Grow, Glow, Go by MHaton 2015-12-31T05:26:00
Maximum fall speed was pretty aggressively limited, made control pretty awkward. I was frequently wishing for a more parabolic arc on the way down, but it almost instantly became a linear float downward, like a feather or parachute rather than a marble. This made it hard to touch the ground and reset the double jump. Maybe that was intentional to add to the challenge, but it mostly just made me feel like control was being taken away from me.
LD35 — Shapeshift (4)
Shifty Witch by jordgubben 2016-04-27T22:43:00
Got through the whole game without even discovering that there was a shape shifting ability. Saw people comment on it, then button mashed until I found it. (Shift key for anyone reading this wondering the same.)
I was gonna say that movement was quite slow (but not so much that I couldn't win), but I guess the shape shifting kind of nullifies that comment. Though in retrospect I wish the shape shifting had better enabled me to deal with the last dudes coming from behind the player.
As others said, the art style was quite pleasant.
SteamPunkPuzzleGame by 3T3A 2016-04-27T22:35:00
Took me forever just to figure out that the arcade box labelled "controller" wasn't just a description of the controls, but was the actual controller. I kept walking up to the block trying to press E (and eight thousand other combinations) but nothing happened.
I wasn't a big fan of the full step movement. Always makes jump tasks extra tricky. And when you can't even see the character's feet, it just feels incredibly clumsy, like the player is in control of a drunk person who refused to fully cooperate with the inputs being given.
Solid Shape, and the shape of things to come. by McBeef 2016-04-27T22:04:00
Confused at first about the controls, and what type of game it would be. I was expecting action, or at least roguelike, but once I figured out it was a puzzle game, and moves were limited only by pathfinding, it made sense. A movement animation might have helped. The key directive that I think was missing was that the relevant decision for the player to make is who the next bad guy is to kill.
The levels were designed quite well, but I have a feeling that due to the mathematical properties of this particular puzzle system, it'd be really hard to design more difficult levels with complex or non-intuitive solutions.
SPY by vados 2016-04-27T21:47:00
Guards are crazy relentless, but humorously incapable of opening their own numbered doors. It was only after I got #3 stuck behind its own door that I could figure out that it'll track me until I change to a different number. I was hoping there was a different way to lose a guard's attention (get far enough away, hide in another room).
The cycling of the text between readable and garbled was almost a good touch, except that I think it should have remained garbled for a far shorter interval. Having to wait a few seconds in order to continue reading the instructions felt like an unnecessary nuisance.
Once I got a number of rooms in but got caught, I didn't feel like restarting and "suffering" through the same challenges again. But that probably says more about the type of player I am. Would have welcomed checkpoints or some other system of saving progress.