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Feedback comments for LD42
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| Timestamp | Since previous | Game | tuism's comment | |
|---|---|---|---|---|
| Aug 12 22:43:16 | Lab | ♥ 1 | The atmosphere is pretty good, presentation decent for a bunch of text, but the game itself is lacking in several respects: 1. The maze is actually completely random - at easier levels it's all just a matter of time, while at harder levels knowing that you couldn't win due to no mistake of your own is not very satisfying. 2. Without a repeating function on movement, tapping the direction endlessly is just not very pleasant. 3. Not sure what anything does - spinning block? I wouldn't dare testing it out by walking near it so... There are variations which doesn't mean very much. 4. Without any signs towards the exit (doesn't even have to super obvious, just have to be able to be worked out), how many moves you make to get to the end is completely arbitrary luck. Despite the limited scope of the game, it's really quite well polished in terms of visual effects. Sorry to be harsh but I hope that it helps you with future game designs! | |
| Aug 12 23:06:30 | 23m 14s | Without a mark | ♥ 0 | The link goes to a 404 on itch hey... |
| Aug 12 23:12:02 | 5m 32s | 42 Toy | ♥ 2 | I got a 404 error from your link... |
| Aug 12 23:22:39 | 10m 37s | Hose Moose | ♥ 2 | Pretty good! The sprite design has a nice 16-bit nostalgic feel to them, and everything pretty much worked as expected, making it feel quite smooth. It feels like you have quite a few cool systems weaved together for a jam game too, so that's rad :) The fire's spread speed seems pretty good, feels menacing as well as being slow and methodical. A few things though: 1. A bit of fire's "end state" feels impossible to know - the very tiny sprite nearing a fire's 0% is unsatisfying to tackle, and when you stop thinking you've killed but you haven't because it's like 1 pixel large, it's annoying and a problem. Rather give the 0% state a bit more visual substance, or give fires some kind of obvious visual cue (black smoke, for example) that makes it obvious you've put a fire out. 2. The fire takes a lot of water to kill, and it makes the game feel slower and less exciting than it could have been. Though the tension of the pace is present in that speed, it also makes killing fires less fun. |
| Aug 12 23:28:36 | 5m 57s | Zombie Royale | ♥ 1 | Competently executed, though design wise felt a bit flat - there's not much of rise and fall in the rhythm of the gameplay, there's no much variety in what you do - which is to run in circles. The feeling of claustrophobia is certainly there but not very interesting. Controls and graphics are fine, the bits all are decent. But the gameplay doesn't feel challenging in a way that I could overcome by thinking about it, or reacting better/doing it better. |
| Aug 12 23:42:29 | 13m 53s | Evolucity - Build as high as you can! | ♥ 7 | Man, I really wish this was all I wanted it to be... GREAT presentation. It looks good, and it sounds good. SimCity 2000 esque in the best way. But... 1. The placement - The mouse pointer should dictate exactly where to put a building. Right now not being able to place where I want to place a building is a huge frustration. The pointer should only interact with the base square of a building space. 2. Controls - I went back to the page to read about camera controls - those things should be on-screen, because why not? Also the camera shouldn't be able to look up/down? I don't see much benefit in that other than being frustrating. 3. Not knowing what next piece I'm going to get is... unfair? In a game where planning is being promoted? And I'm not just talking about the building, but the next ground/level piece. 4. The lining up of pieces - After level 1, I couldn't tell how the building I'm supposed to place lines up with buildings under them. 5. There seem to be too many spaces I want to put into/onto but can't. There doens't seem to be rhyme or reason as to where they can/can't go down? 6. Combo system? Can't tell how that works. Really like the idea, I love city builders, and hope to see this evolve :P |
| Aug 12 23:48:27 | 5m 58s | Stop breathing pls | ♥ 1 | Interesting in terms of the message. The music and mood was good, and the way the game "plays out" feels interesting, though unfortunately the mechanics themselves aren't engaging at all. Those zoom moments are great :) |
| Aug 12 23:57:54 | 9m 27s | Trashy Universe | ♥ 0 | Mmmmmmmm I really like the feel and presentation, hitting the junk is juicy and the screenshakes are good. Things pop and bop and that all feels good, but the gameplay problems bring it down: 1. The player's movement is FAST. TOO fast. That, combined with the movement being tied to the same direction as shooting, means if the player moves a lot they'll definitely crash a lot and die quickly. That encourages the kind of play that is to stand still somewhere and just shoot. 2. Standing still and shooting is not interesting. 3. For games like this the player's movement being decoupled from the movement direction of the player is important to make the game more dynamic. 4. Yes a forewarning system for when stuff might appear right on top of you to do massive damage would be important. |
| Aug 13 00:07:41 | 9m 47s | Ransack | ♥ 0 | I was at the itch.io page and saw no macOS version? I downloaded the one file and it only had .exe stuff in it. |
| Aug 13 00:21:48 | 14m 07s | Spatium | ♥ 1 | Yes indeed why use a keyboard menu when the game is mouse only?? And the tiny puzzle pieces when they are pre-expanded makes it harder to click on them with precision. If the hit areas are bigger it'd be much less of a hassle to pick up. A competent puzzler. |
| Aug 13 09:03:36 | 8h 41m | Terror Cave: Redux | ♥ 0 | Really solid entry! At first I was a bit confused by all the text everywhere, but figured it out quickly enough. A minor gripe is that I'd have liked to been able to use WASD for controls :) The amount of variations on the core mechanics is fantastic, the tetris stuff is a great fun implementation. I didn't get to the end but hey I appreciate that it's there for those who want to perfect the challenge. The platforming controller feels a little drifty and not as solid as established platformer games, but that's a minor nitpick for a jam game. |
| Aug 13 09:14:36 | 11m 00s | Obstacle Royale | ♥ 1 | The humour in the writing is good, though I feel like a bit too drawn out. Also the font there is quite difficult to read, the kerning is too small. Then from the dialogue/monologue to the start of the game there should be some kind of indication, I went from clicking the mouse to the next second everyone dashing off and I was like "huh". Keeping the controls all-keyboard would have been cool. The game itself... I basically just held up most of the time. The AI wasn't challenging but the course itself didn't offer much challenge either. Some of the later obstacles did "get me" a little but overall it was pretty easy. The balancing between the player speed and the speed of the obstacles and the size of the entire course could be balanced more in such a way that the player could look ahead and anticipate more stuff, while there might still be tension in being able to dodge or not dodge an obstacle, as well as opponents gaining on you. Right now it all feels quite "lonely" throughout the race. |
| Aug 13 09:24:59 | 10m 23s | Space Survivor | ♥ 1 | First impression: I really liked the way the player was animated. It felt good and responsive. Hellishly hard in a way that feels like there's no way around it. Player movement speed vs enemy bullet speed vs enemy from all directions makes it feel like it's literally impossible not to get hit. In "difficult" games like Dark Souls and Hyperlight Drifter, for example, you want to give the players a way to not get hit if they know what they're doing, despite it being super hard. This feels more helpless. That first issue is multiplied to other aspects of the game - looting feels impossible, collecting things feels impossible, etc, because you're just hammered from all sides. Then visibility - enemies are really dark, so are the "loot" spots, without stumbling on a spot accidentally, I didn't know that was a thing that could be done. Then the shooting - forcing the player to click as fast as possible to shoot is obnoxious. It might be "more challenging", but it's challenging in the wrong way. I don't want to be challenged by how fast I can click my mouse. I want to be able to decide whether to shoot or not, or to test my accuracy. Giving the player a rapid fire to the maximum fire rate you want to balance the game around. The premise is sound and presentation not bad, but the mechanics need to be tweaked for the experience to be enjoyable. |
| Aug 13 09:36:12 | 11m 13s | BulletMan | ♥ 1 | I really like the premise. Bullets that don't disappear sounds like a fun thing to play with. But the execution of the concept feels like a missed opportunity: The bullets are stuck completely where they are left, that means often the way forward is blocked off and you have to reset the level, which is really annoying for an action game of this nature. Then the way enemies take so many hits to kill means that you're inclined to spray, which leaves a bunch of bullets lying around, which blocks the way, which makes you have to reset the game... The bullets, after they're "dead" should have been able to be pushed around via physics, and/or interact with enemies like block their path or something. That would open up a whole new avenue of interesting interaction and perhaps not necessitate restarting a level every time you missed a bunch. Enemies' shots also becoming obstacles is also very frustrating. And it would be good to be able to see the enemies' health so you know how many times it still needs to be hit to kill it, especially with excess bullets becoming a nuisance. As it is now the game encourages the player to stay as far away as possible at those heads and shoot them before they move at you, which is not very interesting or satisfying! Love the concept! Needs more design development! |
| Aug 13 10:25:26 | 49m 14s | Super LD42 | ♥ 1 | It looks cool and feels good, but I have NO idea what's going on... "if no enemy touches us" means? To build the bar all the way to the top by avoiding enemy fire for x time? But when I die and come back via continue that bar is full... And still nothing happens? I don't know. I see sometimes my shots become epic but I don't know why. I see the green things are pickups but I don't know what they do. The player movement feels slow and cumbersome. The "you're always moving down" thing feels... unnecessary? I don't know. Distracting. The player hitbox is probably too big, it feels impossible to dodge things - classic arcade shmup games like 1942 and Jamestown tend to have a tiny player hitbox so that it feels good to dodge hordes of shots. The player aiming feels like a distraction more than a feature. I basically left the cursor on the enemy for most of the game, sometimes I'd move it but I feel like that should all be taken care of by the game automatically because it's not really that interesting. And again, distracting. I want to focus on the fun bits of the game, which is in this case dodging, mostly. Again, gorgeous. But I don't understand the game and it feels slow and frustrating. |
| Aug 13 10:42:20 | 16m 54s | Ricochet | ♥ 0 | Kudos for making a mobile game, though I'm not sure why you felt it was necessary to publish only the mobile build, since the game does not need mobile controls nor benefit from mobile controls. The music isn't bad. A little jarring but not bad. The gameplay feels completely random - if the player were just a ball, you could perhaps predict its trajectory. Or if it could "hold" a direction or something, but as it is now, it is an angled object that bounces around completely arbitrarily, and its forward force makes it all the more complicated. There's basically no way to predict which way it's going to go. So... It might as well be a dice throw slot machine? Not sure why there are "bad zones" that expand and "target" that shrinks. Doesn't really make sense design or narrative wise. |
| Aug 13 10:46:01 | 3m 41s | We Need Space! | ♥ 0 | Mac build doesn't seem to run... Sorry. |
| Aug 13 10:55:23 | 9m 22s | Mindblocked | ♥ 2 | Solid solid solid. It's difficult to say whether this particular formula is a genre now or not, but despite it being a common trope, this is well executed and still feels varied enough to stand on its own. The size of the arena holds an interesting tension for me - it both feels like it's too big of a decision/interaction space for a puzzle as well as being a pretty good way to allow exploration of the genre in different ways. Anyway, solid solid :) |
| Aug 13 11:02:09 | 6m 46s | Give me some space, Space! | ♥ 0 | It's an endless runner :) There are some design issues to the game that could have made it work better: - There isn't enough view in front of the player so that they can plan ahead and anticipate stuff coming, resulting in a very twitchy, panicky playstyle. - The foreground/background differentiation isn't strong enough, which adds to the frustration of obstacles being difficult to read quickly. The big red cup for example looks just as much like an obstacle as the red pins. Basically, try to differentiate foreground/background stuff so they can be differentiated quickly at a glance. - The jump feels floaty |
| Aug 13 11:13:14 | 11m 05s | Cartoon Tactics | ♥ 1 | Well done on completing something with a large scope :) Now prove you can take the mechanics and make it sing :) By that, I meant that the game works and everything works well enough, but the game lacks interesting decisions, and the shrinking arena doesn't really feel like it interacts much with the rest of the game, it's probably added just for the theme. Definitely impressive amount of work that went into this, looks great, but needs more game design love! |
| Aug 13 11:31:34 | 18m 20s | Trial by Fire | ♥ 2 | Pretty good concept and execution with a few bits that feel like it could really make the game better, design wise: - The mouse aiming feels unnecessary. I'd much rather have had a pure keyboard control scheme where if I walk left, I face left, etc, and the attacks would face where the player faced. - There's no way to deal with fire, and that means if you get trapped behind some fire you literally can't do anything. I get that the fire should feel entrapping, but it would be good to achieve that and still give the player a way to feel like there's nothing to do but to quit the game. OR some kind of suicide button/mechanic. - The music is a bit repetitive and jarring. The overall presentation is pretty good. I don't know what the glowing enemies did later in the game but it's good that there seem to be some kind of ramping up besides just the space being consumed by the fires :) |
| Aug 13 13:19:16 | 1h 47m | backSpace-X | ♥ 1 | Good first impression, decent core idea. Some constructive crit though: - Where's the theme? It feels like it was made completely independent of the theme? - The player's hit box is too big, often it feels like you're hit without seeing how. - There's little anticipation for the enemy's shots, and combined with their speed, dodging them feels unsatisfactory. If the enemy looks like they're about to shoot before shooting it makes dodging more interesting. - There's little visual association between the scrap number and the costs for upgrading - forcing the player to look to the left then right then work out if they have enough for an upgrade is unsatisfying. Giving them the "not enough scraps" feedback also takes them away from the action where they should be focusing. There should be a big light that lights up to say "ready for upgrade" on either of the upgrade types that make it easy to see at a very quick glance what's possible right now. - The icons for the weapons feel unnecessary? There's no communication value or gameplay in what the icon looks like. I wouldn't even know if it actually changed... I don't know if it actually changed. |
| Aug 13 13:37:26 | 18m 10s | OVERKILL | ♥ 1 | Great art! Though the animation could have really been upgraded to match. Initial impressions are good as the feedback is juicy and shaky, and I like the enemy bits that litter everywhere (though they don't do much besides being stood on - it could have been cool if they did more than that). Though after that first blush some issues show up: - The movement and jump feels drifty - Screenshake on every shot... Is probably excessive. Or it might be just the individual shakes are too hard/too long. - Sometimes the enemies come at you from impossible angles, either from the air or because you're standing on a big pile of stuff and you can't get on their level to shoot them. While that's an opportunity to present a challenge, right now it's mostly just run away and hope you can run far enough that they get down low enough to turn around and shoot them. If an enemy come from the other side in the same way you're borked and can't do anything about it. Dead-end situations are not interesting. - The shot sounds gets on your nerve. - There's no reason to ever not shoot, unless you're annoyed by the sound. There's no risk/reward regarding not shooting. So you might as well just shoot all the time. - Mouse controls feel unnecessary since you can't aim. Why not use a key? The art is the best part here! Hope you work on more stuff to make that art really kick gameplay ass :) |
| Aug 13 13:48:47 | 11m 21s | Crumble | ♥ 3 | Need a mac build. So I guess I can only review on the web build: - Really pretty. The art is great. Animations, everything feel great to look at. - The web build is laggy so that's a problem, but I do try and look at the game minus the lag... But the controls don't feel tight enough to make a game like this fun. Why a ball? It feels like the exact wrong character for a game like this, though that could be both superficial or mechanical. - The player feels like they move way too fast for the fine motor controls it feels would be needed to navigate these platforms. - I really can't imagine this not having performance issues, with literally the whole level wobbling around on physics. Though you managed to get the system solid enough to not all topple immediately, which is good. - The lack of an indication of where the character is in a 3D platformer is a bit of a deal breaker. - Lack of a clear goal - There's a countdown, but where am I trying to get to? There's no direction or indication. If it's just survival surely it should count up and score you when you lose? I could potentially enjoy this but I can't really play it properly :/ |
| Aug 13 14:03:44 | 14m 57s | Dash Brawler | ♥ 4 | Wowee, I have such mixed feelings. On the one hand, it's stupidly impressive that you got all of that content into the game. Menus, dialogues, multiple levels, EVEN CUTSCENES WAT. It feels like a complete game. And the core idea and mechanics feel pretty good, the juice is pretty good... BUT. But the core game loop itself feels lacklustre, are you trying to stomp on the opponent? When you land "on" the opponent, it feels ambiguous, you automatically jump up and to the left? That feels weird. Feels like I'm not in control. Are you trying to stomp out blocks from under the opponent? Basically it feels like I'm just waiting for the other player to make a mistake. Initially I actually thought there was a Smash Bros mechanic of health going on where the more you get hit the more you go flying when you do get hit, but that doesn't seem to be the case. And animations - everything feels so good but there's no walk cycle?!?!??! It feels so weird drifting around the way they do now. I really want to love this!! |
| Aug 13 14:51:08 | 47m 24s | Party Person | ♥ 1 | Lovely entry! A solid romp through and through. I really enjoyed the ambient sounds and the way there's always something to do, just like being a real life party host :) There's a minor quibble about the "flatness" of missioning, like it's consistent to the point of predictable, which is something that could be tweaked if you're developing this further. The way the guests don't move about is a bit annoying as it both feels lifeless (despite the lovely ambient sounds) and clogs up the space. I kinda wish the hand icon thing meant something. It feels a bit arbitrary. If developing further I'm sure you have more ideas. Like a glass of wine that you pour on someone to make them leave :P Or something :P And I guess it eventually needs more depth in how you walk through people and move people around. Good entry! :D |
| Aug 13 15:10:00 | 18m 52s | Rise and Shine | ♥ 2 | I like the idea and I love the little touches that are abound in the game - the variety of stuff that you can miss and wreak havoc with is charming. Watching the inferno from way above is satisfying, if in ways counter to the success of the game :) There is very little sense of urgency or direction - it shouldn't take me a long long time of pressing the spacebar mindlessly while trying to lose, to lose. Losing the game should go a lot faster, and winning, or persisting in the game should feel like it takes skill. The player has too much "health", or tolerance, I don't know why it's called that, or why it's not displayed more obviously. It should be. The way the choppers approach the tower, it's a crapshoot to see whether the rope is swinging in the right direction, so it feels like it's half luck until you wait for long enough, which is a really boring "strategy" if you're trying to play to score. I would suggest some kind of camera change that allow the player to feel like they're getting information that is useful. Similarly, the mechanics of the swing could do with some more feeling that the player knows what's going on, or has influence over what's going on. I second everything @ian-kettlewell said above too :) I really like the idea, hope it goes further :) |
| Aug 13 15:39:28 | 29m 28s | Board 'n' pieces | ♥ 1 | Oh man I really want to like this!!! The graphics are awesome! I love the little dudes wandering around, I want more of THAT! The sounds are minimal and spot-on, and there's only one thing that wasn't clear immediately, which is a mostly a win in a jam situation (it wasn't clear that after a move you always get one attack, I was under the impression that wherever you moved was the one move you had) Crit: - The game feels bifurcated. The two systems of fighting (tactical grid vs little soldiers running around) - I'm not sure if they mesh as well as they could. - Lack of AI :( This is a big one unfortunately. Even a dumb AI would have been great. - The theme... This feels like a shoehorned theme. Incidentally just like another game Cartoon Tactics. - Not sure how well the simulated battles fare, it feels almost random sometimes. - The differentiation between the two teams on the sprites (on the squared map) needs to be a bit better. I do like the idea! Hope you work on it more. |
| Aug 13 15:48:26 | 8m 58s | Super Overachiever 42000 Deluxe | ♥ 2 | Very slippery platformer controls make the game really annoying to actually play. There's an argument to be made for difficult and speedy physics but if you played a game like super meat boy you can see that you can achieve that and still give the player the feeling that they're in control - which this game doesn't feel like yet. The concept is interesting though only purely cosmetic. I don't really get how the making everything bigger powerup is relevant to running out of space. Making the screen completely impossible to see eventually... I just don't see the appeal, or challenge. Is the challenge to not get achievements as you progress? Is that even possible? Maybe? But it's not clear as you don't know what gives you the achievements so you don't know what to avoid. Getting to know them through repeat plays might work but that's not really satisfying as it is right now. Interesting ideas, maybe they could go further, hope you get to further the core mechanics! |
| Aug 13 16:11:37 | 23m 11s | Real Espace | ♥ 1 | Not a bad game, it's got all the right bits in, I think a few things could improve the experience: - A game session is too long, there's not much sense of impending trouble - the blocks that fill up the screen seems to be the primary mechanic for that, in that case it should fill up faster - though I also feel like those blocks are a bit weak in terms of gameplay challenge, they don't present any risk/reward to the player, which is what you want in a game like this. - The speed of progress should perhaps accelerate over time or just be faster, again, the current setup feels like it's too slow and it's easy to stay ahead of the movement on the top of the screen. It doesn't feel urgent. - More variety in level setup - there are only so many platform variations, leading to a lot of the same kind of movement patterns. The jump-from-platform-exactly-below got annoying for me. - Variation! I see you had powerups in the "shop", but a) It takes too long to get stuff enough to upgrade, b) I could not figure out where the shop was for the life of me, the message popped up telling me to go buy stuff but doesn't say how. There are no prompts on screen and even reading stuff elsewhere didn't help. Help your players. Be straightforward. Treat them like idiots (in terms of instructions) |
| Aug 13 16:21:13 | 9m 36s | Space Billiards | ♥ 0 | Mmmmmmm There's lots to like, the reference to Hitchhiker's Guide, the humour inherent in the planets' quibbles, the chaos of everything everywhere... But it's not really hitting the spot. I've been into orbital mechanics since my last LD, with my game literally called "Orbits". While I really appreciate the idea that you got here, I just can't get to grips with it. I think there are a bunch of small details that might improve the overall experience: - The initial learning curve is deadly, the game doesn't tell you much at all, and everything looks the same. I couldn't tell which planet *I* was supposed to be - differentiating the player would be a good thing. The same thing with the player planet's trajectory line. - The asteroid flinging mechanic is sound in theory but the fact that it spawns where you release instead of where you click is really confusing. Click, drag, aim, release. It should work like that. - The trajectory lines seem to update in weird ways? Dunno, they seem to flicker rather than change smoothly. Also again the fact that the player's line's not differentiated makes it difficult to understand. - Where's the theme? I don't get the relevance to the theme... |
| Aug 13 16:32:29 | 11m 16s | Tetris with Physics | ♥ 0 | The easy mode just feels like a chore. Taking away the time pressure, you're just trying to place things perfectly without much of any challenge. Hard mode feels a bit arbitrary, I don't know when a line would clear or wouldn't clear, so I find it hard to feel like my actions have much tactical significance. Sometimes lines form and lines form and form and I have no idea why. I feel like there needs to be an indicator to show how lines are checked or if a line is about to form or something. Otherwise it feels random. |
| Aug 13 19:03:13 | 2h 30m | memBrain | ♥ 1 | It's an interesting idea and the execution and presentation is really good - great graphics, animations, movements. But the game itself feels like a huge chore, with the core mechanic being... Either memorisation, or really menial storage management, neither of which are fun or engaging. Perhaps if the inventory management were more intuitive and less clunky (maybe with mouse and keyboard, drag to delete), it might be more interesting, but as it is now it's more a matter of frustration than challenge. |
| Aug 13 19:29:31 | 26m 18s | SHOOTAN | ♥ 3 | Great polish, good sounds and graphics! I love the popups, the writing on some of them are great. Though the gameplay: - There's not much urgency. The enemy moves slowly and all enemies feel pretty much the same, the encounter feels monotonous. It takes forever for you lose the game even if you sit back and do nothing, which is not interesting for an action game. - The controls - it should allow for maximum rate of fire if you just hold the mouse down. Needing to click the close buttons is bad enough, clicking rapidly to shoot is a huge (boring) chore. - The popups, while novel and cool, are largely a hinderance that's not creative or interesting to overcome. That leads to the ideal gameplay being to ignore them completely. Which gets boring. |
| Aug 13 19:45:19 | 15m 48s | Alternating Space | ♥ 2 | I really did enjoy the puzzles, though the puzzle mechanics felt weird. Feels like a lot of weird spacial trial-and-error rather than the feeling of "ah I got it" which is what I feel like puzzle games should promote. But it's definitely well done. Though I have no idea where the theme fits. I'm suspecting it wasn't made to theme. |
| Aug 13 19:53:19 | 8m 00s | Owned By | ♥ 3 | Moody, great art style. Good presentation. The gameplay itself is okay. There are moments of tension, but as soon as you understand that there are no real threat from anything, the tension dissolves and you're just kinda trying to get through menial activities to get to the next bit of animation. Really cool art, kudos for that. |
| Aug 13 19:54:38 | 1m 19s | Alchemist Dungeon | ♥ 1 | No Mac build? |
| Aug 14 06:29:16 | 10h 34m | TINY TOWNS | ♥ 1 | I HAVE FOUND THE ONE THIS IS THE ONE THIS IS THE BEST OF THIS LD 5/5 EVERYTHING IS AWESOME I love the little build-up animation of each of the things, love the simple feedback of smiley/sad face, love the checklist system that makes things so clear. LOVE LOVE LOVE Minor feedback: - Drag to place multiple things, but it's really not a big issue because the levels are generally small. - Want a clear all button 7/5 would play forever |
| Aug 14 06:39:53 | 10m 37s | The Eternal Fight (for space in bed) | ♥ 2 | Cool theme, but I didn't really understand anything about how the game works other than holding down the left key. Conventionally, the main player is usually on the left, so that was a source of confusion too. Not saying that balking convention is a bad thing, but it feels like just randomly, and without any indication, changing things that people might expect to hold true might not be a good idea by default. The music/soundtrack/ambience is interesting, I thought it was pretty well put together, though it also did feel broken at times, which is a punky aesthetic and that's cool. But not sure if it was entirely correct. |
| Aug 14 08:04:46 | 1h 24m | ECO WARRIORS | ♥ 1 | Quality everything, graphics, sounds, presentation, great effects, juicy, nothing short of what I'd expect from the Broforce peeps. The amount of work and content in this is astonishing for a jam game. That said, the game feels a bit like an uninspired top-down Broforce. The action feels a bit tepid and uninteresting, getting in range of anyone with a gun pretty much means death by default (that air drop), and the explosive barrels are quite similar, but without as much interaction. The run-and-gun mechanics work, though not super interesting. I don't know (can't remember) if a lot of the mechanics that made Broforce interesting were in the original Broforce LD prototype, but comparing this to what I imagine was aimed to be a top-down Broforce-like, it's not quite at that level of mechanical interestingness yet. But it's top notch in terms of quality! |
| Aug 14 08:20:22 | 15m 36s | Gunning Out Of Space | ♥ 0 | Pretty solid entry! The theme feels well-used, the graphics and juice are good, the controls are good and works as expected. Minor gripes: - The gameplay does start to feel repetitive pretty quickly, clicking the mouse repeatedly is not fun. An auto-fire with a capped maximum fire rate would have been good. - Would have liked to see a health bar or something on enemies to see how many shots they still will take before dying. - The music is a bit too loud and repetitive and doesn't feel like it suits the atmosphere of the game. - Why are you shooting a bubble gun? I dunno, it doesn't feel intuitive, but this is very minor :) |
| Aug 14 09:22:06 | 1h 01m | Catching Sushi! | ♥ 3 | The game feels super juicy, the animation and feedback is fantastic. The art is great and the sounds fit awesome. I wondered if the sushis were animating to the rhythm - if so that'd be a really nice detail. - The gameplay feels fine though I would have liked some things to change up the game a bit over time. - As it is now, looking at the scoreboard it looks like what you "want" to do to maximise score is to just catch the stuff that's the most efficient in terms of space to score ratio. I couldn't really be arsed to work that out. - There's no urgency - for what looks like an action game, the lack of time limit means I should just wait to get the best catch, and waiting isn't fun. - I found it a bit weird that the sushi "changes" between the pickup and the drop. Surely it wouldn't have been difficult to make the two pretty consistent AND still match the criteria for fitting into spaces well? It felt like an unnecessary thing to add which doesn't really add to the gameplay or presentation. - The catching mechanic is timing, the packing mechanic is spacial arrangement, the two mechanics don't interact in an interesting way. The whole timing part could be taken out and just let players drop sushi and it would have been pretty much the same game but faster. What I'm saying, I guess, is that I'd like to see mechanics that interact wit each other more meaningfully. |
| Aug 14 09:31:01 | 8m 55s | Inventory Story | ♥ 3 | As I said over twitter, I have a soft spot for this idea as it was an idea I had SO MANY YEARS AGO and I haven't been able to build the right game with it yet. It's super impressive the amount of work you've put into this little guy, and it's already on the Play store already, lol :) It's super gorgeous, and the jiggle as you walk is a great little detail. Some feedback on the gameplay though: - The physics of the pickup and such is a bit off, I'm often throwing stuff out without meaning to. - The "peek ahead" thing takes too long and while that's happening it's difficult to do anything else. It really should be a quick thing, and probably not a whole camera transition. Quick zoom out and back in while a button is held down, probably. - There's no feedback about how much weight you have - or if there is I didn't find it. Which makes the overemcumbered ending come suddenly and without warning, and is unsatisfying. - The core problem though is that there's not much decision making or skill in the core game loop - popping almost anything in the weapon rack is pretty much all there is to do, and deciding whether to fulfil a quest or sell some loot feels... Not like a real decision if you want to score. Still a really good effort, I love the concept and execution :) |
| Aug 14 09:34:54 | 3m 53s | XORN: The Fallen God | ♥ 0 | Mac/Web? |
| Aug 14 10:22:10 | 47m 16s | Get Comfortable | ♥ 1 | AWESOME! Really charming concept and execution, and the single-player didn't even bother me - though a two-player mode would be a great addition. The exploratory way of finding what scores high is both cool and a little frustrating - cool from narrative point of view, frustrating from trying to get high scores point of view. The initial confusion of the game is not much of a big deal compared to the payout. Good stuff! :D |
| Aug 14 10:43:04 | 20m 54s | Crystalmancer | ♥ 0 | Great graphics and presentation. The theme fit was fine, but not mechanically good. The biggest question is why do you require the player to switch weapons to use a hammer when literally allowing the other button to BE the hammer button is much easier? It feels like an artificial barrier to make the game more difficult than it is. It's a frustration rather than a challenge. Also, the hammer can't damage enemies? Or at least that's how it felt? That feels counter intuitive if it's the case. Anyway good execution, not sure about the core mechanics. |
| Aug 14 12:33:20 | 1h 50m | Spaced Out | ♥ 1 | Looks and sounds good. The effects and the explosions are particularly well done. The gameplay is a bit conflicted - the combination of the 1 hit death with the slippery controls that pushes the player towards being very very careful means that a lot of the game ends up being little bits of thrust and drifting towards targets hoping not to get hit. Much tighter controls might make the game feel more active and encourage players to go after goals with some kind of bravado. But the one hit death really takes that away. Oh and I didn't even notice that the ship scale was changing on its own. Does the ship's scale actually mean the scale of all the rocks around? If so, then there's something to note - if the "world" scales, the the position of stuff would also change - not just the scale of all the rocks. So if the rocks are scaling only to communicate a scale change, it reads wrongly. The icons are weird. The two arrows pointing outwards meaning "scale down" is completely the opposite of what is expected from that visual. |
| Aug 14 12:37:26 | 4m 06s | Neon Sign Placer Pro | ♥ 2 | A pretty visualisation... But there's not much "game" to it. The scene transitions were top notch. |
| Aug 14 12:49:49 | 12m 23s | Bolted Explorer | ♥ 3 | You have a bunch of things in place and that's good that you got content down, but the core mechanics are missing a whole bunch of things. This feedback hopefully might help you understand what improvements you might have made or what you should have focused on rather than building out more content - the core design and feel is so much more important. - Foreground (platforms) are the same texture as the backgrounds. Often it looks like you're just floating in the air. Can't really tell where you can stand and where not. Even the torch didn't help that that much. - There are no ammo pick ups are there? That's a problem, of course. - Reloading automatically should happen when you try to fire without bullets. - The movement is super fast and that makes it difficult to feel like you're in control. Enemies appear into view too fast. Well, if you can see them: - The enemies are too dark. In fact everything seems to be too dark. I know the torch is a mechanic but it seems superfluous. And waiting for it to charge back up literally means to stand around and do nothing, which is not interesting. - The glowing light things... I presume they were meant to do something in the first place? In any case they don't do anything now and that feels weird. - I only read after playing that it's now a "survival arena". But then the text that comes up that makes the game feel like there's a goal shouldn't be there anymore. Either change the text (shouldn't take long) or remove the system altogether... It's confusing. Good luck to further game making endeavours! I hope you focus whatever you make next more on exploring and refining core mechanics! |
| Aug 14 13:21:10 | 31m 21s | Checkout Simulator | ♥ 0 | Interestingly I didn't know that there were going to be a score at the end of the day, I think if you were being scored it would be good for that feedback to be more immediate. Mechanically, it wasn't super interesting in and of itself. I guess it's a good commentary on the soul-crushing menial task of the check-out clerks under the weight of capitalism. I do think though, that there are interesting things that could be done with the base game play in a Papers Please type of way, where you're forced to make decisions about your own job vs the pleas of a customer who can't pay, or someone who wants to be discreet, etc. I liked that I could scan an item multiple times to rack up the bill, or skip the scanner entirely. There are many scenarios that could play out with this. Could be interesting to explore. |
| Aug 14 13:28:56 | 7m 46s | Move_LD42 | ♥ 1 | The map loading and the jiggly effects look great, some nice juice there. The procedurally generated is competent. Core gameplay wise: - The fact that pressing diagonals doesn't result in a movement that lines up with the diagonals in the game is annoying - you should be able to walk straight along an axis if you press that diagonal, but that doesn't work and results in a lot of keyboard tapping which is more frustrating than challenging. - Doesn't seem like a new coin appears as soon as the old one is collected, if not, why not? - The player movement is also quite flat. A game that focuses entirely on the movement could benefit with the movement being more fun an dynamic. - Did not even think/know there's a jump. Besides the animation not being an animation, which it should be, perhaps stick a prompt in the game. Again, why not? |
| Aug 14 13:51:48 | 22m 52s | Pre Alpha Build | ♥ 2 | It looks cool and has promise, but there are a bunch of issues that make it less than ideal: - The rotation controls are bad. A single button to rotate or a keyboard key to rotate is what you need. Individual rotation buttons per building is silly and cumbersome. - The help > nope button... But why? - I assume that the shots turning in mid-flight is a bug. - If you build stuff, you're pretty much set to not die for a while. There's little sense of urgency in progression. The balance is off but I guess that's a long term problem. - I couldn't really tell much about the two resources the game seems to have. Resource generation is not visualised. LOVE the art. Cleaning up the core gameplay and it could have great potential. |
| Aug 14 14:12:54 | 21m 06s | Cluster | ♥ 1 | It's REALLY pretty! The combat feels solid and good, movement, punching, comboing, all that looks good. - But there's a really small range of things that you can do. Which is a problem for a game of this nature. (I understand of course that it's a jam game and has jam time constraints) - It was not clear from the outset what you're supposed to do. I thought you were supposed to push the files into the folders. I did that for a while. - There's a distinct lack of feedback from the files getting to the folders. They kinda just stand there doing nothing. I wasn't sure what they were doing. If there's a timer till when they "assimilate" or whatever that should be apparent. - Because of that there's little urgency in the gameplay, it kinda just dragged out a lot. |
| Aug 15 06:49:48 | 16h 36m | Eating Binger | ♥ 0 | Rate some games to get more visibility, that's how Ludum Dare works. I see right now you've given 0 ratings and you're gonna struggle getting ratings if you don't give some. 20 is the good amount to get decent visibility. |
| Aug 15 08:25:30 | 1h 35m | Loot Keeper | ♥ 0 | Ahhhhhhhh I love this idea because I've had it since YEARS ago and hadn't been able to make a decent enough implementation of it yet, this looks sweet but I can't play it - OSX/Web version??? |
| Aug 15 08:37:02 | 11m 32s | Passengers Tetris | ♥ 0 | It's a pretty cool spatial puzzle! Everything works as expected, the game design is pretty cool in that you disregarded traditional tetris rules. And didn't have to cut people into bits :P Though it feels like the game doesn't quite fulfil its potential because spatial thinking like that doesn't come as easily as tetris's easy-to-parse spatial feel. Why was the match-making not checking every drop, and what indicates when it's going to check or not? That was a point of unclarity and that felt unnecessary, and if it were part of the intended design, it wasn't clear why. It was smart to limit the playing field to a smaller size rather than have it as big as "regular" match 3 fields. Art and presentation is great. Love the characters. |
| Aug 15 09:21:05 | 44m 03s | Secret Knight | ♥ 1 | Mac/web possible? |
| Aug 15 09:22:50 | 1m 45s | Mass Coalesce | ♥ 1 | So there's no way for a mac user to play this? |
| Aug 15 09:55:46 | 32m 56s | Uninstall | ♥ 1 | OSX/Web version requested :) |
| Aug 15 10:39:45 | 43m 59s | LEO | ♥ 2 | The debris side of things feel a bit too haphazard - that mechanic could really have made the game if it were easy to engage with. In addition to them being too small to click on, that there is so many little bits floating around and you're not really sure whether some of them are in the way of things or not make it difficult to interact with the system. The dark side of earth is perhaps too dark, or if the satellites were easier to see it would be better. Half the trail/circle/orbit was not visible at all so it was harder to plan around it. The globular nature of the game is both really cool to look at and makes a cool differentiator, but it also makes it harder to parse. It's like the Homeworld problem - lots of people (myself included) bounced off it because it was too difficult to grasp 3D spatial relations quickly. It's not necessarily wrong to have a harder to engage aspect of the game, but I'm just mentioning it as a limiting factor. OR the visualisation of the game can try to help alleviate that problem of perception. The trails already do a decent job of it but it feels like it could have been more clear. It's difficult to tell when "income" arrives, and how it's worked out. Perhaps it's something that could be visualised. Also a session is perhaps too long to feel a sense of urgency. Or perhaps the variety of stuff one can do is too low for that length of time. It feels aimless for a while. Also I can't think of a better way to arrange the satellites other than in a single file around a single route in as packed a way as possible, given the current rules. Any other routes seem to be destined to crash as circles intersecting at the wrong time. The cascading failure scenario is actually pretty fun to see play out - the design could be pushed more to be about dealing with that disasterous outcome, kinda like Pandemic, attempting to contain a huge, cascading mess can be quite fun. Game is gorgeous and the mechanics cool and intuitive. Just a little bit short of being amazing :) |
| Aug 15 14:26:28 | 3h 46m | Inventorious | ♥ 0 | Love it! Great, simple, to the point graphics, the sounds design makes me feel every manipulation of the objects' crunchiness, cool music, great, great mechanics. The teaching of the puzzles ramps up excellently. One gripe is that the obstructed backpack spaces are kinda hard to tell apart at first, I didn't understand that for a while. The only gripe I have is that the puzzles have a very try-everything feel to it rather than a-ha! Type of puzzling. I personally don't like that as much but it's still really good!! GREAT WORK! :D |
| Aug 15 14:54:00 | 27m 32s | Oddblock | ♥ 2 | Hmmmmm The game is pretty straighforward, do a thing as quickly as possible, avoid some things. The controls are responsive and breaking the blocks work well. The game is a long game of attrition though, it takes a long time to lose if you're doing a half-decent job of running from spot to spot, and there's not much challenge or variety in doing that. Getting a block dumped on you by mistake is probably how most sessions would end. The lack of a timer running during gameplay takes away the sense of urgency or "about to beat my old score" feeling that there might have been. |
| Aug 15 14:56:23 | 2m 23s | The National Library of Geometric Impossibilities | ♥ 0 | Sorry that there's not an OSX/Web version :( |
| Aug 15 16:51:50 | 1h 55m | Laser Rails: Chase! | ♥ 1 | It looks incredible. Great work on all the visuals. But the gameplay... - There's very little control over the robot, and even just walking a couple of steps could cause it to fall over. - With the jetpack on you can move really fast but with almost no real control. - The train zooms away super quickly and catching up involves turning as little as possible while flying forward. Not fun. - Any bump while you're zooming and you'd go flying off and probably never see the train again due to the bad controls. - The scoring is a mystery. There needs to be some visualisation of when score is added, how much, etc. - Just really the controls man, it's the whole game. And so important. - There's no display of how much life you have? Getting shot doesn't even tell you? - Also... Theme? |
| Aug 15 17:10:21 | 18m 31s | Tale of the Bagger: A Love Story | ♥ 1 | All round great game! Fantastic theme and interaction. I can't really fault it much on any aspect. GREAT GREAT GREAT STUFF! |
| Aug 16 07:09:47 | 13h 59m | Shrinkage | ♥ 1 | Mmmmmmmm Really, the concept is something interesting, but playing it for even five minutes and one sees that it's basically just tetris but harder. The added mechanics make no difference to the gameplay other than demanding that you make more than one lines at a time. It. Is. Tetris. In addition, the pieces drop way fast and that makes it much harder to get to the extreme left and right, especially if you made "mistakes" in making a line. I really don't see how the addition makes any real difference. It's like playing Mario without mushrooms. It's just harder. |
| Aug 16 07:51:05 | 41m 18s | ground_0 | ♥ 2 | Awesommmmme work! Great art, the platforming feel is solid, the voxel work is awesome. The only gripe I have is wishing the earth particles were more interactive, perhaps fluid, and reacted to more of the game. It just feels like it was begging for it. The enemy variation was good and the telegraphing of patterns was well done. Really great, simple and effective design there too. Audio is also all round great. Just everything is nice and tiny and great! GOOD WORK! :D |
| Aug 16 08:24:42 | 33m 37s | Dogs on the Bed | ♥ 1 | Love the idea, the graphics and sounds are all great, but the controls take away from the immediacy of the idea: - The hitboxes of the dogs should probably be extended (for the small dogs especially) - clicking in the tiny gap between their feet should count as a click, it's not obvious that it wouldn't be. - A highlight would probably help. - A more visually obvious display of their temperature would also help. Right now it's quite a mystery when they're about to freeze. - Here's the biggest thing - it FEELS like a game that's constrained by blocks, it would work better if it were, but it isn't. The free axis placement makes the game difficult to contend with, and you're left wanting to min/max available space by careful tweaking. You also cannot visually and quickly gauge whether a dog will fit in a space or not, instead being forced to twist and turn and hope it fits. This would work if it were a turn-based slow game, but it isn't. So the nature of the game and the time limitations don't line up and cause frustrations in the wrong direction. Either design towards turn-based, or design towards time pressure. Either direction places different demands on the game design. I really like it! But these elements make it difficult to enjoy fully! |
| Aug 16 08:53:39 | 28m 57s | Gut Reaction | ♥ 2 | Great bunch of ideas here: - Good graphics and presentation - The music didn't feel like it fit very well but that's okay. The popping sound of shooting was also a bit out of place. - There feels like there's too many things to wrangle at once - the ammo crates don't supply enough ammo at a time to make you ever feel like you've got much agency, the need to pick up enemies after you defeat them and walk over there to press E again, and health constantly getting chowed while you're worrying about ammo, etc... The systems feel unfocused. Perhaps give players more ammo per pickup so they have longer time to do stuff that need doing. Perhaps do away with ammo system altogether, or make ammo a byproduct of getting rid of waste. Make more intertwined systems rather than independent systems. - It took a while to realise the E to pickup waste thing. It would be very easy to put that on the screen during play. Don't assume people read the manual outside the game (I often don't and I'm sure many people don't, I prefer it that way because a game can be a self-contained unit the better it is anyway) - Why do we even need a E button for pickup? If the player is close enough to something pick upable, pick it up, if they're close to the hole while holding something, drop it. It seems like a better solution. Pressing that button is not an interesting challenge/decision. - Not being able to see enemy health doesn't fit with limited ammo. - Not sure where the dinosaur player character fits in with everything |
| Aug 16 10:14:13 | 1h 20m | Better Than Thanos | ♥ 0 | Really pretty, nice graphics, cool music. Gameplay wise: - Is there any reason to not push the "brush size" up to the max? If there's no point why not set that as default? Is there any challenge to pushing the mouse wheel up a bit? - Is there any challenge other than clicking quickly and finding everything and destroying them as quick as possible? |
| Aug 16 13:13:27 | 2h 59m | Junk Rover | ♥ 0 | SCV simulator 2000 😆 |
| Aug 16 15:02:26 | 1h 48m | Dungeon Trader | ♥ 1 | Oooooh, yes this one's interesting 🆔 - Everything felt intuitive at first glance but it wasn't really completely intuitive - I tried to play without reading instructions and found I couldn't figure out where to put the arrows or some of the stuff - turns out what was actually unintuitive was that I wasn't sure whether I was dropping the items correctly onto the heroes - some visual feedback that your item is in the right place and letting go will confirm the drop would be good. - Given that it's currently a desktop game and not a mobile game, I feel like this game could benefit from click then click rather than dragging. It feels like it works better. You can keep the original control scheme in but allowing for click then click would be good. - The frantic pace is good, though the pace should probably be dropped a little for desktop, would probably be perfect for mobile. - Minor gripe - the pixel art are at different scales - some pixels are larger than others. |
| Aug 16 15:46:31 | 44m 05s | Getting Some Space | ♥ 0 | So I guess that's it? It's a nice sentimental piece. Great art and music. I can't argue that it's not a game :) |
| Aug 16 15:50:18 | 3m 47s | Where Stars Belong | ♥ 1 | Is there anything for mac users? Web? Mac build? |
| Aug 16 16:10:25 | 20m 07s | This Way Up | ♥ 0 | Did 16 people really make this one game? :O That's gotta be a statistical NIGHTMARE. Any way Mac users can try it at all? |
| Aug 17 10:26:50 | 18h 16m | Gold Eater | ♥ 1 | Solid solid stuff! Really enjoyed the art, and the way the audio is integrated feels really on-point. The animation is fantastic and so well detailed. This is pixel art on overdrive :D The only real gripe is the gameplay, it's decent but not great, there's not that much to figure out, more just knowing what does what. Some timing bits are timing bits and other than that it's an elaborate pacman minus the ghosts. The levels might be too sprawling for the game of a puzzling nature but... Yeah it's kinda stuck between being a puzzler or an action game. Kinda reaches neither ends. But I still had fun doing the romp and it's a pretty good game for what it is, the game design could have been much worse given the chosen design space, but it isn't :) Kudos! |
| Aug 17 10:43:03 | 16m 13s | HANA | ♥ 2 | REALLY GOOD GAME OMG. All round great, fantastic feel, puzzle mechanics, satisfies both the puzzly and the actiony/intensity side of things. Surreal and weird as fuck to boot. AND is gorgeous in effects and animation. My current highest of this jam! Well done! |
| Aug 17 11:32:55 | 49m 52s | Magic Cam | ♥ 1 | My middle mouse button is broken so..... :/ |
| Aug 17 11:59:27 | 26m 32s | UNLOCKR | ♥ 1 | Cool style, feels great, music is great. Gameplay wasn't immediately obvious. I first tried to match the number to the next number, and nothing happened. Then I tried to alternate between left or and right, changing directions whenever I heard a click randomly. After a while it stopped working and I was still confused. Eventually I realised you just gotta hold left or right depending on the topmost displayed L or R. Not the strongest gameplay but feels good enough that some people might just sit and spin that all day long. |
| Aug 17 16:55:37 | 4h 56m | Blocks | ♥ 2 | Not a bad game, great for 5 hours, but has problems: - Collision - sometimes you can be stuck not being able to jump with nothing above you - That jump is really floaty which makes the game feel less solid. That's it I guess. Music is competent but short looped which gets repetitive, game doesn't have too much more to it than just this core. |
| Aug 18 23:07:34 | 30h 11m | Ball out | ♥ 1 | If you rate other people's games it'll make it easier for others to see your game. |
| Aug 19 14:06:02 | 14h 58m | Clot! | ♥ 1 | Mac users? :) |
| Aug 19 14:16:18 | 10m 16s | Not Enough Space | ♥ 2 | The mechanic feels good and sound cool music. The visuals are juicy and work well, though: - I can't tell when the thrusters max out - The way you can move out of the edges of the screen is not fun at all - The limited thrust use makes the game way too hard and much less interesting than it could have been. Conserving thrust to pickup more thrust becomes just about the entire point, and if you miss one you're basically boned. - The charge-up-then-go sort of thrust doesn't feel like a fit with the real-time approaching nature of the danger. The charge-up feels much more like it would fit a turn-based game better. Getting immediate thrust feels better for a game of this real-time nature. |
| Aug 21 09:11:12 | 42h 54m | Parking Spaces | ♥ 1 | So here's a gameplay question, what's the reason for anyone wanting to actually drop the car quicker than just letting it drop naturally? The countdown goes only so fast, and dropping it will only speed up your demise. The only exception is to "rush" them through open booms. You also have no idea when the booms will come down so it's a bit of a random toss up whether your sending them down there will lose you the game or not? So if the optimal play in the game is to not do anything... That's a design problem? Also placing a higher number behind a lower number is instant lose, yet the player must play on unless they manually reset the game themselves? It's not a bad premise but there feels like there are a bunch of design problems that would make the game feel better if solved. |
| Aug 21 13:00:16 | 3h 49m | Edgy Fantasy Battle Deluxe | ♥ 1 | Very cute :) The premise is good, the graphics are superb, the music worked well, top notch presentation overall. The writing deserves a special mention for being A-class B-grade stuff. The gameplay though didn't really live up to the premise :( I really would have liked to see more interesting interplay in the way the terrain worked, if the players had to run around on them, for example. And I wasn't really sure if there was much interplay besides forests turning into fire tiles after use. Which seems pretty arbitrary, especially since there wasn't much else I saw in that vein. There needs to be that full screen button for the web build, I had trouble fitting everything into my screen. But a solid display of your powers :) Well done :) |
| Aug 21 21:29:34 | 8h 29m | The Not Very Golden Age of Piracy | ♥ 1 | HOLY SHIT THIS IS THE REAL DEAL The only problem was with mouse controls not being perfect, this is however a perfect fit for mobile. I LOVE IT!!! The humour is on point, the graphics are great all round, the music/sound/voice work is fantastic, everything is GREAT. LOVE IT LOVE IT. 5/5 on all counts. GREAT STUFFFFFFFF <3 If any feedback can be squeezed out of this solid game: - The baby selecting and moving is a little less than ideal - drag and release should work, and an indicator for which baby's selected would have been nice. - Is the pattern for the cannon shot random? I would have liked an indication of what the pattern would be coming up? Not a huge issue though. - THIS IS SO GOOD |
| Aug 21 21:53:44 | 24m 10s | Sofamino | ♥ 1 | It's good, well presented, everything is pretty. But the controls are very frustrating and I'm not even actually sure if perfect solutions are possible for all but the first two tutorial levels. Can you move an object up/down? There seem to be enough space for stuff but it's impossible to move it up so I can only wait for the timer to run out? What? Edit: Why wasn't the mouse wheel controls documented anywhere? So it feels flipped, scrolling up should go up. But the height of the object should be automatic anyway. The rotational controls weren't intuitive enough to make the game feel satisfying, it always feels like I'm more battling the controls than the game logic. But well done for a well presented, pretty game, and fun if you can get the controls to stick in your head. |
| Aug 22 09:40:03 | 11h 46m | Reaper Boy LD42 (Remix) Edition | ♥ 0 | Mac user here, downloaded mac build tried to run it but it's just a black square, nothing is going on. Tried several times. Pressed all the keys. Nothing. |
| Aug 22 13:24:43 | 3h 44m | Running from ⭐⭐Space⭐⭐ | ♥ 1 | You do not need a mac to compile to mac with Unity. Just as you don't need Windows to compile to Windows. I use unity, I have a Mac, I compile to windows, no problem. I've seen plenty of other people compile to mac without a problem too. |
| Sep 2 20:12:41 | 270h 47m | Hyper Dash | ♥ 0 | I feel like I've seen these same mechanics before, the blocks dropping off behind you especially.... Hmm..... But regardless of that, this implementation feels pretty good, the thing with the two control buttons used, it never feels natural - intuitively the left and right click feels more like stuff to do with left and right, but now left/right are both assigned left, and jump is... It's just quite brain-twisty, and a reaction game that doesn't map easily heuristically is like a rhythm game that forces the player to flip left and right. Or like a QTE game where you have to see a triangle on screen, think about which of the 4 buttons on the controller it corresponds to, then press it. The turning also feels like there's a bit of imprecision to it, a bit of slipperiness when you turn, which sometimes make it feel like you've turned in time but you end up falling off anyway. That little nuance in turning is theoretically interesting but practically it actually makes the play feel more frustrating - I think the little slip doesn't gel well with the precision nature of these mechanics. Besides those, this is a nice, well polished package. Name entry is a nice touch, though I'm not sure if it ever gets shown back to me? The purple in the background is a tiny close to the dreaded broken texture default colour of unity :P |
| Sep 3 10:57:17 | 14h 44m | Knight's Crush | ♥ 0 | I have a mac so the performance was pretty bad on webGL, a mac build would have helped. The levels and the character look pretty good. Animation and all that are solid. Not sure if the levels needed that level of detail (cobblestones and all feels like it really drained performance unnecessarily). Game design wise, I was trying to figure out some kind of rhyme or reason for the things that were "correct", but seems like there weren't any, so trial and error and memory seems to be the mechanic, and that is to me not an interesting mechanic (disclaimer, I didn't read the text before playing the game, I think playing once without that priming is a better way to discover what a game should and shouldn't have. Control instructions, in fact, should be present in the game). A small thing was that when I initially died and was pushed to the beginning of the room, I was really confused. The ceiling coming down was slow and not very noticeable and it happened a few times before I understood what was happening. The causality of "I stepped on the wrong tile" and "I died and returned to the end" was far removed from one another and that caused additional confusion, in addition to the ceiling coming down not being very obvious, even at the moment of "crush". Cool effort :) |
| Sep 4 19:17:16 | 32h 19m | Memory.exe | ♥ 1 | OOOOOOOOH This is really quality work, fantastic the amount of game design squeezed in there. The mechanics are a little annoying, clicking to place things, though it wasn't that bad as there were not time pressure. The link to the theme feels tenuous at best though, that's the one major gripe. The music gets a bit annoying but it wasn't really a huge issue. Though I'm really in awe of the game design. Mmmmm delicious. But it *was* perhaps a bit hard to solve, and perhaps a tad tedious, but that's forgiveable for such a short game. Minor gripes with the controls - the character was more slidey than I thought necessary, and it was a bit annoying that each tap of the jump key didn't necessarily gain you enough height to clear one block - which seemed completely unintuitive as that's the minimum height anyone would want to jump. It made jumping stairs more annoying than it needed to be. EXCELLENT WORK SIR! |
| Sep 4 19:47:24 | 30m 08s | The Gargoyle Landing | ♥ 1 | Great game! I love match 3 genre mashes, and this is one of the great ones! The game works great and everything is made very competently, though there are a few gripes: - The different bits of art feel like they come from different games, which is a hazard with working in a team. Would be good if the art direction were tighter. - The music feels really in opposition to what the game is? Music feels pastoral and relaxed, but the game feels frantic. - The movement systems feel wrong - the player moves aren't governed by blocks but the blocks clearly are, and the gargoyles too. It creates a weird mismatch, even though it still works. - Similarly, the shots feel more analogue than digital, a "beam of light" doesn't feel like the right shots in a game like this, I think it would feel better as strict bullets and shots that you can see. A laser could maybe be an upgrade but it just doesn't feel like it gels. - The upgrade system is great, though the clear all blocks one is clearly the most needed one. - The analogue movement of the enemies and player also makes collision between them and you quite ambiguous, sometimes you feel like you not going to get hit and you do. Having a more defined movement would make that not feel so difficult to be certain of. - The grey gargoyles are not signalled properly. I bet most players wouldn't draw the connection between "I pushed some blocks off a minute ago" and "I'm getting grey blocks now". That's a problem. - A bug - when I get 5 in a row (2 and 2 and push one between them) only 3 disappeared, that's VERY VERY disappointing for a match-3 game :P Good stuff! :D |