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Apple Dash

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TimestampSince previousGameApple Dash's comment
Apr 21 12:35:43 Project Kepler ♥ 1 I mean, *I think* I get it, but still, tutorial is the first think I would add. However, if you want people to figure out what does a console with a bunch of buttons does -- give them a bit more feedback, make it more chaotic. As of now though -- you are supposed to manage the ship properly and not deliver a half burning wreck over the finish line, but don't have enough information to do so
Apr 21 12:40:21 4m 38s Keep IT Alive ♥ 2 Oh, it's really neat. A bit overwhelming, but, I guess, that's the point. The only real issue I have is with the water animation. It's too noisy, so it's difficult to look at for a long period of time
Apr 21 13:00:38 20m 17s HEART LORDS ♥ 0 Didn't like this one very much, unfortunately. Visuals are gorgeous (especially for 72 hours), love the art style. But the gameplay is a bit "eh". First of all, it's very slow. I know, that I'm supposed to dodge from one enemy to the next, but I do need just a normal WASD movement sometimes and that needs to be at least twice as fast, even for a "slow" movement speed. The second factor contributing to "slowness" is enemy health. They are way too spongy. But, to be honest, so is the player, so is the heart. And, well, I guess, I can't really demand a huge enemy variety, but at least a ranged unit would be nice to break up the monotony. So, overall -- was kinda disappointed, because I can see huge potential in the game, but it wasn't properly realized because a couple of numbers were wrong here and there. Would really like to see it developed further!
Apr 21 13:05:00 4m 22s Life Aber Die ♥ 1 No idea why it was crashing after about a minute of gameplay, but here we are. It's a really neat and simple idea executed well enough (you know, *feel-wise*, as the platforming and knocking items was fun). Not really sure what's the failure here is (maybe the thing that was crashing the game, I'm not sure), but I didn't see any indication of that. Not a bar that would fill up, not the faces reaching the point in any obvious way. Anyway, kinda nice game, really wish I wasn't experiencing crashing and could play it a bit more
Apr 21 13:45:50 40m 50s Fueled by Fire ♥ 1 Really neat idea with a satisfying execution. The only problem is the level design. It's just a bunch of platforms in a checkerboard pattern. Either metroidvania-style map (although, I can see how it would be difficult to pull off in the span of a game jam) or just a long horizontal level (that loops around, perhaps) would fit the game better
Apr 21 13:53:54 8m 04s Eater of Worlds ♥ 1 Really engaging tower defense game with a realy cool art. Reminded me of Creeper World games. Also, I wish unit didn't lose focus when you activate/deactivate tower. With a little polish, it could become a really neat little game Also, there's a small bug I noticed. Game has camera panning with arrows as well as WASD, but W and A keys didn't do anything.
Apr 21 17:21:58 3h 28m Protect the Caravan ♥ 1 Neat game, needs a little bit more polish, but I still had fun with it
Apr 21 17:36:04 14m 06s 8-Bit Soul Eater ♥ 2 Really neat idea and nice execution of the platformer part. I wish I haven't found that the best tactic is to stand right in front of the Soul Eater and shoot enemies one by one, as they fall from the platforms. So, even putting him in the middle and getting enemies to come from two sides would have been an improvement. Also, there aren't a lot of enemies coming at you at once, but there are quite a lot in each level, so the game drags because of that. Oh, and music, really enjoyed the music as well
Apr 22 08:44:24 15h 08m Bosskeeper ♥ 0 Loved the concept and the game itself plays well, however, the lack of information given to the player kinda brings the whole experience down. Agreed with kor here -- slime's life indicator would be nice to have. Also, wouldn't mind a bit more information about the traps, at least their names. Sure, I get what's fire and traps for, but the green moss thingy? Overall, it's a very neat game that needs just a little bit of polish
Apr 23 14:09:36 29h 25m Floating Puffer ♥ 1 A bit clunky at times (probably because of WebGL, I've encountered issues with controls there), but really enjoyable and a post-jam full version might be a neat little puzzle-platformer with an interesting mechanic.
Apr 23 14:13:37 4m 01s Shark Storm - Nom Nom Nom ♥ 0 A simple idea well executed. Spent way more time playing it than I expected. Has more gameplay variety than I expected from an LD game as well. Great job!
Apr 23 14:23:13 9m 36s Attack on Lizilla ♥ 1 Neat little game! A bit more hit feedback would be nice (as I wasn't even sure if rifle even did anything), and I was surprised I couldn't fly in this game. Like the nuclear bomb joke)
Apr 23 14:33:14 10m 01s Forfeit REBIRTH ♥ 1 Decent game with crisp graphics and an interesting idea. The only major problem I can point out is that there's not very much point in not sitting on one fetus and defending just it. Maybe, points would multiply by the number of alive fetuses
Apr 24 11:19:13 20h 45m Build with Haste ♥ 1 That's what I like to see in LD games. Small pick up and play fun arcadey titles. And it is quite fun, so, great job!
Apr 24 11:25:38 6m 25s Watchdog ♥ 1 It's a great well polished game with nice writing. A surprisingly quality game for LD
Apr 29 17:38:20 126h 12m City Soundscapes ♥ 2 I think it's a bit too complicated for a jam game. Don't get me wrong, I appreciate what you're going for and enjoy the music, but the lack of tutorial, directions and feedback on your action sadly hurts the game. So, cool game, could become something very special with a lot of polish, but it's overly ambitious
Apr 29 18:02:34 24m 14s Defend the Loot! ♥ 1 Played until the music track crash and really liked it. Perfect little game for Ludum Dare. Liked the idea and the game itself was quite fun while it lasted. A have a couple of complaints about the execution though. First, damage feedback. I understand that LD games, especially ones not using general purpose engines like Unity or GM are going to be unpolished, but that would be the perfect place to start if you want to do post-jam version. Second, enemy projectiles are too fast. It kinda defeats the point of them being projectiles it they basically act like hitscans. Not a problem in existing version as they don't deal a lot of damage and you can tank a lot of hits, but, I think, slower and more dangerous projectiles would improve the combat. As for the building phase -- couldn't test it properly because of the crash, but what I feel could be a "perfect strategy" is to surround the loot by obsidian walls (which is quite possible after the first wave), keep building more layers as you have enough points and shoot enemies in their backs as they struggle with that wall. As of now, I think, cutting available points in half would be a quick and dirty zero-effort solution, but there are a couple of "proper" solutions like not allowing player to build enclosed spaces, restricting types of blacks based on the wave, possibly block degradation just to name a few. So, anyway, neat little game I quite enjoyed with quite a lot of potential