X-11 "Gust Gunner" by cowboycolor 2015-04-21T20:15:00
Pretty fun game and the levels were challenging but fair. The physics in general could have used a bit more tweaking and the way you take damage could have been changed as well. Otherwise this was a really good game.
LD34 — Two Button Controls / Growing (14)
Captain Ninjabeard by GhostBomb 2015-12-16T12:17:00
Cool game. A bit hard to get used to but after you do it's pretty great. If I had one thing I'd do differently it would be to give the player a katana charge back if they defeat an enemy. This would make it easier to keep long katana-only combos going
Line/Dash by Eingya 2015-12-16T11:41:00
This feels surprisingly nice to play. When you get a chain going or when one of your line doubles and hits 2 at the same time it feels really really good. I'm honestly surprised this feels so nice. Good job!
Reaching Skyward by SelfTitled 2015-12-16T11:34:00
I like this idea. It reminds me of one those resource mining strategy flash games. It would be cool to be able to see some sort of water/energy flow within the tree so people can get a better idea of what does what. It would also be cool if you could eventually expand to manage multiple trees. It would be even cooler if you could evolve your trees to do one or another thing really well based on the surrounding environment or something. I guess I really liked this general idea. Your execution was OK for the time given and I'd love to see it expanded.
Brain Splitter by Janacek 2015-12-16T11:22:00
Made to about 5000. If I could give some advice it would be to make the game actually have just 2 left right states for each block, without it being a continuous movement from one to other. As far as I could tell you don't want to try to stay in the middle at all, just on either of two sides, so it would make for neater gameplay if this was what it showed you from the start. Another thing that I learned from rhythm games is that you want to ease the player into doing two things at once. For instance, train the player to master dodging one pattern with the left, train the player to master dodging one pattern with the right, and then put the left + a simplified version of the right at the same time, and so on.
Bonsai Master by xaedes 2015-12-16T11:12:00
Looks like this http://vgy.me/FkzJl9.png on my browser (Firefox)
Growth Industries by SteveSalmond 2015-12-16T10:31:00
Pretty polished game and you guys achieved a lot with the time given. I was surprised by how well balanced it seems and how it nicely it progresses and gets harder with each level. Getting this right is something that not a lot of people put thought into, especially with such a short time frame to make the game. Congrats!
Magical Girl Cannon by dark_hunter 2015-12-16T09:15:00
Cute girl and the game runs fine. I liked how mana regens really fast so I can spam my abilities a lot. However, for a bullet hell type of game dodging bullets is really hard and I found myself just face-tanking enemies and spamming my abilities on them and surviving for a long time. This kind of gameplay (where you can't really avoid damage) works in some cases but the game has to be built around it, and I don't think bullet hell games fit here. It could be that I'm just bad at dodging though.
Last Chance To Green by Four Quarters 2015-12-16T09:07:00
Cool game. Really great pixel art, mood and use of the theme. One of the the best I've played so far.
treadmill by rogueNoodle 2015-12-16T08:51:00
For what you were able to execute this was a good try. The only problem I had is that trying to do it faster was really hard because of the alternating colors. It would have been better if the holes had a consistent color instead of changing all the time.
SvardBjorn by Windmill Games 2015-12-15T19:19:00
This has really really good art, so good job on that. However, for a game like this to work you need really responsive controls. Take a look at One Finger Death Punch for an example. Whenever you press a button your character should attack instantaneously and be ready for a next attack almost instantaneously (if I were to put it in numbers it'd be below 0.3-0.4 seconds). In your game though each action (except the air attack) takes a really long time. The default animation takes a really long time, so if you have an enemy coming from one side and another from the other close enough, you can't hit both even if you want to because the animation has to finish on one side. The same goes for the block. Because of this I can't say the game was particularly fun to play, but if this were fixed it'd be a huge improvement.
Poultry Punt by diest 2015-12-15T17:13:00
I played this for like half an hour and I really shouldn't have. It's simple and not that innovative but the execution was good.
BeatMan by Fervir 2015-12-15T16:46:00
Great idea but poor execution. For a game like this to work you need to delineate moves very clearly and swiftly so that people can tell what's happening. In your game though the tween that makes the player move to the next/previous block for instance is way too long, so this kills any sense of rhythm that whatever is happening on the screen is connected to the song. You can still get by by only listening to the song but it's way harder than it should be. Similar reasoning applies to enemies. Plus, it seems like the beat detection is off because I keep losing my combo even though I'm not being attacked nor pressing the key outside the beat.
Super Space Invader by BlackBulletIV 2015-12-15T15:53:00
Pretty good game and good upgrade system. The graphics look good and it's kinda juicy. But some tips that might improve it:
The ship is too floaty on both velocity increase and decrease, if I'd guess you have to double the acceleration and damping values you're using. Missiles should use a seek steering behavior to move towards their target as it looks cooler. If you're doing the explosions with code there's no reason to not make them more varied in size, this can be done by randomizing the initial velocity of each particle a bit as well as randomizing how fast they disappear. Explosion particles could look cooler if they started out more like lines and morphed into circles, this would give your explosions a more intuitive looks. When multiple enemies are killed at the same time or when a big boss is killed you could use frame stops. The angle at which projectiles come out could be slightly randomized (like say, between -math.pi/64, math.pi/64), especially when you start getting more fire rate and multiple shots upgrades, this would make them look cooler while also. Finally, you could play with the idea of letting the ships horizontal velocity carry a bit into the projectile's horizontal velocity, this could prove to be more interesting too.
HamsterX by UntitledQ 2015-12-15T15:36:00
This is a pretty unique concept and it's kinda fun to play too. I found it too hard to keep going though and couldn't really get used to steering the hamster in the right direction. I feel like if the boosters gave you a more direct impulse related to where they should give you an impulse instead of primarily rotating the hamster this would be more interesting to play.