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| Timestamp | Since previous | Game | Robonaut121's comment | |
|---|---|---|---|---|
| Apr 16 10:48:24 | Night Frights | ♥ 1 | I'm not much for horror myself, but this was quite a fun concept, even though I only survived one monster after the tutorial (hallucinations). After that, I stuck my head under the bed on a whim, and instantly died :-/ I was a bit confused why would go for the looking control scheme you have here, but it is actually pretty clever to separate the game into different areas, as it makes you a little more panicky trying to fiddle with controls to get rid of a monster that is not in your field of view. Maybe there should be a warning when a monster appears (to be honest, there probably was a warning and I missed it, I heard some scream-ish thing). Great game! | |
| Apr 16 12:12:08 | 1h 23m | Overheat | ♥ 1 | Sorry to say this, but the movement didn't feel that good (I'm not the best person to complain - I spent time fine-tuning the movement in my game and it still ended up awful). Firstly, instant movement with no smoothing works for some game (eg: bullet-hells), but I don't think it feels right in first-person platformers. A bit of smoothing on the movement could go a long way. Secondly, omnidirectional dashing just felt kind of awkward in this game. In the last speed pad section (by the way, speed pads feel amazing, great job on that), I found myself moving left / right mid-air, then dashing, only to find myself diagonally dashing and completely missing the platform. I ended up noclipping over that section... Thirdly, maybe you should allow the player to use WASD when dashing. If you dash too far and overshoot a platform, it would help to be able to hold S to resist the dash a bit. (In fairness, it's a jam game, I'm not sure this would have been worth the time, just a polishy thing...) Fourthly, I found my finger cemented to the sprint button. There was no real reason for me to let go, except in slow walking sections, which were extremely uncommon in this game. Fifthly, the buttons were really awkwardly placed, so you had absolutely no idea whether you timed it right until you turned around. It would have been a lot more convenient if they all looked like the yes / no buttons at the ending. Sixthly (I'm not sure that's a word), overheating was really only a minor setback in the difficulty I had selected (Normal). In fact, I often found myself trying to overheat, as there was no point trying to do the next platforming section if I would just overheat halfway through. Lastly, thank you so much for coyote time and using step height on CharacterController. Sure, coyote time didn't work in level 2 because of vertical dashing, but it's a jam game ¯\_(ツ)_/¯ (Also, one quick question on qASIC: can you remove certain features of the package without affecting the rest of it? I already have my own saving and cheat console implementation in my main project, but savestates, options and input management would come in really useful...) |
| Apr 17 19:19:03 | 31h 06m | Slime Zone | ♥ 1 | Wow! You got a lot done in the compo timeframe! Personally, my games just end up being unfinished messes in 48 hours, but not only is yours complete, it's polished too! One of the funnest games I've played this jam! I found myself tanking the black hole and shooting at it until there were no blocks left, than instantly dying once the floor got removed as my strategy was very reliant on floor, but eventually managed to get bronze :-) |
| Apr 17 19:50:52 | 31m 49s | Dilate the time! | ♥ 1 | This was an interesting concept for a game! I didn't manage to make it in time, sadly. I gave up after a few attempts. The controls were surprisingly tight, although the game could have done with jump height control. (I understand that's pretty hard to get implemented in a rush, though.) While speed was key to dilate the time, nearly all platforms became incredibly finicky to land on without overshooting. Maybe reduce the acceleration as you get faster? This was really enjoyable, especially for your first Ludum Dare game! (And with compo timeframe too!) |
| Apr 18 09:58:34 | 14h 07m | When Penguins Fly | ♥ 1 | Nice, simple endless runner! Once I figured out that cirrus clouds boost you, I managed to 1225 meters. I can't can too much feedback that hasn't already been said, but endless runners get a little boring without some variation. One way to do this is to simply speed the player up over time, but slow the player back to base speed on contact with a cumulus cloud, so the speed feels like a satisfying combo system or something. Also, pressing LMB doesn't really feel like gliding - maybe a gradual upward movement rather than an instant one? Otherwise, good job! |
| Apr 18 19:44:47 | 9h 46m | Rocket Rally | ♥ 0 | Nice game, especially for a one day time period! I didn't really get how it fit into the theme, as dying is certainly not inevitable (and I may have grinded out a zero deaths playthrough to prove the point to myself). Also, left control felt like a very awkward keybind for rocket, but I suppose you couldn't really have put it anywhere else with the right hand taken up by arrow keys... Great work! |
| Apr 21 11:51:59 | 64h 07m | CursedMathTest | ♥ 0 | This was an ...interesting... game. I didn't really get to experience the time pressure of answering questions, because I just jumped over to the tank and knocked it off its plinth, and then I didn't have to answer any questions at all :-D It definitely would have helped a lot to show the players the numbers they are typing, because in its current state you kind of have to hope you typed the right number previously. |