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| Timestamp | Since previous | Game | PatateNouille's comment | |
|---|---|---|---|---|
| May 2 20:49:38 | DeliverEgg | ♥ 5 | Well I can definitely sense that your previous game served as a base, although it's good to see the controls were improved. :P I'm still not too much a fan of collectathons so after falling in the water near the end of a level on multiple occasion I couldn't be bothered to redo everything and collect every single meat piece again. I managed to softlock myself too which forced a restart of the game : turns out doors can be interacted with when you stand right on top of it : a text saying "Can't unlock" appears and pressing F closes the door, permanently closing it. Jumping on the enemies wasn't great, kinda finicky to perfectly land on them and the bouncing off being physics based meant it could be hard to predict and occasionally threw me into a deadly situation. I think I would've preferred less levels and higher polish, small stuff like : - some checkpoints, - a small tutorial bit, - an objective indicator showing where to go these could've eased the experience a lot for me and make me willing to try harder to complete the game. The art is really cool, I liked the animations and the general vibe. Sound wise it's lacking a bit, the music is nice but barely or no sound effects on a lot of actions make them feel a bit underwhelming, especially when you're doing them again and again across the retries. For the gameplay, I would've liked a bit more interactions possible with the egg, it feels like the game would've barely changed without it. The only two notable consequences were the few puzzles requiring to throw the egg at a target and enemies running away with it, though that only happened once in my playthrough. What if instead of damaging the enemies by jumping on them, you do it by throwing the egg on them ? Turns throwing from something to avoid to a double edged one : You need to throw it to kill enemies But it would give them a chance to grab it Could be interesting to then design everything around the egg : - Different throw moves (directly in front, upward, just placing it down, etc) having different uses, adding depth to it - Enemies that are designed with the level design in mind, so you don't ignore 95% of them until they somewhat bother you enough to take the time to kill them but are an integral part of the gameplay Imagine placing the egg down to attract an enemy, rolling the egg like a bowling ball and damaging everything in its path, but losing a health point upon impact with a wall etc Well anyway this is long enough as it is. Hopefully this was helpful and did not come across as bossy, it wasn't the intention. | |
| May 2 21:49:20 | 59m 42s | Morse Deliverer | ♥ 2 | I gotta admit, the controls felt really good ! Loved the animations ! The gameplay felt a bit repetitive, there being only two actions made obstacles feel a bit samey. I actually think simply speeding up as the game goes one would've helped because you would need to react faster and sooner so you can't just get in a rhythm. Have to have a 42 somewhere in there haha! The ending screen was a bit confusing, whether I died or reached the end it always said I gather everything. I assume it's not relative to the total amount of symbols but rather the one that passed ? But since most obstacles have only one way of being passed it seemed a bit weird to me. Another small thing that could help with long levels is a distance/progress score. Numbers going up are satisfying :P I'm not sure if the level dubbed "Try this..." has an end or if it's endless, I got to 24 words and 235 symbols and eventually made a mistake, as I wasn't paying too much attention anymore. Seeing the sliding animation kept me going haha Oh also quick side note : the itch.io page doesn't link back to the submission, you did add the ludum-dare-53 tag but if you look in the "Edit game" page that will have added a field for you to put the link to this page ! ;) |
| May 2 22:14:15 | 24m 55s | XEDEF Delivery | ♥ 2 | The controls felt really terrible for me, I spent most of my time stuck against trash cans or houses, and when I finally got back on the road I would bounce all over the place and end up stuck again. The camera doesn't help either. Shooting packages was also way too powerful : even the shortest click I could do I had to be about 5 truck length away, barely could see the target. Most of the time the package went flying through the ground, houses and most props to end up at the opposite side of the map :/ I did manage to get a few ones and got up to about 350 bucks before running out of gas. I think I would have liked a more controllable truck, the challenge could've been there even with good maneuverability. A minimap would've been really helpful too. The voicelines did make me laugh though haha ! |
| May 2 22:44:51 | 30m 36s | Atomdriver | ♥ 2 | Took me a couple levels to understand the target was a special building, I was just randomly bumping into everything until it randomly worked. The levels probably would've benefited from being hand made (at least I assume they are generated), as they feel a bit repetitive once you know how to find the target. Got 18s as my best score ! |
| May 2 23:12:12 | 27m 21s | Sky Package Assault | ♥ 2 | Was wondering what were the deliveries the description mentioned until I noticed the arrow in the top right corner ! Overall fun game. My remarks would be : - Make the objective arrow more obvious, and also make the consequence of not following more obvious. At first I was just randomly going from room to room and randomly found delivery spots, I'm not even sure following the arrow is necessary or not. - I think there's too much stuff spawning, be it pickups or enemies, I'm constantly picking up/colliding with stuff whether I want it or not, which made each element less impactful. Bullets would get lost in the pickups, I always have all the pickup types around me so no reason to flee and find another room with what I need, you don't really notice how much you're picking up because it's so constant too. - It felt way too easy to get knocked off the side of the screen and go to a different room, and since even if you come back the room is regenerated it really diminishes the motivation to clear a room. You don't gain anything by doing it, it's kinda tedious to have to get some speed before shooting to avoid changing room, and combined with the amount of stuff spawned in such a small space you're bound to run into stuff. So I ended up just passing by enemies, as that also doesn't have a consequence, and staying at the edge of a screen allows to swap room every time you're in danger of being hit. - Less important but the volume was extremely high for me, I would appreciate a lower default volume, or a slider/button for it. Despite that the audio is pretty cool, I liked the music and the retro vibe of the SFX. |
| May 2 23:56:47 | 44m 35s | [WebGL/HTML5] Field Supply | ♥ 2 | Really cool game ! The difficulty felt high but I managed to beat it on my second try. I liked the different attacks - my favorite was the sniper one, as you can risk more or less and try to find a route through the bushes to not need to stop, there was some skill in learning how much you could risk. - the mortar field felt inconsequential, even without armor running through was mostly ok - the mines felt worst as the reveal range was fairly short, it meant you had to stop a lot and made it the slowest one It felt both long and relentless, as I had to keep delivering and making painstakingly slow progress, even with the maxed mining speed. The rhythm at which stations went down was in my opinion too high, very often I would go refill a station only for it be downed 2 seconds after I left. That caused me to be unable to upgrade for the last 3-4 minutes of the game as the research station was downed immediately every single time. The upgrades also felt a bit weak, despite being able to carry way more and having upgraded the station defense and package quality, I could barely maintain a single of the station needs to the max. I liked that each station served a different purpose though, it gave a sense of choice on to what to prioritize when multiple of them are downed. I would often be a bit too hasty and leave while giving the items, which made the station not give any research point. Though I had more than enough to fully upgrade (except for the last level as the research station kept dying haha) The npc dialogs were funny, they made each trip a little less repetitive, at least until you've seen every line. And I liked they revealed how to approach each attack, although I did not end up needing the tips, I think it's a cool way to add a tutorial. Overall I think it only misses a bit of polish on the balancing/difficulty but it's a very solid game ! Congrats ! |
| May 3 12:37:00 | 12h 40m | Deviler | ♥ 5 | That was a pretty fun game, I kinda wish there was a couple different maps that would emphasize different driving styles (like full speed or jumps), so I think that goes to say I enjoyed my time. The keyboard controls were really difficult as it would constantly drift and spin you around but after plugging in the gamepad it felt much better. Though it still was still rather difficult to not do a 180 at every turn I at least had some control over it and managed do some pretty sick drifts and jumps. The timing on the deliveries felt doable, but I couldn't get a perfect score as I would always end up bouncing around or upside down and losing a good 20s. I feel like having some air control would've help landing more correctly or getting back on the wheels, as once you don't have momentum, even with the jump mechanic, it sometimes was difficult to flip back around. The boost meter was kinda hard to fill up, I assume you had to drift with a high enough velocity, but in most situations, even I drifted I ended up not gaining boost so I did not use it much. It also had a tendency to boost you out of your way and since precise maneuvering is in general more valuable than going fast I think the boost might not even really fit in the design. My best attempt scored 2895 with only 2 pickup failed ! Had fun playing ! Good job ! |
| May 3 13:10:43 | 33m 43s | Absurd Packing in Outer Space | ♥ 1 | Surprisingly simple yet still difficult from your own impatience and inevitably touching another item causing a chain reaction and everything getting out of control in a matter of seconds. Eventually found a good order to put the items in, stopped them at the appropriate rotation and slowly slotted them in. A satisfying short experience ! Great job ! |
| May 3 13:25:04 | 14m 21s | NICE DELIVERY INC! | ♥ 1 | That was really cool ! The controls felt nice and the levels played quite well, the sound effects are good too. Most of the text was way too fast for me to read it in time though, apart from the final where the text was then really slow haha. Also, that was indeed a nice delivery box hehe. Got to $5685 on my playthrough. |
| May 3 14:17:56 | 52m 52s | I hate Mars | ♥ 3 | Well like multiple comments pointed it out, having to do stuff in a very specific order doesn't feel too great. The walking pace is really slow, it adds some dramatic vibe but as you have to go back and forth in the same small area you eventually know the place and the dramatic aspect fades to leave just a very slow pace. You could avoid getting out of the experience while walking by reading the notes, but they disappear so fast I had to retry four times just to read one. The timer (I assume it's an oxygen meter) is depleting wayy too quickly, I could get up to 3 parts in my best attempt but got caught by the sort of xenomorph inspired alien. However despite reaching 3 parts again I did not see the alien again in other attempts. The fact you're so slow even when being chased, and the alien being just as slow makes it kinda funny instead of oppressing as you can take a good look to the enemy and have all the time to get used to it. Some of the farthest equipment parts are so far just getting to it and back to the rocket was too long and I ran out of time. I'm really confused on whether it's possible to escape or not. The mood with the fog, ambient sounds and music was pretty good though. |
| May 3 16:05:08 | 1h 47m | Pack-Man | ♥ 4 | It was fun ! My only criticism would be that the interaction to get on top of boxes is very frustrating simply because you have to aim at the box, nearly all the attempts I failed were because I could not line it up and eventually got caught. Although it took a good ~50 tries, I still managed to beat the game :) Other than that it is quite solid, good art and fitting music, decent levels, pretty good feedback. Great job ! |
| May 3 18:23:29 | 2h 18m | City Ghost | ♥ 0 | there's a good chance you (as in the author) did not check "Public" at the bottom of the itch page, meaning only you have access to it |
| May 3 19:13:22 | 49m 53s | Package Denied | ♥ 0 | I couldn't get past level 3, even with the SMG you still have to move and up and hit all your shots which makes it fairly hard, not to mention the recoil. Up until half of level 3 I found the best strategy was to keep the pistol and buy a new one instead of reloading. That allowed me to shoot indefinitely which made it a lot more manageable. |
| May 3 19:43:53 | 30m 31s | MutliTruckDeliver | ♥ 0 | Great game ! It was pretty fun to try and match the color of the truck to the package, just for an extra challenge haha. And also to make pretty rainbow trucknados 🚚 My only issue was with barriers that sometimes would allow trucks through, sometimes not, and I could not figure out why. It seems like the trucks that can pass through are the ones drawn after the one that presses the button maybe ? That was a satisfying little game nonetheless. Good job ! |
| May 3 20:39:08 | 55m 15s | Lern Island Letters | ♥ 3 | Fun game, I like that characters are introduced with different habits and progressively becomes less obvious. I would even like to see an extended version with even more obscure recipients, maybe as a bonus objective ? I liked that there was an underlying story in which you could participate, without being explicitly told you can have an impact. I picked up on JP colluding with the organization, but didn't realize all it took was for me to route the letters to someone else until the last letter evidently revealing their involvement. The visuals were really nice too, really fitting for the kind of vibe the game is going for, and although I would've liked just a few sounds or a soothing ambient track it came out as a really well polished experience. Reading from the comments that wrongly sent letters would come back, I did not appear to have made a mistake in the sorting process. I feel as if I'm an expert postman, yay ! 😂 Anyway, props on making a great game, had a good time playing it ! |
| May 3 20:58:23 | 19m 15s | Devil's Gone Nuts | ♥ 2 | Got some issues with the controls as well, the mouse movement being quite snappy, boxes randomly shooting as soon as you grabbed them or just dropping while aiming. I'll excuse those by saying those boxes were possessed. Despite that I did have fun though, the concept is interesting, the visuals and quirky music gives it a fun vibe. Having to find your food under the pile of hay dud boxes is fun as it gets messier and messier. I wish I had seen there was a download version as the web one doesn't lock the cursor in the window when in fullscreen, or at least I couldn't get it to do it, so I had to manage both the snappy turning with not being able to bring the cursor near the edge or it would on my other screens (as I have 3, it was extra difficult, it meant no touching either the left or right side of the screen haha) |
| May 3 21:22:13 | 23m 50s | Slow News Day | ♥ 2 | Fun concept that could be really interesting to develop further, with instead of a simple meter judging if you did good or bad having consequences on choosing pro or against certain action types. Could affect the kind of guests you receive or maybe has an effect on the stock market and you're secretly influencing the world to become richer. I agree that the news could be even wilder, and that giving the inappropriate answers is quite funny too. I'm reminded of this card game with incomplete sentences and players picking the dumbest parts to shove in it. I think a similar concept of having pieces of news to put together to complete the newscast script could be interesting, maybe even without knowing the script while you're picking the order the parts appear in, so you get to discover what horrors you said once it's revealed. I had fun playing, good game ! |
| May 3 22:06:09 | 43m 56s | Styx | ♥ 2 | I feel like a tutorial would've been great, thankfully I realized A+D was for going straight so exploring the map wasn't an issue, in fact when going at high speeds it felt pretty good. Though I unfortunately completely missed the fact they were a gate for heaven as well, I only saw the hell one and sent everyone here, not knowing I had to choose. I also got severely confused by the plant traps, I tried again and again for like 5 minutes straight to get the soul, not understanding how I was still missing it, until I went a bit further after starting to think it might be fake and realizing there were plenty more plants. Unfortunately before I saw those, that made me think I could not pick up a second passenger, which I still don't know if it's possible, would've saved me several trips back and forth and awkward getting stuck moments trying to shortcut or go faster. I would've liked the length of the dialog to correlate to the distance to the gates, so characters with long dialogs would be far and keep you entertained for the long trip back, and character with short dialogs would be near and not keep you waiting and doing donut drifts or spinning in place in front of the gates. The later example actually got me to accidentally cutoff a dialog midway because I hit the trigger for the gate unwillingly. Same for the first soul, I had no idea how the game worked by that point and didn't even understand what the gates where so I just got to read the first two lines before the dialog skipped to the end which made no sense out of context. The map was half helpful half not, as it's missing a big island in the top left area which made me not trust the map, turned out the rest was fairly faithful though. The low water passage blocked by land near the guy in the large skeleton wasn't an issue however, I think that added to the experience to have to find another way. So yeah, overall I feel like there's some good ideas but the execution doesn't quit hit the mark for me. It's easy to overlook tutorials in jam games, as there's so little time to do what we want, but I think they shouldn't be left out, you even added some texts for the controls and a couple slides for the introduction, but I think you could've gone a bit further and clearly explain what to do, even if it breaks the 4th wall, better this way than the hard way when you realize you got the game wrong after finishing most of it. |
| May 4 11:34:04 | 13h 27m | Deep Sands Delivery | ♥ 3 | Wow, I love the visual style and the concept a lot. However my experience playing wasn't the best, I did not encounter any bugs, but the balancing is just way too hard, I retried multiple times but could barely do anything, full gun turret, full rocket turrets, a mix of them, with or without armor, but it seems like nothing worked, I would always encounter a group with two big monster, a range one and a bunch of small units, and they would obliterate me. I don't even get halfway through the health of the first big dude that they already destroyed the rig and lost me the game. This feels especially bad because I have zero control over the rig, it just runs into monsters, gets stuck, and dies. I guess jumping out could slow it down, but that wouldn't do much either as the monsters would still come in contact and munch at the rig all the same. Even the smallest enemies slow you down so much when colliding with them, I would expect such a huge machine to just roll over, maybe feel a bit of a bump, but no it just can't push through even one of them. I'm not even sure colliding deals damage. That combined with automatic navigation makes for a very harsh punishment for something you can't avoid. It seems like the blue cargo is the most valuable, the first delivery gives 200 coins, but the other cargo types are so not worth it, made a trip with yellow and I got 120 coins only ! You have to do multiple trips to get to a station that lets you load the stuff you want, then multiple trips to sell it, and you can't even afford a turret after the necessary repair, or you can get a turret but instead die to a couple small units that the turrets couldn't kill fast enough. If I am to make a suggestion, I would make the turrets more powerful, let the beginning be on the easy side, just the player can get their bearings, setup the rig how they want, and reach their preferred station without already being half dead and completely broke. Then I would remove the player's ability to shoot, playing as a turret helps a little bit DPS wise, but it's not much fun in my opinion. Instead I would see a gameplay similar to that of Guns Of Icarus, the idea is to have to tend to the vehicle while it's operating : - perform quick repairs on damaged stuff - move fuel about - change the power distribution - whatever else I think it would be interesting if these actions allow you to have some indirect control on what the rig is doing. Maybe you diver all power to one side, making the it much more powerful at the cost of being defenseless on the other. Maybe being able to somewhat steer (not fully control the direction just slightly strafe around the predetermined route) so you could try to avoid running into the enemies face on. It saddens me as I really like the idea and direction of the game, it reminds of Helldivers and Alien Swarm which I loved. Well hopefully I wasn't too mean, I just really do wish I could enjoy the game more. Great job still, as you truly were close to getting it right. |
| May 4 15:05:14 | 3h 31m | The Weird Shit People Get In The Mail | ♥ 2 | Fun game, I also wish it lasted a bit longer as I probably didn't see that many items. I would've liked being able to use multiple paper sheets per item, if there is a way I couldn't find it. I'm not sure why you couldn't put tape on the inside side so a few packages ended up being poorly secured as the last fold covered the entire item with the wrong side haha. Good game overall ! |
| May 4 17:11:37 | 2h 06m | Robot Factory | ♥ 4 | Hm I like the idea, but just the fact that the items incoming are random makes it hard to play. I spent most of the timer waiting for the right item to come by, failing delivery after delivery. I would sometime get one of the two required items, but not the other one. It might have been better to remove some items to make it at least possible to complete most orders, or give multiple orders at the same time so there's a higher likelihood there is something to do. I also got the bug with the claw getting an item and being unable to drop it or grab anything else on the second ever item I grabbed, which made me super confused as how you were supposed to play until I tried restarting the game haha. |
| May 4 19:23:13 | 2h 11m | Sails | ♥ 1 | Quite enjoyable, I listened to my own music while playing, I guess that's the advantage of not having one in game haha and had fun scamming towns by selling them their own goods at a much higher price they fixed themselves, the buffoons ! It's a bit RNG dependent though whether you can progress or not, as sometimes you get towns with cheap cannons straight away, and sometimes the first 10 towns have none, and then every enemy ship becomes a tank. I unfortunately could not finish the game, despite getting many attempts that were going well, it consistently throws an error when I reach about halfway through the world, which forces me to refresh the page. I liked that the winds are very strong and push you around, it made the battles less repetitive. The boat spawn rate felt weird, some games I had no enemy boats, some game I would have them constantly spawning and have a good 4 boats around at all times, it feels dependent on the region too, whatever it is I could benefit from being a little more tame early game, once you get a few cannons it's not as problematic as you can destroy them all. |
| May 4 23:10:11 | 3h 46m | City Transport Ordeal | ♥ 1 | Fun little game ! The graphics are simple, but at least they don't make it hard to understand what's going on. The control scheme did feel a bit too slow, especially because the truck doesn't slide against buildings much when at an angle or other situations where you need to reverse, it lost a lot of time for not much. Turns out I preferred driving backwards, the way it behaves is similar but I found it made it feel better when taking corners, it might just be me, but I crashed a lot less this way. I also wished I had an hand brake to quickly stop or turn around more easily. The minimap was very helpful, though the icons could've been smaller as they hid the roads surrounding the parcels/drop off points. I feel like the game in this state is a bit of a blank slate, as in the gameplay base is there, but it's waiting for something more to make it pop off. Overall had fun still, my highscore was 19 packages delivered ! |
| May 4 23:52:21 | 42m 10s | Sortcery | ♥ 3 | Fun idea, that makes me want to make this kind of "check the details" game. Though that teleporter man... I'm going to have to bring it back and play the warranty card ! It's : - too small, all the big boxes have to glitch through the top to get to it - kinda buggy, very often I would have boxes sitting in the teleporter for up to several minutes on end without teleporting, during this time I'd have a huge pile up of boxes I could not send anywhere. - too slow, even when it doesn't pout I constantly have a queue of packages to send waiting for it. Physics based packages on its own is already challenging, as you accumulate delays it gets increasingly difficult to manipulate them, but with that whimsical teleporter it's frustrating. Stamps would not always show when placed, which could make it confusing to know if a box was done correctly. There also seemed to be next to no consequence of doing your job super poorly, the only thing I noticed was a special sound playing when throwing a non cursed item in the pit. I'm guessing you didn't have time to implement a bigger consequence but once you realize it as a player it takes the charm away. I have no idea what the number at the top right corner is, if it's meant to be a score then it just kept increasing whatever I was doing. There didn't seem to be an end, neither losing or winning, so I eventually just closed the game, at that point the top right number read 49700, or close to that. Overall I think using physics could be ok, but the boxes felt too big in general, even with no queue or buggy teleporters it was difficult to make the box go where you wanted them to, I feel like this might be intended but it makes it disappointing when you correctly label everything and still can't do it right because the boxes just won't fit or block each other across the different conveyors. It looks like the stamps were made using decals, I think in this case, where packages are basic cubes, it would make sense to have a textured quad placed instead, it would be more performant, wouldn't display through/on other boxes. Though you would have to clamp the stamp to be fully inside a face, otherwise it will poke out in the air haha. I think the stamps that don't show up are based on the sides of the boxes they are placed on, maybe the sides pointing in the box's local negative axes ? If that helps. Anyway, making this kind of games during a jam is quite a challenge as they work best when they have a good amount of content, so I feel like you did a pretty good job in spite of the issues. |
| May 5 15:45:10 | 15h 52m | Careless Couriers | ♥ 1 | I gotta agree, the control are very hard to use. I got the hang of it, but still every time I would go into a wall I would usually collide multiple times because it was so difficult to recover, you have to just spin enough to avoid the wall and people around you, but not too much that you spin and stun yourself. It took me a good bit to understand I had to pick up packages at the start areas, but once I figured that out it only made it harder, as I now had to pay attention to : - the particles to know where I'm going, - every single person passing by to try and match them with the ones at the top, - if they match, I have to make sure the top package is the right color, - and then I have to throw it accurately while dodging cars and people and lamp posts, still taking the turns and weaving in between traffic ?! I like the idea, but it's just too much at once. Since you die so fast and the people change every time it's extra hard to keep track of what you need to do. I think the game could've worked just fine by removing just one of : the traffic, the package colors, the near exact match but not quite. |
| May 5 16:29:53 | 44m 43s | The Beer Street | ♥ 1 | The city planner here is really out of his mind ! The animal hitboxes were my least favorite part, it was fairly hard to tell when you would overlap them, even they visually pass beside you they would still cost you a couple beers, especially on level 4 with those going perpendicular to the path. The jump obstacles on the other hand felt quite generous. I won a couple levels with all beers but was disappointed to see there wasn't a perfect score reward haha. |
| May 5 16:51:55 | 22m 02s | Overtime at the Tetromino Factory | ♥ 1 | It was difficult to keep up with doing both at the same time, I would often just focus on playing tetris after building up a lot of tetrominos in advance, but then forgot to put them on the belt so I still lost despite everything going fine haha. Fun concept though, having a second player could definitely make it entertaining |
| May 5 18:29:12 | 1h 37m | Watching Eyes | ♥ 2 | That was a strange experience. I feel like the delivery side really isn't present in the game, I'm guessing you ran out of time to make a win/lose condition involving deliveries. The map boundaries are a bit hard to avoid at first as when the "losing signal" effect appears you don't have time to stop and go back the other way if you already had a good amount of speed. I laughed when I saw the street going off in the distant village that's just a triangle as I used a similar perspective trick in my own game too haha 😂 I think the drones are quite hard to see, though it only took me a couple minutes to find all 5. For an improved version, I think it could be interesting to have the drones actually going somewhere instead of aimlessly flying around, so you actually have to stop them. Maybe add a way to highlight drones so you're not pixel hunting. And maybe have both good and bad drones, so you'd have to maybe get close and scan to determine if they are transporting legal goods and take the appropriate action. As a drone enthusiast myself, I think the vertical controls could be a bit more responsive, could be interesting to be able to completely cut the motors and fall rapidly, or boost upward. Usually the throttle is linked to how much the drone leans when moving, the higher it is, the more you can lean and still go horizontal, maybe that could make for an interesting movement scheme ? As in when strafing increasing the throttle would make you go faster, but when stationary the throttle makes you go up/down. It's lacking a goal, better feedback (like a vfx when shooting) and some polish, but overall I liked the concept. Cool game. |
| May 5 18:50:16 | 21m 04s | Voxel Delivery | ♥ 3 | The atmosphere is indeed great ! I loved the ambient track. I wish there was a bit more variation as the obstacles and environment felt rather repetitive. Maybe making levels by hand could help give it a more interesting side. This said it was very relaxing to not have to try hard and just casually play. The controls were a bit too fast though, it made being precise very hard, in several cases where it was possible to go between object I couldn't line it up because even the shortest tap made me move a lot. I also thought the score felt way too random, I think having some input from the player or some consequence to delivering stuff could improve that. A few ideas : - say you're delivering some food but you have a limited quantity so you have to stop by warehouses to restock - maybe stores have power ups or a varying amount of money they give you in exchange and you can choose not to deliver, so there's a choice to deliver now or wait for a potential better deal down the road. I guess it depends on how relaxing you want to keep it. What a calming game, great job ! |
| May 5 22:21:16 | 3h 31m | Postage Please! | ♥ 1 | Really cool game ! Though I had some issues with it, probably because I never played Papers, Please! myself. First off, it took me a while to understand how to turn pages. You should probably add a short message to explain it somewhere as playing without being able to open the books is impossible. After figuring that out, I had a good experience, I was doing perfects or just 1 mistake, most often I forgot to check the weight. But it was going smoothly. Until day 6, with the return addresses. I retried the game like 6 times, I was doing everything right and every single time on day 6 I got the return addresses wrong. I first assumed the return address was the last line, because by that point I had tried flipping the letter the same way I turned pages on note stacks or books, but it did nothing despite trying lots of times, so I was convinced you couldn't. I thought it might be wrong initials ? but no, those were correct on many letters. Maybe it's the format of the whole line ? nope, they are all [2 letters] [2 digits] [1 letter + 1 digit] and still some wrong some right One of them had the recipient be "Mx EDWARDS" and it turned out the return address was wrong, so I thought maybe that name isn't the recipient but the sender, and Mx is incorrect ? wrong too, as another letter had "Dr TAYLOR" or "Rev SMITH" but it said return address was bad. I seriously was confused. I thought day 6 was not supposed to be beatable and that it was some sort of cheap way to make a forced ending. Turns out you can flip them by clicking in the bottom right corner. Up until that point I assumed the entire left and right sides were the triggers, and had I not recorded to try and check what was wrong in post, reviewed it and noticed I hadn't tried spam clicking everywhere on the letter, I would have left a significantly lower note. It also really doesn't help that clicking in that corner while the letter isn't selected doesn't flip it, so when you're on the town almanac you have to click the letter twice to flip it for example. Thankfully though I gave it another try and confirmed it was in fact on the backside, where I was expecting it to be. Anyway, TLDR is it's not lacking much in terms of tutorial, but the turning page and flipping letter interaction really weren't obvious to me and nearly made me very frustrated with this otherwise really good game. My only other critique is much more tame : I wish the font had a bit more pixels, as it was a bit hard to read, I got used to it after trying again and again but still. All that to say that it's crazy how a simple small thing can make such a huge difference. I think a couple solutions to solve this would be : - Have a tutorial step ensuring the players knows how to open the book, you have the call button blink, you could have a rectangle blinking on the handbook to show where to click. - Change the cursor when hovering over an area where flipping is possible - Could also have a different interaction to flip, maybe double click or MMB or a keyboard key that would work no matter where it's done (though that could still lead to problems if you try normal clicking on the side and don't try this method) I did beat day 6 in the end, at least it was the last day so had I not found the flipping interaction I at least wouldn't have missed any content, apart from seeing "promoted" at the end I guess haha. Well anyway, great game still, I had fun and liked it enough to give it many more tries than the average jam game ! |
| May 5 23:07:29 | 46m 13s | Flight Dispatch | ♥ 2 | This might be my highest rating yet ! The windows were a bit fiddly to select, sometimes they wouldn't want to pass in front of the others, but apart from that I really had a lot of fun. I do have a soft spot for command based games, so there's that, but even then I think it was really clean. The small screen space means you have to juggle between windows and adds to the chaos, but there is still some space to put the map, terminal and orders all at once and still see most of it. the commands and map worked really well, it felt intuitive to use and it wasn't punishing, ie dropping the items in the wrong location wouldn't destroy the item, you could just pick it back up and bring to the right place. The music tracks were really fitting. The 300 seconds for the big order was fairly generous, but still fairly tight, I made a few mistakes and finished with just about 10s remaining, phew, thankfully heron is a fast boi. I could have used autocomplete or a command history, but I'm already grateful that I was able to move the caret and change text in the middle of a command. I did wished there was a scroll bar for the messages in Sluck!, as I sometimes barely had time to read a message while new ones where incoming, I did not miss any in the end though. Especially with the timer, it really reminded me of Hacknet, which is among my favorite games. Overall really loved it all around. Amazing job ! |
| May 7 15:41:43 | 40h 34m | Haitatsu Delivery Technologies | ♥ 2 | That was so great ! Really impressive to get this much for a jam game. Reminded me of Super Metroid. Dope music, great visuals, good sound design overall. Shooting bullets in the conducts in the beginning was my only problem, as they are kinda big and for some reason on my first playthrough they wouldn't stay alive for more than a few frames, so I basically had to stuck the gun in the slug's mouth to deal damage haha. I found the cat pictures immediately, but had to restart as without the jetpack getting back to the level wasn't possible heh, I did go back later to discover the last two pictures. The boss was simple but it worked, learned the rhythm and managed to beat it without taking any damage. It was fairly short but I enjoyed it quite a lot. Amazing game ! |
| May 13 20:50:03 | 149h 08m | Rocket Fast Delivery | ♥ 0 | The first few attempts were difficult to get into, forgot to pickup the boxes, took my time to turn around and look for doors until I was stuck between robots, basically that a few times. But then... I started mastering the rocket jump and it started to be pretty fun ! Zipping around the level, finding alternate doors and better/easier routes, timing the jumps perfectly to get to each door directly, etc. Although the enemies were only a danger if I stopped in the same place for a while at that point, as I was able to move to anywhere very quickly. And that only became easier as the number of enemies increased throughout the waves, which turns out makes the pathfinding much slower, so by wave 10-15 the enemies found their paths after I had already left, it also felt like they took more time to attack me when I was nearby. It also made a dent in the framerate, although it wasn't too bad it was still harder to nail the tight timing jumps, like from the ground to the overpass highway or the building top green door. I was going for those for style points but started going for the ground alternatives then. Reached wave 30, by that point the lag was quite bad though, I had a lot of pizza boxes lying around, as wave 23 repeats and you can't pickup the boxes anymore, but they still spawn for every wave. Lastly, I'm not sure if the regen health option in the shop is broken or has special condition, but I could not buy it. To close it off I climbed to the top of the gigantic building by rocket boosting on the side multiple times and was thinking "hey there must be an easter egg up there !", there wasn't, thought I at least had a cool screenshot to share, but saw someone posted nearly the exact same above, oh well 😂 except mine is from wave 30 with a mess of boxes on the ground so still posting it haha Capture.PNG |
| May 16 23:11:20 | 74h 21m | Space Plants | ♥ 2 | So it looked great, but the gameplay felt quite shallow. The battery is barely enough to keep 3 plants up to max, above that you are bound to lose and the question is just how to best delay losing. I don't think this feels particularly great as it really is obviously impossible to tend to all plants in time. It might just be a personal preference but I think it's usually better to fail because of making a mistake rather than playing perfectly and still losing. It just removes a big part of the "interactive" side, since no matter what you do the result is the same. The best strategy I found seemed to be just give about 25% of the battery to the plants in red and try to go back and forth to the generator. I reached 9 plants and lasted 5min36s. A few fairly simple ideas that could improve the experience, at least for me : - Having the battery capacity increase as you get more plants, so you at least have a chance of surviving. - Instead of losing with the first plant that dies you could have some currency, gained by keeping plants alive and lost when letting a plant die. - Slower plant decay along with a faster move speed, then give multiple batteries, so you could charge one while refilling plants, then bring an unloaded one back with you, swap it with the one at the generator and go recharge the plants, same interactions, but a slightly more playful main loop. - Batteries charging nearby plants instead of one at a time, so you could throw a battery in between a bunch of plants, charging a whole group but still being able to do other things in the meantime, if you have a few other batteries then there's strategy about where to place them, in which order to charge them, etc Overall I feel like the game design was left out, despite a lot of polish otherwise. One tiny thing too, I wish there was a sound or visual effect when the battery is fully charged, as I probably was waiting too long every time. The charge bar on the side isn't super precise on its own. |