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Feedback comments for LD46
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| Timestamp | Since previous | Game | Shaolin Dave's comment | |
|---|---|---|---|---|
| Apr 21 02:41:39 | Broken Threads | ♥ 0 | Just based on the screenshots, it looks beautiful. Unfortunately I don't have Windows, but I'm tempted to see if I can use that source code to port it. | |
| Apr 21 02:50:07 | 8m 28s | Fever | ♥ 1 | The 3D modelling was GREAT! I also light the light changing with time. The controls weren't perfect but were pretty good, a little more explanation could've helped, but it was still simple enough that I got into it after a couple minutes. |
| Apr 21 02:56:13 | 6m 06s | Don't Kill The Messenger | ♥ 1 | Ah, someone else who did a turned-based game! I like the style, it took a little bit of clicking around so some on-screen prompts might help. Love the character designs. Some sound might've helped as well, but I also tend to leave it out (this time I barely got two sfx in, rushed at the end). |
| Apr 21 03:22:12 | 25m 59s | Keep The Beat Alive! | ♥ 1 | Definitely a contender for "most innovative" At first I thought I was suppose to be clicking the button at the bottom, so I didn't understand the movement mechanics. I found them out at the start of the second level, and had even more fun. Might come back to this one later. |
| Apr 21 03:28:19 | 6m 07s | Medieval Messenger | ♥ 1 | Cute little game. I like the graphics. The simple controls are good, but it makes me constantly think that there's something I'm missing (like, pretty sure there's no "jump" button, but it seems like there should be one, so I kept looking). Not sure if it's a glitch, but I found that I can easily recharge my "risk" by doubling back. Every time it gets to high, I walk as far as I can to the left, walk back to where I was, and repeat until the risk is entirely gone. |
| Apr 21 03:50:52 | 22m 33s | Balloon Balloon! | ♥ 1 | The controls were chaotic and slippery. I might've enjoyed it a bit more if it was under control, but on the other hand trying to hit the ballon but instead destroying the TV did make me chuckle. Music was nice too. I played by myself, one hand for each player, it seems almost like that's the way this game should be played. |
| Apr 21 03:59:46 | 8m 54s | Lone Cabin | ♥ 1 | A good take on survival and resource management. I found the drag-and-drop control to be a little troublesome, click-to-move might've been more intuitive. Some visual/audio feedback when you're about to die might be helpful. Once I got the hang of the interface I had fun with a couple rounds. |
| Apr 21 04:09:30 | 9m 44s | Burndown | ♥ 2 | There was some text on the tent as I came up but couldn't read, something about sleep? Anyway, graphics were good, I liked the moody tone given by the background music, I wish I'd had more time with sound design on my own game. My fire never seemed to go down at all, I wasn't sure if I was being wasteful of wood by grabbing so much at once, or if I was just REALLY boosting that fire stat. I like the compass you put in the corner of the screen, a lot of these games (some of mine included) and just big featureless voids with nothing to navigate with, I liked both the design and the functionality of the compass, I'll have to remember that for future projects. |
| Apr 21 04:17:07 | 7m 37s | The Last Robot Archer | ♥ 0 | Your effects are AMAZBALLS I actually did a video capture so I can look back on this one for inspriration. Besides that, that's a unique gameplay style, I've never seen anything like that before. Music was cute, character art was great. |
| Apr 21 05:23:06 | 1h 05m | CORRUPT TUNDRA | ♥ 1 | I'm not sure if the graphics were because of limitations or a styilistic choice, but I like it. At first it was confusing, but then the abstractness of the ice monsters actually made them kind of scary. My only criticism is that the game is very hard to figure out without reading instructions outside the game, but that's par for the course. |
| Apr 21 05:27:15 | 4m 09s | BUBBLE BOY | ♥ 1 | I also considered making a "virtual pet" game. You're is much more polished than mine would have been, I like the contrast between the simple game-in-game graphics compared to the detailed console it's on. At first I thought I was looking at the title screen, and realized while looking for the start button that I was already playing. Just a minor setback, I was able to jump right in and catch up./ |
| Apr 21 05:30:22 | 3m 07s | Save Dave | ♥ 1 | I considered making a "virtual pet" game but decided against it. This is the second one I've played tonight, but it's definitely more unique than the other or any of my ideas. I love the contrast of the cutesy game with the "real" violent threat. My only complaint is that the interface isn't very intuitive. |
| Apr 21 05:33:38 | 3m 16s | DODGE IT | ♥ 1 | I can't believe it took me so long to encounter a game about pandemic! This is one of the most unique games I've played during this jam, and it'd diseptively simple at first. I love that you used standard and basic controls so this falls into the "easy to learn, hard to master" category. Great design! |
| Apr 21 05:37:02 | 3m 24s | Passing Flame | ♥ 3 | Finding a lot of games about keeping fires "alive" instead of an actual creature, didn't think I'd find a game where you're doing both. The little first guy reminds me of the characters from the original Donkey Kong. I played a couple times but didn't get very far, I'm sure there's some sort of pattern to it all but I didn't last long enough. |
| Apr 21 05:40:27 | 3m 25s | Oblivious Olivia | ♥ 1 | I always find the "second-person perspective" games to be an interesting (and challenging) concept. I main ones I think of are Pac-Man 2 and Gumshoe. This is pretty well done. I like the simple mechanics, makes the game very easily approachable.. |
| Apr 21 05:44:12 | 3m 45s | Bouncy Battlegrounds | ♥ 1 | Certainly is a new gameplay mechanic. I could see these controls for something like a slingshot, or rolling a ball. I think it'd be better if opposing units were more visibly distinguishable, but you can definitely build this into something more. |
| Apr 21 05:49:12 | 5m 00s | Pizza with a Pulse | ♥ 1 | Hey, just wanted to let you know that your mac version isn't working. Google drive takes forever to zip it up, and it must be corrupting it somehow because after downloading/unzipping I just get an error message saying the app can't be opened. |
| Apr 21 05:57:01 | 7m 49s | Shadows of Drakthur | ♥ 1 | First suggestion I'd have is to not have the turrets block the mouse. I couldn't figure out how to repair the ship because I kept clicking on the guns instead of the ship section underneath it. I think changing that would fall under the allowed bug fixes. Second suggestion would be to make the GUI text more readable. I couldn't read how much currency I had most of the time. Aside from that I really loved this game. It's an interesting concept and gameplay style that's easily approachable. |
| Apr 21 06:02:08 | 5m 07s | Haiku, and the Mother Virus | ♥ 0 | Normally this type of monochrome art style turns me off, but this doesn't seem to bother me as much (maybe because it's not the usual Game Boy green?). Still, I'd suggest some research into color theory. I saw some videos earlier about how the Hollow Knight creators used colors. Colors aside, the graphics and character designs are great! Graphics aside, I love the gameplay. The simplistic but responsive controls make this an easy game to get into, and the action is frantic but still fun. |
| Apr 21 06:07:53 | 5m 45s | Lifeline | ♥ 1 | Well, never thought I'd see a game where you play as an EKG. Love the concept, love MOST of the gameplay (it's a little confusing at time, but I do like the variety and challenge of the procedurally-generated game) I both love and hate the visuals. In-game they give the whole thing a lot of character and really add to the astheic. For the menus and usable AI it really becomes a "style over function" thing as It's so hard to read basic menu prompts. Fix that tiny issue and you have a near-perfect casual game. I bet you could tweak this into a good mobile game. |
| Apr 21 06:10:59 | 3m 06s | Human Apocalypse | ♥ 1 | Couldn't open the Mac app. Too bad, this one seems interesting. I can't vote on the game as a whole, but I did vote up on Theme and Innovation as I really like this idea of protecting a baby zombie. |
| Apr 21 06:14:14 | 3m 15s | Wavering Divinity | ♥ 1 | Good spin on the tower defense concept. |
| Apr 21 06:17:48 | 3m 34s | The Race Against Death | ♥ 1 | In general I like games that keep the controls simple, so thanks for sticking with simple WASD. I actually really like that you used a stearing-type control for this. Seems strange but it still worked out. I loved the aging character and changing scenery, too. |
| Apr 21 06:22:56 | 5m 08s | Space VIP: The Needyon Ambassador | ♥ 0 | Good interpretation for the theme. |
| Apr 21 06:25:09 | 2m 13s | Slime Mama | ♥ 3 | Good use of the theme, very cute character designs! |
| Apr 21 06:27:07 | 1m 58s | Boid Survivor | ♥ 1 | Just wanted to let you know, you're link says this is for Windows only, you might have some Mac and Linux users passing this up because they have to click the Windows logo to find out it's not window-only. |
| Apr 21 06:33:04 | 5m 57s | Lights Out | ♥ 2 | I like the idea. I've mostly been seeing interpretations of campfires being kept "alive" but this being something that you don't just feed, you carry with you and protect, is very nice. They game is a bit slow-paced for my taste but I liked the concept and mood. |
| Apr 21 06:39:08 | 6m 04s | LD46 - Grower (not a shower) | ♥ 2 | First of all, love the name! Interesting interpretation one the concept. I might've found a couple bugs, I stopped growing at level 10 and there was no endgame event. The snow cloud got stuck on the left side of the screen so I didn't have to deal with it at all after about level 3. |
| Apr 21 20:19:16 | 13h 40m | Jake, Zack, and Chad's Day Out | ♥ 2 | Love the concept. Art style and music/sound are greaty, among the best I've seen in LD. Controls were a little awkward ("F" to interact took some getting used to, most games use "E") I also had no idea how to drop objects, I couldn't pick up the shovel to dig a hole because I was holding the dead lemming. There were a couple bugs. The fridge didn't work when I needed to get the meat, and when I needed to get the veggies it gave me meat again. Computer didn't work on second playthrough at all. Fix those minor problems and you have a perfect jam game here. |
| Apr 21 20:23:46 | 4m 30s | Keep Blue Dot Alive | ♥ 1 | If you keep the pointer far away from the dot, it auto-fires, not sure if that was intended. Moving the cursor out of the window stops tracking, this game should really be played in full-screen. once I had four enemies coming from four directions, it was impossible to not get hit 3 times then! Sounds are great. Graphics are simple but effective, the visual cues were effective. |
| Apr 21 20:28:35 | 4m 49s | Mr. Fluff | ♥ 2 | This is only the third tamagotchi-sytle game, and the second to have mixed genres. Survival shooter is definitely an interesting blend. About thirty seconds in I needed to see if you could shoot the bunny. Yep. Had fun shooting zombies, but he died of dehydration. I didn't notice the visual cues and didn't even realize he needed anything. Second playthough I tried clicking buttons and I realized how to tell what he needs. |
| Apr 21 20:34:32 | 5m 57s | Keep the Party Alive! | ♥ 0 | Total score +282, is that good? Finally a game that isn't literally keeping a creature or a fire alive, first "party" game i've seen so that's definitely innovative. Sound would have been helpful, just some murmuring to signify chatting and sound from the stereo would have been great. |
| Apr 21 21:01:46 | 27m 14s | I am pet | ♥ 2 | Love the music, it was so pleasant that I didn't mind letting it play in the background while I got some stuff ready to mail. Graphics are great too. The tamagachi-style has only been done a couple times before, this was one of the better ones I saw. |
| Apr 21 21:13:14 | 11m 28s | Karmagotchi - A virtual friend | ♥ 1 | overall the best-designed tamagotchi i've seen so far. i love that the character actually interacts with objects instead of only animations and stat manipulation. my only suggestions are having the buttons present all the time, no need to have them hidden in a sub-menu, and make the stats more clear. Not only were they small, but I didn't have any insight into what was bad/good. still a very cute game, good job! |
| Apr 21 21:17:49 | 4m 35s | Goddle Royale | ♥ 1 | I can see it's still a work-in-progess but a very good one. I like that you focused on mechanics more than one visual, but what you did have finished is really great! I noticed the start button overlapped some stuff, minor GUI glitch that's common in Unity. Also, it seems that no matter what attack I had selected it'd just strike lightning. |
| Apr 21 21:25:55 | 8m 06s | Missing Pieces | ♥ 2 | The play area was a bit too small, it was hard to click on individual tiles. I loved how the small area within the void made me feel isolated, but I think that could have been expressed by having a wide shot at the beginning/end and zooming in for gameplay. The second level came off as a bit tedious, but it wasn't too bad. I absolutely LOVE the visual theme, it's incredibly cute. Despite my minor complaints it's a very charming experience. |
| Apr 21 21:49:31 | 23m 36s | Hope | ♥ 0 | Graphics look nice except a bit small, the font was very hard to read, and text kept popping up that i didn't notice until the next scene was loading. Sound is really good. I like the interpretation of the theme into keeping a train running. I unfortunately havn't gotten to experience much because loading is a bit buggy. It took four times just to get the page to load (probably nothing you can do for that), but as I started playing i entered a door, the screen went black, and then nothing. I'm about to give it another shot. |
| Apr 21 22:05:09 | 15m 38s | Protect The Torch! | ♥ 2 | bonerland.png Heart this comment if you know the reference! (J/K) I love the graphics and sound of this game, and the concept would make a good game. I can't really do much because it's a bit bugging. I couldn't push F to place the box, so I fell in the pit and died, then the box was set inside the cave, then I died again, and now everything's piling up and I can't do anything. Please @ me if you update with bug fixes, I'd really like to try this out. |
| Apr 21 22:15:49 | 10m 40s | Hostage Escape | ♥ 1 | The position/rotation wasn't percise enough for me to get past the first level with two barrels, but maybe I'll try again later. I never heard of a "reverse" tower defense before but I love it. Graphics/sound were really good. |
| Apr 21 22:19:20 | 3m 31s | Keep The Social Distance | ♥ 1 | Interesting gameplay concept. I could see the working with a Lemmings-type game where you need to monitor many suicidal NPCs. |
| Apr 21 22:41:25 | 22m 05s | Isle of Light | ♥ 0 | Love the graphics, sound, and general atmosphere of the game. The controls showing up after you get the bottle wasn't very intuitive, so I'm glad you put the instructions on the page right under the player (and especially kept it simple!) |
| Apr 21 22:51:55 | 10m 30s | All That Remains | ♥ 3 | At first I didnt see how it fit with the theme, but keeping the "memory" of humanity "alive" was a very good twist. The floaty movement was great for a space game, but i kept wondering why i'd naturally float "downward". The dialouge was a little wordy, but the quality of that opening cutscene was great. I played through twice, i guess there's no difference in the endings? |
| Apr 21 22:57:57 | 6m 02s | Beelieve In Yourself | ♥ 1 | I first notice that the opening story is cut off of the screen. This is a simple GUI fix and techinically is allowed after submission, so I suggest fixing the canvas scaling. Also, it seemed the arrow keys worked but WASD only allowed rotating (@maja-saalamon give that a shot). Music is good and relaxing. Graphics are good, but sometimes it's hard to find out what things are supposed to be. |
| Apr 21 23:03:46 | 5m 49s | Bodyguard | ♥ 2 | really good for your first time! a lot of times it seemed the enemies killed themselves by walking into boxes i hadn't touched. the only time the boss died was when i accidently killed him (oops) and the only time i died was when a glitch crushed me with my own box. I'm surprised i haven't seen more bodyguard submissions. i suggest you build on this concept after voting is done. |
| Apr 21 23:31:50 | 28m 04s | Final Interrogation | ♥ 1 | I love the concept of detective games and I wish I'd thought of a ransom situation for my own, it's a very good twist on the theme. |
| Apr 21 23:32:58 | 1m 08s | A Night In The Dark | ♥ 1 | Best of the "campfire" games I've played so far. The graphics, while minimal, are pleasant and do their job. I totally wans't expecting that red-eyed axe killer, not sure if there's actually anything you can do to beat him. |
| Apr 21 23:37:48 | 4m 50s | Doomsday Deliveries | ♥ 1 | macCantBeOpened.pngI seem to be getting this error with a lot of Mac downloads, so you're not the only one. Just wanted to pass it on. |
| Apr 22 00:18:57 | 41m 09s | A tale of Rebirthism | ♥ 1 | Cool controls/mechanics. Only bug i found was that after i died, some of my projectiles remained on screen and blocked new shots. The dialogue was great, but did drag on a bit too long. Especially with jam games, i want to get into the action immediately. Good job. |
| Apr 22 01:53:30 | 1h 34m | The Last Guardian | ♥ 1 | @fatpenguin - and please let me know if it works for you. I've tried packing the game into a .dmg instead of a .zip to keep it from being corrupted, but it needs to be tested on more machines to confirm. |
| Apr 22 03:40:29 | 1h 46m | Pennywise Crossing | ♥ 1 | LOL my wife is literally playing Animal Crossing in the next room, I'll have to show this to her. First thought, the 3d model looks simple but stylish. The opening text is way too small, especially with that hard-to-read font. I noticed it doesn't get bigger when i full-screen so i think it's just a canvas scaling issue, something that you could updated technically as a "bug fix". The round world looks cool, I was wondering if you actually used a sphere for the ground or was it a camera effect? Tank controls are a bit awkward. A couple levels in and I'm not sure there's any opposition in the game. My favorite thing is how you incorporated Pennywise because of "It" being in the theme, there's a lot of potential for funny stuff there. |
| Apr 22 06:40:23 | 2h 59m | Seafood | ♥ 2 | First impression, character is really cute, pretty much pro quality. Music is good, very peppy. The first text box I see is VERY small. I'm playing on a 5k iMac so maybe it's a canvas scaling thing, Like you chose to have it a constant pixel size instead of scaling with the display? The replay/exit buttons didn't work for me either, I manually had to quit out. Gameplay is simplistic but nice. Once thing I learned from a game I previously made with GamePad support, is that no one here uses GamePads. It's best to design your game around mouse/keyboard and just have GamePads as a nice to have. Still, I played with my keyboard and it still played very well, definitely better than most I've played these past couple days. All in all, good job! |
| Apr 22 06:43:43 | 3m 20s | Disco Boy | ♥ 0 | Aww, I was so excited to check out your game but its windows-only. Nowadays I normally build for Web first, and all stand-alone secondarily. It's very convient not only for people with all OSes, but also those who just don't like installing a bunch of new apps. |
| Apr 22 07:21:40 | 37m 57s | Social Distancing For LadyBugs | ♥ 1 | Got 1335 on my first try, is that good? Was a little concerned about the lack of instructions to start, but got into the game and it was very straight-forward and intuitive (as it should be). Great for your first submission! |
| Apr 22 07:25:50 | 4m 10s | Lich Clicker | ♥ 2 | Gameplay was a little odd. I clicked so frantically that I skipped over one of the story choices. I guess that's what a "clicker" is though? I love the arts style though, and the animation. Was that a handdrawn character that was scanned and 2D rigged? Very nice! |
| Apr 22 07:30:56 | 5m 06s | The Dragon's Curse | ♥ 2 | Music is nice and calming, the drawings are absolutely beautiful. Gameplay is a little lacking, sometimes not even offering choices (I actually would have skipped on those berries). Normally I don't like Jam games to be too wordy but this fit pretty well. |
| Apr 22 07:33:24 | 2m 28s | Dad's Breath | ♥ 3 | Unfortunately as a Mac user I can't play this. Too bad, screenshots look great! I went ahead and voted on graphics even though I can't experience the rest. |
| Apr 22 07:37:41 | 4m 17s | Keep It Alight | ♥ 1 | I can fix your Mac issue and provide a replacement download so that others won't have to jump through the hoops, would you like that? |
| Apr 22 07:59:16 | 21m 35s | For Ducks' Sake | ♥ 4 | I only have two real criticisms. - for mouse-based shooting, it was very inaccurate. I'd expect 360-degree aiming but it seemed like 8-directiom? - also with mouse aiming, it's too easy to accidently click outside the game and mess up. Games like this should only be played in full-screen. Aside from that I love it. Sounds good, gameplay is intuitive, graphics are amazing (not sure if it was on purpose or not, but I love that the main duck is the same color as the ones from Nintendo's "Duck Hunt"... was he getting revenge?) |
| Apr 23 03:10:10 | 19h 10m | Cable Guy | ♥ 1 | Funny concept, I like the reference to LD always going nuts when it's under heavy load. Resetting the time with new servers was a good "checkpoint" system. platforming mechanice were basic but good enough. Suggestion in case you plan on updating this, maybe you could work the cable into a mechanic for movement? Like you can use a cable as a rope to reach certain areas? |
| Apr 23 03:12:27 | 2m 17s | Turtle Daddy | ♥ 2 | For some reason it's not loading for me on itch.io Tried 3 times, I see the Unity loading bar but it never fills. Other games are working fine. Are you updating right now? |
| Apr 23 03:41:42 | 29m 15s | LAST HUMAN | ♥ 2 | Neat game, like the graphics/sound, I didn't realize there were procedureally-generated rooms at first, so that was a nice surprise. |
| Apr 23 04:36:51 | 55m 09s | Samurai Slow Down | ♥ 3 | This art style really caught my eye, unfortunately I don't have windows. If you have the ability you should really make a Web build. |
| Apr 23 04:42:51 | 6m 00s | Seeking Past | ♥ 2 | FYI, like many others, your Mac download is corrupted and won't open. I've been following this issue and managed to fix it on my end, but a lot of users won't know how to or just won't take the time. |
| Apr 23 04:45:35 | 2m 44s | Keep Dano Alive | ♥ 1 | FYI your Mac version doesn't work. Most Mac games are breaking now because of security issues with .zip and .rar files, and it's pretty easy to fix, but yours has something besides that and I wasn't able to figure it out. |
| Apr 23 04:53:50 | 8m 15s | SMT V final Boss leak | ♥ 2 | The UI on this was great, I've barely seen any turn-based RPG battles on LD and this was the only good one. It was a bit confusing why there were so many of the same options. I played for a bit but had no idea if I was making any progress at all. |
| Apr 23 04:56:47 | 2m 57s | Critical Freight | ♥ 0 | Unfortunately I can't play this game on Mac, screenshots look good though. I wanted to say I appreciate you sticking with standard FPS controls. |
| Apr 23 18:52:36 | 13h 55m | Comboboy | ♥ 1 | This came recommended to me, but unfortunately I don't have Windows. I was going to try to port your source code to Mac/Linux/Web but I'm not sure what system it is. I use Unity, it looks like this is GameMaker? |
| Apr 23 19:08:17 | 15m 41s | ReOrb | ♥ 1 | The first two times I didn't really understand the shop, and didnt buy anything at all. It seems the only option to win is to buy one barrier. It's all you can afford besides an extra empty slot, so maybe the first level should actually walk you through buying that one barrier as a tutorial, and not let you start the game without it? The music was very high-quality and pleasant to listen to, but not very fitting with the game. Graphics are perfect. I loved the concept and mechanics. My only thought is that it was a bit weird trying to "pojnt" by barrier at something but always have it off-center because i had an odd number of sections, or when my barrier died trying to position the others by an offset-angle. One partial solution would be to have a permanent visual part of the rotating gameObject pointing to the mouse to give visual feedback. Even better would probably not use a mouse to rotate, though I understand that you couldn't rotate as quickly keyboards and most people here aren't going to be playing with analogue joysticks. |
| Apr 24 07:45:37 | 12h 37m | Feed The Fire | ♥ 2 | The flashlight mechanic was good, having to recharge it was a nice touch. There was a bit of humor with the "bad" fuels and other random stuff that would pop up. The graphics and sound were both really good. |
| Apr 24 20:32:19 | 12h 46m | Cloudy With A Chance Of Pain | ♥ 2 | Okay, I'm not going to exaggerate, this is the best game I've played so far. I always want to focus on negative feedback because I think it's the most helpful, but I'm having trouble finding how to criticize this. I love the art style, the music was great, sound was absolutely hilarios, UI was good, gameplay was very intuitive and needed almost no explaination, even more complex mechanics like lightning striking the puddles and fire damage were easily learned while playing. It'll just throw out a random idea... what if after a while there'll be a random wolf come out dressed as a sheep, the "wolf in sheep's clothing" to throw players off who are used to looking for white sheep and black wolves? Just a suggestion, the game is still great as-is. |
| Apr 25 02:12:34 | 5h 40m | Dragon Egg | ♥ 1 | Reminds me of the game "Penguin Land" on Sega. I think you could fix up the physics and collisions. sometimes I'd breathe fire between two tiles and not hit either. Sometimes the egg would barely touch a ledge and be caught or barely miss a spike and still break. It'd be cool to have a circle collider on the egg so it'd roll if it's right on the edge of things. Concept is good to work forward on, sound and graphics design were really good. BTW my game is called "Dragon Eggs". |
| Apr 25 02:59:09 | 46m 35s | Branch Out | ♥ 0 | Could use some UI work, there didn't seem to be any reason for tbe build/stop button. I'm playing on 5k monitor and it doesn't appear to be scaled so all the buttons and stats were tiny. Not sure if it's a glitch or not: Based on the instructions I thought that more leaves would mean more sun, but in my case more leaves made the sun stat drop quicker. Aside from those issues it's pretty good. The branch and root building mechanic is something I've never seen before. |
| Apr 25 03:31:40 | 32m 31s | Super Smash Berries | ♥ 1 | Ported it to Mac for you: (EDIT: Mac users can download it from his itch.io page) I like the concept, and I like the name reference. I think there could have been a bit more visual feedback. I think it was a glitch, when it asked me to select a character (I guess I died?) my old character would still be standing in the same place. Bot bomb-throwing one was the only one I could attack without trading hits. The 3d art was the high point, those character models are really good. |
| Apr 25 04:03:32 | 31m 52s | The Empty Cone | ♥ 1 | I did not read the description, so I was really caught off guard by the monster attack. That was a great touch! Graphics and sound are great, concept is really cool. I guess my only criticism is that the making the ice cream is tedious with the stations being so small and so close together. |
| Apr 25 04:15:58 | 12m 26s | Royal Decree | ♥ 1 | Sprites are really good, but I notice you opted-out, did you make them or use another source? UI and controls could use some tweaking, the "start" button blends in with the titles screen, the "how to play" button is practically hidden. The "continue" button for dialogue seems unnecessary (why not just continue with any click or button press) and I also didn't get why you needed different buttons to pick up food and drop it in her box. Those minor issues aside, the gameplay was fun. I love how the interpretation of the theme wasn't so direct, it makes it humorous. |
| Apr 25 09:02:07 | 4h 46m | Open Fire! | ♥ 2 | First I wanted to say... I like that you put the HTML5 tag on your cover image. Trying to track down games I can actually play as a Mac user, I wish that everyone did that or it was incorporated into LD somehow. I'll have to remember to do that next time. As for bugs, my "Q" shooter died the first round but continued to talk for my whole game. Also (this is common with these games) your fullscreen button doesn't scale the game. I guess you used one of Unity's default HTML template? They have better ones that will scale with the window size, I think the one I used was just called "A better HTML template". Just a quaility-of-life suggestion. For the gameplay, I wasn't sure exactly how much you were suppose to tap the buttons, at first I thought you were suppose to keep the bar right in the middle, but I guess you're just supposed to go as fast as possible all the time? I guess that's why two of my guys died right away. Maybe the game would be more interesting if there was a "target" area in the middle you had to remain in, and going outside that means you "miss" the opponents. Anyway, I do love the concept and almost the entire execution. The graphics and music are pro quality, among the best I've seen in LD, ever. Good work! |
| Apr 26 02:24:05 | 17h 21m | Your Pet Alien | ♥ 1 | Graphics are good, I was a it concerned at the lack of controls instruction but that turned out to be okay. I have no idea how to tell when the mother will show up. |
| Apr 26 06:10:13 | 3h 46m | Keep it Going | ♥ 1 | Definitely has a unique charm to it. The mechanice was almost perfect, thought it was a little hard for me to time it right. Not sure if more visual feedback is needed or if I just suck. The cheering sound was great, you blended the states together really well. |
| Apr 26 06:16:36 | 6m 23s | A Tree | ♥ 2 | I immediately started dying each time, there's something here I'm not seeing. The graphics were nice. The GUI was alright, but I don't see a reason that the upgrades needs to be a popup menu, a separate place on the screen would have worked. |
| Apr 26 06:25:03 | 8m 27s | LD46 By Kinto | ♥ 0 | Gameplay was a bit confusing. After not figuring it out I decided to read the controls, it says "just move the mouse" but there has to be more to it than that? I can't seem to get the blade pointed in the right direction, and sometimes an enemy can kill the duck from offscreen. I'm not one to talk about sounds, because I also ran out of time and just had to throw two in at literally the last minute, but in the future we both should plan ahead a little more than that. Love the graphic style, everything looks very cute and funny. I notice the aspect ration is like a phone, are you planning on porting this to mobile? |
| Apr 26 07:52:28 | 1h 27m | Antourage | ♥ 3 | The web version crashed on load for me, just played a sound affect over and over and soft-locked by browser. Your Mac version doesn't work, but I managed to fix it. Here's the disk image: https://www.dropbox.com/s/yrei8mgpp2jiehf/Antourage.dmg?dl=0 Graphics and sound are amazing. I like both the concept and the execution. Controls/UI could use a bit of work. WASD was suppose to move the screen but sometimes moving my mouse to the edge moved it as well, sometimes not. I also couldn't find a way to pause/quit/restart the game. The game crashed as I was starting my second play. I definitely thing you should polish this up a bit and keep working, it's pretty good. |
| Apr 27 05:26:08 | 21h 33m | Bees Like Trees | ♥ 2 | Nice relaxing music, models were good, i like the concept, and the round world was good (I've considered doing something like that as well). The interface was a bit hard to figure out. I restarted the game and then couldn't plant seeds afterwards. Some of the UI elements went off-screen. |
| Apr 27 05:31:06 | 4m 58s | Save us | ♥ 1 | First, this just overtook my previously-claimed "most unique concept". Music was relaxing, the small amount of graphics were amazing (quality over quantity, right?). The interaction was mostly pretty intuitive. |
| Apr 27 05:42:55 | 11m 49s | Droplet Dodge | ♥ 2 | Nice sound effects and music. Graphics were simple but effective, possibly more effective BECAUSE they were simple, but a tad more color could help (maybe the spikes could be purple too?) It was way too easy to cheese the enemy by simply staying in a corner where he couldn't reach me, and only moving to grab the fruit. Maybe add something to force the player into moving around? Also, the play area was tiny, any way you could get it to expand to full screen? |
| Apr 27 05:44:48 | 1m 53s | Surge | ♥ 0 | Can't play it (Mac user here) but wanted to say the character designs look cool, and while unnecessary I do think it's interesting/pretty awesome that you made a networkable multiplayer game. |
| Apr 27 21:12:25 | 15h 27m | FIREGUARD | ♥ 2 | The throwing mechanic was a bit odd, a couple times I accidentally threw sticks off into the distance, a limited range would've made sense. It also might've made sense for you to be able to melee attack enemies, holding a flame against them instead of throwing it. I could still attack even after dying, simply deactivating the player or at least the components controlling his attack when he died could prevent that. Graphics were good for the most part, I'm guessing you just didn't have time to finish the main character. Sounds and music were perfect. I liked how you had to add sticks to the fire, but also sacrifice the fire to make your stick into a flaming weapon. |
| Apr 27 21:27:45 | 15m 20s | Nature of Fear | ♥ 0 | The game started off strong, the movement and attack controls were intuitive. I loved the dark and surreal art style. The only thing I noticed from the first part was that the spider's health bar was going to the edge of the screen, maybe over, so I felt like some of the UI had been cropped? As for the second room, I really wasn't a fan of the object search. There should be some visual feedback on what I'm looking for, I just wound up clicking everywhere, accidently skipped over the reveal of some peices, and only found the last one on accdient. I tried to go back to the dark as told, but couldn't, and then I was told "Congratulations, this is the end of the demo" or something. I never faced the spider again, I guess this is a glitch. Good start for a project but it does need some updates. |
| Apr 28 03:21:10 | 5h 53m | ALIEN RESCUE | ♥ 0 | Okay , this is my new favorite. First time playing I thought it was impossible to win because I had no control over the alien and the car immediately pushed him off screen. After that it worked as intended, the alien landed somewhere where I could get to him. Love the music and sound. Animation and graphics are good. Not sure if it was intentional or not, but the way the walk animation and music syncs it seemed as if the alien was dancing across the roads. EDIT: Okay, I thought the character looked familiar. I just started following you on YouTube like two days ago! Anyway, that issue with the alien being knocked off screen has happened to me many times, once when I was at 239 meters! I think you should fix that, maybe have physics turn off for a moment after the car has pushed the alien for a while, so he falls under the wheels? I found some more glitches, If you don't walk at all, apparently the alien will continue past where cars are spawning at fall off the edge of the world. If you follow about a screen behind the alien I think he'll be safe from cars and you can sort of cheese the game. Also I noticed if you walk south you fall off the world forever, and have to reset the game. I was thinking that this shows you're calculating gravity all the time, I think you can save resources by turning on gravity when you get hit but moving 2-dimensionally the rest of the time. |
| Apr 29 01:01:43 | 21h 40m | Mothership | ♥ 1 | Graphics look good, very impressive for a short jam. Unfortunately can't actually play it. Are you able to make a web build? |
| Apr 29 03:16:28 | 2h 14m | Keep It Alive | ♥ 1 | First off, I played the Mac version. It didn't work as supplied but I was able to fix it with Terminal commands. I can give you the fixed .app in a .dmg file If you'd like. The game only played in Windowed mode, I would have liked a fullscreen option. The game itself was very good. The controls were simple but intuitive so it worked out. Player animations were just as complicated as they needed to be. I won on my first time, but I have a feeling I barely did, so the challenge is there or at least the essence of it. I didn't quite catch what I was saving in the end... some sort of llama king? Anyway, good job. |
| Apr 29 03:29:38 | 13m 10s | Tiny Fragments | ♥ 1 | Definitely an innovative gameplay style, I don't think I've ever seen anything like that before. The music was okay but a bit grating pretty quickly, so thanks for the silencing option. Graphics were good but a bit small, bigger tiles put closer together might've looked better. More visual feedback besides the lock would have been good for immobile tiles, like maybe make them in black-and-white? Or make the borders look like chains? Just some thoughts. The gameplay was excellent, perfect easy-to-learn-hard-to-master style. |
| Apr 29 03:36:21 | 6m 43s | Solais | ♥ 0 | Well, seem a lot of "keep the flame alive" submissions this time, but I actually really like this one. It's interesting that you have to put yourself into situations that will put the flame out and recover correctly. I'm not a fan of the pico-8 platform but if there was a game to get me into it, this would be it. |
| Apr 29 03:41:39 | 5m 18s | HEAL ME PLZ | ♥ 2 | Humor was great, sound design is some of the best I've seen this jam, if not in every jam I've participated in. Graphics are amazing as well I really appreciate how quickly it gets to the action, games typically don't need stories but I'm grateful that you told this one so efficiently. For critical feedback, I'll just say that the movement control was a little unintuitive. I think WASD would have been just fine. |
| Apr 29 03:48:32 | 6m 53s | platformEGG | ♥ 1 | On the critical side, I have to say the controls are very cumbersome. The jump having immediate momentum both left-right and immediately falling without hangtime made it very difficuly. e to pick up and shift/m1 to throw was odd, i mean they could have been the same button right? I also think the level should have ended when you got to the end holding the egg. Everything else was great though, loved the graphics and audio, I especially liked how the view zoomed out on larger levels. |
| Apr 29 19:13:47 | 15h 25m | Save the FOX! | ♥ 2 | You should look up the game design concept of "coyote time", no platformer game should be without it. I'm assuming you're using a ray to change an "isGrounded" varibable for jumping. It seems that detects the branches but not the fox, so landing on top of her prevents you from jumping. The tutorial was blank, nothing ever showed up, it just eventually loaded the game. I played about five times, every time the fox immediately got attacked by an owl and killed. I was on my fifth try before I saw an apple, but she was already dying. On my tenth play I got to 0:54 but shoving the fox off of branches until she was at the bottom, but she'd immediately run into the owl as if she wanted to be killed. The music is great quality, very calming, but probably out of place for this game. The graphics are beautiful, like REALLY good, but I think that time would have been better spent on polishing the gameplay. |