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Apr 7 20:47:05 focus ♥ 1 Good start. All is left to do now is to add is: - several timers - pickable boosters - multicolored blobs with different AI options - permanent upgrades - in-game shop - skill trees - rebindable controls - voiceovers and facial animations ;)
Apr 7 20:59:23 12m 18s Void Prison ♥ 2 As always, well chosen scope and great execution. Forward to seeing more.
Apr 7 21:28:31 29m 08s Jelly Strike: Tower Offensive ♥ 2 Nice concept and implementation especially for first __compo__ game. What I really missed though is a _speedup button_. Because once you set up your team and let them go, there is nothing much more to do, but wait till your team reaches the finish (or gets destroyed). So sadly enough I spent more time _"watching"_ the game than playing it. Few other things to update / keep in mind for next game: - It would be really nice to be able to see the team composition you are building; Even more so because the order of it matters. So maybe a vertical visualization of different jellies as they are added and removed from the team. - Assuming we have visualization of jellies, then naturally you would want to drag-drop the cubes into and from team composition. - Current Jelly _Add_/_Remove_ buttons are way too small. They are basically the only thing that the player is allowed to interact with (and most interacted with). Yet the buttons are the smallest elements in the game. While still able to press them I get psychologically annoyed, that I have to do precision pointing to just press the button. - Tooltip for each Jelly is very nice, but the font + it's color is rather hard to read. Looking forward to updates and your next work. :)
Apr 7 22:06:26 37m 55s BetterAI ♥ 0 Well done with all the terminal feel ๐Ÿ‘ Not sure if it's intended, but first time I tried playing, I pressed red button in the dialog when it had just started _Transferring_. Which closed the terminal, left it very easy to disconnect the nodes and stopped transfer progress altogether. So, I managed to delay infinitely in first minute. Nice touch adding quit dialogs (and not crashing on webgl ๐Ÿ˜„ )
Apr 8 06:17:36 8h 11m Bee Rescue ♥ 1 Nice simple game. Your almost never idle. But never hitting the woodchopper makes the game too easy, and trying keep him away makes it practically unbeatable. Especially since later woodchoppers have more health AND deal more damage to the tree. Also it was a nice touch to be able to choose several new tree, but left me confused a bit. As after building first one, I also wanted to build a second tree, so I had to wait respective amount of honey/bees only to find out I am not allowed to build a second tree. Overall well done, especially with the cinematic transitions at the start of the game.
Apr 13 20:32:03 134h 14m Icebreak ♥ 1 Nice game. Always nice to see pure c+SDL creations. The only inconsistence I experienced was that if I am near the monster I can press the arrow key to face him and then push him away. BUT if I want to repair a hole that is sideways from me, I have to step away and then go back facing it directly. And only then I could apply repair action. Instead of turning in-place as being near the monsters (which doesn't even consume and turn) and pushing them away. I get it, it somewhat makes sense thematically, but somewhat inconsistent. Noticed I was always asking my brain if can turn in place here, or do I need to move away and come back.
Apr 13 21:01:12 29m 09s ENDURACE - Drift Or Die ♥ 2 Great game. Had some fun in both tracks. While I understand a choice have minimal to no HUD, adding some UI to show your place in the race (with total of cars remaining) would really help to keep the intense feeling of destructive racing. I noticed there there text saying my place in the race in info boards, but never manager to actually read it, as I was focusing on driving and smashing other cars. Maybe instead of two numbers in fixed place have a line of scrolling "news" text e.g.: `"Purple rager" has hit "Green wacky"; "Green wacky" is forced to retire from the race` or `"Red rusher" has hit the track at a bad angle. We can see the driver rushing away from the exploding car`. Another nice (not critical) UI addition would be a top-down minimal view of the race track and all the racers in it. That way it would be easy to see how much ahead / behind are you. Other than that really nice game. Actually I am interested how did you set up your AI? Are there some pre-recorded paths randomly assigned to each car? Did you do some training? Is the car crashing design decision, because you didn't want to do flock avoidance logic :) ?
Apr 13 21:35:39 34m 27s Settling On Mars ♥ 2 Well done making a core city builder. Few things that caught my attention: * It would make sense to show current resource near the buy price of new building; I noticed I was always looking at the build price, seeing I don't have enough. Going to the top bar to check how much away I am from building it. Then I have already forgot how much I need. * Show the defensive radius of turret towers. Now I have no idea how close up or loose turrets needs to be to cover my whole economic zone. * Add disappearing decals to the places the meteors hit the ground. This also ties in to turret towers. It would allow estimating if I need more turrets in the area, or am I good to move onto next region. * Add explosions when meteors hits and damages buildings :) while it's nice we see visual change the building is damaged, I usually can only see it after the shower chaos. Sometimes making it too late. * I also agree with some previous comments, that the disasters are scaling too fast, taking more than 80% of gameplay time. Making the game into frantic repair clicker, rather than strategic defensive resource utilization game. It also renders radar almost useless, because answer to question `When is damage incoming?` is `Always`. Maybe instead of doing whole-screen meteor shower, make them localized? That way radar could show with some probability where the impact will be. * I also noticed sometimes it gets darker for a time and later brighter again. I assume this is to simulate day/night cycle. Is/was there some gameplay mechanic related to that?
Apr 14 18:44:58 21h 09m Screen of Death ♥ 1 Very well answered main theme. I like the retro GBC-like look of the device. Nice hints to the games of that era. Impressive you managed to fit everything in 72 hours. What would have been funny in my humble opinion is if you slotted in `Credits` cartridge, the screen would magically get fixed - that way allowing everyone to see real names in the credits :)
Apr 14 20:24:20 1h 39m Debt Train (card construction game) ♥ 1 First of all the game is done very well. I think sticking to free-form rail drawing rather than grid-based was a correct choice. Sounds and visuals are spot-on especially for gamejam game. The idea and controls are simple and easy to learn. Though as some have mentioned before there are quite a few areas to improve it: * After 30 or so card I want a checkmark that allows to automatically pay out the debt card when draw; * Placing station (cards) sometimes covers whole area I am interested in building over. Making it hard to see if all buildings I am interested are covered and if I have left-over track to build on later; debt-train-ui.png * After losing it would be nice to zoom out to max, to look at your railroad empire; * Would be nice, if initial automatically built station would not be directly at the end of rail. That way you could give player more flexibility where pursue money, rather than always upwards; * I am sure the theme this time is a poor fit for this kind of game. Drawing `Debt` so much debt is somewhat discouraging; * The game excitement / chore ratio is rather bad. It's very easy at the start (and fun) then it rather quickly gets tedious (played to see if I actually can connect all houses) and then the math kicks in, bringing inevitable doom; * What could help here are more actions; * More clearly defined `Rounds` rather than infinite deck of actions; * Maybe even allow choosing what cards are added to the deck depending what houses are included into railway network. * For example there could be standard houses (gives money), commercial (gives houses or money) and industry (gives rails or stations, but takes money cards from the deck) map locations. That way there is another layer of strategic choice where you want to build to. * Paying money would allow shuffling discard cards into deck. Essentially doing extra calculations and weighting if there are more negative cards in the deck than positive, and if it's worth paying up-front to increase chance of drawing a positive card; * Special rail cards to place across water, to heavy industry (oil)? I could go on and on :) Oh, this is my map if you are interested: debt-train-endgame.png Overall the game gave me `Transport Tycoon`/ `OpenTTD` vibes. Interested if you will develop anything further and what choices you will make!
Apr 20 21:26:38 145h 02m Cleric Wanted ♥ 1 First of all that's a lot of gameplay systems and content for a `COMPO` game, well done getting this far. I had fun playing the `COMPO` version and then seeing how post-jam version modified the gameplay a bit. Though I have to agree with some previous comments: * I was mildly disappointed, that having a `Tank` in the party was a deadweight. Neither did it do any real damage neither did it soak up damage from other character. (Or if it did happen I didn't see any indication of happening) * I missed some attack foreshadowing mechanism, especially at the later stages, where several enemies hit like truck on my poor team of frail mages. The only real strategy is to all in my party at full life. It would be nice, if enemy attack would consist at least three steps, that have some timing between them: * *`Target`* - visually indicate which of our party member is going to be attacked; give some time to the player to try to heal it, or just ignore it. * *`Attack`* - actually deal the damage, short time slow here. * *`Cooldown`* - prepare for the next attack, giving time to the player again, to heal again. * If we have targeting then it would be nice, to have some indication on how hard the hit is going to be. e.g. is the character targeted by a mage for massive fireball damage, or just lowly goon? * Both targeting and damage scale could be something of an upgrade to be bought in the shop. So it would be an optional thing to get. * Both thing would add more strategic depth into choosing what to heal and then, rather than just trying to keep them as much at max life as possible. * As currently there is no price difference between `Goon` and other two characters, it gives little incentive to hire them. Maybe the `Goon`s could be a character that scales very well, but is hard to keep alive a lower levels. So for example in first two encounters `Goon` would hard to keep alive, but with every dungeon level their attack speed could be increasing; Or they would start more reliably hitting mages only. Just an idea. Great entry, nice to see it updated post-jam at least once. I understand that most of my feedback is hard to fit into `JAM` or even `COMPO` time, but still leaving it here for future.
Apr 21 11:45:24 14h 18m Don't Let Them Sit There ♥ 1 Good job on submitting first ludum dare game, especially after changing the engine. I think the idea is great, with just enough touch of humor and reality. This rather unique art style mix and self recorded audio well complement each other. From technical side of things I had some trouble starting the game. It seems you need to press some key for people to start coming near your? I had a for about 8 stops (didn't wait more) where no person would go in my direction. They would go off-screen to the right side. From game design side, while it's cool that each person has different personalities and dislikes, I found it rather difficult remember them all (or even look up) in time press correct dislike image. Maybe rather than trying to fit text on the dislike image, it would be better to have text written using text component / node, and just show the image without text nearby, that way it would be less visual noise, trying to recognize the correct dislike to choose. Another suggestion would be to actually reduce number of possible dislikes. Then the dislikes could be shown in UI always at the same place, this way separating the problems the player has to solve. It would be to only identify the dislike instead of currently identify the dislike AND then finding it among possible options. You could add placement randomization as an difficulty option. If you think that it would be too easy, then it could be a dialog between the passenger and you. The passenger says something to you (visually, or just sound) and you have to dislike with something he would dislike in the context he just said. After your response, he could have another "dialog" line, that you also have to respond (deny). After several such exchanges, the passenger could decide if he/she wants to sit nearby or not. Maybe even decide how close to you, and the sitting distance could affect the aerosol rise rate. Maybe it would also makes sense to keep survival progress not in time, but in number of stops survived? Because, it's possible add artificial time, by choosing dislikable thing as late as possible rather than right away as you identify it. P.S. This could also get boost from gambling element a bit. If you add choice to leave the train at some stop, you could calculate the number of stops survived, multiply it by some exponential modifier and allow to take the train again, adding to already existing score. But if you fail to get off the train in time, and get covid, your score is reset. Of course, the more stops you ride without getting off the train, the better score multiplier. So, the more you risk, the better score you can get.
Apr 21 13:35:10 1h 49m Atlantis ♥ 2 Hey, great game, had my share of fun. # Thoughts ## The good: * Pure SDL game. * I really liked, how when you want to restart the game, pressing `Esc` just brings up the controls for a short time. * The game hits the theme spot-on, so well done there. * Simple, but clean and expressive graphics. Rather easy to understand what is what. * Well placed sounds. * Challenging, but not impossible start when you know what you are doing. * All the floating text + icons really nicely illustrates which buildings are active. * Rather nice balance between several resources and their production. * Additional placement graphics indicating valid locations for placing the building. ## The Bad: * Once you get stable, the game becomes a chore - just looking for prayers. * True random (if it's true) feels very unfair and punishing, especially at the start of the game. For example where you need that only one stone quarry, but you can never get the card on time. * All the floating production indicators pollute the view when trying to build on the island, especially before you understand, you can scroll to zoom in. * Accidentally discarded several cards, because I wanted to rotate my view by clicking secondary mouse button. ## The Ugly: * Inversely challenging gameplay - very tough at the start of the game, and rather boring once you get stable. * Easy to get soft-locked, because didn't notice that adding new building would make food production negative: * And don't get the right building to make it positive again; * Don't have enough resources to build the building to make it positive again; * Food hits 0, crumbling any chance to recover; * Don't have anything interesting to do, once you delay the inevitable. # Suggestions * Add total production indication near the total resource count. For example `Fishing hut` + `wood worker` would produce `+1 food` in total, making it very clear that we cannot afford another food consuming building right now. * Add more possible card slots (maybe a building upgrade). That would allow keeping the desired building in queue, but still search for your next steps at the same time. Maybe don't allow stacking freeze time from cards to balance things out. * Add more actions to do after you get stable? * This could easily go into autoclicker direction; * Or allow raising back submerged land; * Terraform tiles from land to stone, if you raise it high enough; Overall - love, would like to play more, when there is more gameplay in there. Oh, and since we are sharing our stable villages, here is mine: atlantis-inf.png
Apr 21 14:19:29 44m 19s Inevitable Dungeon ♥ 0 Nice game. Good artwork and sound effects. Intentionally didn't read instructions, so got confused how to attack, so had to go back to instructions. Was rather surprised with secondary mouse click on item and then popup to equip it. I can relate though, item drag-drop is usually pain. Didn't manage to defeat first boss, since I usually reach it with half the life. Once dead, the inner boss gate is locked, and the keys don't spawn. Also defeated monsters are not respawned and left in the old places. So no sure if this is intentional or, but essentially there is only one try to defeat the boss right now. Interesting choice to make enemies move in steps, but I rather like it. It's possible then to bait them and avoid them rather keeping a flow of all mobs following you. I also agree, with others that while death bag mechanic is cool, the first item could be added automatically. Another minor thing, possibly intentional, I noticed that fired projectiles (firebolts) have randomized offset. So if you are standing against an inner corner, half your projectiles will hit the wall, and other half hit the enemy at the end of corridor ๐Ÿ‘‡ Inevitable-dungeon-corners.png This also means you cannot shoot parallel to the wall, while being near it as all the projectiles will hit the wall immediately. It would also be nice to fire projectiles at an angle; at least 45 degrees. You could use numpad for that maybe?
Apr 21 14:43:30 24m 01s Cardboard People on Fire ♥ 1 Such a chill atmospheric game. Love the art style choice and chill effects even the Cardboard people are on fire. Great theme fit also. Few things to note to improve(?) the game: * More noticable sound / visual indication if somebody is on fire. * Show their `Catch-on-fire` change, when being near the person/animal. So if I come near the cat, and it's likely to catch fire soon, I could stay and watch rather then moving on to another potential target. * On fire objects could spread fire chance while on ground. * Dousing cardboard objects in fire could reduce their chance to get fire, so routine water bath would prevent fire risk, but too much water could damage cardboards otherwise. * Most of the time I spent running around looking for early fire signs, but when I noticed it and RAN to the source usually I was there too late. Maybe add another pre-fire step, that changes behaviour of the people. * And to make it more challenging, some pre-fire activities for one type of cardboards could be the same a normal activity so other cardboard types. For example dogs could usually jump up and down, but when nearing fire they would start rolling on ground. While one type of person could start jumping up and down when nearing fire. That way it you start training to see the wrong acting patterns. How did you manage to make those interesting / creepy faces? Your own work? Oh, and rocket-like departure got me laughing aloud ๐Ÿคฃ
Apr 21 14:53:14 9m 44s Sapper Master ♥ 0 Nice game, well-polished UI. Though the wire cutting mechanic is very finicky. I would expect the cutting line to be well... actual `line` rather than stretched ellipse. Not once the game failed to register my cut, because, I started very close to the wire I need to cut, dragged way outwards, the final ellipse corner got positioned behind cuttable wire. Making me repeat the cut again. Great effort, it is really just two of you? or you had a bigger team? ๐Ÿค”
Apr 21 15:11:20 18m 06s Blรถd Krรฅk Runner ♥ 0 A SFML game for first Ludum Dare ๐Ÿ˜ฎ Cool, even double jump added. Had a bit of fun with this. Made challenge to avoid blue balls. Would be interesting to play original, non-nerfed version ๐Ÿ˜‚ On another node I am pretty sure, jumps reset even when hitting platform from under it. Would like to see other types of (timed) pickups in the future: speed boosts, triple jumps, forward dashes. P.S. One easy change - add a highscore with distance ran. That way all players would have something to share after playing the game.
Apr 21 15:30:14 18m 54s Hole ♥ 2 Well done with rather technically challenging game implementation. Love the crazy look on the guy, well worth it. Took some to understand what I need to drag and drop. Sound effects really help to understand if the limb is attached to the wall or not. Though I would suggest differentiating between `attach` and `disattach` sounds. As sometimes it's possible to place the limb near the wall, think it is attached, and start moving other limb on the same side only to understand, that the previous limb is actually not supporting the guy. Oh, and now it's behind the screen... Time to wait for game end. I would like to see `quick-restart` option. Sometimes you can see, that you have lost, but still have to wait for the stubborn dude to get buried beneath the surface. Also a distance climbed highscore would be nice to have.
Apr 21 15:51:46 21m 32s Bropocalypse ♥ 2 Ahahaha, at first it was like `ha-ha, these no-brain muscle heads are going all around gym to get` and then all of a sudden it's like `HEY, that's my gear, put it down.... Did you just pass it to the next guy in line... WHO told you can take things behind my back...` hecktic to `FINE, punching time it is` desperate ๐Ÿ˜‚ Nice, theme twist. Wonky AI pathfinding seems in line with zombie theme. What could also benefit the game besides what @wfmg said is: * Ability to move gym gear back into place, albeit at a slower pace than normally moving. * Ability to do some workout with the gear to restore your life. * Ability to do some workout in the gym, and raise your accuracy or run speed temporarily (you know, adrenaline and stuff) * Put bro-zombies in a more wave-like manner, so then there is defense (action) phase, and then downtime-recovery (strategic) phase.
Apr 21 16:15:33 23m 47s Tin Can ♥ 0 I know from past experience how hard is it to get balance right, especially for multiple interconnected systems. So giving the choice to the player here is really smart move. I really all the effort added to this so far. Then again, as others have mentioned, some feedback mechanisms would be really helpful to feel more invested into the game. Some suggestions for `quick fixes` to a few layers of complexity and player investment: * Allow choosing what egg you want to use up. Basically egg inventory. So we don't need to put all the fox eggs only to be able to place snake eggs. * Allow partitioning space a bit more via trenches or barricades. So player could have one chicken-fox area to try to balance foxes; And another chicken-only area to keep health population of chickens for emergency case. There could a change that some animals can escape their areas and wreck havoc in others. * Allow player to move animals to other place. Via signaling, or just manually drag them to another place. That would play nice with different areas. * You need some actions to gain something from the animals. For example keep cows for milk and foxes for furs. * Some explanation / indication what causes player to lose health. I have no idea why I died. * Some emergency, space-related events, that would introduce player to the situation over time. Overall this looks very promising, just needs some extra touches. Did I say, I that I love space related games? I saw tech-y / space related themes, though I had to look for it actively. Looking to forward to future updates if any ๐Ÿ™‚
Apr 21 17:04:26 48m 53s Lava Tactics ♥ 1 As last time, I am glad to see Love2D entries. I can see you went over the top with sheer number of actions and interactions, lava flow simulation and even added animals on top of that. I can see a lot of work being put into this game. BUT that's a lot of things to understand right off the bat to play the game. In addition to that you need to control 5 characters. That becomes rather unwieldy. Some thoughts / suggestions: * Add keybinds to select your characters (1-5) and keep the visual modes for F1-F7? * Would be really nice to be able to do simple actions as digging and moving entirely with keyboard. Would play a lot smoother. * Having one action each turn (x5 while alive) against all the volcanos (9x by default) gets really overwhelming really fast. Reducing `fun` factor really fast. * Add introduce volcanos over time. That would give feeling of achievement, when finishing or almost finishing to contain one volcano. Only for new threat to appear. * Give more default actions, so player actions would feel like actually having impact. Or give some squares free movement? * Now it feels like going against final boss at level 1 in classic JRPG. * I think this time you went too much for `feature count` instead of `gameplay loop`. Then again, all the work you did with all the options is really impressive. Oh, and minor issue: once defaultly selected character is dead, it still gets selected by default, and you can choose actions for it. Though you cannot execute them, still had me confused a few times.
Apr 21 17:36:07 31m 41s Alloy Song ♥ 1 Impressive touches to overall consistency of the game and atmosphere. Loved the small green arrow for the action call-out buttons. Also Intro and Game Over animations are really cool. Though this game really really _really_ needs `skip`/`Fast-Forward` option, as I am writing this comment while waiting for text animations to play out ๐Ÿ™ƒ Interesting to have characters on wheels, but I like it. Once you get used to it, it fit really well ๐Ÿ˜„ One issue I noticed though: It's possible to press on the button before even seeing it. So, it's possible to make a choice without being aware of it. Would love to see this continued and a version where your weapon/previous owner choices actually matter at later decisions. Amazing first Ludum Dare entry.
Apr 21 18:05:43 29m 36s Catronaut ♥ 1 Disclaimer: Only played first - no-tutorial version yet. I think your game illustrates really well the case where you take single (maybe two) mechanic and make it feel really good. Overall it was really fun and relaxing to guide the cute space kitten through it's own ship to avoid disasters. I also liked how you did the audio design. Few questions / comments: 1. Is it intended that even at full charge going straight up to the first platform it's not possible to reach it? you have to use additional boosts to get on it. Just though that maybe you are ignoring framerate delta time when adding velocity / force impact in that case; Which in turn would lead to different `"jump"` height with different framerates. 2. Jumping 30-45 degree angle with sideways movement keys pressed gives way more velocity than I would expect it. 3. Boosting mid-air is really inefficient / frustrating: * Once I get the full charge, I am almost midway back to to ground. * Making lots of small `puffs` doesn't really get you anywhere. * Not possible to keep `boosting / vectoring` once you charge it, as it's usually possible to do in space-like travelling games. Did I mention that repairing animation made me laugh really hard. It's very cute.
Apr 21 18:37:36 31m 53s WHEN NANA SAYS IT'S TIME FOR SCHOOL ♥ 3 This game... is soo.... โœจ๏ธ *Cool* โœจ๏ธ Played mostly in (G)Vim, so it was an interesting experience to say the least. I really hope this spoiler free (Ping me if I should hide the image behind the link); just wanted to share my gameplay experience. When-nana-vim.png
Apr 21 19:14:28 36m 52s UPDOG: The Ascension of 180 Sadie ♥ 3 Really nice entry. Enjoyed a lot playing and trying to get good at the game. At first I was rather surprised by the 2D character in fully 3D environment, but it gives a nice touch making your character feel really special. I really like `Grappling hook` mechanic in this and other games, BUT I got rather repeatedly frustrated trying to get onto the top of the raft. Mainly because I have no control over grappling hook once it `connects`, automatically getting to the min possible distance to the attaching point. Usually the grappling hook has `"stable"` distance the target, so it's easier to start various swinging maneuvers, and only then reel back as close as possible. So while this seems like the most fun thing in the game, it still needs some polish. I found the crate release force is bit forceful, have lose several boxes that way. Didn't notice, but does having several balloons in hand alter jump force in any way? or maybe grappling reel-in speed? As someone suggested above, it would be nice if you could go through the raft from under it. Or even better: keep the collisions as it is now, but add attaching points for grappling hook a bit off the main raft body. Imagine that as metal frame to which the grappling hook could attach to, essentially making raft "catch area" bigger. Regarding balloons it was cool, but I think it would be nice have different variety of them scattered over the clouds. For example: * red - default; * white - hard to notice in the clouds, provides same lift as red ones, but lasts way longer; * blue - double the lift of red ones, same duration; * green - reds' lift, but rather short duration, found in groups of three-five; * black - half reds' lift, same duration, but when explodes counts as a fuel crate; Of course such balloon variety calls for ability to attach multiple balloons to the same spot. Maybe also scatter additional attachment points in the clouds and Sadie could bring it back to the raft to `upgrade` it. I understand that most of this feedback doesn't usually fit into JAM timeline, but I still think it might be useful for future version / future games. Great entry, had fun, looking for more in the future. Oh, and I think this is a bug - `Managed to land on the ground, had to wait for a few minutes until all balloons on the raft exploded and it came crashing to the ground` updog-ground.png
Apr 21 19:40:04 25m 36s STONEHOLD ♥ 1 Disclaimer: I played the JAM version only. Well polished game. Has attack, special charged up attack and dodge-me-out-of-the-danger-roll. The gameplay is smooth, keeps good pace, graphics and sound is well placed and fits well. Reminded me a bit classic diablo-like games and classic hack-and-slash one. Was really impressed with the ability to go and try out other players gameplay paths. ๐Ÿ˜ Not sure if this is intended behaviour, but once you get really close to the even, you can spam attacks really fast, giving to change for monster to attack. Maybe it's because players moves a bit forward when attacking and that reset Would like to see in the future: * More monster types with different patterns or multiple patterns; * Maybe a bit of monster scaling; * Attack pattern change, based on life left; * A choice to upgrade the hero every few levels. (If player of other players dungeons, you could still show the choice, but only allow the one the dungeon owner chose) Also suggestion, to require to try climbing own dungeon at least once, and only then unlock wandering to other players dungeon paths.
Apr 21 19:52:34 12m 30s Hummingbird ♥ 1 Nice, simple and polished. Had a few minute of relaxing fun. Turning flowers to white color while draining their nectar is a nice touch. But why is upwards movement to hard, while going sideways you can easily reach Mach 3 ๐Ÿ™ƒ
Apr 21 20:27:15 34m 41s Deck And Decay ♥ 4 Interesting submission. Though I see potential, it needs quite a lot of polish. Somehow idea that you are using cards to battle zombies on the table that fall near your made me laugh. I also liked your take on looting and pointing out obvious stuff, that most people tend to miss anyways ๐Ÿ˜„ Now the critical parts: * While it's cool to have a separate map for each location, but the movement there feels rather sluggish. Zombies almost move faster then the player, so avoiding them isn't really an option. * In the location maps or before it, I expect to do some meaningful decisions, rather than just check all piles and get into unavoidable fights. Since we have card battles, maybe we could have an altar where we can upgrade one of the cards? Or campfire to heal cards back to their original health. Maybe merge some cards to make them stronger? * In the overmap it would make sense to have some management decisions. For example to the location, you can take only 4 cards. The cards not taken into the map location might heal some life back. * The card battle: * It would be nice to warn players in advance, that they have to attack with all of their cards, once chosen to attack. * You need to tell players, that our card health is not considered when you are doing the attack. * I expect there should some card effects and combos. * Current card battle status is just `be first => pray you can 1HKO the card enemy plays => attack card, repeat`. If you cannot 1HKO means you almost always will lose card on your side as well. * In general needs rethinking and redesign, to include more systems, resources. At the moment it is very close to autobattler. @roryh Yeah, managed the same, sharing for all, and at the same time it's a challenge, `can you stack 4 tables on your head?` ๐Ÿ˜„ deck-decay-stack.png
Apr 22 09:33:15 13h 06m Live, Flame, Live! ♥ 0 Got killed because I though wolves should run away from me when I am carrying light. Apparently you got close enough to blind them, then still bite you ๐Ÿ˜„ Rather atmospheric, but I didn't have much to do. Not sure what direction you want to explore further. More items? crafting? fighting? other survivors? Also found it strange/interesting that wood is added to the fire in stacks of 8 ๐Ÿ™‚
Apr 22 12:50:06 3h 16m Popiel Defense ♥ 1 Hey nice game so far. I found it really funny seeing the mice-enemies fly ragdolled into oblivion from a single archer arrow ๐Ÿ˜‚ There are a few technical issues. I think you know them already, but might as well list them here: * Can't cancel building once selected (or at least I didn't find how). I expected it to be secondary mouse button. * You can click to build `tower` (and get ghost tower) even when you don't have money for it. This creates a bit frustrating scenarios when coupled with first mentioned issue. Have 55 Gold, try to build 100G `tower` => cannot cancel and have to wait doing nothing until you reach 100G. * You can click-build towers through UI. * Initial camera angle is rather `"interesting"`. * I was very confused at how the camera rotation works. I think you now do rotation purely based only on mouse delta{x,y}?; rather than change from original click position and current positions in respect to original mouse-position-to-ground raycast and current mouse position-to-ground raycast. * Can rotate below terrain, which adds to the confusion. I think Unity Cinemachine has a nice orbital camera model with rotational limits. And gameplay considerations: * While mice and archer models and animations are really nice, usually I am looking at them from far way above; and mice, and archers look more or less like beans and dots most of the time. Maybe to show-off the animations it would sense to have a in-world first person character with which you can run around and place towers. * All 4 paths are not really balanced, some are shorter, some longer, some have more loops than others, essentially requiring less towers to protect the side. That in itself is not a problem, but if all enemies from all sides are always the same, then one path will always fail faster than others. * Once enemies reach the tower, it's really hard to place towers in range, hit main tower attackers and be useful in general gameplay. * Would love to see range of towers, when placing them. * Would love to see some tower stats when placing them, then I could translate their power output to damage done (shown in mice healthbars) Would play again, if you have an updated version ๐Ÿ™‚
Apr 22 14:22:56 1h 32m Inferno Fox ♥ 0 Simple game well made. Good job, extra credits for automatically logging and showing highscores. Few thoughts though: * It was unexpected for that the fox can go out of screen bounds and then drop down. Accidentally dropped out of screen a few times; * Jumps feel rather unreliable. Yes, it always reached at least one platform high. But usually the fox can second platform just right. Sometimes after reaching second high platform, it goes down through it, double jumps right under the platform, and goes back on top. Sometimes it doesn't register 2nd jump, and you just fall down. * Sometimes the fox tries to double jump from under falling-off (1 jump) platforms, of course not being able to make the second jump, because the platform has already fallen off; * While double jump is not bad in itself, it's just that currently it feels very unreliable; * Had a few runs, where right at the start received 2-3 berries for 100 points, and then rocket booster, collecting more berries on the way. That is like an hour of careful jumping; * Loved fox animations; * Rocket booster on a fox is very cool; * Trampolines was also a fun boost; * Regarding impeding fire, I feel it would make sense, that the fire should progress by itself slowly. Otherwise the fox can just jump on the same platform for several hours; * There could be slippery surfaces; Reminded me of childhood and icy towers ๐Ÿ˜„
Apr 22 21:18:49 6h 55m Across Death Street ♥ 1 Interesting concept. I like the twist to classic zombie survival genre that you are a robot actually. As you said, it currently lacks gameplay. I am sure you have idea what you want to do with the game, but just throwing out a few here: * Lower robot targeting (turret turning) speed, so then it actually matters where you position yourself. * Robot could collect and provide equipment to survivors. * Maybe you need to convince survivors first somehow (dialogue, give item, threaten) for them to join you. * Maybe a switch to turn-based combat could be a thing, so the player then could control all the human survivors removing the need to write AI for them. The environment looks great and the thematic lighting helps here. But in the future, I advice when determining the position where to shoot, specify which layers to hit (and ignore) in the raycast checks (keep environment object in separate layer for this reason) as currently tries to hit the base of the lamp of the lamp, when accidentally clicking on the lamp mesh (same happened with trucks and other barricades). I would expect the click to go through the lamp. death-street-lamp.png By the way, well done making it impossible to hit survivors - would have killed at least a few as currently they behave the same as zombies ๐Ÿ˜‚ P.S. Nice twist when reaching the final sanctuary ๐Ÿ™ƒ
Apr 23 17:47:59 20h 29m RISING BIRD ♥ 0 Great theme fit and well chosen game scope - has a core gameplay loop, but not too much. At first it was very hard to move just enough and not to run through the branches, but once I got used to it was pretty fun. I really liked the inverting branches idea, but there are a few things that would benefit from an improvement: * Add a concrete marker in weather line, so the player could see exact moment of change and plan accordingly. I caught myself a few times expecting branch change, only to find out I jumped to early and fall through the branch appeared just a few miliseconds later. * Even though the light branch pattern is exact opposite from dark branches, it would still be really helpful to show ghost branches. Maybe add an option to hide them completely as it is now. * I found, that branch colliders in respect to the birdy was rather unforgiving. Not once I though I was going to make it to the branch only to fall through. Or trying to stand at the edge of the branch only to find myself falling down already with (almost) no way to get back. Could just missplaced colliders on branches and the birdie. * This might be intended gameplay feel, but I found, that branches very slippery to walk on them. * Having same lateral control in the air as on ground was rather interesting - with sensitive air controls it was very easy to miss the branch. One thing that might have helped a bit with almost all noted "issues", would be to give a small amount of collectibles, that would, by using the collectible up, allow double jumping. Overall I had fun playing, enough though the best I could muster was ~57 seconds ๐Ÿ˜‚
Apr 24 20:46:22 26h 58m Tyranny Defense Simulator 2984 ♥ 0 Great idea, great and simple mechanic well polished. By the end of the game (since I didn't have time to read the messages) I actually felt more like piloting a giant mecha and getting beaten up - showing error messages about all the damage inflicted, etc. ๐Ÿ˜‚ I wanted to write about very loud sounds in the end and few other things, but after reading your long reply, I saw that you have already answered all my questions ๐Ÿ™‚