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amras0000

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TimestampSince previousGameamras0000's comment
Dec 12 04:14:00 Pib Gloob's Warehouscape For a first attempt at a unity project this isn't too bad; the tile creation animations are cute, as is the player's idle/walking one, and the level has a nice "gotcha" mechanic, even if the solution's pretty simple in the end. The movement was a fair bit jolty and a bit too fast. In a block-based puzzler I'd have liked each button press to correspond to one block moved. I also think the visual design could be improved by making the spikes a slightly different color than the blocks.
Dec 12 11:40:00 7h 26m Dont Touch The Floor The golden rule of LD level design holds true here: if it's just right for you, it's far too difficult for your players. The tiles in the later levels were very small, and the perspective was such that even with the smooth controls I rarely felt like missing a jump was my fault. <br/> <br/>Mechanically, the game's rock-solid and well polished. The one suggestion I could make in this department is to allow the numpad as a control scheme. Since there were a lot of diagonal jumps, being able to make use of 7913 would've helped a ton. <br/> <br/>The graphics and writing are smooth and satisfying. The sounds are a mixed bag; I'd have liked something more woody for the jumping/popping but that's a personal preference. The music does get tiring quickly, though. <br/> <br/>I think theme-wise, you'd have been better off keeping with the generic furniture set throughout the game; just constantly rearranging the same furniture in ever more devilish ways. As it stands some levels just feel graphically incomplete. I understand where you were coming from regarding variance though. I just don't know that it added much. There may have been some ending you were leading up to but, as mentioned above, the platforming just stops being fun or reasonably completable for me on the first lava level.
Dec 12 11:45:00 5m 00s Mouse House The Linux build doesn't seem to boot no matter what I do to it. I can't run the windows build on wine either, since it requires DirectX. I know in the past I've had issues with Unity because of a space in the filename, though I can't say if that's what's happening here. The screenshots look compelling, just wish I could play it. <br/>https://gist.github.com/amras0000/b3e62b38901a0ff7a079b27b25b039d9
Dec 12 12:30:00 45m 00s Homes under the Hammer The premise of the game got me laughing right off the bat. The writing supports that and the general camp atmosphere is very cohesive and pleasant. <br/> <br/>Main issue with the game is the same as with minesweeper - you can lose on your first click, and often have to just guess. Since there's also fewer walls than there are tiles in minesweeper, the chance of that happening is bigger, and it killed a number of my runs. However, you did justify that saying the protagonist has no idea what they're doing, so aside from the frustration it did make me giggle a bit when I'd just tap a house gently and the whole thing would fall apart. <br/> <br/>The sound design might be the best part of this game. Everything from the varied menu music to the whistling to the vocal sound effects are well-designed and compliment each other and the atmosphere in general. Only real issue is that after breaking a wall there's a bit of a high-pitched "hm" after a second of silence, which feels unintentional. <br/> <br/>Minor nitpick - I feel that the green area of the building shuld be the largest contiguous area, rather than the first area created. But I see the reasoning behind this option and it works just as well.
Dec 12 13:13:00 43m 00s Tangent Phenomenal work as usual; it's always fun playing your titles. <br/> <br/>The game has a very solid difficulty and mechanics ramp, introducing new concepts and challenges smoothly and always building on what was there before. Any complaint I had about the mechanics was eventually washed away by what they evolved into. <br/> <br/>I will try to nitpick a bit, though, since a "you're great!" review isn't all too useful for personal improvement. My first impressions of the game was actually a little bit negative; the consoles and buttons don't really fit into the bunny/foresty theme you've got going, and although the transition animation was cute, the consoles in the early game felt more like doors/passages in a standard platformer (and therefore bored me a bit as it's nothing I haven't seen before in a million games) than like something that was modifying the level itself. Later on in the game, when the overall structure of the level would stay the same and only a couple platforms/enemies would change in a given transition, the mechanics felt a lot more smooth and creative, and I enjoyed myself a lot more. I'd have liked a stronger focus on that style of level design in the early game. <br/> <br/>As a matter of personal preference, I might have liked a tiny bit more focus on puzzling and a tiny bit less focus on (moderately) precise platforming, but I can't say I didn't enjoy the mix you had going. <br/> <br/>Thanks for the great experience :) <br/> <br/>P.S. - would have loved some swaying grass animations
Dec 12 13:27:00 14m 00s Concierge I might come back to this one when I have more time to try and get a better score. The interactions between the characters are interesting and as mentioned in other comments the characters are memorable and predictable. <br/> <br/>I don't know that I have a bad thing to say on this one. Nice work.
Dec 12 17:55:00 4h 28m One Room Hotel The game itself is very nicely designed and executed. The fact I'm building the hotel up myself made me shout at myself down the line for placing everything way out of reach. There only being one open space at any given time meant that I couldn't settle into a rhythm, and had to stay on the edge of my seat for the entire round. And the genuinely funny reviews were a nice break from the panic. <br/> <br/>I couldn't play it past day 5 though, for the simple reason that my hand was starting to cramp up. Having to constantly mash up and down fast enough was strenuous, though I'll grant that it was a very effective control scheme. The only suggestion that comes to mind would be to distribute the load between the player's hand somehow, but I can't think of an intuitive way to handle that. <br/> <br/>Still, I enjoyed this game while I played it and will probably come back to it when my hands are less tired :). Good work.
Dec 12 18:19:00 24m 00s Keep Working! I'm going to be a tad overcritical here; I did enjoy the game. <br/> <br/>There were two very different gameplay experiences, and I liked having the option of multiple endings in a LD game. The rebellious path was more rewarding mechanically and more fun to play. I'm not too clear on what the meteor is supposed to symbolize, if anything, but I just took it at face value and enjoyed flying up to space with my fish buddies to fight a meteor and then splattering everyone on its face. The abstractness of it all reminded me heavily of frog fractions. <br/> <br/>The problem I have is with the octopus section. It just feels like your message is very heavy-handed, to the point of being unpleasant. The experience felt like I was being lectured on the perils of capitalism in art, rather than experiencing those perils. The game's message suffered because you kept demonizing the game industry to the point where any realism was a joke and I was playing a stalinist propaganda piece. <br/> <br/>And one last nitpick, following orders isn't "logic", it's "obedience". Mashing random keys isn't "imagination", it's "rebellion". <br/> <br/>What I did enjoy is that obedience led to the dolphin having some cash, while rebellion led to the dolphin dying a painful death. I'm not sure if that was meant to be your message or not. <br/> <br/>As I said, I did enjoy the game. It's a strong title mechanically and graphically. I just wish the writing left a little more to the imagination.
Dec 12 20:31:00 2h 12m Simulated Funniest game I've played yet. Great work on the writing. The animations were a bit camp but hilarious at that. <br/>The only problem I can come up with is the initial zombie attack. My instinct (and I doubt I'm alone) when I see an NPC continuing to talk, is to hear them out to the end or until they start looping, just for the fun of reading the dialogue. In this case, this meant that before I even started playing the game I knew the exact solution to the puzzle and the boss's weak spot, which detracted from the fun of figuring things out. A really quick solution would've been to make the attacked scientist wait a couple lines before changing to something different ("press x to fire" could stay on the screen while I pressed z 9 times, and only change on the 10th). <br/> <br/>Thanks for the laughs. :)
Dec 12 20:54:00 23m 00s TELEMATICS Very nice use of dark humor to make an enjoyable experience out of a serious topic. The game's difficult as all hell but it's not like you didn't know that, and in a sense, given the theme, the difficulty adds to the experience, inspiring panic and fear in the setting of thermonuclear war. If you click multiple times at the start of the game, the door's animation will be a bit jerky but that's a very minor nitpick. <br/> <br/>I realize a lot of the game is based around reading through text messages and limiting the input the player receives, but at times I felt like I could've used a couple extra indicators of whether the enemy was escalating or deescalating. A little display with "number of submarines active" or "number of silos open", or even just a pair of lights that flicker to indicate if the message you're receiving is positive or negative may have made the game more playable. The text was just scrolling too quickly for me to ascertain if the actions of the enemy nation were escalating or deescalating the situation. <br/> <br/>Enjoyed my time though, thanks for the entry.
Dec 14 14:08:00 41h 14m Walkie Talkie This game is a perfectly addicting platformer. I could lose hours to it (and have already). The controls are tight, the obstacles /just fair enough/ where every death is clearly my fault. <br/> <br/>I'd love to see this kinda of game implemented as a proper IRC client, where I can join any network and play on its messages. <br/> <br/>As far as extended features go, I'd also have liked to see the letters have a bigger role. As it stands, most of the fun levels are just punctuation, and I'd love to see full-on sentences or poems used as levels, with various letters (not just 'o' and 'v') being used as props. <br/> <br/>Still, it's an excellent game with a very innovative idea that came through to a super smooth title. Great work.
Dec 14 14:26:00 18m 00s RoomOne The shaders are pretty great, and the level design's not bad either. I couldn't bring myself to finish the game, though, just because every time I'd fall off the world, all my powerups would be removed. Playing through the same piece of a puzzle game over and over gets tiring fast. Just being able to keep the upgrades you'd received after a restart would've helped the game a lot. <br/> <br/>The music's very soothing, and as much as the sound effects aren't bad, they do sound a little bit cheesy and out of place. <br/> <br/>The whole aesthetic and movement style gave me strong Antichamber vibes. Very abstract and impersonal, in a good way. It was an interesting solution to use disconnected solids to form your walls; I doubt the shaders would have made standard geometry visible so that's probably where you got the idea, but the end result looks very unique and helps both the themes and the puzzle aspect (I'd imagine if I got further in the game I'd be able to cross through some of the walls) <br/> <br/>Nice work.
Dec 14 20:59:00 6h 33m Recyclinator Bit of a bug report to start off: At some point, just as I was about to finish building my automated system, I lost the ability to move contraptions around. If I pressed E on one to pick it up, it'd just disappear for a second then fling itself all physics-like from underground near the center of the room. Since I'm now unable to place any contraptions the game's effectively broken. I wish I could tell you more about what's causing it or how to replicate it, but if you manage to fix it please do post an update. <br/> <br/>The game itself is really fun. I giggled a bit at (what I assume to be) the Viscera Cleanup Detail references. The physics on the cans and bottles are just silly/wonky enough to be amusing to watch and produce satisfying chaos, without interfering in the basic function of the game. One reservation I do have is that the contraptions (save for the basket) really shouldn't be physics-enabled. When I placed them down I wanted to be bolted to the floor. Being able to ping off into space because I nudged them the wrong way was more frustrating than anything. <br/> <br/>If this were a fully-fledged 72-hour jam game I'd probably be complaining about the graphics. They don't get in the way of the gameplay, and I typically don't care all that much if something's shiny or not, but in this case there's such a strong emphasis on playing with your environment that having such basic white models restricts my immersion. But you only had 24 hours to make the game so I'm not gonna hold this against you; it's not too bad for the time frame. I like the floor texture especially. I recognize it's for the best that you didn't focus on that aspect since you were able to make the gameplay fun and solid. But I do wonder if the project wouldn't have been better off had you outsourced the graphics and music; either to someone hanging out on IRC or just to some public domain work. <br/> <br/>As I said though, the graphics didn't get in the way of the core enjoyment of the title's mechanics. Thanks for the game :)
Dec 15 12:21:00 15h 22m Janusz: The handyman simulator I had fun painting green and yellow gradient swatches on the walls. The animation and character graphics are impressive for a Ludum Dare game, so great work there. The physics didn't work particularly well and I saw a lot of clipping issues; I wasn't able to hang the picture on the wall because it fell through said wall. Also I couldn't find any nails or a hammer, though I see them in your screenshot. <br/>I also have a couple graphical reservations. Shadows should never be pitch black; it was hard to see anything in even the slightest shadow. I'd have liked some form of ambient light so I wouldn't have to pick up the objects and rotate them to see what they are. Also, the hanging lamp seemed to have its normals all funky. I also couldn't paint the walls underneath the windows. <br/> <br/>The ending was a little anticlimatic, though I realize that you probably ran out of time before you were able to create a second cutscene. Even if all you changed was the text, I'd have liked to see the lady come in the room to end the game. <br/> <br/>All that's not to say this is a bad game; I had some fun with it. But if you were to tackle something like this again, I think you could improve in that direction. <br/> <br/>As a side note; if you used premade assets (in this case, the music), the Jam rules request you opt out of judging in the respective category (here, Audio)
Dec 15 12:50:00 29m 00s UNH4CK3D Very nicely done. A bit content-short but you're aware of that much. You nailed the experience of googling for a problem and getting really obscure blog and forum posts to decode. I'm not sure how someone not familiar with ssh could finish this game though. Didn't seem to be any hints to use it except that it's the natural option. <br/> <br/>The IRC channel felt all too realistic (save for the @'s anyway). Loved the timing, loved the dialogue. Interesting choice to give the player a "help me" lifeline and then kick them in the bollocks for using it, but it helped the mood a lot. <br/> <br/>This is by far the most realistic hacker game I've played (of those that describe themselves as such). No unrealistic and bloted GUIs; recognizable commands; realistic methods. <br/> <br/>Please do expand on this.
Dec 17 10:34:00 45h 44m Ring of Fire I can't say I didn't have fun, and for their simplicity the graphics convey a pretty compelling atmosphere (though I'm still not sure what picking up that pineapple did). The issues you do have aren't too complex though so I'll try to run through them. <br/> <br/>The start and ending screen appear on-screen for at most a couple frames. That's far too little time to read them. They should probably wait for the user to hit a button the user doesn't normally hit, like enter or spacebar. <br/> <br/>It's difficult to tell who's attacking whom. A little animation of a sword swinging or even a red "BLOCKED" text would have helped. <br/>The movement is mostly fine, except it's difficult to move exactly one space without falling into lava. Both for this and the previous issue, slowing the game down a bunch would be very helpful. Make movement take 1.5 to 2 times as long, make attacks even slower. Let the player get to grips with what was happening. <br/> <br/>The AI kept walking into lava. I don't know if this was intentional, if you weren't sure how to implement the AI, or if you just ran out of time. But for a simple "walk towards player while dodging obstacles" behavior, A* should work just fine. On the other hand, this bug made the game more playable since the AI was very hard to defeat in combat, even while carrying all the upgrades, and this allowed me to just abuse their pathing and drag them into lava. <br/> <br/>I'd have loved to see actual players in the game. I feel like with a slightly improved combat UI this would be a pretty fun game to beat up strangers on the Internet with. <br/> <br/>Overall, the game does need some polishing but the core gameplay is pretty compelling, if a bit finicky.
Dec 17 10:41:00 7m 00s Hall Puzzle Windows 10; it's just displaying a black window in the top left corner of my screen. I can click to make a blue square appear.
Dec 17 10:51:00 10m 00s KillRoom My main complaint with the game is its balancing. Some of the attack patterns are unexpected and difficult to predict or dodge. Others are laboriously slow and force the player to wait an eternity while the animations play out. And because they were randomly executed, there was no difficulty curve as the game went along. If I got a streak of easy animations I'd get bored and just sit there not pressing buttons. Then I'd get a random hard one and be completely unprepared for it with no real way to respond. The game didn't feel like I had a lot of control. <br/> <br/>I think the game would have been a lot better off without that random element. Dodging things can be a fun compelling mechanic in itself, but the player needs to know what to expect. A solid repeating pattern the player has to learn would've been a lot more satisfying to eventually beat. <br/> <br/>A couple nitpicks on the asset design. The button really ought to disappear after the player has pressed it. The constant dinging was a tad irritating. Also, since the walls removed themselves fully to attack you, they appeared to offer an escape path offscreen. Maybe leaving some form of border around the existing walls would have helped communicate that better.
Dec 17 11:48:00 57m 00s One Roomba Very nice work. The puzzles are well-designed and challenging, with an appropriate difficulty ramp and enough leeway not to be irritating. The theme isn't my cup of tea but it was well-executed, graphics, sound, writing and all. <br/> <br/>The game feels very content-rich, with all the little animations happening throughout the room, the little rumba-cam, and the varied mission requirements. <br/> <br/>There were some issues (as there are with any LD game), but this title is a solid, polished, and quite fun puzzle game. <br/> <br/>The main negative thing that stood out was the lack of music. Even some simple third party thing would've helped the mood immensely. The whir of the rumba alone got a bit grating after a while. <br/> <br/>The other big issue was that a number of the targets (especially many of the footsteps) were very difficult to see. The slightly darkened dirty tiles fought for visual attention with the shadows, the animations, and the desaturated background. I was close to ending my playthrough at the 4th level because I couldn't visually find the last target I had to go to. <br/> <br/>I couldn't find a way to move the camera, and it wasn't zoomed out enough for me to see the whole play area. This was problematic in two situations: first, when finding that last footstep/dirt splotch, which could well be off-screen. And when I finally summoned the demon, it spawned out of the camera's field of view so I didn't get to see it! <br/> <br/>Going back to the style (and this is completely subjective of course), the color choices felt a bit too desaturated, samey, and grey. The models are well-built, but hurt by the fact that nothing really pops out in the graphics. I'd have liked the greys to be whiter and the greens greener. And possibly most importantly, I'd have liked for the predominant color in the game to be something other than gray. (Talking here mostly about the floor and walls). <br/> <br/>But all those issues are fairly minor, and perfectly excusable with a game this content-rich and solid. I had a great time playing it, thanks for the work.
Dec 17 12:28:00 40m 00s Claim Your Color The game's solid and mechanically polished; I especially enjoyed that at the end I couldn't see my score. Put the tension right up to 11. The powerups added a new dynamic to an old format. The AI was clever enough but still beatable with the right strategies, and I feel like if there'd been a multiplayer component it'd be pretty frantic and satisfying as well. <br/> <br/>My only real complaint is on the graphics. The game's trying to be minimalist, retro, grafitti, and mario kart all at once, visually speaking. I appreciate the background to the main game board, because it helps show the player's velocity and give some perspective to the scale. And in fairness I'm not sure myself how to run this aesthetic effectively. But with relatively simple mechanics (polished or not), the player's attention is drawn a lot more to how the game looks, and in this case it's just a bit too messy and inconsistent. <br/> <br/>It's Ludum Dare though, and I prefer a mechanically polished title to an unplayable mess with good graphics. Good work on the game.
Dec 17 12:50:00 22m 00s Factory Throughout my play-through I felt like the game was throwing challenges at me I couldn't complete with the pieces given. Maybe I wasn't being clever enough, but I couldn't find a better strategy than shoving what pieces would fit in the frame before they disappear, and praying for what I need to finish to spawn. <br/> <br/>I feel that the three main issues with the gameplay are as follows: <br/> <br/>The pieces move down the screen too fast, and there's too few variants on the screen at any given point (never enough to actually complete the frames). The vertical conveyors should be longer(or the pieces smaller, more numerous and slower), and the pieces shouldn't despawn until they're actually off the screen. <br/> <br/>The frames dissapear before they've left the screen (often I just had to place that one last piece and couldn't because the frame would just vanish) <br/> <br/>Actually dragging the pieces in place was too finicky and inconsistent. The pieces would drop back to the conveyors unless I was dead on their positioning in the frame (difficult to do with everything moving), and trying to select them in the first place was a pain (for the same reason). I felt like I was fighting the game to get the pieces in the frames. Again, slower conveyors and a more liberal snap-to-frame would've solved this. <br/> <br/>Some additional suggestions to make the game feel more structured and give the player some more agency: <br/> <br/>There should be less piece types. Either let the player rotate them or design your puzzles so only 4-8 different piece types are needed to complete them. This would make it more predictable what options the player's going to have in a couple seconds and help plan out the solutions. <br/> <br/>The frames should actually allow usage of different piece types. Too often did you spawn a frame that requires specifically the pink or grey pieces in a given spot, or one that only allow a T/L shape in one spot and requires straight ones all around. Simple shapes, like squares, circle-approximations, maybe a + composed of 5 2x2 squares, would all work. Force the player to strategize and find ways to fit shapes in, don't just force the solution onto them. <br/> <br/>I think the mechanics have a lot of potential, but they do need some polish to reach it. <br/> <br/>Regarding the music: the intro screen had amazing music, but the actual gameplay loop got grating fast.
Dec 17 13:33:00 43m 00s Rotate the room! The concept of the game's nice, and I like the design of the rooms. There's just a couple mechanical flaws/bugs that make the game almost unplayable. Pity, because it looks like it could be fun. <br/> <br/>The ball really needs a shadow. It's almost impossible to tell how deep it is in the room and I've lost many a ball to thinking it was near the back wall. <br/> <br/>More importantly, the ball doesn't keep its position within the room during rotation. It stays in place and the room rotates around it. This makes it really hard to predict where the ball will be when you're finished rotating, since it'll have moved erratically to some random spot dependent on the rotation pivot. This is the biggest issue with the game right now. <br/> <br/>I'm also not sure that the front hole adds much to the game. I think the game would've worked fine had you had walls all around. Incidentally, here's an idea to increase visibility of the ball: store each face of the wall (and maybe some of the internal geometry) separately. When the camera's pointing in a given direction, just hide the associated wall so the user can see in (but keep the collision geometry). Or use your transparency effect on that one wall, keeping the rest opaque.
Dec 17 14:30:00 57m 00s Space Pals I thoroughly enjoyed the game. I loved the drunken stagger animation on the flying-through-space animation. <br/> <br/>I clicked out of the window a number of times because the security screen was too close to the edge and hard to hit. Would have been nice if the game had paused when out of focus, or if there had been another 50px of buffer between the window edge and the side screens. <br/> <br/>I also lost at least two runs to the fact that I apparently can't read the word "OUT". Feels natural to have the input on the left and the output on the right, and in the panic I didn't have time to notice this was different. But that's a ridiculously minor nitpick. <br/> <br/>I don't think I can say anything else bad about the game. It's well-designed, the graphics fit the theme, the writing's very competent, the sound design and music work well, and the mechanics are solid and polished. Great work. <br/> <br/>P.S. - How you managed to keep 6 programmers organized during a LD is beyond me. Congratulations on that.
Dec 21 21:48:00 103h 18m Ikea-ller This game is the darkest, creepiest, most Swedish thing I've seen this LD. You have nailed the atmosphere to a tee. Fantastic work. Everything from the naming to the character art to the music to the unabashedly minimalist body horror made this title stand out from the crowd despite its relatively simple (or at first glance unpolished) mechanics. <br/> <br/>If I was looking for a fun set of mechanics, here's where I'd mention that the pieces could snap into place, or that you could make it more obvious what the grid lines were, or maybe that with a time limit the controls for dragging the pieces over should feel more responsive and less clunky. I'd even criticize you for the experience I had where I was dragging the last piece into place when the time ran out. <br/> <br/>But I'm not going to criticize you for any of that, because -with the theme- you've managed to turn all that clunkiness into a feature. Because I had the police on my back I was feeling the pressure of time. Because I was arranging body parts into furniture the clunky controls and weird misshapen pieces made sense. I'm not gonna expect turning a spine into a coffee table to be a clean or easy task. <br/> <br/>I noticed the pieces I was using were randomly generated each run to fit the shape. That's a kinda clever solution that I don't think I've seen before. It did make the puzzles much easier than in most games of this style, but the time limit wouldn't have allowed for harder ones so it all balanced out to a fun system. <br/> <br/>One last thing to note - I ran into an out of memory error twice during my game.
Dec 22 01:15:00 3h 27m Critters The models are all very nicely done, as a slightly surrealist but very cute and painterly little environment. I got flung around the map a fair bit because of weird geometry, but I recognize that building separate collider/visible maps is a bit more work than a LD may allow for. <br/> <br/>The game ended a bit too quickly for me. The den seemed to occupy an important space in the world but no gameplay happened around it. Maybe some form of "winter is upon you, hide in the shelter" mechanic would have helped here.
Dec 25 13:29:00 84h 14m Marimo The concept's simple, and ties into the theme decently enough. I love the audio effects and music, and there's a fair bit of polish in the animations. Unfortunately, the game ended up being horribly buggy for me. <br/> <br/>First, the hitboxes seemed to be way off, especially in the late game. I'd run through a crowd of blobs and only the ones near my center would get consumed. <br/> <br/>The camera seemed to zoom out in really weird and unpredictable ways; I'm sure it had something to do with my size but with that size constantly changing it was hard to get a handle on what I was looking at. Some control over the camera zoom would have helped here. <br/> <br/>At some point during my game, something happened which caused all the blobs to get tiny and run away from me, bumping into each other and getting even smaller. [ http://i.imgur.com/zpm56JM.png ] <br/> <br/>A couple design flaws: it's a bit difficult to tell which blobs are bigger/smaller. Color-coding them like in Osmos would have helped a lot. <br/> <br/>It's also easy to get stuck between a couple larger blobs, losing size with each bounce with no real control. <br/> <br/>I realize bug squashing takes a while and with ludum dare you have to cut your losses somewhere. And this game shows plenty of potential with its graphics, audio, controls, and AI. But the general feeling of an unstable, buggy experience kills a lot of the enjoyment.