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MewSoul

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May 2 17:14:32 The Burrow ♥ 2 As you recommended, it's better to finish the game to understand how the theme has been introduced, and I've to say it has been done very nicely! I really like the art you made, and it combines in a great way with the music to give an atmosphere really chill and pleasing. Just a few things I noticed while playing, sometimes it is kinda difficult to make the difference between the areas you can go or not. While playing as the fish, going from the top to the bottow was a bit slow in my opinion, and I think having a display with the current number or orbs you collected would be nice :) Overall that's a really nice entry!
May 2 17:31:51 17m 19s Throw ♥ 3 Nice way of interpreting the theme! It took me some time to get where I should click to throw the planet (at first I thought it could be done anywhere on the screen), but after that it all went pretty nicely! The effect when the world reaches the goal is pretty cool, and how the camera follows the planet too :) Pretty nice work on the level design and how new mechanics are introduced! I guess the next step would be some animations on the player maybe ^^ Keep going like that!
May 2 17:49:04 17m 13s The Curious Adventures of Ant, the Inebriated Ant ♥ 1 Pretty surprising (in a nice) way of getting the theme done! The concept is fun at the core, and with the ragdoll ant it goes nicely ^^ As someone pointed it before, I also had a problem to pass the first level with the lilypads, like trying to go all the way to right to end up going over the border and falling into the void. So I guess like doing some level design to make it impossible to go somewhere the player shouldn't go would be nice :) I also felt it missed few sound effects, like one where you complete a level, etc... In the end, that's a really original entry! :D
May 2 18:08:33 19m 29s Little Eco Planet ♥ 1 First, congrats to fit the nice tutorial that you did, with that we can understand the basic mechanics of the game really easily. As some said, maybe splitting it to get some tutorial levels everytime you wanna introduce a new animal would be nice, but what you did with the small window at the bottom of the screen to remember the details for each animal is great! Really smart way to exploit the theme, graphics are nice too, maybe some music would be welcome ^^ I just got stuck at the end of the level 10, can't manage to get the monkey the food he needs ahah Great work ! :D
May 2 18:53:25 44m 52s E.(a)T. ♥ 1 Really great entry! :D Totally in love with all the graphics, like the model of the characters, the space skybox, the plants etc... The small intro is well designed as well! The controls feel great too, really responsive. The kicking mechanic feels nice, like you wanna shoot the enemies even more, and the feelings is also made even better with the sound effects. And moreover the online leaderboard is a really great plus! One thing I guess I would add, to have some more "game feel", it would be some particles when you kick an enemy or eat a fruit or even when a meteor collides with the planet. And I think you could easily go even further with this game by adding new planets with like new eco-systems and so on.. ^^ Amazing work guys! :D
May 2 19:05:53 12m 28s KeyPuppers ♥ 1 Original interpretation of the theme! ^^ It's really cute to play, like with the puppers, the sound they make and with the music, the whole lot fit nicely together. At first I had a look at the tutorial, and I felt a bit overwhelmed by it, like there was a lot to do, but once I started the game it went nicely. As some others already pointed it out, holding down the shift key could be avoided because in the end you're holding it most part of the time, or if you want the player to hold it, there should be a reason of not holding it too. Another point I noticed, is that I never quite get the kind of bonus the puppies were giving me once they reached the other side, like I was too focus on saving the other ones from falling. And also it was kinda hard to notice when the keys on the left part of the keyboard were broken, because they were dissapearing behind the ones of the middle of the keyboard. But overall it was pretty fun to try it out! Congrats on your first entry :)
May 2 19:20:44 14m 51s Supernova ♥ 1 Really great execution of the theme! I've been pleased to play your game, I liked going from one planet to another, discovering them and trying to get everything! I also liked how you put a name for each of the planet, it feels like there could be some lore and to develop a story with that! There was just one thing that frustrated me a bit, that was sometimes when I died to an obstacle, and that I had go back to the point I died to try it again, but I guess that's also part of the gameplay, it made me come back at it :p Oh and just sometimes trying to get close to a planet with the ship was a bit rough. Overall that was really nice, congrats! :D
May 3 10:33:11 15h 12m Small World Mining Company ♥ 1 The basic idea of the game is pretty nice, and it fits well with the given theme! I liked the graphics, pretty simple but they get the job done! For the sound design, the pickup and drop effects sound good, I guess I would change the dig sound effect because as soon as you get the gameplay, it's pretty easy to start spamming this action and it ends up sounding not that good in my opinion. As some others already pointed it out, it becomes quite quickly repetitive and the random IA makes it feel you're more like grinding to get it into a safe position so then you can bring back the loot to your spaceship. I think there could be something to do with the loot beeing at different depth, because the more you dig, the darker the tile gets. Having a sort of radar to get how far you are from the closest loot could be nice, a bit like in FF IX with the Chocobo's mini-game in the forest.
May 3 11:02:53 29m 42s Edge of the Abyss ♥ 1 Nice to see this kind of game part of a game jam! Overall that's pretty pleasing to play for the players who like this kind of game :) There are enough units and buildings to bring a sufficient depth to the game and be able to enjoy it! It's nice of you of adding some details about all the elements, maybe that could be something to integrate into the game, like a small window that appears in a corner when your mouse is over one of the buttons. Great work! :)
May 3 11:38:18 35m 25s Supermarket Sneak ♥ 6 Honestly, this game has been the funniest one I've rated yet! The idea is really original, the conversations were really fun to read, overall it has been a great experience. The concept with the phone battery as a timer is pretty cool, nice to find some battery bonus as well, you feel the pressure of the time while trying to get everything and avoiding the conversations, that's a really nice mix! I'm a fan of the graphics (congrats to the artist(s)), and the sound effects deserve well the game! And here is for the things that bugged me a little bit, or that I think can be improved: - The field of view of the characters feel too big, I think something like 90 degrees would be more appropriate; - I think the conversation should start after you spent a certain amount of time in the field of view of the character, because what sometimes happened is that the character is turning and I'm not yet in its field of view but the conversation has already been triggered (like it has been calculated before the graphics have been updated) and so it feels a bit unfair; - I'd give a bit more time after ending a conversation before the characters can talk to you again, it happened to me I'd hit something invisible couldn't move and that a character comes and talk to me, or maybe fixing the colliders could help to resolve this problem (for example here: https://puu.sh/vE9MY/9ba512f801.mp4 , this video also illustrates the previous point); - That would be nice as well if the locations of the items were randoms (like some areas defined, so that you still have some distance between every items), so that would be possible to replay the game without already having the solution; - The only bug I noticed (in the first version, didn't try it in the post-compo version so maybe it has been fixed) is that when you end the game, and start it again, the game starts with how much battery you had when you finished the game. For some more improvements if you wanna go further into the development of the game, maybe having some actions between each window of the conversation. For example, like you could listen quietly or trying to end up the conversation if you're really in a hurry, but this last action could have a big impact later in the game, for example if you happen to meet again the same character in another store if you're in another level, or even in the same store but moments later, the character would remember that and then it would be harder to quit the conversation, etc... Those kind of choices would be like in Life Is Strange for example, but that's just an idea like an other ^^ To sum up that was a really nice game, hope you don't take any of the points I wrote in a bad way, it's just because I liked the game I end up writing all that ^^ Cheers, keep it up!
May 3 11:48:26 10m 08s Techium Eclipse ♥ 1 It looks really amazing, totally in love with the graphics. The concept as well is nice thought, it's catching and you wanna go for more and more. The game feel is great. One thing I would do to improve it a little bit, that would be to have the impact circles to grow more and more as soon as the meteors get close to the planet. Overall it was really pleasing to play it!
May 4 15:12:17 27h 23m Llama's World ♥ 5 Cool interpretation of the theme, I really like the gameplay! :D The colour palette is nice, and the voxel art style is great, like everything fit nicely all together. Nice point to have all this little animations too, the world feels alive, and also when the camera moves along with your cursor. As some others already pointed it out, I think the direction in which the tiles move should be in the other direction (at the moment it feels contrary to nature), like the arrows stay as they are, and just moving the tiles the other way. Because for example the arrow at the bottom points to the up, and once you click, the tiles are moving down when you expected them to move up. And I guess as well the bias should be adjust on the light to avoid the holes in the shadow of the apple ^^ Otherwise, really great concept, nice execution, I enjoyed playing it! :D
May 9 19:08:18 123h 56m Star Traveller ♥ 3 Really well polished game! It was enjoyable, the graphics and sound design fit nicely together. The puzzles were a bit simple, but I guess if you go further with this game, they will be nice for the first "world". To sum up, it was nice to play it! :) And props to Darwin for being a cat! :p
May 9 19:08:22 4s To Valhalla ♥ 0 Very original entry, I like that! :D I've been nicely suprised with the voice to hear about the story, and with the details you provided, like the names next to the islands. There have been 2 things that killed it a bit to me. The first thing was the replay that restarted completely, restarting ingame would have been nice. And the second thing was about the controls of the boat, I've been quite surprised that turning left or right was also moving the boat forward.
May 9 19:08:24 2s Naziverse ♥ 1 Fun idea you had! But I think there are a few simple changes you could do to make it a better experience. For example, moving a bit faster, and having a bit more time after you die (to see that you have been hit properly and to make the restart a little bit less rough). And actually when I entered the house with the small world, I didn't understand at first I had to wait in front of it, and thus I went through the room several times before understanding it. ^^
May 9 19:08:28 4s Mini Planets ♥ 0 The concept is interesting, but as many others already said, the controls and the camera made the game a bit too difficult to understand and play. I think if you put the camera a bit further from the camera and higher (a bit like in Super Mario Galaxy), that would help the player to get more easily into the game. :)
May 9 19:08:32 4s Hop Up ♥ 3 Pretty hardcore game once you go over 50/60sec ahah Actually the feeling you have when you start to go around is pretty nice! ^^ One thing that could be nice would be to have some zoom out when your ball go out of the screen, and maybe the flashing is bit too hardcore ahah
May 9 19:08:39 7s Johi Farm ♥ 1 That is an original entry! Props for this game! :) It was a nice idea to manage the water and to fight the bugs at the same time. As some others already said it, I think improving the controls, like to hit the enemies would improve the experience, but at least it does the job for this game. ^^ And the animations, like when an enemy dies or when digging, are a nice plus! Congrats for your first LD :)
May 9 19:08:43 4s Tiny lil' Kingdom ♥ 0 I think you have a nice idea here, like to manage a city within a small map, but you maybe aimed to start with a bit too much in your game. You could have started with fewer criterias (like only money/people/food) and simpler mechanics (for example bying a tile directly builds the building) and thus having a solid core gamemplay and having a bit more time to focus on explaining the player how to play/polishing everything and giving him a better experience. Keep it up! :)
May 9 19:08:46 3s Island Boom (but it's cats so it's okay) ♥ 1 Nice challenge for a game jam! :D I played single player and it stayed quite fun! There has just been a single problem and it is that as soon as I spawned, I was in the water and died immediately ahah I think a small indication when the turn changes would be nice, because in multi player mode the change is seamless and you can't really know whose turn it is just by looking at the screen.
May 9 19:23:04 14m 18s ATLANTIS ♥ 3 At first sight it looks really great! The graphics and the sounds design go well together, it creates an atmosphere that fits nicely with the lore of the world. But some others already pointed it out, it is pretty confusing to get into the game. I had quite hard times to move around trying to activate the towers. A bit more feedback when playing would be really appreciated, like end of a turn and so on. Another thing I noticed is that with some characters, when I was moving them, they could walk quite far and the tile was almost a bit out of the screen, thus I couldn't see clearly where I could go (mostly when going at the bottom of the map). Still congrats for this game! :D
May 9 19:34:47 11m 43s Cosmic Chaos Crunch ♥ 2 Interesting game, the intro is definitively a cool idea! One thing that was a bit hard were the controls, because you're small and you go fast but you have to aim precisely to collect the stars. Another point that was a bit frustrating is that you can't really go down because you can't see where you are going and the risk to die is quite high. And from what I read in the other comments, the controls with the arrow keys is nice because many games made for the LD support WASD, and for AZERTY keyboard that's nicer to have arrows at least ^^
May 9 19:43:49 9m 02s Gate Breaker ♥ 0 Simple little game but it gets the job done! :D I think it was a bit unbalanced, like too many enemies, too much life or maybe the enemies damaging not enough, in the end there was not too much challenge, I could focus only on the bugs having the password without taking care too much of the other ones and still completing the games. And some more feedback when shooting or an enemy dying (screenshake for example <3) would be nice, but still the particles when hitting an enemy were cool! For this kind of things there is a talk made by JW (half of Vlambeer) that is really great, here is link if you feel like watching it :) https://youtu.be/AJdEqssNZ-U
May 13 15:01:41 91h 17m The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds ♥ 1 That's definitely an interesting experience! At first when I looked at the screenshots and then started to play it felt a bit complicated. But after spending some time in game, I understood better what needed to be done. I really do like when you create the world that the appearance of it is a mix of what you collected, props for that! As some others already pointed it, the pace felt a bit slow. I don't know if it's because the movement are a bit slow, or if the map is too big, or the collecting time kinda quick, but I guess there is something around that could be change to provide a better a felling. Something that would be nice, would be the ability to cycle between the different worlds you created to check faster what you are producing at the moment, or maybe a scoreboard displaying those kind of information. In the end, I think you came up with a nice idea!
May 13 15:22:43 21m 02s It's A Small World ♥ 2 I won't have much to say about this game, not as there was nothing but because it was too great! I'm just amazed with what you've been able to pull off in such few time, it's so well polished from the intro screen to the end scene! The graphics are gorgeous, the story is nice, the sound design goes perfectly with the game, it's full of so many details (like the arrow at the bottom of the conversation windows which moves depending where the character is, just crazy). And thanks for playing and leaving a review for my game! <3 Hats off!
May 13 15:47:51 25m 08s Kanjo ♥ 1 First of all congrats for that, you managed to finish your game and deliver a full story which is great! As you said it, it feels a bit rushed, but if you take the take the time to work again on some parts you could make a great game in the genre, like more about the mechanics/gameplay, because the art and sound design are great! The combat thing is little bit of the genre I think, but I guess that's a personnal feeling, maybe reworked or better introduced into the gameplay it could turn great! The second cutscene felt a bit too fast in my opinion. And just another thing, having a small transition between two songs would be nice! But actually the best part is the music. To be honest at first I thought it came from an anime, tryed to Shazam it but no results, and then I understood you did it, and I'm just like wow. I saw on your post-mortem you recommend to listen to Tranquil (which is great), but there is one I really love, and that's Flagship, I've been listening to it several times until now on your bandcamp. Honestly, I do believe for your next Ludum Dare you should try a game based on music, or maybe you can keep with visual novel or Life Is Strange style and some emphasis on the music (it deserves to be heard!). Nice work again! And thanks again for the amazing feedback you left me! :)
May 13 15:57:43 9m 52s Satellite Bash ♥ 1 Nice arcade game you got here! Really pleasant art style, and that's great to find a game with things to unlock, that's perfect to wanna play again and do better, because actually it's kinda hard to control. Great entry to me! :)
May 14 13:09:13 21h 11m Rock Hammer ♥ 3 Congrats on your first game! :D That's a nice little arcade game which fits well for mobiles! As some others already pointed it out, it's lacking a bit of gameplay to keep the player interested enough to play again many times. A bit more UI would have been nice, like for example where you're going to hit when you launch your hammer, and as well having some feedback when you can throw again your hammer. As it seems it is your first game, I allow myself to give you some links to talks which could help you to improve your games, they're really good ones! - Talk from Rami Ismail with advices for game jams: https://youtu.be/6sqcFNjE2Gw - “Juice it or lose it” by Martin Jonasson & Petri Purho: https://youtu.be/Fy0aCDmgnxg - “The Art of Screenshake” by Jan Willem Nijman: https://youtu.be/AJdEqssNZ-U Good job again! :)
May 14 15:27:01 2h 17m The Whole truth about Nature Selection (16+) ♥ 1 Wow, quite surprised to find this interpretation of the theme, that was kinda funny! The eyebrow animation on some of them was spot on ahah One little trouble I has playing the game, was that I have an azerty keyboard, thus I had quite a hard time to move around. As some others said it, it felt repetive quite fast. Maybe you could made the levels shorter, so the players could have the feeling to progress a bit more than it is now.
May 14 16:37:55 1h 10m The Core ♥ 2 That's a cool puzzle you've made here, and nice interpretation of the theme with the level selection! Props for doing that many levels, and moreover the difficulty was increasing which was nice! I like the background music, I think it goes nicely with the game. But there were some things that kinda killed it for me to play this game. The first thing was that the cursor only appeared on the part where the tiles were available, and that we to click to pick up a tile and then click again to release it, I thought it was drag'n'drop at first. Another thing was the reset of the level, it would have been nice to be able to made a new attempt without having all the tiles removed, and instead to be able to move the ones already on the map. And also, to put some numbers on the levels when choosing one of them would help to evaluate the difficulty and to play the levels in the right order. Having the possibility to go back to the main menu from a level would be nice too. I don't know if this was part of the level design, but in some levels, not all of the tiles were necessary (ie: https://puu.sh/vPPf0/11bede41d2.png) That was a nice experience! I ended up doing many of the levels, I was stuck on one of the final ones :p
May 15 06:33:18 13h 55m (Un)Happy ♥ 1 That was an enjoyable experience! Even though you didn't have much time, it was nice and well polished (like the sound effects, the animations, etc...) I didn't know about BoscaCoeil, I guess I'll have a look it! Creating music and SFX is next on my list of skills to improve! Anyway, good job on your entry! :)
May 15 11:02:22 4h 29m This Is Not Enough Planet! ♥ 1 Really nice game, I enjoyed it! I do like the art style, it's nicely polished, the online scoreboard is a great plus in my opinion (thanks for telling what you used for that, I'll have a look at it and might use it for the next one :) ). If you wanna push this game a bit further, I think it could be nice to be able to customize your ship during the game, like you could spend the energy balls you collect into improving a weapon or the ship, and you'd have to decide to either spent them into improving your planet or your ship, I think that would be some interesting choices. Congrats for doing that! :D
May 15 12:19:47 1h 17m Cathode Way ♥ 2 Nice entry, props for making that in such short time! I really like the vibe/ambiance it has! It reminded me a lot to The Witness, the puzzle you offer with this game is interesting. Actually I had the same problem as @kate-kligman with the rock on my first try ahah And I thought the same thing as well for the jump. To sum up, great game! :D
May 16 12:13:05 23h 53m Slightly Angry Max ♥ 2 Damn that's a great entry! Moreover for your first entry here, that's even better, congrats! The intro is a great plus! That reminds me of the talk "The Art of Screenshake" of JW, when he talks about adding some meaning to the game, and that's what you do with this intro, so it's like you're more into the game, and moreover your intro is funny! What you did is well polished and complete, so I won't have too much to add about it, but I have few points in mind that you maybe would like to consider to improve it (or for future games). - The first feeling I had was that the character moved a bit too slowly, that kinda frustrates me a bit ahah - Another thing is that when you're playing the game, as a player you don't really focus on the UI, and the overheated bar stays the same color if it's almost empty or full, and so you don't notice you're getting too much overheat, you only notice it when you're already overheated and can't shoot anymore. So I guess having this bar flashing when you're getting too much overheat, or maybe changing the color, the players will notice it more easily. - Another feeling is about the sound of the pistol, I would give it a deeper sound when it shoots, so that you've the feeling it's powerful and that you're being badass shooting with it. - One of the point of the talk I wrote about previously is the screenshake, and I felt I was missing it in this game. Maybe you could add some when firing, or when killing an enemy, you'd have the feeling it's a bit more "alive". - One thing I didn't really get was how the weapon was improved, I think it was like cycle of 3 different fire rates but not sure at all. It was kinda weird that after improving it, it came back to normal after some time. Maybe adding a bar which gets empty with the time could help to understand the improvement is not definitive (or a least if is like that currently in the game, but that's what I understood, sorry if I assume wrong :x ). - And as you do a scoreboard, I discover one thing by checking out games during this Ludum Dare, that is Dreamlo.com . It helps to create easily online scoreboard, and there is an implementation of it available on the asset store (I didn't check it yet), and I was thinking of maybe using it for my next Ludum Dare, so maybe you'd be interesting in it! ^^ Anyway, great game you've made, congrats! Cheers!
May 16 13:03:57 50m 52s Tiny Buckler ♥ 1 That was pretty interesting to play! I liked the concept of the shield-boomerang, but it was kinda hard to use. Maybe if the throw was a bit shorter in distance and time, it could be better. :)