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Wertle

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TimestampSince previousGameWertle's comment
Apr 20 22:11:00 Lattie Super cute, I love all the secondary motion on the character - very Bit Bit Blocks ;) My one suggestion would be a little faster movement in liquid and gas, I realize speed is an advantage for solid, but I had to start puzzle 2 over a few times, and it got tiresome waiting to get over to the part I kept messing up. Otherwise super cute aesthetic, nice work!
Apr 20 22:27:00 16m 00s Weapon Shifters Great work with all the things! You really put together a compelling and coherent game in the time limit - the aesthetics all work together really well (and the head crab is terrifying). It occasionally tripped me up when it said reload and I would instinctively shift, and the chicken and funny voice kind of stuck out in an otherwise moody aesthetic. I'd say next steps could be playing with push-back on the guns (which could help differentiate different guns), get a lil action goin on ;) Super great work!
Apr 20 22:33:00 6m 00s Cat-amorphasis Super silly and Tang is very cute. I wanted more feedback when I had succeeded, sometimes I wasn't quite sure.
Apr 20 22:48:00 15m 00s Theseus This is super great! The adding and splitting mechanics really made me have to puzzle in a different way than I was used to. Lots of nice little touches like the tiny feet, and it had a super sad feeling to it reinforced by the rain and the music and the fact that I had to leave parts of myself behind. I think this is definitely worth continuing to work on after the jam, there's lots to explore with this idea!
Apr 20 22:59:00 11m 00s Amyounition Really great work on putting a game together that feels coherent in the time allotment. The sound effects were especially punchy so it made flying across the room when shot out of the gun feel really impactful. There was something about the aesthetics that kept telling my brain I was viewing things from the side instead of overhead, possibly accentuating the corners of the "walls" would have helped? not sure what exactly was causing that for me. I managed to get stuck -_- but I would be curious for you to explore this mechanic to see what interesting unique possibilities it has (i'm guessing a lot of time-based interactions?) Good job!
Apr 20 23:15:00 16m 00s Size Matters Super great compo entry! I enjoyed figuring out how to use my shape abilities to platform in different ways. There were a few puzzles that ramped up pretty quickly, where I understood what I had to do but didn't have a safe place to practice the actual twitch skill of pulling it off (sometimes the arrow keys and wasd would conflate in my brain when trying to do a tricky move under time pressure). For example, the first room with moving lava, I understood that I needed to grow tall and then shrink the air, but couldn't practice this effectively. If you keep working on this, I'd suggest focusing on ways a person can train themselves before being stuck in a place where they cannot practice. I think you did a good job of getting a lot of mileage out of a short number of possible inputs, like it wasn't just about shape matching, I had to play around and see how the shifting affected my movement, which was great. Nice work!
Apr 20 23:25:00 10m 00s Hexa-GO Really nice work for your first Ludum Dare! The gameplay, visuals and sound all worked really well to support one another. Once I got the rhythm down for which buttons were mapped to which colors, I had an easy time going super fast, which made it really fun. I love the "tell" effect of the approaching wall, it was enough that I knew that I was close to danger but subtle enough that it wasn't noising up the screen. One thing you might try - there's a really cool light effect going on in the background hexes, it would be cool to see if you can get that color to match your current color, because it is something that is constantly present on the screen but not intrusive. If you intend to keep this a sort of "endless" game, I'd look into adding some sort of measurement of how far you've gotten so you have a sense of progress. Nice job!
Apr 20 23:39:00 14m 00s Shapegrammer This is a super lovely game, I really like the choice to go with the tangrams and preset shapes of them because it meant I got to look at a lot of really cool art! My biggest issue was that I was mapping rotation relative to the shape, so for example I kept trying to push right twice to make it pointing up, rather than selecting the correct orientation. This may just be a product of experience using the controller and expecting the analog stick to work in a relative way. It would be interesting to find a way to support both and detect which the player is trying to do, BUT that may cause complications since you have a leaderboard (if one method is inherently easier than the other) so maybe not. Or another thing you could do is isolate the two controls in the beginning, like start off with a single shape that you just have to choose orientation on so people can get used to that before adding both of them together, that might actually clear up a lot. There was a point where the music felt like it was syncing to the movement of the shape holes and it was REALLY COOL feeling. If you had a way of doing that on purpose it might get super interesting results. Nice work!
May 5 18:17:00 354h 38m Space Petting Zoo Crisis! Super props for tackling online multiplayer game for a jam (and getting it working!). I enjoy games that are easy for people to join in, as you could do with the QR. I feel like there's some things here that would be interesting to explore further, but it was difficult to get a feel for what the gameplay would be like. I did like the dichotomy in having a host with a large view and the individual players only having small views so that the host could have some sort of communicative role (though that might be difficult with remote players who aren't in the same room). Otherwise it was tricky to understand what the arrows indicated, like if touching the generator again would switch to that specific direction, or if it was indicating that a second connection could be made. Probably just needed some UI clarity. Nice job tackling the online portion, that stuff is super hard. If you continue this, it might be easier to prototype the rest of the game just on one screen first to flesh out the context, because that the moment I can't get a feel for what it's going to be like. Nice work!
May 5 18:27:00 10m 00s Turbo Transform I really like the solution for signaling the next shape and how it allowed for the stacking effect for predicting of the upcoming shapes. I kind of wish it got to that point a little bit quicker because that was the most interesting part of the game. Maybe just making the first level slightly quicker or shorter to get into level 2? Or perhaps adjusting if they are restarting versus starting for the first time? Either way it's a minor thing. I would love to see if there was a way to do this on touch screen since it is such a simple game, maybe different shapes in different corners or something. There's potential here to explore for sure. Nice job!
May 5 18:39:00 12m 00s The Killer's Apprentice Great atmosphere here! I love how you played with the idea that people will play the game that's given to them because that is what they are "supposed" to do, I thought this was a good way of bringing that to light in a super creepy way. The overhead movement over detailed perspective shot of the rooms really conveyed the tone super well (and emphasized that it was not about "gameplay" or skill so much as a context for highlighting this theme). The interstitial text moments were really good, though sometimes the light treatment/humor felt a bit like a mismatch to the tone, but perhaps that was the intent? Really interesting experiment, great job!
May 5 18:50:00 11m 00s luvShape I like how this took a twist on a lot of the "rotate the shape to fit in the hole" games that have come out of this jam. It was almost like rotating the hole instead of the shape, and having to make a call on a shape that was too small yet to tell and rush to adjust as it got bigger was pretty interesting. It did take me a bit to realize that I was more cycling through shape options than actually rotating a single shape, but once I got that, I had an easier time making strategies to identify the correct shape (usually looking for one outstanding edge or feature and going based on that). I enjoyed how you used the art complexity to ramp up the difficulty, and it had a really consistent mood to it. If you wanted to do even more of a ramp-up, I'd suggest pacing earlier shapes to be easier to identify at a difference and move up towards the more subtle ones. I couldn't tell if this was already happening or if the shapes were just random. Also might nice to get a player input before starting right away ;) Nice work making an aesthetically coherent game!
May 5 19:02:00 12m 00s Black Heart Super nice job on the compo! I thought this was an interesting take on the shape matching "tunnel" games I've been seeing. I think if you want to keep working on this, you have a lot at your disposal to control pacing in a really nice way (for example, low impact segments being JUST about matching, medium being about matching and collecting, then hard being all three: matching, collecting and avoiding). Plus on top of that you can affect difficulty with how often you have to switch, etc. With all of those you can really make a specific pacing, which could be really nice. I had some difficulty understanding the boundaries of the shapes and when exactly I could shift without taking damage from the previous shape vs how soon I needed to shift to match the next one. I think there's a lot of different ways to address this visually. The black dots were a nice simple way to help convey depth, I think there's potentially lots of interesting visual stuff you can do to add to this. The health bar/distance were the only things that sort of stuck out from the rest of the visuals, I wonder if there would be another way of conveying health as part of the player? Might be worth exploring. minor note: let the player advance themselves out of the instructions ;) Good job on the compo!
May 5 19:18:00 16m 00s Wizard of Shapes I really liked the moment I figured out that I had to "freeze" the shapes in the right ones to exit the room, it's a fun and simple premise. I would say I kept getting thrown off expecting to be able to shoot diagonally because I (and the enemies) could smoothly move on diagonals. I'd be curious if locking movement to the grid would clear up that confusion and still feel good to move around. Also, maybe bumping the projectile collision just a bit - I often felt I was lined up pretty well with an enemy but the projectile would zoom by. It felt really good when I got an enemy by my projectile bouncing off the wall, those were nice little moments. If you keep developing, that could be a fun advanced thing to play with down the line. At one point I was naked with a jester hat and I had no idea why. The lighting I think really made this stand out, especially with the effects on the projectile, etc. Nice work!