Foon → Ludum Dare Explorer → LD36 → Feedback comment stats → HuvaaKoodia

HuvaaKoodia

Feedback comments for LD36

← LD35   LD37 →

HuvaaKoodia's games and stats for all events →

TimestampSince previousGameHuvaaKoodia's comment
Aug 30 10:08:00 Merlins Dungeon The idea is solid and the graphics are ok, but the execution is not quite up to par. Blipi already outlined the major issues. No need to repeat them. <br/> <br/>I also agree with PeachTreeOath about special movement actions like rolling. Due to certain level designs and erratic dragon movement patters avoiding death is at times down to luck rather than skill. That dodge roll would be a saving grace in such situations. <br/> <br/>Good effort overall.
Aug 30 13:17:00 3h 09m Avastory The audiovisuals are great, but the interactions and mechanics are not that interesting. It is just walking, talking and a boss fight. No exploration or meaningful interactivity. <br/> <br/>The boss at least is sufficiently challenging, but after beating it there's no way out of the room. Not sure if that is where you ran out of time or just a bug. Some kind of conclusion after all that walking and talking would have been nice.
Aug 30 13:44:00 27m 00s Mo'ai Dance Party I enjoyed the challenge of appeasing three different Mo'ais, but having to restart from the first level every time didn't jell well with me. A "Restart current level" button would fix that. <br/> <br/>The level ends quite abruptly. A clear indicator of level progress wouldn't go amiss either. <br/> <br/>The audiovisual are nice, good job on that.
Aug 31 08:53:00 19h 09m Alchimancer First off, this looks and sounds great. Props for that. Sadly, the gameplay is uninspired and not very challenging. <br/> <br/>Here's the deal: <br/>- All the action happens on a single line. It is trivial to repel the enemies because there are only two directions of attack. <br/>- The starter weapon takes a little bit of timing to use efficiently, but the later weapons are simply overpowered and take away any sense of danger. <br/>- The Engrish would be genuinely funny if it didn't make the alchemy instructions needlessly complicated. In the end all you have to do is to spam the buttons, it really doesn't need that much exposition. <br/> <br/>Still, competently put together despite the design issues.
Aug 31 12:36:00 3h 43m Way of the Gear [Unfinished] Brillian visuals, I love how the gear flickers when it moves. The idea is also good, if only there was more of it. <br/> <br/>I did find one bug. If you move right up to a wall, stop and press the jump key, the jump will fail. <br/> <br/>More levels pretty please?
Aug 31 13:14:00 38m 00s Tower of Egypt The overall presentation, apart from the menus, is fine and the music fits the setting well. Showing the whole tower in the end is a nice touch. <br/> <br/>The interactions are well thought out, a little balancing act between precision and brute force, but after a while it becomes a chore. The difficulty should ramp up faster by, for example, having multiple construction areas to juggle between. <br/> <br/>Also a single dead slave ends your career, but outright murdering another worker is just fine for the first two times? What kind of justice system are these people running with?
Aug 31 14:14:00 1h 00m Bricks for Anubis Here's the thing about clickers. If they are nothing but a linear progression from no resources to X resources, with zero thought or interaction required from the player, then they are a waste of time, quite literally. <br/> <br/>The only interesting bit in these kind of clickers is seeing what comes next. In Cookie clicker, for instance, there's a lot of content to unlock. In Candy Box 2 there's a whole world to explore. The idle mechanics are the backbone of these titles, not the whole dish. <br/>Here you already gave away the whole thing in the screenshots! <br/> <br/>More interesting to me is how little the economy makes sense. The worker houses are more efficient than brick presses. For the price of one brick press (15000) you can buy 1500 houses. 1500 houses generate 6000 bricks in 20 seconds. Over 4 times more than a single brick press! The ratio is even worse when compared to the pyramid building. <br/>The only reason to buy the more expensive buildings is to spare your index finger. Yes, that is right, the GUI forces the player to make worse economic choices! <br/> <br/>This all may sound a bit harsh, but I'm not trying to bring you down. It looks great and for what it is (and idle clicker) it is competent (apart from the economy!). <br/>All I'm asking is why? This is an interactive medium, so what are you trying to say or achieve through interactivity? <br/> <br/>Now if you are interested in making a game instead of an idle clicker then here's a plan. <br/>First fix the economy, then concentrate on interactivity with meaningful decision making. <br/>Examples: <br/>- Building and maintaining an army which protects the workers from bandits <br/>- Some kind of a battle system for when the bandits arrive <br/>- Managing the workers, giving them orders <br/>- Trading with neighbouring cities for food and other goods you cannot produce <br/>There are a lot of options here. The interesting bit about interactive media, especially digital games, lies in decision making and the consequences of it. <br/> <br/>One more "fun" fact. For some reason running the web player crashes my Firefox. Chrome works just fine.
Aug 31 15:01:00 47m 00s Invent the Wheel This is the dumbest idea I've seen in a while and it just works! Loving it. <br/> <br/>I managed to make world records on all three tracks and the second one, well, good luck trying to beat that!
Aug 31 18:44:00 3h 43m Burger Cave It is a sad state of affairs when the only comment you have is spam. This one is legit, trust me! <br/> <br/>Right, you are right. Incomplete most certainly it is, but not all is lost in the land of the hopeful. Potential is present, I can feel it pulsating like the throbbing cow (nice animations there). <br/> <br/>I can only imagine the grandeur of the burger, as none are coming out of the stove no matter how many cave men I sacrifice to it (it really looks like throwing men into the fiery machine, except they come back unharmed). <br/> <br/>If you do decide to continue this project I can at least give a few serious suggestions as well: <br/>- All the 10 cavemen should be in the middle of the room at the same time. The caveman dispensing button is just plain weird. <br/>- The cavemen workers should be visible when they work. As mentioned before, them disappearing looks just plain weird. <br/> <br/>Two is a few right?
Aug 31 19:34:00 50m 00s Chadwik the Charismagnetic I was doing just fine, expertly guiding Chadwick around land spikes and other assorted hazards, killing dinosaur mobs with spiky poles (that's their official name, right?), when suddenly, after Chadwick grasped yet another mellow emerald, a third spiky poles materialized out of thin air right on top of poor, poor Chadwick! <br/> <br/>Expertly guiding his limp body around land spikes and other assorted hazards, killing dinosaur mobs with spiky poles, bumping him into mellow emeralds... It just isn't the same any more. <br/> <br/>Was a wicked good chap that Chadwick, he shall be missed.
Sep 1 07:36:00 12h 02m The Puzzling Pyramid Nice puzzle, enjoyed it thoroughly. The last level is far from impossible, but rather a good old challenge. <br/> <br/>Having no conclusion is a bit of a letdown. I would have also preferred a drag and drop interface where any two tiles could be swapped, not just adjacent ones. The current interface is not bad by any means but it does take more time to move tiles from one end to the other. <br/> <br/>Well done.
Sep 1 13:25:00 5h 49m DaDaDaDa A super simple idea like this needs a lot of polish and/or content to impress. As such I'm not impressed. <br/> <br/>You should allocate more hours into polishing next jam.
Sep 1 16:07:00 2h 42m Birdology A big world to explore, loads of intense finger cramping action, a cool ending, there's a lot to like here. And then there's the glitches and quirks, but, quite frankly, they just add to the charm of it. <br/> <br/>Good job!
Sep 1 16:54:00 47m 00s Into the Pyramid The graphical style is radical, the controls sluggish and the overall difficulty fiendish... Needs a few more patches I reckon.
Sep 2 08:22:00 15h 28m Lost Artifacts Competently made, but I have to agree with QwaKlak, there's no challenge after a few upgrades. <br/> <br/>A linear power creep like this only works if the late stage enemies also become orders of magnitude more dangerous, which is not the case here. <br/> <br/>Another possility is limiting the maximum effect of the upgrades. Rather than 10x castings speed at lvl 10 make that 2-3X. Each level gives a less visible boost, but the player will feel the change and you evade power creep. <br/> <br/>A third option, the most preferred yet most expensive, is making each upgrade into its own skill/action. This is what ARPGs do to great effect, but of course 42 hours probably isn't enough to create enough interesting, well polished skills.
Sep 2 09:42:00 1h 20m MECH_FOX It's always worth posting about unfinished work. I'd be interested in hearing about the ideas you were going for. <br/> <br/>It is solid work. The controls and visuals feel great. You should make a post-jam versions with a few levels and challenges.
Sep 2 09:53:00 11m 00s Bot Hardly a walking simulator, the bot doesn't even have legs! Physics puzzle maybe? <br/> <br/>Neat little thing this. The visuals are good, especially the door opening animation, and the puzzles are well implemented, if a bit too easy. The only negatives I can think of are, unsurprisingly, the short length of the experience and that annoying tracktor beam sound. <br/> <br/>Good job.
Sep 2 10:51:00 58m 00s Fall of Babel The concept is great and the production quality is top notch. The problem is, at the moment the puzzles are trivial. Some more mechanics and trickier levels should mend that. <br/> <br/>I'm not sure what kind of ideas you got brewing, but here are a few more: <br/>- Injured/trapped people who need to be helped by someone who speaks their language <br/>- Doors and keys <br/>- Tools to break down doors and obstacles <br/>- People who hate each other and will have a fight if they get too close <br/>- People in love who won't move too far from one another <br/>- Animals who move erratically and attack/block people if too close by <br/> <br/>Keep at it, load of potential here.
Sep 2 11:21:00 30m 00s  The Mighty Stick This is amazing! Got the message sent just in time, walked into the light and then major Tom got sent into the sun! (you should probably check for that) <br/> <br/>There is only one issue, for me at least: motion sickness. The FOV is criminally low. Would like a setting for that in the pause menu. <br/> <br/>And yes you are the best player!
Sep 2 11:43:00 22m 00s The Forgotten Pyramid 2: Rememberance The art is good, the programming is shoddy. <br/> <br/>Arrow keys don't work in the menu, the movement animation doesn't always trigger, you can fall off into the abyss by walking left in the second level and finally, items can merge together if picked up too close to each other! <br/> <br/>The pickup problem is the major one and there's a simple fix. Pressing E picks up a single thing (never more!) and pressing E drops the currently carried object. Done! <br/> <br/>Without that issue I would have gotten to the end and I don't feel like playing again due to it either.
Sep 3 14:54:00 27h 11m Trials of Daedalus Overall I like the design and presentation. It's endearing in a sense, but the visuals do remind me of those old bible games. Probably just the mythical setting messing with my head. <br/> <br/>The collision detection has occasional glitches, which is weird taken that it's made in Unity. You did use standard colliders and rigidbodies right? <br/> <br/>You should also get rid of the default blue background.
Sep 3 16:08:00 1h 14m The Mystery of the Maniac AI It's always nice to see some interactive fiction around here. It is a medium which deserves more recognition. <br/> <br/>Mixing IF with a puzzle in this way (having to solve a puzzle to make a choice) is something I haven't really seen before and I'm at two minds about it. The situation is similar to games which have an unrelated story, in other words the the story has nothing to do with the gameplay but rather happens in between the levels. <br/> <br/>I think the puzzle alone would have been boring as it is, in the end, rather trivial; which is to say it benefited from the story. The story on the other hand suffered from the puzzle as it simply made choosing actions take more time and add nothing to the story. Having to complete a puzzle every time felt arbitrary, not thematic or integral. <br/> <br/>If you do intend to continue experimenting with a mixture like this, I'd suggest you concentrate on one part over the other. Either a kickass puzzle with some light story elements or a complex branching interactive story with some thematically fitting puzzles thrown in there. This way the end result has greater flow and focus. <br/> <br/>Later down the line you'll get them both just perfect, I have no doubts about that.
Sep 3 17:39:00 1h 31m cityglitch Nice puzzle. You managed to mix tile pushing and behavior driven entities for great effect. <br/>The presentation is also neat.
Sep 5 06:13:00 36h 34m Endeavour Simple, linear and funny. The twist makes sense thematically, but a mummy with a computer really doesn't.. make sense.. at all. <br/> <br/>Nice use of regex in the command system though.
Sep 5 06:30:00 17m 00s Crazy Car Fun little arcade driving sandbox. All you need in order to make this into a game, is a timer. That's it, if you fail to reach the next way point in time you lose. <br/> <br/>There are other possibilities as well, for instance the Crazy taxi formula or a race mode of some sort. The one I would prefer is a more fantastical environment with loops, bounce pads, boost pads, etc. where the objective is to reach the highest point on the map somewhere above the clouds. If you fall, well too bad try again! <br/> <br/>Even without a goal, this is a well made entry. Good job!
Sep 5 06:48:00 18m 00s The Boulder yeah so, mixing Katamari and Patapon. Slight plagiarism there, going against the spirit of the jam, but then again it's not against the rules. <br/> <br/>The intro is funny, the mechanic works, but there's no way to lose. In other words, there's no challenge. If you could fall or lose some of the boulder's mass and maybe compete for a highscore in a time trial mode this would be worth a replay or two. In its current form, not really. <br/> <br/>It's well put together. I'll give you that.
Sep 5 07:04:00 16m 00s Witch Stuff? No wonder there are no legit comments. The download is a 2k jar with no code in it! You should upload a complete jar. I'd be more than happy to try it out, looks interesting and all. <br/> <br/>Also <br/>@steph88 <br/>Finally proof that you clearly haven't played any of these entries, simply spamming left and right! On the off chance you read this, use the Dare to Play LD36 link on the LD main page. You're welcome!
Sep 5 07:33:00 29m 00s Battle Room This seems like a cool idea leading up to a grand battle, but something is seriously wrong with the controls. <br/> <br/>The instructions say you can pull yourself towards a surface by aiming and moving forward. Unfortunately it only works once, leaving the character floating around endlessly. Either I'm missing some vital info or a bug of this magnitude really wormed into the release build. <br/>Either way it is a no go.
Sep 5 07:43:00 10m 00s Cursed bricks of the Ancient The audiovisuals are most impressive, the interactivity not so much. <br/> <br/>I'd prefer some kind of a challenge, be it a game or a puzzle. Another possibility is to expand and concentrate on the fiction, this premise could be taken into a lot of directions.
Sep 5 08:28:00 45m 00s Spear the sun I'm just going to be regurgitating what other people have already said. In essence, due to lacking constraints there is little challenge: only spam, spam, spam... <br/> <br/>Also if you intend to continue the project, the graphics could be scaled up and use thicker lines as, currently, they don't stand out. This is doubly true on mobile devices.
Sep 5 09:39:00 1h 11m Crossbow VS Cops It's a classic design (not the shooting cops bit!), but the implementation brings it down. <br/> <br/>The crossbow is extremely fast and as a result avoiding damage is trivial. The enemy waves don't really become any more difficult as you play and in the end they completely stop. Even the road ends after a while. <br/> <br/>You should create an enemy wave generator script which keeps increasing the difficulty slightly every wave. At some point the player is going to take a hit and lose gaining a highscore. <br/> <br/>Also the .pdb files in the build are completely unnecessary, they only increase the build size.
Sep 6 08:44:00 23h 05m Conveyor belts It is diabolically difficult for one player, but works well for two players after the blue boxes start popping in. Unfortunately the keys aren't exactly laid out for two player consumption. <br/> <br/>3D in java is something you don't see everyday, so points for that!
Sep 6 09:02:00 18m 00s No Pyramid's Sky More challenge please. Also there were loads of flying space amoebas (?) spawned on top of each other, not that it makes any difference whatsoever. <br/> <br/>And yeah, other people already made these points so there's that.
Sep 7 05:51:00 20h 49m PALEO A competent management simulation. Fits the theme nicely. <br/> <br/>A few suggestions: <br/>- The turn end log should mention any settlers who died and for what reason. <br/>- Settlers collecting meat should always visually carry something back to the village. Now it seems like they are doing nothing, while in reality the food amount does increase. <br/>- Sometimes the settlers die on a longer trip seemingly out of no reason, i.e. they had enough HP for the trip. Do different tiles and actions cost different amount of HP? <br/>- Played for 35 (simulation) days and the mammoth just didn't show up. Had enough supplies for the kill, but not enough HP to explore further. An explore command could solve that (costs less HP to move) or some craftable item with similar effect. The mammoth could also have a movement pattern. <br/> <br/>I really enjoy these kind of simulations (reminds me of my first LD!). Good job.
Sep 7 06:33:00 42m 00s My house is over there The atmosphere is amazing, the virtual world is well made and then there's nothing to do. <br/> <br/>After going through all of the green teleports I found my house and got prompted to fill up the tank of the car. Couldn't find any fuel unfortunately. That's the end of that then? <br/> <br/>Exploring the level was enjoyable as always (jumping into the void was fun as well), but I was waiting for something, anything, to happen. Maybe the world could become a little bit weirder every time you teleport? Sneaking and avoiding detection could also work, taken the late night setting. You did run out of time and lose some progress of course, so I'm not really complaining. It is a solid effort. <br/> <br/>Also I'm pretty sure I saw a flying car at one point… Might have been the darkness playing with my eyes though.
Sep 11 08:07:00 97h 34m Clock Chaos The graphics and sound are competent and the idea, while simple, is not terrible by any means. Too bad everything else is severely broken. <br/> <br/>First off, explaining the controls in the description is a common practice. Hiding them into a pause menu (which most entries don't even have) is not. <br/> <br/>The hit detection and collisions are all over the place. Half the time the bullets don't hit the target and the other half they collide with an invisible wall. <br/> <br/>Apparently there is also a boss of some kind but I couldn't get to it as the path near the lake is blocked by yet more invisible walls... <br/> <br/>You should allocate more time into play-testing next time. Fixing the level colliders would have been a 10 minute job, tops. Keep at it.
Sep 11 09:09:00 1h 02m Contraband Crate Nice presentation and solid mechanics. Quite addictive as well. If only there was an automatic highscore system (local or online). <br/> <br/>I can confirm the bugs laid out by @blackcode. The most annoying one is the fact that sometimes a tile is reserved by an item next to it, not on it. Eats a few seconds that every time. <br/> <br/>Conveyor belts going out of order is an interesting idea, but currently there doesn't seem to be a clear reason for it. It's based on a timer I reckon? <br/> <br/>There are also a few small time wasters. Grabbing an item when it is moving on the conveyor belt is finicky. The rotation speed could also be a bit faster. <br/> <br/>In the end I managed to get 7.00 sharp (goo.gl/5pLovo). Didn't rotate or rearrange items much, just jamming them in as fast as possible.
Sep 11 09:35:00 26m 00s The Unreal Odyssey I love the idea of navigating using only the stars and you pulled it off. The graphics are stylish, some audio would seal the deal. <br/> <br/>It is a bit too easy after getting the hang of it, especially if you happen to spawn right next to the target! You could add in some challenges like changing weather, sea monsters, pirates, etc. to spice it up a bit. <br/> <br/>Glad to see you already got a post-jam plan. There's potential here!
Sep 11 10:13:00 38m 00s Crossbow Assassin This is right up my alley; Janky in all the right ways. <br/> <br/>Unfortunately, due to spotty collision detection and lack of checkpoints, the difficulty is sky high. There's no way I'm willing to go through all the boring levels again (level 3, for one, is a grind). <br/> <br/>So here is my suggestion: either allow restarting from the current level; or make every level beatable in ten some seconds if you are good enough. This way the annoyance of going back to the first level works as an incentive to git gud, rather than a discouragement.
Sep 11 13:07:00 2h 54m The Time Traveler's Cat The idea isn't bad, a little choose your own adventure in time, but there's a deluge of technical issues weighting it down. <br/> <br/>Here are the big ones: <br/>- The music resets after each scene transition (look up DontDestroyOnLoad) <br/>- The scene transitions animations are not fluid. Rather than using separate scenes for every piece of dialogue you could use a single scene and simply move the dialogue panels around depending on which one you need. <br/>- 755 megabytes! How? Don't say each slide (image and text) is a full HD picture of its own. <br/>- Some text (notably the mini challenge instructions) are in Russian only, not that it takes a genius to figure it out. The ending slide is in Russian as well, so that's something I missed. <br/>- There are some typos and grammar problems here and there; legible, but annoying nonetheless.
Sep 11 13:28:00 21m 00s innerTemple:episode 1 It looks and sound good, but I gotta be honest with you, first person platforming is the plague of our times. If you really want to do it you gotta do it extremely well, with ample room for error and only small penalties for mistakes. Having to retake the whole course due to a single failed leap is not fun or challenging, simply frustrating. <br/> <br/>Platforming itself is also not exciting, you jump and jump and jump some more. One old student project springs to mind called Tag: The Power of Paint. It has loads of first person platforming, but also a cool gimmick. It is great, you should try it out if you haven't already. <br/> <br/>Mirror's Edge also has some nice first person parkour features, but you already knew that I reckon. <br/> <br/>Needless to say, I didn't get to the end so I have no idea what your plan is for this, but I do wish you luck. You'll need it.
Sep 11 15:22:00 1h 54m Emily Morrison's Garden The plant growing and seasons changing are well implemented. The visuals are also top notch. To the bad news then. <br/> <br/>At the moment it is pretty much impossible to survive for more than 180 days. The culprit? The planet only regenerates when seeds are planted and the regeneration amount is minuscule. Even with 20+ seeds, constantly planting new trees, I couldn't keep up with the rate of deterioration! <br/> <br/>Here are a few suggestions: <br/>- Increase the amount of regeneration per plant (tricky, as too much regeneration makes the challenge trivial) <br/>- Decrease the deterioration rate of the planet (similar balance problems here, also makes the playtime longer) <br/>- Base the well being of the planet on something else than just planting, for instance, planting and blooming, the total number of trees alive at the moment, the total lifetime of the trees, etc. <br/> <br/>Simply put, the challenge should come from deciding on which seeds to plant at any given time, not from inevitable attrition. One potential mechanic is randomizing the available seeds every 5-10 seasons or so. The seeds would still have to make sense though. <br/> <br/>Talking of making sense, how on earth do you use Anemone Capensis? It takes ages to grow, but cannot be planted before the blooming season or it'll just die! <br/> <br/>Apart from these problems, good job!
Sep 11 16:13:00 51m 00s Steam Heart What a great level and how many bosses was that six, seven? Commendable amount of content at offer for 72 hours. Your expertise in these kind of titles really shines through. <br/> <br/>However, I got to mention a few minor faults: <br/>- There's no way to close the program. Escape does nothing. <br/>- There is little challenge due to the massive amount of health. A few difficulty modes with varying amounts of health would do. <br/>- The movement system could have been tightened up as it feels just a wee bit too fast and floaty at the moment. Maybe a slight delay and a transition animation when changing movement direction would fix that. Also, air-dash anyone? <br/>- Loads of weapons; many of them too similar: two flamers, three standard forward shooters; the “fire boomerang” is useless and, lastly, the homing drone weapon is simply OP. No need to aim at all. <br/> <br/>Minor things, I assure you. More of this kind of thing please.
Sep 11 17:03:00 50m 00s Pillars of Fate The physics are pure, the visuals virtuous and the audio blessed, but not all is well in the holy land. <br/> <br/>Challenge; where is it? Winning is a matter of spamming building parts into the highlighted area. There's no need for precision as bricks are never going to fall off as long as you don't build outside said area. <br/> <br/>God doesn't seem to care about design either. A completely box like cathedral is a-ok, windows and roof tiles in a mishmash jumble. It would be more interesting (and challenging) if the aesthetics of the cathedral played a role on the judgement day; negative points awarded for broken tiles, flat rooftops and non-symmetry! <br/> <br/>The devils are the closest we get to a jolly good time, but there are way too few of them to even make a dent in the architecture, if you let them slip by that is. <br/> <br/>The pilgrims are another odd bunch. Their death is inconsequential so what purpose do they present? I even managed to get a negative "pilgrims spared" count. Not sure how that happened. <br/> <br/>And this is what pains me. No amount of quality and polish will save a trivial game. You’ll need to re-balance the hell out of this.
Sep 12 12:51:00 19h 48m Blocky Hill A solid Tower defence, with a few novel features amids the standard fare. <br/> <br/>The good: <br/>- It works! No serious bugs. <br/>- Some neat traps (boulders, rotating axes) <br/>- Gets crazy in the end with the enemy boats! <br/> <br/>The bad: <br/>- Some small bugs (you can place a block in the staircase, weapon gets permanently stuck on the mouse pointer if the game ends while dragging, vertical camera panning is extremely slow) <br/>- No way to remove traps <br/>- In the end, the thematic weapons don't really change the basic TD gameplay <br/> <br/>Overall quality work, but you should put more emphasis on the thematic design next time.
Sep 14 18:20:00 53h 29m Relics of Karnage Got a surprising amount of fun out of this. The challenge drops considerably once you get the rocket launcher (the homing missiles are cool!) and the medkits start appearing. The levels also begin looping at that point as far as I can tell. <br/> <br/>In the end I got 3075 points (dunno if that's any good), fell off the left side of the screen to an earlier level and couldn't continue no further. <br/> <br/>Overall an ok job. It's a bit buggy and repetitive, but solid fun for a while.
Sep 14 18:42:00 22m 00s Tribal Termination The audiovisuals are rudimentary on purpose, I would hope, but the same excuse doesn't apply to the the movement controls. If the enemies can move smoothly, so should the player, taken that they represent the same type of entity, a tribal man. <br/> <br/>The upgrade loop had the impossible task of keeping me playing after the second round. You'd needed to come up with some proper ingenious abilities to overcome the crude controls. <br/> <br/>It is an old idea, but upgrades which improve the visuals and gameplay features, in a 4th wall breaking manner, are a possibility. Imagine buying a "smooth movement" upgrade; now, that would have made me give a few more goes.
Sep 15 19:42:00 25h 00m Any Person's Planet Interactive fiction! Glad to see more of that. <br/> <br/>I like the idea and the world. The randomly generated natives are neat and the language system deserves special commendations, although it would be nice to learn a new word with every probe. <br/> <br/>Unfortunately the interaction design is a bit simple and devolves into rote repetition quite soon. Likewise the prose is limited and even buggy in places ("You find nothing and nothing!"). The ending is also a letdown. <br/> <br/>The only fix I can think of is churning out loads of content, which, of course, is an impossible task in the limited time-frame. <br/> <br/>Any plans for a post-jam version? There's potential here.