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atmospherium

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TimestampSince previousGameatmospherium's comment
May 11 12:49:52 Raven Delivery Service ♥ 1 Interesting gameplay. Only playing solo, it felt like it was hard to keep up. I can see how having another person would change the experience (although those videos of solo runs are impressive). I like the different mechanics you introduced over time, there was a lot more depth than I expected at first glance. The art and music were fantastic, which is to be expected. Great work!
May 13 15:02:39 50h 12m Still Waters ♥ 0 Thanks Hanzo mains. I think you're on the right track with this. Most of the survival games that are made for jams end up completely unbalanced (either WAY too easy or WAY too hard), but you guys got a good balance of difficulty. I only had one person left alive when I made it to land, but I made it (I also had just run out of water, I believe). Good job on balancing. It was also immediately understandable what you had to do, just difficult to execute. Visuals were good (nice water) and music fit the tone (at least at the beginning). I wish the audio would have changed as time was running out. I liked the touches of riding past the other boat with music playing and stuff like that, I could have used more. Good work.
May 13 15:06:36 3m 57s Id's Journey ♥ 1 It took a while to get the hang of this, but once I did I enjoyed it. I really like the candle mechanic, it forces you to think about your jumps a lot more before you make them. The visuals were great, the audio was ominous. Overall it set a really strong mood. I know I said this on the stream, but the jumping feels WAY too fast, I'd add damping of some kind. Other than that, good work!
May 13 16:13:51 1h 07m Virulence ♥ 1 As everyone else has said, you've got a great concept. Building your creature and then trying to customize it to have better odds of survival is a really strong foundation. It was easy to forget which color did what, so having the color descriptions on the customization screen would probably be a good idea. The gameplay itself was more difficult than I think you intended. The physics of Unity's AddForce (which I assume you're using) are a bit floaty and make for difficult controls. Increasing the power of the force (and clamping the player velocity) or switching to Impulse would probably smooth out a lot of those issues. On the whole, great entry for your first Ludum Dare. Giving player customization in addition to gameplay is difficult to accomplish, but you made it work. Good job!
May 13 16:20:35 6m 44s Her name ♥ 2 Man, you did a GREAT job of taking the theme in a completely different direction than anyone else. I'm always impressed when people take a difficult subject and have the guts to turn it into a jam game. Beyond that, you made it in such a way where the simple gameplay actually communicates a lot about a complex issue. Great job all around. Music was exactly what it needed to be, it really built up the mood of everything. There was enough story to be compelling, but most of it felt like you were only catching glimpses of things - which is exactly how it needed to be presented. Really great presentation. Any complaints I have are pretty minor - some objects weren't obviously clickable, and I think the text would have benefited from showing up a bit faster. Great work!
May 13 16:24:49 4m 14s Until Tomorrow ♥ 1 This felt like one of the most complete entries I've played so far this LD. There was actually an arc to the story, which rarely happens with something this brief. This really nailed the tone of an old-school RPG (great art and music). I liked the puzzle elements and the way it really served the story in the last room. With how the pieces work you could see just what you were about to walk into, but had to do it anyways. REALLY good job.
May 13 16:29:09 4m 20s Run, U Fool! ♥ 2 Awesome work on this, guys. The graphics are easily the best I've seen this LD (great post processing, great lighting, I LOVE that dissolve effect on the ground). Music was right on track as well. Gameplay was straightforward but forced the player to think a couple steps ahead toward the end - great difficulty curve. Any complaints I might have are minor - the player could have been a bit faster, camera angle could have been a bit higher on a couple levels - but outside of those, I had a lot of fun with this.
May 13 17:36:23 1h 07m Escape The World ♥ 1 Hey, finally got Java installed and could run this. Took me 334 moves and 5:23 to beat the game (not sure if that's good or bad). Great use of taking simple mechanics and turning into something that is challenge and requires thinking through the implications of your decisions. I think this kinda game would be good for mobile platforms (tap to change colors, swipe to move). My only real complaint is that I wish there was an indication of what your current color is. Great work!
May 13 18:12:29 36m 06s War of Quiz! ♥ 1 I think you've got a good framework in place for a quiz game. If you continue updating it (which it sounds like you're planning on) I think I'd like to see greater variety in questions and answers. I like the absurd pairings of questions and answers, but it does remove all of the challenge. I like the visuals and the way you've made the quiz about defending your planet. Good presentation all around.
May 13 18:19:28 6m 59s Glop Plots ♥ 1 Really great take on the idle game concept. There was a clear sense of progression through the game and it always felt like i could figure out the right path forward. With games like this I find that balancing is usually a big issue, but I think you got it exactly right. I'd be interested in seeing a more fleshed-out version of this down the road.
May 13 19:06:59 47m 31s One Small Step ♥ 1 I gave it a couple attempts and couldn't quite get my species to survive. I think there's some interesting gameplay here, it was just kinda hard to figure out. I think a better explanation of the cost/benefits of each action would help out a lot. I feel like if I had a bit better understanding of the mechanics this could have been a lot of fun.
May 14 01:27:41 6h 20m Conquer Earth ♥ 1 Very interesting game, although it seems like it'll take a lot of time playing it before I get a feel for the larger strategy. It felt like it was a bit too difficult to trap the other races on their home planet, so it felt more like a game of attrition than anything else. I really like the usage of the theme - showing earth's insignificance compared to the warring factions moving all around them. Great presentation as well, felt somewhat "board game-y" in a way that really worked for me. In face, I think a modified version of this as a board game would be a lot of fun. Obviously line of sight goes out the window at that point, but it feels like there are quite a few other good mechanics that would make up for it. Good work!
May 14 01:33:13 5m 32s tiny'Pocalypse ♥ 1 Hey, good job on this. Played it again and got a bit farther than I did when I streamed (although not a whole lot). The art is great, I love the hand-drawn aesthetic. The gameplay has a good amount of variety for a jam game (different objectives and combinations of objectives). I think if you fix up the hitboxes a bit and speed up the action this game would be a strong arcade style brawler. Good work!
May 14 02:07:15 34m 02s ATLANTIS ♥ 2 Hey, REALLY liked this. It feels a lot like a board game, just with mechanics that a board game would never be able to accomplish. It a couple tries to actually make it to the boat, but eventually I got the hang of it (i.e. I spammed the Wizard's mana collection every chance I got). The mechanics are great - enough complexity to have some interesting options, but not so confusing that it didn't immediately make sense what my options meant. Presentation was great - simplistic but with enough interesting touches to give life to the game (the board animations in particular). You did a great job of guiding the player's focus and highlighting possible moves. Music really fit the tone of the game and I really liked the subtle build with each new tower getting activated (but then again, I'm a sucker for anything like that). The foundation of this is solid and I could definitely see some really deep gameplay come out of developing this idea further. I definitely hope you keep going with it.
May 14 02:17:11 9m 56s Spider Collider ♥ 1 Seriously, this is absolutely my favorite game in this jam. You took a very simple concept and made a very polished game with surprisingly challenging gameplay. This game is TOUGH, but I always found myself feeling like I just hadn't though far enough ahead or reacted quick enough and never felt like the game was unfair. The visuals were great - the animation, the simple visuals, the burst of particle effects - things are simple and nondistracting where they needed to be and bold when they needed to be. Really impressed with the presentation
May 14 02:20:12 3m 01s Agoraphobia ♥ 1 I really liked your take on the theme. You did a great job of communicating the player's anxiety in leaving the house and made me feel anxious trying to get them back. Great job at focusing in on the feeling you wanted to communicate and building a game around that.
May 14 02:26:58 6m 46s Legends Of Block ♥ 1 Good work for your first time jamming. I really like the variety of movement you built into the game - the jetpack and dash, in particular, were really nice to have at my disposal. I dashed around a lot just for the fun of it. I wish ammo wasn't so limited (or regenrated), but I get why you would want to force the character into using the dash attack.
May 14 02:31:58 5m 00s Meteor Mania ♥ 0 Good take on the theme. I liked the gameplay a lot - especially the shotgun. Being able to push asteroids away instead of always destroying them felt satisfying for some reason. I think the game would benefit from having a wider view of the space around the planet - I would often see an asteroid pop up at the bottom of the screen and would have no chance to do anything about it. That may have been intentional, but it felt a bit unfair. Good work on the presentation - the guns felt satisfying to use. There was a good amount of depth with having to deal with the shield and deal with the strengths and weaknesses of each gun.
May 14 02:41:39 9m 41s Spike Spire ♥ 2 This was incredibly difficult. Based on the map I think I made it about 1/4 of the way through (I might try again later). I agree with @endurion's suggestion about having a checkpoint. My other main complaint is about the hitboxes, but you've already mentioned that in your notes. I think you've got a good feel for level design - each section felt like a step up in difficulty from the last. I think if you smoothed out the difficulty a bit you'd have a great game that keeps challenging the player to push themselves a bit further than they think they can go.
May 14 02:49:35 7m 56s Make Me Beautiful ♥ 0 Interesting take on the theme. I think the concept of building a world to the creator's satisfaction is good. I think the simple graphics worked, and I really liked the trail effect on the flying creature. While there wasn't a lot to this game, I did enjoy the small touches you added - having water turn into a cloud and the tree being bare at higher elevations was unexpected. Good work.
May 15 12:25:13 33h 35m TimeWars ♥ 1 Hey, really enjoyed watching cubes attack each other and the different AI characteristics that you gave each army. I always like seeing the impact that subtle differences in AI can have. I wish that the rest of your army would follow the one unit that you could control. I think it would lead to some interesting situations where you lead armies on a chase and then can force two enemy armies into close proximity. Beyond that, I think letting things like rivers and channels interfere with troop movements would be interesting to see as well (although that would take a lot of time to map out). Good luck on the post-LD development!
May 15 12:51:36 26m 23s Orbitunes ♥ 1 Nice work on this! I'm a sucker for games that let me make music. I think you found a good way of having simple inputs that still gave the player a lot of control over the final result. The art did a great job of communicating what was going on and I think anything more complex probably would have made it feel cluttered. I like the post-comp improvements as well - the improved timestep goes a long way and having underlying rhythm really helps hold everything together really well. (Welcome to the dark side of manipulating Unity's audio thread). Definitely interested to see where you take it from here. Good work!
May 15 15:07:49 2h 16m A Mote in the Dark ♥ 1 Interesting take on the clicker genre. I'd echo what a lot of the others have said - the complexity was a bit difficult to overcome. After a couple playthroughs I was able to make some level of progress, but I still felt pretty hazy about what I was doing other than clicking everything as fast as possible. I'm primarily unsure of what needed to happen with the dark orbs other than clicking on them. The overall design and UI was great. Current power levels were communicated really well in an unobtrusive, readable way. I think with refinement to the gameplay (clarity of purpose, giving some level of automating clicking) this could be a really interesting strategic clicker game.
May 15 15:29:07 21m 18s Planet Spin ♥ 1 I've seen a few games this jam where the goal was to balance several priorities for an ecosystem and I have to say that this was probably the most clear about WHAT I needed to do at all points in time. Clarity is quite often an issue with jam games, but you did a great job of communicating to the player. When I was playing "legitimately" it felt fairly challenging, but I found that if I just kept spinning as fast as possible I could power through pretty quickly (I got to about 13K before the planet died). The low poly art works well - especially how the light passes by the clouds and the title screen. The music fit the tone really well (hard to go wrong with chiptune). I just wish the audio kept going longer.
May 15 15:40:36 11m 29s Western World: The Traitor ♥ 1 Good job coming up with something new - I don't think I've played a game like this before. I like the graphic style a lot. Everything is very clean and simple but you made sure that important details (arrow above the player, blood on the ground, bullet trajectory) stand out enough to keep the player aware of what needs to happen. Gameplay was immediately understandable and I always felt like I had enough information to choose the right person every time. Whether or not I accidentally shot someone else is a different story altogether... Good work on this, hope to see more from you in the future.
May 15 15:57:03 16m 27s Not Enough Room ♥ 1 Really difficult, but I had fun. I played level 2 for quite a while but couldn't quite get past it (I couldn't quite get the timing for the line with the narrow gap). I think with some fine-tuning on the controls this could be a lot of fun (let the jump height vary with the length of the key-press, give a BIT more leniency on the hitboxes). I think this really works well as a prototype of a game, hope you develop it further.
May 15 16:49:09 52m 06s Paisley Princess ♥ 1 REALLY enjoyed this. Nice and simple and small-world-y, but with a decent amount of grindy depth. Great presentation all around as well.
May 15 17:01:19 12m 10s Anger Birb: World ♥ 2 Best I could get was 156km away, cause I'm a pretty good Birb pilot (yeah, I still failed but I don't care). All sorts of stupid and fun. The sound and my desire to be the best Birb pilot kept me engaged for longer than makes sense.
May 15 17:29:26 28m 07s The Tipping Point ♥ 1 Interesting take on the theme. I could make it above 800 but then kept falling right back down to 500 or so. I guess I'm not very good at making my friends feel valued. It does a good job of communicating the idea that a few strong connections are as beneficial as a lot of very shallow ones. I liked the quirky presentation and the humor in the dialogue. Audio gets top ratings for the Persona 5 soundtrack.
May 15 17:40:55 11m 29s My idea of A Small World ♥ 1 Really good design on this game. It feels very polished, even though it's really simple. I like the basic mechanic and you did a good job of adding useful powerups that made it feel like you improve as the game increases in difficulty. Good work!
May 17 21:28:26 51h 47m In Defense of a Dragon ♥ 0 REALLY like the usage of the dragon curve - a surprisingly underused way to dynamically increase difficulty without a lot of overhead. I think having the paths overlap obscures the fact that there's a singular path throughout, but that's my only complaint with the procedural generation. Gameplay seems to get out of balance very quickly, but I think the core of what you have here is great. Adding more mechanics and adding more of a dragon-y aesthetic would be really cool. Good job!
May 17 21:58:09 29m 43s Micro-World Defense ♥ 1 I really wish that the player could fly around instead of being locked to the planet. The ship movements on the title screen were entertaining, but they never had a chance to move in interesting ways during the game itself. I like the art-style and the subtle animations you gave the ships. I found that I could easily beat any wave simply by alternating between firing and rotating as fast as possible (which definitely isn't the intended strategy).
May 17 22:04:58 6m 49s The Microns ♥ 0 Really cool take on the theme. I liked the concept, but found the controls to make it too difficult to enjoy. Art style was fantastic (I loved the grime on the microwave as well the character animations), music really fit the tone and was a lot of fun. I think with some work to bring the gameplay up to the same level of quality this could be a fun game. Good work!
May 17 22:17:45 12m 47s Keeplanet ♥ 1 It took a while to get the hang of this, but I got to around 1800 eventually. Presentation is GREAT. That opening shot of the sun was one of the best visual things I've seen in LD so far (I just wish it was visible for longer). The planet itself worked really well - a lot of different items, a lot of different scales. I did find that some of the items started to get hidden the larger the planet grew. Audio was great - music really fit the tone of what was happening and never got overwhelming. The sound effects clearly communicated the actions going on. Really like how all the pieces fit together on this game.
May 17 22:59:12 41m 27s The Mother of All Games ♥ 1 Really impressive game. Love the art, love the music, love the overall tone (love the reaction the cat has to the ocarina portals). Really enjoyed the range of gameplay you put in this, everything felt far more polished than I would have expected from a game with this many different mechanics. Everything, except level 3 of snake, that is. That just killed me over and over and I wanted to punch my computer. OTHER than my rage issues, this was a lot of fun.
May 17 23:09:07 9m 55s The Deep ♥ 1 Wow, this was insanely impressive. Incredibly immersive, incredibly polished - everything from the gameplay to the art to the audio really meshed. It unfolded a bit too slowly for my taste, but I can't fault you for that when you did everything else so right. This is about as good of an LD as I've ever seen. You guys nailed the sense of isolation and claustrophobia (having to hit the sonar to have any idea what's around you is a brilliant way to handle the navigation system). Great work!
May 17 23:16:05 6m 58s o, the game ♥ 0 This is great. The incredibly minimalist art and gameplay worked really well together. You stripped a game down to its core and still came out with a game that felt engaging and incredibly polished (great particle effects, btw). Really enjoyed this.
May 17 23:24:19 8m 14s Last Breath ♥ 2 Nice entry, especially for your first LD. You put quite a few good things into this - gunplay, basic enemy AI, different enemy types. The art style is definitely a strong point, although I wish the background was a bit more engaging - maybe a starfield or something? Any of my complaints (bullet visibility, text size, etc...) are things that other have already brought up. Good work and I hope to see more LD entries from you in the future.
May 17 23:41:27 17m 08s Terraform ♥ 1 Good resource management game. It felt a bit directionless other than building more buildings to build more buildings faster, but it definitely feels like it is a strong foundation to build off of. The nighttime/enemy mechanic was good, I just with there was more depth to that aspect of gameplay. Good art, good design - it felt very clear what I needed to do at all points in time. Really like the music, definitely has an exploration-y vibe to it. I liked the shift in tone between the day and night cycles. My only complaint that I wish the night cycle music was a bit more unnerving or aggressive, especially with how the enemies would start to swarm on occasion. On the whole, I really liked this. Good work, guys!
May 17 23:51:51 10m 24s LD38: A Space Odyssey ♥ 0 I really like the idea of an orbit-based tower defense game. I think everything would have benefited from being a bit more spaced out to give the player some time to see what enemies are coming. On the whole, everything felt pretty balanced for a game of this type, I felt like the money-earning rate was fair and gave me enough ability to buy defenses. Toward the end I felt like the enemy spawn rate got a bit too tough too quickly, but it took several minutes to get to that point. Good job on coming up with an interesting concept and implementing it well.
May 18 00:10:46 18m 55s Discours sur la révolution ♥ 0 This was fantastic. Drastically different than anything else I've seen this jam (or anywhere else, for that matter). I really liked how engaging this experience was, even though the player controls were minimal. Everything felt so much larger than life with the way you presented everything. Great work.