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Feedback comments for LD46
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| Timestamp | Since previous | Game | kjscott's comment | |
|---|---|---|---|---|
| Apr 20 07:10:41 | The Last Ship | ♥ 2 | Controls were hard to manage. Whilst the mechanics seemed to be more based on reality they lacked fun and responsiveness to move and pilot the ship around to explore, if the controls were based on actual rocket science then putting in a proxy for gravity so it would have made it more fun to play. | |
| Apr 20 07:25:42 | 15m 01s | Nurturer (Compo) | ♥ 2 | Would have been useful for the game to restart after the game over screen after a while so I didn't have to keep reloading the page. Once I got the controls and the gameplay figured out it was quite fun to play. It would have been nice to see some sort of enemy you had planned in the game. |
| Apr 20 07:26:04 | 22s | Drag-On | ♥ 0 | Not loading here either, left it for 15 minutes just in case the last bit was loading slowly. |
| Apr 20 07:40:11 | 14m 07s | Zero | ♥ 4 | The art style works well and is cohesive. The controls were a little troublesome when I wanted to shoot while right next to a door, I would jump in and out. Moving the inventory to an on screen display as there were only three items and using the Z and enter/exit rooms would have been better. Sound would have made a great addition even if it was just a couple of SFX here and there. More extensive gameplay would make the game more interesting to play. |
| Apr 20 07:49:25 | 9m 14s | Watch Your Head | ♥ 2 | The start button is hidden at the bottom of the screen with high transparency, so it was hard to know how to start playing the game. The slow-mo effect makes the game feel as if it's lagging, I don't feel it needs it. One of the most effective ways of keeping your person alive is just hiding their head at the bottom of the screen. It would be good if the top, bottom, and sides of the screen also also cause your to lose. |
| Apr 20 08:00:48 | 11m 23s | The IT | ♥ 1 | Items dropped didn't always feel like they were being eaten by the 'IT' so it was hard to know if there was a bug or the amount of hunger it removed was so minimal that it wouldn't appear to update the value. Apples and cherrys dropped just outside the hut if they were misaligned is when it seemed to happen the most. Picking up apples after they fell from the tree appeared to not pick up immediately until I had moved away and come back at times. With the fast pace of the game the controls need to be really responsive. I found the cherry to the south annoying with the placement of the kiln like thing as I would often get caught on it. The music and sound effects were really grating, I ended up having to turn them off when using my headphones. They work well though with the general aesthetic of the game but it would have been helpful if they were either a little lower in volume or a means to lower the volume in game. |
| Apr 20 08:08:28 | 7m 40s | Carry the Fire | ♥ 2 | I loved the concept. I found the game a little unresponsive at times to with the controls making the platforming elements difficult to contend with at times. The game suffered a little slowdown for me when all the screen affects where in operation, making the controls even harder to control. Overall I liked the visuals and the subtle audio that went along with it. Using the fires as both the light sources and effectively the scoring, to see how far you can get worked very well. |
| Apr 20 08:21:33 | 13m 05s | Brain Training 101 | ♥ 2 | Overall the game was great, fun and definitely ends up being quite a hectic game. Against the "chill" music it makes it funny. The key layout could have been improved to make it easier to perform all the actions but I'm suspecting that this is intentional to make everything far more stressful and complex that it needs to be, which works well with the greatly increasing intensity so I wouldn't mark it down for that. It was so hard to try and keep up with the messages and understand when and how to fulfill all the different needs, it definitely takes a few goes in order to get more competent at the game. |
| Apr 20 08:54:36 | 33m 03s | Spirit Quest: Journey to Devil's Mound | ♥ 3 | I liked the hummed music in the background. Towards the end of the game the battles became long and grinding, speeding up the sequence or the ability to skip through the delay between each stage would have made it a lot more playable. Written dialouge was humerous and enjoyable to read. |
| Apr 20 09:07:37 | 13m 01s | God Simulator: Mountain Edition | ♥ 2 | Took a little while to get into the game and figure out how to control it, for an indirect control game it's pretty decent. I would definitely like to see more options or variations of what you could influence as at the moment and given time you would eventually "win" without doing anything at all. All the actions do is allow you to reduce the time between now and when you win. I would definitely love to see an expanded version of this game. |
| Apr 20 09:37:45 | 30m 08s | Bob The Bog Roll Defender | ♥ 2 | The recorded voice audio clips were funny, the music feels a little out of place after a while but it's fun. I felt a little sad when I didn't get any extra "damage" for hitting a zombie in the head, so it always took 3 shots with the pistol regardless. The difficulty felt like it spiked really quickly really early. Maybe more quicker rounds with fewer zombies building up over a slightly longer time to give the player more time to get use to the controls and dealing with the bigger waves. Personally I had more difficultly in the third or fourth round as the shotgun just couldn't put out enough damage and was slow to shot, I was wondering if I had to go back to the earlier weapon to keep up. |
| Apr 20 10:18:44 | 40m 59s | Life | ♥ 3 | I love the space battle mode! It's a great way of gameifying the game of life. Would definitely like to see more initial state patterns, random initial state patterns, and changing rulestrings. Maybe a "design your own opponent" kind of thing too. Definitely a lot of potential in the battle mode, the rest of it was nice to see but I think paled compared to what I thought the main attraction was. The music was super-loud on my headphones so I had to turn it off. |
| Apr 20 10:24:19 | 5m 35s | Surviving the wasteland | ♥ 4 | Game had a bug where the third gunner I had lost the ability to upgrade it to the first stage upgrade (400 coins). Once I have completed all the gunner upgrades there isn't anything to do for a long time, this creates a problem with pacing. If there were additional actions or something which required the player to interact more with the screen it would make the game more engaging. At that point I just had to wait until I built the wall and won the game. |
| Apr 20 10:34:42 | 10m 23s | Bring Back The Chick | ♥ 2 | Sound track was nice, calming and pleasant to listen to. One of the few I haven't had to turn off part way through. It was a good pick for it. The graphics could be a little jerky under certain situations when swapping from one state to another, particularly the bird. I felt that it's flapping movement could have been done a little smoother than the sudden jerking up in the air. I loved the concept of holding the bird and it escaping from the hands every so often, added a whole new challenge to the game. The collision detection felt a little off, like I was getting killed even though I felt I hadn't quite touched anything. The big text at the start "Bring back the chick" got in the way of the environment to begin with, could have been better putting it up in the "sky" where there was more empty space where it wouldn't interfere. |
| Apr 20 12:09:53 | 1h 35m | Somewhere Warmer | ♥ 2 | Controls can be difficult and a bit unresponsive, the checkpoint system is a life saver, it's not obvious if you're handling onto the ice or not which is particularly difficult near ice where you slide. At the first check point when you climb up the wall, there is a moving platform. It is always moving away from you when you restart at the camp. This means you just have to sit there, doing nothing until it returns which makes for a dull experience. On top of the difficulty of this first challenge I'm sure it's a point that will cause a lot of people to stop. The babies face is hilarious. |
| Apr 20 12:16:18 | 6m 25s | The Zombies Away From Me | ♥ 3 | Screen doesn't fit in with the boundaries making it hard to interact with. The volume bar is incorrectly set to 0 with sounds at full volume when you start. Some zombies seem to appear out of no where. Took a while to get use to the controls. Given the mouse input, it would have worked better if the play area was square so circular movements could have been used and easier to click on enemies. |
| Apr 20 13:01:08 | 44m 50s | Frost & Fire | ♥ 2 | Took a few games to figure out how to play, once I did I managed to get nearly everyone out alive after just one day>night>day cycle. A pretty simplistic game but it's enjoyable, would definitely like to see an improved version of the game with more options or differences in the environment. The fire & ice concept was a good one. |
| Apr 20 13:55:48 | 54m 40s | Babysitter | ♥ 2 | Several of the levels were a bit buggy, I never saw levels 2, 6, 7, 9, 10, 11, and 12 I think as when you get the "try again" screen if you wiggle your mouse near the door and press some keys before clicking try again it seems to skip the levels. Would have benefited from some simple sound effects for the different things to give audio cue as to the next "attack". I thought the octopus kind of thing at the "try again" screen was cute XD |
| Apr 20 14:04:23 | 8m 35s | Welcome to paternity | ♥ 2 | My first reaction is that it very much reminded me of the Sims. The concept was good, I liked the music but with audio clipping when it reached the end of the loop and being very much the same I quickly tired of it. The game itself is good, though no matter what you do someone is going to die at the end of it due to travel time from one station to the next. There is no way to keep everyone alive in the long run, just a matter of how long you can stave off losing. It does feel a lot like what being a parent is about except you don't get woken up randomly while you're sleeping XD |
| Apr 20 14:30:46 | 26m 23s | Save the station | ♥ 2 | Good solid game, took me a little while to figure out the controls. I disliked that I would numerous times not realise I had clicked on the station addition I wanted then dropped it right over the controls. This meant it was wasn't energy and would die of really quickly. With some additional polish this could be a good solid game. |
| Apr 20 14:59:13 | 28m 27s | Confluence | ♥ 2 | I found it strange that there was such a difference in the quality of graphics between the walls and the ships/cube in the center of the screen. Would have worked better to keep both to the same level of graphics. The maze structure and enemies were a little too simple and just relied on poor hand eye co-ordination to cause eventual loss of health. The first stage audio was a little repetitive but having it change after you awakened(?) the boss was an interesting highlight. Definitely one of the best parts of the game, quite enjoyed it. |
| Apr 20 15:25:37 | 26m 24s | Keep it alive | ♥ 2 | Would have worked well as a tile based puzzle game, rather than the pixel perfect movement required but then again that would have changed how some of the traps worked. When you died would have been able to get back into the game quicker if the level auto reset. On completing a level it would have been nice to be able to auto-move to the next level without having to click on Menu then select the next level yourself. I think with some of the mechanics you had in the game, traps, multiple characters, and so on, with a bit more thought and polish on the level design this could definitely start to shine as a game. Some of the levels you didn't even have to go all the way through, it was easy enough to double back on yourself. Definitely one of the more innovative games I've played so far. |
| Apr 20 16:25:43 | 1h 00m | Dad Day | ♥ 2 | I liked the music going on in the background against the frantic trying to stop the kids but I would probably go with something a little more frantic to go with the mood. The excitement of the game died off once I realised I could shove them in the corner of the kitchen and just nudge them if they were getting away as if forces them to stop and then they often go back the way they came. Made the game super easy after that, and with the stress of keeping them alive why would I want to go back XD With a couple of tweaks it could be a really good coffee break game. Overall played and handled well, very enjoyable as a quick break! |
| Apr 20 16:36:10 | 10m 27s | Embers | ♥ 2 | I loved how the moans of the undead things would fade off based on the distance, gave good non-visual feedback as to what was going on. The feedback from your daughter was helpful gauge of how much time I had left. I did find the controls non-intuitive to start off with so took a while before I was able to really sit down and play the game. Once I did it was pretty easy to manage everything even at the latest stage. |
| Apr 20 16:47:42 | 11m 32s | FEED | ♥ 2 | Fun little game, would have been nice if there was more to feed the beast and the platformer element of the game was a lot more involved beyond the initial start. I think what I mean is, I want more of it as I'd like to see where it would lead to. I did get stuck on at least two occasions as the placement of obstacles either got me to get stuck in the environment or unable to jump. Only with some lucky jumping around I was able to get out of it but I could see some people getting stuck and giving up before they've even really experienced the game properly. |
| Apr 20 16:56:39 | 8m 57s | Love the Baby | ♥ 2 | I loved the style and aesthetics of the game, and the bits of audio was incredibly enjoyable. The UX was in keeping with the style and worked well. Definitely one of the funniest games out there. I would love to see more things to interact with and see. Very tamagotchi-esque and kinda makes me want to create my own now. |
| Apr 20 17:05:44 | 9m 05s | Don't Blow It | ♥ 2 | It's really hard to get the balloon through some of the obstacles, but the physics of the balloon was handled really well and felt good. The audio gave it a very eerie atmosphere to go along with the dark woods. The highlighting of obstacles using the light was very in-keeping with the aesthetic of the game and a good visual indicator for the player to help focus their attention on what needs to happen. |
| Apr 20 21:21:27 | 4h 15m | The Well of the Past | ♥ 2 | The presentation of the book style journey was great, and the audio went very nicely along. I think in the theme of a book it would have been nice if the choices would have been inside the book, on the page at the end of the text giving more of an impression of interacting with it. I played through about a dozen times before I stopped, so I didn't get to see every ending so I was curious as to how the rest of the story would unfold. |
| Apr 20 21:27:18 | 5m 51s | COMBO I N F I N I T Y | ♥ 2 | The onscreen graphical tutorials and explanations is one of the better implementations of explaining to the player (me) on how to play the game and was very much appreciated, I got into the game very quickly even though I found the controls hard to manage. |
| Apr 20 21:41:21 | 14m 03s | Pet Rock Simulator | ♥ 2 | My rock is all grown up now! I want to kick it out of the house to go get a job -_- Funny game, would be nice with some sound affects of the actions you're taking. A nice little time waster but alas, lacks any replaybility unless you added in different types of rocks like Igneous or Metamorphic. Maybe swap the TV for a radio to play some classic rock... |
| Apr 20 21:50:00 | 8m 39s | Windy The Indie | ♥ 2 | Not bad little game, would have liked to have seen more variation of enemies and possibly a way of seeing the trees expand more. Maybe have some other things that you need to protect in the forest as well such as animals. Definitely some potential there. |
| Apr 20 21:54:33 | 4m 33s | Rave Rudders | ♥ 2 | The sailing was a little fast, and using the space made me go faster than I needed to go. Some sort of compass showing the way to the lighthouse as a reference point would have been good. I wasn't sure how to deliver the green boats to the lighthouse, I just assumed that when I touched the green boats that happened? A little unsure there. |
| Apr 20 22:05:01 | 10m 28s | Can Adequately Generate Charge, C.A.G.E. for short! | ♥ 3 | Music was a little repetative, I enjoyed the different games that I could play but would have liked to have seen more of them. I found the easiest way through, at times a little grinding games, was to just go to dodgeball and sit in a corner where I would rarely get hit to power up the battery. The flappy bird mimi game was funny. I think it would have worked ever so slightly better if all the onscreen assets were moved and reused from the original battery powering up to make up the whole of the scene but it was close to it. |
| Apr 20 22:30:23 | 25m 22s | Kindle and Egg | ♥ 1 | Cute game, a bit short. The most tricky part was the moving log platform on the water, kept repeating that over and over again. Maybe some longer levels with checkpoints would have been good to really get stuck into the mechanics of the game. |
| Apr 20 22:37:36 | 7m 13s | Yes, Mr. President! | ♥ 1 | Very easy to pick up, the crowd, flashes, and visual interruptions worked well to confuse what was going on and force you to pay attention to what was going on. |
| Apr 21 07:51:11 | 9h 13m | Happy Life | ♥ 6 | There was a minor bug with the swiping of the phone but that wasn't a determinant to the game. The music worked really well with the environmental aspect, and the ambient sounds helped bring it to life and also provided a nice audio clutter of things which helped make the game more hectic. The game struck a really nice sweet spot between visual clutter and hectic atmosphere that has made this one of the best examples of this type of game in LD46 so far that I've encountered. I want to try and remember to come back to this at a later date and keep playing to see how far I can get. |
| Apr 21 09:57:39 | 2h 06m | Balloon Ride (HTML5/Web) | ♥ 2 | I never knew hot air ballooning was so dangerous! Not a bad little game. You probably have gotten more out of the view if you did it horizontally rather than vertically as there was a lot of dead space above and below the hot air balloon. |
| Apr 21 10:04:45 | 7m 06s | Katastrophe | ♥ 3 | A really good implementation of a platformer and escort game in one. Very much enjoyed it and the audio and graphics were very cohesive with one another. The controls were responsive and tight, and overall a really fun experience. Definitely would like to see more of this and want to remember to try and come back to play this again. |
| Apr 21 12:14:58 | 2h 10m | campfire | ♥ 2 | I would have liked the z+x keys explained in game, even if it's a "z to jump" "x to skip" as would have helped me get to grips with the game a little bit quicker. Also on mobile, I had to full screen the game else the up button wouldn't work. I had almost abandon trying to play until I remembered Pico-8 could do that and hoped it fixed the issue. I enjoyed playing the game and I would like to hope I can come back to playing it again some more. If it's on the Pico Bbs would probably try to favourite it so I don't lose track of it. |
| Apr 21 22:10:57 | 9h 55m | Pandamonium | ♥ 1 | I loved watching the TV seeing Panda news! And playing the game within a game as a tester was fun. I was sad there wasn't that much to do but I would love to see an expanded version with audio and more activities. I also liked there was one audio track I could find... Flush! You already explained the weak points of the game in your own description so not much else I can add. |
| Apr 21 22:42:22 | 31m 25s | Untitled Pandemic Card Game | ♥ 2 | I tried the game out. I would definitely suggest you add an example round or two so the players can see how the game is meant to be played and maybe an example of resolving a crisis with cards shown on the table and what not. Also I would maybe give some general advice for first time players for what they should try to do in their first game before trying more advanced strategies. Otherwise it was interesting, took about 20-30 minutes to setup and start maybe playing (I wasn't keeping time). Overall I enjoyed it. |
| Apr 21 22:49:52 | 7m 30s | Quack Runner | ♥ 2 | The art and audio are very much in keeping with each other, a kind of rough and raw style so I enjoyed them a lot. I did find the controls, such as multiple clicks to flap higher, a lot harder to use than anticipated and some of the layouts it seemed almost impossible that you would ever pass the obstacles so I felt like I lost through no fault of my own (might also be a complete lack of skill!) With some polish on the level generation I think it could make a pretty good game. |
| Apr 21 23:49:21 | 59m 29s | Don't Kill Gil | ♥ 4 | There was a glitch I don't think was mentioned was with the settings menu, all the volume sliders were set to zero when I first started but audio was playing. When I first started sliding one to the right you could instantly hear the volume go down then slowly go up as it moved across. Another audio glitch was if you clicked Main Menu from the settings window it restarted the audio but if you clicked close it just carried out. You can probably just ditch the main menu option there. Other than that, wonderful little game. Loved the audio, the sad french le sigh, and the game play was interesting as I got into it. If I got a fart on the previous round I was hoping that I got something to clean the water and didn't have something really bad drawn against me that I would lose before I had a chance. |
| Apr 22 08:03:49 | 8h 14m | The Battle of R'lyeh | ♥ 2 | @lauramei the link doesn't work, a couple of variations I tried did nothing. |
| Apr 22 08:12:03 | 8m 14s | Pet Fish License | ♥ 0 | I managed to overfeed my fish, I didn't even know this was possible from the UI of the game! It was really easy to miss that my fish was getting hungrier, the background for the bars was confusing. I was expecting the coloured section to start changing except it was the background behind the text. Also time and health seemed to do nothing. |
| Apr 22 08:20:33 | 8m 30s | BUBBLE BOY | ♥ 2 | A nicely made, well rounded game. I loved the aesthetic of the game with the pusedo handhold game acting as the interface and the background. Gave it a really strong feeling of being an old school game. I did find the repeating music a little annoying after a while and I was glad it was really easy to turn it off from within the game itself. One minor tweak would be the colour of the red for the fake "nintendo" logo, if it wasn't as bright red and more like the border colour it would stand out against the grey background a lot better. |
| Apr 22 08:30:23 | 9m 50s | Sleepwalker | ♥ 1 | Having to click on the cat I felt just added to the difficulty far more than it needed for a platformer, just left clicking and right clicking would have worked more than adequately. I would have also stuck with keyboard controls for the creature and mouse to interact with the environment. Beyond that, the free camera was a really good idea and very welcomed to be implemented and it was a pretty decent game overall. |
| Apr 22 10:14:49 | 1h 44m | Captain Coal | ♥ 0 | Amusing little game. It would have been nice if the stuff you pick up to burn didn't trigger passengers from other components, it makes it hard to throw items to stockpile them to move them back and forth from the engine. Also a little guide in the game description of the order of how much fuel everything provides would be helpful as would allow people to get to know what to look out for and maybe stick around a little longer. Discovering I could throw things and knock people out was fun XD |
| Apr 22 10:20:31 | 5m 42s | For Ducks' Sake | ♥ 3 | I did encounter a couple of issues when playing, when my mouse went off screen or lost focus I on at least one occasion got stuck always walking down the screen which was really hard to counter and unlock. There was also some bouts of lag at times early to mid-game (of 2 minute games) which made it a little frustrating (I was wondering if cleanup code for bullets being off screen was working). The 8 way axis felt a little off when firing diagonally but I can't quite put my finger on way. The graphics were great, the sad duck at the end with tears was sadly funny, and the chicks were super cute. The gnomes were amusing to see and their laugh made me smile. |
| Apr 22 10:42:07 | 21m 36s | BOILING PLANET | ♥ 0 | Even knowing that fully grown grass is worth triple the points, I've still not been able to get out of the first stage having tried a half dozen different strategies. For a tutorial level I feel that the difficulty is too steep, requiring me to get the solution fully before I can progress. A smoother entry way with a "you're almost guaranteed to win unless you pretty much do nothing" would allow players to have a sense of victory and accomplishment before ramping things up more slowly, allowing them to try out different tactics. Hitting the metaphorical brick wall can be off putting. Maybe provide some more information in the description of ways of getting further to help out us more lowly-players progress further if we need it. |
| Apr 22 14:01:12 | 3h 19m | Kombo Krusader | ♥ 2 | Simple enough but for someone who doesn't play a lot of shmup games I found the controls a little hectic to work with, saying that I playing multiple times getting a bit better every time as I really want to see how it ended (i couldn't as ran out of time to play). I did notice that at one point the audio faded out and didn't return for like a minute or two, wasn't quite sure what was going on with that. |
| Apr 22 14:36:37 | 35m 25s | DON`T DIE STAY ALIVE! | ♥ 0 | My record was 257, a few times got trapped in almost inescapable situations. Also felt that being killed by the rear of the spear limited my ability to move around as the spears would then take up between 2 to 3 tiles at any one time which considering the 5x5 board represents quite a bit of space for each set. |
| Apr 22 15:13:14 | 36m 37s | Tree of Life | ♥ 3 | I struggled with some of the platforming elements, either jumping off the edge of the screen, or the hitbox colliding when I wasn't expecting it to. At least at one point in the game the enemies weren't dying when I touched them. On more than a few occasions the enemies seemed to spawn and get stuck in the walls. The UI definitely needed a bit of work to make aspects of it clearer for the user in both of terms of visibility and placement. Once I got past a few of these things I was able to progress to about level three, though it was tricky with the unkillable enemies to make it that far. For a first attempt it was a pretty solid game, you all did a good job and should be proud of that. |
| Apr 22 15:35:33 | 22m 19s | Force field | ♥ 0 | I liked how the music would stop when you pressed space to make the character stop. |
| Apr 22 16:18:03 | 42m 30s | Party Spirit | ♥ 2 | The music was good but the speed of the beat was difficult for me as someone who has always found rhythm and shmup games particularly difficult, it felt like there was only a frame or two in order to get the right keyboard input in. At times I would spend ages just simply not moving because I couldn't seem to find the exact right time to hit the key. Instead of maybe not moving, just cause it to release a person from the list but still allow you to move around so at least it makes you feel like you're doing something other than failing. One weird thing my person managed to go underneath the stage? I was busy looking at the success/failure of my inputs and by the time I looked back I had disappeared. When I got something going it was fun, rewarding, and a good atmosphere to the game. The graphics were really great alongside the lighting effects. For those people who can play a game like this, probably going to be a really great and novel experience on the genre. Would definitely like to see more put into it. |
| Apr 22 19:26:59 | 3h 08m | Resquack | ♥ 2 | The fog could have been a little more transparent with maybe layering a few more on top to obscure the scene just as much. It would have been nice to see during the night scenes for the vehicles to have their headlights on. I was curious as to why when I died and chose reset, why the number of ducklings needed to save went down but the level remained the same. Was that to allow people to still experience the higher levels and make it a bit easier for them? I liked the different weather affects, and how even though it was the same level with just the addition of a few extra obstacles you made it feel and react quite differently each time. It made it very enjoyable and fun. Though the poor ducklings when you fail... :*( |
| Apr 22 21:25:39 | 1h 58m | Keep Pit Alive! | ♥ 2 | I did find the time it took to load between the game and main screen a little long at times when I just wanted to get back into the game. The controls felt a little clunky, that the animation and key presses weren't quite lined up but it might have been related to the type of animations that were used. I liked the idle animation where the horse looks at you, I also liked the hidden areas and how some of the apples you only had one chance to get them else you would just have to carry on with the journey. |
| Apr 22 21:50:54 | 25m 15s | Red Vs Blue | ♥ 1 | Nice little game, took a few goes to figure out a strategy that I felt worked well into the later stages of the game. Some of the early waves felt a little sluggish as just took a while for the battles to fight themselves out. would have been nice if the units had a little less health or took a bit more damage just to get through each individual shoot out a bit quicker as you knew how it was going to end up fairly quickly. |
| Apr 22 21:59:26 | 8m 32s | Stranded Pirates | ♥ 1 | I loved the graphical style, though the audio was a little lacking for the game. It would have been nice if there was something keeping track of how much of the day is left. I did feel like the days were getting shorter and shorter as it got closer to the rescue time. Day 4 was my record in the end. |
| Apr 22 22:09:32 | 10m 06s | Jibier's Adventure : Valentine's Curse | ♥ 0 | I don't think I could skip the next scene or go to the next dialog, ended up having to hit ESC key to get past the first dialogue when it got stuck. Eventually managed to play the game, after the first game that went horribly wrong I finally got a handle of what I could do and how to play. I mostly ended up throwing the woman at the enemies as she often didn't take damage and made sure she was moving so it was harder for things to get her XD |
| Apr 22 22:18:16 | 8m 44s | LIFE:anti-viral | ♥ 1 | Took a while to figure out how to play, being able to swap the between phage, virus and the other thing was helpful. A lot of the game consisted on getting them onto the board but a few times I hadn't realised I had run out of credits so was watching until the time ran out and I could then start up the next game. The overall visual style was pretty consistent with itself, the audio may have been a little too harsh for the game but I can hear how you tried to match it to the gameplay. |
| Apr 23 06:42:38 | 8h 24m | Mark | ♥ 1 | I managed to find a few ways you could die: rock falling on you the moment you spawn in the level, letting the chat die, landmines (all the ones I discovered so far). I didn't manage to understand when I could start texting but I figured early on I had to as it was probably another way I was going to "lose". I did experience in one game on the second level, the mine blocking one route and the rock blocking the other. It looked pretty much impossible to win that attempt. There was also the odd periodic lag in the game. Besides that, I really liked the game, the graphics were cute and coherent all the way through, and the dialogue that you had in the game was funny. The clear art style and simple obstacles focuses on the key aspects of the game, the platforming, without being a detriment. Definitely worth a look by people. |
| Apr 23 06:56:23 | 13m 45s | Gaia | ♥ 1 | Was finally able to play the game! I did notice at a few times it did look like I should have been able to place something down but the cursor suggested nothing could as the UI didn't pop up, so it was sometimes hard to judge where to click (especially when trying to frantically save everything) that it felt a little disruptive to the gameplay. The latter parts of the game it was so hard to keep up, nearly all the time the fish of the sea where almost completely extinct and there was nothing I could do about it. I enjoyed the game and I could definitely see it having an appeal as a way of supporting the message it was focusing on. |
| Apr 23 07:14:30 | 18m 07s | LD46_Charger | ♥ 2 | The idea of the the defensive mechanisms is really good, took a little while to figure out how best to approach it but when I did the idea was fun. Preparation for a level felt like it took ages, would have been nice if I could have separate grab and drop so I could stack up say up to 5 batteries to move everything more in one go rather than having to travel back and forth to get everything setup the way I wanted to. |
| Apr 23 07:29:19 | 14m 49s | Firestarter | ♥ 2 | It was hard to know the rate the population would grow and what the current population was so I got a few game overs without really ever knowing why. To manage it I would travel all around to look to see what had changed or just sit around somewhere away from the police waiting for time to pass then burn one or two, so it ended up a lot of hurry and wait. I think a tracker of current population, even if it's a vague value, it would help so you knew when you could act or do something without risking getting a game over. |
| Apr 23 07:51:11 | 21m 52s | Macho Malcolm: Smashing Guard | ♥ 2 | Collision detection felt a little off, the hit box size might have been broadly applied to even the empty space. I could see at times that I was clearly out of the way (pixel wise) but still took a hit. This made it harder to play as I had to be really out the way and that sometimes meant I was too far out to hit the car out of the way. The basic concept is fun and interesting, definitely needs more polish to get it more playable. I did have at one point about 3 or 4 old ladies trying to cross the road completely blocking the whole thing XD There was no way I was going to survive that! |
| Apr 23 08:23:01 | 31m 50s | Cheat Or Die | ♥ 1 | I think the un-skippable text would have been more entertaining and tolerable for players if they had a reason to watch through it, maybe different lines of dialogue, different artwork, something to make to rewarding and enjoyable for the player. I know it's meant to be a "punishment" for cheating, but a players time is important and they should be entertained during that time. The graphics worked really well and really added to the humour of the game. I did encounter one bug where the timer ended up going down without the start of game text having been completely removed. This only appeared to happen if I was on another tab at the time waiting for the text to finish displaying. |
| Apr 23 08:27:02 | 4m 01s | Coins | ♥ 2 | Needs a description of controls or machine requirements to play. |
| Apr 23 08:39:58 | 12m 56s | The Last Guardian | ♥ 2 | Unskippable intro without controller, at least by the controls that you described. I think ESC key worked but it wasn't documented anywhere. The audio seemed to stutter on my machine (but that could be only my machine that's the problem) along with the occasional bit of game lag at times. At times I felt like the cloud summoning or the movement in the game just felt slow, for something that felt like it should be a faster paced game it seemed to trudge along at times. That being said I played for a while to see how the game was, after a while I just stopped as there wasn't anything new to see. I think with some polish this could be a decent little game. |
| Apr 23 09:34:37 | 54m 39s | Crossroads | ♥ 2 | Nice game, it was an interesting way of handling the scene interactions. I really did like how the people in your team would request to speak to you, definitely added an interesting element to it. |
| Apr 23 10:02:18 | 27m 41s | Burndown | ♥ 1 | The music and background effects created a nice audio atmosphere. There were issues with the movement animation but I really loved the compass which helped show the direction and simultaneously how much fuel you had left. That was a very good addition and made it really easy to see what was going on. It would have been nice if there was say movement blockers such as trees, which could form part of a renewable resource of occasional dropped branches. Also, a note in the splash screen saying press ESC to restart after game over. |
| Apr 23 10:19:01 | 16m 43s | Cacophony: The Ballad of the Celestial Goblin-King | ♥ 0 | I had a few instances where I was moving into an enemy but causing any damage but I was receiving it, I needed to back away before it started to recongise my attacks. A few times I had tried eating food but it did nothing for my hunger bar. Maybe it was only fish that was working? I would also have had the player start with the sword equipped. |
| Apr 23 10:29:49 | 10m 48s | Examine, Prescribe, Heal! | ♥ 1 | Hah, I liked the featured description of one of the people you've saved at the end. Very funny. I do echo the sentiment of some others in the comments, something to do during times when you have no patients would be good. |
| Apr 23 11:20:57 | 51m 08s | Keep It Alive | ♥ 1 | omg... so horrifying! The hair... the bulging square eyes!!! O_O I truly felt it would eat my soul if I saw it. |
| Apr 23 11:28:40 | 7m 43s | Bodyguard for Chicken | ♥ 1 | The baby chicken was cute, and I liked the warped screen edge effect. Music and audio was a little off, the repeat cycle for the background music had a long gap which felt odd and it seemed like sometimes the SFX didn't trigger or were lacking in a lot of places. I think it would have been nice for maybe the chicken to escape your hands so you had to try and rescue it from other dangers such as the spikes as a nice extra challenge. Otherwise it was never that challenging for how far I got. Overall not a bad entry. |
| Apr 23 11:40:17 | 11m 37s | Cactus Adventure | ♥ 0 | I liked the day/night cycle, and it was cool that it could be used to heal or destroy enemies (at a higher cost). I would have probably have preferred for the solar balls to be faster or instant pickups to keep the pace going, and for the whole game to move faster than it already does. The controls are a little "floaty", gravity probably needed to be a bit greater so that it produced more natural looking jumps. |
| Apr 23 11:50:00 | 9m 43s | Arex: Contain And Keep | ♥ 2 | A well polished game, simple and fairly quick to go through. Would definitely like to see more of it. I liked how the failure scenarios played out and the final report at the end. Would definitely like to see more of this! The only thing is the control scheme between moving around and the computer felt a little off, they probably should be more in line or similar so you don't have to remember to mentally switch between two different control schemes. |
| Apr 23 12:31:29 | 41m 29s | the ruins | ♥ 1 | I enjoyed it, a nice well polished little variation on the platform genre. Having to keep the plant alive during your exploration. With a few extra mechanics that could be built upon the existing game it could become quite a good game. |
| Apr 23 13:19:38 | 48m 09s | Air Ball | ♥ 1 | Really well made and polished, the audio and visual work well together. It's really tricky to figure out what some of the best combinations are but that's half the fun of putting together a team and positioning and see how it goes. Once you start to get a handle on how the game works it gets a little easier to make longer strings of passes (saying that my record is only 33 at the moment). Good game! |
| Apr 23 14:45:19 | 1h 25m | Hikikomori Simulator | ♥ 2 | I only managed 4 days of being a shut in, I miscalculated and watched some anime for fun. Oh how that made me too lonely... :( A really great cohesive design of the art, though maybe a little more could have been done on the audio (but I think it worked fine with the minimalist design there). The only draw back is I wasn't sure how effective any one action would be, the variation seemed so wide that it just seemed I had to do one thing then nap, do one thing then nap... unless that was the whole intent...?! Very enjoyable, would recommend. |
| Apr 23 15:00:52 | 15m 33s | Substitute DJ | ♥ 2 | The style was really great and some of the best audio I've heard so far. I thought how the cards actually mixed the music together to get different styles playing but which did hang together was really awesome. The actual game part was really easy, just drop any old card and then start using your specials and it kept the party mood constantly going. Maybe if the specials raised only one or two of the different groups it might have been a bit more difficult. I would honestly say just ditch trying to get "scores" and just make it about the music, that worked really well! |
| Apr 23 15:13:06 | 12m 14s | Bankruptcy Countdown | ♥ 2 | I encountered a few issues with boxes just disappearing or not being picked up correctly (plus the controls were difficult to grasp), but aside from that it was an enjoyable little game. My favourite moment was when I drove my forklift inside the truck as the doors started to close. If only it had got trapped in there and driven away... |
| Apr 23 15:35:06 | 22m 00s | Ark Survive | ♥ 1 | Hah, I liked having Monkey bodyguards. I'm sure there have to be a lot of different branching paths for this game, it's going to take a long while to get through them all. |
| Apr 23 17:10:13 | 1h 35m | The joys of parenthood | ♥ 3 | Hahah, the alternative ending! XD I didn't see that coming! So glad I got to play, and just the kind of genre I like, quite fitting the story as well considering the theme. Overall what can I say, it was well polished, everything that it did I think it did well. The only thing is I want more now, more meat for the player.... Glad to see another Pico-8 developer out here. |
| Apr 23 19:58:35 | 2h 48m | Pirabbit | ♥ 1 | Took me a while to realise about the click+hold even though it was clearly described, I got distracted by the double mechanic that I never really took advantage of it until late into my play session. I did once or twice get stuck on the side of a barrel, never quite falling off but unable to act until the screen pushed me along. I also would have liked to have seen the difficulty ramp up a little quicker than it was but it did give me time to practice a bit more. The background and foreground elements were really good and cool to see as they appeared and disappeared off, nice touches! |
| Apr 23 20:05:36 | 7m 01s | Social Distancing For LadyBugs | ♥ 1 | I liked how your swarming routine worked out, it was nice to see them clump together. I was trying to spot if you had designed as a single lead insect which all followed or if had all the neighbours influence the direction of their nearest neighbours. Would be curious what technique you went with in the end. I had fun with the game, something cathartic about splatting all of them and mildly saddening when a ladybug was got :( |
| Apr 23 20:15:33 | 9m 57s | platformEGG | ♥ 2 | It's a pretty eggciting game, managed to get a bit of the way through my after scrambling my inputs a few times I kept dying. It fried my mind at how it all hung together. Incredibly well polished and put together, you all did an eggcellent job them. I will eggstract myself from this now before I go too far... |
| Apr 23 20:22:25 | 6m 52s | The Call of the Unicore | ♥ 1 | I kinda skipped through the initial in game explanation of what all the controls were so I had to figure it out as I went along. Thankfully there was quite and polish you did on the game. It's a really cute game and very much enjoyed playing it. Hope you do well in the rankings! |
| Apr 23 20:40:09 | 17m 44s | Hacking is Probably Not Like This | ♥ 0 | I loved the mini-games throughout the game. There was just enough variety to keep me interested, and you had the ability to choose what you tried and the difficulty level yourself. I did find the number of days a little bit grinding after a while but it was definitely more tolerable with the variety. It's a well made, very well polished game with an interesting storyline. Worth playing! |
| Apr 23 20:55:36 | 15m 27s | Keep It Alive | ♥ 1 | I kept killing it with love, and that one question... oh that one question, I should I spotted you before I killed it with love again. It was a really fun take on the Tamagotchi style game. You did a good job of making the control scheme for it so simple, and the different scenarios you come across can be quite funny based on how you answer them. |
| Apr 24 08:07:10 | 11h 11m | Tower of BOOM | ♥ 2 | Maybe if the music volume was lower then as the combo bar gets lower a raising volume warning sound allows the player audio feedback of when running out of time without having to look at the combo bar and waste a bit of time. On one occasion, while I was viewing another tab, my combo bar had somehow run out of time but hadn't killed me. This left me able to still play the game without having to worry about the timer. I tried doing it again but it didn't trigger again. Lastly maybe store a high score locally so you can compare against your best game. Overall a pretty solid game, keep up the good work! |
| Apr 24 08:08:32 | 1m 22s | Hans in Purgatory | ♥ 1 | Agreed, https://foxplayer.itch.io/hans-in-purgatory-webgl doesn't work. As I can't do downloads on this machine it's unplayable for me. |
| Apr 24 08:13:13 | 4m 41s | Flame of Prometheus | ♥ 0 | Game runs on HTML5 now is appears. A couple of bugs, fell off the edge and it didn't reset. Just kept falling until the flame ran out. The game is a little bit laggy when playing sometimes, this makes keyboard input a bit difficult at times. The collision detection for trees in particular seems very inconsistent and sometimes it would feel that I could get close without dying and other times barely brush them and I had to restart. Second level you seem to start up in the air for some reason, then as you move you fall down. And then I got this after I died on time: "An exception has occurred, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project WebGL player settings to be able to catch the exception or see the stack trace." |
| Apr 24 08:22:21 | 9m 08s | Bird is the word | ♥ 0 | After losing I tried starting again and the game froze, I had to reload the page to start again. This happened every time. Purple background and blue text is a bad choice to the instructions page, it makes the blue text seem fuzzy and harder to read. White text would have worked a lot better. As you could push the cats around if you touched them, I think with a little work I'd be able to shove them into an inaccessible area but it was hard to test as it kept breaking after every game. |
| Apr 24 08:28:34 | 6m 13s | OwOrbit | ♥ 1 | Fun little game! Gets hectic pretty quickly. I did manage to formulate a strategy that seemed to work for me but I was rarely able to keep my moon alive for very long. Is there anyway of picking up a new moon? |
| Apr 24 08:38:34 | 10m 00s | Lost Goblins | ♥ 1 | It would be nice when you get the setup right so no goblins would die it would auto-move the goblins to completion so you didn't have to keep clicking on the Next Turn button over and over again, or just provide a button to allow you to auto-move when you feel that you have the setup right. Would just make the user experience a little more friendly. Maybe a transparent background? The goblin escape animation was cute, was a shame you couldn't see it on the earlier levels. The death animation was a bit time consuming and you couldn't do anything until it had finished playing. Fun little game, was interesting to try and solve the puzzles. Will definitely try to come back to it when I get a bit more time! |
| Apr 24 10:10:40 | 1h 32m | Open Fire! | ♥ 1 | A couple of little things: The time before the first wave of enemies just felt a little long of sitting there without doing anything. It might be nice that a second before the next wave arrives the QSLP are highlighted, with say yellow background, to show what keys you have to press in the next wave coming. Overall well polished, good quality music, and what you've implemented seems to be pretty bug free. Would like to see more stages with different variations on the existing mechanics. |
| Apr 24 10:23:55 | 13m 15s | Save The Health Service! | ♥ 1 | 370 was my record! The audio feedback of being left speaker or right speaker was quite frankly a lifesaver, it allowed me to focus my efforts of running back and forth without missing things too much. Probably one of the most effective uses of SFX that I've come across so far. That graphics worked well. Overall, pretty solid game. |
| Apr 24 10:38:28 | 14m 33s | Keep 'em Alive: Retro | ♥ 0 | At some point the controls for swapping characters got locked. I was stuck as a police officer (hadn't build a hospital yet) for about 2 in game days and wasn't able to swap out. I clicked on each of the tabs and pressed all the keys and nothing seemed to work. Eventually I double clicked on the police officer and it swapped me back to the neutral running around person then after that a single click on the police officer tab seemed to work fine. |
| Apr 24 13:31:42 | 2h 53m | apples | ♥ 1 | It would be good that if you completed the game for it to revert back to the start after pressing any key, that way you could play again. |
| Apr 24 14:04:34 | 32m 52s | Slime Mama | ♥ 2 | I did have a few issues with the controls when jumping left and right, it's hard to describe but there was something that just felt wrong? Like the position, speed, turning, handling. Just something in that area compared to the rest of the controls was just a bit off. The game was really fun, I enjoyed the different things I slowly learned my slime could do. The storyline worked well with the concept of the game, though not sure where all the food came from originally XD Maybe throwing in small animals and woodland creatures might have seemed like too much! |
| Apr 24 14:47:42 | 43m 08s | My Mother is a Caravan? | ♥ 2 | Some of the collision detection from the enemies ranged attacks seemed like it included your sword as the hit box, meant fighting some enemies you almost always got damaged if you weren't quick enough. It would have also have been nice that after the game I could go back and play again instead of having to reload the page again. On the first instruction page the "click to continue" is half covering the border so it looks cut off. When you interact with your mother, picking her up, there is a jump in the animation where you've brought her nearly up to full height then it jumps back to the resting down animation then back up again. If you face your mother when picking her up then turn the other way, the caravan for a single frame jumps to the other side before realising it was in the right place then jumps back again. I got lucky on my second game that the wizard was just two screens away, within searching a total of four screens I earned enough to turn my mother back to normal again and win. That's just the luck of the RNG gods I presume! I would say the animations and graphics need some more polish to them but overall it was a fun experience and definitely worth playing. |
| Apr 24 15:03:52 | 16m 10s | 50 Shades of Pray | ♥ 2 | A couple of bugs, if you complete the game (I won on my go) then if you restart the enemy priest doesn't move beyond their starting point and your followers total carries on over to the next game. Also, sometimes when holding Q when standing right next to a flag it would appear my animation was set to laying down on the floor. It was a interesting game, I quite like the mechanics but all the controls felt a little sluggish. Would definitely like to see this idea expanded upon. |
| Apr 24 15:14:20 | 10m 28s | The Dragon's Curse | ♥ 2 | I did encounter an issue where at least after my first game the tutorial messages were still showing up but I was able to go from city to city, and when starting a new game the screen would flicker from one scene to another then back again for one part of the intro sequence. I hadn't caught it the first time around but you greyed out the different places that you've visited already which is cool but it wasn't quite bold enough to obviously notice. The dialogue I enjoyed and the music was great to listen to in the background while playing. I'm hoping that sometime after my fifth attempt I might actually beat the game XD Hasn't happened yet :( |
| Apr 25 15:00:00 | 23h 45m | Keep the Love Alive | ♥ 0 | Maybe because of the lag I had while playing but it bugged out several times, once my yellow player disappeared off screen, another time the blue and yellow got locked together, another time the blue player would appear in the wall. It was hard to properly assess because of that. FYI: I played all three games using the AI Love and HTML5 version |
| Apr 25 18:17:49 | 3h 17m | Firelighter | ♥ 0 | Once I understood the objective of the game it was pretty fun, was able to keep going spreading the fire everywhere. I think it would have maybe worked a little better with the controls if you didn't have to worry about the countdown and just selected the direction and then decided walk/dash at that point. |
| Apr 25 21:19:06 | 3h 01m | Blood On The Snow | ♥ 3 | Playing the game more than once in a row meant you kept your previous rewards, that actually made it a lot harder to complete as your options would sometimes be 2-3 attacks for several turns with no defensive moves. The movement was a bit clunky, numerous times I would move, attack and then as I was going to hit end turn move away as I still have movement left. I think you had a very interesting design there, really ambitious and would definitely like to see a more polished and more complete game. I want to see where this might go. |
| Apr 26 14:30:45 | 17h 11m | Negative Zone | ♥ 1 | On level 5 I encountered one bug, where as I was swapping my negative block back to a negative person they were just close enough to touch the door while the positive person was also touching the door. The code didn't seem to like it and though it was playing the animations of having won it just locked the characters in place. I had to press R to restart. I enjoyed the game (and also completed it), it was a good puzzle game to make in such a short amount of time. Took a few attempts to win at each level but got there in the end. Definitely good game! |
| Apr 26 15:15:36 | 44m 51s | Space Junk | ♥ 1 | Position of the spaceship should probably be further back as it's just wasted real estate and limits the players ability to see what's coming up. The intro sequence of the lines moving in worked well and set the scene nicely and it was nice to see a little bit of storyline in the game itself. |
| Apr 26 20:51:58 | 5h 36m | Back Four Seconds | ♥ 1 | The total punnage of that game was pretty high, very enjoyable to play through and listen to the different timelines play out. My only complaint is that I wanted more :( |
| Apr 27 08:06:01 | 11h 14m | Late Medieval Network Engineer | ♥ 1 | Fun little game, took a while to figure out how to perform more successfully. Still haven't quite managed to win the game but got within a day or two. It seems pretty well balanced for the difficulty and during you've picked though sometimes even succeeding at a single day seems to be more a matter of luck than to do with any particular choice on your side. Maybe seeing a few more additional cards ahead would go a long way to giving the player a chance of succeeded. That could be restricted to a card type so you don't immediately have that but can choose to get +1 more layer and forgo bonuses to health or network. |
| Apr 27 08:13:17 | 7m 16s | The Cat's Journey | ♥ 0 | At times it was really hard to pick up the objects with blue halo due to the speed at which the game was going. I had a couple of times where my cat seemed to get stuck as managed to get a trashcan stuck on their head. The most effective technique I had was to just grab one of the support beams and continually (without letting go) just drag it under the cat as it allowed me to keep it and would always move just under them. Personally I would drop the scrolling speed just ever so slightly to give a little bit more time for response. |
| Apr 27 08:45:36 | 32m 19s | Xtreme gardening 2020 | ♥ 1 | Resets:0, Deaths: 23, Floor breaks: 434, Steps: 572, Dashes: 122 - I finally won! There were a lot more levels than I was expecting, the graphics and audio worked really well together and the sound of you falling to your death was funny. Some of the puzzles early on were maybe a little too easy but the intention very clearly led you down understanding and mastering all the mechanics before you continued so I salute the level design and very much think that it should be kept as-is. |
| Apr 27 20:04:22 | 11h 18m | SAVE THE DINOS! | ♥ 1 | Good little game this, I did like how the large meteors would destroy the trees should they land on them and had a much bigger explosion radius too. |
| Apr 28 07:40:03 | 11h 35m | Don't Lose Familiar | ♥ 1 | Once I got use to the interface of how the game worked I found it very slick and fun little innovative game, it felt very easy to get into the flow of things. I only got as far as the third round of different types of obstacles attacking the familiar and I wish I could have spent more time to see what else might appear. Definitely worth a go! Would be nice to see the game developed further. |
| Apr 28 08:04:51 | 24m 48s | Save The Bird! | ♥ 0 | The graphical style was cohesive all the way through and the audio track and chirp worked out very well. Good solid game, the controls are tight and I like how you not only had to worry about your own position but also the "bird" (which you already know doesn't look like a bird XD). |
| Apr 28 08:13:04 | 8m 13s | Ludum Dare 46 Entry: Tree Sim | ♥ 1 | Willow.png Nice and relaxing simulation, was beautiful to see the plant growing. If only I could do more with it! |
| Apr 28 08:56:55 | 43m 51s | Tyson Lee: KEEP IT ALIVE EDITION | ♥ 1 | Instructions text bleeds off screen so I can't read all of it, it can only be fixed if played in full screen. As mentioned the verification for some of the levels seems wrong. I liked the whole concept though I would need to go off and brush up on my logic gates and draw out logic gate outputs to get the last one, good work though. |
| Apr 28 19:24:09 | 10h 27m | 🍄 Saki 🍄 | ♥ 1 | I only got a total score of 20045, my overtime clicking just wasn't fast enough to get anymore wood after that. The graphics and audio really came together to set the mood and atmosphere of the game. Nothing was overly done but created a wonderfully blended atmosphere to the game. My only downside to the game is I just went back and forth to the different screens and clicked on either wood or mushrooms, maybe just something more mid to late game would have kept it a bit more interesting throughout the entire game. |
| Apr 29 08:33:13 | 13h 09m | Earth 2.0 | ♥ 1 | Was playing Earth 2.1, I had one definite bug where an asteroid appeared literally in front of me without any warning and destroyed one engine then before flashing wore off immediately destroyed another engine. Another game I hit one asteroid, it re-positioned me into another asteroid after engine was destroyed which hit an asteroid then immediately hit a third one ended my game. The pause button didn't seem to do anything. Losing to this is frustrating. On a playability front, when the planet appears in the distance it can be virtually impossible to notice any of the asteroids from then on against the dark blue background as they fade into the dark colour of the planet (this only happens on darker screens). I did eventuality win with 100 people left alive. Definitely needs some polish to handle some of the gameplay issues that I've encountered. The minimalist audio works well with the space scene. While the gameplay area graphics are well polished some aspects of the UI could do with some additional work and polish. |
| Apr 29 09:07:59 | 34m 46s | Pacman's Dream | ♥ 1 | Sometimes game over felt sudden and arbitrary, I wasn't able to discern the rules for that based off visual cues or in game actions so I was left a little confused. I was eventually able to figure out the dashing mechanics based on your description and playing around in game. I think I got to like level 4 before I finally succumbed to whatever made me lose. Not a bad little game, quite enjoyable but definitely some extra in game explanation of what's going on would help but I managed to piece together most of what I needed to in order to play. |
| Apr 29 10:31:54 | 1h 23m | The flame of life | ♥ 1 | Fun little game, I kept going at it to see how good I could do. I think my final score was about 150 on my best run. My only suggestions would be it would be nice to see final score after you die in the game and when you start a game to press space to start after reading the message or have the instructions as a separate button in the main menu. |
| Apr 29 11:15:34 | 43m 40s | Soda Pop Vampire | ♥ 1 | I felt there was a difficulty jump between level 2 and 3 and between 5 and 6. At times the camera control using the mouse was really hard to fine tune and I wish I could have just locked it in place as a floating camera or same angle on my character so I didn't have to worry about it. Also between when you got caught and had to start the level again it often felt something was wrong there, something to do with ending text and start of level text. I'm sorry I can't comment on what it was, something just felt wrong, like I had to click one too many times to get going? Aesthetically it was really well done and well polished, what I did manage to play I very much enjoyed and would like to see more of it. |
| Apr 29 14:23:34 | 3h 08m | Ages of New Earth | ♥ 3 | The graphics on the cards was really great, gave a kind of holographic 3d depth to them and some of the best cards I've seen. It took two games to get to grips with the basic mechanics of the game, and a lot more to realise there were more mechanics I had only just started to realise were there. By about the fifth game I really managed to do a lot better extending my gameplay to 19 years which was my best. I was unsure if there was an end-game or it was a game that kept on going until you lost so I ended up stopping after my next game (which was 14 years). Very much enjoyed it and would like to see this flesh out a lot more. |
| Apr 29 14:34:04 | 10m 30s | Keep the Tree Alive | ♥ 1 | There was a minor bug when it wouldn't appear to register a move so I would sometime end up trying to compensate and suddenly take two moves which used up precious power, however due to the abundance of power I was always able to recover. I found the raising of the arms of the robots not only cute but a very simple way of identifying who I was controlling at the time. Overall a very cool little game with an interesting mechanic and well put together. |
| Apr 29 14:51:39 | 17m 35s | Entropia | ♥ 1 | Took a while to figure out exactly how to play the game, after that it's a game that requires some patience and planning to carry out. It is built on some simple but well executed trading principles with three different personal resources you have to manage to keep yourself alive. Definitely worth playing. |
| Apr 29 15:41:15 | 49m 36s | MiniDrone | ♥ 1 | After the first couple of games, where I died really quickly, I eventually got a handle on the mechanics of the game. The basic game loop of collect resources and recharge battery are well implemented, and with the randomization based on the seed it means you could try out and come back to certain layouts when you want. The problem is when you get to about 10k+ requirements for materials, it becomes a pretty slow and tedious game was there is little to keep you occupied and if you stick to a relatively safe strategy then it just becomes a matter of time before you get what is required. If the different resources each improved different areas of your ship, then you could start to introduce a hunting mechanic in the players own head. The choice over do you mine the slow irons or fast gold and platinum then become important choices. I would definitely take a look at the core mechanics of improving your ship and see how you could tweak them to make the core game loop more entertaining. With some improvements I think this could be a really good game. |
| Apr 29 15:48:03 | 6m 48s | Keith's Flint & Steel | ♥ 1 | The updated version definitely plays a lot better and is a lot lot easier to know what's going on. |
| Apr 30 07:51:06 | 16h 03m | The Keep! It's Alive! | ♥ 3 | For future updates I would recommend the following: * An in-game mouse sensitivity slider which would help players have a bit better control over where the cursor ends up every frame * An infinite mode to let players have fun with the mechanics of the game without having to worry about winning or losing * Music/audio on/off or slider I did encounter one bug where a first level solider was eaten (and counted as eaten) but was left floating up in the air. Overall a very polished game, very much, fast paced and easy to get into and learn the mechanics. It would be nice to see in future iterations maybe some additional mechanics which you can open up or discover. A must play game I would say. |
| Apr 30 08:03:52 | 12m 46s | How to Air | ♥ 1 | Though the gameplay was very simple, the art style was really good and engaging with the little bits of sound effects worked really well and brought it together as a whole. Very well polished and worth spending the 5 to 10 minutes to play around. |
| May 4 10:38:49 | 98h 34m | Friendly Fire | ♥ 3 | Some initial thoughts: * Good expansion of mechanics throughout the game * Good reuse of dance mechanics (also, total surprise they were added!) * Well polished, with good graphics and some great music throughout the game and stages It was a nice little story which didn't overstay it's welcome and wrapped up within an enjoyable amount of time. Friendly Fire was pretty easy to pick up and get started, I even spent a little time after I got one of the later mechanics to explore as much as I could. The only drawback was sometimes I wanted to press E to skip through the conversation and close the dialog box (right at the very end) but I don't think I could, I had to wait for a timer to trigger. |
| May 4 16:53:07 | 6h 14m | Mr. Cheesy | ♥ 1 | Simple, straight forward and very easy to pick up and play. I enjoyed it a lot though would be nice to have a bit more variation of different challenges to face along the course to give it a bit more replayability. The minor bug I was going to mention has already been picked up so don't need to comment on that. |
| May 4 21:47:26 | 4h 54m | Mammoth Expedition | ♥ 2 | Managed to win on my first go though it felt really touch and go at times. I ended up sending off and sacrificing a lot of my workers for long trips simply so they would use up less food when back at the camp. Would like to have seen more scenarios in other play-through for a bit of variety. |
| May 6 07:36:52 | 33h 49m | Kaoamaru Kaiju | ♥ 1 | The audio was really good and brought a great amount of mood to the whole thing, it was short and would have definitely have been improved by your planned additional endings. I read through and seems like it would have provided some interesting variations to see. |
| May 6 08:05:40 | 28m 48s | Medically Inaccurate | ♥ 1 | Windows 10, Chrome, the game was a bit laggy at times. I found the waves a little slow in building up in difficulty but after about 4 minutes the pacing seemed a lot better. I feel it would have been a little easier to play if when destroyed, any health/+ symbols stayed in place and weren't affected by your own bullets. The mechanics worked well, sacrificing your own health for the health of the heart made for interesting choices at time in the balancing of resources. |
| May 6 08:13:50 | 8m 10s | tiriplici | ♥ 1 | Played the web version. The controls for the toaster felt sluggish to be recognised and when they did the acceleration was far too fast to be controllable. I was unsure from the visual feedback if the fridge was attacking in the floating toasts. The game felt like it was lagging a lot of times. If i used the mouse to turn off the sounds in-game then my fridge also moved as well which put me out of position leading to a game loss. The underlying mechanics of the game, with the dual control, was really good and if the control sensitivity was resolved would work really well! It was pretty intuitive to me to operate the two, keyboard for one and mouse of the other. |
| May 7 08:30:58 | 24h 17m | Shadows of Drakthur | ♥ 1 | Ended up with a final score of 73050 with 30 tiles left. Not a bad little tower defense game. I felt that the explosion volume felt a little loud against the background music as it became overwhelming towards the end, so much so that I turned it off. The controls could have been implemented slightly different with keyboard shortcuts and highlighting of the options so you knew what it was you were working on. With a bit more polish, variety, and upgrades, maybe some other setups, this could be an interesting tower defense style of game. |
| May 7 09:05:30 | 34m 32s | [Web] Escape Great A'Tomb | ♥ 0 | Would have been nice if you have to click on something or press a key to go up the steps, one time a ladder was in-front of a door and I forgot about it and went up a level before I was ready to. There were some lag issues when the vision range was reduces. By level 8 the game started to lag more frequently without any other thing going on making it almost unplayable. If you held down one direction key then the game took a long while to update, if you also pressed other directions these would be carried out but you wouldn't see the individual steps. It's a really cool concept, I really liked the whole concept and I would love to see more. More mechanics, more variety in adventurers, more things that you can do like laying a trap by staying still, maybe seeing the adventuring parties wandering around the place. Heck, maybe you could leave baby chests all over the place and you might want to go check up on them. |
| May 7 09:13:48 | 8m 18s | Here, Fishy Fishy! | ♥ 1 | If the food landed on a sharks back the fishie would stay on the same height and basically spelled a death sentence. If you were able to move the fish to either edge of the screen (top or bottom) basically rendered it completely impossible to lose the game. Not a bad little game, could definitely do with a bit more polish to make it more playable. Would be interesting to see what a revised version of the game would be like. |
| May 7 09:22:11 | 8m 23s | VROOM VROOMBA | ♥ 0 | So there was a bug, if you didn't close down the initial dialogue option when starting a level you could still gain dust so you could trigger off the end of level sequences but battery wouldn't drain. This made every level a lot lot easier. The controls just felt weird, with the still continuing in the same direction when you try to strafe, the additional directional change was probably not high enough. If it was intended like that to replicate a romba then it might have worked better if you couldn't change your viewing direction at all and just had it so you could press one button at a time. Interesting visuals and where you were going with the gameplay, felt a little cluttered at times (pun intended) on screen with the dust particles in the air along with all the rubbish on the floor. Might have worked aesthetically more if it was just kept more plain and simple. It was an interesting concept. |
| May 7 11:06:20 | 1h 44m | ALYVE | ♥ 1 | Glad to see another fellow PICO-8 developer out here! One bug I came across, if you lose and start again the towers remain from the previous game making the second play through super easy in comparison. After I won the bottom left showed "[nil]" and I wasn't able to restart the game without resetting the cartridge. Overall a really well polished game, very enjoyable and I would love to see an expanded post-jam version so I could play more of it. |
| May 7 11:14:52 | 8m 32s | Hungy Hungy Dwagons | ♥ 1 | I found that after you lose if you keep waiting more knights come out and ends being even more humourous game over screen than before XD A charming little game, the audio and death cries of the dragons were funny. The only drawback was the slightly too long charge time for even the quickest shot, when you've got a knight quite close as you missed it can be almost too late to fire and send a fireball by the time they're 2/3 of the way there when it feels like you should be able to react in time. |
| May 7 11:24:27 | 9m 35s | Blinded by the Dawn | ♥ 1 | I found it easier to just move the mosses directly without using the allies at all, also as mentioned a restart button. The controls felt a little hard to use at times, when I thought I had selected a moss and then tried to move it. A highlighting showing the type of interaction you were engaging in would have been helpful so I didn't waste time and have to go back and try to remove the moss again. Interesting idea though, with a bit more polish you might have a pretty solid basis of a game there. Maybe through in some more tricky variations to add some variety. |
| May 7 12:29:40 | 1h 05m | YumYumMagic | ♥ 1 | Hah, I loved the game. The very alienesque creature and food desires. It took a while to start to understand what everything did, while normally I would say this would be unwelcome I think this was very much part of the design. Experimenting with the different combination. My only really drawback was even though I knew I had the right food it was sometimes difficult to drag and drop it on to the plate which caused a very minor frustration. |
| May 7 19:13:32 | 6h 43m | Free Munchers | ♥ 0 | I encountered a bug where upon I ate the last number of the level but the monster thing still had a turn, moved over me and ended the game. |
| May 9 10:36:01 | 39h 22m | Outpowered | ♥ 1 | There was a moment where the game froze a little but it then immediately started up again. I really liked the map that filled itself in as you moved around, helped make it a lot clearer to myself where I had looked before without having to put additional mental load of myself to personally memorise it. The multiple resources, energy and health, which you have to balance in order to not lose the game meant I had to keep a little more situational awareness but I never felt that energy was ever much of a threat even when I had gone exploring for a long time. You did well with the alerts warning you of incoming waves and when energy was running low, so that was really cool to see. On the second game around I could see the pick-ups were randomly placed so I couldn't memorise the locations. Overall a pretty solid concept, there could be some areas of polish with the map graphics and enlarged map (in my personal preference, would have worked better if it was centered on your current location). Good interesting game, ended up playing three times just to see what it was like. |
| May 9 11:28:45 | 52m 44s | Save the FOX! | ♥ 1 | Might have just been my computer but going between different screens ended up really lagging everything. This might have contributed to the feeling of the firing controls feeling sluggish as well. I did think that the hitboxes for both the fox being hit and hitting the owls was too big, probably just a flat box check rather than sprite mask checking for more pixel-perfect checks. Due to that it felt at times that the fox was being damaged unfairly according to the visual feedback I was getting. The visual art style and audio were really good, I think with a bit of work in some of the areas this could be a really good solid game. |
| May 9 15:23:49 | 3h 55m | Dryad | ♥ 1 | Best as I could tell there were only three rounds, was really hoping to play more when the game was over. A pity as the build up was quite interesting over those three levels and I would have liked to have seen more of it. |
| May 9 15:31:35 | 7m 46s | Cellular: Automata | ♥ 1 | Honestly one of the most fun games I've played so far, but then again I really like seeing how Celluar Automata can be used in this way. Simple, sleek, and well made. My first 5/5 game. |
| May 10 09:11:22 | 17h 39m | Forests of Xahil | ♥ 0 | I like it, for a short amount of time in development it turned out to be a really good and interesting game. |
| May 10 09:20:13 | 8m 51s | Defend the swarm | ♥ 0 | I had two major issues while playing the game, the first was that often the enemies would be off-screen either full screen or not, and the second at wave 6 the game froze. I only scored 1 at the end of the second game (the one that didn't freeze), so I wasn't sure what the scoring criteria was. The basic idea of the game is good, the mechanics are well thought out and once I understood how it all worked I quite liked it. Definitely needs a bit more polish but could be an interesting little game. |
| May 10 09:36:32 | 16m 19s | Father... Musn't I Kill It? | ♥ 0 | Simple but nice concept, I echo a lot of the same sentiments of the previous players. Would like to have seen more, that's all. |
| May 10 09:48:28 | 11m 56s | The Tranquility | ♥ 0 | Bug on the "New game/Continue Game" screen, if you press X while over the "New Game" option it says no save found. Probably shouldn't matter which key you press and just start a new game. Though I haven't tested it I expect that if you press Z over "Continue Game" it will start a new game. When walking, the layering of the objects on the ground is incorrect and they float in front of you. When the beds are fixed and trying to pick up the battery, you will see it above the text box. The options for not playing again just took you back to landing on the earth again so didn't seem to quit. Earth with the tiny 2x2 pixel moon was really cute. Overall the graphics were good, well designed an in keeping with the aesthetics you were going for. It was simple to play and get through though it lacked a little challenge throughout. It was a nice little diversion. |
| May 10 09:56:02 | 7m 34s | Egg Scramble | ♥ 0 | The controls were really sluggish making it hard to jump. Not sure if it was a bug but at times I saw several of the bug creatures just facing another another and not moving anywhere as the collision detection seem to lock them together. The last major bug was probably if a bug hit you then the collision detection dragged it towards you pretty much ending your run if you weren't careful. The basic mechanics of the game; the egg, healing, heat, power, all really good concept and definitely an interesting resource management scheme for trying to play the game. You have to really think about being quick, when to sacrifice health and when to use up the energy to shoot things. I think if this was polished enough it would make a pretty decent game. |
| May 10 10:04:55 | 8m 53s | Kill the Beast | ♥ 1 | There was quite a lot there in terms of controls and being able to review things. The pacing was good between reading and actions, so it felt like I was doing things more or less constantly. I felt that the speed of screen updates was a little slow even when I was doing what I could to get through the text as fast as possible. Nice little entry there overall. |
| May 10 10:57:28 | 52m 33s | Keep It Alive | ♥ 0 | Nice basic concept, you could definitely have done with more time to expand on the idea and improve the difficulty and the base underlying mechanics. Some direction to say that you need to press the > arrow to create the potion then click on the potion might go some way to helping the playability aspects of it. |
| May 10 11:02:30 | 5m 02s | SquishySlimes | ♥ 0 | The game works pretty smoothly as is, I would have made the person move faster than the slimes so that you're able to rescue them if they're some dinstance away or have the slimes spawn somewhere in the arena and both move slowly so then it becomes a more tricky navigation problem. The lack of a reactive action of blocking the arrows meant that if you were close by the walls you could have your game end with almost no feedback and time to respond. Also a high score would have been nice to see if you were improving. Not bad, enjoyable and definitely could turn into something with potential. |
| May 10 11:08:52 | 6m 22s | Wreckless Survivor | ♥ 1 | Having the audio play consistently rather than restarting on game start etc would have been nice. More life from each health tile would have gone a long way. In-game screen to explain the tiles always helpful. Having the loss of life game over and end of game screen being different would help to differentiate the two so you knew you got to the games end rather than game over. Interesting concept you have there, especially for a puzzle game where the life carries over. |
| May 10 11:12:46 | 3m 54s | Blob Guardian | ♥ 1 | Took a while to understand how to use all the controls, when I finally did I was able to complete the game. Would have been nice for additional levels after the first and only level. Lifting the spikes up ended up being a pain as it didn't feel like I was dragging and dropping them upwards properly, definitely some work needs to be done on the handling of that. |
| May 10 11:22:25 | 9m 39s | Keep It A*(live) | ♥ 0 | Took me a while to realise what was going on and how to do it, once I figured out that I could play music it was deeply compelling and I wanted to see what I could do and make with it. Definitely would like to see more options or possibilities with it! Could be a really good relaxation game to play around with. |
| May 10 13:44:52 | 2h 22m | The Village Alchemist | ♥ 0 | I made medicine and it seemed like some of the villagers were injured but I couldn't seem to figure out how to give it to them. Had I made the wrong kind or was I doing an incorrect interaction? |
| May 10 17:26:53 | 3h 42m | Soul Dungeon | ♥ 1 | Between levels I would say display your stats so you can see what the chests outcome effect has to stats overall. There are some good examples of similar style games out there which might help with some of the difficulty aspects: * Only allow to go no more than one left or right step going down corridor * Boss monster at the end of each level * Sub-boss monsters (center path so player has to take it) Minor tweaks might include: * When reward is given from chest, immediately allow sacrifice again to speed up purchasing * Increased speed at which monsters get tougher * Once special double attack/heal bought remove it * Blank tiles so not every tile is reward I think with a bit more development this could be a really fun little game. |
| May 10 17:40:22 | 13m 29s | Compfire | ♥ 1 | It wasn't quite clear that the number associated with the campfire on the UI that this was your score, I thought it was the number of additional logs on the fire there were so when I finally died (around 95 score) I had started to wander waaaaay off as I had gathered a ton of pickups and wanted to explore more. That being said, when you don't chop down every tree you can use them to help guide your path back. The pickups were really cool little touch I hadn't expected when playing and added a lot of interest to search further and find out what else there was to find out there. I wasn't sure what the end point of the game was, just to rack up a high score or to survive a set amount of time. Apart from that, good game, would like to see it built upon and expanded more. |
| May 10 17:50:28 | 10m 06s | CPR Simulator | ♥ 0 | When I finally realised you were trying to get 100 BPM I managed to rack up a score of 19500. Having some sort of indication of what you were trying to do would have gone a long way to helping get to grips with the game more quickly. Once I got going I started to have fun but beyond once you figured it out there isn't much else to do. I would suggest throwing in some additional mechanics into the game, think ala Surgeon Simulator with strange things going on to make it more complicated. |
| May 10 18:05:07 | 14m 39s | delivery_birb Has Logged On | ♥ 1 | Holding down Z avoids the button mashing as it will automatically trigger multiple key presses. Minor graphical glitch I felt, with a large number of packets if you started to move the last packets position seemed to jump a lot rather than moving position smoothly. Good use of the PICO-8 engine to knock out an overall good game, was fun to play. |
| May 10 18:25:21 | 20m 14s | My Relationship with a Cube | ♥ 0 | I was doing fine until level 7 when the difficulty spike just got too great for me, after that I stopped and left it at that. Before then it was an enjoyable little rhythm game, and it was nice to see the evolving story that went along with it. Music was nice as well. I would definitely save try to do something the sudden difficulty spike on level 7. |
| May 10 21:36:04 | 3h 10m | The Ludum Dare Flame 🔥 | ♥ 1 | Having a MMO to play, definitely a cool thing. I can already see that at this point over 6000 people have played it. One of the most innovative ideas I've seen in the compo so far. Definitely going to delve into the source code on this one to understand how this was all put together. Probably the first game that's ever driven me to go do that. |
| May 10 22:57:13 | 1h 21m | You are likely to be eaten by a grue | ♥ 1 | Simple, sleek, and very interesting in the balance of mechanics of trying to keep yourself alive and the fire alive. Really gives a choice with different consequences applied. Definitely a good little game. |
| May 10 23:05:33 | 8m 20s | Keep it alive: A love story | ♥ 1 | This is really fun game, surprised not so many people have played this. The audio is cute and the storyline to go with it is really well done and put together. The only thing I would say is the music should fade out and then the new tracks should fade in when there is a track change, just helps the flow of the audio better. |
| May 11 08:34:52 | 9h 29m | Highlights | ♥ 1 | A minor tweak might be needed for selecting options; the cursor went to computer default to overridden by in-game cursor when an option was available. If there were two states for the cursor (selectable option and non-selectable region) the it would keep the cursor more in keeping with the rest of the game. As was not living this person life, having the background and history, as well as not knowing the personalities of the characters you can meet, it can be difficult to assess what happened so what the "best" options are, in the sense of "getting things off your chest" as per the instructions. That said, by going through the story and seeing the reactions I can start to get an understanding of what happened in the past and I start to learn about what happened. So I think it depends very much on the authors intent here, whether it's meant to be a voyage of discovery of the main characters life and actions or a look at how to resolve coming out of a depression/anxiety and handling it. If this was cleared up then I think this could become a much more refined story. I enjoyed playing it and I think with some additional polish it could serve as a valuable game for some. |
| May 11 08:44:00 | 9m 08s | SOS STARSHIP F1 | ♥ 2 | Not getting lost in space when you are surrounded by what should be thousands of navigation points was really difficult; two possible options for this, either have something that would allow you to ping your main ship (say at the cost of an additional limited resource) or by having an option to restart the game rather than reloading the entire page or waiting a long time for the o2 to run out. One bug, when I pressed J when in the shuttle after getting some fuel I just started going wildly off to the right and pretty much ended the game for me that time right there and then. Definitely going to keep on trying to play this to see how far I can get, there is a lot of potential in this concept. |
| May 11 10:12:56 | 1h 28m | Worm Protect Egg | ♥ 0 | It looks like the hit detection of the bugs is in the head, that means after a certain point you're watching them attack the egg when it's impossible to stop them or interact with them. By that point the game should get to the game over just a touch quicker so you can jump into the next game a little quicker. The game needs a slower difficulty spike, it's too fast and too frantic to start to develop strategies and understanding of how you should handle it if it's game over within 10 to 20 seconds. There's definitely a huge amount of potential here, using the PICO-8 fantasy console it's allowed you to create a very well polished game very quickly and I am itching to play it more but would need to be able to ease into it. I will keep an eye out for future developments if you make them. |
| May 11 10:21:19 | 8m 23s | Aqua Qaos | ♥ 1 | Echoing many people here, the control scheme definitely needs some work. Being mouse driven with either +/- on/off for each city or click to highlight a city then one set of keyboard controls (say QWE) would have made it a lot easier to manage. Maybe also having it with different levels, start with 1 city, then 2, then 3, and so on so people can get use to managing everything, slowly building up the difficulty. There's definitely potential here but needs some polish to see how this might truly come out. |
| May 11 11:01:31 | 40m 12s | Toilet Paper Gardener | ♥ 0 | Interesting game, I managed to get through to the first shed upgrade before I had to do other things. It feels a little slow paced but all the controls were pretty intuitive so was easy to get into. overall I had fun, just wish I had a bit more time to invest into it to see how it carries on. |
| May 11 16:23:01 | 5h 21m | Forever Green | ♥ 1 | While it's nice that the controls are simple and minimalist, the time it takes for the tractor to do anything (especially if you're trying to deal with the whole field) is far to long and you quickly end up in a losing state. It would probably be best if there was only a single field with maybe more increasing with upgrades or speed up the tractor to make it a bit more accessible. There is a potential idea in this but you need to think about the mechanics of the game, along with the playability for the user. The core idea though is good, just needs work to polish it. |
| May 11 18:01:17 | 1h 38m | Breaking Egg | ♥ 2 | The start of the level is a little difficult where you can lose a lot of health before you even really get started. After that the game worked well, it was interesting to try and get through the obstacles while managing your time and trying not to crack yourself open. Fun game! |
| May 11 18:07:44 | 6m 27s | Hacker Escort | ♥ 2 | Sometimes when on top of the button/ledge thing, it was really hard to hit anything else as it seemed like the collision detection was off. It took me a while to realise there was some slow health regeneration and it was a shock when I realised there was friendly-fire on XD Kinda lost the first time because of that. Once I got to grips with it I managed about 6 or 7 stations but I wasn't sure if there was meant to be more levels. Was a fun game and ran smoothly. |
| May 11 18:18:01 | 10m 17s | Tanks For Nothing | ♥ 2 | Really cool concept, I was glad I survived long enough to get a couple of purchases. Those little kids were brutal tapping on the glass! It was a really well thought out game with a lot attention to detail, great job! |
| May 11 18:27:30 | 9m 29s | They will be alive! (Of course if you save them) | ♥ 1 | At times when I was pressing space the controls for operating one of the locations kept coming up, this was considerably distracted. The shots felt a little long in the time they traveled through the air. The game was considerably easier once most of my people died. There seemed to be some of the people I couldn't send home or would just sit on the island and do nothing. Nice polish on the graphics. I think if a lot of the UI issues would be resolved this could be a great little game. |
| May 11 18:31:09 | 3m 39s | Dont' Drown | ♥ 1 | 490, that was my high score. Heh, really felt like no matter how quick I could click it was always a losing proposition and just a matter of how long I could keep them alive for. Definitely a fun little game this! |
| May 12 07:12:44 | 12h 41m | Left in the Dark | ♥ 1 | Definitely could do with being a little brighter so it becomes a little easier to navigate, this could be either the torch or just overall. With that you could also throw in more mechanics with either brighter torch but batteries, or maybe take a stick from the fire reducing it's life and an inventory slot but saving battery life. I only ever found one, maybe two logs maximum logs per game. This meant my highest score was 51. Apart from that, there was nothing fundamentally wrong, just needs some additional work on it. |
| May 12 08:11:34 | 58m 50s | Game of Life | ♥ 1 | Not bad variation of this, took a while to figure out the best pattern in order to maximize the number cells kept alive. |
| May 12 09:00:22 | 48m 48s | Clonization | ♥ 1 | Cute little game, I forgot that I shouldn't overfeed the creature so I ended up letting it get too full and die :( Good solid game, the only drawback is I would say the quality of the environment and the living creatures seem to be different which means it lacks a little graphical cohesion between them. |
| May 12 09:38:50 | 38m 28s | RunZ | ♥ 0 | Nice. Simple, well polished for the level of time and gameplay involved. Definitely a fun little diversion game to be played for a while. Most enjoyable. |
| May 12 10:21:04 | 42m 14s | Live Bomb | ♥ 1 | Bug occurred, appeared via development console when stunner exploded near bomb: Ensure Read/Write is enabled on the Particle System's Texture > Ensure Read/Write is enabled on the Particle System's Texture Ensure Read/Write is enabled on the Particle System's Texture NullReferenceException: Object reference not set to an instance of an object Ensure Read/Write is enabled on the Particle System's Texture Ensure Read/Write is enabled on the Particle System's Texture > NullReferenceException: Object reference not set to an instance of an object |
| May 12 10:32:28 | 11m 24s | Undead Car | ♥ 2 | A few issues and bugs: * Would be nice if after you lose the game gives an option to restart. * It seems like every third set of shots don't appear on screen or appear to do anything at all * Would be nice if you would get out on the same side of the buildings for quicker movement * Damage from zombies might happen so quickly that there is no intermediate damaged state, just straight from healthy to dead. Introducing a few frames of immunity would prevent this. The audio, graphics, and overall design I think is good it just needs some work to polish and refine the idea into a more workable format for playing. |
| May 12 10:46:44 | 14m 16s | My family is me | ♥ 3 | Considering the timescales I think you packed a lot into this little game. Once I got use to the controls I was able to do a lot better. The inventory positioning when you move items I think needs to be aligned a little better, needs to be center aligned rather than away from the cursor. Maybe a mouseOver would be useful to explain what each of the items does. Might be good to start with one weapon and/or everything else already in the inventory bar so players can get use to them quickly. |
| May 12 10:59:52 | 13m 08s | Wildfire | ♥ 1 | Cool game, nice music, well polished and delivered. It was nice to see the different level sizes and the ability to randomly generate levels so you could play. Maybe a few different environmental things such as barren mountains or say houses for a little variety. I think with additional work this could make a great little game to play. |
| May 12 11:14:26 | 14m 34s | Prometheus | ♥ 1 | One of the best implementation of a keep the fire alive with the different obstacles, wind, rain, wolves, along with the mythological story you drew from to set the scene. The checkpoints were really welcome though their relative closeness and short length of the game meant that it was pretty easy to get through the game even after one or two setbacks. Overall though, really great. |
| May 12 11:18:45 | 4m 19s | Defend The Crystal | ♥ 0 | Echoing the same as everyone about the attacks. |
| May 12 11:30:30 | 11m 45s | FlameJump | ♥ 1 | The jumping mechanism should probably be replaced with a double jump which is a bit more common. Collision with the side of objects felt like they were sticky, rather than pushing the player away allowed for a sudden hit then fall. The game relied a lot of memorising the locations of all the pitfalls without any signposting ahead of time where these were. There is definitely potential of a game here but I feel that some of the mechanics and signposting of issues needs a little work to help make it a bit more playable for people. |
| May 12 11:53:18 | 22m 48s | A Cozy Night In | ♥ 1 | Cute, nice and relaxing to listen to the music as playing around with some drawings. I had half expected for whatever you draw to be used in some part of a mini game but alas, that did not happen. Nice experience but less a game though. |
| May 12 12:00:04 | 6m 46s | Guardian | ♥ 2 | Nice game, enjoyed playing it and the time/score font is really cool and works well with the style. For the limited number of graphics used for the game it works out really well. I would make the faint red bullets fired by the ships more visible, maybe give them a black border so they stand out more against the blue background. |
| May 12 12:32:46 | 32m 42s | Rescue Mission | ♥ 1 | There seemed to be a bug or positioning issue with your robot if you land in the water, can be incredibly hard to get out of it once you're in there. Otherwise, nice game. I liked the audio and sound effects that went with it, was able to play along quite easily and enjoyed it. |
| May 12 15:12:51 | 2h 40m | Keep'n It Alive | ♥ 1 | I have no idea if I won or lost XD Really cool job with integrating the music with the game, simple but effective. It was fun all the way through, even I usually suck at rhythm games. I loved watching the animations of the dancing as I was listening, was even bopping along to the music as I did so. |
| May 12 15:55:54 | 43m 03s | Evolve | ♥ 2 | Not sure but you might have been missing an option for evolving resistance against the heat. The music was a little repetitive, would have been nice for an in-game option of turning it off. For a first entry it wasn't bad, definitely need to look at the balancing of the evolution points. Found the simplest way was to just dump everything immediately into evolution points, grab 2-3 points of resistance when I could then just spend points as I needed to keep up the population. |
| May 12 19:08:53 | 3h 12m | Rickety, Rickety Robot | ♥ 1 | Fun little game, I ended up giving up on Level 5 only because it got a little more difficult and was taking more than a few minute before I figure out the answer XD It's a good piece of work, you should be proud, solid and polished. Could just do with sound. |
| May 12 19:13:39 | 4m 46s | Playing with Fire | ♥ 3 | Took me a while to figure out the mechanics of the game, plus the whole keep the fire alive but not too great. it's a good interpretation of using Conway's Game of Life. It might have helped with a line showing you where you were going to throw and what the area of effect would be. All the same though, it was pretty decent game. |
| May 12 19:21:02 | 7m 23s | Foamliness | ♥ 1 | There were a few bugs, kept getting stuck jumping up and down without being able to move at the exit tunnel to a level at times. The health/restart at the beginning didn't seem to trigger at times so it was hard to figure out what would start me at the beginning of the level or what would start me at the beginning of the game again. It's an interesting idea, definitely needs a bit more polish to make it more into a better game. |
| May 12 19:29:15 | 8m 13s | Bees Like Trees | ♥ 2 | If you swap between full screen (which is needed to get the text to display correctly) and not full screen, it can lock in some of the commands causing you to, for instance, keep using up all your water and being unable to stop it. This pretty much crippled my game for that run. I think the audio clicks when it loops again. I like the idea, the movement felt a little fast compared to the atmosphere. |
| May 12 19:34:26 | 5m 11s | Sorbest | ♥ 0 | On the second level the controls are really awkward to control, trying to move from one ledge to another felt an ordeal within the maze. I loved the music, hearing staying alive was funny when I finally realised what the song way. Take a look at the controls for moving so that you have more time for freedom of movement and getting from one location to another. |
| May 12 19:47:26 | 13m 00s | Keep Heart Beat | ♥ 0 | Very interesting, the higher your health the more challenges you face so you kinda have the difficulty change as you go along but also fits in with the whole theme. Really very well done. |