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Recher

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TimestampSince previousGameRecher's comment
Oct 3 19:15:59 Slideworld ♥ 1 The concept is nice. It's a good idea to have a "hero", even if it behaves like a 1x1 square in the game logic. Did not pass the third level. So, the "level design" looks quite good. There is no music and no sound, so maybe you should opt-out for this rating. Did you made this game by using a derivative of PuzzleScript engine ? Graphisms looks like it was made with puzzlescript. Had a nice time testing this game. Congratulation for your first contribution.
Oct 4 12:01:18 16h 45m Pocket Universe Snake ♥ 1 Simple, fun and nice. Congratulations ! I love the intro animation, where the grey button turns to reveal the game area. Maybe it would have been easier to understand what happens if the world was displayed as a real sphere, with some dezoom to show it entirely. It reminds me of this game : https://sokyokuban.com/ . It's a non-euclidean soko-ban.
Oct 5 17:08:31 29h 07m Space Limiter Warp Drive ♥ 0 The idea of getting close to the danger was already used in some shoot'em up, but it's a nice one. Mouse controls seemed random for me, so I just used keyboard and it's OK. A little intro screen would be useful, instead of just having the game immediatly starting. I was searching for the description, which is not on itch.io and only on the Ludum Dare website. And while I found and read it, the game was playing, which is really confusing. The different combinations of the bullet paths should cover all the game area. When you go down right, you never get hit. That's a bit dumb, because you don't get any score, but it would be better for the gameplay to have the feeling that no place in the game area is 100% safe.
Oct 7 15:16:56 46h 08m Spaced out ♥ 1 I like the idea and the "raw" graphics. It's like Tron, but with bullets. There is a weird bug or feature that sometimes makes the score increase after you die. I thought the wall targets were here just to warn you that a bunch of enemies will appear from that point, But no. This game has the incentive of "come on, one last try", which is a very good sign.
Oct 7 20:45:51 5h 28m CrystalLine ♥ 0 Score 1882 ! This is totally the sort of game I like : puzzles, logic, a 2D grid. It's not a Match-3, it's a "Match 2²" and I love the mechanics and the concept ! I thought first that the combo would work only if I matched the same color twice, but it works with any colors. About balancing: maybe destroying all the elements of one type when doing a combo is a little overkill. I used this special power a lot, and did not feel the game was becoming more and more difficult. I even thought I could continue like that forever (I was wrong, I filled all the game area). This game concept needs more depths: special objects, special powers, quests, scenario mode, etc. Oh, just one little bug: when I bump into a border, it still triggers the crystal generation. For example, I pushed left arrow as I was completely on the left, I did not move, but a crystal appeared. Best LD54 game I've played so far. Thank you !
Oct 7 23:31:48 2h 45m Homework Havoc ♥ 2 The idea of searching information in various docs remind me of a Zachtronic game, where you had to read "zines" to find ways to hack things. But you drove the concept to another dimension, with this limited-space table. A really good way to exploit the theme ! It's terribly frustrating to put some papers on the keyboard, knowing that you will have to move them just after. I love it ! I thought the dates on the papers would have been useful, to know how to reorder them. But not that much. Each paper looks quite independant to the others. That would have been fun to be obliged to reorder them to recompose a crucial information of the lessons. Next version with texts and question generated by ChatGPT ! (Or not...)
Oct 8 09:52:44 10h 20m I Do ♥ 3 Very original idea, with full of nice details and tricks. Spoiler alert: Uncle Bob is definitely not a good guest. Either unhappy because too far from the bar, or drunk and bothering everyone. It's a nice idea to have the list of guests presented in a guest book. It would have been even more fun if the resulting logs were presented in the form of a wedding guestbook. You could have texts like : "I love your wedding, I was happy to talk about Space with Eloise. (signed : Filip)". At the end, Uncle Bob vomits on the wedding book. Lol ! My best score was +18. I could have played some more if there was a random mode, with randomly generated guests. The distorded wedding theme is hilarious. I gave 5 stars on Audio just for that !
Oct 8 14:27:45 4h 35m Neon Barrier ♥ 1 All the basic mechanics of a good tower defense are here: multi-target towers, missile towers, weak and fast enemies, strong and slow enemies, etc. The walls do not look the same between the first level and the next ones. I wondered if there were multiple wall types, but it looks like not. Levels seem to repeat, but I could not evaluate if it's the exact same repetition, or if the enemies are stronger. It's confusing. The game should either finish explicitly (with a congratulation message or something), or tell explicitly it repeats with stronger enemies. As Robert Li said, I would have loved to continue a little more on each level. We don't need to be able to upgrade the towers. Just more waves, and some bonus walls given to the player after each wave. I wanted to build a long and harsh path to those dreadful enemies.
Oct 8 21:25:53 6h 58m Project Minima ♥ 1 This type of game is too hard for me, but this game is quite well done. I love the floating hair of the hero, the weird-looking NPCs (we understand they are scientists even if they really look weird) and their depressed dialogues. I'm not sure, but the mines which move in a round seemed bugged. I saw one of them moving slightly out of its initial paths. It was as if the center of the path circle suddendly changed, while the position of the mine did not change. I tried to reproduce the bug but couldn't do it. Sorry. A nice and convenient detail: the "periodic" spikes are correctly configured, so that at the start of a level, you do not have to wait for them to disappear. It's really important, because we want to retry as fast as possible just after dying. I didn't see how the theme is supposed to fit in the game, but that's not a real problem.
Oct 9 19:15:06 21h 49m Mousetropolis ♥ 1 The game mechanics need to be more detailed in the description. I had to browse the comments to realise housing is the most important : it reduces crime AND increases income as only housed mice pay taxes. Knowing this, here is the strategy: - build things so that there are absolutely never homelesses, try to have positive income of food and water as much as you can. - you don't need any police. - when no more room, upgrade everything. - as mices arrives, gradually replaces house by food and water, to keep positive incomes. - you end with homelesses and the game ends, but you can be proud of your score. I made it to 1014 mice with this strategy. It's nice you learnt 3D while creating this game, but this sort of games do not need 3D at all. Just draw your buildings on a 2D grid and that's all. It was even a little annoying, because the giant buildings hide the view of the elements behind. Totally love the "mouse voice acting". Overall, I had a fun little time imagining these mice trying to survive on the raft, with less and less space.
Oct 12 18:02:56 70h 47m Defrag ♥ 1 A very original idea, that deserves to be polished and more exploited. Maybe a game mechanism where a file, when it is correctly merged, is completely removed from the defrag zone, because it goes to a safe and stable space or something. I'm not sure the added/removed block positions are predictable. I had some block removed and there were in the middle of the file, and the game did not warn me about it. Also, it's quite frustrating to be obliged to use two turn when you just want to shift a file part for some tiles. You have to put it in a complete empty part, then put it back to the shifted place. And, as said in other comments, each game is a little too short because not enough space. But really, the idea is fun and original, maybe I will think about it to make my own version of the game.
Oct 12 22:20:41 4h 17m Tetryian ♥ 0 There are already games like this, where you have to place the upgrades on your ship, but you added a really nice twist : the upgrades have tetris shapes. I did not completely understand how all these elements interacts. I guess the generator is here to provide energy to all the components, but it's not obvious. It looks like my shield was regenerating at the first mission, but not at the next ones. Was it because of my new ship configuration ? It's not really explained. I don't know if there is an end. I managed to attain mission 3. Was it good or not ? How many different missions are there here ?
Oct 12 22:53:11 32m 30s Claustrorush ♥ 2 My score: 7798 The graphism and the colors are very well done. I took a little time to understand that the dashes against the wall are made with the up arrow. I liked very much the mechanic of the narrowing walls. You have to keep them as far as possible, but at the same time, when they are near, you can climb super fast by spamming the up arrow. The level randomization is also a good idea. I don't like these super-meat-boy-like platformers where you have to learn your moves by heart. In your game, each try is different. Overall, a very cool game !
Oct 14 14:36:37 39h 43m The Cauldron Coven Coalition ♥ 3 Nice game, but there aren't enough mechanics specific to tower defense games to make it really interesting. We end up placing all the witches near the hut, as it is the place where they are the most efficient. I wasn't even thinking of the strength and weaknesses, because all the witches were firing at the villagers, so there always was the strong witch among them. UI is a bit harsh as many other people already said it. Having to survive a whole night is a good idea, but everything is dark in the game and it is really hard to distinguish which witch is which (ha ha ha, sorry). To add confusion, some trees are hiding parts of the paths, and you don't see what witch and villagers is behind. Nice game, I loved the graphics and visual effects. It was interesting enough to make me want to win it (I did at third try), but it needs a really big polish on UI and clarity.
Oct 15 09:09:26 18h 32m Little Cart of Junk ♥ 0 It was very frustrating to grab an object and not be able to put it directly in the cart, but it's part of the game, so it's OK. I loved throwing away all the unwanted objects that blocked my cart. It's quite fun seeing them flying through the whole screen, even if I'm terribly bad at aiming precisely to make them land safely on the cart. There are nice ideas on the variety of object types : different sizes, shapes and weight. I loved the ice cube which are very slippy. Understanding why you would need ice cubes is beyond my intellectual capacities, but anyway... It's a little too bad that we only have to put the needed objects on the cart to instantly win the level. We don't have the feeling of bringing them back home, like a true post-apocalyptic scavenger would do. And it would have been the occasion to reward good players who are able to put many objects on the cart, opposed to less good players who would have to make more trips to bring them all back. I won the second level completely by chance. I was painfully putting objects on the cart, then it rolled over a phone pole, which was the last needed object, I won. But I totally did not deserve it. Nice idea, need to be readjusted.
Oct 15 13:43:00 4h 33m If I Fits, I Sits! ♥ 1 Nice and simple. It took me some bad tries to understand how it works. (Pushing arrow keys stops the cat, and not moves the cat). It's a nice idea to have the cat coming from left or right, and to have some cats that are already small. It adds a little variety. This could totally be a mini-game of Wario Ware or things like that. Nice graphics too, especially the "back" of the cat.
Oct 15 17:48:44 4h 05m Sheep Birder ♥ 1 I'm not sure, but I had the impression the description of the upgrades only comes at the second or third map. Maybe they were there before, but I did not see them. The birds are really hard to control at the first map, and I was about to abandon because I thought all the maps would be painful like this. This risk would have been decreased if I knew at start what the upgrades do. One more thing about the upgrades: tell how much points it will cost before we select it. They do not all increase at the same rate, so I did not remember which upgrades I bought a lot, and got confused. I like the idea of "white plague", because sheeps are white as well. It's fun. An upgrade to buy bigger boats would have been cool. There are little birds and big birds. I don't know if it's important or if it's just for visual variety. I reached map 10, then I must admit I got a little annoyed and stopped.
Oct 16 15:56:36 22h 07m Hell Space Ltd. ♥ 1 Completely weird and WTF. I loved it ! Especially the sound of launched people ! A curve showing the preview of the people trajectory (at least at the first levels) would have been nice. People are a little too "sticky", but I guess it's part of the game rules. I ended like this: Screenshot from 2023-10-15 23-38-29.png
Oct 16 20:57:39 5h 01m Mechanizyn ♥ 1 Would have loved to play more levels. This game could become a sort of Flappy Bird, with an alternance of stressful moments when you have to fly in difficult passages, and calm moments when you land to recover your energy. Maybe a sort of "Flappy-bird-MetroidVana" ? It also reminds me of Bad Mojo, an old and weird game where you play a roach, wander in garbage, kill a spider by pushing a cigarette on it, etc. Keep up the work !
Oct 17 23:10:11 26h 12m Chargez ♥ 1 It's like a space pool. At the beginning, I made efforts to push the balls out of the circle. It works, but it's not much rewarding. It does not give any points, and while you push one, 3 more arrives. So, I just used the same strategy as cagibi: rolling around. At the end, I just died on purpose, because I must admit it was becoming annoying. No new special balls, no specific challenge, the difficulty was not increasing that much. Anyway, I spent a nice little time ! Best music of all the game I tested for this Ludum Dare. I played HTML version on a desktop. The window does not resize and it was really too big. The game switched automatically to fullscreen at start, then I removed it, then I wanted to put it back and it didn't work. In short: there are still some bugs about the graphical layout.
Oct 19 21:56:44 46h 46m Prof Delespace and the Golden Record ♥ 1 I really loved the humor, the coarse language, the Bretagne-like planet and the fifty kilos of butter. The enigmas are well-balanced. It take some time to solve them, but not too much time. (I was helped by a friend, though). Music and graphisms are nice. Maybe the second enigma with the pentaminos would have been more practical if we had more space (ha ha) to put the shapeships around the game area. It's a little hard to think how to place them when we have no other choice than stacking them on the border.
Oct 19 23:09:56 1h 13m Crime Critters (Rob the British Museum) ♥ 1 Excellent idea ! I made more than 2 million dollars. The collaborative work is also an excellent idea (though I was all alone to test the game). It's cool to have objects that needs to be handled carefully. And the placement in the truck can also become strategic. Don't lock yourself in the truck while putting objects inside ! Graphics are really cool, perhaps the best graphics of this Ludum Dare I've seen so far. The objects are well designed, so that you can immediatly guess their values from their aspects. There are also nice ideas of "traps" : doors that opens from only one side, lasers, etc. We need more of these, and more that needs collaborations.
Oct 19 23:19:36 9m 40s SpaceRaft ♥ 2 Nice game, but I would have loved a sort of "continuity" from one level to another. Something like you get resources or money, to add more rooms and elements to the ship, upgrade existing ones, etc. I took some time to understand the red rays are not lasers, but indicators to tell you where are the enemy ships. I only made to level 3, because the game crashed at that moment 😢 . But It felt like the difficulty did not increase that much from one level to another. There are little enemies at waves 1 & 2, big enemies at waves 3 and that's all. That was a nice moment smashing enemy ships ! (One last thing: thank you very very much for handling the keyboards with "key codes" and not characters ! I don't have a qwerty keyboard, and I always get afraid when I see a game with WASD controls. And for your game, there was no problem at all, thanks to the key codes).