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Feedback comments for LD46
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| Timestamp | Since previous | Game | johnnysix's comment | |
|---|---|---|---|---|
| Apr 20 03:06:19 | Friendly Fire | ♥ 0 | Good stuff! I had trouble lasting more than a minute as the bats took me out quickly, despite my flailing the torch! | |
| Apr 20 03:15:20 | 9m 01s | Chicky's Delivery Service | ♥ 0 | Very fun, loved the mechanic, very original. It's like monkey ball with eggs. Is it actually simulating an egg shape for collision or is the collider a sphere? |
| Apr 20 03:19:59 | 4m 39s | End | ♥ 0 | Very cool! Like the isometric grid, a little challenging to figure out which way he was going to push. |
| Apr 20 03:55:19 | 35m 20s | Orbit One | ♥ 1 | This was fun to play, would be ideal on mobile with the one button controls. Got tough quite quickly once the targets started moving. Bonus points for including the number of button pushes, for the frantic mashers hitting the button while the player ball is still in air. |
| Apr 20 03:57:27 | 2m 08s | Balance ME | ♥ 2 | If the hinge for the seesaw and the friction on the boxes were upped a little, it'd be more fun for beginners . While it's possible to get the boxes in place, maybe the early levels could be a bit more forgiving. Tried on Win and Web, both seemed to work fine ( the same physics on both, no glitches/ differences ) |
| Apr 20 04:27:32 | 30m 05s | Dad Day | ♥ 1 | I went Joe Cartoon and did the same as BlackOpsBen. If you do something on this post Ludum-Dare, maybe do a click for destination with pathfinding. |
| Apr 20 04:33:13 | 5m 41s | Don't Kill, Wash Hands (First LUDUM) | ♥ 1 | I think I completed it, I got the blue sparkler chicken dance party! Nice work for doing it in Unity so quick. The music was cool, but a bit short, maybe make some longer loops next time? |
| Apr 20 04:40:20 | 7m 07s | Confluence | ♥ 1 | I can't get more than 2. With a little finessing could be more fun, I found it really hard to avoid being hit by the enemy shot, and with their ability to fly through walls, it left the player with quite the disadvantage. I'd maybe ( if you carry on devloping ) work in a standard 8 direction style movement, but have the ship animations smooth / lerp to it so you get the best of both worlds. |
| Apr 20 04:48:18 | 7m 58s | Fishing Around | ♥ 1 | I don't know what I'm doing, but was fun to play for a while. Just trying to click on the green/yellow fish was a challenge! π |
| Apr 22 06:19:25 | 49h 31m | Hope | ♥ 0 | Very cool, liked the style of the graphics. I had trouble in some areas getting down ladders etc. I'd maybe flip the shift key to walk , and run by default? Could definitely be expanded into a bigger game if you so desired. Reminded me a bit of flashback ( old Megagrive game ) in terms of the puzzles . |
| Apr 22 06:28:27 | 9m 02s | Slime Mama | ♥ 2 | Loved the music and art style. I couldn't get enough food to the big slime in time sadly. Since you have the physics based food, there could be some cool mechanics you could have with bouncing / sliding stuff off things , if you make more levels post LD. |
| Apr 22 06:38:36 | 10m 09s | Fire my guitar up | ♥ 1 | Wahey, here's to wood collecting games haha. ( I did one too! ) Bonus points for the music, very cool synth vibes. :) As others have said,maybe a bit of finesse on the controls, or a different control system would help once you're in the forest maze trying to avoid smoke monsters. |
| Apr 22 07:03:12 | 24m 36s | LD46_Charger | ♥ 2 | Great concept. The placing of blocks was a little challenging, maybe if you work on this more ( it'd be a cool mobile game, maybe with bigger blocks / touch control ) I'd tigthen up the platform movement, it was tough to move around / get to higher parts. It'd be cool to see more ways to defend, really light the idea of the tower defence thing, and it was tough balancing time to build vs remaining battery life. :) BTW, I fell out the level on this stage and couldn't die/reset. ld_46_001.png |
| Apr 22 20:45:30 | 13h 42m | Box Of Limes | ♥ 2 | Very cool combining the two themes! This would've been good for Ludum Dare 41 too. π Amazing pixel art & animations , amazing depth of detail and content for just 48h. One minor problem ( on Windows 10 maybe?) is the mouse doesn't sync up to the ship/ cursor , so I end up using keyboard. |
| Apr 22 21:03:01 | 17m 31s | Super Realistic Parachute Simulator | ♥ 1 | I love it that you can still score points as you're plumetting from the skies with a broken parachute. π More obstacles would be cool. Oh yeah , and make the highscore save. ππ» fdsgdfsgdf.png |
| Apr 22 21:27:09 | 24m 08s | A Guy and his Princess | ♥ 0 | Nice take on the theme, though keeping the Princess alive would've been enough to satisfy the theme, I would've liked to have impressed the princess by killing the enemeies! π₯ |
| Apr 22 21:46:50 | 19m 41s | Space Drone Guy | ♥ 0 | Great job with the art, if you were to carry on the game post compo, I'd suggest dialing back the inertia on the drone, as though it's 'realisic' for a drone in space, it'd be nicer for it to be more responsive, and perhaps, given you're using the mouse, have a cursor/reticule to pick out enemeies. When the wave of asteroids came along, I gave up as it became super difficult to aim. |
| Apr 22 21:54:52 | 8m 02s | Final Flower: Petals of a Lost Age | ♥ 1 | I didn't realise I could shoot until the jumpy shooty level with the lazer enemies up top. Great interpretation of the theme, and very challenging. Bonus points for the scoreboard at the side! |
| Apr 22 22:25:13 | 30m 21s | L.D. Phone Home | ♥ 1 | Pretty cool, trying to get aligned and remembering the buttons was challenging but rewarding when it hit 100%. I got a score of 3. π |
| Apr 22 22:34:31 | 9m 18s | Earth 2.0 | ♥ 1 | The ship was pretty cool, would say to work on the distance culling /LOD , as the rocks just popped into existence without warning. |
| Apr 23 08:57:20 | 10h 22m | Rescue turtles | ♥ 1 | I see you found more turtle games. βοΈ Not bad, I tried animating wings for LD 35 - I ended up redoing them from reference, it's worth the extra effort in the end. bird_fly.jpg |
| Apr 23 09:09:26 | 12m 06s | The Lightwielder - Ludum Dare 46 | ♥ 0 | Great job on the full intro/menus and overall polish , it really feld like playing an old early 90's console game. Bonus points for mood, a very forboding atmosphere, loved the sound fx, and the animation on the deer. I played for 10 minutes but couldn't figure out what to do / how to attack the octopus. smokee.jpg |
| Apr 23 09:16:35 | 7m 09s | One Alive At A Time | ♥ 1 | Cool concept, I'd do something more active with the camera though, or add some sort of indicator to show where to go. Once you have posessed the table/banana/cactus it's hard to know where to go, especially with fixed camera. |
| Apr 23 20:53:33 | 11h 36m | Missing Pieces | ♥ 1 | OH wow, was going to ask about the guitar, sounds great! I play guitar and I though this sounded very realistic. βοΈ Bonus points for the last level, very sweet. |
| Apr 23 21:29:08 | 35m 35s | Drivin' Alive | ♥ 1 | AHaha this was epic, reminded me of playing Sam & Max from back in the 90's with the point-and-click desk and interactive elements. I wish the Ambulance had more health, drunk driving the bamberlamps along the pavement didn't last long before it was the forlorn horn of death. |
| Apr 23 21:56:13 | 27m 05s | Mycelium | ♥ 1 | Great fun, It'd be cool to see this one developed post-Jam. Really love the art style and mechanic. Maybe some finesse with the collisions, as I kept throwing mushroom 'eggs' ? under the power-core mushroom and couldn't retrive them. I also died a load before got the belching mushrooms. MUSHROOOOM.jpg |
| Apr 23 22:10:37 | 14m 24s | Friendly Fire | ♥ 3 | This was amazing, I couldn't complete the last dance though( the last one without giving any spoilers), maybe if the main music faded and/or played at the same speed. |
| Apr 23 22:39:39 | 29m 02s | Cat Shelter Simulator | ♥ 1 | This was fun to play, I wish I'd had enough for rent. catsheltyer.png I didn't know what I was doing with the photos, were you supposed to take pictures of the ones with fewer thumbs to get them some buzz π catsheltyer.jpg |
| Apr 23 22:55:15 | 15m 36s | Keep It Charged | ♥ 1 | This was super fun, definitely could do with some polish post-jam and putting out on an appstore. Just add the usual stars / menus etc, so you can save your progress. After getting through quite a few levels, it was dissapointing to get back to level 1 again. Btw - if you have time next time ( and I know unity can take an age to switch between builds ) - do aa web/html version so it's easier to access. π |
| Apr 24 00:01:00 | 1h 05m | Last Beer | ♥ 2 | @nilodree - don't forget those screenshots! This has some nice pixel art, don't hide it away! BTW - does Game Maker have HTML output? I'd defintely do a web version if so! dsgfsdgsd.png |
| Apr 24 00:16:06 | 15m 06s | Darkness Draws Near | ♥ 0 | Top points for mood, the ambient sound effects were very cool. The monsters were difficult to defeat, I wasn't able to survive the night. It'd be cool if carving the flaming logs gave you flaming arrows too. π |
| Apr 24 00:26:52 | 10m 46s | The Last Robot Archer | ♥ 0 | Pretty cool, liked the special particle effects. One thing that'd make it more playable would be cover ( either solid or destructable , space invaders style ) , as on the level in this screenshot, I got hit from every angle when the enemy bullets just went through the walls. There's no real tactics here. βΉοΈ lodddd.jpg |
| Apr 24 00:44:36 | 17m 44s | Pet Protecc TD | ♥ 2 | This was cool, would be cool to see developed with more levels / enemies and turrets. One minor beef was the grid for the turrets felt super iffy, but other than that, a solid game! It was tough to juggle remembering to feed the pet and fight off the enemies. bearr_ttete.png |
| Apr 24 00:54:05 | 9m 29s | God Simulator: Mountain Edition | ♥ 1 | Liked the stats as the height reached a new milestone. Would be cool if the mountain had some art over it, and maybe a zoomed out version, so you could see what was built, as well as the zoomed version. π |
| Apr 24 01:01:37 | 7m 32s | Save the FOX! | ♥ 2 | Loved the sound and the stylised graphics. As others have said, the controls / movement could use some tweaking, it was very hard to jump up the tree if you fell off, and once the fox was out of sight, it was impossible to protect. |
| Apr 24 01:15:45 | 14m 08s | All Systems Grow [LD46: KEEP IT ALIVE] | ♥ 2 | Very cool, the negative/positive thing with the colour coding and different behaviours was very original. Brilliant use of a subtle palette and clean pixel art to convey what the player has to do. I sadly couldn't make it past this section,so I'll never know how it ends! TWITWITWTW.png |
| Apr 24 01:21:17 | 5m 32s | Ice Ice Baby | ♥ 1 | Cool concept, really like the idea, though the controls felt slow. It was also sad to watch the ice cube get stuck to the wall with nowhere to go, and have to pitch him into the lava to restart the level. π¦ |
| Apr 24 19:59:24 | 18h 38m | The Dark Cave | ♥ 1 | Pretty good, the atmosphere was good. What anon said, it looks a lot insptired by the 4 dev jam. I'd take the art in a more original direction if you continue this post-jam. |
| Apr 24 20:43:39 | 44m 15s | My BFF! Glorpol! | ♥ 1 | Very cool, was fun levelling up. The triggering of the powers was a bit inconsistent, sometimes I'd trigger the timer/cooldown , but not the attack. I couldn't get to level 6. π LV_05.png |
| Apr 25 20:37:06 | 23h 53m | GhostVac | ♥ 1 | Very cool, it felt maybe a little slow for the balls to get within range of the vaccum if you miss a goal, but other than that, very nice to play, and impressive for a 2d game engine! Top marks for innovation! |
| Apr 25 23:37:54 | 3h 00m | Volty's Quest | ♥ 1 | Very cool! Loved the music. Was supe challenging towards end, so I couldn't complete. |
| Apr 25 23:42:39 | 4m 45s | Dinnertime! | ♥ 2 | The concept is cool, a bit like plants vs zombies, but it took me a while to figure out what to do initially. Maybe less complexity initially would be cool. |
| Apr 25 23:45:05 | 2m 26s | Egdar's Blobs | ♥ 0 | Love the art style and the mechanic. My PC was a bit slow to play it, so I couln't really get the full effect. Definitely different to have a main character that you don't control directly. This'd be cool if developed beyond the compo, especially with the scenery interations. Would be great for mobile and multi-touch. π @noa-calice |
| Apr 25 23:56:38 | 11m 33s | IO: Live Birthday | ♥ 1 | The teleportation was cool , but the death was a little unexpected / sudden and I wasn't sure what numbers were. If you dev beyond the Compo, add some different colours / particles for the weapons. The game mechanic was fun and pretty original. Would be good on mobile, where you can quickly tap where to teleport. |
| Apr 26 00:01:28 | 4m 50s | Save UwU flame chan | ♥ 0 | Cool minigames, very frantic. The graphics are cute. |
| Apr 26 00:07:18 | 5m 50s | Keep the LEVEL ALIVE! | ♥ 0 | Nice concept, with a bit of finesse on the controls, could be improved. It was hard to navigate the level, especially to get the higher up bad guys. |
| Apr 26 00:10:24 | 3m 06s | Keep It Powered | ♥ 0 | As others have said, with no 'Jump Through' on platforms, trying to navagate the first level after the tutorial is very challenging, wiht little or no forgiveness for a single mistake. |
| Apr 26 00:16:13 | 5m 49s | Panda Smash | ♥ 1 | I was close, but then one of them did a frowny face and wandered off. Love the art style, the painterly effect on the 3d, and the bouncy Pandas! |
| Apr 26 00:21:10 | 4m 57s | SAVE THE DINOS! | ♥ 0 | Wow, it gets serious after about 40 seconds. Cool Concept. |
| Apr 26 00:24:55 | 3m 45s | GΓΌnther | ♥ 1 | Very cool art, it'd be cool if the fish were a tiny bit bigger, it was really tough to aim at them, maybe some sort of dash/fast turn with keyboard would be cool. |
| Apr 26 00:33:02 | 8m 07s | Open Fire! | ♥ 1 | Loved the sprite animations, especially the lighting effects from the muzzle flash. I thought once the lift started going down there was going to be a moving/scrolling level shooting out left/right depending on the playment of enemies, that'd be cool. I guess since there's no 'death' , a more dynamic control would be to have QP as 'SHOOT' and SL as 'DUCK/COVER' , that'd add more fluidity/ realism, as your guys wouldn't just be absorbing bullets with no consequences! |
| Apr 26 00:38:33 | 5m 31s | Pirabbit | ♥ 1 | Took a few attempts to get the jist of the jumping, really loved the animations and the art style. If you continue post compo, I'd suggest the carrots scroll the same speed as the level, and maybe start throwing in enemies / obstacles sooner, as it becomes a bit of a grind until the seagulls appear. |
| Apr 26 00:48:21 | 9m 48s | Root Quest | ♥ 1 | The concept was interesting, but maybe the levels could be scaled down more, if not so much variation in enemy. Also with my old PC, the root trail on the character caused the browser to crash. π Maybe have it act on 'cells' instead of generating a trail wherever he moves, especially if he's in same spot for a long time, so it only creates new root, if he moves to next 'cell' . |
| Apr 26 00:53:21 | 5m 00s | Nekotchi | ♥ 2 | Love the art style, and the very realistc effects. Wish I'd have paid more attention to the status sheet, he looked sad so I kept giving him pills, and then he died. π¦ |
| Apr 26 00:58:27 | 5m 06s | Ambulance chase | ♥ 1 | The ambulance hovered for most of the game and I'm not sure how I won, but the art style was cool. Loved the detail on the vehicles. I wanted to drive out the tunnels. π win_ambulancee.png |
| Apr 26 01:10:22 | 11m 55s | Keep Ivan Trotsky Alive | ♥ 4 | Love the style, and animations on the grandpa are excellent. The aiming was hard, and the targetting could have done with a reticule for the 'hit' at the end of the arc. There'd still be skill in getting the right 'power' on the throw. It's very hard to know where it's hitting otherwise, with the isometric projection. |
| Apr 26 01:21:42 | 11m 20s | Escaping | ♥ 4 | Loved the atmosphere and effects while driving. I felt bad shooting ove my poor buddy on the gurney. If you carry on developing after the compo, it'd be cool to see more colour and/or some UI for the gun/aiming , and maybe a way of seeing more of the road ahead. Something that could be fun is aiming ( in reverse ) in rear-view while in driving mode, or alternatively, some method of seeing the road while shooting backwards( a reflection in some medical device / boxes etc) . |
| Apr 26 21:42:34 | 20h 20m | Pug Panic | ♥ 1 | This had amazing depth for a 48h entry. I couldn't manage to keep poor pug alive for more than 40s though. Trying to manage all the windows and various stuff going on was pretty high stress π Since it seems pretty random, if you do keep building post-compo, dooing it with a bit more structure, and starting smaller missions first would be cool. BTw, the randomising of the windows each reset was particularly evil. I think several pugs perished while I was organising my windows! π |
| Apr 26 23:27:28 | 1h 44m | No Fish To Die | ♥ 0 | @aurel300 's suggestion of the Microfish/Fiche needs to be in any future development if you take this forwards @dillonbecker haha. Great game, fun concept and exceptionally difficult. As Others have said, maybe a bit more control / deterministic behavour from some of the physics stuff would help playability. It's frustrating ( though I admire the realisim ) to have the ricochet bullets kill the fish bowl. Full marks for humour! |
| Apr 26 23:39:31 | 12m 03s | Heavy Petting | ♥ 1 | Bonus points for humour, loved the way the gameplay changes up a notch from what you think is going to be. I couldn't get past day 15-17 . |
| Apr 27 00:25:30 | 45m 59s | Leap Of Faith | ♥ 1 | Pretty nifty, was challenging to aim when the fish is swimming. Could be a fun mobile game if you continue on this post-compo. I'd maybe reduce the scope and/or break down the challenges into small levels chunks. Maybe even stuff like jumping from bowl to sink to water glass or whatever inside the house, to make your initial escape. |
| Apr 27 00:31:07 | 5m 37s | Dragon Egg | ♥ 1 | Pretty cool, the concept of destroying blocks with the flame breath was new. It'd be cool with some particle effects ( maybe spreading fire if you heat it too much like real fire getting too hot it ignites neighbouring bricks ) . |
| Apr 27 00:36:39 | 5m 32s | Egg Mama | ♥ 0 | Wonderful artwork, and the bird sound effects really added something special to it. I'm sad to say I didn't manage to raise a single chick. π¦ The camera was a little slow to catch me up when I sent the bird flapping into the trees, if you do continue with it , post-compo, a little tweaking there would be welcome. Maybe by limiting the maximum distance the camerea can get from the player. |
| Apr 27 00:42:50 | 6m 11s | Stoke It ! - V1.3 | ♥ 2 | Absolutely loved the art in this, the animated worm was very reminiscent of the old 16-bit era with the animated segments. π I kept dying and I couldn't figure out why, maybe a few intro levels to get familiar with everything one at a time? |
| Apr 27 00:46:29 | 3m 39s | Good Shapes, Bad Shapes | ♥ 0 | This was extremely challenging, not least because the enemies and the shadows from moving look/behave almost the same. Maybe a liiiiittle bit of a tweak to make the enemies easier to spot would be good. I couldn't get past the triangles at all. Cool lighting effects though. |
| Apr 27 02:25:01 | 1h 38m | Retro Driver | ♥ 0 | Loved the pixel style textures on the world/cars. This'd be great with a bigger map. Great stuff for 3 days. The cars handled pretty nicely too, though would like to be able to drift/reverse quicker. :) |
| Apr 27 02:38:22 | 13m 21s | Pigeon Ascent | ♥ 2 | Che Guano became a Pigeon God! Loved the graphics, and all the variations of pigeon. I was impressed when my pigeon evolved arms, but I was sad I didn't get to play as the pigeon god. π¦ Great job! |
| Apr 27 02:47:46 | 9m 24s | Elvis In The woods | ♥ 1 | Pretty cool, I liked the shadow effect walking around the fire. I managed to find my last rock as it went pitch black, and the red writing for the match/firelighting instructions passed me by. π£ I just had a look at Godot, it looks pretty interesting being a mix of two of the engines I play around with ( Construct 2 - HTML5 / JS Canvas 'Event' Driven Engine and Unity 3d /C# scripting ) Didn't know it was Free and Open Source - that's very cool. |
| Apr 27 02:59:35 | 11m 49s | Ball Monster | ♥ 2 | Loved the music, and the concept of the game. A bit of finesse on the platform movement would go a long way, it felt a bit loose on the skinny platforms and very easy to slide off. I liked bouncing the ball around. |
| Apr 27 10:27:17 | 7h 27m | ALIEN RESCUE | ♥ 1 | This'd very easily translate to a quick mobile game, definitely keep working on this! Love the novel taken on the frogger game. Like @dege said, when the alien is dragged off the screen prematurely by the car it feels a little unfair. Maybe if he bounce back into the screen , so he doesn't go out of play would be cool. The animation on the little paramedic is nice and snappy, and the variety of vehicles keeps things from feeling repetitive. Thanks for giving inspiration too to other Dads who have to juggle the chores/ keeping the kids happy with the 48h compo haha. |
| Apr 27 16:11:46 | 5h 44m | Solais | ♥ 0 | Loved the style , the challenge and the amazing light/particle effects. Amazging for a compo game. π |
| Apr 27 19:56:16 | 3h 44m | Mr. Cheesy | ♥ 1 | Loved the music - it sounds like you used an authentic Yamaha YM2612 chip. Loved the lead sound, reminded me of many a hour playing on the megadrive. If you pursue post-jam, I'd maybe round off the floating point for the scroll position, so the 'grater' slider is crisper, and maybe some animations of the mouse chowing down on the hapless Mr Cheesy. The mouse overtook once I 'died' in the version I downloaded, which was a bit dissapointing. Top marks for humour though, especially the pasta plate collecting the grated remains of Mr Cheesy. Brutal. |
| Apr 27 21:02:43 | 1h 06m | platformEGG | ♥ 1 | Loved the pixel art, and the music was nicely bleepy! This was insanely hard after the first tutorial level, as there's none of the standard 1-2 sec of invincibility after a hit, so on the one with the swinging maces, I'd hit the wall spikes, hit a mace, then back again. Other than that minor greivance, and the potential for some button consolidation ( Have E Pickup and throw maybe? ) awesome stuff. The timing on the moving parts was really neat , is everything tied to as single variable for position? I've tried doing platform stuff before with specific / related timings on hazards, but nothing as crisp as this, props for that! βοΈ |
| Apr 27 21:17:57 | 15m 14s | DON`T DIE STAY ALIVE! | ♥ 0 | Challenging ! Sometimes I'd end up in an impossible position where there was no escape from the spears early on. Maybe a bit of logic on the spear generation, to ensure that there's always an 'escape' would be good ( how thin / skilled you have to be to use it is another thing! ) |
| Apr 27 21:25:47 | 7m 50s | The Call of the Unicore | ♥ 0 | Very cool, really loved the art and the animations. I never got the chance to do a respawn as my unicore died too quick. If there was potential to level up the Unicore / Player, that'd be good. Once the 3rd/4th wave hit with the muliple bullet enemies, it's hard to keep up. |
| Apr 27 21:35:29 | 9m 42s | BUBBLE BOY | ♥ 1 | Top marks for theme! And hello to another Construct 2 user! I've seen one other so far. π It's simple but well done. The only thing that'd make it even better would be the tamagotchi style evolution, and a different death anim, maybe based on what you neglected the most ( if no air, no food, no fun, too much poop etc! ) |
| Apr 27 21:45:16 | 9m 47s | Starship & Hull | ♥ 1 | This is a very cool concept. With a bit of tweaking it could be a much more engaging game , like others have said, seeing the 'home' ship turrents/ weapons firing in the ongoing space battle! Maybe a less angular ship too, or non-walkable zones, as places like the rockets etc should be off limiuts. I managed to fall off the ship waling on the bootsers trying to get the tutorial to end π΅ Oh yeah, and you got a cool start with the damage mini-map, maybe actually make this a model of the ship, and show your 'HULL' guy on it, so it makes it easier for the player to figure out where they are? |
| Apr 27 21:56:03 | 10m 47s | 50 Shades of Pray | ♥ 2 | Cool concept, liked being able to pick my robe colours and set my skin to green ahah. If you did it beyond the compo, it'd be cool if you added things for the priest to do, and maybe had the god character too. Do you remember / Did you play a game called Black & White back in the day? It was a similar concept. https://en.wikipedia.org/wiki/Black_%26_White_(video_game) |
| Apr 27 23:23:16 | 1h 27m | Life of ITman | ♥ 4 | That was epic from start to finish. Love the chiptune beegees. Max points for theme haha. I struggled a bit with keeping caffeinated enough to move around with sufficient speed. This'd be a cool game to develop more with bigger levels, and maybe some additonal IT people to send off to various tasks, like command and conquer style. βοΈ βοΈ βοΈ |
| Apr 27 23:31:49 | 8m 33s | MACHINA | ♥ 2 | Wow, great job, love the turn based action, very challenging. The style of the levels and general aesthetic of the game are very modern and cleanly rendered. This could definitely be expanded beyond what you did for the Jam. |
| Apr 28 00:06:35 | 34m 46s | Space Station Alpha | ♥ 1 | Wow, this is very detailed and in depth for a compo game, and now I've just lost 30 minutes reading up on and watching stuff on Pico-8. Can't believe this was all done in a 128x128 window. Very impressive! I couldn't get very far but if you are able to fix some of the things you weren't able to during the compo, this could be a very solid game. |
| Apr 28 00:25:26 | 18m 51s | Man Need Fire | ♥ 0 | Very cool, and a lot of gameplay for a 48h compo entry. Really nice puzzles , and the intro/title/tutorial screen combined was very clever. Keep it up! |
| Apr 28 00:34:26 | 9m 00s | Slimekeep | ♥ 2 | Cool music, and nice pixels in a limited palette. If you work on it more, definitely add more guns, and maybe some more enemies / goals to balance it. As @fancyreckless said, it gets repetitive quickly, especially if you're just farming slimes in a cycle of running away until they grow then chasing them back down again. |
| Apr 28 00:42:29 | 8m 03s | Healer of Elric | ♥ 1 | This was a lot of content for a Jam game, great job with even thinking up all the different potions/spells etc. π One minor bug I had was a big green box hovering over the UI, than and I could fireball myself! π The music and the art were pretty cool too, though I'd say, go all in on the pixel look, and use it for the text and buttons too, the grey squares etc take away some of the charm in the hand draw pixelly dudes. |
| Apr 28 01:03:36 | 21m 07s | Why Baby? | ♥ 2 | Damn, that was tough. I couldn't keep him alive once he got as big as the vat, by the time I'd run the circuit around the room to gather resources, the screen turned red. Love the art and the story! |
| Apr 28 01:15:25 | 11m 49s | Who let the Doggos in? | ♥ 0 | All my doggos dided. I couldn't get the plants to grow either. π¦ On the plus side, the art is cool, and the theme is fun. I just wish I was a better gardener! |
| Apr 28 19:41:03 | 18h 25m | Tobias mustn't die | ♥ 1 | My keyboard just melted, and Tobias died anyway. Would've been cool to see more traps, or some random effects related to the actual keys pressed ( Left of keyboard pushes left side etc ) |
| Apr 28 20:36:40 | 55m 37s | Tumbleweed | ♥ 2 | This looks amazing, but unfortunately, my PC is too old to play it ( it's asking me to install Direct X ) Is a web port something you're planning to do? This looks amazing, so am guessing you'd have to cut back some of the fx? |
| Apr 28 20:50:37 | 13m 57s | Efi | ♥ 0 | Hello fellow Construct user! π Great concept, liked the hand drawn / jittery animation effect on the game. I found the jiggly animations on the zig-zag backgrounds that speed you up on the later levels extra difficult, as the animation itself is kinda disorientating. This could definitely be something to develop after the competition, the simple controls lend themself well to mobile, and being used to 'car' style steering, it made sense the left/right controlling the rotation. Would be interesting to see an expert mode on mobile where to have to tilt the phone to steer haha. |
| Apr 28 21:01:36 | 10m 59s | Constance | ♥ 3 | Wow, this was amazing, what @nsadie said, the voice acting, the suberb art style, visually and thematically, top marks! The concept is great too, finding the cadavers, taking the parts needed, the mechanics could do with tweaking, there's the stealth element which is cool, but it's a bit haphazard, and the timer to do actions was a bit frustating. Things like the stairs/ entering the 'Surgery' and picking up / dropping corpses could be 'instant' rather than having a timer. Keep working on this, an excellent idea and wonderful art/design. |
| Apr 28 21:10:40 | 9m 04s | War of the Elements | ♥ 4 | Hello fellow Construct user! Good to see more of the Construct 2/3 entries this year! π Nice concept, maybe a bit text heave on the intro - with these jams, the simpler the better, there's stuff you could streamline / make the game more fun. You could lose the extra keys ( B to begin / T to restart from beginning etc.. ) - do it with a single button / or UI buttons . The wood collecting could just be touch. Then all you need to worry about is moving and aiming. The use of WASD / ARROWS was pretty cool, and felt natural. |
| Apr 28 21:14:53 | 4m 13s | Dunkman | ♥ 1 | Top points for humour, this was hilarious, when the huuuuge long arms art appearing, very smooth animation on the ball dribbling ( maybe if you keep working post compo/jam , you could add the bounce so he's not fouling! βοΈ ) Very original, and well executed! |
| Apr 28 21:20:17 | 5m 24s | Flippy Fish | ♥ 2 | Fanatasitc, love the animations , especially the chef face that pops up when you manage to avoid the knife/flamethrower. Is the music original? That's very authentic sounding, and really adds something to the game ( and the humour! ) |
| Apr 28 21:26:45 | 6m 28s | A Night In The Dark | ♥ 1 | Loved the negative effect when the dark encroaches , very simple but stylish. If you were to continue post compo, don't neglect the sound and music. |
| Apr 28 21:50:59 | 24m 14s | Life of the Party | ♥ 0 | Cool concept, if you were to expand on it, either move the little people around, even if not in relation to the story, or maybe some full screen illustrations would be cool. |
| Apr 28 22:00:05 | 9m 06s | EDO | ♥ 4 | Loved the art, very nice illustrations, and the concept was pretty cool. If you were to develop, post-jam, I'd say simplify the mechanics a bit, the tentatcle grabbing things was cool, but the draggin/dropping from the inventory didn't work very well for me. This could be automated, so the play had more focus on dodging / collecting. |
| Apr 28 22:14:51 | 14m 46s | Guns N' Violets | ♥ 1 | This game is very fun with the sniper weapon and the dash , though I wish it was a little more forgiving on the initial waves. Since I am alwasy running out of bullets, or the single zombies manage to kill the plant very quickly. Maybe for the first three waves, the zombies / floating eyes don't do so much damage. Loved the pixel art style. One thing I'd say for the menus etc, is to keep it simple, and add a little visual so it's clearer what's clickable. For example, the buy menu, just put a background behind the buy button, and on the title screen, you have class/wave which launch the game, then what appears to be a non-working play button? Minor things though. Overall a solid entry! |
| Apr 28 22:25:33 | 10m 42s | Someone called for an ambulance? | ♥ 1 | Loved the island and the cute models. The subtitled ambulance siren was a fun touch haha. I'd say - if you do continue this, is either make it traditional car steering, with Left/Right arrow A/D as steering with Up/Down / W/S for Accelerate/Brake, OR.. Align the 8-Direction style movement to a grid that fits the roads. I could navigate okay with the keyboard, but I was doing a diagonal move ( UP+LEFT) to go straight on a road ahha. |
| Apr 28 22:30:28 | 4m 55s | The Great Return | ♥ 1 | A new twist on the genre! Really liked the art and sound. If you do a post-compo, don't forget to put the music in the level too. Since everyone skips through titles/menus, they don't get to hear the track. |
| Apr 28 22:38:58 | 8m 30s | Lab Rat | ♥ 2 | Nice, very in depth, lots of character to the art and the story was well done. I failed to get to the end once the chopping board showed up. One minor thing that was challenging was switching between mouse / space. If you continue developing, I'd definitly say switch it to all mouse/ touch - it'd make it a lot more smooth to play, and open it up for mobile too. π |
| Apr 28 22:51:45 | 12m 47s | Tale of a Little Guardian | ♥ 1 | The art , music and overall story are fanastically done, this could definitely have a lot of development beyond the Jam. I was unable to complete as there were certain parts I couldn't reach by jumping it seemed ( some checkpoints / jumps ) . If you were able to build this much in just three days, a couple of months working on it could really be something. |
| Apr 28 22:59:17 | 7m 32s | Movin' and Keepin' Alive | ♥ 0 | Cool concept - for a first game it's decent, and the no moving is pretty original. If you do carry on to make more levels, do some more of your own art. It looks like you made a start with the main guy, and more than ever ( I started around the same age ) there are tons of free tools ( ASEPRITE - https://www.aseprite.org/ GIMP - https://www.gimp.org/ ) that you can make yout art with. π One thing that'd be more challenging , would be if he didn't stop on walls, but just went backwards, that's what I was expecting to happen on the tutorial. |
| Apr 28 23:14:49 | 15m 32s | Until Sunrise | ♥ 1 | Wow, this should have way more views /comments. Love the art, and the spirit guys that come huff the flames out were spooky. It maybe my old PC, but it felt difficult getting around, and grabbing the wood. I'd do a loop around a log a few times before I picked it up. While it's not realistic, maybe a little magnetism to get those logs into the inventory quicker would be more fun. I did the same interpretation of the theme, but side scrolling. I like how you did your shadows with the ray-trace. |
| Apr 28 23:27:01 | 12m 12s | Scrambl'd | ♥ 1 | This is an amazing technical feat, I thought you guys had just done a game in the graphical style of a GB. Wow. I just lost 20 minutes reading all about it. Wayyyy over my head, but fun reading. I remember someone in my dorm getting one of the Original Gameboys back in 1991, amazing to think there are people still developing for it. I couldn't get past the first level, but the graphics, clever arts style with the limited palette, and the epic chiptune version of Bear Necessities were very well done. |
| Apr 28 23:35:56 | 8m 55s | Node Colony | ♥ 2 | An interesting concept , I wasn't good enough to get some units. If you develop beyond the compo, I'd say throw in some units initially, and maybe beef up the size of the icons on the nodes. |
| Apr 28 23:44:41 | 8m 45s | Polka Never Dies | ♥ 1 | Love the art style, and love the music! I wish I was better at hitting the timing correctly. If you were to do a post-jam update, it'd be cool if there was maybe a graphic in the style of DDA / Guitar here, with scrolling arrows / icons so it's easier to anticpate the right buttons? I might just be I suck at these kind of games haha. Great job, and top marks for theme, graphics and innovation! |
| Apr 28 23:55:35 | 10m 54s | Party Killer | ♥ 0 | I have only one controller unfortunately, maybe if you get time post-compo - you could do some AI so it's possible 1 player? I rated on the sound / graphics, as I don't need to play to apperciate that. |
| Apr 29 00:12:12 | 16m 37s | On Air | ♥ 2 | Top marks for humour, I thought I had a handle on things until flaming dogs started running round. My PC is old, so once the flames got out of hand, it chugged and crashed - if you continue to develop and do a mobile port, maybe work on a way to do the fire so it's less resource heavy? As everyone else has said, amazing art, and the the scenarios and story are ace. Love the way it slowly builds into an scene of complete madness. |
| Apr 29 00:16:46 | 4m 34s | Dance Dance Unicorn of Magic! | ♥ 3 | The unicorn dancing is hilarious. π πΊ The game mechanics could do with some polish, and since you have really cool art for the intro and the end, if that same art style was done in the level and on the characters , it'd be better. It feels a bit inconsistent where buttons , characters, level design and intro/outro all appear to have different artists? |
| Apr 29 00:22:08 | 5m 22s | Social Distancing For LadyBugs | ♥ 1 | Nice ,the bug squishing noise is funny. I thought I had it mastered until the bigger flies came along, then I started killing the ladybirds. π¦ Nice simple art style, and a well exceuted, playable game! The only tiny tiny thing, was the button graphics being scaled down and unreadable. ( see screenshot from @joemid ) |
| Apr 29 00:37:09 | 15m 01s | Blackbird | ♥ 2 | Holy Parallax batman! Loved flying ( once I learned not to plummet to the ground ) in this, it felt quite natural. I'd strongly urge you to do more with this concept post jam. As others have said, between the charming art and the well exceuted physics /animation of the bird flying, it'd be fun to see more of it. One minor tweak, if you do persue this further, is maybe to handle the bird animations / angle separate to the physics side. For example, I was messing around flying straight upwards, let go, and eventually the blackbird started flapping backwards. π |
| Apr 29 00:52:20 | 15m 11s | Come to Mama | ♥ 2 | Great job, love the art and animations, reminds me of zelda. Really great effort for 3 days! Some more animations for the monsters falling off would be a bonus, if you carry on developing, maybe even some other kinds of traps / hazards ( there may have been more, I couldn't get past the big V shape level ) |
| Apr 29 21:08:37 | 20h 16m | Mushie | ♥ 1 | Pretty cool. The responsiveness of the platforming character, and perhaps the speed of the moving platforms could be increased a bit, it felt a bit floaty. If you keep developing, I'd say use the same key for pick up / throw the mushroom. |
| Apr 29 21:13:09 | 4m 32s | Porco Grosso | ♥ 1 | I have no idea what's going on , but high marks for humour, with the piggy noises and the intro. My Porco got burried under the rubble pile . WASD didn't appear to move the piggy. Would love to see developed with more goals / porcine phyisics. Maybe even a softbody on the piggy so he rolls/bounces around like a half deflated fleshy beach-ball. edit- is there a win scenario? I got maximum pig. piggbutt.png |
| May 1 22:21:20 | 49h 08m | Little Human | ♥ 1 | Wow, awesome music. Loved the Lemmings style puzzle solving. I wish I was smarter, I didn't get to the bit in your screenshot with the spinning blades/spikes. One thing, if you continue past the compo, I'd suggest working on making it more deterministic, as there were a few occasions, with no changes to the placing of blocks, that the little guy would hit or miss a target with the trampoline and / or falling. If it's your own engine, maybe set them as fixed curves over a fixed time so it's the same every play? |
| May 3 20:46:23 | 46h 25m | Social Distance Enforcers | ♥ 1 | I don't have a fast enough PC so the music/movement were a bit out of sync, but great concept and hilarious noises. π Some variation in oof, and maybe a different sound for fail ( and a penalty , win+lose screen) would be cool. |
| May 3 21:34:00 | 47m 37s | Love Verne | ♥ 1 | Amazing job on the art, a great example of how less is more, especially on the scenery. Really impressive use of limited resolution to tell a compelling story. I was playing the post-jam version, as the pre-jam one lost me the mouse cursor, but I couldn't get past the 'throw Verne' task, and I became unable to click. If you were to continue developing as a game post-compo, I'd save go fully to touch/mouse control, as the arrow keys felt kinda cumbersome comapred to moving everything else with the mouse/touch ( plus it'd be fully compatibe wth mobile. π ) |
| May 3 21:39:13 | 5m 13s | Pain Pong | ♥ 1 | I love the insane 3d pong ( playing alone with the table folded is a nice touch ahaha ) , but the cut sequences were maybe too long ( after the first go ) . Once you've seen the readout, it'd be cool to just jump right back into the pong. If it helped to keep the theme, have a clone body counter or something at the side ( to still show the failures stacking up haha ) |
| May 3 21:46:09 | 6m 56s | Boundary | ♥ 1 | Fun concept, very challenging once it gets into multiple keys and getting the timings right on the door / key combos. Great stuff, could defeintly be developed beyond the jam. |
| May 3 22:02:11 | 16m 02s | Beam Slinger | ♥ 3 | Loved the intro , was nice to have the story told without words. The grapple / flying felt pretty natural, although maybe some unnatural physics could help on things like turning / orbiting an asteroid to change direction and/or differences between large/small asteroids in terms of how you move. Amazing particle effects, and top marks for the music! Would be cool to see more. wwwwwii.jpg |
| May 3 22:14:20 | 12m 09s | Propagate | ♥ 1 | Nice, would defeintely add some more pieces (shapes and materials ) and maybe have sequenced or an inventory of parts that you start with, so you have to build the perfect fire path? And with different marterials, with a real fire, if you throw on stuff like paper/card that will bring back flames quickly if the fire has died down ( but is still hot enough to ignite paper ) and stuff like logs etc that take longer to catch fire, but equally, stay on fire longer. .. and while not realistic.. A 'health' bar on wood would be cool. π |
| May 8 23:05:58 | 120h 51m | tiriplici | ♥ 1 | @trexxak - apologies for not playing sooner! I really struggled with performance (I tried the latest windows version too ) , but the art and the idea is cool. I dunno if it's just 'cos I have a super old PC. I'd suggest maybe ( if you wanted to continue post-compo ) that you look at some existing free engines and re-do in something tailored for sprite performance. The concept is cool, and the animations ( stubbly toaster butt-cracks aside ) are top notch. |
| May 8 23:26:44 | 20m 46s | For Ducks' Sake | ♥ 1 | That was intense! π Loved the art and animations. Great job with keeping the pixel art tidy and polished. Really loved the duck animations! Would've been cool to have some upgrades for the duck, and/or make it a moving mission, where you need to get your ducklings to safe pond. |
| May 8 23:36:30 | 9m 46s | Embers | ♥ 0 | What others have said, it'd be cool if she had some kind of natural fire-throwing ( if maybe at the cost of keeping the fire alive ) , and with the returning to the fire, maybe a way to keep it going longer, so there's less running back to the fire to keep it alight / provide HP. Bonus points for keeping it simple on controls! |
| May 8 23:50:48 | 14m 18s | Lost Goblins | ♥ 0 | Liked the puzzles, it'd be nice that it auto-completes without space/next turn by itself, once you've hit a win scenario. If you continue post-jam, definitely tweak that. This could be cool as mobile game, if you chunk the style a bit so it's easier to click/touch on small screen. |
| May 8 23:56:01 | 5m 13s | Sheep Sheep Halloumi | ♥ 0 | This was hilarious. Loved the sheep animations and the isometric style. Definitely would be cool if you did more levels / published for mobile. The flowers felt a bit off when clicking, dunno if it was the underlying 'squre' or the flower itself I had to click. Also, there was directional sound for the music haha, dunno if that was intentional? I thought my headphones were broken/ not plugged in properly until the sheep went centre on the map again. |
| May 9 00:02:34 | 6m 33s | THE PATH | ♥ 1 | Wow, great job. Loved the art, super polished pixels for such a short time. Really loved the unique human made sound effects haha. I wasn't fast enough to get past the tyre tracks to get to the other parts, but great job on the graphics and unique mechanic. It already sounds like you guys are working on this post-jam, so looking forward to seeing more levels. |
| May 9 20:27:21 | 20h 24m | Friendly Sprite | ♥ 1 | This was challenging, maybe some extra control of your floating buddy and/or checkpoints would be cool, for the bigger levels, and for when you're moving vertically. The fire/cloud guy flies up ahead and gets done over before you can leap up and take out the enemies. |
| May 9 20:44:55 | 17m 34s | Protect The Torch! | ♥ 2 | I like that the items persists after the first guy dies. If you carry the game on , post-jam, I'd say maybe revisit / simplify the keys, and most people outside of Germany know it as CTRL key haha. I had to go search that. βοΈ |
| May 9 20:54:02 | 9m 07s | Turtle Daddy | ♥ 1 | I couldn't get past wave five, great job with the the nice captain america style shield flinging. High marks for music and gfx. Really loved the militiary parade style music, and the animations / art style was spot on. |
| May 9 21:00:51 | 6m 49s | Pyro Peril | ♥ 0 | This'd be fun with the controls / movment of the main character tightened up , especially around the sliding/crouch and edges of platforms. For the platform jumping, the slime guy wouldn't quite make a jump, and get caught on the corner / edge of the platform, and with the crouch/slide, sometimes you'll get stuck half-way,and not be able to move. |
| May 9 21:06:10 | 5m 19s | HYPERHOP: GALACTIC LANCER | ♥ 1 | Love the art and space flying. I wish I had a faster computer to run this, as once the planet combat began, I crashed out of the game. I'd strongly urge you guys to keep working on this, as it's a very cool concept. βοΈ |
| May 11 21:42:17 | 48h 36m | How to Air | ♥ 0 | This was some very nice point and click. The black and white made it a little more challenging ( spotting the rock / duck etc.) . Art was great, and the characters ( the creature and the dude ) were cool. I see you guys are already working on a version post-jam. If you only add maybe one extra colour ( a grey or similar ) or maybe a very limited palette? subsbs.jpg |
| May 12 09:39:09 | 11h 56m | Keep Him Alive | ♥ 0 | I thought my knight was invincible until I died on level 5. Maybe A: Make the knight actually invincible - after all, it's the father you're trying to save. B: Add health bars for both or hearts, so we know to expect death, or act more cautiously , if there's 1/5 hearts left. |
| May 12 20:29:21 | 10h 50m | Fire Is Life | ♥ 0 | I struggled with death, or the UI afterwards, as my cursor didn't come back, so had to F5. Some spacial sound would be good - so you could hear which direction the enemy was coming from, they kinda just jump out at you without any. |
| May 12 20:37:11 | 7m 50s | Save the torch! | ♥ 1 | I like the concept, the throwing of the torch and collecting the scattered parts again was challenging. If you continue this as something post-compo, it'd be cool to have fewer buttons, right now Up to Exit, X to Capture / Throw etc, could all be combined with the or a key more conveniently placed near to space? |
| May 12 20:43:21 | 6m 10s | My Friend Phil | ♥ 0 | Pretty cool, another polished fish throwing platformers in the competition! The wall jumping felt a little slow/loose, but the style was cool, and the fish sounds were very authentic! High marks for humour. |
| May 12 21:37:27 | 54m 06s | Keep the IT department alive | ♥ 0 | This was really cool and rather challenging. I couldn't figure out the level with the random glitch, so I didn't see beyond that. Definitely something cool you could continue working on, as the puzzle element is really cool. |