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Feedback comments for LD41
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| Timestamp | Since previous | Game | BluShine's comment | |
|---|---|---|---|---|
| Apr 26 04:34:09 | Dance Dance Road Rage Revolutions | ♥ 1 | I like the idea of a DDR + racing game mashup. But I wish they were blended together more. It really just feels like playing 2 completely separate games in splitscreen. Each individual game felt fairly polished. Graphics worked well, good music choices, and good job with the feedback sounds. I think the sound for successfully hitting a DDR note was a little too loud, and should probably be more of a percussive sound (like a snare drum or cymbal sound instead of a synthesizer note). I beat it on the first try, so I guess I still got those Stepmania skills! It would be nice if the game had some kind of difficulty option (maybe just increasing note speed + driving speed). The "racing" mechanics also felt less interesting than the DDR mechanics. Even though it was more challenging than DDR, it felt more like an "Infinite Runner" game than a real "Racing" game. I think it might have been more interesting with an acceleration button, or a steering/drifting mechanic. Or maybe lean more into "Infinite Runner" mechanics, and add powerups that give you a boost, or give you invincibility on the DDR screen. Alternatively, you could add DDR rewards that give your car a boost if you get a good combo. Overall, I definitely had fun with the game. Even though the basic mechanics were simple, they were well polished and successful. | |
| Apr 26 04:56:12 | 22m 03s | Cardbound | ♥ 1 | Wow, those levels are tricky. Just immediately throws you into the deep end and makes you use the mechanics in interesting ways (I didn't realize I could air-jump until I looked back at this page and saw the gif). But I enjoyed the challenge, and it left me wanting more levels after the end! I agree with the other comments that it feels more like a puzzle game than anything else, and the camera zoom was a bit annoying. I think the "platformer" side of the genre mashup was done pretty well, but I wish the cards were a bit more interesting. Usually, cards mean that the game will have some kind of shuffled random element. And usually, a card drafting mechanic means that you're being force to commit to the cards you're drafting for the rest of the game. But the fact that the cards are the same every time and you can instantly redraw means that the drafting mechanic doesn't have any real stakes. The graphics were pretty basic, but very functional and it fit with the theme of the game. The music fit well, too. I wish the player character had a little bit more personality. |
| Apr 26 05:05:15 | 9m 03s | Cooking Mamba | ♥ 0 | The name gets a perfect 10/10. Well done! 😆 There's not much in the way of "game" mechanics, but despite that I still had fun just playing around with it. The audio was especially good, and really made it fun to mess around with. After I got the rhythm down, I just started playing around and improvising. I liked that there wasn't any penalty for failure, so I was free to just come up with my own random syncopated beats and stuff. |
| Apr 26 05:31:27 | 26m 12s | Cooking Fantasy VI | ♥ 2 | Great pixel art, and nice music too. I managed to cook 13 recipes. At the end, it started to get impossible because my chefs just couldn't move fast enough to complete a 3-step recipe within 15 seconds. I agree with @Eugene-Myach that it might be more interesting if you could command multiple chefs. It also might be cool if there were Paper Mario style minigames that let you cook faster. The UI worked pretty well for me. But I wish that it supported arrow keys so I could *really* get that classic JRPG feel! I also loved the random orders. Who is out there ordering "sliced boiled butter"? Why does it need to be sliced first? Well, don't knock it 'til you try it I guess! Also, I appreciate the random misses and taking damage. It's a small touch, but it really helps sell the JRPG aspect of the game. I wish there were critical hits, too! Or maybe there actually were crits and I just got really unlucky... |
| Apr 26 05:41:01 | 9m 34s | DragTypist | ♥ 1 | 53.7 seconds! Those letters come really fast, so it feels great to get a good streak. It feels a little more like a reaction speed test than a typing game, but that kinda works with the racing aspect. Nice pixel art, good sound, and good music. And great job managing to do all 3 of those things at once! Also, great job with the UI and the tutorial! The UI worked flawlessly and the tutorial was very effective at visually showing me how to play. |
| Apr 26 06:23:47 | 42m 46s | Wild Cards | ♥ 2 | Great combination of genres. Very good use of the theme. The survival mechanics were well developed and balanced, and worked well in combination with the card mechanics. I particularly liked the trade-offs between "forage", "wood", and "farm": forage seems very useful early-on, but wood and farm become better as you upgrade your tools. It was also cool trying to decide which cards to keep, and which to discard, especially the ones that required resources to use. I was constantly running out of "eat" cards. It might have been interesting if there was a mechanic that let you upgrade your deck by adding/removing cards. The graphics, UI, and sound were solid and effective. Good job designing all the card images, items, and animations. Aesthetically, I wish it was a bit more unique. Maybe experiment more with color palettes, gradients, lighting and effects. I also played the post-Ludum Dare version after I died, and I really like the added music. It really helps you get into a relaxing rhythm of gathering, upgrading, eating, and resting. I managed to upgrade my sword to level 4, so the monsters weren't much of a threat. My biggest challenge was just discarding fast enough to reach an "eat" card. |
| Apr 26 06:56:54 | 33m 07s | Deck Cutters: Hearth of the Cards | ♥ 0 | Awesome concept, and good execution. I love the variety of cards and the ability to build a deck while you're progressing through the levels. I made it to level 8, but just got overwhelmed by enemies that killed all my units before they could attack. I guess training dummies and speed boost may not have been the optimal deck... I started over and tried building an explosives-based deck, which was a lot of fun until a moth got stuck in a wall and I couldn't kill it (even the mines and the nuclear rat refused to explode next to it). The tank cards were also very good. I liked the voxel art style, and didn't mind the lighting that some of the other comments pointed out. I did have trouble seeing my own summons apart from the enemies. I liked the level layout, but I think a bit more scenery would have been nice. I also wish that there was a bit more variety between each wave. Maybe change the sky and lighting colors between each wave, or give each wave a funny name. |
| Apr 26 07:12:24 | 15m 30s | Adventure Pong | ♥ 2 | Your website is giving me a server not found error (just the game page, the rest of the site runs fine). So I downloaded the source file and managed to run the game. It was tricky to figure it out at first, but once I did I managed to destroy that cocky opponent. It was surprisingly fun trying to read and type quickly to hit the ball back. And I loved the descriptive writing. It really did a great job of setting the mood with the crowd, the announcer, and the opponent taunting you. I kept typing stuff like "hit", "smash", "curve", "lob", "drop", etc. hoping that it would have some kind of effect, but I didn't notice any difference. It would be cool if that was an advanced technique, or even just affected the narration. Fun game, and great use of the theme. |
| Apr 26 07:20:06 | 7m 42s | Decked Out, a Dress Up Card Game | ♥ 1 | ball is life.PNG Coming soon to a fashion runway near you. Cute graphics, and funny idea. It would have been cool to see the full thing, but honestly a dressup game is pretty fun even without "real" game mechanics. |
| Apr 26 07:31:11 | 11m 05s | Indirectris | ♥ 0 | Cool concept. It was tough, but I managed to complete 1 3x3 area. Then the game crashed a minute later (on Windows). I liked the ASCII graphics and the color choices. The mouse interface was a little weird, and I think keyboard controls might have worked better. If you drop both gravity sources so that they overlap, they kinda become stuck together. But in a way, that just made it slightly easier to control. Despite the difficulty, I found myself wishing that the game was faster-paced. I wanted to see 3 or 4 tetris pieces orbiting around simultaneously! |
| Apr 26 07:39:51 | 8m 40s | Friendship Fighter | ♥ 0 | Lovely concept. I really liked the art. Inferno was no match for me, but I liked his hair so we're best buds now. I figured out the fighting mechanics right away, so it wasn't much of a challenge. But I wish there was a bit more story and dialogue. I wanted to be able to taunt my opponent before/during the fight! |
| Apr 26 07:49:58 | 10m 07s | Type2Flap | ♥ 1 | Nice pixel art and fun gameplay. Very challenging, you gotta be really quick to successfully use dive and spit. I was hoping that spitting at a bug would give me a bunch of bonus points because it was so tricky! It seemed like eventually the game would just generate some impossible brick formations, but maybe I'm just not skilled enough. I do wish the game had sound, even if it was just very minimal SFXR sounds for flapping, spitting, etc. |
| Apr 26 08:04:42 | 14m 44s | CWF: Card Wrestling Federation | ♥ 1 | Very fun. I loved the art style, sounds, and music. The wrestler descriptions and move descriptions were very good. I'm not sure I fully figured out how the mechanics worked. At one point, I went for a choke hold and won on the first turn! I imagine the audience might have been a little disappointed with that match. Later, I realized that I could just spam the spacebar until I won by pure chance. But it was still fun just to see the random results of the fights. |
| Apr 26 08:16:21 | 11m 39s | Eilza | ♥ 2 | Interesting idea. The way I played, Eliza fired back insults at everyone who was rude, but was chill with everyone else. I liked how that response worked occasionally, but it also got me a lot of insults hurled in my face. By the end, I was playing really defensively, and immediately shielding my ears after every interaction. It was kinda funny, but also pretty sad that this had become Eliza's automatic response to the world. It felt really good when I occasionally ran into nice people who said encouraging things (or at least neutral things). I also loved the art style and the music. The color picker thing at the start didn't seem to do anything, though. |
| Apr 26 08:41:12 | 24m 51s | Tetrikaruga | ♥ 1 | Amazing concept. Probably my favorite genre mashup so far! The rotation color-swap mechanic is genius. And the fact that you can absorb bullets to clear them out of the way is very useful. The whole thing works so well. Very challenging, but also a ton of fun. I especially love how the music changes seamlessly when you rotate pieces. I wish that the tetris aspect was a little bit more fully-featured. A "hold piece" feature and a "next piece" display would have helped. Also, the ability to rotate left or right would have been very useful for the L, J, and T pieces. It also didn't seem like the game properly implemented the "bag draw" system for choosing tetris pieces, or the bonus points for double, triple, and quadruple line clears. But the bullet hell aspects were very polished, especially since this was a compo entry! I managed to get a high score of 2700 points. Those bullet patterns get really challenging once they start moving at different speeds! |
| Apr 26 08:55:27 | 14m 15s | Marco Polo | ♥ 1 | Very tough! I kept running out of food, jewels, and medicine. I had plenty of arrows, though! The game was pretty fun, but the concept didn't feel particularly original. I think Oregon Trail already did the "Adventure + Shooter" mashup... I really liked the graphics and music. Lots of variety with the enemies. And I also liked the little text interludes along the journey. |
| Apr 26 09:06:22 | 10m 55s | Card Defence | ♥ 1 | brokentower.PNG The UI seemed pretty broken. I couldn't get the upgrade interface to go away. I also couldn't figure out how the shop worked. There's a surprising amount of content here. Lots of towers, enemies, upgrades, cards, etc. Unfortunately, it wasn't very polished, so it was pretty hard to actually place and upgrade stuff properly. I figured out that I could keep getting more cards every time I hit the "start wave" button. Then I just spammed the meteor and icicle cards to clear-off the entire screen. It was kinda fun to just see a mess of particles all over the screen. And it worked really well! But I get the sense that this probably wasn't the intentional strategy... If you have the time, you should try to make a post-compo version that fixes some of the UI issues. |
| Apr 26 09:24:17 | 17m 55s | 63 Little Pieces | ♥ 1 | The visuals were very nice. The animations and menus were very polished. I found it odd that there were sound effects in the menus, but no sounds or music in the actual game. I found the puzzles extremely easy. Almost all of them ended in 4 moves or less, and the solutions were immediately obvious. The moving platform levels were the only ones with a bit of challenge. And only one level seemed to use the shooting mechanic at all. It seemed like there were a lot of game mechanics that didn't really get used fully. I kept waiting for the puzzles to start getting interesting, but I felt like it never really went anywhere. I would much rather have had a game with fewer mechanics, and only 4 or 5 levels with challenging, interesting puzzles. I also didn't really understand the story. |
| Apr 26 09:39:27 | 15m 10s | Stutter | ♥ 1 | The strange abstract world was very interesting. Great use of lighting, colors, and effects. The concept was very ambitious. Unfortunately, the writing just didn't live up to the concept. On top of the spelling and grammatical errors, the story wasn't compelling. It also didn't feel like it tied in to the mechanics or the game world. The platforming and shooting aspects also didn't seem very polished. |
| Apr 28 02:58:22 | 41h 18m | Fish Fighter | ♥ 1 | Funny idea, and a lot of fun to play. The shooting segments felt very polished and smooth. Good job with the variety of levels, enemies, and weapon upgrades. That's a lot of content for a short amount of time! The fishing mechanic itself felt a little bit shallow compared to the shooting mechanic. It might have been more interesting if the fishing and shooting had more interaction. It mostly felt like the fishing rod was just a level select button for the shooting game. But maybe that's not a bad thing because it put the focus on the strongest part of the game. The music was great, and the underwater audio filter was a *perfect* choice! The art was very simple, but the lighting and effects helped it look more polished and finished. Also, the "tutorial" is very clever. I think a lot of players might not have even noticed the upgrade shop, but the fact that you start out with no rod/gun is a good choice. One thing about the interface is that I wish there was a big notification to tell you how much money you earned at the end of each fishing level. |
| Apr 28 03:04:14 | 5m 52s | Rhythm Card Hero | ♥ 0 | Despite being a very short prototype, I really enjoyed it. The mechanics and interface worked well, the art was cute and effective, and the sound was simple but worked well for a rhythm game. As other comments have mentioned, the idea is awesome, and I'd love to see a bigger version with more cards, enemies, music, etc. |
| Apr 28 06:45:24 | 3h 41m | TURBOSTUNTS | ♥ 1 | Short but fun. Reminds me a lot of Rocket League and Jet Car Stunts. I think my Rocket League skills definitely helped me out because I managed to finish the game! I think a checkpoint somewhere in level 3 might have been a good idea, though. The handling took a little bit to get used to, but it wasn't too bad once I figured it out. The braking seemed a little weird, especially while turning. I ended up using the "reverse" button instead of "brake". I liked the bright, super-saturated art style. The chromatic aberration effect while boosting was good too, but it would have been even better if the car's model had an actual jet booster on it. I didn't really like the music, it felt a little too stereotypical. The mixing of the music also seemed a little off, but it's hard to describe what was wrong with it. A more experienced sound person could probably explain it better. In the end, I had fun with it, and would love to see it expanded upon. |
| Apr 28 07:15:11 | 29m 47s | Avenue Zed | ♥ 0 | I love the idea. It's really tough to divide your attention between multiple intersections, even *without* the tower defense aspects! I think it's good that the tower defense parts are not as difficult as the traffic management, because you can mostly let the towers do their own thing and only check-in on them occasionally. The number of levels is very impressive. But, they get a little repetitive. I made it to level 8 before quitting. It's not that I disliked any of the mechanics, but it just felt exactly the same as the last 2 or 3 levels. Ideally, each level should introduce some new mechanic or force me to learn a new strategy. But By the time I hit level 8 I felt like I was just doing the same thing over and over. It might have been less tiring if the levels were shorter, though. I really like the different choices of tower. 3 options felt like the perfect amount. I never felt like I needed upgrades or powerups or anything like that. I did wish that there was some sound and music. I think music would have really helped set the tone. I wasn't quite sure if this was supposed to be a silly, wacky zombie game or a dark, weird zombie game, or what. I think sound would also be very helpful. Often, I would be very focused on one section of the screen, when I suddenly noticed that something important was happening in another area (traffic jams, cars exploding, zombies breaking through defenses). If there was some kind of warning noise, I think it could help make the game more intuitive and exciting. It was kind of funny that the cars politely stopped to let zombies cross the road, and the zombies totally ignored the cars. Maybe they were driverless automated cars? It might be kind of nice to have a little bit more world/story behind the game. Even if it was just 1 line of text before each level. I really loved how the two mechanics interacted with each other. Great idea to combine those two genres! |
| Apr 28 07:36:49 | 21m 38s | A Relaxing Time At The Arcade | ♥ 2 | Very polished game. The arcade games were pretty fun on their own, and the added ghost mechanics was a cool challenge. The arcade world was also done very well. Overall a very good experience. The horror didn't really work for me. It was a bit more silly than scary. Although perhaps that's what was intended for a "spoopy" game!👻👻👻 I think the sound was pretty good for a horror game, but I didn't have any feeling of tension, and there weren't any big scary jump scares. Even when the ghost popped out of the second arcade machine, it was more funny than scary. I think it might have been creepier if there was more weird ambient stuff in the arcade itself. Maybe have the ghost wandering around the arcade, and you have to hide from it when it gets near. But anyways, it seemed like the horror parts worked for some of the other commenters so maybe I'm just too old and jaded... Despite the horror stuff not really working for me, I found myself enjoying the 3 different arcade games. The first one was especially fun, it was interesting how you have to dodge your own hammers but also shoot fast enough to break all the boxes before they reach you. |
| Apr 28 07:56:04 | 19m 15s | Joe Chef | ♥ 4 | This is amazing! I'm not quite sure what I was expecting to play, but it turned out to be some kind of Dragon Ball Z style 3D fighting game with a very muscular chef!? I loved the graphics and the humor. Great job with the cutscenes. Not very many Ludum Dare games have 3d animated cutscenes! I'm not quite sure I fully understood the fighting system. The later opponents were very good at dodging ranged attacks, and the heavy attacks didn't seem to do much damage. So I mostly just spammed light attack while trying to dodge their projectiles. It worked pretty well, and I was able to defeat Paprikaman! I had a lot of fun with it, and I especially liked all the particle and sound effects (even just for moving around). The one thing that might have been cool to have is some kind of cooking mechanic. But I have no idea how you would manage to combine that with the fighting mechanics. |
| Apr 28 08:26:22 | 30m 18s | Number One Take Out | ♥ 1 | Windows version worked for me! Very intense, very fun game. I got to the final boss and was so close to beating it, but died just before I won. The early levels were all pretty easy, and felt more like Geometry Wars or some other twin-stick shooter instead of a bullet hell. But the boss level was really tough, and totally filled the screen with bullets! I was very impressed by the number of enemies and the variety of upgrades. It wasn't just numerical boosts or "+1 damage", the upgrades actually added extra effects to the dash, and added more bullet spread to the player's weapon! Very cool. The art style was wonderful. The soft watercolor aesthetic just looked gorgeous and worked perfectly with the game. Especially in the final level, when there's just huge swarms of dots attacking you, and you leave tons of blotches of color on the ground after you kill them all. The delivery mechanic was an interesting way to force the player to move around the level. It might have been more interesting if it was slightly more complex. It's kind of weird that you automatically get the next order as soon as you drop one off. You could make it so that the player has to return to a restaurant to pick up more food before they deliver to each house. Or you could make the player collect ingredients to cook each take-out order. I think this would make the "delivery game" aspect more interesting. The procedural generation didn't seem to have a huge effect on the gameplay. Maybe I just got unlucky, but all of my levels felt pretty similar. I wonder if the game would have been better if you just used handmade levels? Still, it's pretty impressive that you made a procedural level generator for the Compo! It also would have been nice to have some sounds and music. With most bullet hell games, the music is such an iconic part of the game. So it feels a bit sad to have a bullet hell game with no music. Even if you didn't have the time/skill to create music, I still wish there were some simple sound effects for shooting, taking damage, regenerating shields, and hitting enemies. I think this would have also improved the gameplay by clearly signaling those events. Without sounds effects, it's sometimes hard to notice when you take damage. Overall, it's one of the most beautiful and most intense games that I've played so far in this Ludum Dare. Great job! |
| May 1 10:17:09 | 73h 50m | The Bugbear Tavern | ♥ 0 | Nice, short, and fun. It's definitely a similar premise to VA-11 Hall-A, but the 3d world with physical ingredients and a cauldron is a nice touch. I wish there was a bit more interaction and responsiveness. Punching, complimenting, and brewing the wrong drink didn't seem to have much of an effect. Also, because the world is a 3d space I wanted to be able to walk around and interact with it. You could walk down to the cellar to get a new keg of beer, or go to the backroom to cut more lemon slices. You could serve people at tables, or just walk around and have conversations. I liked the tone and the use of humor. The writing wasn't mind-blowing, but it was entertaining enough to keep me playing through the end of the game. The little touches like the "punch" button and the boot ingredient were great. The character art helped set the tone and theme of the game. The 3D assets mostly looked like stock 3d models, but they did help create a fantasy atmosphere along with the music and sounds. The 2D interface also fit the theme of the game, but it also didn't feel very polished. For a mostly text-based game, I think it's pretty important to have a smooth, clean, and easy-to-read UI. |
| May 1 10:43:50 | 26m 41s | Stone Age X/O: Inception | ♥ 1 | Interesting idea, but progress was a little slow for my taste. I know it's kinda in the name of the genre, but it just takes a lot of clicking (and/or time)! The depth concept combined with tic-tac-toe wasn't quite interesting enough to keep me playing. For a clicker/idle/incremental game to be compelling, I think it needs to introduce new mechanics, or tell an interesting expanding story, or slowly evolve the gameplay in interesting ways. Even if it's just unlocking new snippets of text or new images, I think it really makes the progress feel worthwhile. |
| May 1 12:18:27 | 1h 34m | Gone Vroom | ♥ 0 | Brilliant idea, and I love how fully-realized it is, despite the extremely short length. I finished it and I'm still just sitting here just laughing at the idea. |
| May 2 03:11:53 | 14h 53m | Legend of Zoom | ♥ 1 | Amazing combination. More difficult and even more fun than I imagined! I finished the game and I felt like I was getting pretty good at dodging those enemies. Great job with the variety of enemy types and movement patterns, it really helped make the fights more interesting. I like the way you re-interpreted classic Zelda graphics with vector art. The sound was a little rough (engine volume too low) and some music would have been nice. I think it would have felt more fleshed-out if it had just slightly more Zelda mechanics. It's a little disappointing that enemies never drop anything. Maybe add keys, arrows, or bombs. A small overworld area or a few branching dungeon rooms could have been cool. Maybe even some block-pushing or wall-bombing puzzles. Or alternatively, you could add a few more racing mechanics like timers, checkpoints, boost, fuel, drifting, etc. Of course the scope is very limited by the jam timeframe, but I think the game feels a little sparse and just 1 extra mechanic to keep track of would really make it sparkle. I really enjoyed playing it, and would love to see the concept expanded upon. |
| May 2 03:30:11 | 18m 18s | Patrick's Shoot Towers Pew Pew! | ♥ 1 | I liked the funny/surreal background music. The racing mechanics were a little bit disappointing, since you're not really racing against anything, or even a timer. It felt more like Sanctum, Orcs Must Die, or any other action/tower defense mashup where you control a character that can build towers and help fight. The driving mechanics might have been more interesting if there were some kind of obstacles that were difficult to avoid, or if enemies fired projectiles that forced you to move around the map and dodge. The difficulty was also definitely an issue, since 1 turret alone seemed to be able to take care of every wave. An easy way to fix this could be to simply make enemies spawn faster with every wave (that's what I did for my tower defense game). Personally, I'd always rather have a game that's too difficult and ends quickly instead of a game that's too easy and goes forever, because you can replay a difficult game and try out different strategies. |
| May 2 04:19:10 | 48m 59s | Shoot 'em Up & Slap 'em Down | ♥ 2 | I like the idea, reminds me a little bit of Phantom Dust. I like the variety of cards, my favorites were triple shot and FOV increase. I wish the move speed increase was slightly more powerful. The limited duration of each card was also a little bit confusing, at first I thought the cards were permanent. An on-screen timer or card indicator would have been very useful. The graphics were a bit disappointing, I wish the environment and characters had more life and color, even if they are robots. I think the pace of the game was also a little bit slow. The waves felt pretty repetitive because there was no change in enemy types so you could just keep running in circles and shooting behind you. Which was very effective, but also somewhat boring. More enemy types, more enemy movement patterns, faster waves, or faster enemy spawning would have made this more interesting. I really like that you gave the player full deck customization. A lot of the other card games in the jam used "draft" style interfaces, or a preset deck of cards. Getting to pick everything beforehand was fun, and added an element of strategy to the game. |
| May 2 04:44:44 | 25m 34s | Rude Bear Rogueolution | ♥ 2 | Great beats and gameplay. I beat it twice, although I didn't notice much "difficulty" increase besides the faster tempo. Interesting control system, I like that you did something new and original instead of just copying Necrodancer. Using the d-pad to dash was a little weird because you have to take your hand off of the joystick to do it. So I never really used the dash outside of the pits you're required to cross. Good job with the level design/tutorials, especially for the dashing. It's nice that you started with a non-combat area to help teach the player the basics. Like some other comments, I had a bit of trouble with the beat detection. The "auto-sync" thing is a decent idea, but I don't think it worked very well for me. I would much rather just have a Necrodancer-style beat indicator that shows you when to tap. It's a little weird to see this called a "roguelite". I didn't notice any procedural levels, items, etc. But I guess the definition of that genre has always been somewhat nebulous. On the other hand, the rhythm game part was awesome. A lot of people tried to make rhythm games for this theme, and it's a really tricky genre to get right. But this is probably one of my favorite rhythm games in the jam. Graphics were great, and I liked how everything in the world danced along with you. Glad to see the rude bear is still doing his rude thing! |
| May 2 05:11:59 | 27m 15s | Golf War | ♥ 1 | Great genre combination! I liked the chalkboard graphics style, Scottish accent intro, and sounds/music. The fighting mechanics felt very satisfying and fun. The golf UI and controls were pretty good, and I'm impressed that you even had a putting mechanic. But it was almost impossible to get a decent score because you couldn't even see more than a few feet ahead of you! Camera scroll/zoom and a shot preview would have made the golfing much more enjoyable. I think the golf ball also rolled a lot further than I expected, like I was golfing on bare dirt instead of thick Scottish grass. A good solution I've found to simulate grass physics is to increase the ball's drag and angular drag while it's on the ground. |
| May 2 05:28:22 | 16m 23s | Golf with Guns | ♥ 0 | Good golf and good shooting! I made it to wave 6 but just couldn't beat it. I love that you decided to put multi-ball levels in the game, I laughed the first time I saw that! But it's really hard to keep track of all 3 balls at once, especially with all the zombies and other objects on the course. It might have been a bit easier if the balls were bigger, or if you had an arrow pointing at them at all times. The helicopter is a smart idea. I like that it lets you fly around without having to worry about camera angles or being attacked by zombies. The zombies are also a cool way to add time pressure to the golfing, and I like that even when they explode they don't always completely mess you up. But the pink spheres can make it hard to see where your ball is, especially when there's multiple zombies piling up. I do wish there were a few more golf courses. But the waves mechanic is a smart way to get around having to make lots of different levels. It's a great way to make the most out of the limited number of hours during a game jam. |
| May 2 10:06:31 | 4h 38m | Bitcoin Dozer 3D | ♥ 0 | It's a funny idea, but it really just feels like a straight-forward coin dozer game rather than a mash-up of two genres. At the start of the game, it's pretty boring because there's just not much that you can do. But once the machine starts to pay out, it really just gives you tons of coins. And it's kinda funny to just keep dumping absurd amounts of coins from the sky until the game starts to slow down. The coin physics seem a little weird. They act really squishy, and tend to bunch-up in odd ways. Part of this is probably just due to how Unity physics works. But it might also work better with a smaller board, thicker coins, and messing around with various physics settings. I think some sound effects would really have improved the experience. Stuff like particle effects and flashing lights would have also been a nice touch. A casino game is really all about flashyness, and I think winning coins deserves a bit more fanfare than just some floating colored text. |
| May 2 10:26:07 | 19m 36s | Card Commander | ♥ 2 | Cool idea. But it just didn't really "click" for me. The deck-building element was cool, and it was fun to unlock new card packs and slowly build up a collection of better cards. But none of the cards seemed to interact with each other, which takes out a lot of the fun of a card game. The shooter aspects also didn't really work for me. The levels didn't have particularly interesting designs, and it was very easy to get lost or turned-around because they had absolutely no landmarks, textures, or even colors! The enemy designs didn't have much variety, weren't very challenging, and weren't arranged to create interesting tactical situations. I got through most of it by just strafing and spamming the shoot button until things died (also, I really wish I could just hold down the button). The music and sounds were decent, but felt a bit too repetitive. I don't think this would be an issue if the game was shorter, but some of the levels can take pretty long just because the rooms are so large. The menus and variety of cards was pretty impressive. And the core idea and mechanics are cool. But I think the game is just held back by the level design and graphics. |
| May 2 10:39:13 | 13m 06s | Bright Voice | ♥ 1 | Very interesting combination, a little similar to Fract OSC. I love the graphics, great job with the lighting and the strange abstract architecture. I got past the second puzzle, and that cool view left me wanting to explore more of this world! I personally liked the sound memory aspect. Memorizing specific notes without any other cues (letters, colors, etc.) is something that you rarely see in most games, so it's a surprisingly fun challenge. I'd be interested to see how you could expand on the idea. |
| May 2 10:58:32 | 19m 19s | Just Relax | ♥ 1 | Wow, really great job! Loved playing this. The basic mechanic was already a cool idea, but the boost and hover abilities worked together super well. The optional objectives was also a very smart choice, and I really like that you have a level select that shows you which ones you've done for each level and an overall completion percentage. The level design felt really great, too. Some of the levels started to get a little bit repetitive about half way through, but there was also some cool stuff with moving platforms that interact in interesting ways with the music rhythm. I think you could probably have cut it down to a smaller number of levels, and focused on making those levels as good as possible. But that's a very minor thing. Easily my favorite platformer I've played so far in the jam. Wonderful work! |