept development needs work, I didn't know what I was supposed to do.
  • Johnny Matthews:
    • Very cool looking, and I like the integration with NEAR!
    • Just not very sure what I'm meant to be doing.
    • Controls pretty smoothly and runs easily enough.
    • I wasn't able to validate that it runs on IPFS. There was no CID linked.
  • Paul Gadi: Very imaginative use of smart contracts.
  • Rahmat 'Riqi' Albariqi: Pretty fun and cool.
  • Aliaksandr 'Sasha' Hudzilin:
    • Really fun.
    • Well explained.
    • Good use case for blockchain.
    • Has nice music / overall vibe.
  • Vlad Grichina: Interesting concept, bonus points for using NEAR for multiplayer game.

3. Just Lasers and Reflections (5,86 / 10)
[NEAR+IPFS]

  • Dietrich Ayala:
    • THE PRESSURE. This is awesome.
    • Music is fantastic, matching to lasers is rad.
    • Visuals are fun, love the shapes and the fade.
    • Feels like the time pacing starts off too fast - would be nice intro if it started much slower and then sped up over time.
    • The graphics are a little blurry for me, and menus are cut off a bit on the bottom of the screen.
  • Johnny Matthews:
    • Pretty fun concept! The game itself is quite hard! I'd like to see the game slowly ramp up the difficulty.
    • Really liked the idea of storing highscores on NEAR.
    • Didn't see an evidence of hosting the game with IPFS. It'd be nice to have a CID to look at.
  • Paul Gadi: Very polished.
  • Rahmat 'Riqi' Albariqi: It's fun, and I guess the difficulty raise exponentially...
  • Aliaksandr 'Sasha' Hudzilin:
    • Found this one more engaging.
    • Love the soundtrack and overall vibe.
    • Wasn't sure to which extend NEAR was implemented.
  • Vlad Grichina: Cool game and solid integration with NEAR and IPFS (you can publish custom levels).

4. Reflectica (5,29 / 10)
[IPFS/Pinata]

  • Dietrich Ayala:
    • Loading didn't work on Pinata but worked from IPFS gateway.
    • STRESSFUL FUN
    • Great music, matched gameplay quite well.
    • The visual approach was fantastic, but needed higher contrast colors.
    • A graduated difficult experience would have been nice - for example, the gaps are bigger and there are more of them at first and the walls move slower... and then over time, it slowly speeds up and gaps get narrower and fewer of them.
    • Overall, very creative for the theme.
  • Johnny Matthews:
    • Pretty fun game! Reminds me of Super Hexagon, but with less colours and flashing.
    • It's quite slow to get stared. I'd like to be dropped right into the action instead of waiting a few seconds for the first hexagon to show up.
    • Loaded without any issues through `ipfs.io/ipfs`. The Pinata link had some issues loading WASM for some reason.
  • Rahmat 'Riqi' Albariqi: Simple but fun to play.
  • Aliaksandr 'Sasha' Hudzilin:
    • Elegant.
    • Not using NEAR.
  • Vlad Grichina: Cool idea, but not connected to NEAR.

5. Mirrors (4,43 / 10)
[NEAR+IPFS]

  • Dietrich Ayala:
    • Clever little puzzler. I love how much puzzle created with such a tiny space and so few components and one singular game mechanic.
    • Saves game data to NEAR. The UX of the saving was quite manual - just autosave let me know if it failed for some reason.
    • Got stuck at one point, both player and crystal were off screen 😅
    • The music worked on itch.io but not on netlify URL directly.
  • Johnny Matthews:
    • I think I broke the game. I got stuck and couldn't reload the level.
    • I like the idea of storing highscores on NEAR.
    • I didn't see a CID, so I couldn't verify if it was hosted with IPFS or not.
  • Rahmat 'Riqi' Albariqi: It's not that intuitive and took me quite some time to understand the mechanic.
  • Aliaksandr 'Sasha' Hudzilin:
    • Like indie vibe of it (2d).
    • Connection to NAER wallet broke for me.
    • Wasn't as engaging.
  • Vlad Grichina: Fun puzzle game, integrates NEAR in a bit clunky but meaningful way.

6. Mirror Training Room (4,00 / 10)
[IPFS/Pinata]

  • Dietrich Ayala:
    • Nice quiz+puzzler approach.
    • The audio is funny, but pretty abrupt - higher quality and some fade in/out would help.
    • It would be more fun with clearer interactions - intead of nothing happening when wrong, make a buzzer sound make something red and automatically reset the board.
    • Couldn't tell it was decentralized at all, there was a Pinata link in the comments but it didn't resolve.
  • Johnny Matthews:
    • Couldn't load the game through IPFS. Looks like the CID isn't correct? `Qmcv1CKkY7R2e7kSBgiy6qQiMn`.
    • Reversing Justin Timberlake's Mirrors is a nice touch! Made me laugh when I figured out it.
    • The game is more of a quiz than anything else. But I like the simplicity of it.
    • Saying that, there's very little user feedback.
  • Aliaksandr 'Sasha' Hudzilin:
    • Like the mechanics of it.
    • Unclear if used NEAR.
  • Vlad Grichina: Very minor integration with IPFS.

7. DeFi-Battles (3,86 / 10)
[IPFS/Fleek]

  • Dietrich Ayala:
    • Love the 16 bit vibe.
    • Never could create the NFT, just timed out.
    • Super cool idea, just not far enough along.
  • Johnny Matthews:
    • The game didn't load through IPFS unfortunately. A lot of console errors popped up.
    • Great use of connecting a wallet!
    • Took quite a while to create an NFT. Not sure what was actually happening.
    • There isn't enough interaction for me to call this a game, but it's a great experiment for integrating metamask into a site!
  • Paul Gadi: Ambitious, but didn't work well.
  • Rahmat 'Riqi' Albariqi: NFT creating took very long time even thought the transaction already confirmed? Also couldn't find my NFT after the mint, let alone pvp.
  • Aliaksandr 'Sasha' Hudzilin:
    • Didn't see them using NEAR.
    • Didn't work as smoothly for me.
  • Vlad Grichina: Looks like some ETH integration efforst was done and uses IPFS for hosting. But "Create NFT" feature simply failed to work for me.

8. Mirror to Home (3,14 / 10)
[Drand]

  • Dietrich Ayala:
    • Fantastic idea and the synthetic voices are great.
    • Using Drand is super cool, wish I could check out the source code.
    • The sound/up/left/right controls approach is interesting!
  • Johnny Matthews:
    • An incredibly fun game and story!
    • I thought the lack of graphics was gonna be an issue, but it made the story more intense!
    • It'd be nice to have visual prompts for when to press a button though.
    • Really nice touch using Drand for randomness!
  • Paul Gadi: No decentralized challenge component.
  • Aliaksandr 'Sasha' Hudzilin:
    • Audio only.
    • Didn't see them using NEAR.
  • Vlad Grichina: Cool idea, but not connected to decentralized category challenge.

9. Rough Waters Decentralised Tarots (3,14 / 10)

  • Dietrich Ayala:
    • Artwork and music were excellent.
    • The interactions mostly worked, in the basic pattern.
    • Could only get one card to ever read out, so something very broken.
    • Unclear how it was decentralized.
  • Johnny Matthews:
    • I like this art-style. Looks like a graphic novel.
    • Not sure it's much of a game though. And it seems a bit broken. I get the same response to each card.
    • Didn't see any decentralized integrations either.
    • Interesting idea though!
  • Paul Gadi: Good art but no decentralized component.
  • Rahmat 'Riqi' Albariqi: Very good art and music but not much mechanic.
  • Aliaksandr 'Sasha' Hudzilin:
    • Simple quest game.
    • Too bad didn't have enough time to integrate NEAR.
  • Vlad Grichina: Solid match for Paras category, not participating in decentralized in general.

Paras challenge winner

First prize ($500 cash) from the Paras challenge was given to Rough Waters Decentralised Tarots.