Foon → Ludum Dare Explorer → LD38 → Feedback comment stats → icxon
Feedback comments for LD38
icxon's games and stats for all events →
| Timestamp | Since previous | Game | icxon's comment | |
|---|---|---|---|---|
| May 1 10:05:30 | Dr. M Little's Planet Mass Overdrive | ♥ 1 | Wasn't able to win the first time, probably I should have stay near the green zone of my temperature. Physics is nice, even some planets have an orbit. Space Odyssey music probably would fit better or something like Flight of the Valkyries (try to play it on the backgroung, it is just epic with this game). It was fun overal. Thank you! https://youtu.be/jsyZh33JuXk - my playthrough, if you interested. | |
| May 1 10:30:11 | 24m 41s | Every Man's Sky | ♥ 1 | It's bit hard to navigate in a complete darkness. Some static Galaxy Skybox will make this look better, I think. Or may be a global star map? And ability to create starts, and deploy planets on the orbits. Also, could you please describe technologies used? Server side, protocol, etc. Looks interesting. Thank you! |
| May 1 10:55:14 | 25m 03s | Echoes | ♥ 2 | That's a nice little game. Reminds me 'Dark Echo' for mobiles. Very consistent art style and gameplay. I'm not sure that this fits the Theme on 100%, but defenetely one of my favorites now. Also, some sort of ambient sound is highly recommended like caves, rocks, water drops, winds, etc. Was so happy to see the rest of the bat family in the end. Thank you! https://youtu.be/6Le4xvHTQ3A - my playthrough, if you interested. |
| May 1 12:02:13 | 1h 06m | rocket ship | ♥ 1 | Haha, my first score was about -40K - that's right, a negative value π. Controls feedback is not that perfect, probably some additional maneuverability would help, something like [RCS](https://en.wikipedia.org/wiki/Reaction_control_system). Art style is nice, especially the menu with the rocket. And planet should spin, I think. Thank you! Here is my playthrough - https://youtu.be/h-mTtzyDdmE, if you interested. |
| May 1 12:41:34 | 39m 21s | Destroy The Dome | ♥ 2 | Good ol' postapocalypse. screen "... who magically does not damage the city." - Oh, I see π Rock are op too since you can spam them directly on aliens (dmg does not depend on height) My playtest if you interested - https://youtu.be/8zu9txSPgcA Thank you! |
| May 1 13:39:06 | 57m 32s | Infecteria | ♥ 2 | This game feels nice. Time factor works in some way, but I think you need something different for end-game condition than just time. I like the bacteria factories idea, but I don't see it's possible to perform a some sort of chain reaction if I super fast at the beggining, no matter how fast and how much cells I infect - the amount of bacterias produced is constant it seems. infection.png Anyway it is fun and nicely drawn (reminds Osmos a bit). Here is my playtest: https://youtu.be/oxc1Xt6fNCk Thank you! |
| May 1 14:45:11 | 1h 06m | A Bloody Small World | ♥ 3 | That's a lot of art work even for Jam. Awesome. Do you have any plans on additional mechanics for this game? I was afraid that viruses would kill my blood cells or remove oxygen, but it seems they are just obstacles. Here is my playthrough: https://youtu.be/fGoSkpRsV5c |
| May 1 15:30:26 | 45m 15s | Super Tiny Adventure Game | ♥ 1 | **Cancelled Refuge** was nice, this one is even better. I don't know how it is possible in 72hrs, what is the secret? Do you have your own game engine and tools setup? I'd like to hear about the process. π This is my playtest, if you interested: https://youtu.be/k1E-htv-xjQ |
| May 1 16:12:01 | 41m 35s | Quantum Frustum | ♥ 0 | That's some trippy game. I didn't get the main mechanic for, like, 2 minutes. But then I get it and it was fun to play. Especially with this music/graphics cohesion. Gameplay is a bit weak for me since all you should do it to make 360Β° turn, and if way is blocked, turn around again. Some game over condition or time factor would fill this gap, I think. Definitely my favourite on graphics/innovation. Here is my 5/5 spheres: https://youtu.be/w2lWoyRvlNU Thank you! |
| May 2 13:20:05 | 21h 08m | Contamination | ♥ 1 | A petri dish game, nice! You definitely should add a tabletop under the petri dish with some scientific stuff as decoration. And I think we need more gameplay, like new enemies, obstacles and powerups. Good start on the first 3D game. Here is my playtest if you interested: https://youtu.be/kPnZAusHqUU |
| May 2 13:59:27 | 39m 22s | Hibernaculum | ♥ 1 | I mean.. wow. I want to explore this world more, get inside the castle and move around a bit, and the hut too. I know that was a gameplay limitation but overal style is amazing and it appeals to explore. Also why don't you double a rotation control on the keyboard too? There is no reason to require a mouse for this type of gameplay, I think. (or make it just optional) And maybe some snowflakes floating in a snow part since it's a snowglobe. Here is my playthrough: https://youtu.be/LI67e0k_Bcc (I'm bad at riddles, sorry π) Thank you for this game! Love it. |
| May 2 14:31:35 | 32m 08s | Murder Mitosis | ♥ 2 | Pretty solid gameplay. I think this could be a popular websocket .io game with a bigger world and more players (like agario, diepio, paperio and etc.) Could you also please describe the implementation part? That squishy faces physics especially. Here is my playtest: https://youtu.be/K3bMrIsmMWk Thank you! It was fun to play. |
| May 2 16:18:47 | 1h 47m | eiland | ♥ 1 | You should make this a real game. Incredible atmosphere, esthetics and gameplay. And I can see how it is easy to add more mechanics. I had two plays due to sad ending and my assumption was that it is possible to "win" somehow. Even took both big rocks to the Idol (like his eyes), but it didn't work π This is my playthrough: https://youtu.be/u28kHGHpqMw |
| May 3 22:07:03 | 29h 48m | GardenGarden | ♥ 1 | This reminds me multiple good games at the same time - The Neverhood (hero, style, sculpting), Astroneer (plants, seeds, palette) and 2048 (grow mechanics). I think this world needs some sort of hut, rocks or maybe an oasis nearby. I'm not sure how the red grass affects my plants, slows down them or requires more water? Also is there any dependency with a surface color? And by the way, how did you implement the seamless view/navigation? It was a pleasure to play, thank you so much for this game π My longest playthrough so far: https://youtu.be/pbEMukLb4x8 Almost 25 mins! |
| May 3 22:48:55 | 41m 52s | The Mother of All Games | ♥ 2 | This was challenging. I love small challenging games, but for LD reviews there is no so much time to play a lot, I should try next weekend again. Snake controls a bit frustrating, especially on level 3. I hope you'll add a restart button for a certain level, not the whole minigame. The Mother of All Games - this is true. Also, nice cat π |
| May 4 08:53:18 | 10h 04m | Planet Bash | ♥ 1 | Rock music, brutal style and challenging gameplay? I like it. Game over was a bit unexpected due to lack of "death animation" and non-consistent healthbar. But the game feels great anyway. Hammura-Hamburger - nice track. Here is my playtest: https://youtu.be/8W8cXQXEAVw Thank you! |
| May 4 09:59:05 | 1h 05m | The Cookie Knight | ♥ 1 | I'd definitely recommend to read this article: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ and comment section as well. Making a platformer - is a good thing and experience. Making a platformer that everyone will to play - is a huge technical and creative challenge. Check out this one, for instance: https://ldjam.com/events/ludum-dare/38/super-tiny-adventure-game by @sinclairstrange The Cookie Knight has nice work on level desing and art consistency. And it is hard enough. Also try to duplicate all required controls on keyboard. Player's both hands on a keyboard while playing, than he needs to use mouse to press "Back to Menu" and select next level - there is no need in this. R - for restart, Enter/Space - for button press and it will be perfect. You can keep mouse as well anyway. |
| May 4 10:20:59 | 21m 54s | World en abyme | ♥ 1 | We need more levels! Ball collider a bit strange, I was expecting it's to be more solid and more predictable. Since it's a physics sandbox, you could also add more physical non-static obstacles: logs, barrels, boxes and etc. Here is my playthrough: https://youtu.be/yereD-4tYbM It was fun to play. Thank you! |
| May 4 21:03:06 | 10h 42m | Jelly Germ | ♥ 1 | Can't open the last door and contols are unpredicted sometimes (especially sticky one). Enemies do not harm, it seems. I was thinking about "Tag: The Power of Paint" game, but for sure this one is different. Nice menu opening, consistent art and music. I did a playthrough: https://youtu.be/vgg5i8zx30w and found couple of bugs (auto-climbing / secret wall at last level). It was fun to play, but game requires some polishing. Thank you. |
| May 4 21:50:51 | 47m 45s | Little Scout | ♥ 1 | It was so short... But it's a good demo. I just wanted to play some more. Also had this bug with falling through walls, but I love the camera zoom in/out when the hero is changing, it just feels right. What does your engine use for collisions/physics? |
| May 4 22:56:48 | 1h 05m | Moon Eat Moon | ♥ 1 | Hah, nice text messages! I've got a freeze couple of times and NullReferenceException in the output.log Was thinking about the "Osmos" game of course, but the overal dynamic of this game is different. It was fun to play, thank you. |
| May 5 08:49:36 | 9h 52m | Leucos | ♥ 1 | Did you consider an alternative way how to use powerups - like you can collect them first, and then activate with hotkeys. Because now I'm forced to collect them and waste on low waves, or keep them and in case of immergency rapidly jump accross the platforms while 4-5 enemies killing my heart π Also I did not notice the bottom platforms at the beginning due to cam angle. But I don't think that you should change it, just maybe a quick zoom out / zoom in between the waves to give an overall view on all the platforms. Game feels consistent in term of art, style, humor and gameplay. https://youtu.be/rkzQ782GdaA - here is my playtest. |
| May 5 09:11:06 | 21m 30s | Asteroid Hopper | ♥ 1 | It's good you have some additional mechanics (telepots, breakable rocks) to this common puzzle basis. Level design is perfect to me with this kind of difficulty curve. And even tutorial levels, nice! Music fits the mood and style. It was fun to play. Thank you! [The Mother of All Games](https://ldjam.com/events/ludum-dare/38/the-mother-of-all-games) by @sorceress has the similar puzzle but with a bit harder levels. |
| May 5 10:07:04 | 55m 58s | The Clearing | ♥ 3 | Unity itself follows "Easy to learn, hard to master" principle. It is hard to make a complete 3D game with all the assets and animaitons in 24 hours. But I agree that game developer should aim on the FUN part first. Survival game genre is very competitive and always gives a challenge to make something new, unique and interesting for a gameplay process. Some issues I found: - Fire effect spins with a character itself - Sometimes monkeys stuck near the hut even if the character is nearby. - Minimap is fliped by 90 or 270, so it is hard to navigate using it. Maybe some sort of craftable "Scarecrow" (with a timer) would help here or an ability to throw rocks π |
| May 5 14:58:49 | 4h 51m | Flovala | ♥ 3 | Reminds me 'Osmos' and 'Spore' of course, but it feels so different because of art and style. I like your palette and that game gives an ability to play as dark guys too. Do you have any ideas how to expand this gameplay process? (e.g: evolution tree, special abilities, grouping with allies, some ultimate end-game goal?) Difficulty curve is slightly sloping even for me (I'm not a hardcore gamer), but works well with this type of a control. Thank you for this game! It was short, familiar, but fun to play. |
| May 5 15:50:14 | 51m 25s | SmallRTS | ♥ 1 | Oh, I though this one is about Petri Dish also! Unfortunately, I've got an error couple of times: ``` Uncaught RangeError: Maximum call stack size exceeded at Entity.FinishAction (entity.js:135) at Faction.TransferEntity (faction.js:99) at Entity.FinishAction (entity.js:158) at Faction.TransferEntity (faction.js:99) at Entity.FinishAction (entity.js:158) at Faction.TransferEntity (faction.js:99) at Entity.FinishAction (entity.js:158) at Faction.TransferEntity (faction.js:99) at Entity.FinishAction (entity.js:158) at Faction.TransferEntity (faction.js:99) at Entity.FinishAction (entity.js:158) ``` Also is there any reason to not maximize/minimize population parameters? I set up Birth Rate and Workload to max, Relation to min and it always works it seams (and game freezes due to the error). I mean are there any cases when 75% value works better than 100%? Looks promising, anyway. I'll come back and play again if it is possible to fix the error π |
| May 5 16:04:21 | 14m 07s | CryoDream .2 | ♥ 2 | I wish I could control the music rhythm somehow (like you said - a procedural music, but with some variables from user input). And Shaders is always +. Also, I've checked Missile.KMD π It's a game! |
| May 5 16:13:09 | 8m 48s | Planet Defense | ♥ 1 | Art looks very consistent, nice! I think, an ability to slowly spin the planet with arrow keys will add more gameplay here. And upgrades for turrets, maybe. @kalabasa, what ideas for a more complex gameplay process do you have? |
| May 5 16:33:32 | 20m 23s | Space Snake | ♥ 1 | Snake in space -- this is just brilliant. I was thinking about Osmos, Spore, but this has quite different mechanics. Planet guards, HP bar, snake growth, controls, color palette - excellent. Planets movement a bit hard to predict, but I really love it. 3271 score. It was fun to play, thank you. |
| May 5 16:55:28 | 21m 56s | Water Bear World | ♥ 1 | A/D - controls are the best. You don't need to W/S with them at all π It's an atmospheric game. Best regards to your Dad -- music really fits the style and gameplay. One thing could make a gameplay more interesting to me - ability to speed up a bit. May be with some sort of stamina bar or special food. Even with this kind of a control, a player needs a way to escape a bad situation (from ice or enemy) somehow, by spending some expensive game resource (stamina, food, etc. - does not matter). Also, I was not able to unlock two level, is it possible to do at all? |
| May 5 17:47:47 | 52m 19s | Global Disaster | ♥ 1 | 2017-05-05 20_33_20-Global Disaster by Jamesy012.png It was a hard and fun play! This game gives a lot of unique little moments of excitement and release - which I believe a must-have aspect for every game. Well done. Graphics are a bit non consistent since you have a low res pixel-art (planet, volcanoes), middle-res clouds, hi-res micro habitants and ..oh wow.. a voxel meteor! Try to make it in a one style (voxels, for instance) and it will feel much more complete. Thank you for the game! |
| May 6 16:10:08 | 22h 22m | House Escape | ♥ 0 | I love escape room games. This one has a nice and consistent art style. And some sort of ambient music would make it more atmospheric. A couple of concerns: * Some text messages disappear very quickly. * Why do I need to take a knife two times? * What are the other items (they do not have names or description) * Cat pic looks like a message bubble since it has a small arrow for some reason. Do have a backstory for this game? Thank you for the yesterday twitch stream and live feedback. Here is my playthrough: https://youtu.be/ig3jyt4crHI if you interested. |
| May 6 20:15:25 | 4h 05m | Too Big For This WorLD38 | ♥ 1 | I was able to control small dinosaurs, and t-rex, eat stuff, run around. I didn't get what a 'scan' action purpose is but it looks cool. It seems that you put a lot of effort on visual/cinematics part. Which is good for a game jam. But for real players you should keep in mind a gameplay part as well. I hope this will end up as some consistent game so I'll keep my eye on this. |
| May 6 21:19:32 | 1h 04m | Amoebros | ♥ 0 | Ha-ha, nice end-game screen! I love genetic algorithms, food -> speed -> life -> agro -> hp -- my win sequence. I think the game should show a location where glass got broken at the end, because it was a bit unexpected and I just won. For a better tutorial some tooltips near each stat/slider would be very helpful. Also I'd like to see my best species by life time and DNA collected (e.g TOP-3 with names and stats). You could add some glowing to food blobs, because they are hardly noticeable with the current color scheme, especially on max zoom out. By the way, is there any way to lose here? Thank you! It was fun to play and invader is a good Easter Egg. Here is my playthrough: https://youtu.be/sbHenMdY5s0 |
| May 6 21:43:20 | 23m 48s | Bug Attack! | ♥ 1 | Wave 15 got me. Well done and consistent implementation. It looks good and it plays good. Some random bonuses spawned on a map that enforce player to move units will be a nice addition to the gameplay. Also, it could be some special player abilities with a cooldown/mana cost, e.g. meteor, extra resourses, units drop and etc. Thank you. |
| May 6 22:39:32 | 56m 12s | Crater Creator | ♥ 2 | Moments I like: - Tutorial (exceptionally good tutorial flow) - Consistent art style and palette, planet growth visualisation - No fuel limits (the most orbital-rocket games have this cliche) - Ability to skip texts - Texts π - Main gameplay mechanic Moments I doubt: - Planet requirements in the left bottom corner in absolute values (not ranges, not color scales). - There is no "game end" - player should end it by himself while he can't reduce the amount of water/atmo/weight. - Asteroids in the tutorial could fly out of the screen resulting a deadlock. - There is no global gameplay progress between missions (coud you please share the ideas if you have some?) May be something like two planets to maintain at the same time, managing all available asteroids between them. Or any kind of new mechanics? Of course these are minor things for LD game. It was fun to play and I even have a video: https://youtu.be/5KUUBBzRNWM so, thank you! |
| May 7 10:38:18 | 11h 58m | Bullet Wrap | ♥ 1 | At first I thought this is just another vertical scroller, but then something has changed -- I saw my own bullets and then the spaceship itself, and more spaceships afterwards, and then I get it. Amazing feeling. I think you missed something in your description: `in which the world gets ___?___ when you get hit.` -- that's why people are not expecting this special thing about the gameplay. Also, that's a nice parallax effect with starts. |
| May 7 10:56:03 | 17m 45s | Pilgrim | ♥ 1 | Nice and interesting story. I was able to stuck on one of the platforms somehow, but the rest works fine. The 'memories' yellow eye looks like an active element on a platform (not the background), but only for the first time, then I noticed the whole 'monster'. Thank you! |
| May 7 11:32:37 | 36m 34s | Lead the Ants | ♥ 2 | 123.png I agree on some additions to a gameplay -- obstacles, water, rocks, dynamic hazards, multiple food locations, time speed up and level restart button. Nice work on the AI. It was fun to play and to figure out how it works. |
| May 7 12:10:33 | 37m 56s | Dispyria | ♥ 0 | Hey, that's nice entry. Things I like: - Game atmosphere - Art consistency, animations and color palette (even a blue character π) - Music - Free-to-go-yet-limited level design Things I doubt: - Casual platformer gameplay (it can be expanded easily, I beleive). A grappling hook, anyone? - No way you can get back upstairs if you fall down in a first dungeon - Ctrl+Space combination closes current tab in Opera browser (and game too) - The final boss is just a static statue - Relation with a "Small world" Here is my playthrough: https://youtu.be/8mTnRd5VEqI It was fun to play, thank you! |
| May 7 21:29:35 | 9h 19m | Glade in the Sky | ♥ 0 | Nice platformer puzzle. Moments I like: - Low poly style and models - Open a lock to get another lock trick -- it works well here - Level design where player always can see his goal, but it is unreachable. Multiple paths. Moments I doubt: - Exploit is still reproducable (see: https://static.jam.vg/raw/2e1/z/4106.gif) - Character is able to jump over the boxes too, just spam 'jump' while being pushed by a box. - Skybox is not perfect, although it is better than a comlete darkness. Thank you! |
| May 9 12:25:23 | 38h 55m | Pixel Town | ♥ 1 | Reminds me of Pharaon/Ceasar games. Requires a bit UI/UX polishing and more levels/structures, but overal it plays very good. Scenario 2 map has a tricky enemies spawn on the left side, that was a bit unexpected. Here is my playthrough: https://youtu.be/oeXQOvdnl8I Thank you for the game! |
| May 9 13:07:36 | 42m 13s | Strangeness | ♥ 2 | A ruby game, that's impressive! I like that levels have some extra keys/enemies just to distract player's attention and the most of levels not that hard as you can assume at first. I'm not an artist so I can't give a proper feedback on a visual part, the only thing I can emphasize is that walls should be more contrast to represent a blocking object and more depth value; while grass must be a bit brighter since it's just a floor. And floors better to use pastel colors. |
| May 9 13:19:30 | 11m 54s | The world is (a) flat | ♥ 1 | My assumption was that it's possible to give a panda some bamboo that I harvested in the kitchen but then I built a raft π I like the projection of a world map on a game world. Probably it's better to highligh the current room on the minimap as well. |
| May 9 13:54:57 | 35m 27s | Haven - The Small World | ♥ 1 | Since I restarted game four times (first time - a pressed Alt+tab and resolution got broken; second, third time -- I thought the game is glitched, since I clicked on sofa and then on Igor and there was no "Here is your locket" dialog option; fourth time -- to make a final playthrough) my main issue for now is unskippable into which takes almost full 2 minutes! I tried space, x, esc, enter and etc. Second issue -- inventory. Art style, texts and atmosphere is awesome. Nice job. Hope we will see a full game. |
| May 9 19:10:21 | 5h 15m | It's a Small World | ♥ 1 | I cheated and asked a teammate to help me with 2x2 worlds :) we just shared QA/WS. It's a good story, but I don't have any ideas how to expand this game. Do you have some? Overall it was fun, thank you. |
| May 9 20:14:03 | 1h 03m | The Seesaw Redemption | ♥ 2 | Oh no, what have I done π homyak.png I love that hero can't die, but still needs to come back. Works good in this genre. |
| May 9 20:27:18 | 13m 15s | Tiny Buckler | ♥ 2 | Shield controls is very interesting, requires some skill actually. Maybe to smooth this a bit some sort of "reset shield" ability with a cooldown would help. Or not just a reset but enforce to fly directly to a character. Level 15 got me, but it was fun. |
| May 9 20:42:48 | 15m 30s | Down the Rabbit Hole | ♥ 5 | It feels great and it plays great. Nothing to add, sorry. Maybe it is better to make forthcoming cards more darker, but I'm not sure: 20cd.png |
| May 9 22:05:46 | 1h 22m | liftoff | ♥ 1 | So I have a tactic now -- buy only if < 10, sell only if > 15 -- works nice π Reminds me of old days with Space Rangers game where you can trade too between planets (but it's turn-based, so has nothing common) SFX sounds and orange screen need some love. Gameplay probably needs some long term progress system (new goods, higher prices, meteorites, floating scrap and etc.) It was fun to play, thank you. |
| May 10 22:46:19 | 24h 40m | Tribal Tension (Twitch) | ♥ 0 | I love the game, its spirit, appearance and pvp aspect, chat tricks (e.g. type "!aftack" instead of "!attack"). But I don't like the fact that it's on the main page everyday. It's just not fair for the rest of 2982 entries. Hope @pov can do something about this. The game itself is very well implemented. Had like ~20 full plays and not tired yet π |
| May 12 21:11:52 | 46h 25m | Still Waters | ♥ 1 | Thank you, Handsoap Mains! 3 people left. - Controls are bit hard (since it's almost no space on board) - Nice day/night cycle and the way music changes - Ships with a pop music were fun, but ruined atmosphere a bit - Good resource management system overall, I see how it can be easily expanded. ΠΡΠΈΠ²Π΅Ρ ΡΡΡΡΠΊΠΎΠ³ΠΎΠ²ΠΎΡΡΡΠΈΠΌ! π |
| May 13 09:30:27 | 12h 18m | Defending my small world | ♥ 1 | You need to spawn some HP bonuses, some other weapons, maybe? Pretty easy to expand the gameplay. Also try to make characters a bit shorter. And 1-2 seconds of invulnerability when got hit be the enemy, so the player could react on situation and not get consequent multiple hits. I like the concept, art consistency and it was fun to play, but need more conten. Thank you. |
| May 13 10:16:18 | 45m 51s | Keeplanet | ♥ 1 | That's a very nice entry! Moments I liked a lot: - Consistent low poly style, assets, color scheme, lighting work. - Game atmosphere and ambient music - Main gameplay concept seems pretty unique - Local gameplay progress -- when a planet gets bigger - The main menu idea, game saves. Moments I doubt: - Camera control, it's quite hard, and I can't zoom out to see the Sun. - It is possible to block the game if you put a lot of trees and then you have two mountains in a row and there is no surface to place them. An ability to remove objects in this case could help (not everytime, but only when the game detects that there is no free space). - The planet weight distribution is not that obvious, may be in case of planet stop the game should highlight with a red glow the overloaded part of the planet? Or show the problem somehow at least. - Is there any global gameplay progress? Between two planets for instance. Here is my playtest: https://www.youtube.com/watch?v=g95A42iczW4 ΠΡΠΈΠ²Π΅Ρ ΡΡΡΡΠΊΠΎΠ³ΠΎΠ²ΠΎΡΡΡΠΈΠΌ! π» |
| May 13 22:52:04 | 12h 35m | The Life Amoebic | ♥ 0 | It requires some getting used to, but feels nice overal. Have you tried to implement moving mechanics? Like if you need to move between rocks, sticks, etc. |
| May 15 20:35:03 | 45h 42m | SMALL INFECTION: a hardcore cellular shoot-em-up! | ♥ 0 | That was quite hard. The main feature works and really helps to dodge, but camera is to close, hard to navigate. Add some bullets impact animation and hit sounds -- this will improve the game-player interaction. |
| May 15 20:55:54 | 20m 51s | The Bugs World | ♥ 1 | Can't figure out how to win, assuming me and the enemy have the same resources. It's just a matter of time. I think you should add some sort of tactical possibility to win a battle with a smaller group of bugs. Or let them grow/evolve (different type of food, for instance) so player will have multiple options how to play the game. Camera move on 'RMB hold' always triggers bugs to move since it's also RMB. Art style is very consistent, AI and moving logic looks interesting. Thank you! π |
| May 15 22:14:20 | 1h 18m | Miniverse | ♥ 1 | That's some solid gameplay right here. It took me 35 minutes to play it (LD38 record for me). https://www.youtube.com/watch?v=HeecHnfm6NY - βοΈ Art - βοΈ Music - βοΈ Story - βοΈ Fun - βοΈ Gameplay - βοΈ Polishing I don't even know what to add. Amazing. |
| May 16 19:38:30 | 21h 24m | Spike Spire | ♥ 2 | I can get to the second floor, but that jump is very tricky. Screen wrap looks good actually, but you should add more original mechanics to make the gameplay more unique and innovative. Platformer genre is very competitive (VVVVVV, Super Meat Boy, Dustforce and etc.) and it's also very fun π I'd recommend to read this as well: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ Thank you. |
| May 16 20:09:14 | 30m 44s | Battle Ham' | ♥ 0 | I managed to fail couple of times, but than got three wins in a row. It was fun, but a bit fast to me. I'd prefer a longer rounds and more time to manage army/money. Cute animations and angels π |
| May 16 20:51:45 | 42m 31s | Slightly Angry Max | ♥ 2 | Awesome and fun entry. Moments I liked a lot: - Game setting, level design (despite art is not yours, everything in its place) - Game introduction and "How to" page. - Game-to-player feedback (death animation, bullet hits, etc) - Fun and classic gameplay Moments I doubt: - Some sprites overlapping is incorrect (enemy head under wooden fence, for instance) - Passive AI and exploit caused but it. - There is no gameplay progression (like in Alien Shooter survival mode where you get new weapons from bosses and enemies become stronger) - Barrels are not explosive (how dare you!) Here is my playthrough: https://youtu.be/jXoIPeFavU4 max.png Thank you for the game! π |
| May 16 21:19:04 | 27m 19s | Planet or Die! | ♥ 1 | All characters are drawn in a different style, was that on purpose? Texts are very well written and I like all the space splash screens. And this one was a bit unexpected π wait what.png |
| May 16 21:46:10 | 27m 06s | Until Tomorrow | ♥ 1 | 418f.gif I have nothing to add, sorry. π I love this entry. |
| May 18 19:57:19 | 46h 11m | Space Hummus | ♥ 1 | It was easy to beat the game with a flying trick, right from a starting planet. But maybe this is a kind of "easy to learn - hard to master" thing. Sounds are just adorable. The only issue I noticed that some plannets reset the animation when you jump on them which leads to a visual lag. |
| May 20 11:19:40 | 39h 22m | Live or DIE! | ♥ 1 | You should add some images to the game description, since it's completely unexpected what you will see. And wolves ate all my animals. Joblist hides a part of a map too. Live or DIE!.png But it was fun to play. Thank you. |
| May 20 13:12:33 | 1h 52m | Den | ♥ 2 | A thought it is possible to use excavator somehow, but then I found the solution. Screaming looks a bit useless now. Atmosphere++ Another playthrough for your collection: https://www.youtube.com/watch?v=DgcsgFgDRYU |
| May 20 13:41:37 | 29m 04s | Colorfly | ♥ 0 | Nice meditative gameplay and beautiful music. I managed somehow to miss two spheres. Are trees procedural? If yes -- I'd recommend to make more natural "grow" animation for them and make their appearance more random. Like in Eufloria game, for instance. Here is my playthrough: https://www.youtube.com/watch?v=f9WRqIAtbrU I'm not sure was it a real game end or I just failed it π Thank you π¦ |
| May 20 14:46:10 | 1h 04m | Sentient Duality | ♥ 0 | Some ideas: - Show the other shapes almost transparent, at least at first stages. - Allow player to make a mistake couple of times ('hearts' or something like that) - Some moving obstacles, some checkpoints will add more progression to a game. - Re-think interaction with egdes. It is possible to win the game by holding both 'up' and 'right' now, like this: 2017-05-20 17_41_49-Sentient Duality by CabbageCrow - Opera.png I like these simple shapes (like diep.io) and color solution π |
| May 20 21:37:14 | 6h 51m | To do list | ♥ 1 | ΠΡΠ»ΠΈΡΠ½ΡΠ΅ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ, ΡΠ΅Π±ΡΡΠ°! ΠΡΠ΅Π½Ρ ΡΠ°Π΄ Π·Π° Π²Π°Ρ π |
| May 21 08:25:11 | 10h 47m | Honey Home | ♥ 2 | It is sad and fun at the same time. Congratulations, guys! π https://www.youtube.com/watch?v=-RDgAAByyT0 |
| May 21 09:28:18 | 1h 03m | Smalltrek | ♥ 1 | Congratulations, @impbox! I love every part of this game. I tried to complete it, but got a glitch on level 21. I did a record of it: https://www.youtube.com/watch?v=9JGJ-djNWh8 |