Make War, Not Science! by Budi 2014-12-14T22:21:00
Wow, I've thought about making a card game for Ludum Dare before but always thought it'd be infeasible - I'm really impressed you managed it! I like the flow of play, it seems quite well balanced and came down pretty close (although I still won on my first attempt).
I like the resource types but found it a little hard to intuit what needed to be spent on what -- it would be easier if you had perhaps colour-coded the numbers, eg green for science and blue for energy, matching the icons.
Also, when I and the CPU were both at about HP 9, I first noticed it seemed to stay there, even though I played gunshot cards.
I guessed that generators or scientists gave some kind of shielding effect, but didn't know what was going on.
You can guess, then, I didn't read the whole instructions page. It's a high-contrast barrage of text in a bold, headline sans-serif font -- it *hurts* to look at, and would be easily fixed just with a less heavy font, and some less contrasty colours.
Overall the game is OK to play, but I felt would be nicer if it had some more visual cues showing what is happening, for example when it locks out for some time period, you can't click to continue; you have to wait. You can't see your own cards when the opponent plays one, and the card effects aren't 'obvious' if you're not closely remembering what all the numbers were.
Still, even saying these things, I'm really pleased to see a card game on here, and I've enjoyed playing it through several times now.
LD32 — An Unconventional Weapon (16)
Spinnicus by NickZangus 2015-05-06T18:26:00
What a cool little game. Very nice visual look about it.
rm by Eskoala 2015-05-05T23:06:00
Nice to see an old style text adventure. I had difficulty thinking of usable verbs but pretty cool overall.
Properante Ludum by sliphtrex 2015-05-05T23:00:00
Fun little arcade game. I had some performance issues e.g. jittering and I had a few problems getting the input to respond to my keypresses but overall a fun little submission.
Weathermage by Exeneva 2015-05-05T22:11:00
Graphically very well presented. Interesting concept of using combined weather effects to attack your targets.
Wild tales: enlightenment by psychonull 2015-05-05T21:40:00
Some really interesting ideas. Well done on making four different mini games. Very impressive and innovative.
Box Wars by timmahh 2015-04-23T22:39:00
Hey guys, sorry I don't know if it's just me but I couldn't get the controls to interact with your game in the WebGL version.
Mortal Insult (unfinished) by marudziik 2015-04-23T22:36:00
Cool idea combining a game like Mortal Kombat with the dialogue attack/defence system of a game like Monkey Island. Shame you didn't get a chance to finish it off.
I've got the flower ! by Coban31 2015-04-23T22:31:00
Innovative and in-keeping with the theme. It does get repetitive after a while but the cow launcher is good fun.
Beautiful Chaos by xplicitone 2015-04-23T22:25:00
Really nice vertical space shooter. Not a particularly original concept but quite good fun. The menu is very clean and functional and the in game graphics were consistent. Good entry overall.
Sun Wukong by Mr. Jif 2015-04-23T02:37:00
Thanks so much for the pixel art timelapse, that's really helpful and inspiring to see.
The game is phenomenal as a whole package. The lack of good sound to complement all the rest is a real shame. I initially thought the movement speed was too fast, especially for certain one-wide ledges, but no; actually it's perfect given how the rest of the game is laid out. It's never over-reliant on single-tile platform precision.
The level design is extremely intelligent and well considered, with very good gating and brilliant use of the few well-designed enemy assets. The platforming puzzles combining spikes, jade dragons, jump hooks, etc, escalate beautifully. And the ledge positioning/safe zones are really tight, satisfying to overcome, in fact for all the looser feel of the game control, some segments even reminded me of some of the 100% item shinespark set pieces in Metroid Fusion.
The only thing I noticed worthy of criticism was that I felt that after getting the cloud in a bottle, the scope of where I could go became much broader, but all the rooms looked too similar. You all clearly did an insanely huge amount of work during the jam, but if there'd have been any way to colour-differentiate some of the bigger areas it would've helped to prevent some sense of getting lost later on.
I look forward to finishing this, and regret that I don't seem to be able to save my game... or indeed buy the full product!
Un-Convention by zulubo 2015-04-23T01:52:00
Hahaha, ahh, very good, very droll. :) That's the most original use of theme I've seen so far.
I especially liked the planetary graphics, very reminiscent of Darwinia, and the music... very reminiscent of great tongue-in-cheek B-Movie music. Monsters Vs Aliens, or something.
I played a few times trying to see how to play better / optimally. Didn't quite figure out if it was better to wait for higher value sites to bomb - always seemed to just run out of bombs and laser charge eventually.
I wonder if you had planned for more scope of gameplay, like some way to regain bombs or regain laser charge. It was a bit frustrating having no ammo left and only able to run the timer down waiting for laser power. I may have missed something, ofc.
Also: is that a real online leaderboard?! Holy smokes!
Squirrel Man, nuts! by kunzbe 2015-04-23T01:28:00
Just sat and played this for 20 minutes straight, longer than anything else on the site. And judging by other comments I didn't even scratch the surface compared to some others. Level 10 seemed kinda far off, even, so there's still more I've not seen, like I kept going wondering what the 'tree squirrel' thing was about.
Hopefully you won't take offense when I say the graphics look like crap - but that really hides the fact that this works amazingly well! Alas, I reached a narrow choke point and all 5 of my squirrels got trapped and I was separated and overwhelmed, so a bit buggy with squirrel pathing getting stuck in the blue obstacles (was that.. water?). Right-click shows all your hitboxes/steering behaviour vectors, was that meant to be visible?
But anyway - the music is really good, it sets a nice tempo for play.
The mechanics all complement each other really neatly, and this is a great use of the theme. It's also really impressive the amount of movement behaviour you got working - I'd have thought that would take weeks of work to debug and get fun gameplay out of, but this proves me wrong on that.
Ice Story ( koori monogatari 氷物語 ) by Christina Antoinette Neofotistou 2015-04-23T01:01:00
Amazing style, polish and coherent overall presentation. Loved the story cutscene; never played the Taito games you mention but it put me in mind of Super Mario World's little vignettes and Wario Land, as someone else mentioned.
I disagree with everyone who said Z+X was odd/difficult - I can see this working amazingly on a NES controller.
Only had a few tiny issues: I wasn't aware of any time limit in the levels so was a little confused by the 'Hurry Up' messages, and didn't get that they related to the rocks.
I managed to get a dino stuck on the left hand side of one of the levels - can't remember which, maybe 3 or 4 - and the collision detection wouldn't let my ice hit him there. Other than that, some wibbly clipping when using the down dash, but I mean...
is this honestly a jam game? How in the... even... what the... it's astonishingly impressive, and kawaii.
Now to admit my total stupidity: I clicked on what I thought was the main thing, thinking you'd embedded the game in the page. I spent over a minute pressing Z and X to start, wondering why the web play didn't seem to be working, and why it kept looping, but nonetheless impressed that there was a rolling play demo. I was thinking 'the frame rate seems a little bit choppy...'. Then I realised I was watching a .gif, not the game itself.
*ahem*, so, thanks for that, as well.
Hello Darkness: My Old Friend by HapaxStudios 2015-04-23T00:29:00
Easily drawn in by an LD entry purporting to do something with survival horror, I was a bit disappointed, sorry to say.
And, sorry if this sounds harsh, but this seems very unfocused, like you put in too many ideas. (eg a file select screen?!)
The 'development build' and IndexOutOfRangeException and NullRefException errors were initially rather distracting, but I see you say you've fixed those (they still seem to be present in the web player version I tried).
The controls aren't apparent within the game, it would be nice if there was some prompt or cue in the starting room to lead the player on.
The (bad) platform physics made trying to stop next to a switch extremely difficult, though I see you say you've fixed that now too? Again, it seems it wasn't fixed on web player.
The absence of sound effects and music is grating given the amount of work that has clearly gone into the graphics. (and, eg, some sound for knowing if switches have been hit would be great, as the animation is a little small and hard to see). Even some minimal sfxr beeps for switches, or something.
The floating robot assistant didn't seem to have any point. I suppose it is the 'unconventional weapon', but must have missed how it works/what it does.
It didn't seem possible to die or fail (not that I tried), in that I effortlessly avoided all enemies, and it's quite easy to clear entire rooms with a single jump and never come close to an enemy.
The lighting idea seems promising, but the 7th or 8th room is all but unplayable as it's in total darkness and you can't see what you're meant to be doing.
I didn't really work out what the lighting was actually reacting to, or what effect it had. Perhaps you could have had a clearer example without other things being in the room.
It'd be cool to see something more focused on just a few of the elements in there, and with better platform control, but I was a little disappointed.
incidentally, we tried to make a pixel art survival horror entry for LD29 jam and didn't finish in time. So I know it's difficult to get all the pieces in place to convey the survival / horror aspects. Kudos for attempting it.
Daygore Bunko by SonnyBone 2015-04-22T23:29:00
Really nice consistent graphic style, and brilliant sound. Love the guitar starting in, and the wee play-animation on the title screen, and the mood of the game-over screen vocals :)
I would carry on playing this to get more than a few levels in and increase stats, but the health pickups are so rare and the hitboxes seem... somehow stacked in the enemies' favour.
Was this all a solo effort? Very, very impressive.
Liked it so much, in fact, that I'm gonna nitpick small but annoying things that aren't really to do with gameplay. ;)
No quit key? I tried returning to title screen with Escape but seemed stuck in game. Also can't pause.
Initial startup: I conscientiously read the controls on the website. I thoroughly read the "how to play" essay/screen. I started the game, and instantly forgot what the controls had said. Couldn't figure out how to attack. I knew WASD, and recalled something about having to charge the guitar and transform, and arrow keys attacking. I hit keys at random. Skeletons hit me. I got annoyed.
Weirdly, it didn't occur to me to hit spacebar. Enter seems an odd mapping as well, here. In any case: please consider having the control explanation inside the gameplay.
Speaking of annoying, I went to start the game a second time and: there's no way to skip your logo and get straight in. For shame! After I sat through it appreciatively the first time?!
On a similar note, after pressing start to begin the game, the little guy walking up the screen takes far too long. The same on game over: waiting for the broken guitar head to fall - it's just a long unskippable animation and I just want to get back in the game, so it's kinda punishing me for wanting to play again.
anyhow, these are all really tiny nitpicks because I've nothing real to criticise about the game. great job, I'll be playing this more after judging etc. I'm curious about that easter egg.
Boing! Nice avatar!
Souls of the Fallen by Bsevers18 2015-04-22T22:48:00
It takes a while to understand this and the 'tutorial' structure is easily missable (I somehow skipped it by accident the first time just trying to get past the title screen.
But the art is gorgeous - the animation is really beautiful, the cape, teleport, shoot etc, boss appearing. The music fits it so well.
I wonder if the non-apparentness of 'what to do' is deliberate? It does need the text explanations, but they're somehow not prominent enough as you don't naturally look at the top/bottom edges. But - having to figure out what to do by trial and error gives a lot of mileage on playing the game, while it sits there looking and sounding gorgeous.