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Feedback comments for LD49
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| Timestamp | Since previous | Game | Skleembof's comment | |
|---|---|---|---|---|
| Oct 4 21:01:43 | Flip the board | ♥ 1 | Unique idea, I don't think I've ever played a game like this. I managed to beat par with 5 turns on the last level which made me feel smart, but then I tried other levels with my learned strategy and it didn't work. I think this would fun as a multiplayer game since people can make dumb moves and learn their opponents strategies. The game could definitely use some background music though. Like some "thinking" music, ambient noise, or like elevator music Also, I like how this game can fit the theme even if you flip the rules and make the player have to keep the ball on the board. Great job overall | |
| Oct 4 21:43:30 | 41m 47s | Humble Homestead | ♥ 0 | The idea is good, and the game is well made with some minor issues (listed at end of comment), but I think you need clearer instructions and some balance changes. From what I understood, the number of grass tiles indicates how much grass currency you have. So at some point you will have more animals than your grass can sustain so you have to sell the surplus animals to make money to buy more grass to support more animals. Animals produce meat which you need to keep villagers alive. Villagers consume 1 meat per day. The biggest issue is how slowly you get resources. Getting animals is way too slow which is a problem since animals are the only way to get money, and money is the only way to support more animals. Meat isn't an issue since you start off with a lot of it, and you get more every day. I think animals should produce products than can be sold. Like the chicken produces eggs which you can keep as meat, or sell for some money. Otherwise, the management slows down to a halt and you're just sitting there waiting for more animals to appear so you can sell them to buy more grass. Or maybe you can build settlements that produce money. So that animals aren't the only source of meat and money in the game. I know you said the scope of the game got away from you, and 48 hours is nowhere near enough time to make a balanced and engaging civilization management simulator. I think you made a good foundation for a game in this short amount of time, and if you wanted to you could turn this into a full fledged game building off of what you've made. Great job Some minor things I didn't like: - moving the camera is annoying. When I move to the edge of the screen to click on the animals, the camera just starts moving to the left while I'm on the animal management screen. This makes it hard to keep the land plots on screen - The background music makes it hard to concentrate, especially early on when I was trying to figure out where everything is/how the game worked. - You should add some visual indicator, like a progress bar that shows the time of day. The morning/day/night wasn't very helpful |
| Oct 4 22:01:42 | 18m 12s | The Collapse | ♥ 1 | That was fun! The last level was brutal though. Jumping on the platforms that are falling is already difficult, getting hit with boulders that you cant see makes it really frustrating. I think the game would benefit from some warning indicators showing where the boulders are going to appear. Great job on your first jam |
| Oct 4 22:20:57 | 19m 15s | Re:Volt | ♥ 5 | The game needs clearer instructions! I had to figure out how to power the towers by trial and error. For anyone that's confused: Use the 'link' item to connect nodes. To connect a node you have to click on the part of the node that has the ring of lights which is the base for the guns, or the top of the repeaters. It won't work if you click any other part of the gun I like the idea of a tower defense game where all the towers are linked to the power source you have to defend. Managing power is just as much a challenge as killing enemies, but playing alone is extremely difficult. This would be perfect for multiplayer. I think when you spawn a node, it should automatically enter link mode to make set up easier. Or maybe it should have a placing mode where it auto connects to your last placement. The difficulty curve needs work. Wave 1 should be just one enemy that dies quickly so you can get a feeling for the game. I had to keep restarting after game over to figure out how the mechanics worked. Oh and I found a nice glitch where if you place a railgun at the bottom of the first ramp, it turns and blocks the enemies from moving up. You can also stop or slow down enemies by standing in front of them yourself |
| Oct 4 22:33:32 | 12m 35s | BlockBuster | ♥ 3 | 5.png Check to see if you have it set to restricted or draft |
| Oct 4 22:43:49 | 10m 17s | Fuse | ♥ 1 | Wow that was cool. The sound effects and visuals make it feel like everything is on fire. The concept is awesome, but the game has one major flaw: level design! Since the entire building is made of wood and everything is on fire, there's nothing to stop you from progressing except those lined up fire extinguishers, especially since standing on wood heals you so quickly. I think you could have added steel beams that don't melt, or wood that burns more slowly to give the player a whole other dimension of gameplay. You could experiment and come up with more gameplay elements like targets that you have to burn in order to progress, or lower the structural integrity of the building or something. |
| Oct 4 23:37:35 | 53m 46s | Unstable Society | ♥ 2 | I think you should add some sort of visual indicators to show how unstable the NPCs are, not just happy or angry. Like maybe a progress bar on their heads, or different animations for different states of luncay. The concept has a lot of potential. A larger scale version of this where you have a city full of unstable lunatics that you have to calm down before they tear the city apart would be interesting. you could experiment with different mechanics like sources of panic that you have to destroy, and tools like broadcast messages that affect large groups at a time. Good job putting this together in 48 hours |
| Oct 5 00:53:09 | 1h 15m | Nightmare in the Nuthouse | ♥ 2 | I love stealth games, but this felt more like "avoid the rectangles" than sneak past guards. I think the problem was just the level design. Each area felt like it had one path to exploit, so I found myself just waiting for the opening and running to the cards. To make it feel more like a stealth game, I think you could have opened up the level more and maybe added vents you could enter to bypass some areas. Basically design the level so the player has more options to get to the cards beyond just waiting for the guards to turn around. Also, the view volumes of the guards were deceptive since they made it seem like guards could see you through walls. Also gadgets, items, and skills and stuff would be cool but 48 hours is no joke. Great job putting this all together in a short amount of time. I do wish you could have squeezed in some of that high quality voice acting from Down the Dwarven hole though |
| Oct 5 01:20:46 | 27m 37s | Ethereal Runner | ♥ 3 | This felt very well made. I liked the surreal graphics and sound, and the gameplay felt surprisingly polished and fun for yet another ludum dare endless runner. The graphics reminded me of some old flash games, and I mean that in a good way. I found myself dying whenever I thought I had a double jump left. I think this is because as you progress and start moving faster having to deal with enemies and projectiles, its easy to forget whether you just jumped. Maybe make the falling animation slightly different when you're in the air with a jump available. Or maybe I'm just bad at the game. Either way, great job on the submission guys |
| Oct 5 01:30:59 | 10m 13s | Place Called Home | ♥ 1 | Great job on bringing a unique idea to life in a short amount of time. I think the color palette could have been a little darker to fit the theme of the game and music though. The game is hard to understand though. I think you should write a clearer tutorial on this page for new players to understand what's going on. |
| Oct 5 01:41:44 | 10m 45s | F@!# My Ship Up | ♥ 1 | The game is very simple, but I think it could actually be fun doing multiple playthroughs to learn the mechanics and get a feel for the physics. Unfortunately the game either force closes (or crashes?) every time you touch an asteroid. Some background music and sound effects would have significantly improved the experience. Good job putting this together in 2 days |
| Oct 5 01:57:08 | 15m 24s | Dread Knowledge | ♥ 3 | I think this game needs a whole other level of gameplay because right now it feels like you're being punished for not doing anything. You have no control over the dice roll, no control over the damage or insanity hits you take, and the only thing you can do is choose to heal 2 people per night. Placing a guard seems pointless since you don't really lose anything from doing it. You just decide whether you want one guy to take damage, or everyone to take damage. You have a good foundation for a game here though. The basic elements are in place to turn this into some unique rpg/adventure game. Like maybe each square could offer the player the chance to perform an action like explore, hunt, pillage, etc. Activities that can reward or hurt you based on certain factors. Like the enemies you encounter while exploring are represented by pieces on the board. You guys did a great job putting this together in 48 hours, and I think with just a few more days, you could turn this into an interesting concept. Oh and I should mention that when I opened the game on my ultrawide monitor, the advance and info buttons on the bottom were cut off, so I was sitting around pressing all the keys on my keyboard trying to figure out how to play. |
| Oct 5 16:13:33 | 14h 16m | Bad Buckets | ♥ 1 | I like how unique the idea and setting is. The gameplay was fun for a while but I feel like it was missing something. I know you said that you didnt have time to test the balancing but I didn't feel like the balancing was an issue. It just felt like I needed some other objective to supplement the gameplay. For example, you could have added some sort of counter like total sales, or management's attitude which is affected by your performance. If you play well and clean up the store by removing buckets and running over paint, management is happy and sales increase. When customers are painted, or if the store is too dirty, you lose sales and can get fired. Something like that would have added a lot more depth to the gameplay, but obviously time was very limited. You did a lot in just 48 hours so great job |
| Oct 5 16:36:32 | 22m 59s | Stars - Where they come from? | ♥ 2 | Wow this was way better than I expected. You need to at least add a cover image to your post to show off the art. The whole experience felt very polished and unique. The weird setting, the tank controls on a 2d platformer, the baby calming mechanic. All top notch. My only gripe is that there are some situations where the controls make it too difficult to proceed. Specifically when you're positioned right up against a wall, its hard to jump onto the platform since you can't move in the air. You either jump straight up, or into the wall with enough force to bounce you off the platform. I don't know if the game was designed for gamepads, but with a keyboard it feels flawed. You can charge up your jump to be more precise, but you can only choose between jumping left or right. The arc is always the same even if you hold a direction + up. I think the game would benefit from 2 dimensional inputs, or atleast some visual indication of where your jump is going to take you. But that issue aside, I think this is a phenomenal Jam entry. You guys killed it |
| Oct 5 16:47:31 | 10m 59s | Compo game "Flappy Crow"!! | ♥ 1 | Like others have said, the game is way too difficult. Flappy bird was hard enough, asking the player to play flappy bird while also making them change direction to avoid being hit, AND timing inputs to pull off parries is way too much. I like the idea of tweaking the OG flappy bird formula, but I think you should have just added the parry mechanic. Keep the same simple level design of flappy bird so that the player only hast to focus on flying over or under obstacles, but add enemies and projectiles that you can parry. The game was very well made though. Great job with the art and music |
| Oct 5 17:07:37 | 20m 06s | Critical Mass | ♥ 1 | I really liked how the unstable fuel core mechanic was both a helpful ability that could save you and a detrimental effect that could get you killed. The music was nice but the graphics were kind of an issue. Not that they looked bad, but I think you should have varied the size of the energy dots, because playing for a while seeing those dots scrolling by at highs speed made me kind of dizzy. |
| Oct 5 17:30:31 | 22m 54s | Keep them alive | ♥ 0 | I like the idea and the mechanics, but the balancing felt a little weird. It felt like I was just sitting around doing nothing for a few minutes, having no effect on the game and then all of a sudden people start getting angry, and nothing I do has a significant enough effect to stop the bar from dropping to zero. Maybe this is how it feels to run a real server room. Or maybe I just suck It was fun though and it has a lot of potential. There's a whole world of content and interactivity you could add to make the game more engaging by letting you see what kind of stuff the users are doing on each server. Maybe some activities have different effects and you can block content or something. |
| Oct 5 18:21:46 | 51m 15s | Super Stable Charger Robot | ♥ 1 | This is a great idea, but I think the implementation needs work. When your microphone gets disabled, passing the electric floors becomes a guessing game. I think you need a better way to detect whether you can pass the floor or not. Like maybe you could see if the bridge was safe to pass by looking at some color led on the opposite side, but your vision is another system that can fail which limits your viewing distance. This way you have to pass obstacles using only vision or sound. You decide which is tougher and then you learn to take advantage of the times when your systems are functioning to pass over the more difficult obstacles. There's a lot of room for experimentation here. The graphics and sounds were impressive and the overall presentation was great. |
| Oct 5 18:53:41 | 31m 55s | Wayward Warlock | ♥ 1 | So I gathered the sunflower seeds, planted them, climbed the mountain to get ice, went to the ash tree to get ash, went back for the sunflower and the objective text got messed up so I didn't know what to do next. So I spammed jump potions and flung my self into the stratosphere Cool idea, playing as a warlock that can use spells/potions to traverse the terrain. The game definitely needed more time though because its very rough around the edges. I know 2-3 days is very little time to build a functioning 3D character controller along with models, animations, textures, materials, camera controls, and various game mechanics. Also, working with a team is a challenge in and of itself so the fact you guys got this out in 3 days is impressive for a first time jam entry. |
| Oct 5 19:07:13 | 13m 32s | falling flamingo | ♥ 1 | Perfect jam game. Short, simple, fun, and hilarious. I didn't expect to have so much fun with it, and I learned some facts about Flamingos. Like the fact that they have a secret eject button somewhere on their bodies |
| Oct 5 19:15:00 | 7m 47s | Pile Up Medieval | ♥ 2 | The dragon turned my town into a pile of rubble, although it did end up looking better than it did before. This was a fun and unique experience. The graphics and music was very well done, and the gameplay was fun and kept me engaged until my destruction |
| Oct 5 19:27:20 | 12m 20s | AFTER SUN | ♥ 2 | This is the most polished jam game I've ever played. The idea is simple, and the mechanics aren't too complicated but they're tight and work very well. The graphics and sound effects are amazingly well done for such a short time span. Great job |
| Oct 5 19:40:59 | 13m 39s | Crewman 49 | ♥ 0 | The voice acting was well done, the background music and sound effects too. I liked how the camera shake looked, but only for a little bit. It got annoying pretty quickly and I think it might give some people motion sickness. |
| Oct 5 19:58:35 | 17m 36s | ALL PLANED | ♥ 2 | Fit the theme perfectly, and delivered an extremely polished experience. This was amazingly well done guys great job |
| Oct 6 01:15:17 | 5h 16m | Jenry Javelina | ♥ 2 | This was fun! It's just simple platforming but it's tight and fun. I didn't have any issues with the camera or depth perception, although I did have an issue where i was trying to save myself from falling after getting stuck on a low platform, so I tried to turn around and backtrack but the camera turning around disoriented me and I died. The current camera works pretty good as long as you're just moving forward but a manual camera would definitely be better. |
| Oct 6 02:25:14 | 1h 09m | Equilibrium | ♥ 1 | The music was great and the idea could work well, but after figuring out how the rotations worked, the game became extremely easy. I think the problems is that the levels are too flat, so the variations don't really matter. I think you would have to experiment more with the shape of the bouncing surface to get more challenging gameplay |
| Oct 6 02:37:12 | 11m 58s | Cross Over | ♥ 1 | Wow that was a lot of fun! I was kinda disappointed with how short it was though. I was really getting into it and then boom: the end. The game mechanics are already great, the character looks good. Just work on some environment art, music and sound effects and you have a solid game on your hands. Great job |
| Oct 6 02:55:47 | 18m 35s | Autobattler | ♥ 1 | Solid autobattler, but I think it needs a lot of stats. Like how much damage is my guy doing, how many wins have I amassed, etc. |
| Oct 6 03:08:27 | 12m 40s | Midnight Maintenance | ♥ 1 | That was fun! It's basically literally dark souls but with guns |
| Oct 6 03:17:47 | 9m 20s | Insecurobot | ♥ 1 | Great job making such a well designed and polished game. I love how the temperature affects your shooting speed which entices you to push it closer and closer to 100. If I were to change anything, I would change the floor and maybe add a pattern because it's a little disorienting how it is now. Something about the transparent floor with the stars in the distance just felt weird when I was moving around the arena. Maybe its just me |
| Oct 7 17:01:39 | 37h 43m | Derpy the Unicorn | ♥ 2 | That was very impressive for a jam game. You guys did a great job with this. The 3rd person character controller was particularly well done. I liked how the character even turned his head to face the camera direction. The idea was fun too but I definitely think it needs some work because getting up to the clouds without cheating is very difficult. I think the game would benefit from some system that makes stacking easier. Like maybe items that you manipulate have higher friction to prevent them from moving /rolling. Or some other spell that lets you freeze some items. Overall the game felt very polished and complete, but by far the best feature of the game was, of course, the voice acting |
| Oct 7 17:09:19 | 7m 40s | SkyHitter | ♥ 0 | Very fun gameplay. The concept feels like a mario party minigame. It is pretty hard though, especially since you can't really see which blocks are about to fall so its easy to get yourself stuck on an island. I think it would be better if the tiles would have some visual indication of how close they are to falling. Like fading to black or something so you know what areas to avoid. Alternatively, you could add a small jump to help the player when they get stuck on an island. Just a small jump that lets them pass a single row of blocks would be enough |
| Oct 7 17:19:29 | 10m 10s | A Crumbly Planet | ♥ 1 | Nice platformer, but it seems a little unfair. Each level has a fixed solution, and the only way to find that solution is through trial and error which means the game is only difficult if you don't know the precise solution. I think the game could still be challenging if you made it possible to jump off a platform before it crumbled. This would make the game a very tight platformer where you can speed through a level with perfect timing. If you aren't good at that, then you can still beat the level if you find the platforms that don't crumble. If you add more hazards like flying enemies, wind zones, falling rocks, etc, it would add another level of gameplay and increase the challenge. Nice job putting this together in 48 hours. and those sound effects were great |
| Oct 7 18:13:20 | 53m 51s | Home coming | ♥ 2 | This is actually a very cool game, and fun when you get into it, but the instructions are terrible! I had to restart like 10 times to try and make sense of it, but I'm glad I did because I had fun once I finally figured it out. First of all you didn't properly explain what the rooms do. I had to figure out that the only way to spawn bots is by making a food room. This is confusing because every time you make a room, a bot looks like it's spawning but then disappears (is this a glitch?). Second, the tutorial says rooms cost 10 crystals but they actually cost 20? You also didn't explain how to get crystals. The only way to get crystals is killing enemies and the only way to kill enemies is by spawning bots with food rooms. BUT what are combat rooms? I read the instructions and spawned combat rooms, but no matter how many I created, my combat power wouldn't increase enough to surpass the enemy power. And the more combat rooms I had, the more enemies would spawn and the more bots I needed, so the more food rooms I needed to make. I know it sounds like I'm crapping all over your game, but it's because I genuinely liked it and I think it has a lot of potential. Also, I know you are probably aware of all these issues, and they were caused by the limited development time of the jam. You did a great job creating an interesting and very ambitious game in such a short amount of time. Some suggestions for the future: - Give the player an alternate source to generate crystals. Like a production room. This allows them to progress without sitting around waiting for enemies to spawn. - Make combat rooms spawn bots, and make food rooms heal them. Give the player the ability to respawn dead bots from the combat rooms. This way the player doesn't end up with a bunch of useless empty rooms, and can be more strategic about room placement. They can place food rooms strategically around the ship so that the bots have easy access to them. - Think about some other mechanic that makes use of the engine and power rooms. Maybe the power rooms are more efficient when next to other power rooms, but can be destroyed. This means if an enemy spawns in a central room, it can have a much larger effect on power generation than if they destroy one in the perimeter. So the player can focus their attacks on enemies attacking higher priority power rooms. |
| Oct 7 18:44:31 | 31m 11s | LabEscape! | ♥ 1 | This is a cool idea and very impressive. I know how hard it is to make your own models, rigs, animations, textures, materials from scratch for a jam. 3D game development is a lot of work for one person. The animations are pretty bad but also kind of hilarious. They give the game a real B-movie vibe which I think fits the game well I do think the gameplay needs work because its way too hard and unfair. The post jam version is better, but still too difficult. I think you need to add that visual indicator that shows who's about to shoot you. Also, it might be better if you just had less enemies overall since it's really hard to keep track of all of them moving around. Maybe if the visual indicator included like a red laser pointing at you character, it would be easier to dodge bullets. I also think that you should focus the game around the monster. You should be able to stay in monster form longer the more people you kill/eat. You could spawn more enemies the longer you are in monster form which significantly increases the risk of dying if you fall back to human form. This would force the player to find a balance between sneaking around as a human, or drawing attention to themselves as a monster. If you add sections that require the human from to proceed, like walking through a small door or crawling through a vent, then you can create a whole other gameplay system where the player has to find a safe place to turn back into a human. |
| Oct 7 21:31:57 | 2h 47m | Drifter | ♥ 1 | This kept me interested way longer than I expected! It's so simple, but so captivating. Something about the gameplay made me want to just keep going a little further. stocking up on fuel and then letting it all go to capture shards was strangely satisfying. You did a great job turning such a simple/unique idea into a fun game. |
| Oct 7 21:40:40 | 8m 43s | Silex | ♥ 1 | The idea of rescuing people from an unstable environment in some sort of all terrain vehicle is an awesome idea. Obviously there's not much to do in your game since it's so short, but the foundation is there for you to build it out into a full game if you wanted to. It was really short, but I had fun driving around the world. The vehicle was fun to drive and the controls were responsive. Good job building this in 48 hours |
| Oct 10 16:59:41 | 67h 19m | Unstable magic | ♥ 0 | That felt very polished, but clearly unfinished. You guys did a lot of work putting this together in time for the jam, and I think you have a good foundation for a game here. There are a lot of suggestions on what you can improve, but I'm sure you guys had your own ideas of things you wanted to do but didn't have time to add. If you haven't decided on whether you want to develop this further, I recommend at least dedicating a few hours a week to try and turn this into a more complete concept for a game. You might be surprised how far you could take it, especially since you already have a lot of the groundwork finished. Also, I suggest you experiment with the lighting. I think this game could work as a sort of horror game. If you make the whole world totally dark and give the player a flashlight, it would make the combat a lot more interesting and terrifying especially with those enemies that charge at you. |
| Oct 10 17:07:44 | 8m 03s | Catastrophy | ♥ 2 | This is an awesome idea, but it's really hard. I think if you add a visual indicator of the jump trajectory, it would be a lot less frustrating to make the jumps. The physics might also need some work because the boxes felt way too light. Knocking them over made the whole game even more difficult. I really liked the animations of the cat and the music/sfx worked really well. Great job guys |
| Oct 11 16:38:55 | 23h 31m | Mosquito got my Brain | ♥ 1 | As a Mosquito aficionado, I am appalled by the idea of a mosquito hive. But I am also very impressed by the outro song. I had no idea what to expect going into this, but it definitely wasn't what I got. Good job creating a very unique experience. Something that I'm almost certain no one here has ever experienced before. I do wish it had a bit more gameplay though. Like hillsileiri mentioned, it would have been more immersive if you had to kill the mosquito each night as it approached, perhaps delaying the inevitable brain meal. It would help attach the player to the world, and the situation of being in the room with the mosquito. |
| Oct 17 21:35:18 | 148h 56m | Floemobile | ♥ 1 | This is a cool idea for a racing game, but the game needs some work to be enjoyable. The biggest issue was the weird friction with the ground. It felt like the vehicle would randomly stick to the ice at times while smoothly gliding over it at others. The feel of driving the vehicle is definitely something that you should focus on if you decide to continue working on it. The ice flow effect was really cool and the graphics were simple but effective Great job putting this together in time for the Jam |
| Oct 21 16:41:51 | 91h 06m | Cawtastrophe | ♥ 1 | Great job with the mechanics, the physics are predictable and consistent which makes the gameplay feel very polished. The design and balancing does need some work though since the strategy of just throwing away cubes is too powerful. I think a simple way to fix that is by rewarding the player for the amount of cubes left on the board. Just a simple cube counter would significantly change the way I approached each level and would add more depth. Alternatively, I think if you just changed the cubes to adorable baby birds players would naturally try to save them all, especially if you add a cat or wood chipper below the platform to raise the stakes! Also I want to thank you for playing my game on stream.I really appreciated your comments and enjoyed watching you try to figure out my poorly explained and unfinished game in real time. Something about watching someone play your game live just hits different. |
| Oct 21 18:44:15 | 2h 02m | Balkanization 1 | ♥ 1 | Very impressive and ambitious entry. You have a good foundation for a full strategy game, and there's obviously a lot more you could have added if you had more time. It's almost perfect as a jam game though because its clear you decided to spend time polishing the few mechanics that made it in instead of trying to cram in as much as possible before the deadline. Great work |
| Oct 21 19:01:50 | 17m 35s | SlingPoint | ♥ 1 | The idea is pretty cool but it feels very broken. The main issue is that the physics are way too unpredictable. I don't understand why cubes sometimes fly away from me, or why my cube loses control and starts rotating violently around the mouse. If you manage to fix the physics and make them easier for the player to predict, then I think you should prevent the player from moving the mouse over the purple square. Make it so that they have to fling the cubes towards the target instead of just walking them over. You could also add some target zones where the player can try to get the cubes to land on them for extra points. A game like this is very hard to play test and polish in 48 hours so I still think you did a very good job given the time constraints. You got most of the work out of the way in only 2 days, so you're in a good position to turn this into a more polished experience if you wanted to. |
| Oct 21 19:19:33 | 17m 43s | Turnip Boi and the Forest Lost in Time | ♥ 1 | This is great! It's surprisingly polished for a jam game. I loved the graphics, but I think you could have added some floating islands, trees and stuff to break up the background a bit. The music and sound effects were great although it would have been better if you had a second sound effect for the jump that you would alternate between. Gameplay wise, it was interesting how quickly you drop after such a slow and graceful ascent. It definitely takes some getting used to. Having to restart the whole game upon death was pretty frustrating though. I think you should have added checkpoints and maybe some sort of stamina bar so the player has a better understanding of how close they are to dropping out of the air like a brick. |
| Oct 21 19:28:00 | 8m 27s | Super Snow Ball | ♥ 0 | That was really fun! It's extremely impressive how well designed this game is. The last level was especially well made. I thought I could cheat by building up snow in the beginning, but then I couldn't make the jump! I thought I could maintain my size by dropping through middle of the slanted grass slopes towards the right of the map, avoiding the grass, but the fall killed me! It felt like I was playing a full polished game, and I was kind of disappointed when it ended. Great job making such a solid game in time for the jam. I'm surprised you guys don't have more ratings, this is a hidden gem! |
| Oct 21 19:41:28 | 13m 28s | Libra City | ♥ 0 | Solid puzzle game, but it seems like its way too easy. Just evenly distribute buildings and you win every time. I think the game would be more interesting and challenging if the platform wasn't square. Each level could be different shapes like letters/numbers, or some abstract asymmetrical shapes to make it much more challenging. Also i think you would need to add some visual indicator of the tilt so the player can narrow down where the buildings need to be placed |
| Oct 21 19:59:33 | 18m 05s | The Space-Ton Device | ♥ 1 | interesting concept but very difficult. I think you should start the game off more slowly to ease the player into the mechanics. |