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Feedback comments for LD44
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| Timestamp | Since previous | Game | Duke's comment | |
|---|---|---|---|---|
| Apr 30 08:52:12 | An-unnecroman-seeable-future | ♥ 1 | Hey! I like the core idea (graphics are nice too), but the controls did get in my way of navigating between the traps. I was killed numerous times very early by two spike traps that only had one safe tile in between them. When I tried to click between them, my guy always ran in the bottom trap, which was annoying. I would have preferred keyboard controls or a more responsive mouse movement. I couldn't get very far but i guess that the try-and-error-nature of the game might turn many people off. A little health bar would've been nice :) | |
| Apr 30 09:12:42 | 20m 30s | Battin' Bats | ♥ 1 | I really liked the core gamepley loop and the idea behind it. But the controls are a major problem. They aren't fluid or responsive enough and the player feels like a heavy tank, especially when turning. Going fast and trying to hit the bats while jumping almost always leads to me being hit by their projectiles. Bats that are close to a ledge are a pain to hit because of the danger of falling down and losing precious hp. In the end i just stood still and tried to shoot the projectlies back, because that worked best. Couldn't get past level 1 until i was too frustrated with the controls. I think with a more fluid and responsive control schema, this could be really interesting. Jumping around, hitting the bats. The map layout could be a bit better the emphasize this kind of gameplay. I got stuck in the bouldes really fast and some of the bats were a little too high to hit. Nonetheless, a solid game! |
| Apr 30 09:54:53 | 42m 11s | Life is Food | ♥ 0 | The art is is definitely the better part of this game experience. I Really liked the animation and the mimic of the character. I played the web-version and I had the feeling that something was wrong with build. My health never decreased and when I fell off the map, the game kept going until I refreshed the page. Didn't really understand the gameplay loop or what the aim was. The theme itself was a little obscure as well regarding the target theme. |
| Apr 30 10:11:55 | 17m 02s | Hospital Horrors | ♥ 1 | Nice solid twin stick shooter game. The controls were a little sticky at times (collisions etc), but overall, it worked great. I didnt't like the hp cost of the upgrades without a proper way to refill your hp (at least i didn't find any) Seems like an artificial way to make the game harder without balancing out the risk/reward factor. The graphics were alright. The spritesheets you used for your pixel art did collide a little with the rest of the interface. A little polish in that regard would go a long way! :) Played some levels until it felt repetetive (~5min). A little variation in the level sprites would help to get a some variety going. |
| Apr 30 11:23:21 | 1h 11m | Welcome To The Machine | ♥ 2 | Hey there! Interesting little game. I really dig the art style. The color palette was chosen nicely. I played two of the 5 endings, but I admit that I didn't really understand or catch what you were going for narratively, I liked the mood nonetheless :) |
| Apr 30 11:39:27 | 16m 06s | Shooter on a Budget | ♥ 1 | Great little twin stick action! The art is a little barebones but the rest of the gameplay works smoothly. I liked the huge map and variety in weapons and upgrades. The shooting mechanics and the collecting of coinds feel rewarding. What I didn't like was the huge transaction covering the right part of the screen. Also, the enemies were walking and fyling through the thorned walls, which was annoying, because the shotgun kept shooting them through the map and I couldnt follow them. Coins and such could also be stuck in a thorn wall :/ All in all, very satisfying! |
| Apr 30 12:43:51 | 1h 04m | Cats Against The Society | ♥ 1 | I'm not sure what I just played, but I liked it for what it was :) The questions repeated themselves after a while and I almost thought it's already over, but suddenly there was a new choice and I could run outside. The questions, answers and outcomes were all written very humorously and as a cat owner, I really did enjoy myself ;) Also, great artwork and color choice! |
| Apr 30 12:50:05 | 6m 14s | Plunderlings | ♥ 5 | Awesome! The artwork, sprites and animation are on point. The controls and collision detection are a paint though. Running, jumping and stuff feel really sluggish and I got stuck in the ventilation a couple of times. Other than that, a great little puzzle platformer. Good job! |
| Apr 30 13:15:20 | 25m 15s | Rogue Money | ♥ 1 | Interesting game! The money mechanic twists the genre on it's head a little. The artwork on the characters is top notch. Really cute linework und coloring. The levels themselves look a bit bland, but that's just a little drawback. The enemies could feature some form of visual hit feedback to make shooting more fun. Other than that, it's a really nice little shooter |
| Apr 30 13:22:54 | 7m 34s | Procházka | ♥ 0 | As a short art experience, this a nice piece :) Great art style and animations. The background song fits the mood perfectly. Too bad, there is no actual meaningful gameplay (I didn't find any, at leatst. Other than clicking some of the foliage and send it flying) |
| Apr 30 16:47:08 | 3h 24m | Infernum | ♥ 2 | Great visuals, and smooth gameplay overall! Interactions weren't really clear, some indications for interaction possibilites would've been great. Seemed that the sound and music bugged out for me, because through all my sessions I only had like two sound effects. |
| Apr 30 16:58:26 | 11m 18s | D E A T H S G R A S P | ♥ 4 | Great stuff! Amazing visuals and a very fitting soundtrack on top. Kudos! |
| Apr 30 17:06:01 | 7m 35s | ShellShark! | ♥ 2 | Interesting card game, but I had my problems to grasp the rules just by playing the game itself. Some kind of ingame tutorial or clearer visuals of what is happening with the cards and why would've been nice. Other than that, the art is quite nice and the gameplay is fluid enough. Too bad sound effects and music are absent. |
| Apr 30 17:11:48 | 5m 47s | Don't pay with your life | ♥ 1 | Nice solid platformer! Art and music are good :) Pretty polished. Running and jumping animations look a little weird though. I didn't really like fightiong system. Seemed pretty random to me. It wasn't possible to deal with the enemeies without getting hit. My weapon reach was very short and the zombies pertty much hit me as soon as i get into reach. I ended up just hammering the ctrl-button. That way, I was dead by level 3. I love games like these, but they really need a good melee system to work properly. Nice job nonetheless :) |
| Apr 30 17:18:40 | 6m 52s | A Lively Village | ♥ 0 | Interesting concept and great art to visualise what's happening. But I had my problems to really grasp, what my choices were leading to. The User Interface could use some polish. It looks a little bland compared to the rest of the visuals |
| Apr 30 17:33:17 | 14m 37s | Bloody Money | ♥ 2 | The groundwork was ok, but the game lacked satisfying combat and reasonable hit detection. Hitting the zombies was not fun and the spiders had a very specific timing window in which they could be hit, before they hit you first. It felt too repetetive before I was able to buy any upgrades. I guess a gun might solve some of the problems. Melee combat just felt too awkward. The graphics were nice though :) The camera sway when looking around was a bit to janky. |
| Apr 30 17:54:13 | 20m 56s | Bet Your Life | ♥ 1 | interesting twist on the platformer genre. The betting mechanic was a little confusing at first but I got around it after some levels. The platforming felt alright, but the controls could've been a bit more responsive. Especially the wall jumping is a bit janky. Art and Sound are top notch :) good work on that front! But I didn't like the default control scheme for keyboard users. I would've preferred the classic wasd+space+shift schema for games like this. |
| Apr 30 18:04:47 | 10m 34s | Liquify Bo! | ♥ 1 | Simple but effective :) Good interpretation of the theme (even though no currency is involved, oh but well) The platforming controls were great, nothing to complain on that front. The art was adequate but could've been a little more visually interesting.But since you worked alone on this project I bet there wasn't much time for the art left :) Dying and respawning at the beginning of the level was a bummer though and killed some of the momentum of the puzling. I think it would've helped if you respawned on your last platform to keep things going. There wasn't much challenge in jumping the whole level again and again only to place an additional platform. All in all, a nice little game :) good job |
| Apr 30 18:19:05 | 14m 18s | Devil's Coin | ♥ 4 | Great art style! Looks really crips and the animations are spot on! Only the devil dogs animation looked a bit jumpy at times. Too bad theres no music or sound! But I didnt't really like the combat. Felt rather unresponsive and delayed. Also there was no hit feedback or any other response that would lead to a satisfying combat mechanic. But for a short game like this, it worked alright. Also liked the theme and message :) good work! |
| Apr 30 18:25:57 | 6m 52s | Meaningful Life | ♥ 1 | Good interpretation of the theme :) We had the same idea on our brainstorming wall but went with something completely different. Got both endings! yay! The art work is good, conveyed your message perfectly. Nice work! |
| Apr 30 18:36:45 | 10m 48s | Gachapaw Dungeon Crawl | ♥ 2 | Looks really really promising, especially the great artwork and fluidity of gameplay. But the combat system is very unsatisfying and rough around the edges. Theres no clear hit feedback or any other visual hints when hitting enemies. Also, the incorporation of the theme did not help the fun I had with the game. Just replacing coins with hp often breaks the balance of these kinds of games. |
| Apr 30 18:49:03 | 12m 18s | BetYourLife | ♥ 2 | Simple premise :) Execution is fine! The graphics and sound effects are all very nice. The presentation of the actual shooting and menus all around could've been a little more visually interesting but that would be my only complaint. The mechanics work and i like that you can play it with your friends :) Better than the real deal ;) |
| Apr 30 20:19:09 | 1h 30m | bird food | ♥ 2 | What a great twist on snake :) Loved the new puzzle challenge on such an old concept. The art is minimalistic but cute and fitting. The general implementation of the twist was spot an as well. The only problem i had with the gameplay was the speed of the snake paired with the fact that the snake can move half a tile, which makes maneuvering rather difficult, especially in small rooms. The 3d depth effect of the levels was a little distracting as well when trying to find the way around the level without dying. Great job nontheless! |
| Apr 30 20:37:34 | 18m 25s | Wild West Devil Pact | ♥ 1 | I did not expect much after seeing the artstyle in the screenshots, but oh boy, was is wrong. This is the first arcade like game I played through till the end since i started rating. The platforming was good, aiming and shooting was well balanced. I liked the little ricochet puzzles. And the enemy bullet size and speed variaations were fun as well. All in all a very good experience. Thanks a lot! Only the art really needed some polishing. The pixel art style of the character and the enemies really collided with the downscaled photographic textures of the surroundings. But thats really my only complaint (and possibly only because art was my main focus in our game) The theme integration was a bit bland (removing the coin system for upgrades and instead paying for them with your hp) but you implemented it better than all other similar games I played. It didn't feel like a punishment to buy upgrades and you had enough healing oppurtunities in the levels themselves. |
| Apr 30 21:49:22 | 1h 11m | Methods for Instructing Thine Dragon | ♥ 0 | nice artwork and the premise looked simple enough. After a short time, there were no more mushrooms and I couldn't make it further. Seems to be the bug the other people encountered too? |
| Apr 30 22:16:11 | 26m 49s | Kill The Money | ♥ 1 | hey man, good job on making this all by yourself. the art is great, the animations as well. The background track sounds good as well. Did you write and record it on your own? I had some problems with the general gameplay and the controls. This game really needed a separate aiming-mode with the mouse. Hitting enemies that are above you was a chore and took longer than it should. I also didn't like that you couldn't run backwards and shot in the other direction. Other than that, the shooting mechanics were pretty satisfying. Also, the game was pretty short and way too easy :) the level design in general could use some work to make the gameplay a little more diverse. |
| Apr 30 22:43:04 | 26m 53s | HeistLyfe | ♥ 2 | I played the web version and the game-screen was very small, but it was playable nontheless. Liked the background track a lot. The stealing mechanic was a little unreliable. Sometimes it worked, sometimes it didn't, even though i was standing directly on the item and the scan showed it. Being able to run diagonally would also help the gameplay flow a lot. Other than that, the game ok. I have no idea if I played it correctly or not but I got out of the level with some monies, so I guess it was alright :) |
| May 1 10:11:19 | 11h 28m | Live to Work, Work to Live | ♥ 2 | Great stuff! The visuals and art are all very polished. I liked the office setting with the computer and it themed mini games. The bridge building game was too slow though. The brdige drawing animation is pretty slow and if you fail one bridge, you have to do it all over again. Also, the boss character followed me into the cubicle and blocked the way out... was that on purpose? ;) Luckily, after a while he went back to his desk. Good job and the mini and the meta game(s)! |
| May 1 10:29:29 | 18m 10s | Blood Quest | ♥ 3 | First impression was really good! Love the art style (a little more pixelated would've worked better in my opionion though) and the music is spot on. The mood is carried well by the songs. I'm a fan of games like this, that's why the shortcomings in the gameplay mechanics you implemented are very obvious. But in spite of the criticque, I really enjoyed playing through the level and beating up the bosses :) Some of the puzzles went over my head though. But apperently I could get to the end without dealing with them. Heres some feedback regarding the mechanics: The camera is way behind your player character when running in a specific direction, which maks it harder to anticipate whats coming in front of you. That's not a dealbreaker in your game, since there are no normal mob eneemies in the level. First time around, I died on the demonic looking enemie that shoots fireballs from his small hitbox, what made it really annoying to fight him since my range with my stick was really short. Would've been better if he shot the fireballs from his hands. (i think they were burning already). Second playthrough i rushed through the rooms and bosses and killed them pretty easily because there seems to be no attack cooldown on the pc. i could just circle them and spam them away. That made it a little TOO easy ;) Thanks for making this! I enjoyed myself |
| May 1 11:55:21 | 1h 25m | Ancient Current See | ♥ 1 | Really nice little puzzle game. I liked the dynamic of the life giving and diffrent speeds of retrieval. Graphics and art were also on point. The only thing that bugged me was the running speed of the character. Could've been a little faster. Also, i like it more when you aren't tied to a tile to tile movement. All in all, great stuff! |
| May 1 12:06:13 | 10m 52s | Breathe of The Fox | ♥ 0 | On first glance, this already looks and feels like a vry polished little puzzle platformer. Good job! The controls are very responsive and quick. Collision detection and general gemeplay speed are well balanced as well. The art and animations are cool but some background music would've been nice :) I had some problems with the wall jumping mechanics. The frame timings in which I can press away from the wall and still perform the wall jump could be a little more lenient. Also, the difficulty is pretty high, especially the first level does not allow some kind of error. It almost frustrated me to the point of dropping the game. But after finishing the first one, the rest was pretty much a cake walk (aside from the try&error path finding) So, aside from some balancing issues, i'd say this game is pretty good for what it is :) |
| May 1 12:11:09 | 4m 56s | Mayan Mayhem | ♥ 1 | Hey! I tried to play your game but it seems it's pretty bugged to an extent, that playing doesn't make much sense. I can't walk backwards, both keys (a & d) move my character to the right. If i press them both at the same time, I can double my walking speed. After some running, I got stuck in the floor and couldn't continue. Too bad, since the graphics and the sound seemed pretty cool. Edit: Just read about the getting stuck issue and pressing t&g at the same time. Didn't catch that before starting the game, sorry! |
| May 1 12:44:44 | 33m 35s | Cyberpunk 2076: Independence Day | ♥ 1 | Interesting game! I liked the deterioration factor of the player character. Art and sound were nice too! Gameplay was a little slow and I didn't find the way up to finish the game, because my time ran out too fast. The combat mechanics were pretty much barebones. Was there even a health bar? I got hit by enemy bullets and turned red for a short perios of time, but other than that I didn't feel any consequences. Would've been nice to be able to duck or something to avoid oncoming bullets. |
| May 1 12:58:21 | 13m 37s | Red Rock | ♥ 2 | Nice implementation! Looks and sounds great. The core gemaplay functions are robust as well. Good job! Other than that, the game is pretty harsh towards the player. Asteroids spawn very close to you and I got hit several times without me noticing anything in front of me. It's very unclear if the debirs of destroyed asteroids damage you or not and the screen is cluttered with so much stuff, that reacting becomes very frustrating. Also, I couldn't even afford one upgrade, because the first level already drained a lot of my integrety. So your theme integration (replace coins with hp) feels a little tacked onto the gamepley loop without balancing it out properly. A lot of games this time around make this exact mistake. I played three levels and didn't get one integrity repair kit from an asteroid. So the whole upgrade mechanic was completely unusable for me. I think with a bit more variety in level to level gameplay and some balancing, this could be a fun game! :) |
| May 1 13:09:00 | 10m 39s | Rashness | ♥ 2 | Really cool little game! Very polished and professional looking. I liked your themed upgrade system integration a lot better than how most of the games do it. Since this is a one time boss rush, it's fun to experiment with different setups and combinations. I could finish the boss in on the second try after seeing all of his moves on the first run. So the difficulty ramp could need some more balancing. Other than that, kudos! Great effort and great game |
| May 1 13:21:21 | 12m 21s | Oh my blood! | ♥ 2 | Cool game! We had the same rough concept in our brainstorming session :) I really like how you implemented the idea, especially with the humour and the characters. Good stuff! The art is very polished and the animations are cute. I also liked the diffrent fonts for the characters and the talking sounds. Very professional! The fighting system was a bit bland und had little variations but thats something I can accept. In the end, you worked alone on that project. Really really nice work! |
| May 1 13:44:58 | 23m 37s | The Right Coin | ♥ 2 | Good job, controls and art feeld very polished. This game coul definitely use some music to accompany the sound effects :) I liked the gameplay loop as well, but I think death comes much too fast. I think some kind of level- or wave system with a ramped difficulty curve would've benefited the gameplay. As a player, there is little accomplishment running around the level with death as a inevitability. Other than that, solid entry :) |
| May 1 13:55:20 | 10m 22s | BETRAYDED | ♥ 3 | Great polished little 2-player game. Awesome work! The art is on point, music and sound effects as well. Controls are very responsive and self explainatory. Nothing to critisize here. To bad that i'm testing these games alone, so I couldn't get the most out of this game |
| May 1 19:50:39 | 5h 55m | Bob the Zombie | ♥ 2 | Cool game! The art is especially awesome. Very polished style and animations. The gameplay loop itself works as intendend and the theme is implemented in more than one facette. Sadly, it gets repetitive rather quickly. Would be awesome if there were more variations in gameplay or challenges in the later days. Other than day, great entry! |
| May 1 20:41:58 | 51m 19s | Anthill | ♥ 0 | Nice game, i like the premise and how the gameplay works (even though i'm missing the theme here) The Art is adequate, Sound would've been nice :) My game bugged out at hole 4. The next ball just didn't spawn. Also, it's not a good idea to use z (or y) as keys for games like this, because on european keyboards, the z is on the sport, where your y is, which made controlling this game a whole lot more difficult :/ Other than that, quite nice game! |
| May 1 21:15:31 | 33m 33s | Elevator Pitch | ♥ 1 | Nice game! I really liked the art, music and core gameplay/story idea. The physics based comedy worked very well. The only gripe I would have is the length and the missing challenge. The boss was pretty easy to beat and required basically no strategy. Just hammering space did the trick. Nontheless a really cool little game with fun mechanics. good job! |
| May 1 21:54:21 | 38m 50s | Leap | ♥ 1 | Cool premise and good implementation of the upgrade mechanic in a runner game. I liked the art and the music was well chosen as well. The problem i had was, that it was easier to buy no upgrades at all and keep all the lives. At least in my runs I always had more points if I just rand through the shops without buying anything. That problem have many of the entries, that just replace a coin system with an hp exchange. The balancing can get very tricky. |
| May 1 22:45:12 | 50m 51s | Curse of Volgax | ♥ 1 | Great art style and in general good controls. Felt very responsive and immediate. No problems with hit detection either. A very solid foundation. But couldn't play it very long because the core gameplay loop wasn't that much fun. The main problem was the fighting system. For me, hitting enemies and killing them didn't feel very satisfying. I didn't like that my initial sword was so weak that it takes several loaded sword swings to kill the first dog enemy. All this, while the dog itself can catch me in a infinite juggle just by touching me and then throwing me into the spikes half of the time. There should be more impact of my hits on the enemies. Even when I hit something, it felt like i was swinging through them. The themed upgrade system (no coins, you pay with your time) wasn't helping in that regard. Buying upgrades was out of reach because I had barely enough seconds to jump around a bit without even coming close to finding enough pickups to earn some extra seconds. Even when I tried an upgraded sword for 15 seconds, I didn't really feel any stronger. The small bat like enemies did take roughly the same amount of swings. I think the games needs a lot of balancing and some additional features regarding the fighting system before the main gameplay loop can be considered fun for me. I hope you can use the feedback, because I really like the first look of your game :) |
| May 2 14:47:05 | 16h 01m | Star Foundry | ♥ 0 | Interesting concept! But it's way to hard to get everything going. Some kind of auto-complete functionality when typing the commands would've been veeeeeery helpful. Or some kind of translation of a more basic language into the used native javascript. It's pretty hard for me to get fun out of this the way it's implemented. I really liked the art und the mood everything emitted, very nicely done. Woul've loved a more intuitive way to play it. For exmaple like "human resource machine" worked around that exact problem. |
| May 2 15:01:05 | 14m 00s | Gacha | ♥ 0 | Great Art and animation! Really polished and thought through. The colors and strokes really fit the general mood of the game. That said, I'm not the biggest fan of the gameplay loop, but I can see that you implemented it like you visioned it to be, so that's alright :) |
| May 2 17:27:36 | 2h 26m | Blood Caverns | ♥ 1 | Nice game! Very polished gameplay, fitting art and sound. Played a lot of other similar games this time around but yours was the best so far. The hp decrease was well balanced and I could get quite far (level 5 or 6). But The minigin seemed quite useless. Very small magazine and a huge spray radius. Very hard to kill enemies with that. Nontheless a very cool game! |
| May 2 17:32:55 | 5m 19s | Meat Your Unmaker | ♥ 2 | In...teresting. Nice graphics and cool to hear some recorded voices. But I didn't understand anything :) |
| May 2 18:16:12 | 43m 17s | Lifleline Warriors | ♥ 1 | Wow! Nice work. Really liked the fighting system and the variations of weapons. The game could use some polish around the edges, but all in all, it's fun to play. |
| May 2 18:28:54 | 12m 42s | Immortal's game | ♥ 0 | Very very creative entry! The best use of the theme I played so far. The gameplay is on point and easy to understand. The art is ok and sound woul've been nice, but that's fine. I had some problems navigating the shop. Half of the time, the down cursor did not work, which annoyed me a little. But great stuff nontheless! Keep up the good work |
| May 2 18:44:22 | 15m 28s | Chrominance reloaded | ♥ 1 | Ha, the first tower defense game I played so far. And I thought they were gone for good ;) I'm not the biggest tower defense fan, but I appreciate your little colored twist on the genre. Looks like it's still relatively rough around the edges and the coloring mechanic is a little unintuitive, but looking at the towers shooting away in unison is kinda satisfying. Keep up the work! Edit: Oh, and the art is cute, I like it :) |
| May 2 18:53:29 | 9m 07s | Crystal Castle | ♥ 1 | Really cool! Way too short for my taste, I could play this for another pair of levels :) The art was nice and the shooting felt very satisfying. Great job! The sound effects were fitting and it shows that you put all your effort in. Could use some more mechanics and some polish around the edges, but aside from that, a very nice experience! |
| May 2 19:00:58 | 7m 29s | Happiness Life | ♥ 2 | Cool concept. The art is nice and the balancing act quite challenging. The soundtrack was a bit repetetive though. Good work all in all! |
| May 2 19:17:55 | 16m 57s | Heartreasure | ♥ 1 | Cool art and an great little time waster. The puzzles were refreshing and it was fun to search for the littl hearts. Thanks for making this! |
| May 2 19:25:51 | 7m 56s | Stretchy Cat | ♥ 1 | Very polished art and aesthetics, good job! The puzzles were pretty straight forward but interesting. The controls on pc were a little bit clunky, but that's to be expected for a port. Too bad the audio didn't make it into the final product, would've helped the game a lot! Nonetheless a solid entry |
| May 3 16:58:42 | 21h 32m | Basil Price: Mint Investigator | ♥ 1 | I kinda dig this :) Interesting concept, first time seeing something like this here. I really enjoyed the lighthearted dialoge, even when you broke the fourth wall more often than necessary. The art could use some polish, there were strange artifacts around the characters for example. The music was great, especially the song on the phone location. Really nice. Thanks for sharing this! |
| May 3 17:03:46 | 5m 04s | Victor Spumante And The Raindrops of Burgundy | ♥ 1 | I don't really get the gameplay... is it some kind of clicker thing? The art needs some getting used to, but using a medium grey font on a purple background is always a bad idea ;) The background track was neat though. |
| May 3 17:15:16 | 11m 30s | The Trafficker | ♥ 0 | Nice and intereseting game. The spin on the theme was a good call. Day 5 totally wrecked me and did cost me alomst all of my money. The map was filled, with princesses, dragons and police men x_x The game itself is a little rough around the edges but more than playable. Music and art was adequate. The point system was a bit convoluted, but I just let the game calculate everything for me and I just looked at the resulting money amount. Nice entry! |
| May 3 17:23:13 | 7m 57s | Coin Puzzles | ♥ 0 | Nice general concept! I liked the idea of a puzzle plattformer like this. The mechanics weren't totally clear at first, but I did get behind it rather fast. But the switches were a mystery til lthe end. I didn't know how heavy I have to be to trigger them. Seemed to me, that every switch hat another threshold. Also, in the "%" level, I ran into a bug where I fell into the lava and the level did not restart, so I was stuck. The art and music were a bit basic, but that's fine for a first impression. Jumping and movement controls could be a little tighter and more responsive. That's all of my criticism. Good job guys! |
| May 3 17:36:10 | 12m 57s | The Price To Pay | ♥ 2 | Holy shit, is that guy on crack! The audio visual part of the game is astonishing. Very polished, great animation and the soundtrack is fitting the general mood very well. The writing and the general theme itself is well chosen and contructed. So it's even sadder that the core gameplay cannot keep up. The controls were all over the place and the fighting system lacked any responsivness and satisfaction. My hitbox seemed a bit too large since I got hit multiple of times against my intuition. The game speed itself was way to fast, my character was flying through the level like sonic. There a lot of potential there, I hope you can stil work on the project post-jam. It would be really nice to play this game as a short well balanced fantasy platformer with a good meele combat system. Keep it up! I hope you can finish this project |
| May 3 17:44:57 | 8m 47s | bloodsucker. | ♥ 1 | Interesting idea! I couldn't really get any fun out the gameplay loop though. Each day seemed very random. Sometimes there was just one person, other days there were like six. And I didn't get the benefits of buying real estate. After buying the first one, there seemed to be nothing changed in terms of gameplay or visuals. Also, the sound effect, when the real estate merchant came up was very irritating and way too loud. Then, on day 10 or something I got kinda stuck and one of the light cones hit me -> Game Over. Seems to me, like this game still needs some polishing in terms of the gameplay loop and difficulty spikes. It's a bit too random. The art is very nice though! I like the style of the characters and the merchant screen. Very polished and professional. |
| May 3 17:47:43 | 2m 46s | Pass the Buck | ♥ 0 | Not my type of game, so I will skip some of the ratings. I really liked the art and music but the general presentation of the texts could've been better packaged to fit the general pixel art. |
| May 3 17:55:07 | 7m 24s | Borrowed time | ♥ 1 | Cool little game! Took my one failed try to figure out, what to actually do. The art is amazing, looks very polished and professional. The gameplay itself seems very simple, but it's working. Would've been cool if there was something more going on gameplay wise. Picking up the guys was a bit imprecise at times and I had to readjust sometimes and press space again and again. Also, the npc's seemed a bit suicidal ;) They quite often just ran straight into the pit. Poor souls. |
| May 3 18:05:44 | 10m 37s | Brave Swordsman | ♥ 1 | Thanks for your entry! I was very entertained at first and really surprised about the way to implemented your fighting mechanics. Sadly, it got repetetive and annoying rather quickly. The mouse cursor went out of the window pretty fast and it was more of a chore than a satisfying gameplay mechanic to swing the the mouse around like crazy. Hitting enemies didn't feel too satisfying as well and there was basically no strategy involved. I think this could work pretty well, when the mouse movements have to be very deliberate to actually work like a sword swing. The ki of the enemeies was pretty basic as well and easy to exploit, but I guess that's to be expected in a game jam ;) The art was ok but looked a bit jumbled together. Could use some more polish. But all in all, it's a good entry. Keep up the work! |
| May 3 18:21:00 | 15m 16s | Slime, music and portals | ♥ 2 | Intriguing entry! The art and the audio really pulled me in. I love the jumping sound and how good it fits to the musical score. The rest of the mechanics were a bit too basic for my taste. Also, the fighting system felt very unsatisfying. The double jump felt rather unresponsive at first, but I got the hang of it after some tries. When working with pixal art, I like it more when the pixels are clean and on a real pixel grid, that might just be my taste. All in all a nice first concept that could be built upon. Keep up the good work! |
| May 3 18:49:03 | 28m 03s | Lousy Life Lessons - [LLL] | ♥ 3 | Awesome! Very cool experience you put together in such a short amount of time. The gampley itself isn't too innovative (even though mixed up the old runnder game formular with some nice cat moves!) but together with the cutscenes and the story, you lift the gameplay to a whole new level. Very well done! The art is fabulos and the soundtrack very fitting which all leads to a great and funny experience that looks and feels very polished. Good job guys! One of the best entries I played so far |
| May 3 22:43:03 | 3h 54m | Arrow of Light | ♥ 3 | Damn, bar far the best entry I've played so far... And I don't think anything might be able to top this. This feels, looks and plays like a finished, bugfree and balanced product. I love the fighting mechanic (bow&arrow ftw) and the theme is implemented in a way that doesn't feel like it was an unbalanced afterthought. The pixel art is basic but cohesive which gives it a very polished look. The music subtle but awesome and everything about the gameplay feels earned and satisfying. Even though I died a couple of times in the last part (thank you for implementing a checkpoint/save system) it never felt like the game gave me some cheap shots. I actually am astouned how you pulled everything off in such a short amount of time. Awesome! Good luck with the game, not only in the LD but maybe even after this! |
| May 4 10:24:55 | 11h 41m | Self Surgeon | ♥ 1 | Nicely done! The core gampley and the idea behind it is really cool and well executed. Art and sound come together very well. Some of the gameplay mechanics did stop me from playing the game through the end though. The gameplay felt pretty slow and after the 5th level it kinda seemed like the game was wasting my time unnecessarily. The walking speed could've been a bit faster and I didn't like how the syringe mechanic worked. Just picking it up at the beginning of the level and then waiting (again, time waster) until some of the blood is regenerated. I would've preferred A more integrated gampley mechanic. It kinda felt like an afterthought. The controls were very responsive and tight, I like that. Though, I'm not the biggest fan of the "wii mote swinging" attacking mechanic. But I see how your level design and core gamplay needs this to make precision cuts. All in all, well done game! |
| May 4 10:35:12 | 10m 17s | Register Revenge | ♥ 1 | Congratulations on your first LD submission! The core gamplay is pretty basic (jump&run&shoot) but it works and actually felt pretty responsive and tight. The art and sound were adequate but it's nice to nice to you actually have sound and music in there. A lot of entries scrape that part. Other than that, there's still a lot of stuff that's rather rough around the edges. The ladders bug out sometimes and it was hard to get off of them to do a necessary jump right next to it. The Level Design could also use some work to make it more interesting. It felt like I've seen everything after a couple of minutes. also, to bad I couldn't use "wasd" controls. Walking did seem to work but the jumping wasn't also bind to the "w"-key. All in all a solid entry. The theme was implemented in a obvious way, but that's fine! Keep up the work! |
| May 4 10:40:25 | 5m 13s | RAD MAC | ♥ 1 | Any reason why this game runs into virus problems? |
| May 4 11:32:59 | 52m 34s | Chesty the Treasure | ♥ 1 | I liked the general presentation and style of gameplay. I dind't really get the actual gameplay challenge though. The knights were just running around randomly and I could just run through them, because they would swing their weapong with a tile of delay, never hitting me. Other than that, the only thing that was a little annoying was, that you had to repeatedly press the directions buttons to move. That felt kinda sluggish because some inputs were ignored, until the chest was completely still after walking one tile. The art was superb and the audio very fitting. Helped a lot to increase the fun factor. But I have to admit that the gameplay loop got old after a few levels. Especially regarding the movement speed, it started to feel like my time was wasted a little. Very good entry nontheless! I enjoyed myself |
| May 4 15:16:18 | 3h 43m | Hajime no Botto | ♥ 0 | Nice audiovisual implementation but the core mechanics are really hard to get into. It's never a good idea if you have to read an extensive description about the gameplay to understand what's going on. The game itself should transport that information at least to an extent. The Feedback after clicking anything did not result in any meaningful response to the player to help understand, what he just did. So, at least for me, it was pretty overwhelming and hard to get any fun out of on the first impression. Like I said, the rest of the project looks great and seems to be very polished. Everything looks and sounds nice and is very responsive. |
| May 4 15:24:47 | 8m 29s | Kessler | ♥ 0 | Cool concept, I like games like yours. The art is a bit plain and I didn't get any audio feedback, but the core mechanics work pretty well. With the feature set you have there, it gets repetetive very fast though. Needs some more variation in levels, weapons and astroids, if you ask me. A visual shot cooldown timer would've been nice too. I was just spamming space to get as much shots out of my time as possible ;) |
| May 4 15:33:41 | 8m 54s | SENTINEL | ♥ 0 | Really cool! Why no rating four Sound? I really like the soundtrack. The core gameplay is really polished, the shooting and killing is very satisfying and the uprage system fits the theme. The art was nicely done and through the projects very coherent. A very polished entry that looks and feels very professional. I encountered a crash after finishing level 1, but on the next try, it didn't happen anymore. Great stuff! Keep up the good work |
| May 4 21:46:37 | 6h 12m | Lost Hearts | ♥ 3 | Too bad you couldn't deliver a proper game. The mechanics kinda work, jumping is kidna sluggish and only works some of the times. Didn't find a working attack button, but the wolfs seem pretty tame, so no need to attack I guess ;) The music stopped partway in, then there was just silence. Hope you have more success on the post-jam version! Have fun developing |
| May 4 21:58:08 | 11m 31s | Collecting Really Nice Cats! | ♥ 1 | Sounds like you had fun recording all sounds for all the characters ;) The gameplay is simple enough but there seems to be an issue with the collected cats counter. It stayed at 0 even though i've thrown a lot of cats into the trailer through the roof like the description suggested. Seems like I'm the only one with the problem since no one in the comments mentioned it. Well, no harm done. The art is adequate and some music would've been nice. The controls were a bit clunky. Jumping and picking up cats didn't always work direclty. All in all, a fun little game! |
| May 5 10:58:04 | 12h 59m | UnderBreak | ♥ 1 | Great game you put together there! The 3d art is great and the sound design is very fitting. The mood in general was captured well. The controls were responsive and I didn't enncounter any bugs. The core gameplay was simple enough and worked as intendend, I guess. The shooting mechanic felt a little unsatisfying. The pellets the player and the enemies shot felt very underwhelming and there were almost no visual feedback of hitting an enemy. I think that might be my biggest critisicm. The level to level mechanic of choosing a demon and selecting some kind of debuff(?) wasn't really clear to me. I always picked the debuff and often didn't really know what the exact consequance was. Espacially for the first one (something like demon rage). Since the enemoies hat a very basic (to nonexisting) ai, the game was fairly easy and dying wasn't really an option. Some more variation in enemies patterns and weapons would've been great. Also, I was totally expecting a boss fight after the third level :) Too bad it was just the end dialogue. All in all, a very polished looking game with some core gameplay issues, that you might wanna work on after the jam! Good job nontheless |
| May 5 11:07:35 | 9m 31s | Dark Cave | ♥ 0 | Nice idea and I like those games in general, but you really should work on your wall jump mechanic. I quit the game because I really don't like how you implemented it. Half the time, my character just falls off the wall when I switch direction keys and press jump. There should be some kind of threshold where you can switch directions and jump without punishing the player for not pressing the buttons frame perfect. I played another entry here that had the exact same problem. Other than that, it played really nicely. The controls were responsive and jumping felt very intuitive. Good job on that. The game could also really really use some good music :) Felt a little lonely without. The theme felt a little tacked on, but that's fine. |
| May 5 13:07:58 | 2h 00m | Blood Chest | ♥ 1 | Cool idea, I really liked the creative take on the theme. The concept seems to work out great in a gameplay context, but I couldn't even finish the first wave because none of the heroes died upon throwing them against the walls. I've seen your remark about slow performance, but that wasn't the issue in my case. I had a very smooth framerate. My setup is a 144hz monitor, so I guess that the game ran at 144fps as well. Maybe that's an issue? There was some kind of cap on how fast I can move the tongue around and even at the fastet movement, the heroes didn't die. The art was rather cool, but it looked like it was downscaled a little too much. The details seemed really crunched. Music and Sound were nice too. You hit the general mood very well. All in all a very cool game, even in spite of my issues. |
| May 5 13:18:40 | 10m 42s | Sigillis | ♥ 1 | Nicely done! Great entry to this LD. The mechanics worked really great and the visuals helped the game a lot to feel very satisfying when playing and drawing the shapes. The Music was fitting and soothing as well. That said, I have some feedback: * The game speed is a little slow. It takes forever at times until the enemies are visible. Especially in the beginning is was just waiting 80% of the time. It's not a good idea to waste the players time like that. * The left HUD element covered up gameplay space. Enemies were spawning behind the HUD and I could barely see the sigils on them -> Which lead to just more waiting around. So, the gameplay could be a little tighter with less waiting around. That's basically my only complaint. The rest is top notch! Keep it up |
| May 5 13:31:47 | 13m 07s | Annabelle & Annabelle Otherworldly Meats | ♥ 3 | Interesting game! The art and the core gameplay (twin stick shooter) hooked me instantly. The music support was also well made. I didn't encounter any bugs and everything ran very smoothly. The core gameplay loop got repeteteive after a short while though. The shooting and killing of the grey swine enemeies didn't really feel satisfying or rewarding. The shooting and killing could use some impact, some meat. Even though the mechanics themselves worked perfectly fine, the fun behind it was lacking. Nontheless a solid, polished looking entry! Good job! |
| May 5 15:08:25 | 1h 36m | The Colosseum | ♥ 1 | The game looks interesting at first but the gameplay is still really really rough. The controls are way off and unresponsive, resulting in a fighting system that is, in it's current state, impossible to have real fun with. The art is minimalstic but works rather well. The sound effects cover the bare minimum and don't really fit the mood. The ui looks like it was made for a different game, it doesn't fit the aesthetics of the rest of the art, so there's yet more to work on. Without free movement, a strategic fighting system and camera control, the game is barely playable. At least I couldn't get much out of it in the state it's in right now. Well, I hope you still had fun making it and learned a lot :) |
| May 5 20:42:32 | 5h 34m | Tree of Life | ♥ 1 | Too bad tower defense games aren't my cup of tea, because this looks really fun. Very polished style (art and sound) and interesting twist on the genre. Well done! |
| May 5 21:16:42 | 34m 10s | Flip Me Off! | ♥ 2 | Well done! Looks and plays great. I like the dimension switching mechanic! The problem I had was that the game was waaaay too fast. I have a 144hz monitor and I suspect, that the games timing was designed to run at 60fps. So some levels were absolutely impossible to beat (quick trampoline dimension switches) Nontheless, great entry! |
| May 5 21:26:59 | 10m 17s | Blood Collector | ♥ 0 | Clicker games aren't exactly my favourite genre, b ut I#ll try give you some honest feedback. The artwork is pretty basic, but works fine. Would've been a good idea to make the whole game in one consistent art style. The pixel art of the enemies clash a little with the rest of the more clean and subtle ui. The upgrade shop should be in some kind of menu, I think ;) Getting hit while scrolling through the upgrades is very unpleasent. Also, the blood of the enemies drops way underneath the grey stats bar. My first round, I have died because I didn't even see that the blood was collectable, because it vanished under the bar. And even after I knew, that I had to collect it, it was very hard to blindly search for blood in the lower screen area. That's basically it! Some Sound and/or Music would shaken thinks up a little. Hope you can find some time to keep working on it. Have fun! |
| May 5 21:39:41 | 12m 42s | Black and White Dungeon | ♥ 0 | One of my favourite genres :) That's why I'm gonna be brutally honest. The basic gameplay is there and works quite well. The risk/reward upgrade mechanics that stem from the LD theme are pretty obious and I can't say if the balancing is well done or not, because I couldn't beat the last boss with all of the upgrades even thouogh I was shooting at him for literal minutes. After a while, I stopped the fight on my terms. A health bar on the boss is an absolute minimum. Also, the level textures were way to distracting for a bullet hell like twin stick shooter. It was hard to make out all of the bullets when moving and shooting. A clear view on all relevant enemie bullets at all times is a must. Of course, sound and music would've been great :) no need to go in detail on that part. The art as a whole was basic, but worked well enough. Keep up thr work! |
| May 5 21:56:42 | 17m 01s | shoot out your life | ♥ 1 | Really cool, well done! I really appreciate a good skill based fast shooter. The art is minimalistic but very well done. Cohesive and good looking. The color palette is well chosen. The music and sound effects are ok, nothing too special. This might be a missed opurtunity, because I think this could work really well as a kind of rhythm based music shooter. The whole grid already looks like a harp. The controls were tight enough but I had some problems with shooting and moving in a short succession. the game often ate my movement action, right after I shot a heart, which was annoying because I was moving and shooting without looking at my heart. It was quite annoying to see, that the heart wasn't at the position I was expecting it to be. Also, would be nice if the heart could move with a pressed direction button. For example to move from one end of the stage to the other without hammering the direction key (basically like it works in tetris would be awesome, maybe just not that fast) Just a minor setback, but I think a real pixel font would've looked nicer than the one you used :) My Highscore on my first round was 25102. Is there an end to get to? |
| May 5 22:07:32 | 10m 50s | KNIFE=LIFE | ♥ 1 | Really cool looking game! Gameplay is also very fluid and polished. Great stuff! You even got some music and sound effects running. Amazing job! The core gameplay is also very intriguing. But I had my issues with hammering the Gamepad-Button to shoot knifes. Since the enemeies have a lot of hp even very early in the game, it got really old really fast to hit the button as fast as possible. I think there is some balancing potential there. Or maybe a different shooting mechanic like burst fire or something, where you don't have to hit button to throw a single knife. It felt like work after a short period of time already. But enough criticism. Awesome entry! The groundwork is already astonishing. |
| May 6 08:31:30 | 10h 23m | EnigmaDeath | ♥ 1 | I like the core concept and your game was only the second game with the same premise (kill yourself to acquire currency). So that's a plus :) The controls very responsive and the gameplay very fluid. I couldn't use my speakers right now, so I won't grade the sound. The main problem with your game is the lack polish in the art department and the level design and gameplay variety as a whole. The core concept can only work as a fun game if the deaths are either very creative and/or tied to some kind of puzzle and/or a progression system. Without it, the game will lack challenge and gets repetetive and boring very fast. Regarding the art, it seems very basic and, like I said, unpolished. The pixel art seems to vary in raster size and even seems to stretch and skew on the character model. Also, making the sky static in the background or, even better, adding a parallax effect, will go a long way. Hope you can use some of the feedback for further developing this entry or for your next one :) Keep up the work! |
| May 6 11:37:42 | 3h 06m | utsvulten | ♥ 0 | Not sure what to write here... your game is a very unique and fun experience. The art is grotesque and awesome and I admire the love of details you put in there. Really really awesome! |
| May 6 13:03:23 | 1h 25m | Wu-Wei | ♥ 1 | Really good entry! The art looks rather polished and the pixel style and color scheme harmonize very well. I was suprised by the sheer amount of levels and the well balanced difficulty ramp. The jumps require some very specific inputs which got really difficult in the later levels. That's where I stopped playing. The jumping controls weren't as easy to control as they needed to be to do very skillful jumps at a moments notice (At least I couldn't do it ;)). I also had some problems with the rather inconsistent and huge hitbox of the character. The spikes and sawblades seemed to kill me rather often even though it looked like they shouldn't have. Other times it was the other way around. Also, I thought that the bilinear filtered pixel art was a waste. I always prefer clean and crisp pixels. Was there a special reason why you went with the filtering? All in all, I really got some fun out of your game. The levels were creative and well structured. The art itself was polished and the controls (aside from hard to control jumping heights) very responsive. Good job! |
| May 6 13:35:24 | 32m 01s | The Harvest | ♥ 1 | Interesting concept. I really like how you implemented the visuals to convey the general mood. Really well done, it has a very polished feel to it. After a little try and error, I found out how the game works, without looking at your descriptions (which I usally do, I think a game should be able to explain itself). That said, I think the game runs a little too slowly. Sending Ships to a system takes a very long time, even the nearest Systems make the user wait longer than necessary without really improving the overall experience. Games like this often have a speed option where you can slow down or accelerate time. I think that would've been a very good addition. Also, the level scrolling was a tad annoying. I think grabbing and moving the the level screen around would've worked much better. Or at least let me use the arrow keys to move the map around. But this is a minor issue. All in all, interesting game! Keep up the good work! |
| May 6 15:19:23 | 1h 43m | Flow | ♥ 1 | Interesting gameplay concept. The gravitational stuff worked great and felt really satisfying. the art and presentation was subtle but polished. The core gameplay loop got a bit boring though after a while and to fill up the upgrade cubes felt more like work. Also, it's pretty easy to accidentally invest all of your hp into a cube if you're not 100% careful and focused all the time. That annoyed me a little after I leveld up my max hp two times tediously and then killed myself by accident. All in all a cool experience with some balancing issues in the core gameplay loop. Nothing that can't be fixed :) Good work! |
| May 6 15:45:06 | 25m 43s | Chaos Indeed | ♥ 3 | Solid entry! Shooting and destorying the asteroids could've been a little bit more satisfying though. Also, I didn't like that the could'nt go through the planet. There were times, that I just couldn't get around the planet fast enough to catch an asteroid that was coming directly from the other side of the planet. That annoyed me a little. The ship controls were functional but seemed a bit off. I can't really put my finger on what the issue is though. |
| May 6 15:55:25 | 10m 19s | Sheep It | ♥ 2 | Awesome! This has a very polished feel to it. The art and animation looks terrific. The controls work fine but feeld a little bit delayed. The core gameplay is refreshing and the upgrade system feels natural and makes one curious to see what comes next. I didn't know that to do with the fence part at first and opened the lock and for whatever reason, the sheep started commited suicide. Then I knew that you need to place the fence there. Then I fell in that same pit by accident... and it looked like the game reset? I'm not sure, my upgrades were gone, but there was no indication of a game over or something. All in all, a very refreshing game. Good work! |
| May 6 18:13:11 | 2h 17m | Harvester | ♥ 1 | Solid entry. Art and music are great. The core gemaplex works but lacks any kind of challenge or progression. After the 10th asteroid, it felt really boring and repetetive. Without any kind of variety in gameplay, enemeies or any other obstacles, the game feels more like tedious busywork. I really like the general mechanics and they work great, but that alone doesn't produce any fun for me, I'm afraid. Also, the controls are very sensitive and my ittle spaceship was spinning like crazy all the time. Navigating the map was more work and more difficult than it should be. I didn't bother collecting all of the asteroids, so I don't know if there actually is any kind of progression. If there is, I woudl suggest reducing the amount of asteroids in the first level, because, in my opinion, it takes far to long to collect all of them. Other than that, the foundation is already pretty neat. With some kind of gameplay twist like enemies or other surprises, this could be awesome! |
| May 6 18:58:55 | 45m 44s | Dr. Ectomy | ♥ 1 | Awesome! This game is absolutely delightful. Not really my favourite genre, but nontheless astonishing. The art fits the mood very well. Too bad there's no sound to accompany the asburd procedures. That's all I can critisize. Great stuff! |
| May 6 19:08:04 | 9m 09s | Knit Worth | ♥ 4 | Impressive game! Nice work. Especially the music is awesome and fits the general mood perfectly. The art is astonishing as well (even though the intro art doesn't really fit the gameplay art, but oh well). In general, this game has a very polished feel to it. And the gameplay is kinda addicting. Well done! One of the best entries I#ve played in the last week |
| May 6 19:36:30 | 28m 26s | LastSwap | ♥ 1 | Nice game. I think I got the gist after playing a few rounds, but was still overrun by a horde of enemies and couldn't really do anything about it. The look and feel of the game is great and the soundtrack is also very fitting. Everything around it has a polished feel to it. Only the balancing has some issues I guess. Would be great to have multiple levels to ramp up the difficulty one level at a time to not overwhelm the players in a very short amount of time (that's at least how I felt after playing a few rounds) All in all, awesome entry! |
| May 6 19:49:12 | 12m 42s | Zoltan's Idea | ♥ 3 | Interesting game! I liked the minigames (especially as a cat owner myself). The overworld looked like there would be some hidden mechanics, but I guess throwing cats to hell is the only thing to do there. The minigames seemed to work ok most of the time, but with some of the cats (I guess depending on the stats) it was impossible to win the games. Was that a game design decision or a balancing issue? The art was good in general but there were some inconsistencies throughout the art quality and cohesion. The audio and music was rather cool, espacially the cat sounds. All in all a very solid entry with some design flaws (I think). Keep up the good work! |
| May 6 22:23:14 | 2h 34m | SERVUS BONUS | ♥ 1 | Looked very promising at first and on the audiovisual department, everything looks fine. The art is crips, but a little rough around the edges. Sound an music are working great. My real problem was the core fighting mechanic, which incidentally is the core gameplay. There werrn't really many strategic possibilies when fighting the romans. No block or a real i-frame dodge. Fighting head on might work in the first 2 levels, but then you get two much damage to survive. My only way to beat the later levels was running away from them, hitting them as they got into reach (they run a little faster then the pc) and then jump away before they get in attack reach. This might sound fine, but it's really not fun. Very unsatisfying. Also, the rescued slaves always get in the way and die by accident, which annoyed me several times. I think you need to overhaul the core fighting system, before I could consider the system fun to play. In it's current state, it resembles unsatisfying work. I hope you can use the feedback to enhance your game! Keep up the work |
| May 6 22:41:49 | 18m 35s | Social Lite | ♥ 1 | Really fun little experience. The gameplay itself is just clicking one of three options, but I was kinda glued to the screen to see, what surprises come next. The writing is on point and rather funny. The art is basic, but explodes with cool details. I love how the rooms change depending on the actions. Well done. And that tune is really catchy and fits the mood perfectly. Was ist composed for the game exclusively? Great work, keep it up! |
| May 7 11:10:43 | 12h 28m | One More Drop | ♥ 3 | Fun little game. The mechanics are pretty simple but work good enough. The whole premise and core gameplay is surely nothing new or particularly ceative, but does the job to fit the theme without sacrificing a fun experience. The art seems polished enough so no criticism there. The game could, of course, look a tad more visually interesting, but that can be excused for a jam entry (especially since you were only two people) The gameplay itself was fun but not very challenging. For the most part, I just waited for the enemeies to arrive at my position, since searching for them seemed like a hassle. They didn't really pose any danger and the charged shot seemed unnecessary. Enemies drop pretty fast by just spamming the regular shot. That would be basically my only issue and real critiscm: There's no difficulty ramp or real challenge posed to the player. Nontheless a solid entry! Keepup the good work |
| May 7 19:19:40 | 8h 08m | Something Of Legend | ♥ 3 | Interesting and creative take on a round-based (more like beat-based) fighting system with a lot of player investment regarding the attacks and blocks. The core concept sounds pretty intriguing and even for a round based battle muffle like me somewhat new. The art seems rushed (game jam and all) but still has a lot of detail and obvious talent behind it. Everything could've been a little clearer and less chaotic which would lead to a more clear ui overall. But thats just a minor issue. Music and Sound wasn't anything to remeber the game for, but did it's part. The core gameplay wasn't very clear to me at first. I always try the games out before I read the game page descriptions etc to see if the game is good at explaining itself. The fights felt pretty strange at first, since I didn't really get how the beat mechanic worked. To be honest, I didn't even notice, that the fighting system was beat based and the enemy pattern was tied to the looping beat. So I randomly spammed my attacks and defense moves as soon as they were available without really considering any strategies. After that I read the instructions (and ingame tips) to understand the mechanics a little better. And I really liked how the game should be played in theory. But even after knowing how the game should work, it felt way to hard and unintuitive to catch all the enemies' moves and remeber at what beat they did what so I just continued spamming my attacks, because that just felt like it worked just as well. I think the fighting system could benefit from some foreshadowing of enemy actions before they happen so that the player can react to it, even in the first round. The animations looked very choppy so it was hard to really see what the enemies were doing when also focusing on you own attack patterns (and not messing them up) I think the beat was a little to fast as well to really consider it for you own advantage. I always felt back to just spamming everything as fast as possible to not miss any beats and cooldowns. So I guess it might be pretty challenging to find a way to balance everything out. Maybe I'm also just too bad at games like these in general ;) Nontheless, great job bringing this huge project on the road. The mechanics seem pretty intricate and theres also a lot of upgrades and different attacks, which is nice. The mechanics could've been a little more transparend and better transported to the player, what was happening, how long the attacks are still in cooldown or how long my shield is still up etc. |
| May 7 19:40:58 | 21m 18s | Heart of the Grove | ♥ 1 | Cool concept! Felt pretty fresh und interesting to play. The mechanics worked well in general, but sometimes it was hard to see, which tree or space the player was targeting. The grid view fixed that though. The 3d art is gorgeous and the lighting fits the mood perfectly. The sound and music fill up the rest of the blanks very well. My main issue lies within the core gameplay though. Since the content in the game scarce, the mechanics wear off pretty fast to the point of hopeless repetitiveness. Seeing how my forrest grew smaller and smaller without any means to really win against the goblins in the long run, I felt turned down a little. There was little strategy, since you only really have one unit type and the goblin numbers were rising with each wave. I think with a little more variety and stretgic instruments, this could be an awesome game for strategy game fans. Different levels and challenges, an aim and ways to win could make this even greater. All in all, very polished first draft of a cool game idea. I Hope you guys keep at it and ugrade this little piece of software! |
| May 7 22:26:44 | 2h 45m | TheDescent | ♥ 2 | I really enjoyed the first impression of the entry. The Start looked very promising. Zelda like gameplay, gitting pots, getting some loot. Awesome! The art looks very intriguing and polished and has even more links to classic Zelda games. I was excited! As soon as fighting started though, I felt kinda let down. Fighting feels clunky and unsatisfying. There's no real feedback, spamming attack is the best and only strategy since there's zero consequence to just hammer the attack button. That's a real shame, because a good fighting system could've made the game so much more enjoyable. The rest of the game seems to be some kind of door puzzle, where you have to pay with your hp. Aas far as I've played it, death had no consequence. Even worse: Dying was promoted with full hp and new areas since the general progress was kept. At that point, the game kinda lost me to be hones. I was really looking forward to a good zelda-like game after the first few moments and that would've been great! But the core gameplay mechanics could'nt deliver, I'm afraid. I hope my feedback is of some value for you guys. Keep up the work! |
| May 8 19:49:16 | 21h 22m | Force of Nature | ♥ 3 | Very good! Great entry. The gameplay complexity suprised me ne feature at a time. I think this game is the first one with a really satisfying combat system. It was a blast to hit and kick the little soldier guys with my big stump man. Awesome! The art and sound was amatzing as well and fit the mood perfectly. I'm not the biggest fan of standard wave based tower defense games so I was delighted that the the player could actively participate in the combat moba-style. An awesome mix of genres that I really enjoyed. The only criticism I have is, that game felt a little slow at times, but that can be excused due to the fact, that the player is a big tree. Also, the difficulty ramp was very steep, at least for me. It got merciless starting by wave 5. No chance to survive for me :) Still got a lot of out of the round! Thanks for making this! |
| May 10 12:45:11 | 40h 55m | Your life is my money | ♥ 2 | Interesting game. Looks really polished on first glance and feels very fluid and intuitive on first play. The soundtrack is pretty fitting, but the sound effects were a bit too loud and annoying. Especially in Dialogue. The core mechanics seemed to work well but there's a lot of possibilites to break the game. For example, I was able to just run over a hill but my following animals were tried to go around it. After that I saw, that the only exit is blocked by stones which can only be opened by the rams... which were very far away by now trying to reach me. Also, the actual goal of the game was kind of a mystery to me. I had an attack, but, at least as far as I've played, there was nothing to attack. After I got stuck, I didn't really feel like starting over. The walking speed seemed rather slow in comparison to the world size and it seemd a little like the game was wasting my time. All in all a solid entry. Polished look and working mechanics, but with some game breaking issues, that can kil lthe fun |
| May 10 13:03:38 | 18m 27s | Grim Adventures | ♥ 1 | This looks really cool and I like how fluid and intuitive the controls work. The jumping passages work really well for example, even thought some better shadow indications would've been great. Or even better, a rotatable camera to make it easier to cope with the 3d platforming. The soundtrack is also a plus and the art is basic but looks cool enough. The cloth physics are a nice detail. The core gamplay was a bit mysterious at first. I didn't really understand, what everything did and I didn't even know that I can kill the spiked enemies. I hit my first one three times and he just seemed to response with his explosion attack. I thought, that that's how it's supposed to be and carried on. Later, I found a door ad got instantly teleported back, because I had zero souls. That was kinda annoying and almost got me to stop playing. The dimension minigame was a nice change of pace but got old pretty quick. What I didn't like though, and that loops back to my initial complaint, is, that some passages are pretty annoying without beeing able to rotate the camera, specifically maneuvering arount the lava blocks. Everything else was awesome! Good job |
| May 10 13:11:24 | 7m 46s | Deadline | ♥ 1 | That was awesome! The platforming and jumping controls were spot on. Very intuitive and satisfying. I had some issues with collision control, especially when navigating the balconies, but thats basically it for criticism. The art was coherent and good looking, the soundtrack a but repetetive but also fitting. The gameplay twist with battery/health-exchange seemed a little tacked on, but worked nontheless. I basically rushed through the level and didn't really need to use the mechanic aside from 2-3 short occasions. There seemed to be no bugs, at least I didn't find any, and the game seems very polished in gerneral. Well done! |
| May 11 16:25:21 | 27h 13m | The Tree of Bounty | ♥ 1 | Looked and felt interesting enough. Seemed to not really be my time of game, though, to be honest. I felt kinda left alone when trying to figure out what to do. Especially when I couldn't grow anymore branches and I tried clicking around like crazy until I found out how to make the branches bigger. Didn't feel like the most intuitive feature. The sound effects were nice, even though I'm sure I've heard a them before in some other game. The bgm theme was a bit repetetive. Felt like a very short loop. Since I'm not the strategy guy, It was hard for me to be engaged in the game for very long. It didn't seem there was much of a real challenge or something that was actively working against me as a player. But maybe, the game gets harder the further you get your tree growing. The art looked good but I'm not sure if the style of aliased pixels were a good call. It really felt like a freeware game from the mid 90's because of that. If that was your intention, then congratulations :) Some of the assets seem warped a little, like when a pixel perfect image is moved by 0.5 pixels. Then you get this strange bulr on one axis of the image. All in all, I think the art works well, but could definitely some polish to make the game more engaging on first sight. |
| May 12 15:37:35 | 23h 12m | time to time | ♥ 0 | What a strange experience... :) The art looks really gorgeous and the background track spreads this eerie mood. That's really all I can say that I liked about the game though. Here's some feedback: * The camera controls were too sensitive and felt really really strange. In the middle part around the pc the camera moved around like crazy and then further away it just stopped. That lead to some uncomfortable feelings, some kind of motion sickness inducing effect you got there. * The running felt weird as well. Sometimes the character stopped like he was walking on ice and sometimes he just stopped. * Shooting was very unsatisfying. First, there was no sound. Second, there was no hit feedback. Neither on the player, nor on the enemeies. * The bullets were too small and/pr too fast to really see and track the movements. They were really hard to make out and the floor tiles made the effect even worse. * Whatever I did felt like it had no consequence. My healthbar seemed not to be bothered by enemy attacks and I had no idea if I was hit or not. At least the enemies just vanished at some point so I knew that I did something right. * I had no idea what the aim of your game was. And then I was dead... tldr; Great art and music, bit gameplay wise, there is still a lot to be done until this can be considered fun! I hope you can use the feedback and work on this (or your next game) and make it better! |
| May 12 20:53:20 | 5h 15m | Tunnel Bug | ♥ 1 | Pretty cool looking game. The gameplay felt pretty polished. The art was very nice and worked well with the core gameplay. The music was ok but felt repetetive very quickly. Even though the gameplay works as a core concept, the game is missing some kind of challenge and/or resolution. Seems like it can go on forever without stopping. I basically bought all the upgrades everytime and just picked up all of the orbs in every level and I always had enough hp for the next run. That's basically my only issue with the gameplay as it is. Good job nontheless! |
| May 13 18:59:26 | 22h 06m | Cat Your Life on It | ♥ 2 | Interesting looking game. The art is gorgeous and the 3d-models look really fine and polished. Nice job! Music and Sound are on point as well. Very fitting. I didn't really get the gameplay though. Even after reading some of the comments and your answers, I still don't get how this is supposed to be played with two people. Death aims at a cat, a player pulls the slider to the right and death shoots until the aimed at cat dies... I don't get, how any meaningful gameplay fits in there. That's something you really should've exlplained better, because the presentation is really cool and it would've been suh a great game, if the gameplay was good as well. |
| May 13 19:12:20 | 12m 54s | Life Business | ♥ 1 | nice game! Gameplay seems lot deeper than on first look. The graphics are basic but work adequate. Sound and music as well. The entry barrier was a bit high, at least for me. I wasn't too sure why I lost the first time around after 5 weeks. The second run was a bit better after I saw, that every house has demands. Even then, I think there could be more visual clues on the range of every shop, even after they are built. It was hard to keep track of everything after the fact. Nontheless, a very creative puzzle game. I did not expect something polished like this after going in. Good job! |
| May 15 10:39:15 | 39h 26m | Inflate Me to the Moon | ♥ 1 | SUPER INFLATION! This was unbelievable. Very polished and in itself contained little experience. I was really invested in the whole story after the intro and the level progression was working very well, even though it was the same 4 minigames all over again. The audiovisuals were really the mvp of this game. The art was gorgeous and very well crafted. The style fit perfectly to the theme. And the sheer amount of different songs you had in there... wow! I really liked the nods to different games via the music. Every aspect of the game felt very professional. One of the best things I've pleyed here so far. Just awesome! |
| May 15 10:44:37 | 5m 22s | I D E N T I F T Y | ♥ 2 | Not really my cup of tea, but I really appreciate the presentation style. I already played some "novel"-style games this jam but this one looks and feels the best. Very well thought through! |
| May 15 14:57:05 | 4h 12m | Cyborg Highway | ♥ 1 | Interesting little game! I really liked the dynmic of jumping cars and attacking people. After a ahwile you really get into the flow of gameplay. It was pretty hard on the eyes after a while though. all the movement and different velocities of the cars and the moving street below was tiring my eyes. The art was rather basic, so I think you could improve the game in that department and maybe that might fix some of the issues I mentioned before. Good job nontheless. The game itself works great and is pretty responsive. |
| May 15 16:23:37 | 1h 26m | HAMMO | ♥ 0 | Good prototype of an interesting game! The ait control and control in general feels pretty great already. Very responsive and tight. The art is basic but works for now. It was hard at first to really get a feeling of how big the "rockets" were and how far the opponents were away from you. I missed a lot of shots because I thought the projectiles were a lot bigger than they really were. The first two levels could've worked towards the third a bit better. The difficulty curve ramped up pretty hard and might turn off some players. All in all, nice entry! Good job |
| May 15 18:10:25 | 1h 46m | Decay | ♥ 1 | Really cool idea, I like the core mechanic a lot. The running and shooting feels nice and responsive as well. The bots were a bit on the "hawkeye" side but if I was able to shot first, I usally got them. The art and sound were a bit basic, but worked nontheless. My main issue and dealbreaker were the jumping controls. It seems, the jumping height did not really work with the platforms in the level. I always got stuck on the ledge and couldn't make some of the jumps. Which even lead to being stuck in the bottom right corner of the stage. I don't know if that was an oversight or has something todo with my monitor running at 144hz. Wouldn't be the first time on this jam, that some games did not work well on my setup. Nontheless, well made game! |
| May 15 18:25:59 | 15m 34s | Explosive Escape | ♥ 1 | Well, that felt strange :) The art looked very promising, but after diving into the gameplay, everything felt off. The shooting was really something. The way, the bullets were flying looked really supsicious. There wasn't really any hit feedback, so shooting itself was very unsatisfying and, as a player, you didn't know if you got hit or not. The way you visualised ship hp was also very unconventional. At first I thought there were ninja ships going around until I noticed that the transparency was an hp indicator. I guess the decision was due to time pressure? The rest of the game worked and I could beat the last boss without any real strategy or effort. The game still needs a lot of polish, but congrats on still finishing it in a state that could be played through without any major bugs! |
| May 15 18:32:09 | 6m 10s | Failing Human | ♥ 1 | The art was cool and the sound effects as well. The background tune worked did it's part too :) The core gameplay was a bit basic and wasn't really fun or exciting, at least for me. It felt more like a chore to click the icons. I'm not a fan of licker games and without any real strategy involved, this did feel like one of those (just without the upgrades) I think it would've made a better experience, if there was some kind of risk/reward system and some time to think about what to do next. The current gameplay was way too fast and just required clicking everything every once in a while. After 2mins I just sopped because there was also no real progression of any sort or an end in sight. As I said, really nice audiovisual presentation but the games lacks some involved gameplay |
| May 15 18:59:30 | 27m 21s | Nine Lives | ♥ 0 | Man, that game really needed some audio to ruin my good mood completely :) The gameplay was actually very basic but still, I got really invested in the cat and it's search for food and love. Things got rather grim and your writing style really left me feeling uncomfortable with all the deaths of the cat. Really well done! Oh, the art is amazing by the way! |
| May 15 19:08:55 | 9m 25s | Meds of Honor | ♥ 1 | Interesting concept. The game plays out pretty well and the mechanics work as intendend, I guess. The art is pretty basic and some of the textures seem to clash in style, but that's all right. I don't know if it's ok to take that medstation sound effect from half life though ;) It got a little tedious to run back to the vending machine and then back again to the zombies all the time... Maybe it was possible to collect more than one medkit... I did not try it to be honest. After falling the lava and dying instantly after a lot of work feeding all the zombies, I really had enough. I think it was too easy to fall in without any way to get out again and being punished to do all the work again. I liked the doom switch sprite reference, though :) Nice touch |
| May 16 22:37:29 | 27h 28m | Face to Death | ♥ 3 | The art looks and feels awesome. Very polished and professional. The core gameplay itself works for the most part but wasn't really too exciting or varied. The double jump did not work (the instructions below the game said, there was a double jump) and the jumping timings, despite the controls in general being very responsive, were very punishing. The cans required a very specific timed jump that was easy to screw up an die. Even though I said, t hat the art itself was great, some visual feedbacks were still missing, especially on death scenarios which felt weird considering the rest of the game looking like a finished product. All in all a solid entry, but lacks fun and excitement in the long run for a runner game. |
| May 16 22:47:10 | 9m 41s | Kill Kill Bank Bank | ♥ 0 | Awesome! I only played the post jam version because it works directly in the browser. The art is amazing, very polished and professional. And this time, the gameplay does not dissapoint. You served one of my favorite genres and gameplay was really fun. The shooting felt nice and audio visual feedback made everything very crisp and satisfying. But one thing really threw me off: Please, do not move the crosshair around when using the mouse. This feels totally awkward, counterintuitive and weird to handle. It basically took almost all of the fun out of the game for me. This might work for controlles (did not try it though) but with mouse+keyboard, this control schema is not working for me. There's no need to reinvent the wheel and I really don't think that this was a deliberate design choice and more of a compromise. Maybe you intend to fix that issue in the future? All in all, a very very good entry. Awesome art and music but with a major control scheme flaw (at least for me) Good job nontheless! |
| May 17 13:07:36 | 14h 20m | Hell's Garden | ♥ 1 | Looked interesting enough... Like some kind of gardening simulator. But the gameplay mechanics were very obscure and I had a hard time understandig what was happening and how everything worked. Even after 5 minutes playing and planting the first kind of plant (Which was not very intuitive), I was not able to grasp the concept of the game. Seems like there is a lot of balancing to be done. Everything takes forever to do and even at the maximum of time perception, I was just standing around waiting... I guess that I played the game wrong in every aspect. So some kind of ingame instruction or hints would've been nice The graphics were basic but I appreciate the details and the day night cycle. The music was cool. No criticism there :) |
| May 17 14:10:53 | 1h 03m | Glampire Baby Herder | ♥ 1 | That was strange indee :) The art lured me to your game and the gameplay seemed simple enough, AFTER finding out, that you're supposed to push the babies into your inn. That objective wasn't really clear when I first started to play. My main issue with the gamplay is, that the controls and the collision detection is the main enemy of the game. I had real problems getting a baby from another tilemap to the one, my inn was located. Right at the border, I couldn't push the babies anymore. Then the dwarfs ran into me (which are way to fast btw) and the "o-o-o-o-o-o-ouch o-ou-ou-ou-ou-ouch" sound started to play, which gave me the rest. Didn#t really feel satisfying to play and I didn't have much fun with it, to be honest. The gameplay could've been a little bit more interesting and mechanical challenging. Just pushing sprites around while avoiding stalking dwarfes isn't the most enchanting evening activity :) |
| May 18 10:29:04 | 20h 18m | Goblin Slayer | ♥ 0 | Congrats on finishing this Compo! The gameplay leaves a lot to be desired though. The art is solid but is (of course) missing some (more) detailed animations to make it feel like a more polished experience. The menu conntrols felt kinda unintuitive. I had no idea if I had to use the keyboard or the mouse on some of the menues. Seemed like it was all over the place. The core gamplay worked, but was very very basic with little to none actual challenge and/or satisfaction for the player. The fighting system felt very random and button mashy. It shows, that some compromises had to be made to get the project running as it is. It's still hard to get some fun out of this experience for me, to be honest. The art was the best part of your entry, I really like the style and details you put on the assets. I still hope, you can use some of the feedback for your next project :) |
| May 19 19:23:44 | 32h 54m | Umbra | ♥ 1 | The art was really cool, spot on pixel perfect sprites and nice color palette. Gameplay itself was kinda promising. Rather oldschool fighting system with more or less satisfying hit feedback. Felt a little sluggish though, but a lot better than most entries in this genre. The rest of the gameplay was a mystery for me. Took me a while to find out, that "z" was the attack button. On european keybords, that key is where your "y" is, so pretty far off. The rest of the control schema didn't flow well and was very unintuitive. It was clear, that you build the game around controller usage. I don't have one lying around here, so that wasn't the best experience for me. And, to be honest, I had no idea, what I was doing. Killing spieders and collecting stuff, they drop? Didn't really mean anything to me and there didn't seem to be a shop or crafting system of any sort. So, good entry, but it seemed that some of the core gemplay mechanics were missing or not working correctly. |
| May 20 09:55:57 | 14h 32m | Sword of Hearts | ♥ 1 | Very well done! Geat entry. Aside from sluggishy controls, this game felt great to play. Lot's of content and a very good difficulty ramp. The levels were balanced very well and the progression felt natural. Also, it was a great to have that much variety in levels, even though levels themselves were never really a challenge (at least for me) but that's something, that can be fixed with a content update and a little more time. The art looks nice and has a very polished look to it, even inspite of the very basic nature of the assets themselves. I also really liked the little story, you tell through gameplay and the ending with the sword was also really well presented. Awesome stuff. Good job! |
| May 20 10:22:45 | 26m 48s | Forfeiting Your Soul | ♥ 1 | Hey! The core mechanics of your game work and that without any major bugs, at least in my playthrough. The gameplay itself was very basic and hard to get much fun out of. The levels looked very uninspiring and cobbled together. Dome more detailed art and level design will go a long way to suck the player in. The general art itself was quite nice. I loked the style and animation. The fighting system lacked some depth and strategy. It was basically just a button mashin system: Walk to enemey and kill theenemy before enemy kills you. No doge, or other defence mechanisms. Also, the hitting system felt very unsatisfying since nothing really happened aside from a red flash. There's still a lot to be desired by your game, I'm afraid. But as a prototype, it workds well. Maybenext time will spawn a more polished experience :) Keep up the work! |
| May 20 22:03:14 | 11h 40m | Bite Delight | ♥ 1 | Interesting! I really like the general presentation and perspective of the game. The art and animation is very polished and looks great. The gameplay seems simple enough, but I think there are some balancing issues remaining. Death comes really really quick and you can't really do anything about it. Two garlic throwing cooks drain your lifebar like nothing. That really kills the mood for me. Even the dash doesn't really help in this instance. It feeld like the player has no way to avoid the damage. I would've really liked to play a little more but after the third time dying on the second room because there was one cook to many, drained my patience. Like I said, art (and music as well) was really well done, but gamplay wise, there was still a lot to be desired, I'm afraid. All in all, good entry though. A lot better than many other entries. |
| May 21 09:46:37 | 11h 43m | Vampire Drift | ♥ 1 | Really cool! The driving and drifitng physics felt pretty polished already. Had a lot of fun driving around. The art is also astonishing. Really great style and detail, especially the course itself and the character portraits. Good job! The rest of the gameplay was a bit lacking though. It apperead as if there wasn't really a goal. Does the race end at some point? There was no lap indaction and I've driven for some time without anything happening. also, the balancing seems to be off a lot. The one female char is overpowered beyond believe. After I've picked her, I was first place without any chance for the others to catch up. Items seemed pretty useless as well. No need for them if you are that fast ;) All in all, nice concept but asatisfying gameplay loop is missing for me. Good job nontheless! |
| May 21 10:06:54 | 20m 17s | Whipout | ♥ 0 | Phew, that was hard and relentless. I like the general idea of a skill based jump and run game, but I think this still needs some work. The main issue was the grahical glitches of the level tiles. I played the web version and the seams between the tiles were flashing like crazy, which was hard on the eyes. The controls of the character were a bit too floaty for me. I had lots of problems making some specific jumps. Also, the levels could use some checkpoints, I think. The tune was nice at the beginning, but got a little annoying after a while ;) especially, when you did, it appeared as if the song started over multiple times. All in all, a solid entry with some problems regarding polish and balancing. A little too much try and error for my taste, but that's ok :) |
| May 21 10:41:51 | 34m 57s | Escape from Hell | ♥ 1 | very well done! It's incredbile what you delivered in such a short amount of time. Of course, the content is itself is rather small but everything surrounding it is pretty polished. Especially the art is amazing. Still, the fighting system itself is pretty basic and lacks some satisfaction. it feels more like button mashing than actual sword fighting (with strategy and skill). Also, at least in the web version, which I played, the pixels seemed to distort a lot when moving which degrades the pixel art. all in all, awesome entry. Well done! With some polish on a technical and gameplay level, this could be really awesome! |
| May 21 16:28:32 | 5h 46m | Risky Life | ♥ 1 | A solid platformer! The Theme integration felt a bit "tacked on" (lot's of other entries implemented it in the same way) and I think that the impact of choosing the upgrades could be more consequential. I just picked the first upgrade, the jumping height one, and the game was a cakewalk. I wouldn't even know how to beat the levels without the jumping upgrade, because there are gaps in the first level, that seem impossible to jump without the upgrade. Enemy veriety was lacking as well. They didn't really pose any danger and just shooting all the time dealt with most of them. The Controls were tight and responsive and jumping felt satisfying, so in that regard, everything is in order! The Art was good but I didn't like the wide range in pixel sizes you used in your art. I like it better when the pixel size range is only very small. Here, it seemed that some elements were basically not pixel art anymore and other things looked very pixely (like the main character) My main issue was the audio. The music glitched at some parts which was giving me a headache. The tune itself was rather basic and could use some more drive. But it's good that there's music at all! All in all, like I said in the beginning, a solid entry. Needs some work in gameplay variety and challenges though. Good job nontheless! |
| May 21 17:58:44 | 1h 30m | Heart Miner | ♥ 1 | Awesome! The art looks really good and the game feels pretty polished. The control are responsive enough but I think that the pickaxing mechanics are a little fiddely. The general flow could be improved. It kinda feels like there's something like a stutter or a lag when using the axe. Also, jumping and picking against walls feels weird as well. The rest of the core gameplay works nicely and the music and sound effects add a lot to the general mood, which you catched awesomely. The upgrade mechanics were a mystery to me though. I used the forge to convert heart shards to hearts, but there was no indication of how many hearts I had. I used the forge two times and it only took away my shards without adding anything to my hud. I could'nt buy antyhing from the upgrade store aswell, even though I was really looking forward to the range upgrade :( did I miss something? All in all, still a pretty neat entry. Great art and good gameplay. Good job! |