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Feedback comments for LD41
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| Timestamp | Since previous | Game | SecretPocketCat's comment | |
|---|---|---|---|---|
| Apr 24 11:53:12 | Turn-Based Invaders from Space! | ♥ 1 | It seems to be a bit too RNG-based, but other than that it's great. Also, same as @faze - almost had it, but not quite 2018-04-24 13_36_02-Turn-Based Invaders From Space! by HacksawUnit.png Seems like an AI loop? Also, Construct threw a js error at around that point 2018-04-24 13_37_05-Turn-Based Invaders From Space! by HacksawUnit.png | |
| Apr 24 12:10:16 | 17m 04s | Draw --> | ♥ 0 | Cool idea, especially, I super like the "filler" cloud cards, that's a nice touch and the initial tutorial is welcome addition. |
| Apr 24 12:36:56 | 26m 40s | Flappy Blocks | ♥ 1 | This's the flappybird mechanic put to good use, although it gets frustrating maybe a tad too easily. Also, the blocks sometimes seem to start so low, that they drop on the bottom level immediatelly. Best part for me is probably the story since the writing's hillarious. Oh, and Zig and Zag are the worst! To hell with them... |
| Apr 24 14:00:06 | 1h 23m | Tennis Hero | ♥ 0 | Hi, fellow bullethell + racquet-game player (I got bullethell + squash đ). The look of this one is amazing - especially the lighting seems magnificent and the UI is a joy to look at. IMO the controls hold it back from greatness from being much more fun. Normal arrow movement + mouse aim would probably be nicer. |
| Apr 24 14:34:57 | 34m 51s | QuickDraw TCG | ♥ 1 | At first I thought the cards could be be played immediately, but the more I played the more I got into the micromanagment side of things. Are there extra VP/score cards? I never got offered one. Either way, this's a super cool way of including deckbuilding. You've earned yourself a follower đ. Got to Day 2 1/3. |
| Apr 24 18:53:10 | 4h 18m | Tetratower | ♥ 1 | Great mashup, the artstyle reminded me of Tricky Towers a lot. At one point the tetrominoes were floating in air without falling on the enemies (the crashed through the bottom layer). Is that by design? |
| Apr 26 19:21:53 | 48h 28m | Remote Bot | ♥ 0 | Loved this! (And I'm saying this even thoug it took me ages to finish). đ đ đ đ (All my thumbs up)! Is it inteded for 'run' to cancel 'up'? Also, I unintentionally cheesed the final key by jumping too early on the second jump, hitting my head on the ceiling and fall to my death, but pick up the while falling by just brushing the platform from the side. Maybe it could be just a bit more to the right to prevent that? P.S. -p 144t seems super secure đ |
| Apr 26 21:35:40 | 2h 13m | Gravity Chess | ♥ 1 | Great game, everything felt very intuitive except the stone blocks. At first I thought I couln't pass through those at all, but then again, lvl 15 meant it had to be possible, so the point is probly moot đ¸ |
| Apr 29 13:33:03 | 63h 57m | Cardcade | ♥ 2 | The intro's sick and the scope is super impressive, although I'm not a fan of kiting and the card throwing tends to lean into that kinda gameplay. Also, some cards could be just an instant play instead of a throw (mana recharge) and the teleport felt kinda useless due to the duration of the throw, although the throwing kinda makes sense in that scenario. |
| Apr 29 13:51:25 | 18m 22s | Daxua | ♥ 1 | The visuals and animations are great with the only thing kinda breaking it being the slowly 'gliding' cut-off body parts and the music is amazing, though I'm not a fan of the guitar riff thingy. The boss was kinda easy too cheese. |
| Apr 29 14:21:11 | 29m 46s | Sneak To The Rhythm | ♥ 1 | Great entry, the only thing I'd have liked would have been more rhythm-driven gamplay as this really felt more like a puzzle game than a rhythm one, but I'm pretty damn bad at those so maybe it's for the best đ (Or maybe it's just 'cause I was so bad at tapping to the beat that I ended up just holding it al the time. |
| Apr 29 20:20:07 | 5h 58m | Shuffle Knight | ♥ 2 | You guys should rate more and also advertise this release way more - there's a lot to like here, especially the screen-wrapping is super nicely done. The core idea's amazing, the visuals are great and the music is not too shabby. đ đē Here are my nitpicks (in addition to those mentioned in your original post): * the platforming is way too floaty and not very enjoyable, especially for precision-based jumping * the player should probably lose the sword on death, at least until they 'finish' a screen (the way it's the player may happen to fall to their demise and yet get the sword and still keep it scot-free * if it's going for more of a puzzle-based approach, leaving RNG out-of it would probably be a good idea - a few times I was just 'refreshing' the cards to get the specific I wanted I could definitely imagine this being a cool puzzler, each level providing a few given cards (and requiring to smash an orb once or something like that). |
| Apr 30 15:42:50 | 19h 22m | Think Before Escape | ♥ 1 | I was looking forward to try out this one and I wasn't dissappointed. The idea was great as well as the execution. đē Now for the nit-picky stuff: * ghost jumping would be great * jumping with a gamepad didn't work for me in the WebGL version - instead of a long jump, the character just kept doing tiny jumps (but that might just be the device (Logitech F310) - it worked great in the Win version) * some screens felt a bit too 'position-dependant' - I had to wait quite a while for the moving platforms to get into the right position (especially the very last screen) * the base sfx volume is too loud * the timescale could get faster during the enemy turn, but that might get confusing |
| Apr 30 16:20:00 | 37m 10s | Jammer Tank | ♥ 0 | This's a great deal of fun, but it's quite hard. I couldn't get past the platforms after getting the rope shot and I gave it a lot of shots (sorry, but not really), but I just couldn't. One problem I had was the ability to lock myself in using the rope shot by getting stuck on a platform below the point of impact. I could free myself after shooting around blanks like crazy, but putting the rope on a timer or allowing the player to cancel the previous one by shooting a new one would be much simpler. |
| Apr 30 16:45:54 | 25m 54s | Stirfry's Rhythm Rave | ♥ 0 | I tried so hard, but I'm just trash at rhythm games (even though Necrodancer is my one my all time favourites - I'll probably never beat Aria...). The movement and platforming felt good and getting it right must feel amazing, but I never managed to do that unfortunately đ So from a newb's perspective * a more pronounced beat visualisation than the heart would be great * more leeway in terms of hitting the beat * a meatier, bassier track would be probably easier to hit |
| Apr 30 16:50:34 | 4m 40s | Skirmixer | ♥ 0 | Is it offline now? âšī¸ |
| Apr 30 20:01:29 | 3h 10m | Sumbot Fighting! | ♥ 1 | The lil' bots are freaking adorable - love those guys! I Played it with my better half and while she was not very keen on it, I was. What a shame there's no sound. I'd have liked: * components/instructions not disappearing on letting go of the action button, maybe just putting them on the floor (and saving it for later) * ~~possibly a shared instructions pool~~ mentioning to players they in fact can steal instructions from each other (I raised the fun rating once I noticed it's indeed possible đ) * being able to run around the whole arena, no just around the bottom * basic controller support, at least for 1 player (as some cheap keyboards can't take in more than a certain keypresses at once) These are just minor complaints. Other than that, I like the game a whole lot and it's possibly my favourite multiplayer entry (well, other than mine, obviously đ). BTW. I did not get what genres it covers, so I skipped the theme rating. |
| Apr 30 21:00:53 | 59m 24s | DUNK EM UP! | ♥ 1 | Wow, it's hard to believe you were able to cram this much polish in just 2 days and the dunks feel just oh-so-satisfying! 2018-04-30 22_47_19-DUNK EM UP.png A few gripes/ideas: * getting dunks on the red/purple guys seems way too easy * going anywhere but the bottom floor seems pretty much like a no-go after the 'shrooms get going (there could be more exits, but the shrooms would spawn jsut from the top?) * there's little motivation to throw the ball from afar rather just getting close and personal (maybe longer throws should reward players with more points? That seems thematically fitting) I was also wondering how much would it benefit and/or hurt the game to make the enemies damage the player on touch (so the player would have to have HP or something along those lines), but could kill them by jumping on them. Then the player could still maintain their multiplier by jumping on the shrooms if they happen to throw the ball away, but would risk getting hurt. |
| May 1 06:58:35 | 9h 57m | On The Fly | ♥ 1 | The game's gorgeous and the SFXs definitely make up for the missing music. Some of the answers made me LOL. I played it with my significant other and even though she doesn't play that much, we thought the gameplay loop was fairly shallow maybe if there was something at stake. BTW. does the debris actually do anything? |
| May 1 07:06:50 | 8m 15s | Hot Meals | ♥ 1 | Played it with my GF and it was a lot of fun. The scope of the game is really impressive, the music is great and the dynamic split-screen is really cool. Suggestions/gripes based on playing 2P * we were really missing a goal arrow (Here's the stove/next checkpoint kinda thing) * my GF is not much of a gamer, so she had a lot of trouble coming with the wonky physics, though - maybe that could be tuned down a bit? * the cooking an racing could be more intertwined (run a lap after each ingredient?) * I'd love more player interaction (place stoves at different sides and allow players to steal ingredients from each other) |
| May 1 08:03:40 | 56m 50s | Cocaine McBain - A Farm Rush Adventure | ♥ 1 | Super polished and the visuals are simply great. 2018-05-01 09_55_04-Made in GameMaker Studio 2.png Suggestions/gripes: * Restart just the day (maybe that wouldn't apply if this was a regular endless runner, but if you want people to finish your game during LD, you shouldn't probably make it harder than neccessary for us) * nothing stopped me from just pressing A + D so I didn't have to focus on whether it was a crop or an animal - it could be on a timer or you could force the player to click it for a different kind of distraction * this's probably just me, but my eyes started to hurt after a while and that never happens to me (I couldn't say if there was motion blur on day 3 or it was just my eyes) - I have finished it in the end, but I couldn't have gone for much longer if I haven't. |
| May 1 08:43:05 | 39m 25s | Fowlcard | ♥ 0 | Cool idea a the owl is so beatifully OP đĻ đ but the there's seems to be no reason to do do anything else but to play the cards immediatelly. With a bit of redesign, it could provide more depth. Also, the artstyle maight be too cutesy for the wolves and snakes (I know it's pre-existing assets, but still). 2018-05-01 10_37_03-Fowlcard by asyzruffz.png |
| May 1 09:04:40 | 21m 35s | FAST CRASH | ♥ 1 | Great looker and the music is stellar. Have I mentioned I adore the soundtrack? No really, it's amazing! Suggestions/nit-picks: * the game felt slow - maybe the questions could just stay at the top and the car could then go much faster (the billboards were great, but at the cost of slowing the whole thing down) * the cost of firing could be lower - half the cost of actually getting hit seemed a bit excessive * the trivia could be less US-centric - I know it's just weird outdated laws, but still |
| May 1 09:29:23 | 24m 43s | Beat Warriors | ♥ 0 | I really like both the concept and the exection. I got 30-ish on .3x speed, 'cause I'm bad. (64 on .1x, but doesn't really count). Suggestions/nitpicks: * maybe allow players to get git a few times before losing - this felt too harsh * a controller version would be cool - this kinda expects the player can touchtype * I got what seemed like random speedups after hitting a few notes which made the character go a lot faster (after slowing down when hitting the first note) - was that intentional? * the collider for hitting the notes felt a bit off, but that might be just me or input delay * the main track was great, but the scorescreen tune started to get on my nerves rather quickly |
| May 1 09:58:33 | 29m 10s | Fallen Leaves | ♥ 1 | Nice use of the assets - the worlds is quite pretty and it was a good call to remoe the the footstep SFX. The final character has got some nice dialogue. Suggestions/nitpicks: * the movement feels good except when stopping after running for a while - then it moves in that direction and then stops abruptly without any lerping or anything so I either just worked my way though without stopping at all (which felt great) or just tapped the keys to nudge myself in the right direction * would have liked the option to pick up some other (random) stuff which would make me actually try to remember and think about the riddle rather than just look for whatever I could find |
| May 1 11:59:49 | 2h 01m | Heartless Ninjas | ♥ 1 | The idea of sneaking through your own defenses is super cool and it's a nice touch that the player can sell their units. (Potential cheese - place units to slay enemies and then remove them at the very last minute (at least remove from from 1 path) for the merchant to just breeze through. The music sets the setting really well. Gripes/suggestions (on Chrome, Win 10, decent specs - i5, 8 gig of RAM, GXT 950M): * the run animation was super buggy for me and it rarely worked * the merchant mode was running poorly - low FPS * lack of feedback from the towers - I'm not at all sure how effective my towers were as some enemies passed through and some just kinda dropped dead * arrows for camera control were pretty annoying * does the merchant mode have to be 3D at all? I'd probably prefer to have it topdown, but that might be just me The foundation is great. If you work on it further, it could really become something special. đ |
| May 1 12:23:19 | 23m 30s | Bloody Battle | ♥ 2 | Getting some Nuclear Throne vibes here, especially with the revolver and the worms (although I could tell they are slightly different). The gory aesthetics and the eerie music go together really well and create a nice atmosphere. The destructible terrain is cool, although I'd rather see the characters digging thru rather than just shooting through it. (Then again, that could get tedious). Gripes/suggestions/nitpicks (take this with a grain of salt as the game seems overscoped as is - you've done a lot for just 3 days): * meatier/bassier sounds (especially gunshots) * the shotty shoots just 1 pellet? That's not very satisfying * the green goo-shots should probably dissappear when the player gets hit by them * where player shoots and the cursor seem to be offset by the gun position (so I'd assume the cursor should be offset by what the gun nozzle is offset from the center of the character) BTW. What are the mixed/combined genres? |
| May 1 14:17:07 | 1h 53m | Type n' Jump | ♥ 2 | > Most players finish the game in 10 minutes and over 200 commands! Ha, I ain't no average player! Kinda... đ (I just wished I made in like 9:59 or something like that). 2018-05-01 16_12_19-Type 'n Jump by The Jucas, Eduardo Scheffler, Richard Silva.png Anyway, this's an amazing entry. The level of polish is great and I love that you took the time to add in typos of the commands as well. đ My only complaint would be unnecessarily loud base audio. |
| May 1 15:06:26 | 49m 19s | The Cards You're Dealt | ♥ 3 | After getting stuck and restarting the game I started a long run and at the start of level 10 I thought: 'I wonder what does the skull icon/btn do. Does it end the game? Yep...' đ 2018-05-01 16_56_25-The Cards You're Dealt.png Thus my only complaint is that you could directly tell the player they can restart using the button, but that's probably on me anyway. In any case, a great entry. I'd welcome trashing/discarding, but that would probably make me even more OP (or trash vs pick new card could work). |
| May 1 15:28:55 | 22m 29s | Jet Boy | ♥ 1 | Agree with the rest that the 1st boss is the hardest for me (at least the first version). I got to boss 5 (or rather the 2nd variant of Boss 2). Other than this difficulty spike, the entry is amazing, especially the music and how everyhing was 'juiced'. You've earned yourself a follower. |
| May 1 15:54:43 | 25m 48s | Combo Maker | ♥ 1 | Took me quite a while to get used to the controls, but once I did, it just clicked. 2018-05-01 17_49_42-GameMaker_ Studio.png I remember seeing an WIP post about this and I was looking forward to and I certainly wasn't dissappointed - what an amazing entry đ |
| May 1 16:27:30 | 32m 47s | Midnight pulse | ♥ 1 | I died so many times 'cause I was dreamily looking at the awesome background. It was fairly challanging, so it took me quite a while to complete, but never got frustrating. Nitpicks: * I encountered 2 volume related issues - once after dying the track jsut stopped playing (or was silent, can't say), so I obviously had to restart 'cause of the sick track and another time the volume seemed to changed slightly between respawns * I was not super keen on guessing when to jump 'cause the terrain was in the way or the camera was too slow to catch up to the ball. |
| May 3 19:59:37 | 51h 32m | Can't Get Along | ♥ 1 | Hello, fellow Czech devs đē The visuals are top-notch and that glorious versus screen tops it off. Both me and my better half found the movement somewhat confusing, which's proably due to the view. Also, the the score seems to be the total tally even after restart (which is reflected in herb's carrot being grown right at the start - the carrot is a really nice touch BTW). |
| May 3 20:26:49 | 27m 12s | Tejuru (Tetris & Jump & Run & Digger & Unicorns) | ♥ 1 | I had a few criticisms and then I noticed I could destroy blocks by hitting space - that solved a bunch of them đ I'm such a dummy... I love the building and climbing combination, but I crushed so many poor unicorns due to muscle memory (and I don't even play that much tetris)... I found the weight mechanic fairly confusing, but other than that I had a lot of fun. đ (Except that newline sound - that's the bane of my existence. It crushes my soul and decimates my eardrums). |
| May 3 20:53:25 | 26m 36s | One-Sec Bullet-Hell | ♥ 1 | My top score was 930. The visuals and sound are combined really well. I just wish there was the ability to aim, maybe locked to the usual 8 directions not to make it too easy. |
| May 3 21:05:20 | 11m 55s | Gun Hero | ♥ 0 | I'm trash at both FPS and rhythm games - what a game for me đ The sheer number of tracks is super impressive and they are nice and match the aesthetic really well. I was missing a penalty for missing (teehee) the notes - like a small score decrease or something along those lines. |
| May 3 22:00:04 | 54m 44s | Match Gunner | ♥ 0 | I love this one! đ Took me quite a while to realise how to get the specials, but once I seemed super obvious. I got 3630 on Normal. Suggestions/nitpicks: * the music sometimes stops playing on restart * it would be nice if the game continually sped up a bit (or new colours were added or some other additional difficulty) (I know about hardcore, but I'm not good enough for that). |
| May 3 22:20:09 | 20m 05s | City Surgeon | ♥ 0 | Killing 249 people? That's OK. Dropping the house into the ocean? Can't have that! The game is hillarious, the music is really nice and fits the gameplay really well and the visuals are truly great. Nitpicks: * pressing ESC to show the cursor doesn't seem to work * the controls coupled with the angle are a bit of a hassle (which's probly the point) * the crane/house sometimes bugs out and flies all over the place for a few seconds * gotta agree w/ the others - want more than just 3 levels |
| May 3 22:28:51 | 8m 42s | F.I.S.T.S (FIRST PERSON IDLE CLICKER SHOOTER HORROR TOWER DEFENCE SURVIVAL) | ♥ 1 | Not much of a clicker and more of a QTE game for a short while. I wish there were 'more of a game' since it looks so good and the upgrades/perks are pretty damn cool. But it was pretty nice to just alt-tab out and then return, upgrade and watch the carnage for a while. BTW. the player can't seemingly die, dunno if that's by design or not. |
| May 3 22:53:07 | 24m 16s | Jeff From Accounting | ♥ 0 | I was looking forward to this one and I wasn't dissappointed. This's spectacular in pretty much every category. Nitpicks: * the vocab could be bigger |
| May 3 23:16:43 | 23m 36s | Lucky Towers! | ♥ 0 | Really nice visuals and super polished entry. I was wondering why you didn't allow players to spend cash on the slots machine. Also, a faste slots animation/skip button or even auto-roll would come in handy. |
| May 3 23:25:20 | 8m 37s | The Secret Ingredient is Love | ♥ 2 | What the? I'm feeling uneasy about actually liking this. Should I be? |
| May 4 11:53:25 | 12h 28m | Blitztris | ♥ 1 | Really great entry - the core gameplay loop is really cool and fun. I adore the visuals and you picked some amazing tracks to go along with it. 2018-05-04 13_30_33-LD41.png Nitpicks/suggestions: * more player feedback would be nice in regards to the bullethell parts of the game. If could tell in advance which blocks will fire projectiles and in what patterns, it would mean I could a plan in advance a bit better * I still don't get when/why the camera sometimes zooms in * when the player picks up a lot of blocks, the camera could be even more zoomed out (in the current version I had to stay at the bottom and hope a bunch of projectiles would appear) * the rotation controls are weird * twin-stick controls would probably make me play it even longer đ I usually don't shill my game when commenting, but since it's arcady and bullethelly as well, I'd appreciate it if you [gave it a shot](https://ldjam.com/events/ludum-dare/41/super-dashball), especially the multiplayer mode. |
| May 7 22:07:47 | 82h 14m | Need for Coin: Island Hoppers | ♥ 0 | I'm not a 'Sonic kid', but I had fun regardless, especially in level 8. The assets were curated and utilised really well - the visuals nicely pop a and the main track goes with it really well. I'm not sure what part of it is 'Press your luck' exactly. Suggestions/nitpicks: * as others have mentioned, reverse would have been nice * sometimes the car 'jumped'/got ejected on block 'seams' (at least it looked like it was related to collision issues) * I got stuck in something and had to accelerate to jerkily move for a while to continue (happened to me in the bonus level) * a less harsh damping/stopping on crashing into something could be cool |
| May 7 23:05:56 | 58m 09s | Keyboard Army | ♥ 1 | I Really like the Little Red Riding Hood and the track. My favourite thing must be the 'type' tutorial - that's just genius. I'd appreciate if there were more info about the cards in the tutorial, but it's quite intuitive. Suggestions/nitpick: * uneven difficulty curve - I had no problem getting thru lvls 1 and 2 on my first try, but I can't get thru lvl 3 for the life of me, which is a shame, 'cause I'd like to see what's next, but I have been trying for the past 20 minutes at least * It would be nice if I could select what goes into the initial recruit deck Even though I was terrible at it, I enjoyed it a lot, so I might give it another bash tomorrow. |
| May 8 06:35:32 | 7h 29m | Chrono Blaster | ♥ 1 | Super impressive for 9h, but I wish you actually had the full 3 days to cram in way more. As it stands, the earlier levels are there just to get used to the controls and pose no threat unlike the ones with moving enemies, which are super fun. Suggestions/nitpicks: * strafing would be great as well as being able to look around (a newly fired bullet can be in the way) * does it have to be 1st person? Since it's turn-based unlike Superhot, 3rd person could work and might feel 'more strategic' * different AI, that tries to dodge * can AI characters shoot themselves? |
| May 9 05:41:25 | 23h 05m | SeaDogs | ♥ 0 | That's one harsh captain! I got 1100, but usually way less than that. The visuals are really nice and I like the idea of a micro-managment stealth-ish game, I just wihed there were more to do/manage. |
| May 11 15:10:20 | 57h 28m | FootBulls | ♥ 1 | Moognificent use of the theme đ The bulls are super cute and the gameplay loop is pretty enjoyable. Suggestions/nitpicks: * a grid on the field would be nice * shouldn't the range of the ball be limited in addition to chance of shooting in the given direction? * different players could be different animals (given starting set of stats) and then making the team would play a big role (plus with more animals there's the opportunity to horn in more baa(d) puns) |
| May 11 15:35:37 | 25m 17s | Twine Walker | ♥ 1 | I usually avoid reading when playing, but this's a cool idea and definitely fits the theme - more so than anything else I've player probably. (My favourite part is still the splashscreen though, had to screenshot it to read it đ ). |
| May 11 16:12:44 | 37m 07s | Honest Dan's Trout | ♥ 1 | Wow, this's super cool and the amount of polish is nuts. The best I got so far was 880, so I've no idea how/if can someone get 40k... (Unless the player can hit a perfectly straight ball, keep it to the side and just tetris away or some players got the bug mentioned in the description). Suggestions/nitpicks: * more space at the bottom would be nice as the ball can be somewhat unpredictable * would be nice if the blocks collapsed after the ball creates a space inbetween * when the player moves the paddle into the ball at the last second it results in the ball going down away - being able to save the ball at the very last moment would probably feel baller (teehee) |
| May 11 17:28:06 | 1h 15m | Baka-Pipes | ♥ 3 | What was the record again? đŧ 2018-05-11 19_21_19-Baka-Pipes.png The visuals just ooze style, the music the great, there's a lot of polish and the idea is pretty damn solid. Suggestions/nitpicks: * the difficulty curve is nuts * it would be nice if killing the lolis gave back some energears or if the pieces didn't take damage (although I'd probably prefer the first) to be able to battle the ever-increasing number of them BTW. Profane looks cool đ , givin' ya a follow. |
| May 15 16:24:08 | 94h 56m | Just Relax | ♥ 1 | I'm afraid your game was hit by the [recent Chrome update audio problem](https://www.pcgamer.com/a-google-chrome-update-breaks-the-audio-in-numerous-web-based-games). I fired the game up in Firefox and the audio worked nicely. The game is nicely relaxing, although I'd appreciate if the beat was more pronounced - I had trouble predicting when the character would jump just based on the track. The physics is also a bit wacky. |
| May 15 19:34:59 | 3h 10m | Shutin | ♥ 1 | I don't like horrors (or real life for that matter đ ), but this was actually really captivating and the tax guy scared the living hell outta me. The peephole + the knocking is extremely paranoia-inducing, in otherwords, the mood is incredibly on point! The visuals sell the whole expirience. There's artifacting (like double edges), but that might have been on purpose as it somewhat enhanced the style. The only knock against the look would be the red vignette. If it were blurred, it might have been better. The controls take a bit of getting used to (rotating using the arrows as opposed to the mouse) and felt super slow, which once again, is probably as intended as getting to the door took some time and I was getting anxious even though I knew it's just the pizza guy. Overall, it definitely stands out amongs other entries for me it's the winner in the mood category. đ BTW. On my 3rd try I just barely made it to Day 5 đ 2018-05-15 21_19_57-Window.png |
| May 15 20:12:37 | 37m 38s | Dungeon Solitaire | ♥ 1 | After seeing it on @honest-dan 's stream and I had to give it a bash and I'm glad I did - what a great, fun game! The movement is great except there's a bit too much lerping when stopping (at least it felt like that) and the running gets reset on death so the player has to let go of the button and press it again. The card icons are swell and the visual feedback lovely. I think, though, a black and white only treatment could suit the stickman visuals better. Overall it's a great entry. P.S. I managed to rate the game just 1 minute before the deadline đ |
| May 15 20:22:22 | 9m 45s | Elite Beat Zombygons | ♥ 1 | Gameplay-wise I'm getting some strong Necrodancer vibes and does it play great! đ The amounts of polish is outta this world and the settings, especially the calibration are such a luzury in a jam game. The music is killer, I especially like the Chaos track. I also lover the enemy HP visualisation, although it took me a while to realise the multiplier affected the damage I dealt. I might have been interesting if the multiplier affected piercing instead of damage. As others mentioned, the spawning is a mark against the game, but other than that it's great. |
| May 15 20:40:11 | 17m 49s | Motorhell | ♥ 1 | Oh boy, such a shame you had only a day - this had so much promise, great visuals and core-gamemplay, but damn those controls killed it for me âšī¸ I got to arena 2 I think, but I'd probably go longer if the spawns weren't so unfair/random and if there was an alternative control scheme. |