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| Timestamp | Since previous | Game | danielilett's comment |
|---|---|---|---|
| Dec 29 23:47:00 | Aisu's Cube | I really liked it! The art style is pretty nice (I liked the character design and the tree that appears on the main menu and as a backdrop in the game), and there were some small graphical touches such as the leaves falling off the tree that made the level feel slightly more alive, but not energetic. <br/> <br/>I would say that the mechanic where you jump and pull the lever at the same time is a bit tricky, as someone has already said, but apart from that (and a bug I had once where jumping as normal launched me in the air, I think I must have got caught on a box or something and the game might have got confused), the mechanics and controls seemed fine. <br/> <br/>I would have loved it if you'd gotten the level transforming in the game, maybe if you have time to continue making this game you could add it? Also, I don't think the clock ticking is too out-of-place, for me having that instead of other background music, and combined with the footstep sounds, made the room feel relaxing and quiet, like the sort of room you could sit down in for and read a book or something. But since other people have said it feels like the sort of sound you'd get if there were a timer, I'd suggest another quiet ambient track. Something with very little energy, to keep the relaxing feeling. <br/> <br/>I played to the end and enjoyed it. You should totally continue this a bit and add more levels :) | |
| Dec 30 00:00:00 | 13m 00s | ants. | The first thing I noticed was that in the intro cutscene (great job getting one into an LD entry by the way), the text rendering broke a bit and the right-hand column of pixels just didn't show up on some letters, making it hard to read. <br/> <br/>The animation on the ant was basic, but still great, and I liked the art style, even if it was a bit simplistic. The music was the same really - simple, but I liked it. As a whole package, the game is consistent and that's the best thing to get nailed straight away - artistic cohesion. <br/> <br/>There's not much else to say really, but I did enjoy it and laughed when I got to the end and suddenly won - I wasn't expecting it to be over quite so quickly. If you decide to continue it though, add a bit more in terms of content. I think that's my only real complaint apart from the text thing. Good job overall! |
| Dec 30 00:23:00 | 23m 00s | Room Escape | I really liked this one! An escape room game is a natural fit for One Room, and you pulled it off really well. As everyone else has pretty much said, the safe code was tricky, but I felt like a goddamn genius when I finally worked it out, instead of frustrated that I couldn't get it for so long. It's difficult to strike the correct balance between a challenging puzzle and a frustratingly hard one, so nice job getting it just about right. <br/> <br/>I'm mostly impressed that you got a 3D game working so well within the time limit, and the puzzles were all complete with no bugs that I could find. The art style was well-executed and consistent (and somewhat similar to my own entry, actually!) and I liked the fact you got so much all packed into a tiny area. <br/> <br/>My one complaint would be that I wish there was some music in it. Something simple just to play in the background, a soothing ambient track would have done the job, although I do understand how hard it can be to get music into an LD entry. <br/> <br/>Again, the safe code part of the puzzle was very well devised and tripped me up for a good few minutes, but I eventually got it. A very nice entry. |
| Dec 31 06:58:00 | 30h 35m | Room is a Relative Term | I *almost* made it to the end of the non-post-comp version, but I think my brain broke and I couldn't quite make it, which is a shame. However, the puzzles are really well-designed and I found it very fun bashing my head against the table trying to figure out what the next move was. <br/> <br/>The postcomp version is a lot less visually confusing I think, although I know it's difficult to get so much information into such tiny 5x5 tiles. I think making the floor grey made a world of difference though, as some colours (especially red) contrasted really strongly with the green floor. The multiple-colour tiles are much better in the post-comp version too - adding black in the negative space makes things much clearer. <br/> <br/>I'm not actually sure what I'd improve on from the post-comp version. Without the theme limitation, my only real suggestion would be more levels I guess, possibly some easier ones beforehand to ease the player in. <br/> <br/>Great puzzle game entry! |
| Dec 31 07:19:00 | 21m 00s | The One Room Experiment | I love how you've implemented the theme! I'm a bit jealous of those level transitions and the claw arms that move everything around, I wish I'd thought of that. <br/> <br/>The art style is absolutely gorgeous and is an example of minimalism done right and I definitely feel the Zelda inspiration in the design of the rooms, enemies and obstacles. Even though the room was small, the space was put to good use in terms of the tiles and obstacles used in each... well, room. <br/> <br/>I did feel it was a tad difficult to jump over spikes vertically and died a couple of times from attempting it, but I guess that's just part of the game's difficulty. I would suggest being slightly more lenient with jumping over spikes, but it's really just me being bad at the game more than anything :p <br/> <br/>I'd have loved if there were some background music, it would've tied the game together really nicely. But as it is, the sound effects in the game are put to good use. <br/> <br/>It's the best game I've rated this far, so great job! |
| Jan 2 22:29:00 | 63h 10m | Toy Tank Clash Royale | The controls were a bit fiddly, but apart from that this game was pretty fun. I'd suggest perhaps mapping aiming to mouse movement so that the controls are less fiddly on a mouse and keyboard? Although I suppose the tank's cannon would turn too fast. <br/> <br/>I liked the different kinds of tank you had to fight - that helped make things feel different and fresh. As others have said, I do feel some sound effects would have helped the game feel better - it's currently a bit weird that there's no explosion sound when a bullet hits a tank or the wall. <br/> <br/>I like the individual graphics for the arena and the tanks, but since they're in a pixel art style, I'd suggest changing things so everything has the same pixel scale. Currently one 'pixel' of the ground, walls and obstacles is larger than one 'pixel' of the tank. <br/> <br/>If you continued making this game, I would start with some simple SFX and perhaps even background music, then I'd suggest having different sizes and layouts of arena. I think what you currently have is pretty fun though, great entry! |
| Jan 2 23:44:00 | 1h 15m | Tim in Time | I loved this game, the humour is leaps and bounds ahead of the other games I've played so far. Without the humour, the game wouldn't have really worked because the gameplay is so basic - but together they work like a charm. <br/> <br/>I really liked the bleepy bloopy soundtrack too. The fact each area has its own tune is impressive in its own right, and the part of Los Diablos where the music stops was really funny because of the juxtaposition of a pseudo-serious tone and the game's ridiculous premise of furniture collection. <br/> <br/>It's a shame the third level was so underdeveloped, but even then, instead of cutting it you weaved it into the existing humour of the game. It shouldn't work so well, but it just does. To be fair, God must have really let himself go if all he could manage in 48 hours was a few dinosaurs, a small town and an unfinished future city. I expect a working planet in the next 5 days or I'm demanding to see God's manager. <br/> <br/>I think the art style is nice too, it's amazing how many Pico-8 games I see that use its limitations to their advantage. You even got nice little graphical touches in like the shining effect on the furniture when you collect them. <br/> <br/>As for the gameplay, while it's really basic, I also feel it's polished and I didn't find any horrid bugs. I liked the part of the dinosaur level where you kill the largest dinosaur the same way you killed the others, by stomping on it. That was way funnier than if you'd made up some new mechanic for the boss dinosaur. I didn't realise at first you had to stomp on them, but I pretty quickly figured it out after dying once. <br/> <br/>A great entry, one of the highlights of LD37 for me! Good job on getting such a polished and humour-rich game done in 48 hours. |
| Jan 3 00:04:00 | 20m 00s | Pressure | I'll say what everyone else is saying: what the heck is going on??? <br/> <br/>This is a really strange, um, game, but it was interesting enough for me to want to see what happens at the end. I took is as being some sort of metaphor for making games, the room you're in feels like it's getting smaller due to the pressure and there's so much background noise that's it's hard to distinguish what any of them are saying. I took the voices to symbolise the ideas you have for a Ludum Dare entry. Then, when you feel almost overwhelmed by the sounds of those ideas, the 48 hours is up, so you launch your game into the stratosphere for all to see. But then it glitches out! And you're back to square one, ready for the next Ludum Dare to loop around. <br/> <br/>Or, maybe I'm just over-analysing it and it was just an experiment to make a really neat glitch effect. In which case, great work on the totally awesome glitch effect! Also, I liked the music once you launch and I particularly liked that the initial launch and breaking through the Earth's surface lined up perfectly with the music. <br/> <br/>I would have liked something to interact with instead of just being able to walk around. None of my input made any difference even if I did walk and look around. Maybe that's what you were going for, but it would be interesting to explore this idea of feeling the pressure of game development by having a room to interact with. Again, unless I'm wide of the mark with what the game symbolises. <br/> <br/>Oh, and on a technical note, I did notice one of the images of the galaxies was clipping when I looked at it. I see you used Unity, so try upping the far clip plane distance on the camera and that problem should disappear. That's the only technical problem I found, and it's a trivially-fixable one. <br/> <br/>It's the strangest game I've played so far, so I'll give you a "what the hell is going on" out of ten. |
| Jan 3 00:25:00 | 21m 00s | BoxBoxBox | I liked the idea behind this entry. It's a shame it was so short, I'd have loved more levels, but I understand that getting the mechanic to work and take into account collisions with future time states must have taken a while. <br/> <br/>I appreciate what you were going for with the time-switching effect, but it's perhaps a little too much for me - it feels a tad too demanding on the eyes. Correct me if I'm wrong, but is the game just an alignment of the three time states in the z-direction, and to do the switching effect, you just move forward and back really quick? Because I think it's the part where the camera intersects the back wall of one of the rooms that's a bit jarring. Do keep the effect - I like it - but I think it needs a tiny bit of refinement. <br/> <br/>I thought the music was a little strange but I liked it. Including music sure made the game feel a lot less empty, which is a common occurrence in Ludum Dare entries, including my own. <br/> <br/>If you were to continue this game further, I'd suggest fleshing out the game with some more interesting scenery. If you pick a theme, like I dunno, a factory theme, you could change the walls so they're steel drums, machinery or other types of boxes, instead of just blank walls. <br/> <br/>You could also introduce other mechanics, such as obstacles that also move through time. A suggestion would be something such as a conveyor belt which constantly moves, so it matters how long you spend in a timeframe. Say, if you spend too long with the box on a conveyor belt in the present, it will have missed its destination in the future because it would have moved too far. I don't think you would have to modify the switching through time or the obstacle-checking you've already implemented to do something like that. <br/> <br/>I feel the scope for a puzzle game like this is pretty wide, but I'd like to see this continued because I love the base mechanic. A good entry, but it needs expanding a bit I think. You've got the core mechanic almost nailed though, so good job. |
| Jan 3 00:49:00 | 24m 00s | Spellbound | This is a really strong entry! I think the selling point for this game was the music. It really helped to set the tone and was amazingly well-made. I liked that each section had its own music, it's impressive that you got so much music done in the time. <br/> <br/>I also loved the graphics - the pixel art style was cute, and everything is consistently scaled based on its pixel density. There was also a variety because of the different stages of the game and it's great that there were bespoke graphics for some sections. However, as others have said, the player walk cycle is a little odd because it doesn't switch to the direction you're moving/facing immediately. But the actual cycles look pretty darn nice. The lighting effects also blended well with the pixel style. <br/> <br/>As for the gameplay, it was basic but fairly engrossing; enough for me to want to complete the game, anyway. I had a few issues with aiming fireballs because of the controls though, I would have liked to aim using my mouse in a direction to fire the fireballs. Also, the colliders for the ghosts felt a tad large, as I got hit a few times when I thought I was relatively far from the ghost. <br/> <br/>In all though, I really liked the entry and think it's one of the stronger entries I've played. Great job! |
| Jan 3 01:57:00 | 1h 08m | Filthy Chore | I like the idea a lot, and the game feels at least complete enough that I had fun playing it. It's a real shame you didn't get some of the desired features in, because they would've been great. You should continue developing this and try to get some of those features in, I'd love to see them. <br/> <br/>I especially liked the character design. It's sorta goofy, but that's what I like about it so much. The animations really work together with the design of the character. <br/> <br/>I also like the simplistic art style you chose. The bugs are just rectangles, but they don't need to be more detailed at all, and almost everything is mostly block-coloured but it gives the game a playful feel. <br/> <br/>It would have been great to have some background music, but that's already on your list of possible features so I guess you already know that :p the sound effects of the buggers getting squished was cool, but I would suggest having a few different death sounds so it's not just one really loud version of the same sound when you kill 5 at once and instead each bugger has a randomised death sound. <br/> <br/>As for the gameplay, I found it enjoyable, if a little basic. There's really not much I would change, so good job on the gameplay. <br/> <br/>This is a nice entry, good work! I'd like to see you continue working on this. |