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| Timestamp | Since previous | Game | Celtican's comment | |
|---|---|---|---|---|
| Apr 5 23:30:08 | Inky Towers | ♥ 3 | All of you guys are playing this game wrong. It's not buggy, it's intentional! InkyTowers.gif If you put yourself in a hamster ball, you are inside the and then the jump raycaster detects something beneath you and allows you to jump. So just spam jump, because you'll always be in that thing 😛 I quit when I got the first 1000+ score. Honestly I think this is the only way to get a good score, because for some reason the game deletes your drawings after a score of 300 or so. Maybe if you wanted less wonky physics, perhaps the player should have had an "ink gauge," and random pickups would refill it? I like this game. I've seen the concept of drawing platforms before, but never with physics. The only thing missing from this game is a satisfying drawing sound 🙂 I conclude my ramble. Keep up the good work, both of you better be in Ludum Dare 51! | |
| Apr 6 02:03:09 | 2h 33m | Water Rises | ♥ 2 | I'm not really sure what I was doing, but this was fun! Super relaxing. Considering "Delay the inevitable" prompted so many more survive-as-long-as-you-can non-stop-action games, I'm really pleased to find one that lets you take your time. I am also pleased with the sfx and bgm. Quite pleased. I'm not sure what the religious buildings were doing. Was a mechanic that wasn't fully implemented? The feature to split buildings into pieces was also new and interesting. I haven't seen that before, and it's quite welcome here, where I want to place them on top of each other as much as I can. I made it 15 rounds! |
| Apr 6 22:23:55 | 20h 20m | Alien Recon | ♥ 0 | Tower defense game! Woot! It was pretty fun balancing between placing refineries to get more income in the long run and towers to actually survive incoming enemies. I also liked that you have to build factories to place the different towers, instead of just having access to everything off the get-go. More tower variety would be nice, but of course, overlord Mike Kasprzak only gives us a measly 72 hours 🤷 One criticism that I do have is the exploding enemies. A shorter radius and/or weaker damage would have been nice. I couldn't last too long with those little devils on the field, they are the main antagonists of the game. Maybe I'm just a dummy, it sounds like other people in the comments made it farther than me. I spent a good bit of time playing the game regardless, it's super fun. I hope you'll make another fun game in Ludum Dare 51! |
| Apr 6 23:27:22 | 1h 03m | Running the Clock | ♥ 2 | This felt refreshing. Short, but effective. I can only take educated guesses about the true meaning of the numbers at the end, but I enjoyed this game! I don't think I have anything to criticize. Nice job! I hope to see all three of you in Ludum Dare 51! |
| Apr 6 23:57:10 | 29m 48s | Keep Yourself Alive | ♥ 3 | Honestly this was pretty fun, the graphics were effective and the music was catchy. I liked the theming and the idea that the player is always losing health. Pills spawn fast, but there can only be a maximum of two on the screen, so you have to be constantly moving, even if you aren't getting hit by enemies. And you have to be careful not to be constantly shooting, or else you won't be moving fast enough to keep up your health. Fun! One thing I would have liked to see is feedback when you hit an enemy, right now it's not too fun when I hit them. Some small particle effects on hit, and/or a sound effect, and/or a brief color change would have been super satisfying. Shooters are best when the player gets rewarding feedback, or at least I think so. I had a high score of 101! This was solid and fun. How did this guy bring a gun into limbo, by the way? And who's leaving pills everywhere? ... Anyways, I hope to see all of you in Ludum Dare 51, this was a good game! |
| Apr 9 17:04:49 | 65h 07m | ...Rise of the Toasty Tomato | ♥ 1 | @sodoj You might've forgotten to end the turn! When you play your three cards, try pressing enter, then space. @snesgaard I never dared to build a deckbuilder for Ludum Dare. It would be too much code for such little results, it would be hell to add in a comfortable amount of cards and enemies, the bugs would be through the roof, there would be too many mechanics for me to add in such little time. But you made a deckbuilder! In a compo, none the less! I think this is a solid compo entry. It lacks a lot of polish of course, but you have a solid amount of diversity in monsters and cards, you innovated in the mechanics (this is like a cross between STS and Gwent), the monsters and descriptions are humorous, you plain did a good job. Adding to what other people have said, here are some notes (you probably realized most of these, but, eh): - This is probably really confusing for people who don't play deckbuilders. To help, I would consider removing the "spell stack" in favor of instant effects, people would immediately see their results and understand them. I would also consider removing the attack/block symbols on the bottom of cards if they have 0 attack/block. That would just make it easier to read and mentally parse. - There was a bug (feature?) where if I defeated a monster with my last card, I would die. It made me sad. - The coins don't seem to do anything, consider removing them (at least visually). Currently they're another UI element to look at and worse-case get confused by. Alternatively, consider adding easy card effects that manipulate coins (e.g. Gain 5 coins and deal 20 damage, Gain 5 coins and increase attack and block by 5, et cetera). - Consider making it obvious when flavor text is just flavor text. For instance, for the Slap and Block (and upgraded variants) cards, consider making the flavor text gray. Again, for easier reading. Games with lots of text benefit from being easy to parse - The early game was quite difficult, even when I learned to save my cards until I needed them. To make it a tiny bit easier, maybe add a new starter card (like "Draw 2 Slaps", although I know that would probably clash with the code), or allow the player to pick an extra card to keep at the start of the run. After the first two encounters the difficulty was fine though I really liked this game. It felt satisfying when my numbers started getting big. Monsters and players trading damage instantaneously made it so I still had to play my cards carefully when they were low on health. The card rewards were neat, too, I liked that I could remove cards as I added them. Good game! You better participate in Ludum Dare 51. You better! |
| Apr 9 18:09:23 | 1h 04m | Robots attack! | ♥ 0 | I liked this game! The lighting added a moody feel, and I really liked that towers didn't automatically aim towards enemies, I never saw that in a tower defense game before. The simple mechanic of picking up drops from enemies to return to base was also refreshing. The controls were also strange to me, particularly because this is a control scheme I'd never encountered before. It's not bad, it's just hard to pick up because I don't have experience to pull from. When I saw the game, I envisioned a standard WASD to move, and maybe a GUI to buy towers from. The result however was space to move towards mouse, which I'd never heard of, and both mouse buttons to click/place, which I have heard of, just not in a tower defense game. Even though the control scheme might be better for this game, most people have different mental images of what the game should feel like. Honestly though, once I learned the control scheme (which wasn't too hard after reading your instructions a few times), and learned how to interact with the world, the game played nicely. It felt satisfying to create a solid defense. I lasted until the fast robots came in, I didn't have enough towers to hold them off. I don't think I could have gotten enough towers, since the movement speed was so slow. The movement speed in particular was a killer for me. There were plenty of gears around for me to build a favorable defense, but I simply didn't have the movement speed to collect them. I'd recommend plain doubling the movement speed, it would probably make the game easier a good bit, at least until stronger enemies appear. Alternatively, if you want to keep the movement speed where it is for moody reasons, I'd recommend allowing the player to hold several gears at a time. Or just make it so that when you step on a gear, it adds it to your gear store. I might've played for a whole lot longer if the darn movement speed didn't bug me so much. Regardless! I really enjoyed this. Keep up the good work, please participate in Ludum Dare 51! See you around! |