Foon → Ludum Dare Explorer → LD54 → Feedback comment stats → LCStark

LCStark

Feedback comments for LD54

← LD53   LD55 →

LCStark's games and stats for all events →

TimestampSince previousGameLCStark's comment
Oct 2 17:18:12 Rim Runner ♥ 3 Very fun game! The ever-expanding enemy fleet is giving me some serious FTL vibes. Played it 4 times so far, but didn't manage to (fully) win yet. First time I got caught (damn you, Space Cops!), second time was same (though with a bit better score). Third time I suddenly won the game by reaching the Rim, but I didn't have enough fuel upgrades to reach a settlement. That win made me think the distance to the rim shouldn't be displayed by your ship and affected by zoom, but rather as a GUI element like oxygen, fuel, and the rest. The fourth time surprised me as well, because I've bought 2 oxygen upgrades and 1 fuel upgrade, so I had 200 oxygen and 200 fuel capacity, yet I still got the "you didn't reach settlement because low fuel" message. Also, a funny thing - consider adding a warning to come to a full and complete stop before docking with a space station. Otherwise, depending on your ship's orientation, you can cause yourself a lot of neck pain. :D rimrunner_1.png And speaking of orientation - is there a way to rotate an item in your cargo hold? The tetris-like shapes made me think there should be. Oh, and I've also found a bug with upgrades for your ship - once you buy it and put it in the cargo, it disappears, and instead of the sprite there's only a slight tint where it was placed. It's still there, cause you can pick it up and can't place other items there, it's just invisible: rimrunner_2.png Overall, it's a very enjoyable game. The more you play it the more you learn about general pricing of all goods and get better at predicting what's a good trade and what isn't. And the need to be constantly on the move adds a lot of tension.
Oct 2 17:54:58 36m 46s Hexed ♥ 2 An interesting take on a classic game! Nice idea with the time-based AI versions, it took me a moment to get used to how that works, but it's pretty fun to try and beat them all. The controls are pretty good - I was wondering if it wouldn't be better to have the keys make more of a hexagon on the keyboard (e.g. using WE, AD, ZX for controls), but the controls you have don't cause any issue for me. Bonus points for having both keyboard and mouse controls!
Oct 2 18:45:21 50m 23s Mayor of the Mountaintop ♥ 1 A fun city builder! The aesthetic side is perfect, I love the 1-bit graphics. The music also fits really well, it reminded me of several older games like Constructor - it has this nice "urban" feeling to it. The need to hold a number key to construct a building felt rather weird, perhaps it would be better to simply have it as a toggle? It felt a bit clunky, but didn't harm playability at all. I think I've reached a pretty stable city, as I'm almost 50 months in and it's still growing nicely without the need for more buildings. Got the population of over 100 happy people with room for many more: motm_2.png At this point game became a bit laggy. When trying to place a new building or inspect an existing one it lagged for a short moment, but at the end of every month it freezes for about 5 seconds. Overall it's an impressive amount of work for a short jam game. Well done!
Oct 2 19:38:51 53m 30s Hazel & Hector ♥ 1 A really well-made puzzle game! The puzzles aren't very difficult, since I was able to solve them all, but they do provide a pretty good challenge. hnh.png Though I must admit I found myself - once or twice - thinking that a level is deliberately leading you into a trap you can't get out of without restarting. Thankfully, both the Undo and Restart options are available. The controls are pretty polished. I especially liked that you can drag over multiple tiles in one go, even when pushing another hare, rather than forcing you to go one step at a time. The pushing also worked pretty good, although I found one possible bug - when one hare pushes another into a grass tuft, sometimes the pushed hare will eat the grass, and sometimes it won't. Here you can see the white hare on a tile with grass still present, but they won't eat it. hnh2.png Overall it's an amazingly polished compo entry. The graphics are great, and the hare animations are very cute. The music is pretty chill, allowing you to relax while solving the puzzles. Great work!
Oct 3 17:18:32 21h 39m Fruit Fitting Frenzy! ♥ 1 I was going to say that rule 24 had me beaten... But then I saw in Pawel12's comment that it is the final rule, so I kept going. And I made it! fff.png It's simple, but well made and definitely not easy. It has this addictive quality all good puzzle games should have. Several levels made think "OK, I'll try for a minute more then I give up", and when I found a solution I went "alright, just one more level". And as for it being your first LD - well done on keeping the scope small enough for a game jam. If you choose to continue working on this one, I have an idea which you might want to consider: optional rules! E.g. add a rule 25 saying "A must be next to B" OR "C must be next to D" and the player can complete the level by adhering to one (or both) of them.
Oct 3 17:36:29 17m 57s No Pockets ♥ 1 Nice take on the theme! Just having a single item slot would be pretty standard idea, but having it be a single item you have to steal from your opponent makes it pretty interesting and fun to play. Plus it makes you strategize for a bit to either wait for the enemy to get an item you really need or try to defeat them more conventionally. The graphic style is great, though it could use some more feedback on what's happening (especially when the enemy uses the ultimate weapon). One bug I found - if an enemy uses a regen item and gets killed, the next enemy keeps the regeneration buff.
Oct 3 18:20:01 43m 32s Bound Balance ♥ 3 A really fun and well made game! It takes a couple of tries to get use to all systems, but after that it becomes really addicting to try and keep everything running for as long as possible. One false step and those pesky humans will expand themselves into extinction. I love that every run has a differently-shaped level and different amount of tiles to place before you start - it makes replaying the game more interesting when you find yourself in a different set of circumstances. It could use a little bit more feedback on the skills. I got that the lightning strike reduced the resources the villages use, but it didn't work consistently - when the village was growing it reduced the growth by some amount, when the village was decaying it made the decay quicker, but when the village only had +1 growth it did nothing. One thing that I'd perhaps add is keyboard shortcuts for the skills. I found myself pressing 1/2/3/4 all the time to try and select the skills quickly, then had to click them because I remembered it doesn't work that way. Eventually, after 4 or 5 tries I've managed to create a situation where I think the level is stable and will last forever: bb.png On another run I got more of the map destroyed, but I managed to keep a single T3 Village alive for quite a while. :) bb2.png Oh, and it a really nice feature that you've added the time speed up that stops at the next event instead of just running until disabled - makes it much easier to react to anything you might have forgotten to check in time. And great job on the graphics! The artstyle looks really polished. I love a good hex-map game, but when it looks like that I simply love it. :D
Oct 3 19:25:56 1h 05m Crampy Kitchen ♥ 2 A really nice idea! A hectic kitchen is always a good setting for a game in my mind, add to that forcing the player to work with limited cooking space and you've got nice arcade'y game. I've had the same bug that aerial has found (with the lower-right vegetable being ungrabbable), and also sometimes when moving quickly my vegetables would get stuck in the cooking pot handles, and I couldn't take them out: ck_1_sml.png In one such case it got even weirder - I used another vegetable to push the stuck one out, and it got stuck in the vegetable I used to push it out, so I basically had a twin-tomato. The game felt pretty difficult at first - quite often I found myself lacking the veggies I needed and I lost before new ones arrived. At some point I accidentally figured out the bins aren't just for decoration, and it made it much easier: ck_2.png I guess that was because the tips screen was visible only once before the game started, and it is a lot of text to take in at once. Having it on a separate screen in-game for reference (i.e. in a pause menu) would be good, but even having it in the main menu would allow the player to re-read them without reloading the entire game. Overall, it's a pretty good game! It has several simple mechanics which can be quickly understood and it's addictive enough to make you want to try just one more run to do a bit better.
Oct 3 20:17:05 51m 09s Limited Sanity ♥ 1 Really nice atmospheric game! The artistic design is simply amazing. The humorous comments were great, though at some point they seemed to start going a bit more insane for a bit, and I started wondering - is my character going insane, or am I? Unfortunately, I couldn't see if there is an ending or not. I've cleared all the rooms, but at one point I noticed one of the cable / wire / zig-zaggy thingy stuck partially inside the couch. I tried to remove it using a dumbbell, but it just glitched through the couch (and the floor I guess), so I think that was the last item I couldn't get. I also had a rather weird experience with the "toy room" - at first the door leading to it wasn't there at all, it was just a slightly differently colored rectangle on the wall. After some time, a door appeared there, which made me think it was like another level unlocked because I cleared enough of the first one. As soon as I entered the toy room, I turned around to find the door I just entered through wasn't there anymore. I put all the toys in the chest and opened the other door, and I ended up in the bedroom. I turned around and the toy room was gone, with the living room behind the door. I'm not sure how much of that was spooky design and how much was bugged, but it felt pretty creepy. :p There are also some bugs with picking up items. I assumed I had trouble picking them up because of weird positioning, but sometimes some items would just be stuck and I couldn't grab them at all. Other times, I couldn't drop the item I was carrying and I had to jump to release it. Also, is there any purpose to the whole in the wall in the living room, or is it just to tempt me to try and throw away all items in it instead of the bin? I've tried throwing several different items in it and nothing happened, so I'm not sure.
Oct 3 21:18:30 1h 01m Panic Color! ♥ 1 I am absolutely terrible at this game! :D So far my best record is 24. The controls take a while to get used to. Once that happens, I think it becomes slightly easier. At first my biggest problems were running directly into enemy fire, then running into my own reflected shots. When I realized I could defend against projectiles by firing my own, it became much easier. The dash works pretty well, I think, as I'm just too slow to use it at the right time most of the times. One thing that felt slightly weird to me is the unlimited fire rate. I don't think it is a huge problem, and for me it was really helpful in actually destroying anything, but what makes it weird to use is the fact that my projectiles collide with each other, so if I fired too quickly, all my projectiles were instantly destroyed.
Oct 4 19:07:38 21h 49m HEXAK ♥ 2 Amazingly well done game! There's so much stuff here, it's really impressive you've put all of that within just a short jam time. Visually it looks great, the ambient music is fitting, and so are the sounds. After several playthroughs I've managed to get a pretty decent score: hexak.png One issue I had is with the solar panels - hovering over the solar panel button doesn't say it can't be placed near a mountain. I found that out by re-reading the "How to play" screen.
Oct 4 19:59:58 52m 20s Natura ♥ 1 Interesting game! I expected it to be a pretty slow paced and chill experience, and it turned out into a rather panicky simulator of trying to collect all food before winter came. :D Honestly, if you're planning to develop this more, I think either way would work, though if you want this to be more relaxed I think the seasons could be somewhat longer. The bees are really cute, and it's quite fun just sitting and watching them fly around. I found two small bugs with the colliders. One is that there is something invisible I keep colliding with near one of the starting trees. Somewhere around this place: natura2.png there is something like an invisible tree - running forward just makes me run in place unless I move sideways to pass it. Another bug is the ability to place stuff on top of other things - which felt weird when I accidentally placed a tree in another tree so high I couldn't get the apples, but felt great when I realized I could create Sky Hives: natura.png
Oct 5 20:30:48 24h 30m Keep Inside ♥ 1 A very clever idea for a game, and the execution is pretty damn good as well... But it has some very frustrating issues with controls. After playing through it all I'm still not sure if I was more helped or hampered by the automatic selection of the nearest node. It was very difficult at times - especially when two nodes were pretty close together - to figure out in a blink of an eye which node will be moved, and quite often it wasn't the one I wanted and I failed the level. Though that probably is something I'd get more used to with time, as after a while it became a bit easier and the failures happened less often. Bigger issue is that it is played on a canvas in a browser window with unrestricted mouse movement. For more precise control I dragged as far away from the node as possible, but that often meant my mouse cursor left the canvas while dragging. If I released the mouse button while it was away from the canvas, it acted unpredictably - i.e. it didn't detect the mouse-up event, and the node was still dragged. Best way to handle that would be to restrict mouse movement to the canvas using Pointer Lock API, but that would require at minimum drawing the cursor on the canvas yourself. Without that, after about 30-40 attempts to complete the final level, I've worked around the issue by forcing the canvas into fullscreen mode, and that finally let me complete the game: ki.png The idea is simple, but very effective. Thanks to the area of the polygon remaining constant as its shape changes, you get a lot of strategic choices, like whether it is better to drag the vertices directly on the way of the ball or to push the vertices in the back to move the entire polygon forward. And given the fact you've got to think quickly, you get a pretty hectic gameplay that gives a lot of satisfaction when you complete a level. I really loved that the music changed based on the distance to the nearest point on the edge. Just the changing faces on the ball would be enough feedback, but the music getting more intense really built up the pressure.
Oct 5 21:07:43 36m 55s Desktop Madness ♥ 2 Great interpretation of the theme, and a fun, well-made game overall! Everything looks clear and intuitive controls allow you to easily get into it. I loved that the icon types had several different variations each, it definitely helped keep it visually interesting. And I also loved the stylized look of the entire interface. The whole game looks like it had a lot of effort put into it. All the gameplay elements work smoothly, there's a lot of feedback elements on player actions. And there's a lot of interface elements which aren't really necessary, but they definitely look cool. The volume slider works fantastically as an in-game interface element, the errors showing up on the task bar made me appreciate the attention to detail that went into making this game, but what really amazed me was the context menu and properties window, which don't seem to serve any purpose but to look good, and that they do. :D Given those it might be weird to expect even more, but I thought it would be great to have the option to empty the trash bin (maybe as a gameplay mechanic - for more points? or that it gets full eventually?) or some easter egg in the start menu. The music is great too, really suits the fast-paced gameplay. It does kinda feel like it ramps up towards the inevitable end. Bonus points for letting it play in the background while the game isn't focused, so I could listen to it while writing this comment. :D dm.png Oh, and I almost forgot - I expected that overtime viruses would appear to be named the same way as non-virus files, and I'd have to distinguish them just by the small dot icon. So thank you for not setting that trap. :P
Oct 5 21:50:31 42m 48s Starfold ♥ 1 Really nice game! It might just be me, but I don't think space mining is ever getting old. Add to that progression of upgrading your ship to be able to mine more and faster and I'm hooked for hours. I liked that you didn't settle on either a fully inertial movement system or arcadey control and instead have a mix of nearly-fully-inertial with dampeners. I'm not exactly certain that the slow braking when dampeners are off is necessary, since it feels pretty good coasting from asteroid to asteroid with dampeners off to save fuel. One thing I'd add is some way to detect asteroids. I think I've managed to mine everything there was, but it would be nice to have some sort of radar, kinda like you have the waypoint for the station. In the end, I finished the game having a pretty decently-sized cargo bay, and the last few hauls of ore gave me a good amount of money to buy more cargo space quickly. sf.png It's a solid jam entry. It has a lot of potential to be expanded on, and from what I see you already have some nice ideas for updates, so I'll be looking out for those in the future. :)
Oct 5 22:20:49 30m 18s Grid Bots ♥ 1 Really fun game! I liked the enemy design, they kinda reminded me of Total Annihilation's K-Bots. The progression is done pretty nicely, with each new enemy adding a new challenge to avoid or defeat. The perspective makes it a bit difficult to aim perfectly, but I think it's something I'm getting used to the longer I play it, so I don't think it's a big problem. One thing that I think is a problem is the world / camera wobbliness. I'm not one to get motion sickness from playing games, but that made me understand those who do. The idea of changing biomes is great. It took me longer than I'd care to admit to figure out I should move to the other color before the first one falls down, in my defense I'm playing it pretty late in the day and am tired. :P I liked the wintery biome the most, it's shown there's a lot of room for level variation in this idea. Nice work on the audio side of the game, too. The sounds are pretty good, and the music track is really fitting for this type of game. So far I only just made it to Big Bob, but I guess his days will be numbered when I get some rest and try this again tomorrow. gb.png
Oct 6 09:34:58 11h 14m Animal Teleporting ♥ 2 A really nice puzzle game! It's a great take on the theme, and pretty well executed, too. There's a big variation in the movement rules, but it's introduced gradually to make a nice learning curve. I also liked that you didn't make just a single rule per animal, mixing them was a nice choice. It added a lot of stuff to consider while taking your path, but remembering all the rules makes solutions (or at least parts of solutions) instantly come to mind when you focus on a specific part of the map, so it wasn't too difficult. All the graphics are nice (though the croc is probably my favourite :P), and the mellow music allows you to focus on thinking. Not much more for me to say here, other than I agree with others who said it would be nice to have a way of selecting animals via keyboard, though I think instead of a single button it would be better to make it two buttons for previous / next animal - I found myself switching back and forth between animals several times, so it would be better to have a button to go back than having to cycle through them all. at.png
Oct 6 18:18:04 8h 43m Booty Hole ♥ 3 Damn difficult, but really fun! It's tough to make a physics-based game in a jam and make it work good, but I haven't found anything here working wrong or weird. Everything looks and works smooth and as expected. At least as far as the physics simulations go, because as a player I have to say that everything went everywhere but where I wanted it. I seem to get better at it with every try, so it's definitely a player issue, not the game itself. I love the anachronistic look of the ship, the old school steering wheel gave me the vibe I was controlling some sort of a space pirate, down on his luck, trying to get some money to get back on his feet and get revenge on someone who stole his warship. The chill yet upbeat music also weirdly fit - I kinda expected something more fast-paced and tense, but this one fit very well when I was looking at my money slowly falling out of the container and drifting off into space, thinking "oh well, here comes the next one". Also it feels right with the general weirdness of the game. Like, for example, catching falling treasure chests would be weird enough, but fitting with the aesthetic of the ship. Then there's cats, out of nowhere, for no reason. Though many cats have died because I've moved my booty hole too much, and that's a sentence I can't unthink. And I don't know why it made me laugh, but there was something funny about randomly finding dozens of car doors drifting in space. :P Ultimately, I think I got to a pretty decent score. I guess I could try and get better, but I think that's a perfect finish. Great game! bh.png
Oct 6 18:56:16 38m 12s If I Fits, I Sits! ♥ 2 Perfect fit for the theme! :D Good idea on switching the sides the cat comes from, and having the cat be sometimes longer or shorter than the box, as it forces you to be on your toes and choose quickly whether to stop the front or the hind end. The speed increase made for good progression, too. The aesthetic part is great, it makes me want to try and make a TIC-80 game myself. The graphics are clear (cute cat!) and the sounds are fitting. It might use some simple music track playing in the background, but with such a quick turnover between playing / restarting / trying again I didn't really have the time to miss it much. Also, I wouldn't say it is too difficult, but it does ramp up rather quickly with the speed. It's not too tough to get a great fit, but I don't think I ever could get a perfect one. If anyone manages that, I congratulate you. iifis.png
Oct 6 19:58:51 1h 02m Limit at Infinity ♥ 0 So at first I had the same problems as others with running the game - either the infinite loading screen or the Cross-Origin Isolation error. I've switched from Firefox to a Chromium browser and while it too showed the error, the game managed to run itself. It is a great game, but it definitely needs more work on explaining itself to the player. First I think it needs some better way of showing the player they actually can build something. This could be solved by something like a simple tutorial, or maybe highlighting one of the floor tiles to attract the player there and show them the construction list. Speaking of the construction list, while it looks nice to have short separate building lists, I think it would work better if all the constructions in the game were visible there at all times, with maybe greying-out the unavailable ones and giving them a tooltip explaining why you can't build them (i.e. "not enough X resource" or "can only build in a corner". Having the buildings be visible gives the player a goal to strive for. For example, if the Abyssal Thread was visible at all times, I could check its requirements and think "alright, so I need these resources to build this, and it's a lot, so I need to build up my resource production first". The overall aesthetic is great. All the units look nice, and while the buildings are pretty simplistic, they fit the game's theme well. And the theme is reinforced well by the soundtrack, giving the vibe of being somewhere deep underwater in the unknown. The game fits the jam theme great, while at the same time having a fantastic way of circumventing it - you've got limited space, but you play on several different connected spaces. It's a great idea and it has a lot of potential to be expanded upon. lai.png
Oct 6 21:33:35 1h 34m Purple Pop ♥ 1 Really fun game! With my first attempt I got to around 6k score before all my bacteria got eaten, but in the second game I knew what I was doing, so I managed to survive a while longer. And that gave me enough room to experiment with different strategies, so eventually I've managed to learn how to survive basically forever. pp.png And as you can see some of the bacteria got out of the petri dish, which I don't think is a good thing for all the people outside. If you do work this into a bigger incremental game, I kept thinking about how it would be nice to be able to finally get rid of the red bacteria once and for all. Maybe a system could work where if you'd mutate enough to become completely resistant to the reds, you'd get some time of freedom, then a new mutation would appear with a different type of enemy, maybe requiring a different solution to evade or defeat. Also, great work on the audio-visual side of the game. It looks, sounds and feels fantastic, everything seems well polished.
Oct 6 22:04:54 31m 19s NarrowLabs Rumble ♥ 1 An impressive amount of work for a compo game! I've only made an FPS once, a long time ago, and I remember it being a difficult experience, plus I've made less in a week than you have in just two days. :D I like the visual design of the rooms, they reminded me a lot of old-school Doom (maybe because of the barrels?) - only more cramped, which would fit the theme! Sadly I didn't manage to get to the end. I've tried playing around 10 times, but every time the game ended with a crash. Furthest I've managed to reach was to destroy all but one of the robots from the second room. The large group of enemies took me by surprise, but if felt nice trying to fight them all while slowly trying to retreat back to the start. And trying to manage the resources at the same time made it a really hectic experience. To add to all the feedback you already have, I think it would be good to make enemy projectiles a bit more visible. Maybe adding some lights to them, so they're clearly visible as they travel through the dark rooms would work?
Oct 7 22:23:46 24h 18m Pineapple Burger Pizza ♥ 1 Funny game! The combinations of pizzas are... let's say interesting. :D Double-sausage double-burger pizza was the best. The game could use a bit higher difficulty level. Everything is explained well, so it doesn't take very long to figure out what to do and you can pretty easily keep on going forever. And while you get a few orders where you have to really think how to place and rotate everything to fit required ingredients on a tiny pizza, you also get ones where the pizza is giant, but all you have to add is two octopus ingredients, so you just place two boots and have a mostly empty dough. Regaining lost reputation was a good choice, as I always like when a game allows the player to make a comeback instead of forcing them to restart. Though for this difficulty level it doesn't feel like it is required. Or maybe having a smaller reputation range than 10 would make it work better. The game looks good, I liked the animations on the customer! I also loved the way you've built the tutorial - separating all the info and putting the help/info buttons in respective locations made it much easier to memorize it all before playing. It's a nice compo game, with a good (and fun!) interpretation of the theme. It's a solid base on which there's a lot of ideas to expand on. And it made me hungry for some burgery pizza... pbp.png
Oct 7 23:11:02 47m 16s LD#54 - Meteor Shower - C64 ♥ 2 Amazing compo entry! It's a very oldschool game, with everything that entails - mostly the good stuff, with some of the bad. Like the diagonally falling meteors spawning on the other side of the screen and immediately hitting the side without giving me any chance to react (come on, game!). It's pretty difficult, but I don't think it's too much. Once you get used to the controls you can quickly get better at judging which rocks you'll manage to get in time and which ones you should just leave. And I'd say the hit detection on the pulse and asteroids is pretty forgiving, as you can quite often hit a rock pretty far off center, or even hit multiple rocks with a single pulse. It's also good that you don't have to run around for long before you can take shelter inside to replenish your O₂, as you get a short break (and the needed hull repairs) before the next round. Despite that, you will occasionally get punished hard, especially if in your hubris you think that you definitely can make it to a rock and have it land on your head. Thankfully, the playthrough is pretty quick, so if you lose you just start over again immediately and try to beat your previous score. Several times I found myself just starting another go instead of switching tabs to write this comment. :P Basically the only thing that is missing is some background music. The sounds are great, but they would be even better if they were accompanied by some simple chiptune. Other than that, I think it's perfect. Sure, it could be expanded by having more threats and upgrades for the player, but I think that it would work against it's old-school simplicity. ms.png
Oct 8 07:48:25 8h 37m Scorched Asteroids! ♥ 1 A really fun throwback to old Scorch! Made me recall all the times I got angry at MIRVs not hitting where I wanted them to. The gravity mechanic is an excellent addition to it. Getting trick shots perfectly and hitting the target feels really satisfying. The game looks great, and I like the way the asteroids reshape after a hit. Though it does feel weird that I am changing the ground under the enemy tank when the shell hit a rock far above them. Seeing your explanation for it makes it a bit clearer, I guess I'll have to write an implementation of metaballs and do some experiments myself. On the audio front the game is good too. All the needed sounds are there, and the background music is banging. It makes me feel more like I'm playing a scrolling shooter like Raptor rather than Scorched Earth, but it does hit the nostalgia button. As for the controls - maybe changing the tank sprite to have a distinguishable front and back then controlling movement with A/D as forward/backward buttons would work better?
Oct 8 11:09:49 3h 21m Musical Tunnels ♥ 2 Nice take on the theme! I like games that use music as part of the gameplay. It's so difficult! I tried a lot, but I've only managed to get to Baa Baa Black Sheep, and after about 10-12 tries I only got through 22% of that. I think at this track the distances between the notes become too short for me to do the moves in time, and if I try to start sooner I make the first turn while still in the previous note and I collide with it. Maybe it would work better if the "gate" you already passed through (and the note was played) was removed (or had removed collisions)? I'd agree with LeviDSmith that it's sometimes difficult to properly measure the amount of movement needed, but for me the biggest problem is that the movement is "jumpy", i.e. the camera instantly rotates to the new position instead of doing it smoothly. I can see well enough where I should move to, but when the world jumps with every move I lose track of the target. I guess it would be difficult to set the timing of smooth rotation properly - make it too long and you won't give the player enough time to react before getting to the next obstacle. I think that a quick but smooth rotation would be better than the instant switch, but it might take some work to make right. The audiovisual side is pretty good. The models are simple, but for a game like this that's a must - too complicated shapes would only make for a distraction and could make it difficult to align yourself properly. The music tones sound nice, though I think the tracks could have used some light rhythm playing in the background. Other than that, it's a cool game! Well done on timing the music with the visuals right, from what I've seen in the past few LDs that can sometimes be tricky.
Oct 8 13:22:46 2h 12m Train Trouble ♥ 2 Nice compo entry! It's actually the first game with trains I've seen this LD, there should be more of them! :D The idea is really good, a kind of scrolling shooter with quick levels and resource management between them. The idea of having a hub from which you go to places and have to return stuff back is pretty good, though I think it could use some differentiation between going there and going back - even a simple running train right-to-left instead of left-to-right might work nicely. Having to decide whether to use the limited space to gain more resources or keep the morale up is a great idea, I can only see it becoming more important as the game progresses. Two small bugs I found: - the "Upgrade" button doesn't seem to work - it takes 100 resources, but it doesn't upgrade anything, as my turret and my cargo wagon are both still shown as "Level 1"; - several times the "Repair" button has shown a negative repair cost and I actually gained resources from repairing the damage, it might be good to clamp the values to 0;
Oct 9 18:07:38 28h 44m Room ♥ 1 A nice tiny sandbox! Well done on making multiplayer work well in such a short time. From what I can see it works great and there's surprisingly little delay. I actually used the multiplayer feature for a slightly different purpose - I've opened a second window with the same world to use as a preview for when I edited the tiles. Works perfectly! Tile editor is easily the best feature. One thing I think it's missing is the option to copy/clone a tile in the editor to create a new one from it - that would make creating entire tilesets much quicker. r.png
Oct 9 18:56:07 48m 29s Moon Base Constructor ♥ 2 Amazing compo entry! It's impressive how much you've managed to do in only 48 hours. All the systems needed for gameplay, all the different types of buildings, plus all the sounds and music... Nicely done! The artstyle is great, I always love simple and clean pixelart. And the accompanying music fits it really well. Though speaking of music, I've had one issue with it - it seems that after the track finishes playing, it doesn't restart, leaving the game without music for a long time. Then it starts again at seemingly random times. I've thought that maybe it restarts on building construction (or at least the victory goal building), as it happened several times when I built something, ~~but that might have been a coincidence~~. After trying it several more times I'm convinced the music restarts only when you build one of the victory buildings. If you don't, the game stays silent. One thing I'd like to see added is keyboard control for the camera, like with WASD keys. The screen-edge is pretty difficult to use when playing in windowed mode (though it's fine in fullscreen). Other than that, there's not much more for me to say that others haven't already. Well done on making a cool game, and I hope you're going to keep working on it after the jam! mbc.png
Oct 10 22:46:11 27h 50m Obelisk ♥ 1 Wow, that took a long time to get through! And by get through I mean "reach tier 6". And by a long time I mean a bit over an hour, since that's about as much time as I've spent on it before realising I got addicted to digging walls and killing slugs. o.png There's a lot of mechanics to unpack, so it takes a bit of time to understand it all and get in the proper rhythm to be able to play it, let alone play it well. It took me a while to expand far enough to find my first turret, but those have helped A LOT to survive for much longer time. Then I figured out better how to use combinations of pushers and boxes to send more crystals from farther away. One thing that didn't really fit the game for me is that crystals stop other pushed crystals - I felt it would have been better if pushed crystals gathered others in their movement line, so you could slowly expand into this crystal highway delivering them from multiple sources at the same time. If that would be too overpowered, limiting the travel distance for crystals would make for a good mechanic too, requiring players to plan relays / repeaters every X tiles. Or maybe making a special building that acts like a single-direction pusher, but embedded in the floor, so it only pushes crystals that enter its tile? Don't know which solution would work better here. It was also great to see another game use the theme to create a soft limit of space instead of a hard one. Especially in a game like this, expanding your playing field is one of the better parts, and going out to find more machines adds a cool element of exploration. It could be a little bit toned down though - while upgrading the Obelisk to tier 2 opens up a rather small amount of space, tier 3 already unlocks more tiles than you can explore before reaching the next one, especially since the enemy amount grows fast too. I also agree with orangeoceans that the amount of crystals needed to upgrade grows too fast. I don't think I've finished the game below tier 5 after my first game, yet getting to tier 6 seemed very difficult in comparison. The audiovisual side is amazing. I loved how the slugs looked and moved (at least the three types that I've seen, if there's more later), the building sprites look great too, everything is beautifully animated. The sounds and music are just perfect. Especially the music, it's giving me the same vibes as FTL soundtrack - it's not fast and hectic, but it does build the tension wonderfully. Other than that, there's not much more for me to say but: amazing game! Doubly so, given that it was made in 48 hours. I hope you keep working on it after the jam, it feels like there's a lot of potential in it.
Oct 11 09:16:18 10h 30m SUPA SEAL-MAN!! 小さな氷山島に魚の事故!! ♥ 3 Very fun game! The mood is amazing, the aesthetic made me feel like it was some sort of modern version of Takeshi's Castle. And the gameplay made me recall Crash Bash party minigames, so that's two cool things I liked reminded in one game. :) I agree with others that it can be confusing at first (during my first playthrough or two I thought I had to eat the fish and the iceberg sank because I got fat :P), but you can get used to it and figure it out after a couple of tries. One thing that felt slightly weird to me is I couldn't tell how many fish it took to start sinking the iceberg. It might be because the gameplay is pretty hectic, but I thought that sometimes it went down with a much smaller amount of fish than before. Or do the fish get heavier with time? Maybe it would be good to make the sinking a more gradual process, or at least give the player some more warning signs that things are starting to go wrong. The sounds are well fitting the game, but the music is just banging! Good thing you don't pause and mute the game when it isn't focused, so I can listen to the music while writing this comment. :D ssm.png
Oct 11 11:09:01 1h 52m PIO ♥ 2 Fun game, with a clever concept for the main mechanic! It is also pretty difficult. It seems at first like it's a puzzle game you need to approach with caution and think everything through, but then you get thrown a curveball of having to figure out precise movements and timings. For the most part it works well, as most of my problems were related to trying to execute everything at the right time. One thing that I think could use a bit more work is the collider for eating range - quite often I found myself in a situation when an eagle coming diagonally looked like it should be in range to be eaten, but it wasn't and I got killed. Eventually I've managed to figure it all out and reach the end: p.png The graphics look great - the level tiles and the background are simple, but they work pretty good. PIO looks cute, so do the eagles - I could almost forget they're trying to kill me. The background music is pretty chill, which helped me to relax and figure out a way to solve all the levels. I loved how PIO's voice got deeper as he grew in size. __PIO__ :P
Oct 11 13:04:42 1h 55m Mantra ♥ 1 Very well made jam entry! I'm not a huge platformer player, but it felt to me like the difficulty was - for the most part - just right: not too difficult, yet still challenging. The save / checkpoints are pretty well placed, so you don't have to repeat a huge part of the level if you fail a jump. The only part I found a bit too difficult was the final quadruple-dash jump to the end of the game. In the end, I couldn't complete it this way, but after several tries, when I was about to give up, I found that you can also do it in another way, which proved much simpler. m.png I haven't found any problem with the wall jumping or climbing, everything seemed to work as intended. There seemed to be some occasional issues with the double jump, as it sometimes looked like it didn't register the second space press (and I wasn't in the white zone), though I didn't manage to figure out the exact occurrence conditions. Other than that, everything handled pretty well and the controls in general felt very smooth. The idea of having "spaces of limit" is a pretty good interpretation of the theme. The UI showing you which of your abilities are disabled was also a good idea, as it's pretty easy to forget which zone you're in once you move past its border. The game looks simply beautiful. Everything looks amazing, and while all the sprites are really high quality pixelart, I don't think there's any doubt the main character is the best of them all, especially with all her animations on all the moves. All in all, it's a very impressive work for such a short jam. Well done!
Oct 11 19:08:13 6h 03m MineRaider - LD54 ♥ 1 Nice little scavenger hunt! So far I've managed to get a high score of 590. mr_1.png My main issue with the gameplay loop is that the time is simply too short. I went through it about 20 times and most of times I've had a problem even finding 10 items in time to return to the elevator, so I didn't really feel the need to use the inventory system and manage what I'll drop and what I'll keep. Also there might be some issues with the ground colliders - in my third or fourth playthrough I've managed to drop through the floor while sprinting: mr_2.png I'm glad to see you're going to keep working on it. I agree with Jens, a hub and quick repeating rounds can make this into a pretty robust game. Maybe even unlocking new mines with different environmental hazards (in addition or replacing the lava)? The sound design is great. The ambient sounds really add to the feeling of immersion. Visually, the game is great too, it does have this slightly Minecrafty feel to it. Oh, and one rather small thing you've added, but I really liked it - putting some of the resources on the ceiling. The lighting system made them tough to spot at first, but once I found that I really started to look around everywhere. :D
Oct 11 19:44:46 36m 33s Star Step ♥ 2 Nice physics-based platformer! At first I tried playing with what I thought was the intended mode of movement, i.e. magboots, rotation and jumping, but I did find that rather slow and bit difficult to precisely control. The gun-thruster mode was very fun, though - my favourite moment was probably the larger section with several turrets where I could disable the magboots, fly in and shoot the turrets a couple of times before the force propelled be back into cover. The sunlight damage caught me by surprise, too, but after a moment I did figure out what it was. Maybe having some sort of icon when you're exposed to sunlight would work better to inform the player what is going on. Another thing you might consider is making the first section where you encounter it a bit more shielded, especially at the end - so you move through the sunlit area, but the landing zone is in shadow. First time I played through that part I was still trying to use just the magboot jumping, and once I got to the landing area I tried to rotate quickly in panic so I could enable my magboots while still taking damage. And one small thing - it would be nice to have a full screen mode. Usually in games where you use this sort of weapon targeting system I move the mouse as far away as possible to give the best precise control, but in windowed mode with unconstrained mouse cursor that causes me to accidentally click outside of the game window. And since the game doesn't pause when that happens, it can be deadly. :P I also liked the way it looks and sounds. All the sprites are clear and you can easily tell what is what. The slowly rotating floating boxes really added to the atmosphere of the game. And the music does reinforce the being stranded in space theme. It's a cool entry, I can see a lot of potential in it. The physics system works great, so it can be used to do some fun things, both for puzzle-platforming and for some action segments. I hope you keep working on it after the jam. :) ss.png
Oct 12 16:31:13 20h 46m Last God's Bidding ♥ 2 Really nice and polished jam game! Despite being a game about "going through your final exam", it feels really relaxing. :) Everything feels really well made - from the main menu with sound settings and difficulty options, through the introduction / tutorial, to the game itself. Graphically, the game looks beautiful. Soundwise, everything has its appropriate sound, and the background music makes the whole experience pretty chill. One small bug I found - after you start a new game again (whether you've won or lost the previous one) and place your first building, you can hear the sound of dialogue letters appearing on the screen, and it keeps playing for several seconds like the dialog was being shown somewhere in the background. Though you can stop it sooner by placing a second tile, so it's not that big of an issue. lgb.png I really hope you'll keep working on it. I can see a lot of potential ways to expand on this idea, so I'm interested to see which way you'd take it. :)
Oct 13 19:58:50 27h 27m Dante's Reinterpretation ♥ 1 I love this idea! My first idea for this jam was to make a similar game, but I abandoned it after I figured out I couldn't have done it justice within the timeframe I had. Glad to see someone else went for it! I thought that having the limited space of a single screen to fight in would be enough to fit the theme, especially with some other obstacles in the rooms. The barrier idea was a great reinforcement of the theme. Having it both as a soft movement restriction and your hitpoints was brilliant. I also loved that killing enemies restored it, so if you got hit by few stray shots you could still come back by evading the rest and getting rid of some of the enemies. Some people have already mentioned that the game could use more feedback in several areas, and I agree. Redoxeide mentioned the time you can spend in the darkness. How about making it so when you are outside of the barrier, a circle of darkness slowly closes around you, starting at the edges of the screen and shrinking until it touches the barrier and you lose? I went through the game several times, trying to go for different powerups each time, and it would seem that you did a pretty good job on balancing it out - I didn't feel any particular option was too overpowered and each choice was a valid option to go for. The hard mode was a great addition, too! The game became pretty hectic once several spread-multi-shot enemies showed at the same time. Also the idea of giving the player choice to risk more enemies in order to get a reward of more power-ups worked pretty well. On the audiovisual side, I think it's pretty good. The artstyle is clear, which I find most useful in a bullet hell. The little animations are great, I loved the enemies exploding like blood fountains when they're killed. It would be great if there were more of those, but I know how difficult it is to make as much as you'd like during the jam time. The music was great, especially the haunting scream-like sounds in the background, they created a really spooky atmosphere. I hope you keep working on it, there's a lot of potential for fun additions here. Like maybe going for a sort of New Game+ after you go through all the levels? In the description you've mentioned Dante going through his journey over and over again, so it might fit to have all the levels show you which circle of Inferno you're currently going through, ending with a boss and then starting over with stronger enemies and keeping all the powerups. Overall it's a great jam entry. Well done! dr.png
Oct 14 12:03:03 16h 04m LD54: Closed Capsule ♥ 2 Nice little jam entry! I really like the artstyle and the accompanying music, it fits nicely with the theme of being stranded in space. The playthrough is pretty quick, but that makes it easy to go through the game multiple times. Matching colors of the damaged system with their names is a good idea, but it could prove problematic for colorblind people. Maybe it would be good to also add the same color-matched exclamation mark next to the system name? cc.png
Oct 16 17:13:41 53h 10m Disco Seducium ♥ 1 Nice little rhythm game! I'm usually terrible at those, so it's great you didn't make it too difficult! :P I've played through the game several times and everything seemed to work well, I didn't get any of the sync issues others have reported. Not much for me too say that hasn't already been said by others before me... Though there are two things I'd add: - show a score at the end screen, as it would be great to see how well you did - how many notes you've hit and how many were missed or mistakenly pressed - add a button or some other way to restart the game from the end screen Other than that, great game! The music is really banging. :D ds.png
Oct 16 17:45:14 31m 33s Grid Island ♥ 1 Fun little city builder! Presentation-wise it feels great. All the buildings look really nice, and I appreciated each one having several variations. I've spent some time clicking on the buttons just to see them all. :) I also like the little animations, they really make the game feel more alive. And good choice on the music track, it helps to build the mood a lot! As for the gameplay, it's pretty good! It's a nice take on the theme, it's easy to get into and it makes you want to play it just one more time to try and get a bit better score than the last time. It took me three tries until I won, but then at least a dozen before I got a score I was happy with. :D gi.png
Oct 16 20:14:50 2h 29m Orbital Operations ♥ 1 Really awesome game! I got hooked instantly and spent way too much time playing it. So far I've managed to get to 49 ships dispatched. But every time I lose I just want to try it again. :D The idea is pretty simple, but it's a good one, and it's executed really well. Basically, the only thing I didn't like is the radio messages limit. Because of it, I found myself asking the same ship several times where did they want to go, because when they answered another ship started talking and the message I wanted to see got lost in the chatter. I think putting the destinations on the ships on the map would probably make it a bit too cluttered, but maybe having them as icons in the radio interface on the right (visible only on selected ship) would work well? Another thing you might want to add is some map marker for incoming ships, like maybe putting a circle with an arrow to mark where the ship will enter orbit and in which direction. In the meantime, just adding the direction they're coming in in the message would be great. The game looks nice. There's not a lot of graphics here, but what's there looks good. The planet looks cool, the orbits are well marked. The interface looks good and is responsive. Everything looks clear, and visual clarity is pretty important in a game like this. I liked the small flickering animation on ships changing course, it's a small thing, but adds a lot to the immersion. :) Also, a small issue. I don't know if you went for Compo instead of a Jam by accident, but in the Compo external assets (other than fonts) aren't allowed, even if you disable rating in that category. I don't know if there's much point to disabling the music at this point, but it's something you might want to remember for the next time. :) oo.png
Oct 18 19:58:52 47h 44m Gridlock: A Tiny RTS ♥ 2 What a fantastic throwback! From the get-go it made me think back to the time I've played Tiberian Dawn for the first time. And it felt like it had a lot of other influences too. One that seems particularly strong to me is from a game I didn't play a lot, but did watch a few people play, by the name of Z. I don't remember much of it, but I can vaguely remember it having a similar system of conquering sectors rather than exploiting resources on the map, which was rather uncommon in RTS games at the time. You've done great work on implementing a working classic RTS control system. I didn't even need to look at the controls before going into the game, everything was intuitive and worked pretty good. The one small issue I had was that if you right-click your army on a building, they won't move. Several times I found myself ordering troops to move to a sector then realizing I right-clicked on the flag, so they did nothing. Not a big thing, but it would be nice if the units moved to a nearby location. The graphics look pretty good. I love good pixelart, and the little animations on units are doing great work to make everything feel alive and dynamic. Same goes for the audio part, it's great to see there's a variety of weapons each with its own distinctive sound. The nice tense music in the background feels like a cherry on top of a cake. :) The voice acting has to be the highlight of the game. The intro/outro sequences are well written, both fun and funny! It would be easy to make these too cringy, but the voice actor has managed perfectly to make them over the top without taking it too far. All the units sound great, too! I've enjoyed clicking through all of them to make sure I've heard all the voice lines. It's nice that you've managed to record more than one line for each unit - it might just be one line more, but it does help reduce the repetition greatly. Hearing that you've done that, I started spam-clicking each unit hoping you've also managed to add some easter-egg lines of units getting angry for being clicked too many times. And while you haven't done that (and who would in the short jam time? :) ), I still enjoyed the lines that were there. I've found one small bug in several playthroughs, at least it looks like a bug to me. There seems to be a limit on how many units you can control. You can select however many units you like, but if you select too many, right-clicking anywhere doesn't seem to work. g2.png In this screenshot you can see that I've also managed to get over the command point limit (I think two buildings created units at exactly the same time). I thought that this might have been the cause of the issue, but it wasn't - in the next game I tested it again without going over the limit and it still happened. It also didn't seem to be a problem with any specific unit, as I was able to select half of the entire army, move it, then do the same with the other half. Also, while not a bug per se, it's something that made me curious. Is there a specific reason the building queue is limited to 17 units? It feels a bit like it's a reference that I'm missing. Either way, it's good to see you've implemented a good queue system, remembering the order units were queued. Another thing I liked is that you've made randomly generated maps. The maps might be simple, but having them randomly connected makes several playthroughs not only viable, but pretty fun. Overall, it's a really impressive jam entry. Bonus points for going for a nostalgia trip and executing it so amazingly well. Great job!
Oct 19 11:07:19 15h 08m Blocked ♥ 1 A really nice puzzle game! I'd say for a first try this is very well done. :) The puzzle difficulty seemed alright. The hardest one for me was level 5 "Tricksy", as it required thinking a lot of steps ahead. I've spend a lot of time on that one before I decided to cheat a little bit and make myself a real-world hacking tool for your game: b_p.png which made it much easier to plan everything. :D I think my biggest issue with the game, especially in this level, was that when you fail the Glass Shape breaks and disappears immediately, and if you click play again you have to wait a long time for it to travel to the failure point. One part of that issue is something others have already mentioned and said a speed-up button might help. While I agree, I think a better solution would be something like a "step-back" button, which would allow the player to basically rewind time one (or more) steps and implement fixes on the run. It would be obviously more difficult to implement, since instead of a building mode at the start and playing mode after you'd need the ability to pause and make changes, but I think it would be a better solution, as it would waste less time and therefore feel less frustrating. The only issue with it might be that the puzzles would then be too quick to get through, so it might need some testing. Another idea would be to add two buttons - one for speeding up, which the player could hold pressed for faster speed and release to slow down again, and another for a "skip to next block" functionality, which would rapidly move everything until the next block was encountered. It would help with getting through all the waiting time when the shape is just moving bigger distances in a straight line. The other issue I had in level 5 was that in the right part of the map the shape was moving rapidly from one rotation block to another, so I kinda lost track in what position and orientation it ended up when it broke. Maybe leaving some sort of ghostly shape or pieces of broken glass on the tiles where the shape last broke would help to mitigate that? Smitner mentioned the issue of blocks getting stuck on border tiles, and I've seen that one too. It happens when you've got a block on a border tile and you click the "play" button to change the state. After that you can't pick that block anymore. b_1.png I guess one way of dealing with that would be to not allow the block to be moved over a border tile, changing the blocks location only when the cursor moves over an empty space. Another would be to remember where the block was picked from and checking all block locations on changing from "building" to "playing" state, reverting wrongly placed blocks to their origin. I liked the additional levels. They weren't too difficult (though I've spend a bit of time on A2 to calculate the solutions), but they've shown you have some pretty good ideas on how to expand the game with more mechanics. Visually the game is pretty good, everything looks clear enough and is easy to understand at a glance. Sounds are good too, as is the music, though it would probably be better if the music looped in the background - right now I have to press M twice to restart it once it finishes. Overall it's a pretty cool idea, and well executed. Nice job!
Oct 19 16:19:47 5h 12m Terrain Tactics ♥ 1 Oof, it's really difficult! Furthest I've managed to get to is round 7 before there was an unreachable enemy. This is one part of the game I don't really understand - why is the game over when an enemy is unreachable? I think the game should continue, either the enemy will die when the terrain underneath them gets destroyed or the player's units will. Plus it's not always that the enemy really is unreachable, as at least twice I found myself in a situation where my bows were diagonal to an enemy that was deemed unreachable and could shoot them. I like the idea of terrain getting slowly smaller, with tiles slowly getting destroyed, but I think it would be a good idea to telegraph which tiles will get destroyed next. Right now it's totally random chance whether my units will survive or not if I send them anywhere near already destroyed tiles.
Oct 19 16:47:44 27m 57s how you use it ♥ 0 Fun little game! It's pretty quick to get into, controls are intuitive and work smoothly. The graphics are great, and the little comic intro story is perfect. Kinda wish there was a similar comic at the end of the game, but I'm assuming it wasn't really feasible within the time limit of the compo. As for the fallen enemies and their swords still having collisions - I too think this should probably go, as quite often it caused me to get stuck just through some random luck of enemy dying in just the right location. Though it led to a few funny cases. For example once I got stuck between a pillar and a dead enemy, the remaining enemies charged at me, the first one bounced off my sword and killed the other two before throwing himself at my blade. :P Another solution would be to leave the sword collisions, but give the player a way to get out of that situation. Like maybe adding a key to "lift" your sword up, so you can't swing it at your enemies, but can at least get out of being stuck. I went through the game several times, it was very fun! I guess I've proven I've got both the size and the skills to use it. :) Well done! hyui.png
Oct 19 17:16:04 28m 20s Mecha Walker ♥ 1 Really cool game! It does have the same FTL feel of exploring the world without its need to runaway from an enemy fleet, so you can really go everywhere and take your time to figure what is what. The game looks great, especially the mech sprite with interchangeable parts. It might be "held together by bubblegum", but it's cool as heck. The map is pretty functional, so it doesn't really need any changes. What could use some change perhaps is the shop area. There are a lot of different mech parts available from the get-go and it's pretty difficult to wrap your head around it all. Perhaps a slower introduction of various parts would be better, but then it'd require a much longer playthrough, which means a larger map, which means a lot more time than was available in a jam, so it's understandable that you did it the way you did. As for the map, I liked the random events between towns, but I felt like there were too many of them happening during the travel time. Several times I've had three events during what looked like a not-too-distant journey. I've had one small bug during my first playthrough - after one of the jobs my condition dropped to -11, but I was still able to play until my fuel dropped to 0 and I got stuck and starved. I wasn't able to replicate it in any subsequent playthroughs, so I'm not really sure what caused it. I definitely went on one of the hard difficulty missions while already low. mw.png
Oct 20 10:46:34 17h 30m [in frame] ♥ 1 Really cool idea! And executed pretty well, too. I loved going around and just taking pictures of the environment. It took me a good while before realizing what needs to be done to progress. It would be good if there was some feedback on why your picture wasn't counted as complete (like the character saying "there's something missing here" or "no, I need to take that without that other thing in the shot"). I've spent quite a lot of time trying to take different angle pictures of a single gear only to realize that there's another one nearby and I have to have them both in the picture. Though once I figured it out it became pretty easy and it felt like I've stopped wandering through the same corridors over and over again and started speedrunning the game. :) The atmosphere is great, you've managed to capture an abandoned industrial building pretty well. The low-res texture style looks fantastic, especially with this lighting system. The sounds are quite good too, increasing the feeling of being in a large empty structure without being overdone. The biggest problem after the lack of feedback is the collisions with the terrain, which can sometimes get you stuck. Three or four times I got stuck in a place I couldn't move out of, or even couldn't move at all. Best solution would be to fix all these places, but since it would be incredibly difficult to find them all I think it would be better to have some way for the player to get unstuck. Yeah, it might be slightly immersion breaking, but it's much better then the player being stuck and forced to restart the game. if.png After four or five restarts I've managed to find and take all 8 pictures. Having a folder of saved photos is a nice touch. ;)