Foon → Ludum Dare Explorer → LD47 → Feedback comment stats → Ismael Rodriguez
Feedback comments for LD47
Ismael Rodriguez's games and stats for all events →
| Timestamp | Since previous | Game | Ismael Rodriguez's comment | |
|---|---|---|---|---|
| Oct 7 00:22:28 | iLoop - the 2D endless runner game of a robot stuck in a loop :) | ♥ 2 | Congrats on your entry! Very simple game, not much to it. Responsive controls, a score system, good job. It reminds me of is Google's Dinosaur Runner chrome-offline-dino-game-small.jpg That said, I wish the visuals were just as simple. Maybe it's my age, but it's kind of hard to see things coming at me so quickly with how the foreground appears against the background. | |
| Oct 7 00:36:27 | 13m 59s | Looped Fellas | ♥ 1 | Congrats on your entry. First though; Visuals are A+, 5 stars Gameplay: What do I do? Uh... I guess I have to read the description.... Okay rules are in the description.... I personally don't like it when the game itself doesn't explain how to play. Critical Feedback: I think you could have skipped the stat system and spent a little more time on presenting the game rules to the player for a more "complete" experience. You could have had a shadowy figure explain it. Maybe let the player try to figure it out, and then have an shadowy observer make a mean joke like "Why isn't he clicking on the lighter parts of the wheel?" IF you want to keep it simple, just put the text on the screen at for the first few clicks; "click on your character when he is over lighter (cyan like color) part of the wheel". Humor: They're making em eat poop? lol Overall: Good job! |
| Oct 7 00:52:48 | 16m 21s | Reeled-in Perihelion | ♥ 1 | I'm afraid of sounding mean with this feedback, but please understand that is not my intention. I don't know what to do. Is this a shmup with no enemies? I guess the tapes are our weapons, but there's no enemies to use them on? (Soundtracks as a weapon is actually a really cool idea!) Are the green things good or bad? Maybe the I'm supposed to grab the blue squares, but they seem to appear randomly and too fast for me to react. Maybe it's just the WebGL version? Nope the Windows version is the same. I guess you ran out of time or got stuck somewhere? |
| Oct 7 01:03:45 | 10m 57s | PoopLoop | ♥ 2 | Neat little tower defense game! Congrats! I played long enough for the WEBGL audio to start crackling from all the bunnies that spawned lol bunnyHighScore.png |
| Oct 7 01:32:35 | 28m 50s | Fear Of Gears | ♥ 4 | Elite! Not much to critique, this is better than anyone should expect for a 72hr Jam Game! -kicked out of full screen mode when I enter a portal (windows) :( I want to see all the shine in full screen!!! -the cards are cool, but the random de-buffs don't feel good. I pick a card that makes me stronger, but then the enemies get more defensive? Maybe it would've felt better if a few de-buffs were presented and the player had to try to pick against those tactically? |
| Oct 7 02:19:43 | 47m 08s | Curse of King Uroboros | ♥ 1 | Good job on the entry! The jump physics are kind of float-y, could use some tightening up. I wish the bullets were faster. Cool idea with the boss rush mode combined with the time paradox clone things. Music is.... not enjoyable. Sound effects are okay. Graphics are okay. I wish you chose some better colors for the BG's and Tiles, maybe each room has it's own color? All the gray just doesn't present very well. colors.png |
| Oct 7 21:09:49 | 18h 50m | Death Loop | ♥ 1 | I can tell you ran out of time, but this isn't bad! Interesting idea, like a single player battle royale. Rather than (what seems to be) a random setup, you could have designed a few rooms where the circle moves to over time (maybe getting smaller or larger along the way), set up specific waves of enemies in those rooms. Maybe I didn't play long enough but there was only like 1 (or maybe 2 enemies) at a time, which is fine at first, but would be nice to see it pick up sooner. While the enemies only die from 1 hit, you could have allowed the player to charge up a one hitter, and make rapid fire 3 hits or something like that, since there is time between enemies. |
| Oct 7 21:29:24 | 19m 35s | Amusement Shark | ♥ 0 | Great artwork. Cute story. Game play is unique, but level design is kind of repetitive. I felt like each level could have done a better job at trying to present a new type challenge, rather than just the same "wait for the thing to spin into the proper angle so I can move through this corner". The spring was one way to do it, needed more things like the springs (maybe there was more but I gave up at a later level, feeling like I had seen everything. Overall a good entry though! Congrats! |
| Oct 7 21:48:54 | 19m 30s | Office Life, the Work-Life Balance Simulator | ♥ 1 | Cool FPS puzzle thing. I gave up at the second room for 2 reasons. 1. I play with inverted Y and I couldn't find the option to flip it. :( 2. Picking up objects was finicky, but also super important! I used a countdown timer in my game too, I think it's a hard thing to try and manage player frustraition if the game just fails on them while they try to figure something out. I didn't really enjoy running back into the elevator and cycling through rooms to avoid failure. Overall good job on the entry. |
| Oct 7 21:56:56 | 8m 02s | Eternal Recurrence | ♥ 1 | Cool reset animation, but kinda long, wish it was quicker or skip-pable. I tried to just eat and sleep but died from the flu. So I tried to eat sleep and clean but died from poverty at 55? Is there a way to win? |
| Oct 7 22:37:00 | 40m 04s | POKKO | ♥ 3 | Great visuals! Cool cutscene art. Perfect amount of story. The last level was kind of tough, watching your play through I guess I made it harder than it had to be, I was trying to have the clone jump halfway then jump off its head. IF the clone carried the player like that, it would have opened up some other types of levels like staying on its head while it runs under walls you need to jump over. Great entry! Congratz! |
| Oct 7 22:46:03 | 9m 03s | Endless Looping Adventure | ♥ 2 | Hard for me to speak on this as it's not really my cup of tea. I guess I would like to progress quicker, let me fill out the party right away rather than needing to watch the game run for x minutes. Show me the oncoming wave of enemies and let me try to pick against it? (kinda like plants v zombies) |
| Oct 7 22:55:25 | 9m 22s | Pizza Parkour | ♥ 2 | Unlucky you didn't finish. Seems like a great start. The controls feel nice and tight. Juicy game-feel like hitting enemies stops time for a half sec, then launches them up. Seems like you weren't too far off from a really good entry. Music is good! Character art is good! |
| Oct 7 23:04:37 | 9m 12s | Strange Planet | ♥ 1 | Cool pixel art. I like the comments the character makes, but I'm a bit thrown off by the swearing. Simple little game, works well, feels pretty good, could use a little more juice (screen shake, particles) Would be nice to have an automatic weapon, or maybe a power up to make it automatic. Once the larger waves show up I have to click my mouse faster than fast lol click click click click click clicklickclicklicklcickkcklcklcklc lol Good entry! |
| Oct 7 23:31:29 | 26m 52s | Knots | ♥ 1 | I like pixel art and the mechanic of planting stakes and making these rope line things. Feels good, looks good. It took a while to understand what I was supposed to be doing though. " I though I had to corral the enemies, but it turns out your ropes/lines are actually the path your dash attack will take. Good entry! Some potential here. |
| Oct 7 23:42:04 | 10m 35s | Among The Stars | ♥ 2 | Good entry. The perspective reminds me of this retro shooter. https://www.youtube.com/watch?v=haehLgNNB4c Makes me wish I could shoot. The jumping mechanic was interesting, but hard to handle because of the perspective. I pretty much ignored the rings because of the risk. Great compo entry! |
| Oct 7 23:53:53 | 11m 49s | U.F.O.M.O | ♥ 2 | Great entry! I'm really bad at liking my friend's posts lol I love the message at the end. |
| Oct 7 23:58:44 | 4m 51s | Collateral Damage | ♥ 0 | Good entry. I liked the art and the music/sounds. Earth is preeeety much doomed in my hands lol |
| Oct 8 00:17:54 | 19m 10s | Moment and Countermoment | ♥ 1 | It's hard to figure out what is going on. You should post some instructions, controls, and screenshots in your description. I managed to figure out the controls. I beat down that statue a bit. Then jumped up to those higher platforms trying to find a goal. The timer counted down and then the ghost/time jumper appeared to kill the statue and my role flipped. That was better understood because the HUD told me what to do. That was a pretty COOL idea that I think people are going to miss out on because the early game lacks enough "conveyance" to keep people's attention. I protected the statue for a bit(longer time than I'd like), and I made it to the second area. I beat down the guy in the cage, but got impatient and wondered if other buttons did something. I mashed around on my keyboard and a death screen popped up. That's where I gave up, sorry. I can tell you put some energy into this, and there are some really good things to build on! The story seems interesting, The character feels good to move around, the way the energy bars pops out is cool, the animations are decent, the static effect looks cool, attacking the time jumper is cool. There is some potential hidden behind the lack of instruction/conveyance. BTW - you should play, rate and provide feedback to other games and the LD Algorithm will help draw more people to your game for feedback! leaveFeedback.png |
| Oct 8 00:35:28 | 17m 34s | Blasted Isle | ♥ 0 | Decent entry! Movement feels good and responsive (I think shoot should be left click instead of right click). Look good. Sounds good. A good a mount of juice. I only ran around the island twice, there wasn't enough variance to keep me interested after I died on my 3rd try around, so my top score was 2. Yall should play some games and leave feedback for others and the algorithm will bring you more players to gain some important feedback for your future projects! leaveFeedback.png |
| Oct 8 00:55:46 | 20m 18s | [PlayerName]'s nth loop | ♥ 1 | Good entry! Some thoughts/feelings/friendly-criticism; First, no variable jump height is recipe for frustration if the level design isn't accommodating. Worse than that was the SPIKES blending in with everything else. I think they should be bright and different colored from everything to they're easily visible. I walked into some like a dunce. The ending being a 1 shot try is brutal and unforgiving. I gave up after I walked into the spikes on the ground RIGHT BEFORE the last gem, ugh how could you do that to ME! lol Visuals were good, except the spikes were hard to see. Sound was decent. Music was good. Design was okay, playable, which is important, but that unforgiving ending is...unforgiving. |
| Oct 8 01:09:36 | 13m 50s | Quivering | ♥ 1 | We had some similar ideas! I wish I got a little more out of my mechanics though. You had some ideas I thought about, like aiming at a target while loop-falling, but I never go around to building that level :\ I like your presentation, falling between stages, the floating in a bubble thing (I actually thought of a bubble mechanic too lol, not for respawns though) I do wish the respawn was a bit quicker, but besides that it's a great entry! stats.png |
| Oct 8 01:19:19 | 9m 43s | Mr. Cheeks Sweet Dreams | ♥ 3 | Fun game! Cool art, cool music, terrible voice acting....J/K it was good and surprised me lol I wish the attack looked a little more impactful, like a fireball or cool spin or something. Bouncing from one spike into another was kind of annoying, but whatever lol Good entry! |
| Oct 8 21:39:14 | 20h 19m | ray caster racing js | ♥ 1 | Definitely fits the theme! Friendly criticism: -I think control instructions should always be in game and not rely on descriptions outside the game. I'm a gamer so wasd is easy enough to figure out, but a nice and simple addition would be to display the controls in the game on the screen until the player proves they understand how to move. -It IS fun to go fast, but the turn speed is kind of hard to control, maybe the turn speed can be slower at slower forward speeds, and higher at faster forward speeds? -An easy way to make this more compelling/interesting would be to put up some silly billboards around the track. Maybe something like "How do you keep an idiot entertained? See the next sign ->", and then the player just keeps seeing the same sign on every lap lol (I stole that joke from a t-shirt, all credit to the t-shirt joke writer) Good job on the entry! |
| Oct 8 21:54:29 | 15m 15s | Orbitrary | ♥ 1 | Nice simple game! Simple but good visuals and audio. It takes a couple spins to get the hang of it. Friendly criticism: I always skip game descriptions and jump right into the games to see how well the games convey their rules and controls. I think you should try to find away to explain/convey the speed mechanic in game. Once the planet started erupting I died thinking there was nothing I could do. So I read the description and found I could move faster on the inner ring and slower on the out ring, that wasn't clear to me without instruction and changed how I played for the better. Maybe a speedometer, or just some arrows or something? The other thing I would suggest is different buttons for try/retry at the game-over screen, since they're the main 2 buttons of the game it's easy accidentally hit them and miss your score. Great job on the your game! |
| Oct 9 00:00:56 | 2h 06m | Planet Hopping | ♥ 2 | Cool idea, it was fun to jump around with the gravity effect. I like the game-boy-ish visuals. Friendly criticism: I struggled with the controls a bit, flipping upside-down messed with my left-right orientation enough that it never really settled in, not sure how to solve that problem, you may have the best set up for it and this just be a monster problem that doesn't go away due to the nature of constantly flipping upside-down. It would also be nice to let players decide between wasd or the arrow keys. Due to muscle memory, it's easier for me to handle movement with my left hand, so I ended up crossing my arms over my keyboard. Design; I think it would be a great idea to make the first area with no enemies. Just let the player have fun jumping around between the planets, trying to get a hang of the controls and game rules (in Mario 64 you start in the castle yard with just a simple goal of going to the castle, nothing to kill you but drowning in water or rare fall damage) After the first level introduce enemies (one new enemy or mechanic per level). This would help hook a player's attention because it will suggest that the game is opening up to them with progress. "If level 2 introduced bats, I wonder what level 3 will be?" I played 3 levels and got bored because I felt like I had seen everything there is to see. Level 3 looks and plays just like level 1. Did I actually make progress? Is it just pseudo random? Is there an ending? The slugs are annoying because the gun mechanics! If they're in the zone between planets we have to try to jump back and forth into a sweet spot to land on their head and get them out of the way. The bats are a little cooler because of how the gun works. Maybe allow the player to charge up a shot that will orbit the planet to clear slugs, or give them a melee that kicks them off the planet, possibly infesting another planet! Overall it's a great entry with a lot of potential! |
| Oct 9 00:44:37 | 43m 41s | Knights of the Holy Loop | ♥ 2 | This is really good! Art, sound, story, all very nice! I'm excited to be in here early lol This game should be getting more ratings, make sure you're playing more games, giving ratings and providing feedback! I was surprised at the amount of systems in here; The level select thing, the party organizer, the amount of characters and enemies. I probably spent more time "playing" this game than any others just because I wanted to see how OP I could make my party (pretty damn OP lol) Friendly criticism; I wish there was a little more strategy involved. My first run felt like I was just at the mercy of RNG (maybe thats the point). I got to the first boss and lost, and I'm not sure what I could have did better. The next run I got a bard and a cleric, which seems like THE "win". I guess it's like Solitaire, sometimes the deck is winnable, sometimes it's not? Once I got enough money I didn't need to choose party-mates at the wanderers, I could just buy them all and stack my deck. It would be awesome to have a fast-forward button, especially when the party gets larger. I think it would be really fun to just see it spin fast and just unload on enemies! Overall a very nice game! A lot of potential! party.png |
| Oct 9 01:09:06 | 24m 29s | BEATS by DREamers | ♥ 1 | Edit your game's itch.io profile, scroll to the bottom @ me when its up ;) draft.png |
| Oct 9 01:28:38 | 19m 32s | CALVARYVM | ♥ 1 | Good job on your game. Friendly criticism below: I didn't get past the first area. I couldn't find the 4th hammer and I got frustrated with the resets. I really have no Idea where it could be lol some kinda hint system after x amount of resets might be a nice idea for people who are as bad as me. I think FPS games NEED a sensitivity slider, and a Y-axis invert option. I was spinning like crazy! lol PS you should ad some screenshots to your description! |
| Oct 9 01:39:26 | 10m 48s | Time Saver | ♥ 3 | I couldn't figure out how to play. I think it's too hard too soon. It looks good though, I like the color pallet. |
| Oct 9 01:56:44 | 17m 18s | T O R O I D I R | ♥ 1 | Nice little game. Like a spinning version of snake. Friendly criticism: I didn't figure out the the opposite colors were bad until reading the description after playing, I just collected everything until death lol. I think how-to-play instructions should be built into the game, or conveyed through design. It wasn't clear that the opposites were bad for me. Maybe screen-shake, or flash on damage would do it, or just spell it out right on the title screen with the controls. The pickups appear to spawn randomly, so I'd occasionally just pickup something before I had a chance to react, maybe there should be some build-up time for the object to generate so I can avoid it if its bad. The BG sound fit well, but I wasn't crazy about it. Like a boiler-room/basement hum. (kinda nit-picky, but just sharing my feelings) Overall a good game, and fits the theme perfectly! |
| Oct 9 17:32:00 | 15h 35m | Please Just Leave | ♥ 0 | I left the game.... I think that what I was I supposed to right? |
| Oct 9 19:33:50 | 2h 01m | Minecart Dungeon | ♥ 1 | I like the minecart theme. I feel like that's something I should have thought of lol. I usually use my left hand for directional inputs and my right for actions, so I played with my arms crossed over my keyboard. I would have liked an option to use wasd or arrows + space or mouse clicks, that may just be me though. wasd + space would let me play with 1 hand which would be nice. I wish there was a way to know what the switches would do. The trial and error situation is not very fun. When the switches are too close it leads to even more frustration. [gam.png](///raw/cdb/31/z/39d72.png) I kind of wonder what it would feel like if we just stopped at each switch instead of needing to get the timing right on the hit. I feel it would make things a little more deliberate and calculated. It would also reduce the frustraition of having to wait to go all the way around if I hit the wrong switch. Just a thought. Good job on your game though! |
| Oct 9 19:49:03 | 15m 13s | Countercl0ckwise | ♥ 1 | This is a really well designed game! The objective is clear, the controls are presented at the start with wasd or arrow options. Visuals are good and the theme fits perfectly! Great job! |
| Oct 9 22:55:41 | 3h 06m | Bjorn to Dance | ♥ 0 | I was expecting a rhythm game, so I was a little thrown off at first. Then this happened....lol simon.jpg (Not trying to be mean; my game is pretty much a Yoshi's Island puzzle platformer, nothing new there lol) Great presentation! Good artwork, funky music and sounds, fun/silly take on a classic game. |
| Oct 9 23:03:07 | 7m 26s | The Forest Maze | ♥ 3 | I really like the artwork, the character design is very cool, I like her animations. Movement is fluid and snappy, and space jump blur is a nice touch (though I think it should spin faster). The cave of eyes was cool. The slugs seem to kill me really quickly, and snapping back to life without the gun was jarring. Not sure if there is anything more to do than get the gun, shoot maggots, and fall through the cave? |
| Oct 9 23:43:52 | 40m 45s | Mage Game | ♥ 1 | Love the art, love the idea. Good job! Friendly criticism: I got pretty frustrated by the level design when I fell in a hole and had to start over, I gave up. I struggled and became frustrated with the cool-down mechanics. When I would know what to do, and try to execute, expecting to be able to jump or fireball but it being locked out and on cool down was pretty awkward and I wonder if that restriction needs to exist; maybe not so long? maybe the completing the loop should reset the cooldowns? The jump required here combined with hitbox and sprite mismatch added up to feel quite unfair. hitbox.png This problem happens again later in the stage with a death pit below it, which is where I quit. The designer in me wondered what this would look like mage.png A HUD like this would keep our eyes focused closer to the character, rather than needing to see my available move all the way up in the corner of the screen. Something to consider. The drawback being that it also looks a little cluttered. |
| Oct 9 23:50:15 | 6m 23s | Monkeys on Fire | ♥ 3 | Art is good, music is good, idea is good, gameplay is good, but I'm **bad** at your game lol Good job! |
| Oct 10 00:25:17 | 35m 02s | Tako Nom Nom | ♥ 0 | Cool game here. I really like the visual feel, everything pops! Game play was simple but fun. I felt a little cheated when the time got low and the guy started to suck me in I couldn't shoot myself away to catch the fish. I wondered if a charge shot would work, and if slowing the spin while charging would work and feel good.I could nit-pick about being stuck in a spin which isn't quite a loop lol, so I'd say it's a loose take on the theme, but still a good entry! Good job overall, I'm sure you'll get this published to mobile as a great hyper-casual game! |
| Oct 10 00:35:53 | 10m 36s | Looper | ♥ 0 | Very nice. I struggled with orientation for every game that had movement on loop. I see you tried to solve that with the - - - - direction, but on spinning objects it was still a struggle for me. Not sure how to fix that though, maybe I should just git gud lol Great game. Probably a winner ;) |
| Oct 10 15:29:01 | 14h 53m | Unholy Echo | ♥ 5 | I couldn't figure out the spikes, and the re-spawns are so slow it's hard to keep trying. I'm bad sorry. Tried to hide in the corner. died. Tried to sword them, died. Tried to sword the fence/bad guy. died. The dialog skip being K and L is weird for me, I feel like any button should work. Good presentation. I like the music shifts, and the animations. |
| Oct 10 15:40:56 | 11m 55s | Frozen Potency | ♥ 1 | score.png Top 10 in the world! Interesting idea. Movement controls are a little weird. I pretty much just ran forward the whole time. I liked running around the screen, that was a neat idea. Picking up and throwing the blocks was neat too. Displaying "You're now number X in the world" was a nice motivator to keep playing and see how high I could rank. I didn't quit mid game, but there wasn't enough there to have me try more than once (once figuring out movement). Good job! |
| Oct 10 16:00:13 | 19m 17s | In The Loop | ♥ 1 | Great game! One of my favorites! Everything works, theme fits, mechanics are good. forever.png It's possible to bounce up and down here forever (or a really long time). No big deal because R resets. notcrazy.png I'm not crazy about these spinning walls, feels a little random trying to wait for the perfect moment to escape AND land. The audio on the spinning can become a little much, but it does add to the mood, not sure what to do with that other than mute. Overall it's a great game! Good job! |
| Oct 11 15:53:40 | 23h 53m | Project R.O.O.M | ♥ 1 | Nice creepy little game. I think... I saw something in the corner? Am I losing my mind?! Constructive feedback: I wish there was mouse sensitivity and y-axis invert options. Not really needed because aim isn't important, but still nice to have. The stand-on-platform-then-land-on-a-button mechanic was a little weird. I was trying to press Q to answer. I eventually started to spam answers waiting for something to happen. I wish there was some kind of ending, or something to let me know I completed the intended loop. I answered 40 questions and figured there was no end. I guess it plays into the "question my sanity" theme. 😄 Good job on your game, and lowering all of our sanity along the way lol |
| Oct 11 18:32:08 | 2h 38m | Guntasy | ♥ 1 | Good game, I didn't find more than 1 card per run (played like 3 runs). Visuals are good. I like the random elements. Controls and movement are solid. The camera smoothing threw me off sometimes. Had to lower my volume 😉 The rapid fire bots didn't give me many counter play options, just shoot until one of us dies. I don't think the theme was well represented, but the gameplay is solid! Good job. |
| Oct 11 18:38:41 | 6m 33s | Cycloid | ♥ 0 | My dot was spinning around the loop super fast, is that intended? It makes it hard to get past the first obstacle. I like the use of the theme and wish it was more playable for me. Also, you should play and rate some games to get more feedback! |
| Oct 11 19:22:30 | 43m 49s | Life Loop | ♥ 1 | Very nice game. I love the art, music, use of theme. Climbing the stairs was a little wonky, then trying to find the jump button and discovering it was the down key. The old guy with the cane was cute, I lol'd 😄 Good job! |
| Oct 11 23:05:35 | 3h 43m | Impact Juggling | ♥ 1 | Good simple game. Nice colors, I like the background effect when down to 1 heart and then losing. Damn hard (but I'm bad lol, best score is like 700). Best part, juicy screen-shake and scoring system. I think the weakest part is theme representation. It technically fits, but I feel like I'm stretching to see it. Still a great entry though! |
| Oct 12 01:07:07 | 2h 01m | walk. | ♥ 1 | Very nice entry! I like the visuals, and the music. I also like the ending 😉 end.png |
| Oct 12 01:19:30 | 12m 23s | Time Wizard | ♥ 1 | Nice game. The story fit the theme. I never ran out of time to suffer the consequence of the time loop. Honestly that's probably good because I probably would have just quit lol. I liked the visuals, and the weird walking. The combat mechanics reminded me of tank combat. 220px-Combat.svg.png Fighting the snowmen was kind of funny. Audio was okay, the bg music was fitting and not over-powering. The shooting sounds are good but could be better. Good job on the game! end.png You should drop some screenshots into your LD page. |
| Oct 12 02:07:57 | 48m 27s | EvoLoop | ♥ 1 | Very hard to figure out what to do. Not sure what I'm doing wrong. I defend from the insects, but I don't understand the water section, or the sun section. Music is nice, art is okay, not crazy about the different sized pixels. You should just write the game rules in your description. |
| Oct 12 02:21:26 | 13m 29s | Looperer | ♥ 1 | Good puzzle platformer. Movement feels good. Gravity flip is cool. The puzzles are easy enougj, but using the the purple spike on the button was not vert intuitive because I thought only boxes would hold buttons down. Once I got past that part is was pretty smooth. I was hoping for an ending to reward my escaping the loop, but other than those couple gripes its a good game. Good job! |
| Oct 12 18:44:19 | 16h 22m | Kill Me Plenty | ♥ 1 | Cool game, too short! I just powered forward until completion, not sure how to work the respawns on the second level, just killed myself until it went back up to the top one. I like the obstacles changing around with each death, that could be expanded on a bit, but some combinations were a little frustrating, like the first level's spikes and gun was pretty brutal. I think a simple way to improve this would be to include a death counter just to keep score. Maybe the levels can score like Golf where you only want to die a certain amount of times! Overall cool idea and good job, just needs a few more interesting levels! BTW It's possible to jump over this wall and break the game 😉 bug.png |
| Oct 12 22:40:41 | 3h 56m | Metamorph | ♥ 1 | Cute little game. Great idea showing the exit-door, that was super important to making this enjoyable, rather than wondering aimlessly. As others have said the Moth mode is OP, it should only be able to flap it's wings like X amount of times before de-evolving. Really cool idea though. When I noticed the larva could crawl through tunnels but not jump, my idea-mind opened up about a metroidvania-like traversal opportunity (larva being a morph ball). I think the problem is the transformations are based on time, where they could have been based on a certain power up, or just controlled by the player. That way certain areas could require the larva, biped, or moth, or a combination of them, and the player wouldn't be waiting around for the next moth transformation. I guess you wanted the theme represented, which I understand. There's a lot of potential with this concept outside the jam-theme! Good job! |
| Oct 14 21:53:23 | 47h 12m | Pete Repeat | ♥ 2 | Cool idea, reminds me of the time level in Titanfall 2, classic level btw if you haven't played it! I wish dying just brought you back to the time machine, rather than resetting all progress. No one needs to be tested again and again and again on the same puzzles. Especially after entering the blue-key area, and then dying to an invisible land mine. So yeah, be a little more "forgiving" as other have suggested. Audio is probably being overlooked, but I think it was good audio, sets the mood and nothing seemed out of place or overpowered. Visuals were decent. Good job overall! |
| Oct 15 23:21:56 | 25h 28m | I'm not sick!! | ♥ 1 | What a cool little game. I liked how the pills would load up in the stomach. I think it would be neat if there was different types of pills which interacted with each other in your stomach and made up different kinds of attacks. Like, you eat a normal pill, and a 3X pill, and it makes a shotgun blast, or 2 + 3X pills = a lazer beam.... Like bullet crafting system! Like others mentioned, there should probably be a reason to close your mouth. I thought eventually there would be bombs or something you don't want to eat. See Kirby's Adventure NES -> https://www.youtube.com/watch?v=O1DGx_IfTLM I don't know how to fix the issue of taking damage from 2 different directions. You could make all the nurses fire from the bottom of the screen up to the top, rather than all around you. Then you could introduce bombs or poison pills to force you to close your mouth/defend yourself. Or let the player move. Good job. I think the stomach mechanic has a lot of potential! |
| Oct 15 23:50:04 | 28m 08s | Johnny Lootem's Going Loopy! | ♥ 1 | Very good. My 1 nit-picky complaint is not starting the game with rapid fire, and not knowing about the upgrade until 10 minutes of smashing the fire key lol, for real thats it, your game is awesome! I can tell you makes games! 😅 |
| Oct 16 01:41:50 | 1h 51m | once upon a time in my weird endless dream | ♥ 0 | I know people who love puzzle games will LOVE this game! Not really my cup of tea though, but I really appreciate it! I think the hardest part of a puzzle game is designing puzzles that teach the player how to play, and ramping up the difficulty after teaching new techniques. Level 3 was super hard for me for some reason, it just didn't seem like it was possible. I'm not sure I even know how I passed it, but I did. I even went back after completing the game and tried again, and got stuck again lol I think the difficulty curb could be eased up a bit just by making the boards smaller at first, then larger over time. Just a thought, I could be totally wrong. I like the low poly model. The run animation is kind of robotic, could be better, almost looks like he's ice skating. The music is good, but for a puzzle game where I'm stuck staring at a guy run in loops and trying to calculate the perfect moves like a chess board, I'm not sure you actually want music playing. Overall it's a great game, good job! |
| Oct 16 21:40:33 | 19h 58m | Slime Boi | ♥ 1 | This is a cool game! Great art, good idea that fits the theme. Would work perfectly on mobile! I like the wall-jump mechanic of this game. But I feel like many times when I hit a wall-rock, there wasn't much else I could. Like I would see the rock, and know before I pressed jump that I'm going to hit it, but it's not like I could actually see that rock before I landed in that position. Or the climb speed wasn't fast enough for me to bypass the rock then jump. So it's either jump into the rock or get chomped. It's especially problematic when the speed picks up. It turns into spamming jump and hoping the hearts and rocks just spawn in such a manor that I can survive. Maybe If I could hold the button to oscillate a trajectory, then release to jump I'd feel like I have more agency. I also wonder if you're better off keeping the speed low, speeding up the wall climb a bit, and just introducing other mechanics/obstacles to keep it interesting. Maybe falling shouldn't be the risk, and just allow it to be an endless runner with 2 tracks. Just some things to think about. The sound effects were pretty simple, and could better. I actually prefer the absence of music, but then the sounds need to carry! Overall it's a good game that just needs some fine-tuning! Good job! |
| Oct 17 00:10:39 | 2h 30m | Ace of Rope | ♥ 1 | Very good compo game. I like the game-play, squishy pixel artwork, thematic music, and boss fights. The helicopter ability was pretty clever. I like how the rope plays into the recoil, giving the pistol a strong sense of power/knockback, while also creating recoil conditions and preventing rapid fire. Weakest part is probably the sound effects, they all make sense, but they're recognizably bfxr. There's also a couple times I tried leaving areas, but not through doors, through those open areas at the edge of the screen/map, it was kind of jarring that they weren't actually transition space, but it's a game jam game so whatever lol Good job! Very good game! |
| Oct 25 18:35:37 | 210h 24m | Debug Or Die | ♥ 1 | Cool game! My first impression was "dammit, I don't want to do math" lol But it gets really fun when you can look at the while loop, then look at the level and try to calculate what needs to happen before even pressing an input key. And these are pretty simple math problems, but there is potential here for these puzzles to go CRAZY with some more complicated math problems. Like other's mentioned, an undo would be nice, because we'll know the solution at one of the last steps, but a whoopsie would force a full reset. Then setting everything else back up just becomes a chore. IT does make it more of a game though, because even when you know where the blocks need to go, you need to figure out HOW to get them there without messing it up. So either a limited "undo", or just a pull option would work. Maybe some levels just say "no-undo available". A few ways to play with that rule. I muted the music, because I needed to concentrate, and the upbeat techno isn't MY kind of homework music lol But it is a good song! My wife was watching me play, she's not a programmer or math person, so she checked out immediately, but this would be a GREAT educational tool that would fit perfectly in a classroom. Audio and visuals could be stronger, but overall this a great game! Good job! time.png |
| Oct 25 19:34:57 | 59m 20s | Electron the Electrical Engineer | ♥ 1 | Pretty much a perfect puzzle game. time.png FYI, UI Is bugged on fullscreen mode ui.png |
| Oct 25 19:58:43 | 23m 46s | CREATION EXCAVATION | ♥ 1 | Cool game. I like the visuals, but I think the screen shake is over-done. It shakes for pretty much everything. I also wish the player was as tall as a block, because digging horizontally is kind of annoying. Sound effects are good, the lack of music is probably a good decision. The ending animation is cool. I like the progression flow, but I almost quit after finding the power to destroy the lava looking blocks because I didn't know where to go from there, and digging horizontally was a chore which means exploring underground isn't really fun. Overall this is a great game with great style. Good job! end.png |
| Oct 26 01:17:49 | 5h 19m | Prayer Circle Peril | ♥ 0 | Interesting idea. At first I thought I needed to kill the cultists and got them all smashed. Didn't work lol So I circled the circle on the ground and it opened the path. Really neat idea controlling a circle of cultists. I think it would be cooler and more challenging if they actually stayed in that ring, rather than slowly chase it. The music with the chanting reminded me of Resident Evil 4, but they're chanting "Lucio oh, lucioooo" lucio-ohs.png Good job! |
| Oct 26 01:49:30 | 31m 41s | Repeater | ♥ 1 | Nice game! Player movement speed is perfect, nice and fast. I like the pixel art. The use of the theme was perfect, and almost exactly how I used it in my entry. Good job creating a lot of checkpoints because long resets are not fun. This game has all the mechanics it needs to be a great entry, it just needed a little more polish to really make it shine. I recommend taking a look at these videos Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013 https://www.youtube.com/watch?v=AJdEqssNZ-U and Juice it or lose it - a talk by Martin Jonasson & Petri Purho https://www.youtube.com/watch?v=Fy0aCDmgnxg **FRIENDLY CONSTRUCTIVE CRITICISM:** First thing I noticed; the bullets are REALLY SLOW. Speed em up. Maybe the enemy bullets can be slow (but not that slow), but the player bullets should deff move faster than the player. The player's yellow bullets are not easy to see against the white floor tiles. The bullet sprites would also look better if they were bigger. Is it me, or is the bazooka super under powered? I was expecting a huge one-hit-kill explosion? The SMG fires semi-auto like a pistol? Something else that would help is visually distinct areas or a map system, it's easy to get lost when everything looks the same. Maybe zoom out the camera or, or make the rooms smaller with more distinct shapes if you don't have the time to make extra tile sets, maybe more wall decals or blood splatters. OR have more unique enemy waves; this room has 3 zombies, this room has 2 zombies and a shooter, etc. Persistant dead bodies could help, or bloody footprints? (red blood not slang blood lol) Just something to consider. I got the 3 key cards and couldn't figure out where to go, and everything looked the same so I gave up. Overall Good job on yall's entry! Congratz! |
| Oct 26 02:04:14 | 14m 44s | The Magician's Maze | ♥ 1 | Nice game. I'm not sure if the player is supposed to spin uncontrollably to start, but it did in the WebGL version using Firefox, until I hit a guard. I liked the touch of changing the doorknob colors, that was a perfect mechanic for this game. As other said, resetting outside was not fun, maybe resetting to the last opened door, or maybe just to the door on the outside of the castle would be less frustrating. The visuals are decent, and finding the book is rewarding, I think it would be awesome if it gave the player some kind of game breaking power lol like fly and shoot fireballs and blow everything up or something lol Good job, congratz! |
| Oct 26 02:24:08 | 19m 54s | Mechaskull Chronicles: Astr-O Edition | ♥ 1 | Cool graphics! Tight controls, even though I'm still bad, especially when boosting lol Kind of interesting to make a local-multiplayer game for a jam game, maybe a simple AI would have been nice for all us lone gamers. I like the touch of seeing the pilot get launched from the exploding ship. Good game! |
| Oct 26 02:37:27 | 13m 19s | Bus Bump | ♥ 1 | This game looks really good! I really like the art style and animation. The exploration and Majoras Mask schedule mechanics seem really interesting, but the move speed is painfully slow! I suggest a run button or increase the player's move speed. |
| Oct 26 22:09:27 | 19h 32m | Struck in a loop | ♥ 0 | Great use of theme! Graphics are cool, I think BG clouds would help provide more sense of speed, especially when at high altitudes or when flying away from the city to try and break the game lol Good job! PS; rate more games 😉 |
| Oct 26 22:22:27 | 13m 00s | Day in the Life of an Ordinary Turtle | ♥ 1 | Great art. Funny concept and use of the theme. I made the guy's head 'splode, but my co-worker didn't seem to notice, and I'm really curious about what is in the locker lol Good job! |
| Oct 26 23:23:28 | 1h 01m | Scumari 1 | ♥ 1 | Interesting entry. I like the fps mario idea. The visuals look pretty good. Good job on getting in your entry! I think a couple simple things would have made this much better/more-fun. ***FRIENDLY CONSTRUCTIVE CRITICISM BELOW*** -Communicate game rules IN GAME. I often skip descriptions to avoid spoilers, and to test/judge "conveyance". To me, this is KEY to game design. Does your game work without words? Even BETTER! If not, you better explain what to do! -Lower gravity. Jumping isn't as fun as it should be. -Should breaking blocks really cause damage? Since I didn't read description or comments untill after, I didn't see there was a shop in game. I didn't know I could buy the bridge, and it looks like that was a bottle-neck/deal-breaker for a few players. |
| Oct 26 23:38:33 | 15m 05s | Loop Legacy | ♥ 0 | Cool entry. I got locked in a room after dying, not sure what happened there. Moving and shooting fireballs feels really good, good job there. Although, I wish there was some way to know which way I'm facing, because the single direction sprite + the 8 direction firing is a little jarring. Pretty good graphics. I love the pixel art. I noticed you used a NES style thumbnail. Using the NES aesthetic is an easy way to make a game feel retro and "authentic", (it's almost like cheating, which is why I often use an NES Pallet and some NES rules) Check out these articles: https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php https://megacatstudios.com/blogs/retro-development/creating-nes-graphics There is also some extra work you need to do with Unity to get closer to "pixel perfect", you may want to research that, using 2D Tilemap, and maybe even 2D Pixel Perfect Camera. It will help with those lines appearing between your tiles, and keep everything nice and aligned with nice chunky pixels! I also HIGHLY recommend checking out "The Art of Screenshake" https://www.youtube.com/watch?v=AJdEqssNZ-U |
| Oct 26 23:47:05 | 8m 32s | In road way | ♥ 1 | I'm going to assume this is more a work of "interactive art" than a game, because all I could do is talk to rocks and an old lady 😅 message? lol The artwork is VERY GOOD (although I'm not sure about half the screen being black), the music is good and sets the mood perfectly. I can tell where the "Loop" occurs because the camera gets a little janky, maybe the camera doesn't need the smoothing. Overall a decent entry, good job! |
| Oct 27 00:03:47 | 16m 42s | Loop of Life | ♥ 1 | The ending... I felt that. The mini games are cool. I'm not a good cheater, I think the explanation for some of the mini games could be better, like cheating on the test and sorting the contracts. The dialog is funny and entertaining, but it stays up for too long, I feel like the game should move a little faster. Overall good job, congrats. |
| Oct 27 00:54:08 | 50m 21s | Progress. | ♥ 2 | Cool game. The visuals and the sounds all work well to create a good feeling mood. I especially like the bell changing tune/note. I agree with almost all of what @toccio94 said. The UI could be more clear, because I did the R to restart before pressing anything, but then I had to do it again because I didn't really understand what the menu was doing. Maybe a simple check mark would have worked better than an X, color also could have helped (grey to keep the mellow vibes?). That's a pretty small issue though. BUT, once the player understands the basic mechanic they can figure out everything else without much thought, which is why the restart time being so slow is such a bummer. The slower transition may help the mood a little at first, but it also takes away because eventually it just makes me feel like "okay, I got it, just let me do the thing, why should I have to read this message again and again and again"? BTW it reminded me of this game, another LD game from a few jams ago. https://www.youtube.com/watch?v=-rImVSHhDEo Over all it's a great entry, good job! |
| Oct 27 01:33:52 | 39m 44s | Tales of Frustration | ♥ 1 | I couldn't get passed the platforms, and I didn't enjoy running back to them and needing to get passed the hammers again and again and not have a place to really practice the jumping physics. I like how the theme was used and how the fall pits brought you back seamlessly, but I'd prefer checkpoints for each obstacle because I'm bad at games 😅 |