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mhorth

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Oct 5 00:55:27 Very Stable Nuclear Reactor That Definitely Won't Blow Up ♥ 0 Well I played that way longer than I should have, got everything though! All the cities powered and all the research done. I will say, it was really tough getting started. Forgive me for assuming, but I'm betting you specialize heavily in the programming side of gam dev. I can tell that the underlying math is really well done. And the way the pipes connect, how are you making those meshes on the fly?! I would recommend practicing on UI work. The game would have been much easier to get into if the blocks even just had their names printed on them. It took me a while to memorize that green = turbine for example. You know how to make a fun game, now you just have to make it easier for your players to get to the fun!
Oct 5 01:17:02 21m 35s SplashX ♥ 2 Well today I learned that I should never be a pilot lol. That was tough! Did the controls get weaker as the game went on, or just less boost time? This is a great example that graphics don't need to be ultra-realistic to look good. Your water animations and sky gradients are so smooth and well done, it's really nice to look at. And your first Ludum Dare entry?! Great job! Hope to see more from you in the future.
Oct 5 01:43:35 26m 33s Pop Shove-It ♥ 3 You guys are on my list to make sure I check out your game every jam. And I'm still feeling good about that decision. This game had me laughing at the silliness of it the whole time. I did find it difficult to get out of upside down table in a few spots. I ended up just shaking pretty wildly in all directions and that usually did the trick. I don't have nearly the skills to control going up on the high paths to collect the letters. Super innovative on the control scheme, nice job!
Oct 5 22:02:37 20h 19m Horse with a Human Mask on A Tightrope ♥ 1 I didn't recognize your name when you left a comment on my game. But after cracking up at the hilarity of your game and the familiarity of your graphics, I checked and realized that you're fish punching guy! I should have written your name down last time, but now I can officially say you're on my list to check out your game every jam. Fantastic work as usual. I'm sharing with my friends once again, would you prefer they call you fish punching guy or horse trampoline guy? I loaded it up determined to take the speedrun record, but boy I was not prepared for the difficulty. An hour and a half later, I finally completed my first run lol. Would've quit much sooner than that, but you made it so damn fun!
Oct 5 22:31:20 28m 43s Tetrawave ♥ 3 I've never been much of a Tetris fan, but this made it really fun! I think the extra layer to think about makes it more engaging for a casual Tetris-er like myself. And always a fan of online leaderboards, great job!
Oct 5 22:53:20 22m 00s YuraYura! - Tidying up the tilting tower! ♥ 2 This is so well done! The art and animations seriously look like they've been worked on and polished for months by a team of people. Huge kudos to you. I'm glad you decided to let all levels be selectable, because there were quite a few I couldn't beat. I wanted to play it on controller, but on a PS4 dualshock controller (the only kind I have) the buttons are mapped strangely. Square was jump, x was smash, and circle was attack. Based on the xbox icons that were listed, I don't think this layout was intended.
Oct 5 23:04:27 11m 07s Everything is Fine ♥ 5 This is really well made! You should all be proud of the quality of the product you made, and also the message you're conveying. I noticed that the cursor actually switches back to my default system cursor when hovering over an object. If I may make a suggestion, I think reversing the cursors would have been an improvement. Default cursor when exploring the picture, and then a new sprite when over a clickable object. Either that, or somehow make the clickable objects stand out in the pictures so players know how to proceed.
Oct 5 23:09:01 4m 34s A Glorious Rule ♥ 1 Nice job here! I think the only suggestion I have would be a slightly different animation when the tiles change. It looks smooth having them grow in place, but if you had the incoming tiles *move* from the source to destination, it could clarify to players what the switching rules are.
Oct 5 23:23:09 14m 08s A Gift in Good Faith ♥ 1 Nice job, and congrats on your first LD jam entry! I quickly realized that I'd have to be more strategic about my paths and abilities than just using them the first time the minotaur saw me. One suggestion for future games, it's always nice to be able to quit the game. Pause menus with a button are an obvious way to do it, but even just a key that quits is fine.
Oct 5 23:31:24 8m 15s Jenga DESU ! ♥ 1 Great job here, and congrats to @patafoin on your first LD entry! I was confused by the controls until I remembered that AZERTY layout keyboards are a thing. My camera movement was slow and clunky as a result, but didn't make the game any less fun. The sound effects for placing a block were great! Did you guys make the music yourselves?
Oct 6 20:47:29 21h 16m BLOOPS! ♥ 3 This was a lot of fun! Gameplay-wise I kept finding myself wanting to move the platform really fast underneath the next block, but the fast motion was terrible for the blocks I was holding. I think this is exactly what you intended though, and certainly makes it unstable. Even without music, I have to give you high marks for audio. The sound effects are all fantastic and funny!
Oct 6 21:07:01 19m 32s Cro-Mathnon ♥ 1 This is really cool! As a math nerd, this is right up my alley. Ditto what other people have said about how you got new emotions out of us. "Nooo not the 0, not there!" etc. That was great. And it felt good to stare down "Mathman" knowing I'm about to knock him out. It totally makes sense how you had to make the controls tough with tilting platforms to feel unstable, but it did make it feel like I couldn't always do what I wanted. I have a few ideas if you want to continue with the game. - If you want to keep instability in the game, perhaps the numbers could change as they're falling? (with some animation so that players will know that they're about to change). - The strategy does feel "solved" where you just want to get a ✖️ in every operation slot and then the biggest numbers you can find. Perhaps it could be more interesting if short equations were falling instead, and collecting them added that number to your cumulative score? Players would then have to evaluate the equations on the fly instead of always just searching for the same things. - You could even tie those 2 ideas together, make equations fall and they slowly shift around as they fall which keeps their value unstable. And a whole new world opens up if you want to add sound effects. Nice entry!
Oct 6 21:23:15 16m 14s Babel ♥ 1 That new game transition though! Give that man a raise haha, that got an audible "ooooooooh" from me. Hilarious sound effects! You were right about how similar our games are. I do think this would have benefitted from some better indication on where the plate was tilting though. Especially since you let the players put the camera straight down. I used that camera view while I was playing since I found it better for precision placing, but then it was harder to notice any tilt. I think I had a pretty good strategy since I was essentially practicing your game all weekend 😉 But then I found it even more fun to just rapid fire click since you let me place new objects almost as fast as I want.
Oct 6 21:41:09 17m 54s Escaped Plague ♥ 2 As others have mentioned, the art style is really cool. The 2D characters in a 3D world looked nice, but it did make it hard to tell if attacks were hitting. Main critiques I have are all about feedback to the player, making sure there's some UX that tells them why something is happening. I died quite a few times when no enemies were around, and I could vaguely tell there was something about me going insane, but it was always a surprise when just "poof" ...dead. A super minor thing, the button navigation usually worked fine but confused me that the darkened button is the one I had selected, while the others were bright. In the main menu I could figure it out because one button stood out from the rest. But on the pause menu, there was 1 bright and 1 dark. I always thought it was the bright one I was clicking.
Oct 6 21:58:51 17m 42s Block fight ♥ 2 Wow! I feel like most jam games would just do the building mechanics for a game like this, you guys really went the extra mile to have a battle phase as well, and it was fun! Reiterating what a few others have said, the damage system could use a bit of work. It took me embarrassingly long to figure out that simply destroying their base didn't help at all, I needed to find where the crystal had fallen, expose it again, and hit it directly. I spend quite a few shots just trying to tear their base down, which was satisfying on its own.
Oct 6 22:24:13 25m 22s Raccoon from the Moon ♥ 1 This game gave me that lightbulb moment where I realized you had strategically placed things around the level as paths. Like rolling up the see-saw to jump off the other end, starting in the bed and going around the cabinets.. sooo good. And I loved all the little quips along the way! Great job with this! "As is commonly known, some doors can only be opened after eating enough food lol".
Oct 6 22:37:18 13m 05s Take Your Meds Darling ♥ 1 Wooooo someone knows their shader graphs! Nice job! I think I got to the end? I found the cube to jump up to the floating sphere, but couldn't find any progression after that. Really trippy. I'm glad you put the warning in there, it definitely started hurting my eyes haha.
Oct 6 23:04:34 27m 16s Unstabadome ♥ 1 I played the jam submission version first so that I could rate the game fairly. But it seems like you guys have already heard about all the bugs with it (and fixed them, what a response time!). It was a really fun changeup from the FPS games I'm used to, having gravity keep changing and seeing what that does to the gameplay loop. Unfortunately, I wasn't very good at it lol. Did you intend for the mouse aim to be smoothed? If not, I think that would make it feel a ton more responsive, just using raw mouse input.
Oct 6 23:26:22 21m 48s The Nuclear Nightmare ♥ 1 This was great! I also had the rocket slide a few times but it didn't feel buggy, I thought you had intended it, and it was pretty fun to use that in my strategies!
Oct 7 00:24:41 58m 19s Ghosting the Party ♥ 5 Ditto what @jane-wei said. I liked the art style and was interested to see how the story progressed, but I could not pass the 3 rapid dashes in the 2nd running section. The only time I passed it, my character had gotten so far to the right side of the screen that I couldn't see what was coming up next. I'm not saying I would have beaten the rest of the running, but maybe keep the camera more tightly locked on the character.
Oct 7 01:58:20 1h 33m Volatile ♥ 1 Oooohh I'm gonna keep this one and make all my friends play it. You must have done other jams before, right? This is much too good for a first game jam hahaha. Well huge congrats on your first LD jam either way, you deserve some very good rankings for this one. The sound effects and animations make it SOOO satisfying to shoot the enemies. I like seeing games like this where "yeah, the enemies are just squares" but that doesn't make it any less fun. The game feel is on point. So the 2 critiques I have are super minor: - Since we're moving the mouse around really fast, I think a more noticeable crosshair sprite, possibly in a good contrasting color, would be easier to track. I lost sight of my mouse cursor just a few times. - You have a really nice color scheme going with the 3 buttons on the main menu, and also during the gameplay. I think if you kept that color scheme during the upgrades page, it would have tied together really nicely. Bonus points for you because I played it on an ultrawide screen and it worked flawlessly.
Oct 7 21:47:12 19h 48m Precarious Atoms ♥ 2 Wooo what an aim trainer! It's way more fun than any of the aim trainer games I've ever tried before, it kept me playing way longer than I probably should have. Wanted to pass 1,000 on hard. Hopefully that's a high score! Screenshot 2021-10-07 172745.png This is the kind of awesome game with a simple mechanic that shouldn't really be that fun, but you managed to make it fun somehow. I think animations for the electrons going up and down rather than just teleporting would go a long way towards polish, if you wanna continue with the game.
Oct 7 22:08:18 21m 06s RoTable ♥ 1 Who else knows this pain hahahah Screenshot 2021-10-07 172745.png I was definitely having a lot of fun and cursing you devs at the same time while playing this. Such intentionally bad controls that it was hilarious to see how clumsy the table was.
Oct 7 22:24:47 16m 29s ABC ♥ 1 I just played and had the freezing bug, when I was fighting three of the bigger enemies. The gameplay loop is fun and I agree with the other comments that this could be really cool with some more polish. Sound effects, perhaps a visual to highlight whose turn it is. I never had trouble knowing whose turn it was, just think it's little things like that which make the game feel more polished.
Oct 7 22:30:57 6m 10s Stable city ♥ 0 The game is really well made! Everything felt very tight and accurate. The only flaw I saw is that I can keep my cursor on the top of the screen and spam to drop buildings higher and higher. Got a score that's probably ridiculous with that method xD Screenshot 2021-10-07 172745.png If you continue working on the game I would recommend exploring sound effects!
Oct 7 22:53:28 22m 31s Sky High Islands ♥ 1 Ditto what the others have said about the movement, it was a little strange given the camera angle, but I got used to it pretty quick and it never really caused a problem. I thank you for keeping the puzzles pretty straight forward. I think you hit the perfect difficulty (at least for me) where it was interesting enough to think about the order I had to do things in, but it was always pretty obvious once I looked at all my surroundings. Nice job!
Oct 7 23:37:12 43m 44s Horse Rider ♥ 1 Aha! We have balance games, we have horse games, and now you have the balance and horse game! I haven't enjoyed many of the games that put instability in the controls, but you did it pretty well! Nice job here.
Oct 7 23:48:16 11m 04s Unstable Mechanical Warframe ♥ 0 Very impressive to make a strategy game like this in a single weekend! And for your first LD jam? Congrats! I agree with what most of the others have said, the text can be hard to read, and it can be difficult to figure out how to play. After that, the gameplay experience and the strategy component are solid. You've made a fun game, now you just have to make it easier for your players to get to the fun. Keep it up! I'm excited to see what you do next jam.
Oct 8 00:08:47 20m 31s Trenchrunner ♥ 3 Wow this is good! My first action was to just navigate up and down the main menu buttons because the sound effect was so satisfying. That held true for the rest of the game, I knew I didn't have time to kill every enemy, but I fought as many as I could because all the animations and sfx were so juicy, the game feel here is excellent. And you threw in a boss at the end?! You're getting really high marks from me. Well done, I'll keep my eye out for games from this team in the future.
Oct 8 00:23:28 14m 41s Portal Rescue ♥ 0 Nice job! All the sound effects were really juicy, and tiny screen shake really sold the impacts. Hoping you make a devlog for this one, I always enjoy watching those. Keep up the good work!
Oct 8 20:57:03 20h 33m Unstabled Goat ♥ 2 Really nice job! I had the same confusion as other people where I didn't move the goat out of the stable immediately, so it fell off camera. Then I was confused that the cart wasn't responding to my controls. I'm wondering if you had the camera track the goat instead of the cart, if that would have helped? It sounds like all of us eventually figured it out and got to play, so no harm in the end. I gotta reiterate the other comments that the music and sound effects are really top notch. The art style isn't for me but I can appreciate the skill and effort that went into it.
Oct 8 21:25:11 28m 08s AFTER SUN ♥ 1 Everyone's already told you most of the stuff I would say, so I'll try not to be too repetitive. One exceptional piece was the rotational parallax in the skyscrapers and the grass(?) in the foreground. Not sure how you managed to make it look like the ground was covered in fog, but great job all around on your art. - I had difficulty climbing ladders very often, not sure if it was something I was doing wrong or just bugs. - The gameplay changing on the moon was a really nice touch, like jumping higher. However, the camera being so slow to catch up with player's rotation actually made me nauseous on the moon. I wanted to keep playing the game to see the end, but I actually had to close my eyes while running around the moon. - The explosion sfx at the end of the game are cranked up a bit too high. Those complaints are so minor and easy to fix, so hopefully you realize I'm not calling it a bad game, those were just literally the only things standing between your game and absolute perfection. The rest was amazing, great job!
Oct 8 22:20:07 54m 56s An oddly SATISFYING game ♥ 1 More more more! Everything you've done so far is wonderful. The sounds, the smooth animations, it's all great. I think there were 2 level where we *had* to move an obstacle while the ball was rolling. The rest felt like "prep the course by clicking on stuff until it's flat". I watched more of your GIFs after and realized the satisfying part was supposed to come from clicking blocks into the right spot just in time for the ball to keep course. I guess it depends if you want to lean into the puzzliness or not. I'm curious what you guys tried with graphics. It's obvious that the ball has a much more refined appearance than the rest of the stage. I wonder if applying shiny reflective materials to the environment would help the aesthetic? Or maybe it's so good right now because of that difference.
Oct 8 22:39:33 19m 26s Anti-Bomb ♥ 1 Really great game! The art is very simple but refined, you made it work well. I wanted the bomb to completely cancel my current velocity and send me purely based on the outwards direction, but maybe you tried that and it was too easy? As is, it was a bit frustrating at first that my timing had to be just right while considering the bomb detonation timer, where it will be, where I want to be, and what velocity I'll have during my jump at that time. Still, I got the hang of it and got it completed, so maybe it is the right level of difficulty. Either way, had a lot of fun with it. The sound design is really good too!
Oct 8 22:52:46 13m 13s Space and keys ♥ 1 This is pretty solid for a full game jam, even more impressive that you did it in just 12 hours. I was a bit worried that the initial "systems check" might actually be checking our average typing speed and then scaling the difficulty up. Maybe could be fun? The only critique I have is that I wish the words wouldn't have overlapped with the instructional dialogue at the top of the screen. Maybe they don't appear until passing below, maybe the dialogue goes away... plenty of ways to handle it. It was just a bit frustrating seeing a word there to type but not being able to start on it yet. Similar for the phrases that wrapped to multiple lines. Seeing the 2nd word first was a (very small) pain point. Maybe scaling down the font size so that it'll never wrap? Aside from that, I actually enjoyed it a lot, good job!
Oct 8 23:22:03 29m 17s Unstable Tricky Table ♥ 1 Great job! We made pretty similar games but it's fun to see the different mindsets that they can require. Yours makes me want to play super carefully, take my time, consider the builds, and line up the drop as best I can.
Oct 8 23:37:21 15m 18s Falling Tower ♥ 1 I really like the sound effect of hooking up a rope! And the springiness of seeing boxes launch towards each other, really satisfying. The hitboxes feel so good, thank you for making those generous.
Oct 8 23:47:59 10m 38s gone. ♥ 1 I really liked the super simple art style, you made it work very well. The timing on the sound effect really help boost the feeling that things are breaking down into an unstable state. Nice job!
Oct 8 23:58:00 10m 01s Instability ♥ 1 I think the only issue I had was with the ropes. Would have been nice to release and go through them to keep moving forward. I kept getting blocked by them instead. I realize that's just because I'm bad, but might have helped people keep playing to grind for high scores. Other than that, really great job! The post processing is right on the border of being too much but I think it's still good where you have it.
Oct 9 00:10:53 12m 53s Bullet Hellements ♥ 1 The mechanic was really creative and fun to play with. I did feel a bit frustrated at times that I was locked into death and had nothing I could do about it. Stuck on a middle level with not enough rock power to slide down or air to slide up, dead. I think if there was an additional way to re-stabilize, it could help. Perhaps standing still for a time lets you balance back out to 50? Still had fun with the levels that I was able to pass, good job!
Oct 9 00:18:38 7m 45s Immortalizing unstable beginnings ♥ 1 Holy cow your graphics are really well done. I'd love to see you expand on this and make more scenes. Icy planet, gassy planet, I'd really want to see what you make. I was not able to find the huge meteor, so alas my objectives are only 4/5. Really cool camera-based game, and a great mood.
Oct 9 00:25:43 7m 05s Simply Blocks ♥ 1 This blows my mind that you can make an online game for a jam, really cool!
Oct 9 00:33:20 7m 37s Unstable Robot Soccer ♥ 1 Haha playing a 3 minute round, there eventually was enough debris on the ground that I could barely tell where myself, the ball, or the enemy was. I think this added to the charm though, nice job! I'm seeing your name on top of a lot of leaderboards, I challenge you to try and take a high rank in mine!
Oct 9 00:48:04 14m 44s ....To the Ends of the World and Back ♥ 1 This was really nice! I've never made a story-centric games before, but you've got me thinking about that now. I might suggest having the conversation window more prominently displayed in the center of the screen, possibly with some cool animations like they've just received a text message. I think this would reinforce that it's the main thing players should bring their eyes back to between the repair mini-games.
Oct 9 01:55:30 1h 07m The Swirl ♥ 4 There's so much story in here! And you even have them go to different endings instead of just being superficial choices. Really really cool. Do I need to even mention the music? Absolutely amazing! How can you make that during a weekend?!
Oct 9 02:10:06 14m 36s Wild Run ♥ 0 I actually think the controls were great and I'm not sure you would need a jump. Some of the most fun moments were when I was cruising along and then end of my current platform dipped down, I had a reaction of "ohh no no no stop stop nooo." It's endless, right? I never saw anything in the distance. It might have been cool to introduce new mechanics along the way, but the core was really enjoyable.
Oct 9 15:00:01 12h 49m Fantasy Quest ♥ 2 I'm really surprised at games that can put this many rooms and content into a jam. Each room did something totally unique, and you had to make new UI for each mechanic, that's really a lot to tackle! The fishing snake frustrated me at how tough it was to stop the progress bar right on the line. But when I finally got it dead on the line and still missed, that's when I noticed the sign about being patient. Got the glitch right after, I should learn to read the instructions xD That bee was tough to beat! Had to use a 2-handed spacebar spamming method to get him, but as I'm writing this, that probably means there was something I missed yet again that I was supposed to do hahah.
Oct 9 15:16:46 16m 45s Flat Earth (Not Another Rude Bear Game) ♥ 2 Wow! I mean right off the bat, 5 stars for audio, with enough stars to spill over into humor and mood haha. "AND THERE'S DINOSAAUUUUUUURS!" Everything else is really solid but man the soundtrack just takes the cake here. The tree spawn animations are so bouncy, I love it! Had a lot of fun playing this one, at it actually kept me engaged and worried about how my troops were doing/where they were standing. Well done!
Oct 9 15:35:47 19m 01s Trauma ♥ 0 Wow, just wow. I'm taking notes from this game on how to improve game feel, audio, just about everything for my games. I've seen a couple of your YouTube videos here and there but this is the first game of yours that I've played. I can see why you're a professional, this is absolutely amazing. Really really well done and you deserve very high rankings for it.
Oct 9 19:36:43 4h 00m MindScape ♥ 1 Can't go wrong with a shooter game! It felt really good to play, and I mean you even have enemies pathfinding around the map which isn't an easy thing to do. The controls did seem to break if I ever ended a round and hit try again, but I could just close the app and re-launch it, and it would work for the first round. For your first LD jam, this is a great entry. You completed something, and other people can play it! Sounds like you're already planning to practice your time management, which has me really excited to see what you'll bring next jam. Good work!
Oct 9 19:47:06 10m 23s Destructo ♥ 1 I did have a little bug where all my option buttons in the bottom right disappeared. Not sure what led up to that. But I refreshed the page and was able to play again, so no problem. It was a lot of fun and I'm surprised you could make this many systems in a single weekend, nice job! I was a little conflicted killing the enemies since they were all named Mike, just like me. Oh well, the best Mike survives.
Oct 9 19:56:05 8m 59s Hotel ♥ 2 Wow, big shoutout to the artists on this team, very very good work. There were a few times I thought I was bringing people the item they wanted, but it ended up being wrong. Usually this was the type of food. Maybe this is what you had in mind? It definitely evoked the emotions of "oh crap, I didn't bring them what they wanted, I'm a terrible concierge" haha.
Oct 9 20:21:22 25m 17s Pest Control ♥ 1 Your FPS mechanics feel so good here! And the environment wouldn't look out of place in a borderlands game! Really great job with those. As others have already said, sound effects would really add some juice and carry your game pretty far. After that, I would go with some popups on the UI on things we do that affect the stability. Sure we can see the progress bar on the side of the screen, but I think the feedback would be really good if we kill an enemy, get a nice sound effect, and a little floating text on the screen like "enemy killed: +10 stability".
Oct 9 20:40:36 19m 14s TECHNUCLEAR ♥ 2 How do you keep making such consistently awesome compo entries?! This is great, and I'm glad I checked your past entries to notice you're the guy that did Roots. You're definitely on my list now to check out your games every jam, very well done. I've got nothing at all to critique on this one, everything is wonderful. Anxiously awaiting further releases. Any chance you'd make a devlog detailing how you can get bounces synced up with the music?
Oct 9 20:57:07 16m 31s Watch my nucleus ♥ 1 "This is easy, this is so easy, I got- oh my god they're going everywhere so fast!" hahah that was a lot of fun. I'm glad you gave me some time where I could keep up and then evolved the experience to chaotic stuff going everywhere. It was good to see both phases of gameplay. The polish on this game is excellent. Animations are nice and bouncy, sound effects really add to every action... it's all great! And for your first LD jam, big congrats to all of you!
Oct 9 21:12:43 15m 36s Experiment #56 ♥ 1 Oooh this was fun! I really like the playground at the end, I will remember that idea for the future. You have players practice mechanics to get through the level, and then (assuming the mechanics are fun like yours), they'll want to just keep playing with them in a sandbox. Really neat. Literally the only thing I can complain about was that you could swing into the ledge that you're supposed to get to, but if you're too low in the swing, it's just over. Didn't cause too much trouble since you have checkpoints (nice) and I could just keep my pivot points in mind for the next run. But I'd be curious if it would improve the game feel if you could "mantle" edges that you are right below. Nice job!
Oct 9 21:27:09 14m 26s Make Me Rich ♥ 1 Unfortunately the game is crashing after about 2 minutes for me (windows) each time I open it. I think I would've liked it, as a math based game. Let me know if you upload any new versions and I'd like to try it out. It looks like other people are having success with the Windows build, so maybe it's just my machine.
Oct 9 21:45:48 18m 39s Re:Volt ♥ 3 Ditto what a lot of the other comments are saying. It was really confusing to get started, and the enemies are maybe too healthy too soon. Other than that though, it still made me want to keep playing to learn the systems and stay alive. Very very cool twist on the tower defense genre. Please let me know if you develop it further and release new versions in the future, I'd really like to play a game like this!
Oct 9 22:03:34 17m 46s Boat History ♥ 1 This is awesome! Really really well done. Echoing a lot of the other comments, there was just a little bit of punishing difficulty, especially that vertical climb (you know the one lol). Outside of that, flawless! The death sound was a fantastic reminder that it's a cute little game and not to get mad at repeated deaths haha.
Oct 9 22:21:32 17m 58s Go Hard! ♥ 1 Everyone else is right, the game feel here is sooooooo good. Sound effects, animations, all of it. Fantastic work on the polish. Kept me playing again and again to get a high score, and the fun never wore off. Which is why I can say the octopus has been dethroned. Screenshot 2021-10-09 182016.png
Oct 9 23:00:27 38m 55s Jingoku ♥ 1 Amazing game you've made here! All I can do is echo the other comments. It's so well polished, feels so complete, this could be released right now and people would pay for it. Fantastic job. I have to know, what's the 1st place score? Screenshot 2021-10-09 182016.png
Oct 9 23:22:56 22m 29s Seesaw King ♥ 3 This kept me entertained way longer than I would have expected when looking at the screenshots. Really well made and all the animations are great. My favorite are the moving borders around upgrades. And your difficulty/upgrade curve feels perfect, all the upgrades looked enticing so it was sometimes tough to choose, which I think is a good sign! Nice job.
Oct 9 23:31:29 8m 33s Going Home ♥ 2 +1 to all the comments about about how great this game is, really really good job! I specifically want to highlight how you introduce the mechanic at the start. Show the player what happens if they run low on water, give them water, let them see how they're now in a better state. It's brilliant! Seems simple, but so many games in jams have a hard time explaining their mechanics.
Oct 13 15:10:21 87h 38m Keptin, de core is unstable! ♥ 1 Ditto what everyone has said about the voice acting. Not many games in LD get that, and you did it really well! I played both versions, but made sure to do the original first so that I could rate the game fairly. It was neat to see the improvements you've made since then, my favorite was that some of the UI indicators now had numbers updating on them, like cranking the water valve.
Oct 15 19:47:56 52h 37m Myco ♥ 1 This is really cool! The feedback is amazing, I always know that I'm about to do something if I click. My favorite is the tiles lifting up to let me know that it's about to be selected. The only piece I feel is missing is clear communication on WHAT I'm about to do. Perhaps expand into a tutorial that only lets me use one of the 3 abilities and is set up in a scenario to make it really clear what that ability does. I think I got the gist of it after a couple of rounds, but it could help with onboarding new players. And since I think you've really got something good here that you can run with, I think it would be a small improvement for the spell animations to have more direction to them, making it clear who it's coming from and where it's going. Some of them just appear and end so quickly that I questioned a few times, "did I do that? Or is that the enemies attacking me?"
Oct 15 20:31:33 43m 37s Mine Shift ♥ 3 This game really sucked me in for a long time! The gameplay felt good, the animations and sounds gave great feedback and made things feel real. It was all great. Literally the only thing I can complain about is that the level seemed too long with no new mechanics. I guess the game itself sort of evolves as you get deeper (should have submitted this last jam xD) but I wish something new would have been introduced when I was at the halfway mark.
Oct 15 21:15:32 43m 59s HONK III ♥ 1 Overall I'm just going to echo the other positive comments. So I'll offer 1 suggestion in addition. Especially if you're going to continue this series in more first person shooters, you may want to add a mouse sensitivity slider.
Oct 15 22:14:00 58m 28s Alpha Decay ♥ 2 Ditto Jin9310's comment. The game worked perfectly and all the actions felt good because of the nice feedback and sounds you put in, I just had no idea *why* things were happening. Depending on your target audience, that might be just fine! I like that you already say "Huge lesson in prioritizing polish over actually building out more of the game!" I think this is so true. There are certainly teams that can submit something really complex and make it work well, but I find that most often, the best games are ones like this. Not very many or very complex mechanics, just one simple thing that's polished up and works really well. Huge congrats on your first jam, I hope you enjoyed it and I'm looking forward to what we get to see from you guys next time!
Oct 16 00:38:20 2h 24m ŮNSTÅBLĒ ♥ 3 As others have said, this was really enjoyable. I wanted to keep going for high scores, but my strategy was blocked. I tried just putting all big blocky shapes in a single vertical column, and when it reached the top of the screen, the camera did not move up, so I couldn't go any higher. Maybe that's intended so we have to fill out more of a base? I was kinda bummed but I guess that's fair haha.
Oct 16 00:57:19 18m 59s Fellowship Manager ♥ 1 The font you chose fits so well in the type of game, but the kerning between some of the letters makes it so hard to read lol. It's not my type of game, so I'll withhold from giving a rating in the fun category. Everything else (as has already been said) is very impressive!
Oct 16 01:13:51 16m 32s Solar Disturbance ♥ 1 I agree with most of the other comments here. The game is in a great state, very clean and polished, and works perfectly. Just feels like something is missing. Some kind of time pressure I think. Either way I had a lot of fun, thanks for making this!
Oct 20 23:15:14 118h 01m Tilt ♥ 1 Ditto what toomblercazz said. It was tough to push the cubes into desired position by moving into them, so I found it most effective to just jump on the high corners. So the landing dust particle animation and the jump sounds did not go unnoticed, they were really good! Although on my way to those corners, I found it nice and satisfying to push through the cubes which I think was a good choice. How'd you do the separate camera views? I definitely focused on the main view, but that's pretty cool tech.