Nuclear Arms 6: Waste Wizard's Tricks by Logicon211 2018-08-16T02:09:07Z
You guys need to pitch this for [Adult Swim].. (Voice Acting has done wonders for this rough gem)
Foon → Ludum Dare Explorer → Users → acronaut
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | SigNull | extra | |||||||||
| 2024 | 56 | Tiny Creatures | Tiny Titans | extra | |||||||||
| 2024 | 55 | Summoning | TsuMonNancer: The Sum of the BrezelBlade | extra | |||||||||
| 2023 | 53 | Delivery | Libre | extra | |||||||||
| 2021 | 48 | Deeper and deeper | Marbellion | jam | 1045 | 3.44 | 3.13 | 2.98 | 3.12 | 4.13 | 3.58 | 3.91 | |
| 2020 | 46 | Keep it alive | KTPA | jam | 3.10 | 3.10 | 3.25 | 3.00 | 4.00 | 2.61 | 3.33 | ||
| 2019 | 45 | Start with nothing | Ludarium-45 | jam | 815 | 3.18 | 3.14 | 3.06 | 2.34 | 3.80 | 3.30 | 3.29 | |
| 2018 | 43 | Sacrifices must be made | Metatris Battle Royale | unfinished | |||||||||
| 2018 | 42 | Running out of space | Data Runner (LD42-Jammer Edition) | jam | 375 | 3.58 | 3.37 | 3.45 | 2.60 | 4.41 | 3.72 | 4.00 |
You guys need to pitch this for [Adult Swim].. (Voice Acting has done wonders for this rough gem)
Adorable Meowmies.. :cat: Complete the game (beat level 10).. :thumbsup: Overall really cute and well suited addition for mobile game. Aesthetically I'm getting this vibe its got this physics charm similar to like the Disney Tsum Tsum mobile game. :dizzy:
Optional Suggestions: - For mobile: somehow have option to shake mobile device to dry the Meowmies ("Shake/Wave to Dry"), or blow to the microphone to air dry.. or when circle touch gesture to give a bath a whirl, you could further spin by Accelerometer/tilt on device to mimick stronger faster wash cycle. - looking forward to see if you'll come up with thematic seasonal promotional themes: - Holiday (Halloween, Christmas, etc..) - Android Anniversary
Cute! :star2:
I stopped at Level 10 (after Nth amount of Resets) Nice execution of progressive challenges of the puzzles.. :ok_hand: Interesting to see this game made in libGDX!
Optional Suggestions: - When user mouse-over a tile for its intent to collapse, highlight-surrounding/neighboring tiles that may be affected (perhaps as a secondary form of hint; or limited number of that ability) - or have upgrade screen (cash in solve-points for upgrade solve-skills: eg. Lvl.1 = AOE 1-tile, Lvl.2 = AOE 3-tile, Lvl.3 - all affected tiles) - Option for user to auto-reset if user failed on the puzzle. (Since there's auto-advance for solving the puzzle) - I could see this game may have potential for local-multiplayer (turn-based; hot-seat mode), (Tiles divided between factions) or player vs. an AI..
Nice tension on the progressive-destruction of the ship, after a number of rounds of teleports, avoid barricades became more apparent. :ok_hand: Got 640 in place of the high-score of 500. :thumbsup:
optional suggestions: - add a sound-cue for acquired teleport-cost (when it chimes green); I'm more in focus of the player and its upcoming trail of crystals to gather rather than glean back and forth at the numeric stats lingering at far corner of the screen. - Have option to re-position numeric stats at the bottom-center - Try visual-progress cue icon near player (circular progress-meter 4-quarters + #-crystals gathered over #-requested crystals) or just its numbers as a teleport-cost fraction.. - or button that pops-up informative visual cues and icons on just about everything:(alerts of incoming obstacle), hints of suggested path (risk:reward [obstacles to crystals] rating), icon-cue to teleport.. (may even be limited to number of charges permitted) - option to dash through obstacle but it costs a couple of crystals..
Juicy! :thumbsup: - Breath of fresh air to see minimal files on the game (Just Executable) :ok_hand: - Excellent choice to have the voiced avatar inform the Player for controls, objectives and incoming events.. :ok_hand:
Optional Suggestions: - Option for alternative controls or user-to rebind controls.. - Variation on Dash Movement (over time commander may improve his dash) - Allow Chained-combo of Dash'N'Slash (if connected successfully) - QuickTime alternative attack specials (context sensitive special moves) - Local-Multiplayer (Co-op and/or Duel)..
Looking forward to its progress on post-jam builds.. :dizzy:
Kudos on House Soundtrack! :thumbsup: I'm quite surprised it takes a while to load..
Optional Suggestion: - For Buy/Sell Cargo, color-code items: green (you have in stock and for sale/profitable), red/dark-grey (you don't have them available in stock) - Zoom in/out planet-system (eg. Ascendancy) - Option for player to control-time (eg. SimCity): Freeze, Slow..Fast - Each ship orbit may change the planet's trade-able demands - I've read from comments that refuel wasn't possible.. looking forward to see a post-jam release.
For its time constraints, a nice minimal-esque space trader :dizzy:
Silky smooth controls.. :ok_hand: After a while of hearing the arpeggio walk-steps, it has got its charm with the theme..
Very effective use of UI to interact with the NPCs. :thumbsup:
Optional Suggestion: - When the Player is in significant midst of anxiety (the speech options may change dramatically: perhaps even changing Randomly in Rhythm (RiR - Random in Rhythm)
Played both the Jam and post-jam edition..
- Jam: - Quite a boss-fight challenge; :ok_hand: Requires loads of patience to defeat boss. - Post-Jam: - Good idea and nicely done of creating a tutorial mode. :ok_hand: - I could not shoot down the missiles at the final partition of the tutorial.. - Finally some Health Bars! :thumbsup: (could be optional to have no health-bars for HARD mode)
Optional Suggestions: - Once you toast the boss's core on its hands, it's boss-Fist-Smash that destroys a tile could instead be a Small Area of Effect - 'Shockwave'/Knock-out effect (eg. like Laser) instead of destroying tile. (As long its cores are active, it could destroy tiles) or - Cores could actually regenerate over time (cool-down period 25 seconds); some tiles may randomly re-spawn once the boss recovers its cores. (Could create a mode for longest time of match). - Ability to respawn-tiles [or even-stack tiles; Boss-Fist-Smash on stacked-tile = random drop or effect] but it costs your health.
Keep it up! :thumbsup:
Nice touch on having random sessions of 4-color palette-themes.. (definite replay value!)
There is frustration on limited firing direction.. (I would love to see that the player could fire literally any direction; in particular to clearing smaller blocks) Suggestions: - Allow user to have selection of fire-controls: 4-direction (U/D/L/R), L/R:(control angle of fire-arc; eg. Bust-a-move..) - Introduce Power-ups similar to Arkanoid: Bullets bounce, Split, etc.. - 1 or 2-button mode: Decide how you will produce controls based on 2 buttons. (Convenient for Portrait-mode Mobile Game); May include Tilt, etc.. - Have color-selection rhythmically cycle in sequence and its up to the player to time it right..
I could see this game may gel for mobile (may require to either streamline the controls for thumb-based one-hand control [portrait]; or go twin-stick for Tablets [landscape]
Well done on the campy but cozy environment design, there were moments were you want to explore further.. :ok_hand:
Nice touch on the dialogue choice cloud.. :thumbsup:
Optional Suggestions: - Option of alternative beverages for Main Character and its unique effects of the narrative.. - Option to unlock other characters and explore their slice-of-life/retrospection paths..
@s1lv3r-dr4g0n-games , @gerox Thanks! The post-jam builds will address it better on the narrative and theme..
@jlv , @william-kluegel , @apples-mmmmmmmm Thank-you! Yes, Controls is still something of hit/miss pending on graphic card strength, the engine's quirk on rasterizer vs. logic.. (I'm investigating effective solution for smooth mouse-look response for majority; for now it's pending..)
@planetgames , @eric-smith Thanks! Blender Game engine is still alive and kicking, quite Legendary for its timeline IMO: https://en.wikipedia.org/wiki/Blender_Game_Engine
@eric-schmiel Noted on option for future-build to toggle inverted controls!
@jamison The mouse-lock feature was missing at the time, the remedy was to pause game, alt-tab away.. return back and resume.. However it varies between users for mouse-spin issue.. (more playtesting and QA in that case..)
@ryusui Me too! I love Rez.. Quite charming game meshing Synesthesia and Abstraction of Cyber-domain.. FMV also got a special place in my favorites (eg. MegaRace2 and of the like..)
@saoi-games My pleasure! Thanks for playing my game on your stream and left a review..
@zeusx212 , @zicboy Glad you enjoyed it! Thanks!
@tigerj It is a pleasant surprise to get an award for Soundbyte! Thank-you! I'm glad the engine hold its ground to allow multiple layers of Sound, 3D-sound and custom-dynamic soundtrack pending on game-progression.. Thank-you for featuring my game on your stream. yes, the titled name does stick and have some ring to it!
@ursagames Thank-you! Much thanks for featuring my game on your stream. Yes, the mouse controls at that time does suffice for steering rather than the keys which seem steep to get acquainted with.. Smoother/Stabler mouse-control and controls of itself is on the works.. (I'm also looking to see if I could introduce gamepad control for ease-of-use)
@darkguardsman Glad you like it, Noted on the flash Warning! Upcoming builds will include health-advisory warning.. (Pending on scenario may even have option to control level/freq. of flash)
@ddrkirbyisq Yes, upon collision (pending on its progress in game) it does become unforgiving.. The Bullet physics is as good as one can make it.. Even though I may let it slide that this special particle has properties of a neutrino (ghost-like) but I'll see what I can do on future post-jam build on refactoring balance or speed/game sensitive collisions of its collisions.. (it does go unstable on fast velocity)
@boopsgames I hear you! Originally Blender Game Engine allows export to Desktop Builds on all 3 OS flavors: Win/Mac/Linux.. (However for time being, UPBGE permits export to Win and Linux). Pending on Scenario I may either create Mac Build or will have the game translate on Armory3D (with potential to export to Desktop, Mobile, Web).. Stay Tuned and We'll see..
Thanks Once again all for taking the time to Play, Rate and Rewiew my Game! :dizzy:
Surprisingly addictive! π
Thank goodness for observing the animated .gif for illustrating the mechanics of the game.
Some optional Suggestions: - Alternative color schemes.. - This game would be fantastic for local-multiplayer (4-8 or more 1-button players) party game!
Very effective execution on the theme.. (short and tactical) π
after a number of playthroughs through different browsers here's what I find: - Firefox: audio pops high pitch when scoring a box through its correct path.. - Edge: loud audio clipping ' ' - Chrome: volume 'ducks' for a bit (soft-clipping) <- Chrome is the softer option in temporary remedy of the audio-glitches
There is some stickiness (addictive) and charm with this game.. :ok_hand: As soon as you can toss boxes at angles and see it slide to its path it felt nice when things go with the flow.. :thumbsup: Other times there's that hiccup of box jammed at 45' at the designated entrance outlets..
I could understand there's some quirks on the double-jump issue.. What sets the charm for this game is its throwing mechanic! Good touch on the large Score number; at first I has assumed it would have been a level or zone.. :ok_hand:
Optional Suggestions: - Why not Introduce a Ninja-rope/Grapple-hook into the mix? this may perform 2 things: - Primary function to have a secondary means of traverse platforms vertically or angular.. - Secondary function for grapple-hook is to last-second save the wrong box into the outlet or reach boxes from other platforms. - Option to have Variation of platforms? (an item to deploy a trampolines or upgrade environment to select platforms that become trampolines. - Some other Players have suggested throwing trajectories, maybe have it as a skill(focus meter) or temporary power-up? - Somehow this box tossing mechanics is giving me this vibe on Billiards Trick-shots: - Have some list of trick-shots for bonus points or multipliers.. chained combos for unlockables..
I like where its going.. look forward to see where it goes on future builds.. :dizzy:
One needs to get really familiar with the layout to get the flow going.. (after at least 8 replays) the distant lit-lights on the generators are very effective visual cue!π
It seems that whenever you attempt to close door there is no chance to escape the inevitable Eyesore..
Very Effective atmosphere with the sound-design!π
Optional Suggestions: - Color Coordinated Rooms or color/number lanes - Overlay text on generators: Instead Symbol cue + numeric % progress.. - I would as a Strat. to close all doors at main and hoping to at least let the demon gave chase around the table (a mini-game of confront demon?, Very slick and fast enough that you need to track-it moving of its 'phantom - silhouette' or it will fail then trigger the jump-scare); Instead it's railed-jumpscare(nice execution!)π
Nailed it on the theme! :ok_hand: There were times that I had to hit the [E] action key to pickup the crates..
It gets addicting, attempting to try out various sorting strats. Best solution involved at some point to utilize the drop the crates at the conveyor belt for easier access and to buy time..
Optional suggestions: - Conveyor belt (split into 2 lanes), and option to either: - "Hold-it!": Temporary stop the one of the lanes.. - "Return to Sender": Reverse its direction.. (Only this time if crates went back-up and no ship in docking area then you'll see it fly to space; perhaps limit to a number of tolerable 'space-mulligans') - "Vertical-Cycling": For controls of the crane, there are times it would feel nice that by simply move further down its limit the crane would cue to automatically move back to the top (like cycling its values in a loop) - "Latch-mode": another alternative control scheme for crane mechanic; hold [e] action key to pick up and let go to drop.. or have opportunity to rearrange dropped boxes on conveyor belt - Power-up drops (just to name a few..): - Control-time; - Stack boxes (act like multiplier but heavy, slow response in transit); - Auto-pilot (automatically pick nearest box to correct teleporter for a limited time) - Repair (Recover Health) - "Key-Sort": boxes are sorted to its Alpha+Numeric [eg. battleship-esque]ID: eg. range: Horizontal A-M (1-13)[note: not including the conveyor-belt tiles] and 1-9 vertical; Whereas [9D] and [9H] are the teleporter coords.. type or key-in coords to have the robo-crane pickup and drop towards its destination.
My best score as of this writing: 0004900 :dizzy:
I'm used to 'read-blasting' through screens of screens of scrolling dialogue text when it comes to visual-novels.. Until I noticed that you need to pay attention of the 'space' action prompt.. Good touch of adding Voice & Music to the visual novel. I got caught off-guard to think that hitting space would be a quick-time event.. Instead this advance the context of the story by hitting space has done its purpose for this theme..:ok_hand:
It's a definite First to see in the wild a HTML5 build of a Visual Novel Game made in Godot! :thumbsup:
You got me there with the gluten-free health potion! :ok_hand: :laughing:
After a number of levels and progression of its story, things are starting to heat up with different requirements and limitations.
In the end (after couple of stages) I end-up blindly adding items to inventory disregarding its requested conventions until it fills up the inventory.. (from running out of space turned to running out of patience, until stage 12); (I was thinking there would be a minimal amount of score to progress as there did not seem to be any consequence once the item conveyor belt are running out dry.) There are moments I would like to control the speed of the conveyor belt..
- Nice touch for ability to continue game and have a chance to replay levels for better score. :thumbsup:
Optional Suggestions: - For items that are restricted to certain tiles (rings/potions to top, weapons to side, etc..) Why not highlight compatible tiles or darken incompatible tiles? - Larger Icons or Sprites to inventory slots.. - Option to drop items from inventory back into the conveyor-belt, even accepted-inventory items for a better chance to drop-in better item for improved score (eg. much like some RPGs or data-heavy FPS games where you could compare the stats. of items [green-better; red-worse; grey-neutral], and chance to add icons for class specific requirements [eg. dragon armor set of 3, or wizard set..]) - change it up on variation of the conveyor-belt pacing (slow, fast, random, trickle of 'dry-season' follow up by mayhem of piled on items) - Items that are unidentified on descriptions and will require a skill/scroll or book to identify/appraise.
Kudos! on making a game in Pico-8! Pretty challenging fight.. Gets addicting to try catch the wizard and progress its levels.. Wait till wizard readies up its laser and attack will eventually lead to multi-beam glitch (level 3+) when executing this strat. - Seems like there's a cool-down period for using dash..
Optional Suggestions: - Secondary button + direction for dash.. but it eats away a chunk of a stamina/action meter. - Player to have a charged Area of Effect Attack - Time-trial mode?
I like the crossover of match-4 & forklift simulator mechanic in this game! :ok_hand: Very Smart idea of switching control schemes: :thumbsup: - I just think it was too much text for beginning (instead break it up to animated-slides or interactive on-boarding steps with highlighted cues and way-points.. (controls info-block, pickup icons and the signage took over as an effective-trifecta of visual cues..) - The 1st control scheme took a while to get used to (switched over to control scheme 2). After a while (couple shipments later) I give control scheme 1 another chance.. then it clicked to me to think of it like a R/C vehicle. I think it's fantastic to switch control schemes without interrupting the flow of game-play (immediate feedback). - I was hoping you had option to stack multiple skids for shipping; instead they z-fight squish together (that'll do, lol)
Optional Suggestions: - Option to allow 3rd control scheme (user-defined) - IMO, Control scheme 1: since it's majorly key-based, have Left-shift and C for Higher/Lower Lift - Control scheme 2: since it's majorly mouse-based, mouse-Wheel Up/Down for Lift and Mouse-wheel click for boost.. - Somehow I could see this game evolve further into co-op local-multiplayer; (may introduce stacking pallets) for requested vertically stacked combos.. (In addition to the signage of the shipping/receiving ports, a chart pinned to wall showing suggested desirable combo-stacked pallets for shipping).. - Introduce variations of warehouse layouts.. or Secondary form of match-#: eg. match-3 for vertical stack same-color and/or type of pallets. - (or combine 'strays';(1..3 of 4 barrels ), 'spares'(single) into a solid clean pallet (4 barrels units).. - Variation of Time-limits, Ship/Receive limits..
I like where its going, look forward to see how it gels in future builds.. :dizzy:
Definitely nailed that nostalgia pixel terrain-destruction vibe of Tank Wars (DOS game) :thumbsup: - Good execution of the tutorial.. :ok_hand: - Pretty Addicting (rapid play-through cycle) :ok_hand: - I could see this as a mobile game! :dizzy: - (1-button)[portrait-mode]: Hold to Grab Dirt & Shoot, Tilt or drag-button to move left/right and tap to jump.
I like the Character design of the HardDrive and its Files.. :ok_hand:
The User in the Background reminds me of Medic from Team Fortress 2. :thumbsup:
Optional Suggestions: - Have option to either show score metric during gameplay or points for each hit or file nullification.. - Button to 'appraise' selected files (show its stats: File Size, Health, etc..)
https://clips.twitch.tv/YummySlipperyGrassWutFace I rest my case.. Hilarious! π
Good trifecta tension between, CO2 Level, Asteroid, and Get the Prime Objective Done! :thumbsup: - The Tutorial is on point (I suggest to have some animation for each of those steps.. instead of 'static slides') - It's nice that you could take out the asteroids with rockets instead of turrets. :ok_hand:
A nice rarity to have a chance to play an ARG! π I wish Unity3D WebGL build is pretty hungry and prone to hang/crash for users that still have too many tabs open (power users).. I played on chrome and it gel'd good! It's a nice touch of approaching mixed-digital media.. π
Optional Suggestion: - If there's chance to utilize Twine and exploit HTML5 tags for media, etc. for more options or to execute the multi-screen: controls, hacks and input on tablet while you interface console on desktop screen.. πΊ
Fantastic Trifecta of SmashTV, Shove It and Match Em': "Smash, Shove, and Match" :ok_hand:
There's this oddly aesthetically charming effect of beam-petrifying those gargoyles. In the Future, In case you ever exhibit your game on upcoming conventions be sure to find way to produce of make and sell some "Gargoyle-Gummies" :candy:
Very satisfying to slide those blocks off the screen.. :ok_hand:
I did not understand the premise of those light-rays after successfully matched triplets of matching blocks though..
I also played the post-jam and it's quite feature rich on upgrades and of sort! :thumbsup:
Optional Suggestions: - I could see some Local-Multiplayer Potential! 5 Players:(red/blue/green/yellow/purple);(each player color could petrify the gargoyles by its designated color or by secondary beam (opposites, complimentary, team-beam) - Super-Puzzle Fighter-esque twist? (match in patterns to enlarge the encapsulated gargoyle (multiplier effect): 2x2, combo-chain.. - Iron Gargoyle.. (petrified form may deflect beam in angles)? - Match-up specials (single-color obliterator, explosives, etc..)
Looking forward to see where this is going on further post-jam builds.. :dizzy:
Lovely idea of collecting sound-nodes on this sonic-journey.. Not sure what's going on with the far/near clipping draw distance, somehow it all gels together. Kudos and nice touch on the "Extra-feature" after completing the level :)
This is quite textbook way on onboarding the player into playing the game based on this event's theme. Explicit Prompts, Careful progressive unlocking of features and design constraints of attainable controls ('Subroutines'). I was hoping there were further unlocks after beating boss (based on its cliff-hanger narrative.) Quite a hefty boss fight, It's possible to beat the boss without attaining further upgrades (rapid, full-auto fire); I Was thinking if there were possible easter-egg to reach for the boss without attaining a buster cannon.
The game compelled me to give another play-through. My only gripe was the overall-width hitbox collision of Libra's Hair (one particular case was the introduction of timing to go past the 1st collapsible-spikes while running against a conveyor-belt).
Looking forward towards for an expansion of additional chapters, and perhaps more options down the line?: - more palettes! - achievements? (e.g. pacifist/'Asimov'-run?, no-hit, 1-hp, alternative endings based on particular order of acquired subroutines or hidden sub-routines from particular adversaries) - remix or alternative-themes based from collectible subroutines or branch-able chain of events.
Nice touch on seeing you've added your notes on your chiptune soundtrack from the jukebox.
Kudos for forgiving same-screen respawns.
Solid! :dizzy:
Kudos for the Ludum Dare Jokes! :thumbsup: Love the pixel art style! Especially the Character portraits. Suggestion: It would be nice to have those nice particle spell effects rendered through pixelart (pixelate + dithering shader?). :thinking: I noticed one bug that somehow the Squirrel-Sister could still Cast healing spells regardless of her mana; at that point it took a long while to defeat the boss with a party of three-sisters. :smile_cat:
This game seems like a perfect candidate for 2-button control Gameplay!: Assign 2 buttons (e.g. Z,X) for the following actions: - Left, Right (selection of map); hold to [select] - Up, Down (dialog choice); hold to [select] - action-1(attack), action-2(shield/spell/skill); - advance dialog, repeat previous-line?; hold to skip
Looking forward to see a sequel, or additional chapters of this game! :dizzy:
This looks like in spirit of the game "Satisfactory". Explore, Expand, Gather/exploit, Egress.. Nice touch on the hazard kickback when the robo-pilot gets hurt by lava.
Suggestions: - Further tweak on the Jetpack - find some camera-blocking solution to prevent users seeing the 'paper-mache' side of the other world.. - introduce additional structures in 'shepherding' the hoarding of the minerals.. - experiment with option to have elements or character manipulate the environment terrain (level/shape the asteroid regolith to form user-defined paths, slopes, etc..) - Introduce some procedural based level-design
Kudos on cinematics! Keep going! :dizzy:
Cute Piece. Calming Monochromatic Colors, Loads of replay to unlock branching dialogs. This Ink scripting language is quite Interesting; I wonder what engine you are pairing the Ink Scripts with? I've checked out the 'prequel' Flash game Nod that was made in Flixel, btw. Suggestion: I wonder if you have thought of making a Dating Sim + Duolingo Cross-over?
Looking forward to your future work! :dizzy:
Kudos on making a game in UPBGE! :comet: :sparkles: :thumbsup:
Nice touch on the shield's ability to knock out the thorns.
It is possible to have the enemies fall to their doom (lure them over the edge; only you can respawn) Suggestions: - Additional interactions of the enemies: - an instance where the enemy attempts to bite-grab your shield: (action button-mash to detach it!) - since they drop either gems or hearts, an action to drop gems to lure them to eat the gems.. - It would be nice if the thorns could be utilized to harm/skewer the enemies.. - Somehow have the ability for character to 'shove'/'knock-back' enemy with shield: - a dash ability after attaining run-skill or a double-tap on sheild-skill to 'shove' - Incorporate additional decorative scenic objects to further break the repetitive collection of tiles. Apparently the diagonal columns where more unique towards its varied vertex/object-color shading, perhaps have the visited areas have a gradual color change to highlight the area is cleared; "Fog-of-Done!" - Keyboard Controls between Running - Left-Ctrl & Shield Skill - Left-Shift: - A. it would feel easier for player to Run & Shield with Right-Shift/Right-Ctrl - B. Left-shift = Run; C = Shield (at worst, the user use right hand for space = jump) - C. User Defined? - Gamepad Controls (played using Xbox-1 Controller): - Somehow even at the start the character is constantly moving to the right.. - It's possible that the deadzone of the controller had been desensitized, allow user to adjust dead-zone at the options for gamepad or increase it. - Gamepad experience felt much better for combat (especially after attaining the run & shield skill); no problems on its multi-tasking issue compared to the keyboard. - somehow the pacing of attaining all skills and having the character to run & jump sheilds-up have made traversing/navigating the level without issue.
Looking forward for further expansion of additional chapters (or perhaps a 'nightmare' mode) of this entry! Solid! :dizzy:
Clever execution on the idea to use platforming constraints based on a spawn-able platform. There is a feature-potential based on a physics glitch where if you spawn the platform on the character she will dash towards a direction (static to rigid/dynamic object collider glitch).
It is possible (but tedious) to move her around based on only spawning platform in granular steps towards the direction (a symbol or a marker to define her inertia triangle of movement would be nice for that effect).
Quite the tension on platforming for the pursuit of gathering crystals, nice challenge. Looking forward on further expansion on this entry! :dizzy:
I could not solve past level 3, It took a while to see that it rhythmically fills the tile up to certain level.. Kudos on making this on Godot Engine! Nice touch on the on-boarding level (multi-clicks to refill the tile). Perhaps have a cut-scene to show the other mechanics (e.g.-level 3 auto-fill tile)
Ugh, Creepy Headcrabs! Nice touch on the chocolate bar mechanic :smile_cat: Tactfully ration the bars for health. It would be nice to move around candle, or have a random chance to torch the creature. Feels-off at times 'repair' windows & doors. Great work on the pixel-art! I don't know if its endless or there's a night-cycle to survive as long you as can till dawn.. (Apparently a text signalling another day approaches..)
The Knife didn't seem clear for its reach besides the sound-cue of its swinging action. Just add more animations (more pixel-art frame based animations instead of the tweened smooth scaling; e.g- clean up of the spillage; and progress bars [segmented or pixel-frame-based); (unless you have some shader to pixelate + dither?) :thinking: . One bug that triggered me [no pun intended] is the swap between the weapon (machine-gun) and toolbox, somehow whenever the weapon gets swap-positioned on the fireplace you could no longer pickup the weapon. Despite some minor rough-edges, pretty solid entry! :thumbsup: :dizzy:
On first play through Chrome Browser: It took a while to figure out that somehow to unlock the units (after going through a number of islands filling it with flowers) somehow it did not let me unlock the units, I instead have to harvest some flowers for additional coins, and that somehow trigger the ability to finally unlock the other units for deployment.
Second play-through and read the description for further controls: no problems here.. (on-screen controls for listing all the necessary controls will fix that)
Really cute pixel art, Nice touch on the animated aspects of the buildings and Lake.
wishful.png I was hoping I could literally add a lake to the island on the 1st island. oh well :smile_cat: I have no idea what lurks on the 'final-unlock'..
Suggestions: - Animate all the units (at least with 'weathering' potential; trees, tents, shrubs, flowers..) - Implement secondary tier of unlockables after attaining the lake/forest: - lilypads - ducks (random chance of swan or golden-goose or unlockable creatures by chance) - Golden-goose lays golden-eggs for massive coins; or Easter-eggs? - unlockable vegetation and variation for trees (apples, plums, pears, cherries) - weeds (dandelions, japan-knotwood, etc.. [leave them to have it invade the field]) - forest creatures: squirrels, etc.. - Weather or Season (Winter/Summer/Fall/Spring) - Sound effects at least for placing units, harvesting units for coins, etc.. - Sort-out the z-index sprite sorting issues (lower sprites above higher sprites; collided sprites compared z- index and adjust as necessary)
Loads of potential for further expansion on this clicker entry! :dizzy:
At first I thought unlock the [controls] meant unlocking Character movement, instead it unlocked the display of controls :smile_cat: There were moments that I thought the game started to lag, it seems that it was to time-freeze everything for in the name of selecting the [unlockables] screen. :thinking: Suggestion: to add sound for time-freeze and unfreeze effect.. I Could see further expansion on this unlockable-progression mechanic; Accumulate significant amount of gems and/or unlock 3/4 of game-objects to progress towards another room. :dizzy:
Thank goodness that the wizard could respawn after I had him accidentally teleport out of bounds :smile_cat: This is pretty neat platformer. The very start reminds me of Arthur from Ghouls and Goblins..
I'm curious what engine you have made this game in?
Suggestions: - some spell cool-down tweak for super jump? - or if one insists to cast a spell despite cooldown, the spell is cast (limited amounts) but it extends its cooldown or its spell-strength is weaker (shorter range, etc..) till it fizzled. - Interested to see further variation of elemental spells and skills.. - Perhaps a variation of different robes (to imply different magical class: mage, sorcerer, wizard, conjurer); for new or variation of abilities and challenges.. :comet:
The Stone Skin at times catch me off-guard; the effects are half of the overall cool-down once cast: e.g- 24 .. 10..0 (effect is already off); This situation more likely to happen on timing those jumps when landed on the two sets of platform-spikes
Neat entry Overall! :dizzy:
- I've noticed that your game had sound and jingles when run on Chrome. No sound for Firefox. :thinking: - Quirky slider effect as if I'm playing a Warioware mini-game :smile_cat: - I'm still trying to wrap my brain on how you are calculating the accuracy score of the swatch? (some swatches even to deliberately mismatch; a desaturated grey vs a bright brilliant color) would somehow average to 70's, lowest score would somehow be no less than 23 (perform a complementary including its brightness and saturation equivalent than intended)
Suggestions: - More variations on the color matching game: brightness-based, saturation, complementary. - try to incorporate large scale symbols (or segmented recursive rings) where certain spots will eventually disappear based on a foveated (focused) blind-spot.. and attempt to match the swatch.. - Match based from original swatch vs. after-effect swatch.. - This seems good for doing a A/B testing between multiple-monitor setup where color profiles are not necessarily synced up as they should. (try to incorporate a pseudo random but with the seed number for users to retry a series of swatches based on that seed-collection) - A local-multiplayer? 2,4,8-split screen..
neat entry! :dizzy:
Thank goodness for contextual-checkpoints!
Minor-suggestions: - Add checkpoint on that spot where the bot attains a double-jump upgrade - Those animated Cogwheels are quite tricky to see against the 'giger-ific' background; minor illumination of the bot to spot hazards (perhaps try to experiment with sprite based normals for custom-lighting?) - Spotted occasional bug where (before double-jump upgrade station) that once upon a player-fail, one respawns with camera viewport-orientation upside down; thankfully the player respawns back to normal orientation after another respawn.[make a fail when you hop onto the moving platform and where you have suppose to hop off before you get crushed to the 'ground-ceiling'/'underside-turf']
Lovely work on the 'strandbeest' moving platform :thumbsup:
Solid execution of the theme.
Solid entry of the theme & mood.
Challenging-platformer and nice touch on the ending!
Kudos on using Godot! :dizzy:
Quite curious on what other-features you had in mind (based from your description)? :thinking:
You got that 'Kurzgesagt' flat-design minimalist style going.. (nice!) So far, it looks like only chrome plays the sound but not Firefox for the Unity WebGL build..
Suggestions: - Control scheme does seem tricky for the Hexa-Isometric maps; Here are few solutions IMO that may gel for this case: - Num Keys; num7/num9 - Top-Diagonal_Left/Right; num1/num3 - Bottom-Diagonal_Left/Right - WSAD approach; Q/E - Top-Left/Right; Z/C - Bottom-Left/Right; A/D - Left/Right; W/S - Dialog/Action - After NPC finished 'talking' through its dialog prompt, allow user to press action key to end the dialog.. (for the first encounter, it seems like there's an endless pause or anticipation for something else to display..) - Allow user to advance/skip dialog - In Contrary to the controls; This game could even be "button-less": based on arcade joystick movement: - U/D - Action-A/Action-B(Cancel) ; uL/uR, L/R, bL/bR - Movement
Despite the quirkyness of the controls for Iso-maps the game did a good job on its handling of the multi-arrow key for performing diagonal movement.
Keep Going! :dizzy:
Cute idea that harvesting the cactus grants more water..
Sound-design work well for this entry, effective articulation for gameplay : from the steps, actions, harvest, maxed-stat, etc..
There were times it felt that not having a character jump seems so out of place, but there's no need.. She's a patient robot, She got all the time in the 'peaceful'(not a ripple in the ocean) remote island growing plants and harvest for energy.
Nice touch on palm-tree bridge, I was thinking at some point it will fall some coconuts.
The 'Watering-can' upgrade + cactus harvest felt nice instead of making numerous trips to the ocean for refills.
Suggestions: - Time Trial (most number of seeds planted / harvested) - Drought (challenge mode based on resource limitation between cactus, 'contextual ocean' and allocation of plants) - Harvest-Defense (a mashup between garden harvest and defense; the adversaries could be of invasive plants or plants turn rogue ( based/inspired by plants reactive on chemical-balance: e.g. - bigleaf hydrangeas [blue (acidic) to pink (alkali)]) - Soundtrack? or Add more subtle variation of sound-ambience (there were occasional instance of birds, but why not some breeze, ocean)
Looking forward to seeing further expansion of this entry.. :palm_tree: :cactus: :sunflower:
Nice one of this entry! :dizzy:
Clever execution of theme :thumbsup:
Lovely use of the Wraparound. Nice touch on zoomed-out overview of the level.. It was Nuts! :chestnut: A Good 'Side-Squirroller'. Good execution of the theme, progressive build-up of the layers.
Suggestion: - Character Unlockables or Random Chosen Player Character: e.g - Squirrel, Chipmunk, Flying Squirrel, Marmot, etc..) - Potential for local-multiplayer: - "Keep-away"; Squirrels playing domination of the possession of the acorns towards their seed-bunker.
Look forward towards further expansion of the levels and wraparound sorcery! :dizzy:
Quite challenging Game on timing the parrying/counter-dashing. Clever take on the theme.. It got frustrating when the opponents keep strafing away off-screen as I assertively trying to rush-in to disarm them. It does take quite a number of runs to finally move forward on the level progression.
It seems like the general consensus for most players is that we all would love to see that this character could have an option to run or sprint (especially for loads of backtracking); :thinking: technically he's walking too fast for scale but hey! it's just a theory.. a G-*record break*. :smile_cat: At first I was thinking it was going to be a flat-shaded Runescape-ish 3D game, instead it's a 2D/2.5D Adventure Game! You got me there! I did not get that far on the alpha-numeric lock-puzzle. For a split/second this game is giving me a nostalgic memory of playing the Puzzle-Adventure game: [Island of Dr.Brain] from Sierra. :dizzy:
Nice work on the pixel-art, I'm glad to see more entries that are 'peaceful' type of survival. - Nothing happened to player once its health is depleted nor its hunger meter is below its limit. - There were moments where the player is constantly moving without control (perhaps some conflict within the layers of action between Movement, Hold/Drop, and Deployment of workstation/units.) - I was hoping to see some event-based trigger or a finding once the character have established building all the units and harvested a bunch of resources..
Suggestions: - the range of cells for the player to deploy the seeds/saplings/etc..: - highlight the cells for its range; It took a while to discover that you can plant within a range instead of player-proximity for its harvest/work actions.. - Introduce weather-system or variation of potentially different biomes or seasons..
Interested to see further expansion on this entry! :dizzy:
It would be nice for the ghost to have an instance to possess the mage at some point in the game. Quite tricky to time the dodging of the relentless magic missiles. There were moments when the mage may cast a missile with his back turned (backwards-arc casting of missile, lol :smile_cat: ) Nice touch on establishing a context-wizards (patrol-mage, key-mage, etc..)
It is possible to dodge those magic-sentries (those "gargoyle magic-spit-fire"), by doing a carefully timed triangle wave maneuver (After number of fails, I decide to go for speed dodge-strats.) There's some mild satisfaction to dodge-possess the painting even if the ghost is offset by a couple pixels, the only gripe is performing that 'chain-like' maneuver of multiple paintings.
Suggestions: - Ability for ghost to possess the mage, Else: Mage may have a 'magic-shield'/'circle-of-protection' preventing ghost to possess [ghost get magi-bounced when near a mage]. - a Possess meter? (more meter = more control): e.g. - traverse inside the painting-world or "spooky-rope" between the paintings or lamps) e.g. - stronger meter = more physic influence on fallen-lamps [tweak angle, gravity, bounce-effect..] - investigate that jarring 'level-refresh flicker' (whenever one respawns, a few frames of original positions of sprites are flickered on screen. Up to you on the remedy (transition, fade, PSR[Pause,Shift-Cam,Resume]) - A solution for after multiple fails (or find the sweet-spot of patience), that the level somewhat subtly changes (more lax projectiles, mages are bored/asleep/idling <- nice moment to add some 'small-talk', character-narratives or easter-eggs; and In turn have a player a bit of a break to bypass the challenging bits.. (this may be different through difficulty setting or have it subtly random) The mood and theme kept me going (Soundtrack and Pixel art), despite loads of tension and progressive-frustration of the snappy timing of the hazards.
Nice touch on branching the levels (e.g. Exit vs. Mortuary).. Kudos for using Godot! :dizzy:
I like the cartoonish style of the trees and scenary.. Nice touch for the Goat's ability that at some point he could demolish almost everything (Thank goodness he does not wreck the trees :smile_cat: ).
Quite a satisfying feature of having destructibles. :comet:
Interesting tie-in a mini-game for securing the attained abilities..
Suggestions: - Implement some further design for the out-of-bounds areas of the map. - Implement a kill-zone/respawn volume once the goat is out of bounds. - Further work with the interactions of the implied enemies(bats)& potatoes? - More variation of mini-game (semi-procedural)?
Looking forward to seeing further destructive potential of this goat. :dizzy:
Cute Character design. Took me a while to realize the whole purpose of the shop's items was to really buy/sell.. Suggestion: Since the coins do drop, perhaps have a moment where she could last-second regain a single coin (much like Sonic the Hedgehog's ring redemption).
Very effective mashup between a match-tile and RTS.
Feels very nice the ability to literally move your castle 1-tile anywhere but at a price of its meter.
Suggestions: - Multiplayer? (2 to 4 players); (ability to build another castle for a significant amount of beetles + resources) - Option for additional color palettes - Expansion of different thematic kingdoms? (earth, martian, underworld) - At first I thought it was stars but then it were farmers. perhaps have them hold a Scythe? or pitchfork? it may feel more unified as its design. Could be interesting if the worker beetles could fight back.. - Beetle bottle Battle Battle Royale: 64-World-tiles(each world-tile = 7x7); 4 quadrants of 16-world tiles divided between 2-4 main factions + neutral NPC kingdoms to conquer (Have this for 4k Display or to have it local or online-multiplayer) - Introduce some "Legends" Units or Mythological Creatures or Special Tiles with its unique functions. - Harvested wheat units icon didn't seem clear to me IMO; I thought it was munition or cannon balls.. :smile_cat: - Selection of different battle-tunes and/or soundtrack
It's rare to say that this game is quite addicting! :comet:
Looking forward to seeing any further expansion on this entry! solid! :dizzy:
Really Cute, (especially game-over screen, lol) :smile_cat: great execution of the organic-painterly graphics. Good tension of the enemy waves. Tried this html5 game between Desktop-pc and mobile chrome browser on android tablet (Samsung galaxy) One of the great perks for HTML5 in this case is at least I could run this on a mobile browser; This game makes so much sense on a mobile-browser (feels so right!) with regards to the slingshot-mechanic. The Mouse approach of the sling-shot felt like some inverse-control at first (not that it was an issue; still doable, it felt like there's sensitivity in relation to the recoil-intensity between mouse-drag magnitude in comparison to touch-drag magnitude); Like the animations. note: No issues in control through desktop-pc (I just mention the immediate 'feel' of the slingshot mechanic is quite different between desktop and mobile; both work well!) Suggestion: if two Meowmies land in same spot then if its possible they could recoil or bounce like billards-ball mechanic? I was thinking if one Meowmie could tackle two burglers in one Meowmie? still no complaints as it is, it seems to have a good balance IMO. nice! :dizzy:
took a while to get a hang of the balance, wasn't 100% sure on what I'm suppose to balance between delegating repairs and offset power-cylcing between the units.. Somehow the minimal interface approached worked, I thought additional status-symbols (for robo-repair delegates) could have made it more clear in the 'perfect-information' premise(all things shown on single-screen).
Very chill and slick. Kudos how its being all put together :wink: (somehow on my firefox [not recent build], it would render-weird with its connections between the nodes; on Chrome it works perfectly! Edge, Perfect!); Surprisingly on mobile browser (chrome) it would lock into portrait-mode instead of landscape (but the plus that it's web-flexible, even the rendering of the messaging conversation [PC: side-by-side (Landscape); Mobile: stacked (portrait)] really takes the cake on execution of the design constraints! well-done! Good use of the CGA-palette that works for this game! :dizzy:
Nice take on the survival game. It throws me off-guard that apparently every-collectible have the presented option to be eaten :smile_cat: It took a while to notice there's some context of feeding the bird (based on additional options on the inventory of collectibles).
Nice touch on having the overall level-design that's procedural generated and can access the particular levels via seed.
Suggestions: You may need to eventually create a solution for those who tend to explore out of bounds (eg. add Killzone upon significant fall, or an asteroids-style boundary-teleport for a 'seamless/tileable' world.). an option for user to quick-refer to the controls at any time (via pause, menu, Help-key, or a fun survival analogue: 'message in a bottle'). After 2nd day, giant bird attacked. Curious to see how much further you'll take on this game. :dizzy:
It's a pleasant surprise to see a Construct Game with 3D Graphics in play! Nice Execution of the animated LED Display. Those creature-balls are quite random & tricky to handle, especially for the BOSS-round.
Bug?: while you have a creature-ball in ghost-vac possession, after a while during BOSS-round, the ghost-traps lock-up (instead of its usual open/close cycle).
I'll acknowledge to how others have mentioned of this cross-over: Luigi's Mansion mixed with Hungry Hungry Hippos (and a dab of Pinball LED display for that Redemption Arcade game feel..) :dizzy:
Frustratingly-Fun! I really did get a kick on the slide-mechanics; I was hoping there was some checkpoint (assumingly I thought it was the red-gem) once you pass along the egg toward the next subject, then fumbled.. Did not go far but I like where its going. Satisfying crunch of the egg. Some laughable moments of the glitches I could pull-off on wall-embeds, slide through the walls once you attempt to go full-assertive on trying to pull a speed-run through the course..Kudos on making this on Godot! :dizzy:
Cute Game Graphics, quite the first I see of seeing 'procreate-graphics' used for Game assets. Neat! The Egg mini-game was not that clear to tell if one made further progress on hatching it.. (would seem to make more sense for the mobile release [touch-gestures]). Kudos on further releasing it to mobile. :dizzy:
I like the open-world nature of the unveiling of the hexa-tiles; got startled by the ginormous cow! lol
Quite a progressive-curve of action (started out slow and futile then after a number of powerups it's a blizzard machine). So far, the best combat strat. is to have the penguin position itself like a defender-cannon from Space Invader (bottom of screen, fire-upward HOLD and repeat fire as necessary) <- though some edge cases of the harmful reefs you'd change; This strat. should help expedite combat-time.. Nice touches of pixel-caustics. Suggestion: Have a SpeedRun with Seeds (semi-procedural); course of sequence of compatible seeds.. (each seed consisting of a good path of corridors, enemy spawns, etc.. - Quite tricky to land shots at beginning, one would like to see some parrying or counter-attack (to deflect the shots); However, the powerups seems to solve this. I'm sure another playthrough does the trick. Looking forward to seeing more!
done.PNG
I see its potential for becoming a rogue-like adventure.. After descending on each level the equipped Weapon/Shield gets detached and returned to inventory.. Good to hear that it's procedurally generated.. Nice touch that it's branching on diagonals (curious if you have tried to have a scene where there's more verticality (for this case up to three-floors) I like the glow of the creatures, once the 'depth-floor' is cleared it becomes at times hard to navigate without some distinct variation of its environment.. Satisfying strat. to equip two swords (akimbo) when facing to hunt/harvest these glowing adversaries, You're nearly unstoppable.. Nailed it with the theme! (If there's more variation I would have ventured deeper; depth level 39)
Suggestions: - once you slay the creatures, if there's option it leaves a destructive trial (decal or mesh) to paint as a 'persistent marker - further randomization on the environment's shading (perhaps RNG of 'vertex-shaded'/simulated baked-lighting..') - based on idea of potential expansion for verticality, an instance where if one falls into the chasm it may further advance the depth.. - allow to drop items.. apparently it looks like one could grind the excessive loot-drops/equipment.. - Not sure where you are going with the HUD of 1-9 quick-select slots. - option for equipped shield to function as a viable weapon (eg. push, parry, counter-attack, or smash) - unarmed combat, QTE unarmed blocking?
Looking forward to see on further updates!
I wouldn't think that I would have enough patience to blaze this through but finally made it through! Lovely pixel-art 1stplaythrough.PNG
That 5th stage is really just luck to bypass through that chasm.. ([the reach for it] tip). Best strat seems to at least oblige by the signs then pull a contrarian move after a number of flops.. Flopping does the trick. If I'll spare enough patience I'll give it another go sometime on speed-run or trying the lap-features et all.
Optional Suggestions: - Additional game Modes, Sword-Fight or a Medieval Sport Game utilizing heavy weaponry. - Alternative Weapons for its novel-physics platforming potential: Morning-Star, Javelin/Spear, Axe.. - Multiplayer, co-op or free-for-all.. - Additional mode: limited durability of the sword (may eventually fracture or split after a number of 'vaulting'/'grinding' = Game-over); - very-small window for knight to climb/parkour or 1-off use to toss sword to climb..
Challenging but fun!
Spot-on Genre-Fusion between (Miner + Defense)! Scrumptious pixel-Art! I like the set of animations of the Hostile Aliens.. The upgrade system takes the cake on that tactic feel.. I went so far in the playthrough (after the 6th attempt, beaten the Game; Looking forward for more!) to try to eliminate all the blocks.. and I noticed the 'Core-tiles were at center rather than at the edges, I wasn't prepared to end too soon of having an OP-run that I tried to mine all the blocks! β¨
Suggestions:
1. If instead of the thin tether lines, it would somehow be in place of a series of pixel-art tether cables (or a Shader to pixelate those tether-cables and the dome-turret for that extra 'edge' (no-pun intended); It's quite the charm to want to see it more in the purist pixel-art form. 2. Co-operative Same-screen/split-screen Multiplayer? 3. Collectibles that unlock Palette Swaps.. 4. A different mode where the dirt-tiles collapse under conditions (eg. Boulder-dash or Mr.Driller)
Looking forward to see further expansion! β¨
Juicy Game, Love the shiny reflections. Satisfying feel to even collide the obstacles (destructables). surprisingly no damage when colliding walls (at that moment I was looking forward to see how far I would go on the 'endless potential'), I'm guessing there's an endless mode in the works? the session ended roughly at 2,2218m..
Suggestions: - Bus eventually heal or a collectible at a extensive lengthy distance? - Day/Night cycle? - Mode: 1-hp
First thing comes to mind when playing this is William Shatner's Tekwar sci-fi FPS.. I just lost patience after a number of 'fatal-error' prompts.. Despite attempting to speedrun through the process.. At times I would hear machine fans going on full-blast? (What in tarnation is going on?) lol Looks promising on the totality of this bureaucratic fetch quest.. Keep going!
I wasn't expecting the idea of backtracking once you plant the nuke at the core.. session.PNG
Very very close.. (based on 2nd play) Welp, after 3rd run, I finally made it back! Best Strat. for that case is to drill straight down and only branch when you are perpendicular towards those blue (fuel-crystals). Those Lava Tiles are quite unpredictable on its spread (leading to diverge the path)..(I was thinking at first encounter it triggered the 'floor-of-death' sequence.. Funny Prologue/Story Suggestions:
1. Have Tiles collapse (like Boulder Dash / Mr.Driller for that extra depth of difficulty) 2. Perhaps Drill Cooldown (chance of Overheat for rapid consecutive direction of drilling) 3. Water into the mix: encounter pockets of water, may aid on overheat but its surrounding tiles turn to mud/clay or water collide lava to turn to obsidian [very very stubborn?] (changes to stubborn tiles) 4. after a run or two I get to see that semi-tinged tile that's likely to be that 'toxic-green cloud', would be neat to have a RNG for 'layers' of those tiles but sometimes it's either the cloud or it's a 'gravel-tile' a speed bonus of descending double the tiles (like a 'Gravel' effect from Minecraft), and cloud tiles slightly spread or eventually move within couple of turns..
Neat!
Tricky but fun!
Clever use of allow filter of background-sound.. at start of each level there's been a latency on registering the pickup of the sounds (2 seconds in)..
Suggestions: - change of direction based on pitch - chain bubbles (small to large) or (compounded) triggered by chaining words, numbers, etc.. - soft-sound trigger to mellow-out the spin of the player.
Quite Nice feel for a SpeedRun. TIMES.png The nice feeling on descending strats. is that the collision-box is quite-tight! (after checking out you had debug-feature showcasing the collision box (orange), Quite curious of the small-purple box? debug_collisonbox1a.gif
Somehow, You could still shoot after being KO'd πΈ.. (I tried another strat to simply hold-fire the entire time for bypassing the shooting-slimes; Thankfully does not seem to be RNG on their movement/fire pattern)
Suggestions: 1. Somehow have the Player's projectiles emit kickback velocity or have projectiles ricochet and when you fire upon the ricochet'd projectile it will create a forceful "Parry-boost". I think eventually more people would like to see more lateral boost for trial-sake! 2. It will be an interesting fusion if you could have procedural speed-run and players to compete by its generated seed. (plus the idea of having more interesting Speedrun category: Prime#-Seed Any% or CurrentTime = Seed for Multi-Seed [In place of Laps]..)
Kudos on Construct!
Quite Challenging on later levels.. (I had my limits at this time to play up to 3rd level) (I didn't know you could maintain-drill phase upwards on right timing..) I'm sure Celeste-tials would enjoy this platforming gem! Love the addition of Color Palettes! Suggestions: 1. for Speed-Running to have option to skip cinematics.. [Or Skip to Start Timer when enabled]
2. Would be nice for the character to allow ability to jump [may add time-penalty for jumps; to encourage drill-strats]
3. More color palettes! 4. Semi-Procedural Level of those terrain-patterns, hazards, etc.. (and for Speed-run sake to allow users to playlist/trial a set of 'seeds')
Looking forward seeing further progress on this game!
Unique twist is you control the Environment for the Player.. After more than 11 runs, the 12th run started to feel nice seeing the dwarf zipping through the tunnels as camera zooms out.. only gripe is the control-rate of rotation. I tend to then explore edge-cases: - Start by intentionally left (witnessed the dwarf partially hanging out-of-bounds for a chuckle) - rotate-right to extreme angle (intentional to make it close to 90') - attempt to have the dwarf flip on itself (not that easy) The character design remind me of the modern remake of Spelunky, nice!
Suggestions: 1. Have more faster rate of rotation (perhaps it gets more faster or responsive after every ramp or hazard-warning?) 2. This would seem interesting to have this game played on a mobile device, If you were so happen to make an update to include tilt control, and post a WebGL somehow the Unity3D WebGL appears to work for mobile browser (apparently on a chrome mobile browser; Android Tablet).
Curious if it's endless or there's a distant goal? It's got a hook in a feel like Jetpack Joyride!
I just stopped at 2-6 on my first playthrough.. Polished game, snazzy Chiptune-soundtrack and even achievements in place.. I would not understand how one could attain those golden scarabs from those extreme positions (eg. beneath killzone underneath the 'tramposhroom'/'bounceshroom').. Very solid good feels at 1st world.. then at 2nd world, after number of attempts, I bow-out, it's a gem for core-platformers.. clever execution of drill-action features (drill-flect to walls), was somehow expecting to drill upwards however I could see it's quite well laid out and at times demanding on some bottle-necks on careful timing..
Suggestion: - Mr.Driller-esque type of drill-game action Mini-game/Arcade: collect as much golden scarabs [or a set #] and/or diamonds before timer runs out (downward drilling and occasional stunt-strats.), time-extended by clocks or drill-smash a hourglass-bug?
Thank goodness for level select screen.. I like the hand-painted graphics, good music.. The experience for controls It seems more easier of the following: Movement - ARROW Keys, and Dash - Shift, If one were to WSAD and Shift (one-hand assumingly) somehow it's not so responsive as I have expected.. I checked both fullscreen and windowed and noticed that some levels based on the same-screen appear cut-off on on the edges of the screen (very hard to dodge; eg. Level 05); Do a Agree that after more than 30 consecutive rapid fails like a morbid-assembly line type of rhythm I would need to advance forward by selecting another level..
Suggestions: 1. Controls: For Dash, Why-not double-tap of direction (like Unreal-tournament); Double-left/right to dash.. (optional)
2. Somehow have some animated lines of movement to help the visual-key of the Flea Dashing or reacting on rapid-movement..
3. Level of Persistence: I thought one way to help with the relentless repeat of consecutive futile-fails is that if the flea is mulled by the chainsaw blade, it would cumulatively remain or somehow it may eventually create influence of subtle changes to the hazards (lethal sharpness of blade dull/rusted, or enough mess 'softens' the lethal elements to eventually advance.. (but for those implied 'challenges' (one would reset as its usual-state..); Or somehow there's RNG of variation of the trickiness of the Hazards.. (subtle) 4. If not 100% same-screen, then have some contextual camera to dolly/pan/zoom [if there will be a more large-scale map on later build].. 5. Rebind keys may help..
Challenging Platformer!
Charming Hand-Drawn Art Style.. Works out really nice of the Environment (thick-line Cut-outs). I was thinking that the dark-substance were at first another domain to explore (swamp?) but it's the boundary of the level.. Was very curious to see what lurks beyond that Gateway (Top of Level).. Curious if you have tried Blender3D - And in particular to the Grease-Pencil? The Environment style reminds me of the comic artist: Carl Giles
Cozy!
Good Feels when you once you get the hang of it.. Chiptune soundtrack icing on the cake. Each loop gets tougher and tougher.. Suggestion: 1. More Palettes.. 2. Co-op or Dual Multiplayer?
One final delay (I've lost a big chunk of the level-design I had planning to showcase.. and persistent crashes [based on a number of features that I've lost tracking; It's now cuts, regression for stylistic rendering and migrate salvaged earlier level to have a fairly playable game); Don't hold your breath for this one.. Since I no longer have the luxury of uninterrupted block of time.. It's now in project purgatory.. [It's a first for a 12x7km world]; I'm not giving up.. (despite the goal-post shifting); I'm rebuilding the world [and may source tactical marketplace gameplay elements to compliment for the situation of timing; rather than the spirit of all-home made] Final stand at Thursday at evening.. Wish me luck!
1st run, completely based on using just the mouse + LMB = tricky to platform, though really satisfying holding LMB for auto-parkouring all-over the level! hard to platform on precise hanging platforms especially in parts where the camera goes static on the edges of the level... Rank C 2nd run, found out you could hit space to jump (useful for areas for more precise platforming)... Rank B 4th run, took quite some patience but finally possible to complete it in time with no deaths... Rank S
Looking forward to seeing post-jam release of more levels! Have you thought on exploring Wave Function Collapse for some Procedural Generation on your game?