Greg Island by LJFMX 2018-05-12T12:57:48Z ♥ 1
It's a warm spring day and the birds are chirping outside, which added to the mood a lot. The aesthetic is beautiful, and you've managed to get a lot of aesthetics and feel-good-ness out of some pretty minimal graphics.
On my first attempt through the game, I talked to everyone, then fell off the world into the water. A shallower beach or an invisible wall would have been useful, since I wasn't able to get back up. After restarting the game, I decided I'd like to make all three gregs love me, but as soon as I finished helping emo greg the game ended.
I accidentally skipped a lot of narrator text; I'm used to textboxes in games where the first click skips the text animation, displaying the whole thing, and only once all the text is displayed does a click go to the next line of dialogue. But here I either had to wait through the animation or I didn't get to read the narration.
Aside from those nitpicks I really enjoyed my time here. It's hard to pin down the mood of this game to any one component; the music, graphics, and tasks you're given all contribute to the overall feeling and I think you've done a great job here.
LD42 — Running out of space (31)
Path Blox by Gunturtle 2018-08-31T11:38:38Z ♥ 1
The concept's great and the game's fairly polished, with really tight mechanics and a very compelling gamefeel. There's not a whole lot I can comment on since the game's so simple - and that's definitely a strength.
I did find it a little hard to work out what qualified as a valid loop though. Sometimes a left-right pair would vanish, but an up-down pair would not. Sometimes placing a block pointing at a grey would make the grey vanish, sometimes it wouldn't. On one occasion I made an up-down-left-right loop which didn't dissapear. I don't know if the behavior I was seeing is by design or if the game is a little buggy. In either case, would like to either see the bugs fixed or the behavior better explained.
Still, game's great. Good work.
Darkness by strong99 2018-08-31T11:30:31Z ♥ 0
I wasn't able to decrease the health of the hero or the priest. Like others have said, the game looks really nice and interesting but I can't really play it atm.
Polterplot by posho 2018-08-29T12:02:45Z ♥ 0
I can't give this game a complete rating because of a consistent crash so I'll refrain from some of the categories until the issue is resolved.
I tried to move the window to the side of my screen, but whenever I clicked during the instructions the window would snap back to the center. I'd like this not to happen, but it's not the end of the world.
The main game music is fine; it's not the greatest but it's cute enough. I do have an issue with the title music because it's very repetitive and distracting and makes reading the instructions difficult the first time through.
The game itself seems fun; the AI seems to be making reasonable choices. The red ghosts will sometimes chase the enemy's yellow ghosts but this only seems to speed the yellow ghosts up; I've never had a red ghost destroy a yellow ghost or recover the ball it was carrying.
I could probably comment a lot more on the strategy of the game, but it crashes very consistently after a few minutes of play, and I'm not sure what causes the crash. It's usually when I try to plant something.
``` ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_witch:
Unable to find any instance for object index '100233' at gml_Object_obj_witch_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_witch_Step_0 (line -1) ``` other indices: ``` 100103 100061 100070 ```
Closing in on Pascal by gamepopper 2018-08-28T18:45:12Z ♥ 1
Some other people seem to have said this already, but it stands repeating: the level design does not match up with the core conceit of the game. I really like that the enclosing walls pick up enemies and move them around the level. And I could see a lot of cool action puzzle elements you could implement with boxes/enemies being pushed through the level by the unstoppable force of the enclosing walls. The game already lets enemies go through the level's hitboxes if they're pushed there, so way I see it no reason not to make that into a core mechanic.
What you have is a decent platformer, with occasionally sticky but generally smooth controls. I can't really complain about this as a game jam entry. It's definitely fine. I'm just dissapointed because the mechanics are there to make for a great puzzle game and you have no levels that take advantage of this.
Wait, I lied. There is one massive complaint I have about this as a fast-paced platformer. After every death is a 5 second animation of the racoon being crushed, then the score slowly crawls on screen, and all this time I'm mashing the A button to get back into the fucking game. Don't do this. Please. If you make a game where the player will die often, give them their controls back within half a second. If this game was longer, or more difficult, I wouldn't have finished it because waiting to respawn was so frustrating.
Also, if you have a post-jam version up on your site, please add a list of changes in your description. Sometimes the changes are small enough that the compo can still be judged by the postLD version and I get a better experience. If I don't know what the changes are I'll use the old version to be safe and this might be to your detriment.
Garbage Collector by Jens 2018-08-28T18:26:55Z ♥ 3
The sound effects were what ultimately drove me away from this game, but it has a number of frustrating issues.
The core design requires very little strategic thinking from the player, and the core gameplay loop of walk-to-trash, walk-to-output gets tiring really quickly. Maybe a focus on rearranging the trash area would have worked better. Maybe a certain pattern of trash or recyclables could cause them to disappear, or maybe you'd need to operate a lever to make the falling trash/recyclables fall into the right output.
TVs and gameboys can't be recycled as plastic. They contain a lot of copper and gold wiring that - if you want to recycle them - needs to be disassembled before you can sell the casing off for remolding. Rubber ducks are sometimes made of synthetic rubber, but I wouldn't be comfortable throwing them in the plastics category either without some additional context. I don't know why you didn't just use plastic bags, plastic bottles, plastic cutlery, plastic food containers. Things that are unambiguously plastic, instead of making the player guess...
Especially with nothing to go off but a low resolution drawing, you need to make things more clear if you want the player to sort your items.
The sound effects got to me the most, though. Every few seconds, I'd get a horrifyingly loud, high pitched, and distorted screeching blasting out of my speakers. It's far louder than the music which is the thing I'm hearing most of the time. How did you not get annoyed by the sound while playtesting this game? It drove me nuts within a few minutes of play.
I really don't want to be this harsh. This isn't a lazy game; you've created a lot of assets for it and polished the lighting and movement controls. But I also want to be honest in a review, and the experience you've provided me with is frustrating. I'm sorry.
Interstellar Stupidity by Jono953 2018-08-27T19:39:32Z ♥ 1
@tom7 said basically everything I was going to - a lot of the mechanics in the floor stages are unclear; I'm not sure why the power thing in the middle was sometimes cracked when a boss was around. It wasn't clear for a long time that I was falling off the edge and resetting the stage. And sometimes the mass of enemies and player all of the same color made the screen pretty unintelligable.
I was unable to move at certain points, and the movement controls occasionally felt unresponsive and sluggish.
I do like that you've made a modernish action dual-stick shooter with these limitations. It feels very nice to play, even if a little confusing.
The spaceship stages were a fun little diversion and a welcome bit of rest from the madness, but the spawn positions of the levels need a lot of work. On one occasion I spawned right on top of a level entry when I exited the previous level, giving me no time to prepare for the next floor stage. 5 times in a row.
Overall I think this is an excellent title and a great example of how to do a retro game right - use modern design principles and limit yourself only to the tech.
My final score was 34765, but I wasn't really running out of lives. I just stopped playing because the game was getting a bit too hectic and I didn't actually know what was going on in the levels, I just sprayed in random dircetions and apparently got enough 1-ups to counteract the deaths.
ENOCH'S SALT by KRP 2018-08-27T18:36:31Z ♥ 0
From the start this game looks amazing. The backgrounds are fantastic, the bleeding particles are great, and the blinking animation is creepy and thematic. All around this is a fantastic looking game.
The design is a pretty basic breakout concept, with only a few bricks actually necessary to beat each level. What I don't understand is why you keep some of the bricks around even after they're hit - this made for a really frustrating experience - especially in the level where the eye appears - because you'd place NEXT LVL bricks in places that are nigh-impossible to reach with the game's physics.
The physics are the source of my main complaint, though. I could not for the life of me predict where the ball would bounce when I hit it. One theory I have is that it's completely independent of the ball's velocity and depends only on where on the paddle it bounces. Another is that the paddle reflects the direction of the ball. It's very hard to tell. And because of this aiming felt difficult. I can appreciate breakout games with complex physics, but if you're going for a low-resolution game with flat surfaces and large bricks like this, and no powerups to overcome janky physics interactions, I end up feeling like I have no control over the game and it's just playing itself.
I understand you were going for a dark theme where the game would punish you for hitting the wrong blocks but only reward you sometimes for hitting the right ones. And it's nice that the game gets harder throughout the level. But because I didn't feel in control of the ball at all, any blocks I hit were a result of random chance. And while getting random rewards for random ball bounces is nice, being punished by randomness isn't particularly fun, mostly frustrating.
In summary: I think this game has a lot of polish and you executed a simple concept very well. I just couldn't get much enjoyment from it because the physics felt a bit off.
Obey by conk 2018-08-27T18:01:14Z ♥ 1
Credit where credit is due: the graphics and UI for this game are polished and clean-looking. Took a little bit to work out the controls, I would have liked pick up/drop/open to all be on 'E'. But it's playable and a fun concept.
I think this game is sorely lacking the depth to pull the design off. There are not enough stacking combinations, not enough item rules, not enough rules restrictions, and not enough different objects (sofas, TVs, arcade cabinets, pinball tables) to open up. The strategy atm is very shallow: set aside one wall of the house, clear it. Start from the top. If the given item can be placed there, place it. Otherwise, move one square down and repeat. Since I don't need to worry about stacking order this always works. And I can get far enough into the game with this strategy that I get bored long before it stops working.
Most concerning is that you actually made a lot of assets for the game - the TV, the sink, the monitors and doors and sofas. But all you ever give the player is lamps and unmarked grey bricks. There's a lot of effort put into asset creation that you never implemented into the gameplay. And that's just sad to see.
Astropocalypse by adrisj7 2018-08-26T22:40:15Z ♥ 1
This is fantastic. I only managed to get two escape drives so far but I'll likely go back and finish the game when I have more time. The combat is satisfying, the game constantly keeps you on your toes, there's always an objective in sight and there's always a number of things to keep track of. And the game is short enough that this probably never gets tiring or repetitive. The design is great, the polish is great, there's a lot of work put into this and it shows.
Two minor issues I ran into: - The web version doesn't seem to expand in full screen mode. It's very small and hard to read. It's not a problem on the download version, but it does make the web version pretty unplayable. - One ring spawned inside a planet. I was able to dash into the planet to recover it (which felt glitchy itself), but I had to try a few times and really this shouldn't happen in the first place.
Some design considerations, which didn't really impact the game: - The rings could have been placed further apart, maybe across the planet's atmosphere. That might force me to stay on the planet a little longer but I can also appreciate that searching for rings might have made the game more tedious. - The spinning camera made me a little dizzy at times, especially in the tutorial. Maybe keeping the camera rotation fixed would have made the game a little easier to read, though it may have removed some of the excellent hectic nature. - maybe the map overlay could have been partially transparent, since the enemies did not stop coming while I was checking the map I would have liked to react to them quicker.
Use Your Space Wisely by cptalbertwesker 2018-08-26T21:20:11Z ♥ 0
I like the idea, and I like the photo aesthetic, but the game suffers from poor communication with the player.
The hitboxes are unpredictable; often I'd place ex. two pots where there is a large gap between them but the game would throw them both out of the box.
The amount of weight that a box can carry and the weight of the individual objects isn't shown anywhere. Not even an approximation. I know that I can pack 1 item per box, but the game penalizes me for doing that. So I'm left with a game where every box I send has a 50/50 chance of failing or success. That's about as fun as repeatedly flipping a coin.
The value of the objects isn't specified either so I can't even prioritize high value items.
The menu design is great; I like the animations and the photos are really clean. I want to find something to enjoy about the gameplay but there is no information I can use to work out how to play this without prior knowledge of the weights you've assigned. Even a manual would help.
Requiem for the Postman by Lumos 2018-08-26T20:58:43Z ♥ 2
This is fantastic. The mechanics follow a Papers Please system but you put your own spin on the theme and UI. The sound is really clean. The voiceovers don't get in the way but you probably didn't need to explain the game in quite this much depth, and on repeat playthroughs I'd like to switch the voiceovers off.
I enjoyed this game a lot, but my favorite bit was the giant fuck-off dictionaries crashing on the table every so often. They take up a huge amount of space and are just so large and heavy compared to anything else. There isn't a sound effect for them falling on the table but my brain inserted both the sound effect and the dust cloud from context.
I eventually died from thirst while trying to translate some german. And while I like the thirst mechanic in general, I think the thirst meter should be larger and more obvious when it's close to 100%. It's frustrating in any game to be killed out of the blue without warning, even if it was justified.
Also, the W and S keys should be swapped. The current setup is unintuitive.
I was able to continue playing after I died, even change the stats on the end screen. The only thing I couldn't do was read the labels on the sorting slots because of the grey overlay, but if I'd memorized those I could continue playing.
A pause button would have been nice too.
Kakapo by beta 2018-08-18T21:30:18Z ♥ 1
The sfx and graphics are great, especially for a 9 hour game. With this LD's theme I would have expected a game about habitat destruction rather than invasive species, but the setting works well enough.
I did run into an issue with the first big cat, which just looks up and down. The area below it is navigable, but there's an invisible wall above it that killed me two or three times. I think @simplepotential ran into the same issue.
I don't understand why you chose to use tank controls for your movement. They didn't make the game any worse, they're just a strange design decision to make for a game where you play as a bird hopping along the ground.
The hitboxes were also a little bit hard to work with, both on the cat vision and the foliage. I wouldn't say they were unfair, but I think you could have been a bit more generous on both accounts, maybe making the player hitbox smaller would have helped, or making the visuals of the foliage smaller and cat vision larger than their respective hitboxes.
I did enjoy this, for the setting and atmosphere especially, and the gameplay - if not particularly polished - didn't get in the way.
Iris by Galan 2018-08-17T21:31:08Z ♥ 2
The general game feel is pretty nice; like others have mentioned the X dash doesn't seem particularly helpful since half the time it just put me inside an active laser. The strategy I ended up using was hugging the bottom wall and moving left/right whenever a laser or bullet was about to hit me. Got me pretty far, until the general repetition of the gameplay made me too tired to respond quickly.
I don't know if the design of the game predicted that strategy, but it's the only one that seemed to work, just because I could only shoot upwards and the bottom row is the only place nothing seemed to spawn. Maybe making this a dual-stick shooter (WASD to move, arrow keys to shoot like in Binding of Isaac maybe?) would have helped: it'd let you place enemies on the bottom row and force the player to move around in 2 dimensions and actually dodge attacks rather than scoot left and right.
What was a little annoying is that the health regenerated over time, but did not regenerate between levels. So if I was low on health, the best strategy was to leave one enemy alive and dodge their attacks for a full minute or two to get my health back. I would have liked my HP to return to full on the start of each level so I didn't have to wait.
The music isn't bad, though it did get a little grating at times. It's not that I mind atonal stuff, but lively atonal stuff gets tiring quickly.
I enjoyed this game, and though I did get tired of it I would not be opposed to playing it again, or an expanded version. Nice work.
Claustr - LD42 by Darkrabbitgames 2018-08-15T10:59:06Z ♥ 1
Obviously the unreal shaders are amazing and the particle effects and block and transition animations work really well. And I commend you for not trying to complicate matters and just using graphics that work. The text in the air looks really nice, too.
Mechanically though, the game is about memorization and trial-and-error. There's one point in the final level where the game tells you to move upwards and you have two blocks that are moving upwards. But one leads you to the exit, and one to a dead end. You even make the red herring start moving first so the player doesn't notice the correct one is an option. There is no way to beat the last level without failing, restarting, and trying again until you've memorized the pattern. The other levels are less egregious in that respect but it's always a factor.
These graphics could have complimented a simple and engaging puzzle game, but instead the game just feels like a really shiny and heartfelt "fuck you" to the player for not knowing the levels ahead of time.
Armageddon by Swess 2018-08-14T22:19:42Z ♥ 2
Can't say I noticed what @ngupsilon mentioned about powerups spawning in safe areas. For me, powerups spawned pretty much wherever, sometimes in completely unreachable spots.
I think there's a point of no return in each game where there is enough fire that even if you were constantly extinguishing it you will die eventually. It fits with the theme, and it does force the game to end eventually, but it's a weird state to be in where you're just waiting for the inevitable and trying to put it off. Not a bad one, just not something I've seen often. Usually these situations just frustrate me but this one was fine.
What I do have a problem with are the water bombs, since it seems impossible to predict where they'll land or what area they'll cover. A crosshair or big blue circle would have been helpful, especially since you can't seem to influence how far they go.
My final score was 1263.
MASTER OF POWER (vs jealous villagers) by randdir 2018-08-14T22:08:45Z ♥ 0
Just a reminder that the COMPO rules ask you to provide source code for your game.
My final score was 1406, and the game did get a bit boring for a while before then, largely because it got easy enough to be a bit repetitive after a while. I should note I played on the LD42 version, not your update. I think the problem was that if I stayed on the high end of the strength meter, I could more or less shoot only the largest possible balls and clear out most of the screen before any of the villagers managed to make it halfway down. Maybe a better mechanic would have been to reset the player's strength after every shot, or at least make the larger balls take off more strength so the player would always end up overrun. Or just make the villagers start taking multiple hits, or move faster.
I did have an issue with the controls; you use the mouse to aim, but receive no crosshair, so you're basically guessing at where your mouse is at any given point, and whether moving it left/right is going to cause a subtle movement or fling the aiming arrow across to the other side of the wizard. Three possible solutions I could see here: 1. add a crosshair 2. make the aiming cursor move based on the mouse's X position, ignoring its Y. (so a motion of 50 pixels right would always correspond to a 15 degree rotation clockwise or whatever) 3. add controller support, so I can use an analog stick to aim and A to fire.
This is a very good entry for your first LD; the design is simple and creative, the music is decent, the general gamefeel is satisfying. It does lack some mechanical polish and the controls need work, but it's a good attempt and I did have fun with the game for a few runs. Nice work.
Concentrate by niterich 2018-08-14T21:50:43Z ♥ 1
It seemed like the cracks in the track were slightly out of phase with the soundtrack. If I pressed exactly with the beat of the music I'd get orange notes or misses, but if I played a quarter-beat early I got yellow notes pretty consistently.
The choice of the notes you could play also felt a bit off. Especially on the M key, the seventh did not sound appropriate to the background music. ZXCV sounded fine, playing in the upper registers was a bit iffy. Maybe next time stick to a pentatonic scale on small projects, hard to go wrong with that.
Like people have said, the concept is very creative, and a great interpretation of the theme. You didn't finish it, there's no real goal to work towards, and the score is illegible, so it's hard to judge the game for what it could have been. But as a browser toy this works quite well. Nice work.
RoboCoup by Zammalad 2018-08-14T21:36:49Z ♥ 2
"Well Done you Cleaned the Buiding" - I don't know if that means I got every person right or not. I'm going to write the rest of this review assuming I got it right.
With this style of game or detective fiction there tend to be red herrings, convoluted chains of reasoning, and the whole thing gets muddy and confusing enough that any answer could be correct. Or, on the other end of the spectrum, you lay out everything simply enough an idiot could understand it and ruin the puzzle. But this game manages to dodge both those traps, and offers very subtle hints that you can pick up on (which I won't get into so as not to ruin the game for others).
In other words, the writing - if not particularly funny (the jokes fell a bit flat for me) or interesting in its word structure - manages to convey exactly the right information in only a few sentences. This combines with the simple rules of the world I gleaned at the intro and makes for an excellent and tense puzzle. The no-nonsense gunshot and sudden burst of color add so much to the aesthetic that tension creates.
The graphics are cute, and not bad for a hand-drawn sketch. The walking animation is a bit weird, but that's never easy to draw. And the transition animations between the rooms look great. The lack of music almost adds to the atmosphere so I don't think it hurts the game much; it helps lend a gravity to the sound of gunfire.
The one issue I had was that dialogue selection seemed to only work on the numpad. If I was on a smaller keyboard I wouldn't have been able to play the game. Non-numpad number keys seem to be ignored.
This also doesn't fit into the theme all that well in my opinion. You tried to tie it in with the overpopulation aspect but that's only a bit of backstory and could be completely removed without changing the game much.
Out of curiosity, how did you make the gunshot noise?
Terraforming Cookie Tower by Erendelous 2018-08-13T23:41:55Z ♥ 1
I think everything I wanted to say has been said already but I'll just repeat it: The game is way too easy. Ignore the cookies. Press "W", "D", "W" for about a second each, and win. Again and again. The instructions tell you to reach the "top" but I got to over 100 levels with no end in sight. And since the music resets at the start of each level I got treated to the first 1.5 seconds of your music over and over and over again, which started to annoy me a couple dozen levels in.
Small things you could do to fix the game: make the enemies start in random locations, rather than always at the center (just make sure they don't spawn on the player!). Make the music keep playing across levels, instead of restarting. Make the goal to collect cookies, rather than reach further levels. Make each consecutive level harder - faster enemies, more enemies, more cookies.
I don't think this is a bad game in design or in execution, but it's horribly broken right now, and the optimal strategy makes for really bad gameplay.
level100.png
Snake Mango by Kappa.B 2018-08-13T23:24:51Z ♥ 1
As others have mentioned, the game link is broken. The screenshots look very polished, wish I could play the game.
Get off my shelf! by OnePlusOne 2018-08-13T17:17:02Z ♥ 3
You explained how the movement mechanics work - you apply more force the longer you push. But even so, it was a bit difficult getting used to them. I often felt like random physics events would cause me to suddenly gain a huge burst of speed and fly across the level to my death. The graphics are nice, though the UI could use some work.
I ended up using the strategy of only pushing boxes off indirectly, using other boxes as cover. That seemed to make the weird physics events happen less often. Though after 41 points on my last game I did fly across the screen and died.
Being able to jump at the end screen is a nice touch.
minicipality by Remco 2018-08-13T17:07:21Z ♥ 4
The music's super calming and the game's a really relaxing city designer. There's enough complexity to make a deep and engaging compo entry, but not enough to make the game confusing or frustrating. There's a lot of polish put into the feel of the menus and it creates a great atmosphere.
I'm pretty sure I just locked my game up at 657 florins, and I kinda wish the game would do a check for possible placement spots and let me know when I can't place anything else. I guess I could start the game over and try to fill up the entire available space, but that seems like it would largely involve just hoping/paying for the 1x1 roads to appear, since so many areas are locked off by narrow passageways.
I feel like the game is missing something more exciting to work towards than "fill up the map" or "gain all the money", but I can't think of any goals that would suit it.
All in all, I think this is a great title, and while I have some complaints they're minor and didn't stop me enjoying this game. Great work.
MondrianCraft by kromeboy 2018-08-13T16:46:22Z ♥ 2
I beat the game, eventually. Finding spaces for the weird shapes I'd been given and constantly rearranging my canvas was fun. But the bulk of the puzzle seems to rely on trial and error. Initially the rules make sense: combine two reds to make a red 2x1. Combine two whites to make a white 2x1. Combine two yellows to- wait I can't do that. Ok. I can combine two white 2x1s to create an S block, and two red 2x1s to create an L-block but now I can't combine the remaining two white 2x1s for some reason? There seems to be no logic after a point with what colors go together, or what shapes they'll make when they're combined.
Rearranging the canvas is the fun part of this game. Creating new blocks is the tedious and grindy part. Just clicking every block to every block. I tried to figure out some deeper ruleset behind the combinations, but I couldn't find it.
What I would have liked is a more consistent set of rules: you can only combine the same color. You can only combine pieces of equal size. And the orientation they have when you click them together determines the final shape. That would be nice. Then there'd be a puzzle to building shapes that will fit on your canvas.
As it stands, I've come out of this game a little frustrated. The backdrop is really pretty and the mechanics are creative and have a lot of potential. But you haven't explained your ruleset.
Beach Time by Stephano 2018-08-13T11:46:17Z ♥ 2
My first playthrough I gathered 6 coins, but wasn't able to spend them because I didn't understand the controls. I got there on the second playthrough, but suddenly having to use a mouse to select an upgrade was a weird design decision. I would have preferred walking into the shoes/hammer.
I was able to purchase the shoes, but didn't notice an upgrade to my speed. I couldn't also upgrade the recycling because the game ended before then.
And that's kinda my biggest gripe with this game - seems like whatever I do the tide eventually just reaches the top of the screen and kills me. If it weren't for that, I could see this as a really fun game where you increase your speed while the trash collects further and further away from shore, forcing you to get the speed upgrades so you can reach it before the tide comes in. Then you have to spend some coins to push the level of the tide back so you don't die, and upgrade the recycler so it can keep generating you cash. Those are some very slight changes that could have improved this game immensely.
I would also like a counter for how much trash I'm carrying.
The graphics are fantastic, and the game feels great (if a little repetitive) in a steamworld dig sort of way, where you dive into the depths to collect resources to then upgrade how well and how deep you can dive. The execution feels great. It's just the design that I have a gripe with. All in all this is a good entry.
Downfall by bnmkt 2018-08-13T11:20:18Z ♥ 3
A lot of Ludum Dare participants make 12 hour games. There's even a 1 hour game jam that takes place during LDs. It's totally doable, but you have to keep your scope tiny. In the case of Downfall, the amount of stuff you wanted to do did not have a chance to be complete in the time you had available.
The game is playable in principle, and has a solid foundation, but it's plagued with weird design decisions and bugs (and I honestly don't know which is which). I will do my best to critique the game in light of its being a 12 hour title, but a lot of this could have been avoided if you didn't try to do so much.
So the first issue came up immediately when I started playing: the A key doesn't work. I can steer with the arrow keys or with Q/D, but even then half the time my input doesn't register. After a while the 'powerups' started kicking in, which either made the game unplayably fast, tediously slow, or randomly changed the game state in ways I could not begin to understand for how frequent the changes were. I felt like my input didn't have much impact on the state of the game, compared to the random stuff that was happening without my control.
I was not able to work out what caused blocks to disappear. At one point I made a 2x2 square and that vanished. At another I made an L shape (4 blocks high, 2 blocks wide) and that disappeared. At another point a random event happened and half my blocks vanished on their own. So I don't really know what I was aiming towards.
There seem to be 2 blue colors and they're virtually impossible to tell apart.
The controllable area "shrunk" every so often but the blocks still fall outside it. So by the endgame, where I only have 3 columns in the middle, the vast majority of blocks I have no control over, and can't speed up. So it's just a waiting game until I get a block I can actually use.
Here's what I'd like from a 12 hour game: Blocks of solid colors (red, green, blue, yellow, orange, pink) fall from the top of the screen. I can move the blocks left and right. I can speed up the blocks by pressing 'down' or 'S'. When I make any set of 4 connected blocks of the same color they disappear and I get 1 point. If any column reaches the top of the screen I lose. Done. Make that, add some sfx and music and polish up the graphics/tutorial/difficulty if you have time left over.
You asked for honest feedback, I hope this fits the bill. You tried to do too much. Keep your scope smaller next time.
Space Crusher by Brallex 2018-08-13T10:58:46Z ♥ 1
when I hit the blue wall on the bottom, I got the "You won! Press Space to Continue" screen but pressing space did nothing. I was able to hit esc and select the level again but I wish I could restart without waiting through all the animations.
There's not a whole lot I can say about the mechanics; I wasn't able to work out what determined which direction the wall was coming from, and it would have been nice to have some way to track where the keys were, other than learning the levels through multiple playthroughs. Maybe 4 arrows around the player. Some more depth wouldn't have hurt, but I understand wanting to keep the scope small. The controls were a little bit floaty, since the character doesn't stop when I stop pressing the button. I don't know if that's intentional.
You might want to add "esc to exit to menu" to the game's description.
Running Out of Space! by ArtemFTW 2018-08-13T09:01:54Z ♥ 2
At the end of the day the game is just a simple left-right dodging setup, but I do like the theme of inventory space you've got going. Like @biodiesel mentioned, this setup could be really interesting with some more items, especially ones that would let you clear inventory space or destroy items in your path. That would offer more of an incentive to collect some items, even though they might bring you closer to death.
I would have liked hotkeys to use the potions, since my touchpad locks up while I use my keyboard. Also, the speed boost didn't seem to work properly; at least I didn't notice any speed increase, even though the sound effect played.
My final score was 37.
Space Ninja by BlueBlu 2018-08-13T08:04:11Z ♥ 1
So I eventually learned that my bomb count was in the top left. I also eventually learned that my camouflage would only work for a few seconds at a time, but I could not see any UI elements to indicate how much I had left. Would have liked that.
You keep saying in the comments there's a light switch, but it is impossible to see the light switch because **everything is pitch black** - you can only turn on the light if you know how the level is designed, which defeats the point.
Anyway, after a ton of trial and error I made it past the first level. Got to the green exit trigger and got thrown into another pitch black room. This one had really tiny X's on the floor, but I couldn't place any bombs or use camouflage to see anything. I also seemed to lose my player model. I don't know if the game glitched out or if this is by design, and that's not saying great things about your game.
Eventually I got tired of running around with no bombs, no camo, and no way to restart the level, so I stopped playing.
Games are primarily a visual medium. There are exceptions, but this isn't one. If you make the whole screen black, there is no way to navigate the levels. You keep touting the light switches, but they aren't even slightly indicated. You keep touting the camouflage, but that only shows you part of the level and isn't available in the second level. Maybe you could work off memory after you get ambushed, but of the however many times I got caught by an enemy the light turned on only once. I get that you wanted to play with darkness. That's fine. But you need to offer an alternate method of navigating, and the ones you provided aren't available most of the time and don't work that well when they are.
Sorry man; you've hidden anything good about the game behind a bad design decision. No easy way to put this.
Leave by SimonTheCase 2018-08-13T07:45:45Z ♥ 2
For a 10 hour game, this is excellent. You managed to get a good design and even include sound effects in a short time. For a Compo game, this is still pretty good. Sure the design is minimalist, but I love how the principle of time-management plays out while you race against the world falling apart around you.
The first level was easy enough, since I could more or less beeline to the goal. The second level is where the game shines, since it forces you to plan out a route and then requires perfect execution to win. I think were this a longer game I would have preferred a turn-based system, maybe on a grid, since the controls did feel a little sticky and the hitboxes and time limits were unforgiving. That would change the focus purely to planning the route, rather than executing it. But this isn't a longer game, so what you have works fine.
All in all, great work.
Mancha! by Lakso 2018-08-12T23:57:03Z ♥ 1
The game's simple and clever and works well enough for what it is. It's interesting to see a game with all the focus tunelled into the AI, but it's a good AI for the system so I guess you divided your time well.
With a gamepad plugged in, I was forced into a gamepad+mouse situation, where I could only control the game with the gamepad but could only control the menus with a mouse.
I started the game with a gamepad plugged in (as it usually is) and was surprised to see WASD and the arrow keys not working. I got to just a few seconds left on the clock when I picked up the gamepad and started moving around, but I was able to win that game regardless.
And that's my biggest problem with the design of this game. Because of the shrinking level, you will always be right next to the AI at the end of the game (they tend to stick to one edge and not move much). So all you need to do to win is wait 29 seconds, tag, and hope you're lucky enough to move away. Anything else is a waste of time, as far as the game's concerned. I would have much preferred a king-of-the-hill system, where you track how much time each player has spent being "it". Maybe make the score increase faster towards the end of the game to add tension. Then whoever got more points being "it" loses. That would lend some significance to the bulk of the game.
The other problem I had is that the AI had insanely quick reflexes. You do get a little bit of knockback which means it is possible to start running before the AI reaches you, but more often then not I'd get tagged back immediately. I wonder about starting the two players further apart after a tag, or giving a half second of invincibility.
For your first entry this is very good. You kept the scope low, and you put a lot of effort into one aspect of the game, while making sure the rest was clean and polished. And it is fun and satisfying to play. I just wish the game wouldn't invalidate a game where I spent the first 20 seconds running away only to be sniped at the last second.
Deposition by vede 2018-08-12T23:42:41Z ♥ 1
I don't really understand the mechanics of the game; I tried playing as a judge but just got a note saying I should wait until more players play as policeman. I then tried playing as a policeman, and got treated to a very long intro sequence. Then a guy came up and started explaining things I had to note down. But the typewriter didn't register over half my keypresses, and adjusting it precisely was impossible. So I just wound up with a bunch of random characters in random order on my paper and eventually got tired of waiting for something else to happen.
I would love to come back to this game, but I need the typewriter to register my inputs properly, and I'd like the rules explanation not to take longer than some games take to complete. Just throw a line or two at the start: "you have 13 lines. Take notes from the witness. Later these notes will be used to...something". If you have time to do those two quick changes for a post-LD version hit me up and I'll try to give a proper review.