Loop by Papaver 2020-10-23T11:49:39Z ♥ 1
Simple and challenging gameplay. That last level was a doozy, almost gave up, but boy was I exited after I got the three stars and I didn't have to unwind through that spiral.
The directional change pickups provided a nice twist to the mechanics, it was satisfying picking one up, almost hitting a wall, getting tense anticipating a collision, then winding the other way.
There was very little that I grew frustrated with, other than my own abilty to accurately predict/execute the correct timing to exit my loops. On the last level, I did want an adjustment to camera movement, the camera moves up and down with my head, I would be curious to know how it would feel with a slight left/right follow as well.
Adding some effects, sound and or visual, to entering/exiting loops might feel nice/further reward the one mechanic.
Overall it looked good, played good, sounded good, created a cute atmosphere. Well Done!
LD48 — Deeper and deeper (13)
1 in a billion by EvoGenGames 2021-05-03T23:24:24Z ♥ 2
We uh, had similar ideas for this compo. Great minds think alike? ;)
What's in the Bottom? by Lex 2021-05-01T22:02:32Z ♥ 1
Awesome! I love it, been wanting to make a fishing game myself for years, and this is a pretty darn good implementation of the base mechanics.
It was a little frustrating hitting the wrong fish, but it felt pretty fair at the same time, a little practice and I was sinking deep into the darkness.
I liked the camera pull back when I got a fish to the boat, it felt gratifying. I would have liked the casting, lure in air, camera adjusted. If the camera tended to stay lower towards the surface of the water, and/or maybe placed a bit ahead of the lure based on its velocity, so I could look ahead. Or y axis offset based on just the lure.y velocity. Mainly I wanted to see just before I hit the water if I flung the lure far enough for that ray, never caught that guy.
Being in the comp, not always(or ever) time for such details. But as I said earlier, nailed some good base mechanics, and they kept me playing. Well Done!
Sprookies by tanis 2021-05-01T18:27:05Z ♥ 3
Cool game, great soundtrack.
Took me a bit to master that jump, didn't realize it was a charge up jump. Some feedback on the jump charge could solve this, something like shaking the visual portion of the character with an intensity correlated to the amount of jump charge. Or a glow behind the character growing with the jump charge.
The camera could use some smoothing, it got pretty jittery at times.
I liked the separation mechanic, got to see all my little friends :)
The background fish where pleasant to look at, provided a bit of nice atmosphere.
The soundtrack was great, lighthearted, silly. And the character voices where just expressive enough, while also remaining silly silly silly.
Well done!
Clear Your Head by Styps 2021-04-30T23:38:03Z ♥ 1
Super cute little character, and an incredibly simplistic while atmospheric environment. There is a strong atmosphere which drove me to complete this game, and kudos for having a defined ending! Those are always gratifying in a jam game.
Occasionally(pretty rarely) the jump would not work, the sound would trigger, but no jump. Felt like it mostly happened at the edge of platforms. IDK. Otherwise controls felt nice.
The atmosphere was clean and dreamy. I think a relatively easy way to amp it up would be to have the cloud sprites animated(I am no artist, but I kept picturing them this way). They could either be animated sprites, or slightly depress under foot... I'm picturing things, damn I love making games :)
The music was soothing, dreamy, beautiful.
Well Done.
Vile Things by JakobTheQuizGuy 2021-04-30T22:11:10Z ♥ 2
Wow, I love it. A very complete mini game, good controls, beautifully and creatively animated. The mouth orb monsters and there associated ahhhhhh, sounds where awesome.
The main character was beautifully animated and expressive as all heck, the eye work was great, I could feel this little guys anxiety the entire time. Reminded me of David Firth animation, the feel of it, and those little legs. The scale and stretch on the jump was great, added a lot to the good jump controls... lots of great, I am getting repetitive.
Sounds, music where very clean, effective and fun. Is that you making an ahhhhh sound for the mouth tentacle monsters?
I won with 3 hits left. The spawn patterns for the monsters felt fair and challenging, which is often something that is overlooked when making something so quickly. There were some tense moments, followed by some calm, and then more storms...
Great job all around, the only thing I didn't get out of it was the theme, but it was a worthwhile gameplay experience!
The Fall by junkajii 2021-04-30T21:28:01Z ♥ 1
Fun game, and simplistic but functional art style. When I saw the cover art of the little man I was hoping I was going to stumble on some fluid animation cycles. I`m a sucker for animation. I was glad to find all the seemingly hand drawn art, the static poses of the falling man were expressive. For the object spawning, I am a fan of more deterministic style level generation. That is having the level designed in such a way that I can get to all, or more of, the collectables more consistently. A quick and dirty approach I use is designing a bunch of patterns and selecting them at random. But you never know what the time crunch brings :) Curious, do you do animations? fancy yourself a bit of an animator?
Anatomically Correct Human by Evan 2021-04-30T21:12:46Z ♥ 2
We both did digestive tract games... and both used squash and stretch a lot;) Took me a bit to understand the game, once i determined the importance of brains, I started placing away.. Is there a way to reset the game after it is game over? I kept refreshing the page. Is it beneficial to wind the tract about, or is it better to straight shot and spam brains? it would be nice to have hotkeys for the buttons 1,2,3 mapped to tubes,lungs,brains. Overall great job, was fun playing.
Earth Diver by BarelyEvenGames 2021-04-30T14:06:34Z ♥ 2
Hey, we made similar but incredibly dissimilar games... mainly just user follows mouse through pathway. Anyhow. Good Game. Curious, did you manually map the collision bounds on the thinner hallway sections? Loved the music, tron vibes, it was a great addition to a shmup, its always so difficult to balance sound/software/art/design in the tight time schedule. At first I played on my laptop and trackpad, so it would have been nice to have an alternate fire button, I get that this is far from the ideal way to play one of these fast paced precision movers, so tried on the big rig with the mouse, which obviously worked much better.
Overall well done, cohesive, playable, enjoyable.
Shook by SleepyStudios 2021-04-30T13:53:47Z ♥ 1
There is a lot to like here. I like the fraying lines, and the line simulations in general. The aesthetic of everything underwater felt clean and polished. The fish gun hybrids looked really cool. I wish when reeling in the camera would pan up and show me more of what is above my bucket/gun, so I know more of what is to come, and can more easily avoid deadlys. It was a little difficult to distinguish catchable fish from missiles disguised as fish. Overall I had fun playing. I am a little biased on the whole 2d silhouetted fishing games as I have my own prototype on the back burner, simmering away.... Great job!
Vertigo by Rolph 2021-04-29T23:44:56Z ♥ 3
Very nice cohesive entry. The graphics are all great and work together, creates a nice atmosphere. I wish the attack was a little more reachy/arcadey. I want to be able to dash at these foes and quick attack em like a ninja. The air jump was a little confusing at first, until I realized it was reset by hitting the ground, and a jump from ground disabled it, would have liked a double jump, so I could always count on the air jump. Overall it was fun to play. Well done
Deep Sea Whale Mechanic by Jiri_One 2021-04-29T12:58:27Z ♥ 1
I have a hard time making any suggestions on this one, as I feel the limiting reagent in this case was time. Given more time I believe these same mechanics could be fleshed out more, producing something even more fun.
Huge fan of the firing pushback mechanic, I treated it like it was my primary source of propulsion, which most of the time was great, but proved a double edged sword, as I found myself swarmed by enemies above and began rapidly firing to defend myself, only to fall below my max depth, and struggle to fight back with the arrow keys...
Great job, fun game.
Lil'Drill - The Chiseller of Balls by AndereSpackosProductions 2021-04-28T23:35:48Z ♥ 3
Great game, Visuals were right up my alley, beautiful and glowy in all the right places.
It took me a bit to grasp the concept of the game, that I am like a pogo hammer, and need to jump on the trampoline powered drill. At first I was trying to see how deep into space I could bounce myself, thought maybe the tiny ice balls? where collectables, tried to go for those, it was a tough shot. I became aware I was suppose to jump on the drill by accident, after I landed on it and the planet exploded.
I think some sort of health indicator(or catastrophic bounce loss indicator) would quickly reinforce the idea I dont want to jump on the land, because the sound it makes when I hit land sounds like I am doing damage to it, not me.
Overall very polished and cohesive visuals, very atmospheric. The progressive jump power particle indicators were a cool touch.
Deepenguin McPool - Wants a deeper pool by Bruyère Alice 2021-04-28T23:11:56Z ♥ 3
Preface, clickers are not my usual cup of tea. That being said this is a very cute, and incredibly cohesive submission.
It took me a little bit to realize I could swim side to side, and began looking for a purpose for it, trying to swim up to/mine the fossils, maybe expose some item by mining in different spots. But I came to the conclusion that the swimming movement really doesn't do anything other than allow a small illusion of freedom within the water column? I could see the movement becoming more fun if the collectable fish spawned in windy patterns, rather than directly in front of me, but because they spawned in front of me it discouraged any movement. At the same time the spawning of fish worked for the auto version of the game so IDK, maybe in auto they spawn directly in front, in manual they don't? wooooo I'm getting caught up on things ;)
I really liked the fossils. The health bar of the current layer/depth would be better placed relative to the layer. It was a little confusing when it would pop up on my swim down and lead to me being confused as to which bar was my breath. Maybe making it a different color would help associate it with the damage, perhaps a brown to reflect dirt?
The particle/sprite of cracks that overlays the pool floor, it would be nice to have the floor visually weaken. like a series of progressively more damaged sprites to overlay and communicate the health of the current layer.
Overall very cute, fully functional, polished game. Good Job!